
Riddle Reveal for 2008

What a Great
Time!
This year’s dungeon was
our best yet, and we hope to make it even better next year! I hope everyone
enjoyed the bigger rooms, the better costumes, the better sound/lighting
effects and the cooler monsters. All of the volunteers did a great job, and I
cannot stress enough how awesome all these people are to give up their Gen Con
(and a week’s vacation) so many OTHERS can have fun.
Thank you volunteers, and
please know that you put on a heck of a show at Gen Con.

Volunteers of
Special Merit
I think the thing that
makes True Dungeon so cool is the fact that about 100 volunteers come together
every year to make the magic happen. Many of them take an entire week off of
work to help put on the show, which shows how much some people love to help
others have a lot of fun.
I would like to especially
thank the following people for their outstanding contribution this year. I
could list ALL our volunteers here, but I will try to keep the list narrowed. This
year these people have made an outstanding contribution to our event. Thank
you all. Here they are in no particular order.
Dave Radtke: Tokens, SPFX, Podcast, Volunteer Coordinator
Jeff Chandler: Podcast, SPFX, dance instructor
Mike Lutz: Electrical and sound install leader
Lee Vaughn: Operations, sounding board
Brian Kelley: Make-up, Costumes, art for novella
Heather Bergeron: Admin
Marc Landuyt: Vol. HQ (all-day shifts)
Gary Aswegan: Training, feedback
Will Walker: Training
Joyus Kelley: Tavern and Mind Flayer costumes!
Bob Stone: Tavern and tear down coordinator
Stuart Ough: DM training
Todd Lawson: Prop room, warehouse, plus much
more!
Dennis Baird: Author of novella, great TD bard
Warren Snider: Year-around work on whatever needs
to get done.
Fritz Snider: Made the awesome slide show for
Riddle Reveal
Lori Martin: Event paperwork, token sales,
all-day shifts in Admin
And thanks to all the
volunteers (some of the above, plus Linda, Marc, and Shawna) who came to the
hot warehouse in July to help pack up the event.

Marshalling
Area
This year we saw the
return of the Marshalling Area where groups could meet at a table before their
event was to start. The Coaches in this area worked VERY hard to overcome loud
noises and a shortage of lights to do a heck of a job. Next year we are going
to have some improved systems in place so that the tables stay neat, there is
more room, and the Coaches don’t have to shout themselves hoarse. Finally, the
dummy (me) buying the necklace lights next year will buy enough lights so there
are plenty available.
Training Room
The Drow made their final
appearance this year as the introduction NPCs. Many thanks go to the Drow Crew
for kicking the adventure off with some juice.
Next year we hope to
change things up a bit with the Training Room. First, we hope to work it into
the adventure a little more, and second we hope to introduce a new and cool
intro character. She is even meaner than the Drow!

Room 1 – The Cave
This area introduced some
very cool cavern walls as players moved into a cave that contained a long dead
adventurer, a puzzle piece and a pool of water. Unfortunately, after a short
time in the cave the party was attacked by a swarm of Stirges with each
character automatically getting one attached to her person.

The Stirges could be
killed or driven off by doing any damage to them. Unfortunately, this was
easier said that done since if you missed the Stirge on the slider board, you
may have hit the host player character instead.
Spells were an excellent
way to rid yourself of the pests worry-free as spells like Magic Missile, Ray
of Frost and Burning Hands would remove them with no risk of injury. A Token:
Scroll of Chain Lightning was very useful in this room, as it would kill
ALL the Stirges in one quick flash of lightning.
In addition, another way
to rid yourself of the Stirge was to just jump into the water. Submersing the
pests in water makes them instantly let go as they need to breathe.
Regarding the pool: If you
have a magical means to breathe water, you could gain an extra token draw from
the Treasure Chest, as your exploration of the deep pool would yield some bounty.
To enter the secret way
into the Monastery, groups had to place a Pelor holy symbol on the top of the
pedestal. Luckily for the party, another previously unsuccessful adventurer
had one of these holy symbols with him when he became Stirge food.
The puzzle on the pedestal
read:
The Orb of
Pelor travels far
His Hope, a
warmth, of that star
It spins
around so we can see
The truths
we seek are then set free

