Sunday, July 10, 2016

Mind of the Carpenter Queen


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...)
  1. All to-hit rolls.
  2. All damage rolls.
  3. All save rolls.
  4. All skill rolls.
  5. Armor Class Increase/Decrease.
  6. 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.

  1. All damage rolls.
  2. Increase to Armor.
  3. Increase to a Stat 1D3 (1-Str, 2-Dex, 3-Will)
  4. All damage ignores armor.
  5. The character gains an income of that day of 1 Guilder per +1 of bonus.
  6. Increase to all Luck rolls.