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"To find the path and journey ahead,
*To find the path and journey ahead,
Let every word here be read.
Let every word here be read.


Each plot shall turn by device arcane,
*Each plot shall turn by device arcane,
Found in the ground that yet remains.
Found in the ground that yet remains.


Paths align beneath the tomb’s cold gaze,
*Paths align beneath the tomb’s cold gaze,
The dead must face the parallel ways.
The dead must face the parallel ways.


Yet none alive may share a single ground,
*Yet none alive may share a single ground,
Each soul in their own region be found.
Each soul in their own region be found.


Upon the stump both broad and grand,
*Upon the stump both broad and grand,
Let one be seated, firm of hand.
Let one be seated, firm of hand.


 
*Between where statues watch with stony eyes,
Between where statues watch with stony eyes,
Let one among you there arise.
Let one among you there arise.


Shun the shack where whispers creep,
*Shun the shack where whispers creep,
For those who linger, wake what sleeps.
For those who linger, wake what sleeps.


*The lone tree guards what none may see,
A cursed gift buried in secrecy.
*And when the chapel’s door looks north,
Let a steady hand then call it forth.
*Thus stone shall shift, and passage clear
The way ahead draws ever near!


The lone tree guards what none may see,
A cursed gift buried in secrecy.




And when the chapel’s door looks north,
The interpritation of this was intended to be read as
Let a steady hand then call it forth.
*Read this note to figure out the puzzle
*There are weird gears that rotate the tiles
*Get the tombstones to all be parallel. The hedges don't mean anything.
*make sure everyone is on their own tile.
*Let the strongest character sit on the big stump. The other stumps are just fun scenery.
*Have one character be in between the statues. Some people expended flight to make sure they "arise". This was unnessesary.
*If you dig up the grave next to the only tree on the map you'll get a magic item. The curse is for your decendants so you don't need to worry about it for now.
*Turn the chapel so its door looks north. Any other orientation the door opens on to a normal chapel (Still trapped though...)
*Open the door.  


If everything is right it disables the trap and unlocks the door.


Thus stone shall shift, and passage clear
[[file:Solved puzzle configuration.jpg|400px]]
The way ahead draws ever near!"

Latest revision as of 09:15, 31 October 2025

Woodhaven Church Note is a key puzzle item in The Dedication of Silver Bridge

On the door of the chapel is a note stabbed into the door.


  • To find the path and journey ahead,

Let every word here be read.

  • Each plot shall turn by device arcane,

Found in the ground that yet remains.

  • Paths align beneath the tomb’s cold gaze,

The dead must face the parallel ways.

  • Yet none alive may share a single ground,

Each soul in their own region be found.

  • Upon the stump both broad and grand,

Let one be seated, firm of hand.

  • Between where statues watch with stony eyes,

Let one among you there arise.

  • Shun the shack where whispers creep,

For those who linger, wake what sleeps.

  • The lone tree guards what none may see,

A cursed gift buried in secrecy.

  • And when the chapel’s door looks north,

Let a steady hand then call it forth.

  • Thus stone shall shift, and passage clear

The way ahead draws ever near!


The interpritation of this was intended to be read as

  • Read this note to figure out the puzzle
  • There are weird gears that rotate the tiles
  • Get the tombstones to all be parallel. The hedges don't mean anything.
  • make sure everyone is on their own tile.
  • Let the strongest character sit on the big stump. The other stumps are just fun scenery.
  • Have one character be in between the statues. Some people expended flight to make sure they "arise". This was unnessesary.
  • If you dig up the grave next to the only tree on the map you'll get a magic item. The curse is for your decendants so you don't need to worry about it for now.
  • Turn the chapel so its door looks north. Any other orientation the door opens on to a normal chapel (Still trapped though...)
  • Open the door.

If everything is right it disables the trap and unlocks the door.