As the knights, lords, and kings of Westeros continue their game of thrones, many a sellsword realizes there’s money to be made. Five of these such men have just lost much of their silver gambling and plan on making it up by joining one of the great houses, such as the Lannisters, as a warrior-for-hire. They each use five different weapons, such as the one wielding a rapier. Each lost a different amount of silver (one lost 17 silver, while another lost 22). The sellsword who wishes to work for Stannis Baratheon carries a bastard sword. The sellsword who has heard tales of dragons returning and is joining their ranks doesn’t use daggers. The sellsword who wants to follow the Red God’s champion is not Rolem. The warrior who wields a hammer lost less money gambling than Elan. The fighter who specializes in ranged weaponry is not Jory. The sellsword who throws daggers lost more silver than Elan. The warrior who swings a hammer spent less money than the fighter who wants to follow Stannis into battle. The sellsword who uses a bow is not Rolem. The sellsword who wishes to serve Danaerys doesn’t carry a bow. The five sellswords are the warrior who lost 83 silver, Elan, the sellsword wishing to join the Starks, the warrior who carries daggers, and the warrior who lost 34 silver. The sellsword who wants to join the Starks is not Rolem. The sellsword who lost 67 silver is Levin. The sellsword who lost 34 silver plans on joining the Greyjoys. The sellsword who will follow the Ironborn is Anslo. Which sellsword plans to work for House Targaryen?
How to Use:
- Print the puzzle, roll it up, tie it with string, yarn, or leather, and hand it to your players.
- Dole out the information one clue at a time. You can write the clues on the back of the themed clue cards above.
- Cut up individual clues, giving each player the clue that they have, and making them work together to solve the puzzle.
Three Ways to Use in Your Game:
- Your players could be gathering information from the tavern, using social checks from interactions with witnesses to gather clues.
- PCs may have witnessed the scene themselves, but didn’t realize at the time that later they would need to recall the information to solve a crime or follow one of the men. Have them make intelligence checks to recall what they saw in the form of clues. Direct clues (this person/thing is/has this person/thing) can be given for high success, indirect clues (this person/thing is not/does not have this person/thing) can be given for average success, and no information at all should be given for failures. Remember, though, if PCs roll poorly, they may have to guess and may guess incorrectly.
- Your PCs may be fighting for one house and need to convince the sellswords joining other houses to switch sides or find out which sellsword wants to work for their house and meet them without giving themselves away to the wrong one. Have them casually watch and collect information in the form of clues from barmaids, barkeeps, patrons, and their own observations. When they solve the puzzle, they will find their man. If they guess incorrectly, a bar fight could break out, with the sellsword on their side joining the fray.
Look for the solution in an upcoming release!