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:Whoever has it is angry, Whoever loses it is angrier, Whoever wins it has it no more. DISPUTE |
:Whoever has it is angry, Whoever loses it is angrier, Whoever wins it has it no more. DISPUTE |
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:[[Sarigsbane]] (4), [[Truesight Tea]] (3), 41+25 [[sovereigns]] |
:[[Sarigsbane]] (4), [[Truesight Tea]] (3), 41+25 [[sovereigns]] |
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+ | ==Northern map== |
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− | |||
+ | ;3 chests SW of [[Northwarden]], near a trap |
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+ | :It doesn't live within a house, Nor does it live without. Most will use it when they come in, And again when they go out. DOOR |
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+ | :2 Rations (14) |
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+ | :This side of a wolfhound has the most hair. OUTSIDE |
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+ | :Rations (7) (14), Rope (10), Restoratives (8) |
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+ | :She has tasteful friends And tasteless enemies. Tears are often shed on her behalf, Yet never has she broken a heart. ONION |
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+ | :Rations (7) (14) (14) |
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==[[Dimwood]]== |
==[[Dimwood]]== |
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:You must keep this thing. Its loss will affect your brothers, For once yours is lost, It will so on be lost by others. TEMPER |
:You must keep this thing. Its loss will affect your brothers, For once yours is lost, It will so on be lost by others. TEMPER |
Revision as of 19:53, 3 March 2021
Riddle chests are moredhel inventions, very sturdy boxes banded with iron that are impossible to lockpick or break. A plate had incised a clue in moredhel runes. Sliders with runes form the wordlock which is an answer to the clue, and the magic locks are released.
Western map
- North of Yabon, beyond the rigged hut.
- In all the world, none can compare, To this tiny weaver, his deadly cloth So silky and fair. SPIDER
- Standard Kingdom Armor, 46 royals, 4 Picklocks, Shell
- West of Tyr-Sog, south of the farmer's hut
- Silently he stalks me, Running as I run, Creeping as I creep. Dressed in black, He disappears at night, Only to return with the sun. SHADOW
- Torch, Restoratives, a note from the Six, a scroll with Eyes of Ishap spell.
- Beside the road, north of LaMut (near the place the game starts)
- Prince Arutha, from his lofty perch, Will find our troops without a search. His men will fall, his castle too, And then what will Prince Arutha do? DIE
- Standard Kingdom Armor and Broadsword.
- Between the Temple of Killian and Joseph the Animal's
- When it comes in, From sea to shore, Twenty paces you'll see, No less, no more. FOG
- Broadsword, 118r, 6 Lockpicks
- East of Hawk's Hollow
- Axes and swords, Will not help you through. Yet it and a little push will do. Some in the road would have fought and soon died, Were it not closer at hand, to let them inside. KEY
- 40s and a scroll of the Five; it writes about dissidents near Inclindel. Moredhel not bearing a hand tattoo must be executed to prevent contact with Krondor.
- North of Orno's house, SE of Loriel.
- You will invite him into your house, Yet you know him not. Once you get to know him, This thing he will no longer be. STRANGER
- Standard Kingdom Armor, Broadsword, Whetstone, some royals
Mac Mordain Cadal
- The room with the Rogues.
- Two legs it has, And this will confound: Only at rest, Do they touch the ground. BARROW
- Ring of Prandur, Rope, Dalatail Milk, 166r
- The locked room in the south.
- Round as an apple, Deep as a cup, All the Bitter Sea, Can't fill it up. SIEVE
- 2 Broadswords, Shell, Lorgan's Journal
- Room adjacent to the one above.
- Although my cow is dead, I continue to beat her. What a racket she makes. DRUM
- Weedwalkers, some royals.
South road
- Right south of the pass, NW of the Temple of Silban
- Up and down they go, but never move... STAIRS
- Shell, Standard Armor, Light Crossbow, Moredhel Lamprey, 15 Poisoned Quarrels, Note by Narab (move troops to Tanneurs anticipating Gorath)
- Between Zun and Chanty's hut
- The light one breaks but never falls. His brother falls but never breaks. DAY NIGHT
- 57r, Flamecast, Torch
- Behind Rygate and Supply there are 3 chests
- A precious gift, this, Yet it has no end or beginning, And in the middle, nothing. RING
- 28r, 2 Shells
- Be you ever so quick, With vision keen, By your eyes, We are never seen. Unless, perchance, It should come to pass, You see our reflection, In a looking glass. EYES
- Light Crossbow, Picklocks, Torch
- Though easy to spot, when allowed to plume, It is hard to see, When held in a room. SMOKE
- 2 Shells, Broadsword
- Between Sarth and Questor's View, at the end of a path
- Buckets, barrels, baskets, cans; What must you fill with empty hands? GLOVES
- Blessed Broadsword, Shell, Lockpicks, Spell Scroll (Skin of the Dragon)
- East of Sarth behind a hill and a trap there are 3 chests
- The chill of its death, You may soon mourn. But though it dies, It cannot be born. FIRE
- 40 Sovereigns, 2 Light Crossbows
- You see it about in field and town, It cannot get up, But will oft fall down. RAIN
- Standard Armor, Amulet of the Upright Man, Shell, 32 sovereigns
- Swollag, the famous moredhel craftsman, guarantees his work until the end of time. HANGMAN
- 21 sovereigns, 76 royals, Broadsword.
