True Dungeon Riddle Reveal for 2007
(Live
monsters greeted you this year at True Dungeon!)
Riddle Reveal
As usually
happens I was blessed with little or no sleep on Saturday and Sunday so I was a
walking zombie at the Riddle Reveal on Sunday at 1:00pm. I hope to get some sleep next year so I don’t
ramble through Fritz’s great slide show program. I apologize for the poor narrative with the
cool slide show. If you missed it, here
is a run down on this year’s dungeon.
Marshalling Area
This year
we gave each group a Coach to prep them for their adventure. The Coaches did a great job, and I think this
was a major improvement this year.
Training Room
The Drow was back this year to give your party your
mission. I hope you paid attention as
the Drow doesn’t like an inattentive audience!
BTW, we are
very appreciative of our NPC volunteers at True dungeon. They bring a live personal touch to the
dungeon. You may not recognize some of
them “out of character” but the contributions they make are just as important
as the people in Staff shirts!
Room 1 – The Sewers
This area
consisted of a back alley location featuring a gate that lead to the city’s
sewers. Inside this area, the players found notices tacked on the wall. Some of
the notices were filler, and some provided useful information for later. The useful ones were:
“Attention all Greyhawk citizens! By order of the High Council, a
night curfew is hereby ordered for all people inside the city walls. Violators
will receive swift justice from the Night Patrol. Stone golems will ensure this
order is strictly enforced.”
“The
Temple
of the Four Winds normally hosts its
‘Festival of the Southwind’ event at this time.
However, due to the military emergency, the event has been cancelled.” [Cemetery
puzzle clue]
“Sculptures by Daumes:
The renowned sculptor Daumes is now taking
commissions for life-like statues. Visit her shop near the Cemetery District.”
[Daumes spells Medusa if rearranged]
The sewer
entrance has a locked gate blocking it. When the party is looking at the gate,
the DM will tell them that they can easily smash the rusted lock off of the
gate, or they can elect to have the Rogue attempt to pick the lock. There is a
Rogue Skill Check device in the corner to facilitate this.
Once inside
the party found a Shrieker that made a lot of noise
but was easy to destroy or the party could even just walk away. Clever players may have said that they are
taking some of the Shrieker meat with them.
Next, the
party was jumped by a nearby Shambling Mound who might have thrown some sticky
stuff at their feet. The Shambling Mound
could be defeated by combat or by throwing some Shrieker meat far down the corridor. (They love
the stuff!) A token of Universal Solvent
was helpful here to deal with the sticky stuff sprayed on the party’s feet.
BTW, we
worked hard on this room to make it look like a sewer! There was even fog set on a timer to billow
in to the room. We hope to have more
cool environments next year.
Room 2 – The Cemetery Puzzle
This was a
cool looking room that again we worked very hard to make visually
interesting. There was a lot of detail
here! The object was to put the discs in
the right location on the table.
The table
was a 4-foot-wide square stone device set with 6-inch-wide circular
impressions, one at each compass point. On the wall was this riddle.
Here rests the craftsman
of the gem
Who suffered wounds that
would not stem
He wandered often in the
glen
Once too often was his
end
To enter here you must
achieve
The Four Winds’ blessing
to receive
A safe passage through
his tomb
Place the discs and evade
your doom
Four metal
6-inch-wide discs also rest on the table, and each has a different masculine
face of a druidical nature. The party should have realized after a few minutes
that the four faces represent the four seasons of the year. At the four compass
points on the tabletop will be images whose sizes match the four discs. Each of
the disks were decorated with flora indicative of the season, Acorns and oak
leaves for fall, Sunflowers for summer, Holly and red berries for Winter, and
Small blue flowers (Vinca) for Spring. Players had to figure out which disc goes in
each area. The table surface will look druidical in nature. Written upon the
table are the following words:
The Four Winds howl far
and near
Sort them now and place them here
They carry news to every
ear
Sewn, they are, of joy
and fear
The riddle
tells the party that they must place the discs inside the proper indentions in
the table. The words “news” and “sewn” are clues to what the Four Winds
represent – as each letter presents a compass point. The next step was a little
more difficult. The party must then associate the seasons to the Four Winds,
and that is done as follows:
North = Winter
East = Spring
South = Summer
West = Autumn
The real
trick was for the party to figure out which direction in the room is facing is
North. If they examined the stone gate, they discovered moss and lichen growing
on only one side – the North side as any Boy Scout will tell you. Armed with
this knowledge, the party can then correctly orient the 4 discs.