The puzzle piece would
easily fit onto the symbol on the sign, but another square piece of wood stops
that from happening. By spinning the whole thing, a player can cause hidden
pistons to move, and thus the square piece of wood can be removed from the
symbol.
Room 2 – The Seven
Pillars

The party will travel down
a short corridor before they find themselves in a large chamber lined with
copper faces. In the center of the room they will see seven short pillars
whose tops are finished with a 45 degree flat top. These flat stone surfaces
contain seven different male faces and a ledge with which to rest one of the
seven plaques that rest upon a stone table.
Written upon the wall is
the following inscription:
Those who
wander, seek and roam
Find hope
does dwell within our home
But first a
test is laid to you
Solve it now
and venture through
Evil snares
the Found each day
Countered
with good, to Pelor we pray
Match the
virtue to the sin
Wisdom is
shown -- your journey begins
There are seven plaques
(virtues) and seven columns (sins), and it is the task of the party to place
each virtue with the proper sin. The party should be able to divine the
correct placement by looking at the expressions on the faces for each visage
represents a different sin. See below for a listing of each sin and the
matching virtue.
Each time a virtue is
incorrectly placed, the person placing the virtue will suffer a different
effect from a holy bolt of magical energy that strikes from the ceiling. (The
DM activates a remote control that plays the sound effect). A Scroll: Mage
Hand token cannot be used here to prevent damage. The person controlling the
Mage Hand will still suffer the bad effect if the plaques are placed in the
wrong location.
Vice Virtue Effect
for Wrong Placement (Keyed to Vice)
Lust Chastity DM
marks player with Thieves’ Mark stamp
Gluttony Temperance Player
is poisoned for 2 pts. of damage
Greed Charity DM
marks player with Thieves’ Mark stamp
Sloth Diligence Player
is paralyzed for rest of room*
Wrath Kindness Player
attacks wall with fist taking 2 pts. of damage
Envy Patience Player
won’t help other players for rest of room*
Pride Humility Player
is turned to stone for rest of room*
When all the virtues are
properly placed the DM will activate a success sound effect -- followed by the
sound of grinding stone. The DM will then tell the party that a secret door
now opens to allow them to proceed into Room 3. If the puzzle is not completed
in time, the DM will tell the group that they were attacked by Orcs as they did
finally solve the puzzle with each group member taking 6 points of damage.
Finally, if someone casts
a Detect Magic they may find on the central pillar a Bard Healing glyph. The
FIRST person who touches the glyph will have their bad effects removed, but it
will not heal any damage taken.
Room 3 – The
Key Room
This room appears to be
much like the previous room but this time the pattern of the 5-inch face disc
is different – and the faces are now made out of hammered silver. The room
contains a eight feet wide by four feet tall hemisphere made out of glowing
“magical” force bars in a geodesic pattern. The five open areas at the top of the
hemisphere are further restricted with glowing sting. Sitting inside the
half-sphere at the center is a large one foot long metal key that rests on a
small stand. The key is held by two small appendages.

