The Voice of Truth | Free 5e and PF2 Puzzle
Written by Claire Martin
This free puzzle can be dragged and dropped wherever you may need a puzzle in your game and customized as desired. Versions for both 5e and Pathfinder 2e are included.
If you're looking for more puzzles like this or other 5e and PF2e resources, check out our entire collection of Lair Magazine issues. This particular puzzle came from the February 2024 issue, Heists & Havoc, where you can find even more puzzles!
The Voice of Truth - 5e
Difficulty: easy
In this puzzle, the characters find themselves in a labyrinth shrouded in magical darkness and surrounded by voices clamoring for their attention. Only one voice guides them toward the exit, while the others seek to lead them astray.
The blackness of eternal night encompasses everything. The darkness is so pervasive that one can barely feel oneself blink. This darkness isn’t normal—not the regular comforting blanket that comes over the sky when the world sleeps, but rather a dangerous void that could be hiding a death pit only steps ahead. And all around, filling the darkness, echoes a cacophony of whispers.
Puzzle Features
Although the GM could portray all the whispers, this puzzle is more immersive if one player is blindfolded while the others play the voices. For added engagement, have the players performing the voices collectively plot which decisions and obstacles are in this labyrinth (aim for around five). These obstacles should be simple and clear, such as choosing to turn left or right at an intersection, crossing over a chasm on a plank, blasting or slicing a wall of crawling vines out of the way, and so on.
These voices are close and far, loud and quiet, mean and kind, desperate and calm. All but one (the voice of truth) seeks to lead the character astray. This can be done in any way the GM or player prefers, with pleading, threatening, reasoning, lying, or any other creative method for convincing. The goal is to create such a mishmash of opinions that the character will have trouble discerning the truth.
The blind character must then progress through the labyrinth, deciding which voice to trust at each decision point.
Solution
If the character follows the voice of truth’s instructions, no matter how unbelievable or zany those instructions are, they will make it safely to the end. For each incorrect decision, the character will suffer an immediate consequence (e.g., they’ll take some damage, lose an item, etc., depending on the obstacle).
With some time, observation, and trial and error, the character should discern that the voice of truth is the only one with which the other voices always disagree. While this solution seems simple and obvious, the challenge will be coming to this conclusion while several other voices are talking over each other, clamoring for attention.
Hint Checks
Intelligence (Investigation) DC 10. Although all these voices seem to be saying contradictory things, at least one must be telling the truth.
Wisdom (Insight) DC 12. The character discerns that one of the voices is clearly lying and can safely ignore that one.
Intelligence (History) DC 14. The character recognizes the voice of truth as someone they know and trust.
Customizing the Puzzle
This labyrinth, or obstacle course, can be set in any isolated location, interior or exterior.
Decreasing the Difficulty. Inform the character from the beginning that all these voices are lying, except for one, and they must find and follow the voice of truth.
Increasing the Difficulty. In the beginning, have the voice of truth be the furthest or the quietest of the voices, so that they are nearly drowned out by the others. They can gradually become closer, louder, and more talkative as the decisions progress.
The Voice of Truth - Pathfinder 2
Difficulty: easy
In this puzzle, the characters find themselves in a labyrinth shrouded in magical darkness and surrounded by voices clamoring for their attention. Only one voice guides them toward the exit, while the others seek to lead them astray.
The blackness of eternal night encompasses everything. The darkness is so pervasive that one can barely feel oneself blink. This darkness isn’t normal—not the regular comforting blanket that comes over the sky when the world sleeps, but rather a dangerous void that could be hiding a death pit only steps ahead. And all around, filling the darkness, echoes a cacophony of whispers.
Puzzle Features
Although the GM could portray all the whispers, this puzzle is more immersive if one player is blindfolded while the others play the voices. For added engagement, have the players performing the voices collectively plot which decisions and obstacles are in this labyrinth (aim for around five). These obstacles should be simple and clear, such as choosing to turn left or right at an intersection, crossing over a chasm on a plank, blasting or slicing a wall of crawling vines out of the way, and so on.
These voices are close and far, loud and quiet, mean and kind, desperate and calm. All but one (the voice of truth) seeks to lead the character astray. This can be done in any way the GM or player prefers, with pleading, threatening, reasoning, lying, or any other creative method for convincing. The goal is to create such a mishmash of opinions that the character will have trouble discerning the truth.
The blind character must then progress through the labyrinth, deciding which voice to trust at each decision point.
Solution
If the character follows the voice of truth’s instructions, no matter how unbelievable or zany those instructions are, they will make it safely to the end. For each incorrect decision, the character will suffer an immediate consequence (e.g., they’ll take some damage, lose an item, etc., depending on the obstacle).
With some time, observation, and trial and error, the character should discern that the voice of truth is the only one with which the other voices always disagree. While this solution seems simple and obvious, the challenge will be coming to this conclusion while several other voices are talking over each other, clamoring for attention.
Hint Checks
Perception DC 15. Although all these voices seem to be saying contradictory things, at least one must be telling the truth.
Perception DC 20. The character discerns that one of the voices is clearly lying and can safely ignore that one.
History DC 25. The character recognizes the voice of truth as someone they know and trust.
Customizing the Puzzle
This labyrinth, or obstacle course, can be set in any isolated location, interior or exterior.
Decreasing the Difficulty. Inform the character from the beginning that all these voices are lying, except for one, and they must find and follow the voice of truth.
Increasing the Difficulty. In the beginning, have the voice of truth be the furthest or the quietest of the voices, so that they are nearly drowned out by the others. They can gradually become closer, louder, and more talkative as the decisions progress.
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