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Fantasy Quest LbNA #33898

Owner:Adoptable
Plant date:Aug 7, 2007
Location:
City:Clarkston
County:Oakland
State:Michigan
Boxes:8
Planted by:Double Dragon
Found by: Angel Winks
Last found:Aug 1, 2018
Status:FFFFFFFFFFFF
Last edited:Aug 7, 2007
This is an eight box series carved by people from all over the great lakes region for the MI Fantasy Gathering that was held in 2006. There are no pens or ink pads in these boxes. It is located at Independence Oaks Park just past Pine Knob Music Theatre. This is a very long walk, plan on at least two to three hours. The terrain is hilly and you might want to bring bug spray. This is a really nice park but the price to get in is kind of steep. It is $7 for Oakland county residents and $12 for non-residents. Most of the time they don’t ask to see your drivers license and just charge you $7. Please do your part, re-hide boxes well and replace any rocks that cover them!!! I’m sure you wouldn’t want to pay $7 for nothing. You will have to find these boxes in order, because they contain information needed to solve clues to other boxes. Make sure you get a map! Hope you have fun!!
P.S. I have recieved a letter from a boxer saying that in winter months the park front pay area is closed and the nature center is closed on Mondays (where you would normally get a pass if the front is closed). Please get a pass at the park office (#3) across from pine grove shelter which is down the sevice road on the map!! Failure to get a pass will result in a $125 fine. (No one has gotten one as of yet)

Clues:

Box #1 Kern the Dwarf

Drive to the Moraine Knoll Shelter area. Park at the very first parking area on the left. There should be a sign with a picnic bench with 2 triangles on either side. In front of the sign there should be a path leading to a fire pit that you will pass on your left. Continue westward passing over the street and at the paved bike path turn right, northward. Follow the paved bike trail in-between two large trees. Just before you get to a hill turn left down a dirt path. It says Do Not Enter, but that’s just a Dwarfish way of saying hello. When you come to an intersection, take the sandy west trail that leads strait up hill. At the top of the hill you will see a lone cedar tree 16 paces away. From this tree take a heading of 74 degrees and walk 7 paces to a juniper bush. This is the home of our Dwarf hero Kern Battlehammer. Now your adventure begins!

Box #2 Gnome Wizards, Hurumph…

Kern never saw his homeland, but he was determined to find it. The dragon, Green Scales, took over the Dwarvin homeland over four centuries ago. He packed up what he would need for the road and set out back down the hill toward the intersection to see the gnome wizard Tinker. At the intersection he took a right southward. Passing under a tree with seven to eight trunks, he continued going southward. He passed a large dead tree on the right and docks on the left. At the intersection he turned right. Ever since the exile the Dwarves have been living with their distant cousins, the Gnomes. Kern’s people were grateful for the hospitality, but they longed for their mountainous home. At the end of the path he crossed over a small black river and then a larger river, and continued westward. The Gnomes demeanor differed vastly from their cousins the Dwarfs. They were jovial, light hearted, and were constantly tinkering with new ideas. The Gnomes constant cheeriness tended to grate on the Dwarf’s patients. At the next intersection Kern takes the gravel road that leads toward Spring Lake. He passed over a bridge and started heading up hill. He soon came to a dead end path on the right just as the main path started to meander southward. From the dead end path he walked 26 paces southward to a dark and light kissing tree. From here he walked 23 more paces down the path and took a heading of 230 degrees. There, 10 paces in, he saw Tinker’s house behind the second log. Tinker searched his house for about an hour, much to Kern’s dismay, and finally found the tablet he was looking for. No one was left in Kern’s clan that knew where the ancient homeland was. His ancestors wrote the directions in ancient Dwarvish, which Kern could not read. Tinker happened to have a tablet with the translations on it that he gave to Kern. Tinker informed Kern that the Gnome King would have a piece of the map he would need to start his search. (Make sure you make a good inking of the tablet!)

Box #3 Gnome High King

Grumbling a “thank you” to Tinker, Kern set off back down the path and over the bridge from where he came. Back at the gravel road intersection he turned right (southward) toward Rock Ridge. Following the path he soon passed a large pine on his right. At the intersection he turned left passing the Maple Grove on his right. At the next intersection he turned right down Habitat trail. He soon passed a beige post on his right and made a note of the number of the post. He then passed another post on his left and made a note of the number on this post as well. He crossed over a bridge and continued down the path. He came to another post on the right and also made a note of the number on this post. The next post he passed on his right, and made a note of the number on the post. He soon passed through a clearing with anthills on either side of the path. Entering the woods, he soon came to the drawbridge of the Gnome castle. Crossing over the bridge he came to a post with a number on it, he also wrote down this number. From this post he took a compass reading of 320°. He then multiplied the third post’s number by the fifth post’s number, and added this product to the first post’s number. He then took this many steps in that direction toward a tree with 2 large living trunks. From this tree he took a compass reading of 20° and walked half the previous paces to a tree with two live trunks and two broken trunks. Here, he found the entrance to the High King’s throne room. The King gave Kern a piece of a map with ancient Dwarvish on it. He told Kern that there was another section of the map that was guarded by a Griffin. The King told him the general direction where to find the Griffin, and wished the dwarf good luck. (Take map or translate if not enough copies left)