- Between Tanneurs and Krondor
- They feel no pain, No sorrow, no greed. They have no anger, No hatred, nor heed. THE DEAD
- Standard Armor, Light Crossbow, Torch
- Just south of the previous one, behind a hill.
- It flies without wings, Strikes without beak, teeth, or talons. It has no eyes in its pointed head, but it can kill birds in flight. ARROW
- Standard Armor, Broadsword, Light crossbow, 40 sovereigns.
Sarthian mines
- SE room
- Two brothers wanted to race a course, To see which had the slowest horse. Since neither wanted to spur his mare, What must they do to make it fair? TRADE MARES
- Sword of Kinnur, Grey Tower Plate, Light Crossbow
- Room north to the above
- A box beneath a tree, Inside some tasty meat. Kept for a month or more, It still tastes just as sweet. WALNUT
- Shell, Lewton's Concentrate (4)
South-east map
- SE of Covey's house there are two chests.
- Moredhel brothers, make it rain. Kingdom rivers, crimson paint. BLOO
- 67 royals, light crossbow string, Thoughts Like Clouds
- The strongest chains will not bind it, ditch and rampart will not slow it down. A thousand soldiers cannot beat it, it can knock down tress with a single push. WIND
- 17 gold, Shell, Torch, Light Crossbow
- 2 chests NE of Darkmoor
- You can spin, wheel and twist. But it can turn without moving. MILK (perhaps intended to be "MILL")
- Aventurine, Elven Armor, Peasant's Key
- It can pierce the best armor, Andmake swords crumble with a rub. Yet for all its power, It can't harm a club. RUST
- Light Crossbow, Peasant's Key, Restoratives, Herbal Pack, Fadamor's Formula
- West from the Temple of Lims-Kragma
- North of Malac's Cross MAGIC DEATH TEMPLE BLESS REST. At last you may solve this. CHEST
- Shovel, Torch, Flame Root Oil
- 2 chests east of the Temple of Lims-Kragma
- It asks no question, but demands many answers. Don't knock it until you are ready to see what waits on the other side. KNOCKER
- Standard Armor, Guildis Thorn, Torch, Herbal Pack
- We love it more than life. We fear it more than death. The wealthy want for it. The poor have it in plenty. NOTHING
- ????
- 3 chests behind a trap NE of Lyton
- Power enough to smash ships and crush roofs. Yet it still must fear the sun. ICE
- Ring of Prandur, Ruby, Light Crossbow, Sovereigns
- With sharp edged wit, And pointed poise, It can settle disputes, Without a noise. SWORD
- Blessed Standard Armor, Broadsword, 61 royals
- An untiring servant it is, carrying loads across muddy eart. But one thing that cannot be forced, is a return to the place of its birth. RIVER
- Broadsword, Shell, Guilder's Passkey, Picklocks
- 3 chests north of Silden
- Today he is there to trip youup, And he will torture you tomorrow. YEt he is also there to ease the pain, When you are lost in grief and sorrow. ALCOHOL
- Peasant's Key, Dragon Stone
- Death to our Enemies! no Living adversary shall Escape the new King of these isles. He will lead us to glory And provide New lands for our people! DELEKHAN
- 57 sovereigns, 4 Lockpicks.
- He got it in the woods and brought it home in his hand because he couldn't find it. The more he looked for it the more he felt it. When he finally found it he threw it away. THORN
- 45 sovereigns, Peasant's key, Virtue Key, letter about paying Isunatus
- East to the Rapid Rooks Inn, with a locked chest
- Who works when he plays, and plays when he works? BARD
- Standard Armor, Shell, Truesight Tea
- Claws like a cat, Crooked as a snake's hiss. Patch together your guesses, You won't guess this. BRIARS
- 44 gold, Peasant's Key, Guilder's Passkey, 5 Picklocks
- Behind the mysterious dreamlike house west of Romney and The Nameless Hideaway
- They go up white, but come down yellow and white. EGGS
- Blessed Rapier, 100 Sovereigns, Scroll with The Fetters of Rime.