The only other thing in
the room is a large sack. The exact contents of the sack will depend on what
tokens the party is carrying. At this point the DM will ask the party if
anyone is carrying any of the following tokens:
50’ rope - 50’ twine -
Mortar and pestle - Waterskin
Once it is determined what
is carried, the DM will reach into her DM chest and give to the players a sack
that contains a 50’ rope plus any of the tokens present listed above.
Written upon the wall is
the following poem:
To venture
forth you must retrieve
Through careful
acts this golden key
Use the
tools that you have brought
Touch not
the bars that I have wrought
Nor reach
inside to grab your prize
Bridge your
thoughts and be most wise
This is a creative problem
solving room, and it is up to the party to figure out how to get the key
without reaching their hand inside or touching the bars. An easy method is to
run to lengths of rope in parallel under the key and then pull tight and lift
the key off of the stand. Still keep the tension strong one side of the rope
bridge is then lowered and the key simply slides down the ropes and out of the
hemisphere. The key can then be placed in the indention next to the exit to
open the secret door. The DM will activate a success sound effect exactly like
the one in Room Two.
Any player who touches the
half-sphere or breaks the plane of the segments will hear a sound effect
activated by the DM with a remote, and the character is thrown back against the
wall. They also take 4 points of damage. If the key is not retrieved by the
end of the round then all players take 4 points of damage as they just “brute
force” the puzzle and grab the key.
Room 4 – The
Pit
The Combat and Puzzle
versions of this room were slightly different. The combat side had a longer
hallway and trap at the start, and the puzzle room had a secret door in the
final room.
The Combat side left the
Key Room to find themselves looking down a long corridor. If they were
watchful, they would have noticed a large burn mark one on side of the corridor
– as well as a blackened face on the wall opposite the burn mark. Careful
examination would see that the mouth of this darkened face had a one-half inch
hole in it.

Anyone walking in front of
the mouth would set off a photo-electric device that activated a loud poof of
air through the mouth. Not only would this scare the person, but all the
characters in the area also took fire damage.
This trap could be
deactivated by simply noticing that the face next to the fire-spewing face was
turned 90 degrees clockwise – and then rotating the face back to its normal
position.
---
After the Puzzle side was
done with their combat, the party had time to cure up in a small room behind
the pit. An observant player could have noticed that one of the faces was a little
bit different. Not only was it a different color (Scooby-Doo style) but it
also was turned 90 degrees. The first person to turn it back to the upright
position was told by the DM that they found a secret door – and they were
allowed to draw an additional token from the Treasure Chest.
---
The Pit
The party travelled down a
corridor that ends in an eight feet wide curtain. The DM opened the curtains
and she told them that they found a secret door into what appears to be the
inside of an outdoor building – and that the secret door appears not to have
been open for many years.
The party saw an 8 feet
wide by 8 feet long 30 feet deep pit that completely cuts off the hallway.
Only a two feet wide stone bridge going over the pit gives them a way to cross.
If the party says they are looking into the pit, the DM told them that it looks
like a plain 30 feet deep pit that has an iron rung ladder going up the other
side.
Unfortunately, the
Receiving Hall has been turned into the guest quarters of one of Iuz’s
generals. He is Brinenok – a Mind Flayer.
Since the bridge was so
narrow only one person was able to make a melee attack against the Mind Flayer,
but other players could have used missile weapons, ranged magic weapons or
spells to attack. The Mind Flayer could not be shoved off the bridge.

Anyone who fell into the
30’ deep pit took 10 points of damage, and there was an iron rung ladder on the
walls that allowed the players to climb out. It took two rounds to do so. At
that time the player could then attack the Mind Flayer with melee weapons.
Only a total of two players can make melee attacks at him at once since the
bridge is narrow behind him as well. Players could not jump across the pit as
the bridge and floor around the bridge is slippery.
A player could have used a
magic Scroll: Fly token to travel anywhere in this room – thus attacking the
Mind Flayer from the side if the player wishes.
A player with a magic
Ring: Feather Fall took no damage falling down the pit. A player could have
been lowered down into the pit with the use of a Rope token in one round, and
then it would have taken another two rounds to climb the ladder. The Halfling
Rogue may be thrown across the pit by any of the other character provided the
character slides a “15” on the combat board (modified only for Strength).
Failure means the Rogue falls to the bottom of the pit taking 10 points of
damage. A magic Ring: Ring of the Ram token does not create enough force to
knock the Mind Flayer off of the bridge. A person deploying a Smokestick token
upon the area of the bridge will cause the Mind Flayer to be -4 to hit with his
Scorching Ray spell but not his Magic Missile spell. It will also give players
-4 to hit with their ranged attacks too.
The Mind Flayer was a tough
fight, but spells and missile weapons could be used to full advantage here.
I hoped you like the
awesome Mind Flayer costume. The masks were custom made at great expense, and
the costumes were hand-made by a great volunteer Joyus Kelly.
Room 5 (Puzzle)
– The Blacksmith Shop
The party left the
Welcoming Room with the Pit and the Mind Flayer to find themselves outside in Monastery
grounds. There was a soft sound track playing in the area of partying orcs
behind the walls and doors in the area.
They were greeted by a DM
who motioned that they needed to be very quiet, and soon they found themselves
sneaking by a snoring Sleeping Giant. Luckily, the party was able to get by
the Sleeping Giant and make their way closer to the temple that they sought.

