Cardinal 0 Posted January 10 #1 Share Posted January 10 Floor 29 <<To Shine a Light>> Party Limit: 4 | 20+ Posts Non-Repeatable Rewards: 1,500 Experience Points each 1,500 col each Any Gathered Lore Requirements: Approach and enter the lighthouse. Explore the tower and the adjacent living quarters. Solve the puzzles to discover the four-digit code needed to open the lock. Roleplay what is found on the other side. Make the choice. Summary: Graycott Point clings to the rocks above The Black, its beam slicing through the storm clouds, the incessant rain, and the spray that climbs the stone tower. It makes no sound, except for the faintest whoosh of the mechanical lantern turning. The view from the lantern room reveals an endless dark sea, hiding monsters of all shapes and sizes. But what monsters can be found within the lighthouse itself? Quest Specific Notes: This quest will feature numerous puzzles that must be completed by the writer in order to proceed. This includes both number and word puzzles. To ensure that the quest is accessible to everyone (and not spoiled by the first to complete it), the answers to the puzzles will need to be inserted in a Google Form. What comes next will be described within this form once you've input the correct combination. While you'll need to respond in-character to what you find in Part III, please do not outright post the combination, or copy/paste any of the text from the Google Form. Instead, feel free to describe your characters exploring the lighthouse and working (either together or separately) on the puzzles. If you have any issues with the Google Form, please let a staff member know. Outline: PART I | THE LIGHTHOUSE Players who brave the relentless storm may stop to find shelter within Graycott Point. As they enter, a quest titled “To Shine a Light” will be offered to them. The only objective reads “find the lighthouse keeper.” Graycott Point consists of a one-story stone building, and an enormous tower that rises from the side facing the sea. There are various rooms to explore, and though each appears abandoned, candles and fireplaces spring to life as Players enter. In the tower proper, a spiral staircase leads to the lantern room, and a locked hatch rests within the floor. A small combination lock consisting of four dials, each labeled 0-9, is inlaid beside it. Players must explore the rooms, describing their experiences, and finding the clues to open the hatch. PART II | THE HATCH Once Players are confident that they have located all four numbers, as well as deduced the correct order of said numbers, they must test their theory, and face whatever awaits them. PART III | THE CHOICE Important information regarding the fate of Floor 29 can be found here. Players must learn all they can before making the final choice offered to them. Doing so will satisfy the quest, but will likely leave the Players forever changed. Rooms: The Entrance Hall Spoiler Just inside the front door rests a wooden bench. Above it hangs a painting of a stormy sea, which is not all-together surprising. A lighthouse lurks in the far distance. Is this the artist's rendition of Graycott Point? It is signed with the initials MG. Beside the bench stands a coatrack, which holds a thick jacket and a warm wool hat. Whoever owns the items either neglected to grab them on their way out, or just never left. The Kitchen Spoiler The space is cozy, despite the storm raging outside. Herbs hang along the far wall, and dried goods are stacked neatly in the cupboard. Various cookbooks are scattered throughout, mostly featuring different types of desserts. A scrap of paper rests on the mantle above the now-roaring fire. Various ingredients are written in a rushed handwriting - eggs, milk, sugar. The start of a rough recipe? Or a hurried shopping list? Oddly, there are three additional words at the bottom, though they make no sense. The first is accompanied by, oddly enough, the drawing of a camel. There are more pots, pans, and utensils than one person could possibly need, suggesting the owner considers themselves something of chief. The Bedroom Spoiler A neatly-made bed occupies the right side of the room, flanked by a heavy trunk. Anyone nosy enough to look inside will find an assortment of odds-and-ends: a stuffed rabbit, a dried rose, a child-like drawing of a ship at sea. At the bottom sits a book, titled Puzzled: 20 Unique Puzzle Types and How to Solve Them. One page is bent at the corner. The page is titled "Nonograms", and reads: "Use the numbers along the sides of the grid to determine how many black squares should be in the corresponding row or column. For example, a row with the numbers [8 2 1] will have a run of eight black boxes, then two black boxes, then a single one, with any number of white boxes preceding/between/succeeding them. Completing the puzzle will reveal an image." Above the bed hangs a ship's