The Puzzle Locked Legacy of Branagor Stonecipher

Happy Saint Patrick’s Day all. I have a new adventure for you in Sidetracks and Misadventures. This time it’s a treasure hunt, a leprechaun who was a notable maker of safes and various other security devices has died and has promised half of his fortune in his will if anyone can solve the devious puzzles he has hidden throughout the city of Sliberberg. However, the players are not alone in their search, two other leprechauns with deep pockets and the ability to spare are also looking for the treasure. If the dm plays the adventure right the players will not look at leperchauns the same way again.

Adventure Background

Recently, Sliberberg has mourned the passing of Branagor Stonecipher, a childless widower and the esteemed maker of unparalleled security devices. Branagor’s craftsmanship was sought after by nobles and merchants alike, solidifying his reputation as a master artisan.

In his will, Branagor left his considerable wealth and thriving business to his loyal apprentices, ensuring the continuation of his legacy. However, the will held an unexpected and whimsical clause, a reflection of his love for puzzles and games. Before his death, Branagor had devised a treasure hunt within the enchanted streets of Sliberberg, promising a grand reward to those daring enough to solve the intricate puzzles he had crafted.

The adventurers, drawn by the promise of not only wealth but also a mysterious and potent magic item of unknown abilities, find themselves entangled in the legacy of Branagor Stonecipher. The treasure hunt becomes a test of intellect, ingenuity, and perhaps a touch of luck, as they navigate the whimsical and magical landscape of Märchenweltgrenze.

The townsfolk speak in hushed tones of Branagor’s eccentricity, remembering the leprechaun’s stoic demeanor and meticulous attention to detail. As the adventurers embark on this quest, they unravel tales of his passion for puzzles and the indelible mark he left on Sliberberg.

Adventure Begins: 

The adventurers find themselves in the lively and colorful marketplace of Sliberberg, surrounded by stalls adorned with magical trinkets, exotic goods, and the enticing aroma of enchanted pastries. The bustling atmosphere is abruptly hushed as a town crier, a sprite with a golden trumpet, takes center stage.

Hear ye, hear ye! Citizens and visitors of Sliberberg!” announces the sprite with a flourish, drawing the attention of the gathered crowd. The crier proceeds to share the news of the recent passing of Branagor Stonecipher, the esteemed leprechaun maker of security devices, and the reading of his will.

By the whims of fate and the enchantment of puzzles, Branagor Stonecipher has bequeathed half of his substantial wealth and a mysterious magic item to those who dare embark on a treasure hunt within the heart of our beloved Sliberberg!

Murmurs of excitement ripple through the crowd as the crier continues, “The grand adventure begins at the esteemed Goldspire Bank, where the clever leprechaun has hidden the first clue to unlock the puzzle-locked legacy. Seek the golden maze and let the hunt commence!

The marketplace comes alive with a newfound energy as townsfolk exchange eager glances and adventurers from various walks of life start to form a curious procession toward Goldspire Bank. The air is filled with a sense of anticipation and opportunity as the adventurers contemplate the challenges that lie ahead.

The Golden Maze

As the adventurers approach Goldspire Bank, the air is thick with anticipation. A crowd of eager treasure hunters gathers at the imposing golden doors, their voices a buzz of excitement and curiosity. At a second-floor window, Aoife Goldspire, the shrewd owner of the bank, calls out in a commanding tone, “Clear the entrance, this is a place of business, not a carnival!”

The golden doors to the bank stand firmly closed, with no sign of immediate entry. However, keen-eyed players may notice the subtle glint of a small, ornate lock on a side door, and an alley adjacent to the bank seems oddly untouched by the crowd.

  • Location: In the secluded alley behind Goldspire Bank, the players discover a peculiar mechanical box. It is adorned with Branagor Stonecipher’s personal seal and features a maze intricately etched on its top surface.
  • Objective: The objective is to guide a tiny, enchanted figurine through the maze to the center, unlocking the next clue. The players can manipulate the figurine’s movement by turning small dials on the sides of the box.

