Needed: 12 'impossible' tasks (my players keep out!)

Some norse tales have a good impossible flavor. Smithing a tool in a metal that don't exist, weaving a clothe with dreams and breath, funky stuff like that. Don't remember well. The impossible task may be to actually realize what is normally a metaphor (drinking the sea, lifting a mountain, swallowing words, etc.).

It's impossible, but one could trick its way out with puns or other clever interpretation.
 

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Are you familiar with the Tinder Box fairy tale? This idea is loosely inspired by it:

As part of their quest they must pass the Riddle of the Wailing Witch. She'a a banshee in the forest that has been left to guard a special tree. Each night she stands by the tree and wails, scaring off the weak of heart and beckoning the brave.

The tree itself is rather large, wider than tall, and has a massive trunk with a large hole in it. When the PCs approach her she is benign, sad and asks for their help. She explains that she has been cursed to stay here at this tree until someone could pass the test: Someone must go down into the tree and find the single most valuable item down there and then bring it back to the witch for judgement. If they succeed, they can have everything within the tree. If they fail they die. She explains that there are 3 dangerous dogs down there. One with eyes as big as saucers, another with eyes as big as millstones, and yet another with eyes as big as the round tower itself. They each guard their own respective treasures (copper, silver, gold, respectively). Use of magic is impossible in the tree. The only way inside the tree is to climb down the rope fastened at the base of the hole.

The dogs and their treasure are a ruse. You could put some nice magical items in their hoardes just to spice it up, but here's the rub: since magic is unaivable the only way out of the tree is by the rope (climbing is also impossible), thereby making the rope the most valuable item down there.

It's a bit devious, but could really throw off the PCs for a while. They'll be thinking they need an appraiser, or a strong fighter when all they really need is to be wise.
 

spunkrat said:
I quite like the mouse idea. I'm thinking of seeding the earlier challenges with seemingly unimportant 'throwaway' details (a trapped mouse, a rusty yet magical item) that could help the party later on if they pick up on them.

Ooh, ooh! Mister Kotter!

A Gauntlet of Rust, and (later) a Wall of Iron! :D

And as long as we're stealing from faerie stories...

Upon setting out, the PCs meet a poor, pathetic, scrawny little gnome granny, selling torches. She asks them for a scrap of food. If they refuse, she sighs, and the encounter ends. If they abuse her, she spouts dire prophecies of doom, and disappears in a puff of smoke. If they give her food, she thanks them and sits down to eat.

If they join her, she will ask about their first quest (which happens to be the recovery of a ring from a chest down in a dry well). What she knows (and they weren't told) is that there are THREE chests, each guarded by a Barghest. She knows which chest the right ring is in, how to bypass the Barghest without fighting it, how to tell the "one true ring" from all the others in the chest, and all about the traps and dangers they could otherwise blunder into.

Also, as she will reveal only to kind PCs, besides her normal wares, she has a very few Everburning Torches, too, and will only sell them to PCs who give her at least a day's trail rations. Anyone else will only be sold plain old torches.
 
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Actually, I think Ferox4 and I are thinking of the same tale... You could easily put them together (although, then, the "one true ring" will be the most valuable thing there).

Here're some more ideas:

The Love is in some sort of magical stasis. She is trapped in a well, wrapped in chains and magic, unable to speak, move, or even perceive! The Witch says, that in order to free her, the following must be done:

"The one true ring from the chest of gold,
Must be brought from the dry well as foretold.
Upon her finger it must rest,
To end the first part of your quest."

(See above. This is a Ring of Free Action, and will allow the Love to speak and move, though still confined.)

"Then bring to me that which can grow,
Without rain, or ice, or snow,
And be not dead, nor yet alive,
Nor yet undead, in pieces, five."

(This one will consternate them for a bit, unless they're very sharp, know the answer, or get help from someone along the way... The answer, of course, is a large chunk of desert sandstone, broken into five pieces.)

"To free your Lover from the spells,
Within which she eternal dwells,
Bring that which burns for years and years,
Within that which cries without tears!"

(Easy to do, tough to figure out, unless you know the song - Love can burn for years and years, but only the heart can cry without tears - the trapped Love's lover already has Love in his Heart, he just has to figure out what is needed! This counts as two tests. Also, they might think that the Everburning Torch is part of the solution... but how to get it into someone's heart?)

"To free her from eternal banes,
You need the Key that shatters chains,
And cleanses her from all her stains,
And with this done, the worst remain!"

(This needs some set-up... What sets the prisoner free, and cleanses you from all your stains? Answers could be Love (but that's already been used), or God, or Forgiveness... Pick one, and drop some hints before the game starts. If you're going to use God, he's everywhere, and, again, all they hafta do is figure it out, and "claim the answer". Alternately, you could use a holy symbol... If you pick Forgiveness, then you need to open the lovers' sad tale with how she betrayed him, somehow, so that the PCs can figure out that he needs to forgive her. "The worst" refers to the seven remaining tests.)

"And now, to Donjon you are sent,
To open the calderic vent,
Beyond the wall not made by hands,
Before returning to my lands! (POOF!)"