Unfortunately, they were
stopped at a highly trapped gate that promised to do lots of missile damage to
anyone who opened it. The party then decided to investigate a nearby working
blacksmith shop to see if they could find a way around the trap.
What they found was a
magical suit of armor and a note:
To
Hagroth, Giant Armorsmith,
I hope
you find your new abode suitable to your liking and purpose. It was not easy
meeting your payment demands, but to avoid Iuz’s wrath I have done as you
asked. There will soon be plenty of time to enjoy your earned wines and meads,
so do not partake in your treasure until after the assault is complete. Your
sleeping bulk is too heavy to move!
I bring
grave news regarding the twenty suits of Winged Commander Armor you enchanted.
These suits were used by our troop Commanders during a recent skirmish with
some Greyhawk forces. Their “Fly” enchantment worked well and the Commanders
were able to see the battlefield well and they were able to move swiftly.
However, your “Protection from Missiles” enchantments on the suits were not
complete as some of the enemy’s hail of arrows was able to penetrate the armor
and kill the Commander within. This is the only suit to have survived the
encounter. My divining magicks tell me that a section of the armor was
forgotten during the enchantment process and that it needs a protective Rune
Badge fused to it to keep arrows from penetrating its section. Enclosed is a
Rune Badge that you can attach to an area of the armor to sure up the
protection in the area you think needs it most.
-- Slithigarriett the Hale
It was then the task of
the party to first identify the correct Bard Glyph, and then figure out which of
the areas of the suit needed the extra enchantment.

This is where those neck
lights come in handy, as a careful examination of the suit found that it was
almost entirely covered in tiny puncture dents where missiles had hit it and
been deflected. Only the bottom right leg was free from these tiny dents, so
this is the area of the armor that had not yet been hit with an arrow. Thus,
this was the area that needed reinforcement. All the other areas proved strong
against the past arrows, and the fact that the area was completely free of
dents meant that it had not (luckily) been struck by any missiles. All the
other suits had been hit in this area and been destroyed.
Room 5 (Combat)
– The Sleeping Giant
The combat-side of this
room was not so lucky as the puzzle side. When they got to the Sleeping Giant,
they had no place to go. Unfortunately, they discovered that they had to sneak
up on the giant and steal his keys so they could open the gate.
The first challenge was to
get the key hanging on the fence. To do that, the Rogue had to make her way
through a rope maze on the floor – without touching any of the ropes.
And anything could have
awakened the giant – even another player laughing or coughing.

Any attempt to immobilize
the giant beforehand woke up the giant, and the Tanglefoot token and the
Weighted Net token had no effect on his large frame. However, a smart
party may have “powered up” by drinking potions or using magic items before the
Rogue makes her attempt to get the key. Spell-casting was not possible without
waking the giant.
Once he awoke the DM
activated a remote and the animatronics giant stood up to over 11 feet tall –
which is the real size of a Hill Giant. It was cool to see all the looks on
players’ faces when the big guy woke up.

Note that it was possible
for the party to try to bribe the hill giant with treasure items at any point
in the combat. The chance that he will be bribed and stop his attack is equal
to this formula. There can be only one attempt to bribe him with tokens.
Common: +5 % for every
token
Uncommon: +10% for every
token
Rare: +20% for every token
Ultra Rare: +95% for every
token
Offering any of these following
tokens will result in the giant immediately drinking the liquid and then going back
to sleep: Orcish Stout, Dwarven Ale, or Monks
Mead.
Room 6 – The
Fire Demon
This was a crazy room, and
I think it was a success for all the things we learned. Next time we will keep
the speeches shorter and we will use less audio effects on the voices.

