Highlights

  • Including clever D&D puzzles in your game can be incredibly satisfying as players crack the code and find solutions.
  • Letting players solve puzzles in unique ways or come up with silly solutions can be just as fun as sticking to traditional methods.
  • Diverse puzzle ideas, such as ghost ships, freezing tunnels, and brewing potions, can be adapted to suit your players and add variety to your campaigns.

Dungeons & Dragons has something for everyone, from those just starting to experts. You can battle monsters, plunge through dungeons, or simply hang out at the local tavern. No matter what your players enjoy in a session, it's always good to have variety.

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It can be tempting to stick to combat and role-play encounters, but it can be incredibly satisfying to include a few clever D&D puzzles as well. Observing your players eagerly discussing your clues and eventually cracking the code to a mystery is always a joy. Fortunately, there are many unique puzzles to include in your games, some easy, some more challenging. Here are a few of them.

Updated on March 4, 2024 by Luke Ackroyd: If you are looking for good puzzles for D&D, there are plenty of great choices to choose from out there. Fun D&D puzzles always bring a bit of excitement to your campaign, as it is always satisfying to see your players figure out the clues and find the solution. No matter if they are solving D&D dungeon puzzles or are surprised by a puzzle in an unexpected location, your players will appreciate the D&D puzzle ideas you challenge them with. This list has been updated with even more good D&D puzzles for players to try out in your next session. You can take the concept of each one and adapt it to best suit your campaign and players.

Multicolored Door Handles

Combining Colors To Open A Door

An elf approaches a glowing blue door in an underground catacomb
Secret Door by Francisco Miyara

One of the easiest ways to incorporate a challenge into your latest session is by putting locked doors in the way of your players and their objectives. It isn’t just a matter of grabbing a lockpick. A magical spell ensures they cannot progress without solving a puzzle first. In this example, the players come across a door with multiple handles. Each one is a different color.

Above the door is a phrase that hints towards a specific color. Yet there isn’t a door handle in that particular color. For example, the etching might state, “Everyone will be green with envy if you unlock this door.” The players will hopefully soon realize that they will need to pull the blue and yellow handles simultaneously, as these primary colors combine to create green. If the players pull the wrong handles, they may receive a shock or summon a monster they must fight before attempting the puzzle again.

Rock Beats Scissors

Pitting Monsters Against One Another In The Right Order To Clear The Path

A magical illusion of a Dragon and a demon fighting in D&D Artwork
Library Meeting By Robson Michel

Lost in a dungeon full of D&D puzzle rooms, the party finds themselves in a branching pathway with multiple routes they can go. Unfortunately, each path is blocked by a monster far too overpowered for them to handle at their current level. Each monster has a distinct weakness that another monster can take advantage of very quickly. For example, a fire-based beast might be easy for a water-based creature to extinguish. It is up to the players to lure each monster towards another, to pit them against each other, as if in a mini tournament.

If they struggle to come to this solution, a survival guidebook in the first chamber could hint at each monster’s weakness. Like a game of rock, paper, and scissors, each monster can be easily defeated if facing the correct rival. The players must figure out the correct pairings and let the battles begin. They will also want to find the proper order, as they do not want a monster to be defeated before it can eliminate a threat they are most qualified to defeat.

Brute Force

An Elaborate Series Of Puzzles With A Surprisingly Simple Solution

Dwarf holding a giant hammer
Colossus Hammer by Dmitry Burmak

Locked treasure chests make for good D&D puzzles for both beginner DMs and experienced DMs. This particular puzzle plays with the idea that sometimes a simple solution is often the best approach, and players can frequently overthink the puzzles they encounter. The party finds an elaborately locked chest that even some of the best intelligence/arcana checks cannot figure out the solution for. Even if they solve one puzzle, the chest remains locked, and a new puzzle or riddle appears for them to solve next.

After solving or getting stumped by puzzle after puzzle, one player might attempt to swing at the box with their weapon and try to break their way into it. Surprisingly, despite all the magical barriers and puzzles protecting the chest, simply smashing it to pieces is enough to get inside.

For a fun role-playing twist, you could add that each time the attacker strikes the chest, their intelligence stat increases temporarily. It leads to them being able to solve the more complicated solution almost immediately. This puzzle rewards pure brute force for once.