As the players successfully guide the enchanted figurine through the maze, a magical chime resonates, and a mystical mouth materializes above the box. It speaks in a riddling tone:

“Through veils of green where stories unfold, In a stage of dreams, and legends are told. Amidst the seats where tales take flight, Seek the heart of day and the soul of night.

Where laughter rings and sorrows weep, In the realm where actors secrets keep, Find the path where the spotlight gleams, In the lobby of dreams, reveal the next schemes.”

As the players triumphantly solve Branagor’s maze puzzle, the magical mouth fades away, leaving them with the cryptic riddle pointing toward the Hillside Amphitheater’s lobby. As the adventurers begin to head up the bustling street, one with the keenest senses, likely the player with the highest passive perception, catches a glimpse of a leprechaun in the distance.

Dressed in a blend of practical explorer gear and ornate jewelry, the leprechaun is accompanied by a group of thuggish-looking goblins. Their hasty movements and furtive glances betray an air of secrecy. It becomes evident that they are heading down the alley behind Goldspire Bank, seemingly on a quest parallel to that of the players.

This leprechaun, identified as Faelan Glimmerstrike, is a professional treasure hunter well-known in Märchenweltgrenze. His reputation for success precedes him, and it seems he is not the only one enticed by the promise of Branagor’s Puzzle-Locked Legacy. The goblins accompanying him suggest a certain ruthlessness in his pursuit.

The Puppet Theater 

As the players step into the lobby of the Hillside Amphitheater, the enchanting atmosphere of living trees and fairy lights surrounds them. The ethereal glow bathes the space in a warm, magical ambiance. The distant sounds of a mid-performance echo through the wooden walls, emphasizing the deserted nature of the lobby during the show.

The lobby, normally abuzz with patrons, now stands empty except for a bored-looking usher stationed at the door leading to the main hall. Across the room, a janitor casually changes a plaque near a remarkable mechanical coin-operated puppet theater.

As you explore the living tree-lined space, the janitor glances up from their work, offering a nod of acknowledgment, while the usher halfheartedly flips through a program. The distant melody of the ongoing performance adds a surreal quality to the enchanted surroundings.

The plaque says that the theater was donated by Branagor Stonecipher two months ago. As the players examine the mechanical coin-operated puppet theater, they notice a bronze banner above the theater’s window engraved with a riddle:

“In shadows deep where tales are spun, Three scenes entwined, a deed begun. In caverns dark, a dragon’s plight, Snow White’s apple, a wicked bite. Up the beanstalk, in the night’s chill air, Heroes rise, villains dare.

There is also a panel with the seal of the master craftsmen on the front of the theater. The panel is hinged and has a latch that opens easily. Behind the panel are 3 knobs.

Puzzle Elements:

  1. Hidden Knobs: The knobs for “Hero,” “Villain,” and “Background” are concealed behind a discreet panel on the side of the puppet theater. Players must discover and access this panel to manipulate the knobs. The position for the knobs are as follows
  1. Hero Knob (6 Positions):
    • Knight
    • Snow White
    • Jack
    • Cinderella
    • Alibaba
    • Red Riding Hood
  2. Villain Knob (6 Positions):
    • Dragon
    • Evil Queen
    • Giant
    • Wicked Stepmother
    • The leader of the 40 thieves
    • Big Bad Wolf
  3. Background Knob (6 Positions):
    • Cave
    • Dwarves’ Cabin
    • Beanstalk
    • Enchanted Forest
    • The shah’s Palace
    • Grand Ballroom
  1. Puppet Scenes:
    • Knight vs. Dragon: Depicts a knight battling a dragon in a dark cave.
    • Snow White’s Apple: Illustrates Snow White receiving the apple from the disguised evil queen in the dwarves’ cabin.
    • Jack’s Escape: Shows Jack fleeing down the beanstalk from the pursuing giant.
  2. Fanfare of Triumph:
  • When players successfully align all three knobs to recreate a scene, a triumphant fanfare resonates from the puppet theater.

Objective: Players must align the hidden knobs behind the panel to recreate the three scenes described in the riddle. Each knob corresponds to a specific element: “Hero,” “Villain,” and “Background.”