We hope to continue to
have at least one room in the dungeon each year be more interactive with a NPC,
and this was our first attempt at doing so.
The gist of this room was
that it was a test set up by a Celestial to plumb the depths of the party’s
courage and goodness. To do this, the Celestial used her illusion powers to
turn the chapel into an evil looking chamber covered with the symbols of Iuz
and Lolth. Second, she turned herself into a fire demon and she conjured the
appearance of a monk of Pelor.
The test was this. First,
would the party attack the obviously charmed Monk of Pelor – or would they try
to free or immobilize him? Many groups just hacked the poor Monk to death, so
the damage that was sustained in the fight was NOT HEALED by the Celestial.
Second, the Celestial
wanted to see how the party would fight under an extreme challenge like her –
or Iuz.
After half-way through the
round, the Fire Demon would stop the attack and make a startling revelation.
In the blink of an eye, the room and Fire Demon would turn into a holy chapel
and a Celestial. Congrats to the SPFX team for pulling off this nice illusion.

The parties used tokens
were then returned, and the party had about 5 minutes to figure out an anagram
puzzle on a column at the back of the room.
The starting words were:
“The Host of Pelor”
The finished words were:
“Hope for the Lost”
I had a good chuckle
naming the novella and module the same name as one of the puzzle answers, and I
hope everyone enjoyed it as well. There were many clues in the dungeon
previous to this puzzle where the monks of Pelor referred to themselves as
“lost” before coming to Pelor, and that he was the “hope” of those unfound.
Room 7 – The
Final Room (Combat and Puzzle)
Wow…what a crazy room!
The number one suggestion we got over the years was to have both groups in the
same room. We tried that this year with pretty good success – except some
people did not like the fact that they were killed by a storm of Iuz minions
when time ran out – even though they did their part correctly. If we ever do
have two groups in the same room again, it will be done differently!

The room started out with
the groups facing the Mirror of Faith, and once the curtains were opened the
parties found themselves staring at a magically created group to aid their
quest. (This was the only way I could remotely see two parties coming
together). Basically, the combat group had to defeat Iuz and recover the Orb
of Pelor before the Hordes of Iuz came into the room, and the puzzle group had
to solve figure out which ring had to be worn to safely place the Orb of Pelor
back on to the stand.
So, it was down to meeting
Iuz himself, and after a short speech, the puzzle group got down to puzzle
solving, and the combat group got down to fighting Iuz.

It was cool to see the
combat group jump a bit when the character playing Iuz disappeared and instead
a giant snake came flying out of the curtain. The combat against Iuz was
interesting in that players had to decide if they should go for the more easy
body shot (with no chance of a Critical Hit) or whether they should slide for
the eye in a Critical-Hit-or-Miss scenario. Most groups did end up defeated
Iuz, but many did die in the process.

The puzzle was another
matter, as fewer groups solved it than defeated Iuz. The beginning puzzle
looked like this:

The sign on the wall read
as follows:
Most Holy
now is where you stand
Brought
humbled low before his hands
Place now
the orb within his hold
And listen
well to what you’re told
All rows
and columns must contain
Each
letter once to grace attain
Each zone
will also give you clue
Each
letter sits within there too
Show thy
wisdom and prove thy right
To don
his Ring of Lordly Might
The
answer waits for you to find
Which
Ring your soul you should then bind
Many people asked me why I
decided to go with this kind of puzzle for the final room. The biggest reason
is that it is process that must be solved – and it is much harder to “cheat”
those kinds of puzzles. We did something like this in 2005 with those silver
hexagon plates. These types of puzzles deliver the most fun as it is very hard
for someone with any foreknowledge to ruin the experience of the rest of the
group by simply calling out the answer they heard from a friend. I wanted this
last room at the end of the 3-year story arc to be really cool and a real
challenge that made it tough for un-cool gamers to do well. You must actually
solve this one to win.