A Timely Entrance

Finding A Secret Door That Only Appears At A Certain Time Of Day

A Adventurer Putting Out A Candle In A Giant Room As Moonlight Shines Through The Window
Raised By Giants By Kai Carpenter

The party has heard about a long-forgotten ancient society with a nearby lair. Unfortunately, the entrance to this location is seemingly impossible to find. Even if they see hints of where the entrance should be, the party cannot locate it. This is because the solution to this puzzle is not about discovering where the entrance is… but learning when to find it!

The entrance only appears at a specific time of day, such as sunset or when the moon is at its highest point. The moonlight may make the entrance finally appear. The party will need to figure out that they must wait for this specific time of day to be able to get inside.

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If this is too simple, other conditions could also be needed for the door to appear. For example, perhaps a tree is blocking the sunset light from hitting the secret doorway’s location. The party must prune the leaves to ensure a direct line of sight. Alternatively, a circle of rocks might also need to be realigned correctly. Once all the conditions are correctly met, the entrance appears before the group.

Never-Ending Army

Waves Of Enemies That Won't Stop Until The Party Figures Out Another Solution

A party surrounded by Gnolls At Their Camp Bracing For A Battle In Magic The Gathering Artwork
You Come To The Gnoll Camp by Billy Christian

The party finds themselves in a large arena or a vast chamber in a dungeon when an avalanche of endless waves of monsters, such as shadowy demons or beasts, disrupts the eerie quiet. It seems like this might lead to an inevitable TPK, but when the players make their first attacks, each enemy they hit is defeated with a single strike, no matter how much damage they do. Yet, the waves of monsters keep filling the room. They could stay here fighting these enemies forever, or investigate and figure out another way to end this swarm.

They may need to lure enemies to die in specific locations on the map, or perhaps there is a hidden switch they need to find to shut the gates where the enemies are spawning from. The party best act fast as the room will start to fill rapidly with the bodies of the monsters they defeat.

Of course, this could be another solution to this combat-driven puzzle, as they could use the growing pile of bodies to reach an exit up high. Combat might not be what you think of when coming up with D&D puzzle ideas, but it can add a lot of exciting tension to the experience.

Invisible Bridge

The Party Attempts To Cross A Vast Chasm

Xaos in a stormy realm with floating platforms and a floating cube in D&D Artwork
Xaos and the Floating Cube by Robson Michel

When a large, seemingly bottomless chasm prevents the players from reaching their next destination, they’ll need to get creative to make their way across. This is a classic, simple puzzle to incorporate into an introductory campaign, where you could leave a few different ways to make it across, from swinging across with rope to building a makeshift catapult.

The primary way would be to leave hints of an invisible bridge for the party to try and navigate. Some hovering bits of sand and grit may hint at where the bridge starts. Alternatively, perhaps the cleric needs to call out to their deity and take a leap of faith for the bridge to appear, or an adventurer with an overactive imagination can think of a bridge, and it will appear… but only as long as they maintain concentration for the entire journey across.

If they fall into the chasm, perhaps they fall right back to where they fell from, with some fall damage for their efforts.

Repeat The Tune

A Musical Puzzle To Unlock A Door

A Tavern Bard Performing The Lute To A Group Of People In A Tavern In D&D Artwork
Tavern Bard by Rob Rey

Incorporating music can make for some really fun DnD puzzles. This particular puzzle is another quick hurdle to bypass a locked door. An instrument is built into the door, and a faint tune can be heard echoing throughout their current room.

The players will (hopefully) quickly realize that they need to recreate this tune, or perhaps even a series of songs, to satisfy the magically sealed door. A triumphant melody will play once the correct tune has been played, and the door will slide open.

This puzzle can be done in person if you can access an instrument such as a guitar or keyboard, but there are online resources you can use instead, such as virtual pianos. Sometimes, easy D&D puzzles are precisely what you need, so if your players are struggling, have some clues scattered around the room on what notes they need to try, with the order muddled up slightly.

The Line-Up

A Game Of Deduction To Narrow Down The Suspects

The Jars Of Time with three heads of the same person at different ages in D&D Artwork
The Jars Of Time By Robson Michel

While searching for a mysterious villain causing trouble, the party chases this unknown troublemaker into a strange, cursed building. When inside, they find a line-up of lots of different floating heads in jars. One of these heads is their suspect, but the party has no idea what they look like. Fortunately, a nearby mysterious device will answer yes or no questions to help the party narrow their suspects.