(The PCs are instantly transported to a dungeon. They encounter a pit trap with an Awakened Mouse (see above) and a dead adventurer inside... The skeleton has been there so long that all his gear is rusty, but the Gauntlet of Rust is still good... The poor mouse is starving, and can't get out. It will beg for its freedom. The PCs can do what they want. Later, though, after many misadventures, they come to the wall of iron, and can use the Gauntlet to bring it down. Beyond it is a locked door with no mechanismto pick (How odd!). Eventually, they find the Bridge of Hair, which will break if they mess with it, much. Unfortunately for them, it is within an Anti-Magic shell! Only a VERY small creature could cross it to return the key... Something like, say, (Ah! You guessed it!) a poor little starved mouse?)

By now, the Witch is getting angry, so she requests harder, more dangerous stuff...

"Now, to free her from the well,
You must ring the silent bell,
From the Forest of the Night,
Found somewhere within the blight."

(The Forest of the Night is a dangerous Faery Realm, where it is always night. They must find a blighted tree within that forest, where they will only see a glint shining. They will have to climb the tree to get the bell. This glass bell has no clapper, and "ringing" it does nothing... If they head back, it STILL does nothing! It doesn't work!! Now what? Bardic Knowledge/Legend Lore will reveal that the Silent Bell never had a clapper, but did have a note, which was last seen in possession of a Bard, who was last known to be... you guessed it... in the Forest of the Night! He doesn't have it, though, as the East Wind took it away! It is now in a cloud cave in a cloud near a cliff in the Forest... Once the PCs find the Bard it should be easy to get (Epic Jump, Fly spell, etc). Once the note is in the bell, it can be rung, the Princess rises from the well, and two more quests are done!)

Now the Witch is REALLY mad!

"Sand from the shore of the waterless sea,
Thirty two leaves from a vampire tree,
Brought back here, immediately,
Is what it takes to pacify me!"

(A Trap and a trick! The PCs can't get them back immediately (unless they can time travel), and the vampire tree will probably get them killed, as the leaves can "fly" and suck blood. Sand from the shore of the waterless sea is easy, as they have already been to the desert, once! In any case, even if these two quests are met, they were not met "immediately", and the Witch will remain unpacified!)

"Only two quests now remain;
The first of these is to stay sane.
The second is to win this key...
To do that, you must defeat ME!"

And the Witch opens combat with an Insanity area-effect spell. If the PCs remain sane, and can slay her, then the Princess is freed.

(I think that was twelve tests?)
 
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Hypersmurf said:
A quick run through the skill list:

Appraise: Pick the correct item. See The Dark Crystal or, again, Last Crusade for examples.

Balance/Climb/Jump/Swim: Cross a bridge made from a single strand of hair, climb a sheer glass wall, or similar physical challenges.

Bluff/Diplomacy/Sense Motive/Gather Information: Some sort of interview test.

Disable Device/Open Lock/Escape Artist: Some mechanical barrier to be bypassed.

Disguise/Forgery or Hide/Move Silently/Pick Pockets: Get past the fearsome bodyguards who cannot be defeated, who guard the door with the magic lock that cannot be picked.

Handle Animal: Swim through a tank filled with filled with man-eating great white sharks, deadly electric eels, ravenous piranha, bone-crushing alligators, and perhaps most frightening of all, the king of the jungle, one ferocious lion!

Intuit Direction/Search/Survival/Spot: Navigate through an impossible maze.

-Hyp.

(singing)

Hyp's got skillz

AR
 

Some other ideas...

You want poorly worded? Make sure that a Ring of Feather Falling is available, then have a 1,000 story tower and require someone to "leap to the top"... Even the Epic Jumper should fail... (hence the ring)!

The trick, of course, is that no one said you hadda do it all in ONE leap! :p
 

The cross a bridge created from a single hair is cool... But I was thinking... why not have the heroes have to create a bridge across a wide chasm, and the only criterium is that the bridge be made out of a single hair?

Then you can insert a bit of fairy-tale goodness and have the PCs discover rumors - First, of a woman who can grow her hair as long as she wants, and second, a woman who can weave so well that the goddess of artestry was jealous and turned her into a spider.

The party's goals are to find the hair-woman, convince her to come with them, seek-out the spider woman (who can still weave) and convince her to weave a tremendously long single hair into a sturdy rope bridge.
 

Another one...

For some odd reason, wicked Stepmothers seem to be fond of asking for a sieve full of water... I don't know why... :(

Anyhow, there are two good ways to do this:

1) A certain leaf causes water to congeal. (Jello!) Bardic Knowledge or Knowledge (Nature) to find it!

2) Fill the botton of the sieve with ashes, first, then add the water, and walk VERY carefully! :p
 

Steverooo said:
For some odd reason, wicked Stepmothers seem to be fond of asking for a sieve full of water... I don't know why... :(

Anyhow, there are two good ways to do this:

1) A certain leaf causes water to congeal. (Jello!) Bardic Knowledge or Knowledge (Nature) to find it!

2) Fill the botton of the sieve with ashes, first, then add the water, and walk VERY carefully! :p
Dip the sieve in melted wax. :)
 

MerakSpielman said:
Dip the sieve in melted wax. :)
Duh.
Or just line it.
Take straw.
But you don't have an axe.
Sharpen it.
But you don't have a stone.
Etc.
(Never mind. I was thinking of a bucket)


Do the old 'one of us is lying' thing. See Labarinth (SP)

I remember:

Walking through fire - permanent wall of fire
Getting your head cut off - raise dead after?
Cooking

Gaining a pile of gold.
Like a roomful.
That's always fun.

You can always have them take in a meal with a trio of awakened bears.
("No, that porridge is too hot.")

Sounds like a fun game.

More later,

Vahktang
 

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