If at ANY
time a disc is placed inside an impression in the wrong location, the player
putting it will be told by the DM that he is struck by a bolt of magical energy
originating from the table and takes 4 points of damage. Note that a token Scroll
of Magehand token allows the player to place a disc
ONCE without taking any damage from a wrong guess. After one wrong guess, the
magical damage destroys the Magehand spell.
Once all
four discs are placed in their correct settings, the DM will tell the players
that the door to the mausoleum slowly creaks open. Should the party have extra
time, they may want to examine the crypt entrance more carefully. Above the
doorway is the following inscription:
Here lies
Breen the Jeweler
Born
January 8th, 205
Died March
22nd, 246
This is a
clue for the next room.
Note that
one of the other mausoleum plaques in the room could have “Comprehend
Languages” thrown on it, and it would have revealed that the druid buried there
would always enjoy the warmth of the morning sun. This is another clue as to how directions are
oriented in the room.
Room 3 – The Crypt Guardian
When the
party entered the mausoleum, they found themselves in a creepy stone building
with a ceiling covered in spider webs. The walls are decorated with skull
plaques. There is also a headstone on the wall that reads as follows:
Breen’s
beloved brother Sigil.
You were my
only sibling,
but your heart made me feel
well-loved.
Born
February 15th, 205
Died June
24th, 244
This is a
clue to help solve the puzzle in the room.
Upon
rounding a corner, the party found a chamber that contained a door and glowing
brazier that had a large statue standing behind it. Close examination of the
door revealed a 3-inch-wide socket in the middle (perhaps to accept something).
They also saw that the 3-foot-wide brazier rests on top of a 4-foot-wide stone
table, and that a scepter with a decorated skull rested on a stand behind the
brazier. Written upon the wall was the following inscription:
Those who fear my guard’s
hot wrath
Must sacrifice to open
path
Pick the two that Breen
did place
Upon his Mother’s Ring of
grace
Then grab the scepter as
you please
Use it then as this
crypt’s key
Looking at
the table more closely, the players also find some special treasure tokens that
all bear gemstones. They are:
1) Fluorite 2) Sardonyx
3) Jade 4) Jasper
5) Amethyst 6) Garnet
7) Peridot
The correct
action was to drop the Garnet and the Amethyst into the blazing brazier, thus
sacrificing the gems Breen put on his Mother’s Ring. The garnet was his
birthstone (see the clue in the previous room), the amethyst was his brother’s
birthstone (info behind them), and those are the gemstones Breen chose for the
special ring he made for his mother. Placing the correct gems in the brazier
deactivates the dividing wall that springs up a few seconds after any gem is
placed in the brazier.
(BTW, as
this was our 5th anniversary, this was one of the puzzles I put in
to reward old-timers for playing in 2003. There was another birthstone puzzle in 2003).
If a player
used a Potion Detect Secret Doors token in this room, the DM handed a UV light
to the player for 30 seconds. If the player in that time noticed that one of
the skull plaques glows blue, the DM will take back the UV light and tell the
player that he’s found a secret door. The player then received a random Rare token.
Room 4 – The Floor Puzzle (Puzzle
side only)
Players
entered to find a 40-foot-long passageway filled with cobwebs. Webs cover the
ceiling, and the hallway was lined with small crypt plaques spaced 4 feet
apart. Roughly 10 feet down the corridor, one of the plaques had an acid glyph,
and any player who came within 2 feet or so of it triggered a proximity sensor
that activated an air cannon. The air cannon emitted a
loud noise and a puff of air. The DM stepped in and told the person that the
acid glyph went off when he got close, and he takes 4 points of cold damage.
There was a Fire glyph that followed this one, and again, proximity sensors
will set off a sound effect and flashing light. Lastly, one of the plaques
bears a Restoration glyph; the first player who touches it heals 4 points of
damage. The healing glyph only activates once during the adventure.
About
three-quarters of the way down the corridor, the players found a checkerboard
section of floor with numbers on it that blocked their egress. It looked like
this:
A few
seconds after the party reached the front of the floor puzzle, the DM will
activate a remote sound effect that plays the following message:
Before you lies a path to be
Count on wisdom, you’ll
see
That problems found are
easily
Solved by looking
cleverly
The thing you seek is
round I say
Its sum the light that
leads the way
And rules on high upon
the bay
With the countless does
it lay
The trick
to solving this puzzle was to realize that the characters are letters – not
numbers. If you look at the puzzle from the side, the numbers become the
letters O, N, M, and J. The correct path is to spell “MOON.” There was also a rumor that said something to
the effect that “obstacles can sometimes be solved by looking at them from
another direction.”
