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9

The Riddle Bridge

RoomParley / Mini-BossHard (contingent)Sphinx & Riddlers (W15)3 exits
Illustration: Room 9 — The Riddle Bridge

The corridor ends at nothing. A chasm sixty feet across cuts the maze in half here, and a single span of bronze-railed stone crosses it, five feet wide, with no rail on the left-hand side where something took it away.

Halfway across, sitting on the span with its forepaws crossed and its wings folded flat along its back, is a lion with a woman's face. It has been waiting long enough to be bored and it looks up at you the way a toll-keeper looks up at a cart.

"Three," it says. "As always. Send whoever thinks."

DM summary. A gatekeeper who states its terms before it does anything else. Three riddles for the crossing, a toll for a party that cannot answer them, and a fight that only happens if somebody breaks the bargain first.

Terrain & Features

Battle-map thumbnail: The Bridged Pit

Battle map: The Bridged Pit — page 16, 55 × 75 ft (one half of The Broken Galleries)

The bridged pit is the riddle chasm, span and all: extend the pit's edges with drawn lines so the gap crosses the whole page, keep the bridge as the 5-ft stone span, and chalk the sphinx's perch on the far lip.

Encounter

Hard · Contingent — this fight only happens if the parley or skill approach fails. · Sphinx & Riddlers (W15) · Budget at APL 9: 9,600 XP

Only if the bargain breaks. The sphinx says so in advance, in as many words, and it means it.

Count Creature XP each
1Lesser Sphinx5,000
1Riddle-Hound1,100

Base 6,100 XP; ×1.5 for two bodies = 9,150 adjusted, against the APL 9 Hard budget of 9,600. The bridge does the rest: 5 ft of frontage, one missing rail, and an 80-ft drop mean a party of six fights this two at a time.

What breaks the bargain. Attacking it. Lying about an answer after it has been accepted. Crossing the span without settling. Touching the cressets. It tells the party all four, unprompted, before the first riddle.

Round 1, if it comes to that. The sphinx does not open with claws. It stands up, walks backward along the span to the west lip — keeping the party on the narrow — and then rolls initiative, having given everyone one more chance to stop. The hound closes the east bridge-head so nobody leaves that way without going through it.

Tactics. It fights on the span and only on the span, because the span is where it is worth two of anybody. It shoves rather than kills: a creature it hits twice in a round is pushed 10 ft along the bridge and must save or go over the open side. It disengages upward when below a third of its HP and asks, from the air, whether the party would now like to answer the third riddle. Let them. It means it. It has nothing to gain from a corpse.

Bypass Options

The intended paths through — every one has a number and a consequence

The riddles themselves are under Traps / Puzzles / Checks below; these are the three ways past the sphinx that do not involve answering them.

Bypass — Pay the toll instead of thinking

The sphinx would honestly rather be paid. It names its price in this order and takes the first thing offered:

  • A true thing said aloud that the speaker has not told the rest of the party. No check. The player has to actually say something, in character, and it has to cost them. This is free in gold and expensive in every other way, and it is the best outcome in the room.
  • Two hundred drachmae of worked metal, or one magic item, handed over.
  • An hour of service: the party fetches something from the chasm floor. Eighty feet down and back, Athletics DC 14 twice, and there are bones down there.
  • Failure to pay anything at all is not an attack. The sphinx simply sits back down in the middle of the span and goes to sleep, and the party can take the stair like everyone else who could not afford it.
Bypass — Go under the bridge

The span's underside carries a maintenance cable and the chasm wall has a six-inch ledge running to the west lip.

  • The climb: Athletics DC 16 to get onto the cable and traverse, then Stealth DC 15 to do it without the hound's nose finding you. Roped, a failure costs a rope and a rope burn instead of a fall.
  • One failure: you are hanging 80 feet over the dark and the sphinx has leaned over the edge to watch. It will not attack a person already being punished by gravity — that is beneath it — but it will describe your situation to your friends in some detail.
  • Two failures: you fall. 8d6, and the party is now split across an 80-ft drop with a bored sphinx between them.
  • Cost: the hound waits at the top of the far ledge, and the party arrives on the west lip having very publicly refused to pay a toll.
Bypass — Withdrawing instead

The east stair is free, unguarded, and goes on for a very long way. It costs nothing but the clue and about twenty minutes of walking in the dark.

