A common representation of the Carpenter Queen. |
All deals must be paid for, all bargains must be equal. She, the
Carpenter Queen, had received the power the spider promised, and the
spider received something in return. Placing the Queen in a deep
slumber, the spider scraped out a small hole in the queen's skull.
Reaching in with dainty limbs it pulled out bits of the gray flesh
contained in her head. Thirteen pieces were taken from her mind,
thirteen pieces were placed within a puzzle of nails blessed by the
spider. With its purpose done, the spider filled the hole it had made
with web, and awoke the queen to begin her reign.
Puzzle of the Carpenter Queen |
The Queen's
Puzzled Mind
Each of the thirteen puzzles made by the spider are bejeweled cubes
made from bent nails, the contraptions the size of an adult's palm.
Moving easily, the nails are hinged on unseen mechanisms, and slide
upon unseen rails. The nails may be slid and moved to form designs
and glyphs that momentarily give glimpses to a piece of the queen's
brain. No longer in its original shape, its form now protean, the
piece changed each time it is seen. When seen, the piece grants the
viewer a temporary form of enlightenment. To move the nails, the
blood of the solver must be given freely to the puzzle box, the blood
lubricates the mechanisms within the box. For one night and one day
the enlightenment lasts, then fades from the enlightened's mind.
Meaning and enlightenment is only granted to the one who sacrificed
the blood to the box.
OSR / AD&D
To solve solve the puzzle box, an individual needs to spend at least
one hour of uninterrupted time in an area without distractions. After
the hour has passed the character must sacrifice 1D6 hit-points, then
attempt to roll under their Intelligence or Wisdom on
1D20. If the character is successful, they receive a form of
enlightenment that lasts for 24 hours, roll on the chart below. The
hit-points sacrificed cannot be healed, even through magic, unless
the user willingly gives up their bonus.
Enlightenment Bonus - 1D6
Character receives a +1 bonus to the category listed. The bonus
increases by +1 every three levels after the first (e.g. 4th,
7th, 10th, etc...)
- All to-hit rolls.
- All damage rolls.
- All save rolls.
- All skill rolls.
- Armor Class Increase/Decrease.
- Increase a Stat roll 1D6 (1-Str, 2-Dex, 3-Con, 4-Int, 5-Wis, 6-Cha)
The bit of brain is different each time it is seen. |
Into the Odd
To solve solve the puzzle box, an individual needs to spend at least
one hour of uninterrupted time in an area without distractions. After
the hour has passed the character must sacrifice 1D6 hit-points, then
attempt a Will save. If the character is successful, they
receive a form of enlightenment that lasts for 24 hours, roll on the
chart below. The hit-points sacrificed cannot be healed, even through
arcana use, unless the user willingly gives up their bonus.
Enlightenment Bonus - 1D6
Character receives a +1 bonus to the category listed. The bonus
increases by +1 every level the character possesses.
- All damage rolls.
- Increase to Armor.
- Increase to a Stat 1D3 (1-Str, 2-Dex, 3-Will)
- All damage ignores armor.
- The character gains an income of that day of 1 Guilder per +1 of bonus.
- Increase to all Luck rolls.
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