It seems to
be a custom to have a “floor puzzle” in TD each year, and historically they
have been rather lethal. Many expressed
concern that this room should have had a damage cap or maximum level placed on
it, but we really wanted to discourage blind bruit force as a solution and
wanted people to think, it was on the puzzle side after all.
Broken Plaque
If there is
time left in the round, the DM told the players that they have found the final
resting place of Breen. The DM will tell them that they can search the broken
plaque for treasure, but at a cost: A player may reach into the random treasure
generator for a random token, but doing so invokes a magical curse placed on
the treasure. The curse carries no negative game effects, but the player gets a
“Rogue’s Mark” on the back of his hand. This is supposed to mark the character
for life as a thief. If a player wants
to take a treasure item, then the DM must first mark the player with a
self-inking ink stamp pad that holds the image of a hand and a dagger. The
stamped player is then allowed to reach into the hole and draw out one random
token. A player may avoid getting the
Rogue’s Mark by using a Scroll Remove Curse token. A person with a Horn of
Plenty token may take three tokens, but they are cursed with three marks, two
on the back of his hand and one on the cheek.
While there
was no in-game negative effects to the curse, if you displayed the dagger symbol
in the Tavern there was a chance that Raven the head the Thieves’ Guild would
ask you to join her organization.
Room 4 (Combat) Room 5 (Puzzle) – The Medusa
This was a
fun room – and very “True” to real life. The deal was that if you looked into her eyes in real life, that you had
to make a save verses petrifaction. The
Medusa NPCs were very devious, and we did end up turning a lot of players to
stone.
We do
realize this was a completely different challenge than most players were used
to, but we are hopeful that parties were able to enjoy the experience. It is True Dungeon after all…
For those
who failed their save, there was a Scroll of Stone to Flesh in one of the
drawers in the room. On the combat side
there was also a note in the drawer that read:
D —
To counteract your gaze,
try grinding the ring finger from a stone golem into dust, and then blow the
powder onto the person you accidentally petrified.
— Your sister, Nogrog
This came
in handy for those doing the Combat side of the dungeon as the next room
featured a Stone Golem.
Finally, if
you had a Small Steel Mirror token the Medusa would not try to petrify you –
but she could still bite you with her poisonous snakes!
(Clever…very clever.)
Room 5 – (Combat) The Stone Golem
This room
was designed to allow the party to have the fun of “powering up” for a big
fight. The room was designed so they had
advanced warning that a stone golem was coming to bash them.
He was a
tough opponent, but he was programmed only to reduce someone to 1 hit point –
not to kill them. The golem was easily
defeated if someone used a Scroll: Stone to Flesh token on him. That removed all his special defenses and it
made him pretty easy to destroy.
Note that
players could restore a petrified player here by announcing that they were
grinding a finger from the defeated golem and blowing the dust on the effected
player(s).
Room 6 – The Wizard’s Library
Key to
solving the puzzle in this room was to read the note left behind by the Wizard
before he left. He was leaving you a
clue since he was not able to leave you exact instructions. The note said:
Dear Visitors,
Guards from the High
Council are here as I write this note. I have been summoned for my counsel, and
thus I cannot assist you as planned. If you are as clever as I suppose, then
you will not need my help. Good luck with your endeavor, and make yourselves at
home. Relax, enjoy a glass of wine, read a book, and see what items of interest
you can find. And don’t mind my houseguest.
— Bibwik
So “enjoy a
glass of wine” meant to pick up and look at his goblet of wine. If you looked at it, you would see that one
image on the cup looked MUCH like the interior of the Wizard Library – except
the Wizard is present and pointing at a book on the table.
There was a
rogues trap in the corner that would have provided the party with a clue (if
they chose) indicating that the Wizard was accomplished with rendering of
spells in pewter. Examination of the
room would reveal that the only pewter item in the room was the wine goblet,
further indication of its significance.
The “read a
book” meant to then look closely at the book. If you did you might see some very small text written along the “d” in
the word “End”. There was also a
magnifying glass masquerading as a stopper on one of the flasks, it could be
used to magnify the image on the book. It said:
Knock thrice on wall with wand.
There was a
specific stone, revealed with either Detect Magic or Detect Secret Doors
tokens. Tapping this stone with the wand
would open the passage to the Wizards gate.
Due to fire
code reasons we could not build a cool secret door, so the DM told you that a
secret door opened up where the curtain was located.