Traps / Puzzles / Checks

The toll: three riddles, two right to cross. The party may confer for one minute per riddle, out loud, and the sphinx enjoys listening. A player who is stuck may hand it to their character instead: Intelligence check DC 15, once per riddle, and yes, the character is allowed to be cleverer than the person playing them. Say that at the table before the first riddle so nobody sweats.

Riddle the first.

"Two men make me. One walks over me. One falls under me. To both of them I am exactly the same."

Accepted: a bridge · a plank, a span, a road over a gap · a wall (argue it and it counts — a wall is the same to the man it keeps out and the man it keeps in). A clever fourth: anything that is genuinely indifferent between the lucky and the unlucky — a coin, the sea, a law, a door. If the player argues it in one sentence, accept it. The sphinx does.

Riddle the second.

"I have a thousand corners and not one room. I have a door for every man who comes in and none at all for the man going out."

Accepted: the Labyrinth · a maze, a knot, a net · a shell or a spiral. A clever fourth: a life, a war, a debt. Accept anything that names a thing easy to enter and hard to leave.

Riddle the third.

"The more of me you take, the more of me you leave behind you."

Accepted: footsteps · footprints, tracks, a trail · years, or time. A clever fourth: breath, debts, names. This one is old and some players will know it cold; that is fine, and answering instantly should be rewarded with the sphinx looking mildly cheated.

Two of three right: it stands aside, and it tells the party one true thing about the maze on the way past (see the clue drip).

Fewer than two: it names the toll instead — not a fight. See the first bypass.

Exits

AObviousThe stair cut into the east chasm wall, spiralling down and north. Free to anyone at any time; the sphinx has no interest in it. No check.Rider: it descends a long way. You arrive one level deeper than you started, which means colder, wetter, and closer to whatever runs at the bottom of this maze — a Whisper-tier clue for X11 for the asking.
BConditionalThe span itself and the arch on the west lip, once the riddles are answered or the toll is paid.Rider: the sphinx tells you one true thing on the way past. It is never the way out, but it is always useful, and it counts as this room's clue.
CHiddenThe sphinx's own perch-tunnel behind the west ledge, low and smelling of cat. Perception DC 16 from the span, automatic if the sphinx is dead or has flown.Rider: you go out the way it comes and goes; you emerge somewhere it did not expect you, and take one free Perception check on entering the next room before anything reacts.
Loot

None. It collects tolls and keeps nothing — everything it has ever been paid went over the south side of the bridge within a day, which is why the rail is gone and why the chasm floor is such an interesting place. Do not let the party fish it out. Eighty feet down there are four hundred years of coins, three skeletons, and a very good reason nobody has been back up.

Scaling — APL 6 / 12 / 15
APL Adjustment
6No hound. Two riddles, one right to cross, and the sphinx takes 50 gp as a toll. All DCs −2
9As written
12The hound's mate is awake on the west lip — two Riddle-Hounds — and the sphinx asks a fourth riddle of its own devising: any question the DM genuinely does not know the answer to, asked of the party, answered honestly. DCs +1
15A Lesser Sphinx and a Whispering Laurel rooted at the span's near post, and the laurel lies exactly once across the three riddles. Two Riddle-Hounds. DCs +3, and the sphinx fights with the bridge: on initiative 20 the span's stones lift and settle, and every creature on it makes a Dexterity save DC 17 or is knocked prone
DM Notes

Creature Cards

Both belong to Sphinx & Riddlers (W15) and both recur, so the numbers live in the bestiary. The Sphinx is this room's centrepiece, but R044, R094, and F13 field her again when scaled up. The tactics above are this room's and stay here.

Shared across rooms, so the full cards live in the bestiary: Lesser Sphinx, Riddle-Hound. Every mention above opens the numbers here on this page.

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