wheel, worn and beaten enough that it has likely seen action aboard a real vessel. The word "Providence", though faint, can still be made out etched along its outer edge. An enormous fish hangs on display over the room's singular window - a swordfish, perhaps. The nightstand holds only a battered paperback. "Love Among the Lichens by Scarlett Burbadge" is sprawled across the cover in green cursive, just above an image of a kilted man in an emerald green forest. On the opposite side of the room is a globe, though the landmasses are entirely foreign. Beside it, a desk stands empty, save for a lamp, a telescope, and a notebook. The first few pages have been torn out, and a pencil rests upon what's been left. An odd box, with a bunch of letters, and a nonsensical note in the margin. This missing lighthouse keeper doesn't make much sense, but at least he's tidy. The Study Spoiler A book-lover's dream, the study at Graycott Point boasts a collection spanning generations. Rows upon rows of encyclopedias, travel journals, and atlases fill the numerous shelves. Rows of unlabeled spines occupy one corner. Selecting one at random reveals a ledger of some sort. The handwriting is tiny and cramped, almost entirely illegible, though the numbers 1890 and 1937 can be made out. Are these dates? Costs? Is there any real way of knowing? A dozen more Scarlett Burbadge books are nestled below the ledgers, their covers depicting scantily clad men and women in an array of poses and settings. A desk sits in the middle of the room, holding what appears to be a Julius Caesar biography. A section on his communication with his troops has been bookmarked. “The Caesar cipher is a substitution cipher that moves each letter in a message by a predetermined number of places. For example, if the shift were three places, the letter "A" would be replaced by "D", "B" would be replaced by "E", so on and so forth. While Caesar often opted for three, the letters can be shifted by one, two, four, five, or more.” The number one is circled in red. Beside the biography sits what looks like a newspaper, though the ink is smudged by something. Tea? There is an overturned teacup nearby. A few of the letters on the newspaper's puzzle have been filled in, so perhaps someone began the puzzle, then stopped to mop up the spill, leaving their pencil behind. The Living Room Spoiler Shadows bob and weave in the Living Room as the fire blazes to life in the hearth. A stack of firewood waits nearby, but apparently, the fuel isn't necessary for the gathered Players. The overhead skylight is blurred by the pounding rain, and when lightning forks across the dark sky, the flash in the room is blinding. A comfortable couch and matching armchair are positioned atop a colorful rug. A grandfather clock is tucked in one corner, and though the pendulum swings steadily, the hands appear stuck at 7:35. Next to the clock, on a small table flanked by two chairs, is a chess board. The white King appears to be missing. Another fish is displayed on this wall, though it is red, and far smaller than its companion in the bedroom. A herring, perhaps? On the coffee table in the center of the room sits an ornate jewelry box. It is empty, but it plays the the first four notes of a familiar tune over and over, as if the musical mechanism is broken. Beside the box is a sketchbook, a single page marked with a chewed-up pencil. An odd grid is drawn there, along with a series of numbers. The Lantern Room Spoiler Perhaps the most breathtaking part of the building, the lantern room offers views unlike anything seen before. The waves beat angrily against the rocks, sending froth climbing the lighthouse tower, and spray as high as the catwalk. The occasional cry of some distant creature can be heard between or above the thunder claps, and if you peer hard enough through the darkness, a hulking form can be seen among the swells. Dipping back inside the relative safety of the lantern room reveals mismatched tools, and a half-empty can of grease. Tiny shards of broken glass shimmer from the floor. An examination of the lantern, however, reveals no imperfections. Where has the glass come from? A glance upward shows words painted along the edge of the domed ceiling. The handwriting is similar to the notes found throughout the house. What can be found in the sea, but not ocean? What is the same in both music and motion? What is the end of the liar’s paradox? This knowledge will grant you the keys to my locks. Epilogue: Spoiler You emerge into the same storm that you left behind only hours before. Yet you are not the same person. Your actions have changed you, and their consequences will follow you like the beasts in the shadows as you attempt to leave Graycott Point behind. Pray that you made the right choice. ♫ Spooky | Safe Link to post Share on other sites
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