When the final scene is created read the following

As the final scene unfolds, the puppet theater weaves its enchantment. The living trees and fairy lights in the lobby flicker, and the air shimmers with anticipation. The backdrop transforms into the city cathedral, and two exquisite angels descend, cradling a scroll between them. 

Riddle on the Scroll: “Between the hallowed arches, where echoes divine, In the sacred embrace, where spirits entwine. Seek the cellar’s secret, where casks align, In the rectory’s heart, where blessings assign.”

Solution: Wine Cellar of the Cathedral’s Rectory

As the players stand on the threshold of the Hillside Amphitheater, the magical echoes of the puppet theater’s scenes lingering in the air, a sudden intrusion disrupts the tranquility. Without warning, the theater doors swing open with force, and a leprechaun adorned in a mixture of practical explorer gear and ornate jewelry barges in, shoving the players aside with a careless nonchalance. His sharp Irish accent cuts through the atmosphere as he rudely dismisses you, “Out of the way, amateurs! The real treasure hunter is here now.”

The Holy Spirits

As the players arrive at the city cathedral and descend into its depths, the grandeur of the spire above contrasts with the cool, dimly lit wine cellar below. The air is heavy with the scent of aged oak and the promise of hidden secrets. Before them stands a formidable security door, unmistakably crafted by the skilled hands of Branagor Stonecipher. Inside the door the players notice a single barrel with Branagor’s seal discreetly marked on its bottom.

The wine cellar, a sanctuary of cool shadows and history, unveils its secrets beneath the city cathedral. Your eyes fall upon a stout security door, a testament to Branagor Stonecipher’s craftsmanship. In the soft glow of the cellar, a single barrel catches your attention, its bottom adorned with Branagor’s unmistakable seal.

Objective: Place each bottle of wine in the correct position on the wine rack according to the given rules.

Wine List:

  1. Moonlit Merlot
  2. Enchanted Chardonnay
  3. Epic Cabernet
  4. Sorcerer’s Syrah
  5. Dragon’s Blood Zinfandel
  6. Princesses’s Pinot Noir
  7. Golden Goblin Gewürztraminer
  8. Feywild Riesling
  9. Mystic Malbec
  10. Secret Cellar Sauvignon Blanc

Rules for Placing Bottles:

  1. Moonlit Merlot and Sorcerer’s Syrah must be together.
  2. Dragon’s Blood Zinfandel must be to the left of Princesses’s Pinot Noir.
  3. Epic Cabernet must be third from the right.
  4. Enchanted Chardonnay must be placed to the right of Princesses’s Pinot Noir.
  5. Golden Goblin Gewürztraminer must be placed at one of the ends.
  6. Feywild Riesling must be adjacent to the barrel cabinet.
  7. Mystic Malbec must be placed in the center.
  8. Secret Cellar Sauvignon Blanc must be placed fifth from the left.

With the final bottle placed in its designated spot on the wine rack, a subtle click resonates through the cellar. The hidden compartment within the false barrel swings open, revealing not only the seal of the Arcane Collegium but also a sequence of cryptic pictograms. As the players scrutinize the symbols, a message becomes clear—the treasure lies within the basement of the lecture hall at the Arcane Collegium.

The distinct click echoes through the wine cellar, and the false barrel’s hidden compartment gracefully opens, unveiling the seal of the Arcane Collegium. Accompanying the seal, a series of enigmatic pictograms materializes, arranged in a sequence that conveys a message. 

Arcane Glyphs: The pictograms, when deciphered, form a sequence:

  1. An open book, representing knowledge.
  2. A descending staircase, signifying a lower level.
  3. A lecture podium, indicating the lecture hall.
  4. An intricate key, symbolizing a hidden treasure.
  5. The seal of the Arcane Collegium, authenticating the message.

Interpretation: The sequence suggests that beneath the lecture hall at the Arcane Collegium, accessible through a descending staircase, awaits a hidden treasure—guarded by the symbolism of knowledge, academia, and arcane secrets.

