The Dungeon
Room 3
(If you've already visited this room you now find it empty. Click HERE to choose an exit.)
This small and rather plain room has two exits. One to the East (Room 4) and one to the South (Room 1). It is lit by two torches in wall sconces.
The only interesting feature of this room is carved pillar set in the very center of the room. The room seemed to small for this to be a load bearing pillar.
Taking a closer look you see that what you initially though were carvings etched into it were actually a series of gears and cogwheels and interconnected chains. They looked in good condition and able to be turned and moved about.
You quickly realize you were looking at a riddle. Or more precisely a puzzle. If things were arranged and turned in a certain way something would happen. Good or bad you were not sure.
***
Figure out the puzzle:
- Roll a Mind check: 1d6+0 to try to figure out the puzzle. If you have the Scoundrel ability roll the d6 twice and take the better result.
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