This puzzle is also a good
example of how 10 seconds of forethought about team work can really pay off in
the end. Each player could have been assigned to a color region since each
letter must appear in each column, row and zone. By assigning every player a
zone, when a particular square is under examination, that zone could be
instantly checked for possible letters. The most successful teams I saw were
ones that divided up the puzzle and tried to solve it with as many eyes as
possible looking at columns, rows and zones. This speeded up the process
quickly. In the end, if it was done correctly, the puzzle table looked like
this:


The DM would then make a
red laser line briefly appear along the diagonal line to indicate the “CUMULUS”
letters are a big clue to which ring to wear while placing the Orb of Pelor
back into place. This meant that the player should wear the ring with the
CLOUD symbol on it. The other clue is the CLOUD is the only symbol on the
plates that regularly blocks out the Sun…and since the player had to stick her hand
into a column of light, perhaps the CLOUD was the way to go.

If either of the groups
was not successful, that meant that the entire room was swarmed by the Horde of
Iuz and all the players were killed in the process. That is why no Survivor
Pins were available to groups who partially solved a room.
If BOTH of the groups were
successful and the Orb was placed back correctly, then there was a loud sound
effect of success, and the room was bathed in golden light. All the evil
minions of Iuz in the monastery were then banished back to their evil places,
and the army attacking Greyhawk was thrown into chaos and ruin. Greyhawk was
saved!
Again, I am sorry that
some were disappointed at not getting Survivor Pins. I had no idea it was such
a big deal. I would do it differently now if I could do so.
Riddle Reveal
Available as Podcast!
If you want to hear an
audio recording of Sunday’s Riddle Reveal, please check out the official True
Dungeon podcast at www.truedungeonpodcast.com
. The top episode is the Riddle Reveal. Be sure to subscribe to the
newsletter as many more episodes are coming online soon. A lot of recording
was done at Gen Con Indy – including a nice interview with Dave Arneson!

Epilogue
Next year’s adventure will
be the first part of a TWO-YEAR story arc that will see what happens to our
group of adventurers as they travel into the wilderness. Who knows what they
will encounter, but talk around the tavern is that a classic D&D monster
will be there to devour your group.
Golden Ticket
and (Silver Ticket) Runs
One of the highlights of
True Dungeon this year was the Golden Ticket Run made on Thursday morning.
Sixteen Golden Tickets were sprinkled randomly throughout the first token
printing, and eight Silver Tickets were scattered around the second printing.
Both of these groups got a
special pack of tokens, and the Golden Ticket run people got a REALLY nice pack
of tokens.
After both of the Golden
and Silver Ticket runs, I met each group inside the Tavern for a surprise. I
made up a really cool set of the classic D&D relic “The Deck of Many
Things” and each player was given the choice to draw from the Deck.

Each card had the weight
and appearance of very old bone, and each front side had a custom piece of
artwork that let the player know which card they had drawn. The effects varied
greatly from something like +2 to AC forever to never being able to cast spells
again. One gave a Wish Ring and another 15,000 GP in treasure. One unlucky
soul (Gary Aswegan) drew poorly and was cursed never to draw from Treasure
Boxes again until 2010. Luckily for him, a kind “stranger” who drew the
“reverse someone’s bad effect” decided to be nice to him. Thanks James! (And
thanks to Steve Sawyer for the help with all the cool artwork!).

True Dungeon
Novella for Charity: “Hope for the Lost”
At the behest of long-time
TD volunteer Stu Bernard (who is recovering from colon cancer), we decided to
offer a True Dungeon novella entitled “Hope for the Lost” at Gen Con Indy.
Professionally printed and bound, this novella was authored by Dennis Baird to
give players a recap of what has taken place over the last two years in the TD
story arc.
We raised more than $1,500
for the Cancer Research Institute, but we would like to raise another $500 with
your help. We still have 50 novellas left, so please think about going to the
TD Store now and purchasing one. All of the $10 price will go to the charity,
and True Dungeon is picking up the publishing cost. You can order your novella
here:
http://www.truedungeon.com/true/store.htm
I would also like to thank
everyone who chipped in to buy a few novellas. Stu will be back next year ready
to DM – and help with DM training as well.
True Arena