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To add to the challenge, there may be a limit to how many questions the group can ask the device. This is a magical version of Guess Who or 20 Questions. Can the players ask the right questions to narrow down the heads until only the villain remains, or will they guess incorrectly and unknowingly allow them to escape?

Ghost Ship

Ghostly Pirates And A Boat That Might Never Reach Land Again

Northlander Longship being pulled onto shore from Dungeons & Dragons Storm King's Thunder By Jedd Chevrier
Northlander Longship By Jedd Chevrier

Your players reach a river that seems more like an ocean, with no sign of the other side in view. Crossing seems impossible until a spooky ghost ship arrives, offering them safe passage across the water. Once the boat sets sail, the ghostly pirates begin to sing sea shanties that become increasingly confusing and dire. It becomes clear that the ship is lost, passing the same landmarks in the water repeatedly, yet the ghosts continue singing sad songs about being lost at sea. The party might be lost with them forever if they don't act quickly.

To solve the puzzle of how to get back to dry land, the players must find a map of the mysterious ocean river and convince the pirates to head in the right direction, passing the correct landmarks in a set order. Of course, it isn't that simple, as your players will need to come up with new sea shanties to tempt the pirates to sing that are linked to the landmarks they need to reach. It's a fun, creative puzzle where your players get to come up with silly lyrics and sing along with the ghosts.

Reverse Puzzles

Attempting To Solve Re-Activated Puzzles Backwards

Adventurers walking through the Tomb Of The Nine Gods Entrance from Dungeons & Dragons Tomb Of Annihilation By Jedd Chevrier
Tomb Of The Nine Gods By Jedd Chevrier

If you've been playing with the same group for a while for a long-term campaign, your players have likely encountered a lot of puzzles already and might feel pretty confident that they can solve them. So, this encounter is designed to test their memory of many mini-puzzles. The scenario begins with the party entering an already-explored dungeon. All the traps and puzzles have been solved or destroyed, making it easy to stroll through until they reach the treasure.

As soon as one of the adventurers picks up the loot, the surrounding dungeon trembles as all of the puzzles reset. Now to leave, the players will have to retrace their steps through each room, trying to remember the solutions in reverse order. You can fill this dungeon with many simple DnD puzzles; the real challenge is a memory game of what solutions fit which rooms in what order.

Trigger Words

Anything Your Players Say Could Be Used Against Them... To Trigger Deadly Traps

Skeleton Gate from Dungeons & Dragons Tomb Of Annihilation Via Wizards Of The Coast
Skeleton Gate - Tomb Of Annihilation Artwork Via Wizards Of The Coast

D&D 5E puzzles often involve lots of discussion between the players about how to solve them. This puzzle uses that to your advantage, so this is an excellent option if you have a talkative group. The party finds themselves in a room full of sliding doors and deadly gadgets, such as spinning blades and swinging axes. It seems almost impossible to get past, and as the players begin to discuss their options, they notice that some of the traps stop and particular doors open. As they discuss further, the traps activate again, and different doors slide open and close.

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Eventually, the heroes will realize that certain words are triggering different room components. It might be a commonly used word such as 'the' or 'and,' or perhaps to really confuse your players, the triggers might be linked to tone of voice. If they speak in a panic, their voice triggers certain traps and doors, while an angry tone activates other parts of the room. Together, your players will have to figure out what phrases or tones they need to communicate to navigate the dangerous space safely.

The Freezing Tunnel

Can The Party Chip Away At The Ice Before They Freeze Too?

winter tundra with animals and a frozen building rime of the frostmaiden by Jedd Chevrier
Frozen Winter Tundra by Jedd Chevrier

This next puzzle would fit well in an Arctic setting but could also fit in any dungeon or tomb your players are exploring. The players must get through a long tunnel, which has completely frozen solid. With their weapons and spells, they can start to chip away at it slowly, but over time it continues to freeze again, putting them at risk of getting frozen in place. As an additional threat, the tunnel is full of frozen monsters that awaken when freed from the ice.

