| Sorry, folks. My adventure got cancelled due to an extended period of computer/network/internet complications. However, what is left of the story appears below for your perusal. (Page last updated 10-September-2006) I run my mini-adventure under the name of AGM Iazmynh. The main story line of my "mini-adventure" can be found here. There are a couple of other side threads that lead the characters in the game to their points of entry into the adventure. For more information on those side threads, I have left links in the introductory "post". What follows is a summary of the story line. I have asked my participants if they would like to contribute any of their own artwork to our little project. Any items here that were not made by me will be duly noted. Please note: These are original works and should not be copied or altered without express permission of the artist(s). Thank you! |
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| Tower of the Mystarrihean Secret (My game at C.O.R.E. Greyhawk Campaign) |
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| Our adventurers have each received an odd invitation from a courier who seems to disappear in the blink of an eye. Curiousity running high, each one journeys to the town of Niole Dra and converge upon a tavern, where they meet their employer's trusted associate, Syru'un, and each other for the first time. After introductions, Syru'un explains their assignment: retrieve and deliver an artifact from a tower of riddles. The key to accessing each piece of the solution is solving a riddle, a puzzle or both. He offers them a small reward in advance -- each in a different colored sack -- and provides them with a sketchy map of the local terrain. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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| After several days of travel our adventurers arrive at the Tower. It is hexagonal in shape. The second level appears to have a room jutting out from the central structure, on top of each exterior wall. There appear to be no windows at all, only a front door. The top level of the Tower is the same size as the first level. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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| Hidden from view, on the other side of the Tower is a very small "outbuilding" of sorts. It is a magical-type stable. Its interior is expansive, but the size of its exterior may fool you. The short fellow who greets our adventurers at the door is the stablehand. After handing over the horse and pony, Rhawn Toreth and Zar regroup with the rest who had come in on foot at the front door of the Tower. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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| Our team of adventurers meets their first riddle right at the front door -- there is no door knob! The six-pointed design is large and covers most of the door; its central circle is hand sized. One brave soul, Althjolth or 'Al' for short, rests his hand on the circle and the door "speaks" to him. "Always old, sometimes new. Never sad, sometimes blue. Never empty, sometimes full. Never pushes, always pulls. What is it?" Upon giving the correct response -- and on the first try! -- the door opens. Al offers the use of his lantern as everyone steps inside the dark room. The bard, Michael Songlark, noisily enchants his harp and it begins to glow like a lamp. Everyone else is mildly perturbed at the sudden outburst, but at the same time somewhat thankful for the source of light. They all cautiously search the area within the circles of light for some clue as to what to do next. Zarglissius, Zar for short, nearly steps on what might possibly be a trigger for a trap -- as pointed out by Al. After careful examination Al advises everyone to be prepared to take cover before pressing the floorstone. Some mechanical sounds start and a couple of torchieres light up a small section of the room. It was only a light switch! The rest of the group goes about looking for more switches. Unaccustomed to the odd mechanism, Dimpy Blasterbuttle, a comical gnome, dives for cover as he stumbles upon another switchstone. As each section is lit a pattern is seen in the bits of inlaid stone on the floor, pinwheeling outward from a central shaftlike structure. Due to the late hour, camp is set up here on the floor for the night. More exploring can be done in the morning. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| After everyone is awake, Vegorin Brasp, a monk, volunteers to find out what is at the top of the stairs that wind up the side of the central shaft. Zar and Al stay downstairs to examine a door they have found in the opposite side of the central shaft. The door has the same design, but without the center circle. The rest of the group decides to go up the stairs after Vegorin discovers a door with a familiar design on it and a door knob in the middle of it. The door at the top of the stairs opens easily, and Vegorin finds himself looking into a corridor that runs to his left and his right, but with a slight curve. The floor and walls of the corridor are inlaid with black, gray, and white stones, only the wall opposite of him has a red stripe of stone work. |
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| Vegorin accepts Petr the sorceror's staff so that he can cautiously test some of the floorstones in case of traps, but there are none in this hallway. He turns to his left and follows the red stripe on his right until it wraps around the corner at an intersection. The corridor that branches off to the right has the same red stripe on the right, but a purple stripe on the left that also continues onward in the main hallway. At this point he leaves Petr's staff on the floor and positions it to point down this new corridor. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Meanwhile, Zar and Al make no progress with the door downstairs. No amount of touching, poking, or prodding produce any results, so they climb the stairs to join the rest. Al offers to follow after Vegorin and finds him further down the red and purple hallway at a "Y" intersection. The corridor to the left has a purple stripe on both walls and the corridor on the right has a red stripe on both walls. The two take the red-striped hallway, trailing a rope behind so as to leave a path in case this becomes a labyrinth. One, they'd like to find their way out, and Two, they'd like their companions to find them. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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| Michael decides that he'd rather not wait for Al and Vegorin to return, and he ventures forth alone. Since his gift-sack was green, he looks for a green corridor. Upon finding a right-hand intersection with a corridor that has a blue stripe on the right and a green one on the left, he takes this path. He comes to a "Y" intersection where the corridor on the left has a green stripe on both walls and the corridor on the right has a blue stripe on both walls. He chooses the path to the right, the blue-striped one. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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| (Story writing is still in progress. More updates later.... Images for future use are below and will also be wrapped into the page where appropriate.) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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| - - One Exit is True - - - - One Exit is False - - - - One Speaks Only Lies - - - - One Speaks Only Truth - - - - One Question May Be Asked of One - - |
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| I hope that having these images here will not give my players the chance to think about their riddles and puzzles ahead of time. This page is a good place to store a few pictures that would be otherwise difficult to describe in the form of text. Take for example the images of the sticks below. Now, how do you describe that in a few short sentences? Kind of tough, I'd imagine. So instead, I'll let the picture do the work for me. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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| It is also easier to show someone the image below than trying to describe the set up of the puzzle. (Coin images below are taken from the Players' Handbook version 3.0, property of Wizards of the Coast.) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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