East map
- Two chests near the Prank's Stone graveyard
- The language of men, can be mastered. But what Kingdom word is always pronounced wrong? WRONG
- Light Crossbow, Elven Quarrels (20), Peasant's Key, Restoratives (2)
- Names give power. Magic to control. But what is broken, by naming it? SILENCE
- 57 Sovereigns, Dragon Stone (4)
- Two chests at the SE corner of the Cavall Keep valley
- Brought to the table. Cut and served. Never eaten. CARDS
- Grey Tower Plate, Broadsword, Shell, Clerical Cloth
- Widows and orphans. Parents and kin. This is disturbed most by riots and war. PEACE
- Standard Armor, 2 Light Crossbows, Tsurani Quarrels.
- Three chests at the NW corner of the valley, behind a tap.
- Has tonge, But cannot talk. Runs, But cannot walk. WAGON
- Moredhel Lamprey, 3 shells, Picklocks (6)
- It can move over water, But cannot fly. It can move under water, But stay quite dry. SHADOW
- Standard Armor, Crossbow, Dalatail Milk (2), 48 sovereigns
- We don't need wine, we don't need meat. We have sharp teeth, But cannot eat. SAWS
- Light Crossbow, Dragon Stone (3), 35 gold, 101 royals, [Shovel]]
- Chest east of Cavall Keep, next to an unlocked one.
- It goes past gates, but asks no one's leave. It runs clear around castles, without taking a step. WALL
- Broadsword, Coltari Poison, Light Bow String, Light Crossbow
- 3 chests in the valley SE of Kenting Rush
- What goes with a wagon that doesn't benefit the wagon, but the wagon cannot move without? NOISE
- 53 gold, emerald, ruby, shell, Clerical Oilcloth (3)
- Passed form father to son, And shared between brothers. Its importance is unquestioned, Though it is used more by others. NAME
- 18 gold, 45 royals, Clerical Oilcloth (3), Dragon Stone (4)
- Never resting, never still. Moving silently, hill to hill. It does not walk, run or trot, All is cool where it is not. SUNSHINE
- Ring of Prandur, Dragon Stone (3), Fadamor's Formula (3), Redweed Brew (4)
- 2 chests on a NE corner of the valley near Kenting Rush
- The one who made it, didn't want it. The one who bought it, didn't need it. The one who used it, never saw it. COFFIN
- Broadsword, Light Crossbow, 61r, 46s
- What has a mare, That the cow has not? COLTS
- Grey Tower Plate, Ruby, Light Crossbow (31 and 92), Blessed Broadsword
- A chest east of Kenting Rush
- It stands while others sit. It groans when it is too full. Ithas four legs, but cannot run. TABLE
- Medium Crossbow, 7 sovereigns, Thoughts Like Clouds, Rubies (78%) , Dalatail Milk (4)
Waterfall Cave
- In the second niche of the N-S corridor
- You tie these things, Before you go. And untie them, After you stop. SHOES
- Medium Crossbow, 121 royals, Rubies (26%)
- In the second hall
- A shimmering field that reaches far. Yet it has no tracks, And is crossed without paths. OCEAN
- Tsurani Light Crossbow, Rubies, Peasant's Key, Restoratives (2)
- In a northern hall
- This wondrous thing, though not an herb, can help comfort the weak and the dying. It can even be used to rally the troops, or make one start laughing or crying. MUSIC
- Blessed Moredhel Lamprey, Killian's Root Oil (3)
- Two chests in a western hall opposite to the unpickable lock
- Ten troll's strength, Ten troll's length, One troll can pick it up, No troll can stand it up. ROPE
- Abbot's Journal
- This sparkling globe can float on water, and weighs not more than a feather. Yet despite its weight ten giants could never pick it up. BUBBLE
- Tsurani Light Crossbow, 158 royals, Moredhel Brooch (48%), Torch [7]
- Chest in central hall
- Whoever has it is angry, Whoever loses it is angrier, Whoever wins it has it no more. DISPUTE
- Sarigsbane (4), Truesight Tea (3), 41+25 sovereigns
Northern map
- 3 chests SW of Northwarden, near a trap
- It doesn't live within a house, Nor does it live without. Most will use it when they come in, And again when they go out. DOOR
- 2 Rations (14)
- This side of a wolfhound has the most hair. OUTSIDE
- Rations (7) (14), Rope (10), Restoratives (8)
- She has tasteful friends And tasteless enemies. Tears are often shed on her behalf, Yet never has she broken a heart. ONION
- Rations (7) (14) (14)
Dimwood
- You must keep this thing. Its loss will affect your brothers, For once yours is lost, It will so on be lost by others. TEMPER
- 51 Sovereigns, Light Crossbow, Elven Armor
- You see me oft, in woods and town. With my roots above, I must grow down. ICICLE
- Elven Armor, Light Crossbow, 47 gold