The puzzle of navigating this tunnel involves putting a lot of pressure on the players, as they must attempt to defeat the monsters while simultaneously chipping away at the ice before it freezes everyone. This puzzle has a relatively simple solution if the players notice it. The monsters they defeat have parts of them, such as magical claws or sharp, glowing limbs, that they can use to break each chunk of ice before them instantaneously. This allows the players to race through the tunnel fast enough not to get caught by the rapid cold.

Brewing Potions

Mixing Ingredients Together And Seeing What Happens

A potion is fed towards a man whose eyes glow bright with magic
Potion of Healing by Pauline Voss

This lighthearted puzzle allows your players to get creative with potions. The party finds themselves working for a potion brewer that needs them to meet the demands of their eccentric, demanding customers. The party is put in a room full of lots of potions, all with vague, unhelpful labels, and must mix these potions together to create new concoctions to fulfill the strange requests.

For example, a customer wants a potion to help them swim in a frozen lake without feeling cold. The party grabs a potion of Diving and a potion of Campfire and combines them to get the effects of underwater breathing and cold resistance. For a sillier approach to that potion puzzle, perhaps they combine a fishy potion and a potion of hot sauce to give the customer temporary gills and a sensation of having their mouth on fire to keep them warm.

You can get creative with the puzzling requests, so make sure to have a vast selection of potions ready to be mixed together and let the players go wild with their ideas to solve each need.

Size Matters

A Maze Where You Need To Shrink And Grow To Navigate It

A character trapped in a small cage and a fairy surrounded by spirits in Dungeons And Dragons
Erky Timbers By Olga Drebas - Ghost Dancer By Sam Keiser

Mazes can make for great D&D puzzles, and there are many ways to make them creative and unique each time you introduce one. This time, your players enter a puzzle room and find multiple archways of varying heights, all glowing in different colors. Whenever someone walks through one of these archways, their size is drastically changed, making them tiny, gigantic, or anywhere in between.

This limits where they can go in each room of this maze by being too small to reach some archways and too big to fit through others. Working as a team, they'll have to figure out the best way to get around each room. They can even work together by having one giant PC hold a smaller one up to reach a high-up archway. Throughout this puzzle, they will all repeatedly change sizes, trying to find the best way to navigate the maze.

The Winning Moves

Solving The Final Few Moves Of Giant Versions Of Classic Games

A satyr dancing at a festival with a man locked in her left arm by the head
Gallia of the Endless Dance by Johannes Voss

When developing puzzles for D&D, looking at other types of puzzles that already exist, such as in board games, is helpful. There are lots of games that have a puzzle element to them that can really get you thinking. With this puzzle idea, your players enter room after room with giant versions of classic board games, such as Chess or Scrabble. These games are already at a late stage, and it becomes clear that the players must select the winning moves in each scenario. If they get it right, the door will unlock to let them progress.

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As an example, in the giant Scrabble board room, the players must pick a word to earn enough points to win the game at the last turn. They'll carry the over-sized tiles to the grid to boost their team's score to victory. For Chess, the opponent's pieces are just two or three turns away from checkmate, and the players must pick the right moves to avoid that and claim checkmate themselves. With so many board and card games out there, you have many options for scenarios to present to your players.

Twisted Tales

Fictional Characters Have Escaped Their Books

Strixhaven: A Curriculum of Chaos Cover by Magali Villeneuve. Three students study magic in a library while a small gargoyle is bored.
Strixhaven: A Curriculum of Chaos Cover Art by Magali Villeneuve

A library has fallen into chaos and needs the players to help. The place is overrun with characters from fiction that have been unleashed from the books they came from. Some of these characters have also merged together to complicate matters. It is now up to the players to deduce what characters came from which classic stories, find the appropriate book from the library, and capture them back into the pages.

Your party will have to interact with each escaped character, listening out for hints of what book they might be from. As a simple example, the players might meet a sleepy character who appears to be a half-wolf half-grandmother and deduces that they must grab a book about Sleeping Beauty and one about Little Red Riding Hood. You could also adapt any classic work of literature, or perhaps even a film, into a D&D alternative for the players to find in the library. For example, instead of The Lion, The Witch, And The Wardrobe, they could need to find The Manticore, The Hag, And The Mimic from the shelves.

