Our adventurers are exploring an abandoned, underground casino that has remnants of worship to the goddess Tymora. In order to access a hidden chamber, obtain an item or receive a blessing of good luck, four cards must be drawn from a deck of 52 cards. It might be best if our PCs scour the dungeon for clues before choosing the wrong cards, or the results could be disastrous! Are your players “lucky” enough to solve the Chamber of Tymora?

Want to run this puzzle in your game? Here are the images of the items you can PRINT and SHOW to your players!

2 thoughts on “Puzzles for D&D – The Chamber of Tymora – Wally DM

  1. Hey Wally,
    I have been enjoying all your puzzles. However, most of them on YouTube do not seem to provide info on how the PCs know to be looking for clues. It just presents the scenario and the resolution.

    For Example, in this one, if the PCs simply start picking cards then something bad could happen. How do they know 1) They are dealing with a puzzle, and 2) That they must seek out clues to solve the puzzle?

    How do you let the players know?

    1. Hi Lynn, this is a great question! In fact, I may include this question in a future video, if you don’t mind.

      Anyways… yes, definitely something very bad will happen if the players decide to start pulling cards. While this, in itself might be the warning that they do not have sufficient information to complete the task, here are a few other ways that I would consider letting players know they are dealing with a puzzle.

      The first way, before they even pull a card, is to let them make an WIS check setting your own DC. Here is how I would handle the result:
      A successful roll against the DC, and the DM tells the player:
      “You feel that this may be a trap and pulling cards without gathering more information may not be the best plan of action at this time. Maybe you should come back to this area after you explore.
      And a failure roll against the DC, as a DM, I would tell the player:
      “You feel that pulling from the middle of the deck first, will give you the best chance at pulling the correct card”
      Yep, the failed WIS check, gives bad information, and the character receives the first blast of failure…

      The second way I would let players know they are looking for clues is for them to find ONE clue before finding the puzzle. In the Chamber of Tymora, there are 4 clues in total. Let’s say they found the clock first… Then, they find the puzzle room… If they don’t figure out the clock is a clue, we can help them by allowing them to make another INT check… with a success:
      “Drawing four cards seems dangerous, but, the clock you saw earlier, the one with the missing hand, it may provide a clue as to what card to draw from the deck”.

      Most of my puzzles are “Lock and Key” meaning, players must find items (or clues) to unlock a puzzle, so anytime I see they are stuck, I will always allow them to make an INT or WIS check and give them a hint if successful…

      I hope this helps? I will try to include more “Clues” in my future video to help out.
      Thank you for being a subscriber and commenting. I appreciate it! 🙂
      Contact me at anytime.
      Wally D.

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