95. There's a door on the other side. The players come upon a room full of bouncing basketballs that they have trouble wading through.

22. The character who swims to the bottom and finds the tunnel to the next room escapes. Or maybe PCs find them as part of loot? Blood and gore have seeped out through the door of the smaller room and soaked the floor. The players find an important door they have to go through, but a massive pillar has fallen directly into it, jamming it and blocking the way. And it works better with puzzles where it is obvious to the DM when players make a mistake. DungeonVault LLC earns a small commission for referring visitors. The group finds a room with yellow lines that border the walls and break for spaces at even intervals 2–3 times. 6. The Vault Bundle contains every product in the DungeonVault webshop at a very low price. Two boats are tied up at the entrance: one that looks rickety and has a little water in the bottom, and one that looks new and really watertight, with gilded edges. The characters might get caught permanently in the center of the room, unwilling (or unable) to move simply because they're experiencing something akin to an endless, massive orgasm.

Light comes down upon it. There's a long gravel corridor with a heavy statue of a laughing guy in football gear holding a rope at one end and a car trunk at the other. It will give you lots of ideas on how to place puzzle pieces and use the environment. The prison conjures up rooms with different scenery such as deserts, floating islands etc.

You can make it something really cheesy like "open sesame." 34. There are many interesting ways of revealing clues. The players enter an empty room with a slowly strobing light (spell-based or technology, whatever works in your campaign). When a dagger is inserted into a hole, it makes a specific and unique tone. . There's also a water fountain and a bowl of fruit on the table. Haha!

88. There might just be nerve gas behind it or something equally dangerous. 58. The characters reach a normal-looking room with some decent furniture in it (a couch, a coffee table, several easy chairs, a bookcase, a clock, etc.). Most of the glass boxes are filled with Halon gas, which blasts out and chokes the characters exposed to it (or you could put in something worse). Not digital numbers in squares, but richly illustrated magic stones with mystical runes of a lost civilization. But don’t be fooled. The group must navigate a long maze of gooey yellow sponge passages that are just large enough for one person to crawl through. Whoever opened the door (and anyone else with him/her) better beat feet fast and hope everyone that caught the brunt of the fire made it out okay.

It could be an illusion—you decide how much to mess with your characters' sense of right and wrong. Before the characters get in too far, the door they came through slams shut, opening a wide pipe that starts filling the room with some liquid as all the floor grates seal. 98. And there is no rule saying you can’t print this puzzle twice extending your D&D puzzle generator well beyond 500 setups. They can always try to solve the puzzle through simple trial and error. And D&D puzzle encounters contain both which is double the fun. 80. 7. There's a thick wall of ice blocking the passage that shoots out 10-inch blades when touched (1d6 to resolve). It is locked to all else. 36. The characters find themselves in a room with a number of sealed glass insets and a locked, impassable door with the note "In case of fire, break glass" pinned to it. The water is dark and a little cloudy, but there's just some harmless-looking fish visible, so it can't be that bad .

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