Box #4 Griffin Guardian

The King pointed Kern eastward down the path. At the intersection he turned right. At the next intersection he continued southward toward Old Field. After he passed through the forest he came to an intersection and headed left. At the next intersection he turned left again onto Lake Shore trail. He came to a bench on the left and a dock on the right. He decided to take a break on the bench and look at the lake. As he looked at the water he saw a large trapezoidal sign that was red with white writing on it. He assigned a number to each of the letters on the sign according to how letters are numbered in the alphabet (i.e. A=1, B=2). He took the two highest numbered letters on the sign and added them together, and took this many paces to the left down the road from the bench. He stopped at a large dead tree on the right side of the road. He then added all the numbered letters on the sign that did NOT have duplicates, and took this many paces continuing down the road. He stopped at a large cedar tree on the right side of the road that had a broken branch behind it. There, perched chest high was the mighty Griffin. The Griffin told Kern that he was sent by Kern’s ancestors to keep guard over the ancient map. He also told Kern that there was an evil Chimera that guarded the pass he needed to take to get to his homeland. Kern’s great-grandfather was turned in to the evil creature as punishment from the dragon. The Griffin agreed to show Kern a magic amulet he had in his lair that would break the spell of the dragon and release his great-grandfather. It would not be easy; he would have to place the amulet around one of the creature’s necks to break the spell. (Take map or translate if not enough copies left)





Box #5 The Amulet of Release

The Griffin and Kern turned back down the path, and this time they passed the dock with the red sign on the left and the bench on the right. At the next intersection they went strait heading southwest. At the next intersection they turned right heading north. At the fork they kept right. At the next fork they went left and at the beginning of the road there was a sign on a post on the left side of the road. The Griffin told Kern to write the letters on the sign down for later use and they would use them the same way Kern used the red trapezoidal sign to find the Griffin. At the next crossroad they turned right up hill to the west. As they passed by a trail on the right side of the road, they soon came to a beige post on the right side of the road and stopped. It was here the Griffin told Kern to assign a number to each of the letters on the sign according to how letters are numbered in the alphabet (i.e. A=1, B=2) (the Griffin told Kern to write this sign’s letters down earlier). He added the two lowest numbered letters together and walked this many paces continuing down the road. He came to a large boulder next to a tree on the left side of the road. He then multiplied the two lowest numbered letters by each other and took this many paces following the stone ridge southwestward. There, five paces in front of the moss covered stone he saw the Amulet in front of the tree.

Box #6 The Chimera

Thanking the Griffin, Kern continued down the path. He came to an intersection and turned left onto Old Field. At the next intersection there was a trail sign with numbers on it. Kern wrote the bottom most number on the sign down for latter use. He then continued westward into an ivy-covered forest. He stopped at a bench on the left side of the road. He multiplied the number he got from the sign post by 2. He took a compass reading using this number. He then took the compass reading and divided it by half and walked this many paces in that direction. There between two large trees stood the Chimera. Kern got the amulet ready. Dodging its fiery breath, he swung himself atop the creatures back and placed the amulet around its neck. The magic work instantaneously and Kern found himself sitting on top of his great-grandfather. His great-grandfather thanked Kern for releasing him, and gave him the final piece of the map. He told Kern that he would have to decipher the clues on the map using the ancient Dwarvish script to find the cavern entrance. Though this entrance he could find the dragon’s lair and kill it. (Take map or translate if not enough copies left)

Box #7 The Entrance Home

From the bench Kern turned east, back down the road he came from. At the intersection he turned right onto Spring Lake. He followed the trail up hill and passed a bench on the right. At the next intersection there was a trail signpost to the left. From this signpost Kern takes out his map and tries to find the cavern entrance.


Box #8 Green Scales

The cave entrance turned back toward the previous intersection with the signpost on the left and the waste receptacle on the right of the path. At the intersection he turned right down the Gray trail. He went down a steep hill and then went up a steep hill. As he was traveling down hill again, he came to an intersection and went strait. He went strait up a little hill then another short steep hill. Just as Kern reached the apex of the hill, the dragon’s maw snapped out at him from the left. There about 5 paces in was the dragon, Green Scales. Kern drew his battle-axe out and slew the dragon. He then made his way back home.

Please rehide well! E-mail me to let me know if in need of repairs and if you liked it or not!