As the players exit the cathedral rectory, the tranquil air is shattered by the sudden appearance of Faelan Glimmerstrike, a leprechaun treasure hunter, and his group of menacing goblin thugs. Stepping out of the shadows, Faelan cuts straight to the point, demanding information about the recently uncovered clue.

Faelan Glimmerstrike’s Dialogue: Well now, ye’ve stumbled into a bit of a tight spot, haven’t ye? Best be sharin’ the details of that clue ye found, or me friends here will have to coax it out of ya in a less friendly manner. Time’s tickin’, so make yer choice wisely, me fine adventurers.”

Enemies:

  • Faelan Glimmerstrike: Leprechaun Treasure Hunter (Rogue)
  • Goblin Thugs (x4): Armed with crude weapons and a penchant for intimidation.

Objective: Survive the onslaught until Faelan Glimmerstrike and his goons are either all at half health or half of them are defeated. At this point, they decide discretion is the better part of valor and make a hasty retreat.

In Branagor’s name

As the players descend into the basement of the college’s lecture hall, they discover a large and ornate chest, just as promised by the clues. The chest, however, presents a challenge—an alphabetical lock with eight dials, each adorned with every letter of the alphabet. A plaque nearby bears a cryptic statement, suggesting that by invoking Branagor’s name, they will find the key.

The basement of the college’s lecture hall unveils its hidden treasure—a grand, ornate chest standing prominently in the center of the room. The chest, however, is not without its defenses. An alphabetical lock, boasting eight dials with the entire alphabet, guards the contents within. A nearby plaque hints at the solution, promising that by Branagor’s name, the key shall be revealed.

Puzzle Elements:

  1. Alphabetical Lock: The chest is secured by an elaborate alphabetical lock with eight dials, each representing a letter of the alphabet.
  2. Plaque: A plaque adjacent to the chest contains a cryptic statement: “By Branagor’s name, they know the key.”

Objective: Open the chest by deciphering the combination to the alphabetical lock using Branagor’s first name.

Solution: The combination to the lock is “BRANAGOR.”

As the players open the chest they find it empty. Before they can react, a voice from behind commands them to put their hands up and turn around slowly. Faelan Glimmerstrike, accompanied by more goblin goons, has appeared on the scene. The treasure hunter, believing the players have deceived him, is determined to extract the information he seeks.

Faelan’s Dialogue (spoken in an Irish accent): “Well, well, what do we have here? An empty chest and a group of tricksters, eh? You thought you could pull a fast one on Faelan Glimmerstrike, did ya? I won’t have it. Tell me where the clue is, or my friends here will be more than happy to persuade you.

Combat Details:

  • Enemies:
    1. Faelan Glimmerstrike (Leprechaun Treasure Hunter)
    2. Goblin Thug x3

Combat Objectives:

  • The fight lasts until either all combatants are at half health or half of them are defeated.
  • Upon reaching the specified conditions, Faelan and his remaining thugs retreat, leaving the players with their wounds but victorious.

As the players investigate the empty chest, a moderately difficult perception or investigation check (DC 18) unveils hidden carvings on the interior of the lid. Among these enigmatic symbols is a depiction of the Ouroboros, accompanied by the phrase “box c31” and a sequence of numbers: 781, 411, and 109. Discerning minds can deduce that these clues lead back to where the trail began—the Goldspire Bank.

Interpretation: Upon closer inspection and deduction, the players may interpret the clues as follows:

  • The Ouroboros suggests a cyclical or circular path, indicating a return to the starting point.
  • The phrase “box c31” hints at a safety deposit box in the Goldspire Bank.
  • The numbers 781, 411, and 109 may serve as a combination or code for accessing the desired box.

Aoife Goldspire’s Betrayal

As the players stand before the safety deposit box labeled with Branagor’s seal, a sense of anticipation fills the air. The combination lock yields to their efforts, revealing the contents within. However, the moment is interrupted by the ominous sound of heavy footsteps echoing in the vault. Aoife Goldspire, the seemingly trustworthy bank owner, strides toward them, flanked by a formidable Fomorian, his presence foreboding and threatening.