Note also
that if a Detect Magic or similar spell was thrown on the book a message would
appear that said, “Look closer.”
We had a
few complaints that with everything secured down, this room was rather
disappointing as there was little to truly interact with. We felt we had to secure the items to
preserve their location similarity with image on the goblet. The fact that the items were secured and thus
not intended for interaction should have also clued the party into the fact
that what they sought was “hidden in the open”.
This was a
tough room as a lot of groups missed the fact that image on the cup was the
same as the back wall of the Wizard’s Library. It is difficult to tell what will be hard or easy each year. Unfortunately, all the groups got this puzzle
during playtest, leading us to believe that the room
and it’ clues were more than sufficient for normal play, but the playtest success is probably due to the testor’s year’s of experience with my puzzles. This
is one more thing to keep in mind for the future.
(The
Wizard left you a clue to find his hidden message!)
Room 7 – The Final Room (Puzzle)
The party
entered this room to find 6 pillars, a pedestal with 6 different colored
eyeballs, a giant floating eyeball and the Shadowgate! This was a puzzle that groups either got
right away or not at all. The riddle
said:
The Shadowgate will take you thus
If your wits your hearts
do trust
Pick the Eye that seems
most just
And on the curtain place
you must
The one to choose must be
most true
For death awaits to gnaw at you
Most hungrily your soul
to chew
So pick most wisely from
the hues
Look with vision most
divine
And see the wisdom of
this shrine
Ignore the fools who do
malign
Your choice to see the
truth defined
The idea
here was to “see the wisdom of this shrine” and “look with vision more
divine”. These clues were to prompt you
to change your perspective to that of the symbolic eyes located around the
room. An observant party would notice
that all the eye symbols had rather cat like pupils, the eyes on the altar and
the moving floating eye on the wall however did not. They had pupils that were more normal to a
human eye. There was one of the brightly
colored fluorescent eyes on the wall that had a round pupil, if you looked
closely at that you might also notice there was a peep hole in the center of
that image, and that it was possible to look through the eye image from behind.
If you did so through the peep hole you would easily see that all the pillars
lined up to form one “canvas” and individual nonsensical markings on each
pillar merged to form a large “V” with a small eye next to it. This was the clue to examine the stained
glass window marked with the Roman numeral “V”. This window showed an eye with a white iris, the clue for the correct
eyeball to use.
If the
correct eyeball (gray one) was touched to the Shadowgate,
then it was activated. If you guessed
wrong, you were destroyed.
This was a
tough puzzle that most groups did not get. The coolest thing about the room was entering the Shadowgate. Players were given the fun of experiencing
what it was like to walk through the Plane of Shadow – and travel outside the
city of
Greyhawk
to next year’s adventure.
Room 7 (Combat) – The Shadowgate
This room
was a favorite of many players as it featured some cool special effects, a
nasty combat, and a freaking cool full-size beholder! Much kudos to Grover Browning for doing a
bulk of the work on this, and to Dave Radtke, Jeff Chandler and
Brian Kelley
for helping out with the painting and framing.
The combat
was tough, but you could have helped yourselves in a number of ways. First, a Smokestick token would have cut his “to hit” with his rays by -4, and you could gain +6 to
your AC if you said you were using the pillars as cover. You could throw spells, shoot missile
weapons, and use wands and still get the +6 to AC. Plus, he could not bite you since he could
not fit between the pillars.
Finally,
the Halfling was allowed to sneak attack the Beholder from underneath if
someone thought to try it.
And then
after the fight the players got to use the Shadowgate to escape to the beginning of next year’s module. I think the fun of walking through it was evident
by all the laughs I heard by exiting players.
Epilogue
We decided
it would be cool to have an Epilogue room where things could be tied up, and
you could see the start of next year’s adventure. In this room you found out that you were
teleported outside the city of
Greyhawk
to the foot of a plateau
that supports an old monastery. You were
told that Iuz himself is inside the monastery
planning his final push into Greyhawk at
sunrise. Next year, your group will have
to find a way into that monastery deal a death blow to the heart of the
invading army – the evil demigod Iuz himself! Perhaps the scroll tube that the Drow gave you at the start of this year’s mission will hold
a valuable tool you can use to defeat Iuz and his
minions. Next year, you will enter the
cave before you and see what adventure awaits!
(Thanks
to Team Token for being our models.)
(All
photos courtesy of Fotos by Fritz – operated by Fritz
Fuchs-Snider.)
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