Adventurers Solve Wall Puzzle by Climbing Over it
“Usually there is only one definitive solution to these types of puzzles, and we want to make sure we pick the right one.”
Adventuring group “The Hand That Feeds” overcame a simple 10 foot tall wall while gaining entrance to The Temple of Shining Dawn this past Tyrsday. The adventurers spent the better part of an afternoon assessing the dilapidated and crumbling stone wall, as well as planning strategies and setting up camp. “We have to take these wall puzzles very seriously. They are every bit as dangerous as a door puzzle, and even a dreaded bridge puzzle,” says Pointer Finger of the Hand, Gemton Jewelford. “Usually there is only one definitive solution to these types of puzzles, and we want to make sure we pick the right one. Thankfully, we picked wisely by climbing over it.”
Echoing the seriousness of the wall puzzle, Fellow Finger Glen Admusp recounted a harrowing tale regarding a fence. “The last wall puzzle, for example, was really tricky,” says Admusp. “They wanted you to think you could use the gate, but we knew to dig under the 3 foot tall wall to get to the Inn puzzle. No way we would use an “unlocked” gate, it’s the oldest trick in the book.”
The care that the group takes when navigating these situations means that it takes them much longer to progress on their mission, but most members of the group prefer to be safe than sorry. “We’ve never gotten ‘got’ in a trap,” says the Eldest Finger, Mirket Urnfits. “Granted, we have been ambushed several times by monsters while contemplating, and many Fingers have died, but that’s the price we play for playing it safe. If only those ambushes had been combat puzzles.”
The physical encounters aren’t the only instances that The Hand puts in proper due diligence; the group treats all social interactions just as seriously. “We’ve all heard tales of horror about walls falling on people, or coming to life to attack adventurers,” says Little Finger Martish Vul Fropp. “But those are nothing compared to social puzzles. We’ll have planning sessions for hours to try to find correct solution to a particularly difficult conversation puzzle. Some are so tricky, it’s difficult to even tell there’s a puzzle.”
Not everyone who has called themselves a Finger shared the group’s sentiments. Former Pinky of the Hand, Gyrls Boog left the group over conflicts of priority. “They kept spending hours on downtime puzzles,” Boog tells The Dungeon Tribune. “Not once did we dedicate any time to the loot dividing puzzle, despite finding pieces everywhere we go. And you can’t even begin a shopping puzzle till you find the solution to the loot dividing puzzle.”