The vault’s metallic hum resonates as the players successfully unlock the safety deposit box. Yet, the triumph is short-lived as the reverberation of heavy footsteps announces Aoife Goldspire’s arrival. A Fomorian, wielding a colossal mace, accompanies her. With a polite smile, she addresses the players.

Aoife Goldspire’s Dialogue: “Ah, my dear adventurers, I’m afraid your journey ends here. Please, do step away from the box. It’s in your best interest to comply. My head of security here can be quite… persuasive. I’d rather not see you turned to mush, but I won’t hesitate if you resist. You see, I know precisely what’s in that box, and I intend to claim it for myself.

Boss Battle: Aoife Goldspire and the Fomorian

If the players resist or negotiations break down, Aoife Goldspire and the Fomorian engage in a challenging boss battle. Aoife, once a trusted ally, reveals her true colors, and the players must confront the betrayal and the formidable force standing in their way.

Enemies:

  1. Aoife Goldspire (Fey Bank Owner)
  2. Fomorian Head of Security

Battle Objectives:

  • Defeat Aoife Goldspire and the Fomorian Head of Security to claim victory.

Adventure Conclusion

As Aoife Goldspire lies defeated, her treacherous plot unraveled, the players stand victorious in the bank vault. With the enemies vanquished, they turn their attention once more to the safety deposit box, now rightfully theirs. As the lid creaks open, a gleam of platinum coins catches their eyes — 500 in total.

Read Aloud Description: With Aoife Goldspire’s betrayal now a thing of the past, the metallic hum of the vault seems to echo the players’ triumph. The safety deposit box yields not only a gleaming pile of 500 platinum coins but also an intriguing item — Branagor’s Infinite Labyrinth in a Box.

Contents of the Safety Deposit Box:

  1. 500 Platinum Coins.
  2. Branagor’s Infinite Labyrinth in a Box.

Branagor’s Infinite Labyrinth in a Box

Wondrous Item (Requires Attunement)

Branagor’s Infinite Labyrinth appears as an ordinary metal puzzle box, intricately crafted and deceptively unassuming. However, its true power lies dormant until attuned and placed within a residence.

Activation:

  • Once attuned and activated, the box bestows a powerful ward upon the building where it resides. This ward prevents entry by anyone except those specified by the user or those who receive a direct invitation.

Effect:

  • Dimensional Imprisonment: Anyone who forcibly enters the warded building triggers the box’s magic, transporting them to a demiplane containing a vast and labyrinthine maze. This maze has no discernible end, beginning, or edges, ensnaring intruders within its endless corridors.
  • Conditional Activation: The box also activates if an invited guest proves unworthy of hospitality, ensuring the safety and security of the user’s residence.
  • Summoning: The attuned user holds the box and speaks the name of any creature trapped within the maze, instantly summoning them back to the material plane. The user possesses knowledge of the number of creatures ensnared within the maze and their identities.

Aoife Goldspire Small Fey (Leprechaun), Neutral Evil

Armor Class 15 (Studded Leather Armor)
Hit Points 66 (12d6 + 24)
Speed 25 ft.

STR 10 (+0)
DEX 16 (+3)
CON 14 (+2)
INT 14 (+2)
WIS 12 (+1)
CHA 18 (+4)

Skills Deception +8, Persuasion +8, Insight +5
Senses Darkvision 60 ft., Passive Perception 11
Languages Common, Sylvan
Challenge 5 (1,800 XP)

Leprechaun Magic. Aoife can innately cast the following spells, requiring no material components:

  • At will: Minor Illusion
  • 3/day each: Invisibility, Charm Person
  • 1/day: Dimension Door

Warlock Spellcasting. Aoife is a 5th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). Aoife has the following warlock spells prepared:

  • Cantrips (at will): Eldritch Blast, Mage Hand, Minor Illusion
  • 1st level (4 slots): Charm Person, Hex
  • 2nd level (3 slots): Hold Person, Mirror Image
  • 3rd level (2 slots): Counterspell, Hypnotic Pattern

Dark One’s Blessing. When Aoife reduces a hostile creature to 0 hit points, she gains temporary hit points equal to her Charisma modifier plus her warlock level (6).