Once again the true
sliders came together to do battle to see who is the best slider in all the land of Greyhawk. Through many brawls and battles the weak were brought down low by the
strong until only one man was left standing. Congratulations to Don Rients
who vanquished Henry Chi to claim the title of True Arena Grand Champion.
TD 101
Seminar

The members of the DDA
(Dungeon Dwellers Anonymous) presented a few “TD for Beginners” seminars that
were well attended and well presented. Much thanks to all the DDA and
especially to Candace Brister for working with me to get it in the program
book. Next year we are going to try to video tape the seminar and then post it
on YouTube.
Bard Contest

The Bard
Contest was another cool thing to happen in the Tavern this year, and it seems
TD’s resident Bard Dennis Baird was up to the challenge. Congrats to Dennis
for his victory, and much thanks to Cody Jones and Kalen Tjarks for putting the
contest together. Next year it will be one word easier to thank them!
True Dungeon:
Director’s Cut
I was really surprised at
the HUGE response we received from our announcement of introducing a
“Director’s Cut” version of this year’s Gen Con Indy adventure in southern Illinois next April.
Wow! I have had people
from California, Florida, Texas, New York and even the UK tell me that they
want to fly in just to take part in our two-day True Dungeon celebration. The
response has been much greater than I had imagined.
The exact information is
being worked out, but the event should be on the first Friday and Saturday in
April (April 3-4th) with the event running from 2:00pm-10:00pm on
Friday and 10:00am-10:00pm on Saturday. The tickets will run $49 each, but
they will be available only in blocks of 8 tickets (one slot). They will be
sold online through a service with lots of server bandwidth. We may hold a
small percentage (10-20%) back to auction so that TD fans can get tickets if
they are not able to get any of the fixed cost tickets when they go on sale.
We think the fixed price tickets will sell out fast.
Highlights of the True
Dungeon: Director’s Cut:
+ It operates in an old,
“dungeony” warehouse in southern Illinois.
+ The event will be the same
length as Gen Con Indy, but the dungeon will have many “choice points” were
parties can choose between 2-3 paths.
+ There will be 2-3
completely new rooms not seen at Indy. These are test rooms for the next Indy,
and they are sprinkled among the various choice points.
+ The dungeon will be
DOUBLE the size of the one at Gen Con Indy
+ Each group will get a
single, veteran DM who will guide them through the ENTIRE dungeon
+ Extra "warehouse
friendly" effects (like smoke, fog, pyrotechnics, water, etc.), that we
can't do in a hotel ballroom
+ Attendees will receive
their 2009 tokens a week before anyone else!
+ Special "Token
Collectors" luncheon in Tavern on Friday for big supporters
+ A regional airport is 7
miles from event and it offers flights from St. Louis for about $200 round
trip.
+ Food and drink will be
available in Tavern at reasonable price.
We also plan on providing
an enhanced Tavern experience, and the lessons learned at TD:DC may come in
handy in 2011 when more space MAY be available at Gen Con Indy.
We also hope to have
seminars, bar fights, and contests and other surprises to all players to fully
enjoy and revel in their love of True Dungeon.
We are trying to acquire a
block of discount hotel rooms at a nearby facility, and more info will be
provided once details are finalized.
True Dungeon
Treasure Tokens – On Sale Now!
True Dungeon
Treasure Tokens are back up for sale on our website, and thank you all for the
brisk sales. We are still offering the “Pick Your Own Ultra Rare Token”
promotion for all orders over $250. You can order them HERE.
In Conclusion
It has been another great
year. Great for me for having all this fun helping to make True Dungeon happen.
Great for volunteers who love to provide a great event for the players, and
great for the players who get to enjoy all the passion and work that goes into
making True Dungeon happen. Collectively, I think that me, the volunteers, and
the players are a part of something really cool and special in this world – and
I always try to remember that all of us are equal in this very creative and
very giving “group project” known as “True Dungeon”.
Thank you for being a part
of it – and I can’t wait to see where we are headed next!
Jeff Martin
Director