Silent Communication

Solving A Puzzle With Only Gestures And Charades

Van Richten's Guide To Ravenloft - Ezmerelda d'Avenir In The Mists surrounded by ghosts
Ezmerelda d'Avenir In The Mists By Nikki Dawes

Are you looking for simple puzzles for D&D? This is a fun, simple puzzle you could include in any dungeon or other location where the party gets split up. The rooms that they are in are full of magic, hindering their ability to communicate with one another. They cannot speak directly, but they can still see one another. This might be through a magical mirror on one side of the room, or perhaps some of the party appear as ghostly forms around their friends.

Each side of the party has information that the others need. But, they need to communicate with gestures and charades if they want any chance for their friends to understand what they are trying to get across.

If you are playing online and without cameras to see the players, you could adapt this puzzle so the characters can only give one-word clues to guide their friends. Whether it is gestures or vague hints, this is a silly, chaotic puzzle that will surely be a hit with the group. Your players might even start getting creative with this puzzle, using cantrips such as minor illusion to aid them. This is a fun puzzle that can go along with other puzzles and tricks you have in store for your party.

The Flooded Chambers

Draining And Flooding Rooms To Navigate A Maze

Final Fortress sticking out of the water in the Dungeons And Dragons Ghost Of Saltmarsh module
Final Fortress By Sam Keiser

During a spelljamming adventure, the party finds a planet that is almost nothing but water, except for a large flooded structure. Venturing inside, they discover that navigating the various large chambers here is practically impossible, as different routes are engulfed with deep water. One of your party will likely spot some valves that can be turned to lower or raise the water levels of each chamber.

These valves can be removed and attached to different systems, but the players only have access to a limited amount of them. They must work together to navigate these chambers. They might raise the water levels to push a floating platform up high. They might drain a room of water to allow them to reach a doorway they couldn't hold their breath long enough to get to before. This is a potentially deadly maze if the party isn't cautious with what valves to turn.

This does not need to be in a Spelljamming setting. You can place this sort of flooded structure anywhere in your campaign. This puzzle allows for lots of creativity to be used to solve it. Will they make makeshift valves to bypass parts of the puzzle? Will they attempt to brute force it and hold their breath? Hopefully, your party will get pretty creative with their solutions.

The Ceiling Is Falling!

The Party Has To Act Fast Before They're Crushed!

Dungeons And Dragons - A Creepy Room with dolls hanging from ceiling
Hag's Chamber By Clint Cearley

As the party navigates a mysterious mansion, they enter a room full of clutter and strange decorations. The ceiling begins to lower slowly. The walls around them begin to move in too. The doors to the room have vanished completely. This is a timed puzzle. They need to figure out how to stop the surfaces from moving in or find a way to survive. There are plenty of solutions you could go with. There could be paintings around the room, showing people in certain positions or interacting with particular objects.

If the party stands in these positions, they will be in just the right spot to slip into subtle holes in the ceiling and walls. They will be trapped for a moment but alive as they wait for the walls and ceiling to rise again. Another solution could be that certain items in the room are incredibly sturdy. If the party can use them as a blockade, they can stop the ceiling from being able to move down any further.

This is another puzzle that also acts as a trap. It is a quick puzzle that your party should hopefully resolve within a few moments. If not, they could get seriously hurt. So, perhaps an emergency solution is available, too, if the party struggles. For example, maybe a tiny gap opens up when they are almost crushed, and if they react in time, they can slip through and escape.

Past And Future

Jumping Back And Forth Through Time To Solve A Puzzle

Dungeons And Dragons Fizban's Treasury Of Dragons - An adventurer bathing in Dragon's Blood next to a dead dragon
Bathing In Dragon's Blood By Katerina Ladon

The party walks into a mysterious clearing in the forest. At the outskirts of this clearing is a mysterious glowing pool of green liquid. Some of it has already been put into potion vials ready for consumption. The party has been sent here to collect an artifact, but it appears missing or impossible to reach.

The party will soon learn that the solution is impossible at their current time. By drinking the green liquid, they are transported into the distant past. Drink the liquid again, and they are back in the present. The landscape is drastically different in both time periods. Perhaps the party jumps between before and after a kingdom falls into ruin.

They need to alter things in the past to make it easier to progress in the future. For example, they might need to cut down a tree so it does not block their path in the future. They might need to climb a stairway in the past, jump and drink the green liquid simultaneously to be transported back to the present, where they know a different platform will be. This is a mind-bending puzzle. They have to think in four dimensions instead of three. But, with enough jumping back and forth, they can reach the hidden artifact.