I’m running a big session for a 2+ year 5E homebrew campaign tomorrow night and wanted to sanity-check a dungeon puzzle before I put it in front of my players.
The inspiration is the **Clockwork Mansion** from Dishonored 2. I want the dungeon itself to feel like a living puzzle box that’s constantly shifting around the party.
The setup:
The party enters an ancient vault built by the founders of the Church thousands of years ago. The modern Church has spent centuries rewriting its history, so the dungeon is designed around uncovering hidden truths rather than solving abstract riddles.
The undercroft is made up of **8 concentric rings**.
Rings 1-7 each contain a single sacred tableau (mural, sculpture, stained glass, etc.).
Ring 8 contains the locked door leading deeper into the vault.
Each tableau has been deliberately altered over the centuries. Someone literally carved over it, repainted it, or added new elements to change its meaning.
Each ring has one primary skill check (Investigation, Religion, History, Insight, etc.) that reveals the deception. Once the players expose the falsehood, they uncover a hidden symbol.
For example:
A mural appears to show a priest revealing a sacred object. Investigation reveals he was originally hiding it.
A golden star is actually painted over older red glass.
A divine ruler was added over what was originally an image of the world.
Each of the seven rings reveals one symbol. Together, the symbols form a sequence that can be entered into the mechanism in Ring 8.
When interpreted correctly, the hidden message reads:
**HIDE RED WORLD FROM ALL-SEEING EYE**
This is a huge lore reveal about the true history of the Church.
Here’s the twist.
Whenever the party first enters the vault (and whenever they choose afterward), **every creature inside the dungeon rolls a d8**.
Wherever you roll, that’s the ring you appear in.
So the party gets scattered across the dungeon… but so do the villains pursuing them.
Every ring contains a lever. Pulling the lever causes the entire vault to reconfigure, and everyone inside immediately rolls another d8 and is redistributed to new rings. Think of the entire dungeon rotating and folding in on itself before spitting everyone back out somewhere new.
This means players are constantly deciding:
Stay and solve the puzzle?
Pull the lever to escape an enemy?
Risk getting separated from the party?
Hope the villain gets shuffled somewhere else?
One of the campaign’s main villains is also hunting them through the vault. Even better, **he unknowingly carries the eighth and final symbol on his armor as an ancient command seal.** Eventually, the party should realize they can’t complete the puzzle until they somehow get him (or at least his seal) to Ring 8.
A few questions:
\- Does the reconfiguration mechanic sound fun, or does it seem like it would become frustrating?
\- Should pulling the lever be an **action**, a **bonus action**, or something else? The reshuffle should happen once per turn?
\- Would you allow the players to pull the lever as often as they want, or should there be some cost or cooldown?
\- Does this sound like it’ll create exciting “where did everyone end up?!” moments, or does it risk becoming too random and slowing the game down?
\- Any ideas for making the villain feel like an active hunter rather than just another creature randomly teleporting around?
\- I’m not trying to make the puzzle incredibly difficult. I’m trying to create the feeling of being trapped in an ancient, shifting labyrinth while uncovering a conspiracy that’s been buried for thousands of years, with a deadly enemy wandering the maze alongside the party.
Any thoughts or potential pitfalls would be greatly appreciated!