Clues for Gaining Levels ---&RPaward

...for in character discussions, contributions and Wheel of Time themed stories.
Gesin
Posts: 246
Joined: Wed Apr 25, 2018 11:54 pm

Clues for Gaining Levels ---&RPaward

Post by Gesin » Wed May 24, 2023 11:48 am

Ely edit 10 nov 2023:

Potential +1 qp: if part of a series: o

Total: 4 qps (the form of riddles makes it extra hard to write imo)

Hunched over a large wooden-desk, Gesin elegantly scribes line after line on a large piece of parchment. Many smaller pieces of notes are spread out surrounding her work, organized in a way that makes sense to the Brown at least. Nearby candles are close enough to illuminate but far enough away to not clutter. Periods of writing are interspersed with equally long pauses, usually accentuated by quill chewing, while she considers the right prose. Once dry, Gesin holds the parchment with both hands, scrutinizing the final product intently. Nodding firmly once, she grabs her quill and signs the document.

ooc:
The addition of the Crier XP Scalps to level to 30 is an incredibly useful system that was implemented. Below are some clues for each crier, I wrote them from the perspective of Gesin and decided to make them more riddle-like. Feel free to message me or globally chat if you are confused on a line, most older players should be able to figure out what it means.

Each paragraph is a different crier, in alphabetic order as listed on the wotmud wiki crier page. The first line is in reference to the town crier location, the second line is in reference the first quest, and the third line is the second quest, in order from both from the wiki page and from how the crier references them.

Here is the post on the Help Forum that links to both the original announcement and the link to the wiki page.
viewtopic.php?f=76&t=17338

~Gesin Sedai

------------------------------------------------------------------------

Alindaer, outside of home, search the doors to find your prize.
In the Mound, you've gone too far. Serpents hole dug near the road.
Tangled vines hide counting coins, spoils of the lawless three.

Watch your tongue and mind your manners, Children play a deadly game.
Fallen Brothers of the Trees, hide in Misty Shadows deep.
Villagers of the town just north, foul potions treat the ill.

Boats float in and ships sail out, Aringill is a perfect stop.
Tough on crime for any theft, find your mark out Caemlyn east.
Near the coach a pit of bears, prepared for winter in the ground.

A game of chance and random luck, daylight opens Baerlon's gate.
Watch your horse in rolling hills, hillmen lead a ruthless fight.
Old dynamic potion source, guard Andor's next most wanted.

Venture forth from Bandar Eban, find an open mountain cave.
Inside you must watch yourself, a lizard charges with its horn.
When you dodge out of the way, a barbarian next you must slay.

Watch out for poisons when you start, Lamen's Folly warns you off.
Do not get stuck in spiderwebs, hiding in a hidden loft.
You should take a wooden craft, to the hideout near the manor.

End of Old Road to the south, save them from the villain's grasp.
Lording over the mines beneath, their minions bite more than bark.
This man is bound for the noose, his rogues fetch a handsome price.

The back end of forever, once the source of Aemon's pride.
Once bred to search and hunt, now tracks near the volcano.
Near the villain of Devon's Ride, Hobrian's rogues fetch a prize.

Ever close to the Blight, bring friends from the defensive line.
Tracks outside lead to danger, when you face their torture chamber.
Just outside of the Dog Gate, honey craved in a small cave.

Independent from the Source, the tollocs bands stick together.
Embrace your way toward Tear, horned skulls are near a bridge.
Stay away from the fade nearby, this trident blocks your way inside.

At this crossroad east of Whitebridge, make the road a safer place.
A mangy cur near the bend, south of the Lost Forest farm.
This spotted little hunting cat, stalks the likes of wild dog.

North of ter'angreal range, gratefully Embrace the freedom.
Part the creepers and duck inside, Notice near the Wretched Chief.
Leading from a greenwall cavern, a skulking thief is employed.

Do you hear the Horn doth call, this channeled city on the coast.
Grab yourself a captains hat, while you take a pirate out.
Trolloc's cookpot beneath the plains, best to flee the Fade away.

In the center of Murandy, the northern domain need some help.
A stalwart post before Andor, these three invaders stand guard.
Eight legs to cause some trouble, a cluster swells in the cellar.

A Cairhinen town in peril, help these poor souls in need.
Take the tunnel neath the river, the tougher gray man is your mark.
Take another wooden craft, to the hideout near the manor.

Nestled in the borderlands, equine serve as soldiers do.
Get your search near eighty-one, chance to find the Inn's attic.
Beware the eyes of hidden rats, strong men lurk in sandy tunnels.

The lonesome jewel of stormy seas, fish-oil keeps this state afloat.
Its tusk a prize of any hunt, wandering aggressive haunts.
Ambushing near a closed treedoor, the full patrol will chase you.

Local customs should be followed, women here carry marriage knives.
Disgusting liquid tastes like this, the best ones grow to the east.
A cave outside the city market, hibernate inside a rockslab.

Use the ways or find a coach, a hard ride from other towns.
Thugs dodge Seanchan near a Circle, in the city split in two.
Help the law keep city safe, a thief prowls on Andahar.

The shining walls beacon home, a welcome sight from studies far.
Wide plains across Osendrelle, canine guard a garish wagon.
Bandits waylay forest goers, this pair guard their hilly hole.

Cross the river with some coin, the Queens Guard is now nearby.
Be wary of an ambush, smugglers keep their secrets safe.
If in need of morning pep, find it near blue sediment.

While all eyes are on the Stone, venture north along its road.
Long forgotten atop a hill, truffles enjoy a great view.
Always dirty beneath a hill, bandits lay waiting for you.

From atop a dome-shaped hill, perfect view of the Westwood.
Awaiting in a wine cellar, perfect darkness hides a shadow.
Be wary of an ambush, brigands and smugglers together.

The gleaming white bridge without flaw, guides new ones to their prize.
Follow the sound of buzzing, north through the hidden thickbrush.
When bridge beast growls, flee from charge. Else hold rope, and CLIMB up CLIFF.

~Gesin Sedai
Brown Ajah