Actions

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Eldritch Blast. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 10 (1d10 + 4) force damage.

Fey Presence (Recharge 5-6). Aoife can use her action to unleash the beguiling magic of the Feywild. Each creature of Aoife’s choice within 10 feet of her must succeed on a DC 15 Wisdom saving throw or be charmed or frightened (Aoife’s choice) until the end of her next turn.

Reactions

Uncanny Dodge. When an attacker Aoife can see hits her with an attack, she can use her reaction to halve the attack’s damage against her.

Faelan Glimmerstrike Small Fey (Leprechaun), Chaotic Neutral

Armor Class 14 (Leather Armor)
Hit Points 84 (13d6 + 39)
Speed 25 ft.

STR 8 (-1)
DEX 16 (+3)
CON 16 (+3)
INT 12 (+1)
WIS 14 (+2)
CHA 18 (+4)

Skills Deception +8, Stealth +6
Senses Darkvision 60 ft., Passive Perception 12
Languages Common, Sylvan
Challenge 6 (2,300 XP)

Leprechaun Magic. Faelan can innately cast the following spells, requiring no material components:

  • At will: Minor Illusion
  • 3/day each: Invisibility, Charm Person
  • 1/day: Dimension Door

Lucky. Faelan can reroll a 1 on an attack roll, ability check, or saving throw. He must use the new roll.

Actions

Multiattack. Faelan makes two attacks with his shortsword.

Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) piercing damage.

Fey Trickery. Faelan can use his bonus action to magically turn invisible until the start of his next turn or until he attacks, makes a damage roll, or forces someone to make a saving throw.

Reactions

Uncanny Dodge. When an attacker Faelan can see hits him with an attack, he can use his reaction to halve the attack’s damage against him.

Fomorian Enforcer Large Fey, Chaotic Evil

Armor Class 13 (Natural Armor)
Hit Points 138 (12d10 + 72)
Speed 30 ft.

STR 23 (+6)
DEX 8 (-1)
CON 22 (+6)
INT 12 (+1)
WIS 10 (+0)
CHA 7 (-2)

Skills Perception +4
Senses Darkvision 120 ft., Passive Perception 14
Languages Sylvan
Challenge 8 (3,900 XP)

Spellcasting. The Fomorian can cast the Absorb Elements and Bane spells at will, requiring no material components. Its spellcasting ability is Wisdom.

Brute. A melee weapon deals one extra die of its damage when the Fomorian hits with it (included in the attack).

Fey Resilience. The Fomorian has advantage on saving throws against being charmed, and magic can’t put the Fomorian to sleep.

Actions

Multiattack. The Fomorian makes two greatclub attacks.

Greatclub. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 6) bludgeoning damage.

Mace (Recharge 5-6). The Fomorian swings its mace with tremendous force. Each creature in a 15-foot cone must make a DC 17 Strength saving throw, taking 35 (10d6) bludgeoning damage on a failed save, or half as much damage on a successful one.

Bane (Recharge 6). The Fomorian utters a word of dark magic, targeting up to three creatures it can see within 30 feet. Each target must make a DC 15 Charisma saving throw. On a failed save, the target’s attack rolls and saving throws are subtracted by 1d4 for 1 minute. The target can make a new saving throw at the end of each of its turns, ending the effect on a success.

Goblin Thug Small Humanoid (Goblin), Neutral Evil

Armor Class 15 (Leather Armor, Shield)
Hit Points 11 (2d6 + 4)
Speed 30 ft.

STR 8 (-1)
DEX 14 (+2)
CON 14 (+2)
INT 10 (+0)
WIS 8 (-1)
CHA 8 (-1)

Skills Stealth +6
Senses Darkvision 60 ft., Passive Perception 9
Languages Goblin
Challenge 1/2 (100 XP)

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Actions

Mace. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 3 (1d6 – 1) bludgeoning damage.

Crossbow. Ranged Weapon Attack: +4 to hit, range