Bother Around Beregost


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Wilphe

Adventurer
It might be climbable by a nimble and skilled halfling, but the problem would be finding suitible hand and footholds in the close packed twigs without getting torn by the leaves and twigs.


OOC:
DC 25 to do it without damage
The DC cn be made lower if you just want to try strength rather than skill and don't care how much damage you do to yourself or the hedge.
 

industrygothica

Adventurer
"Bah! He has to come out somehow!" Frustrated, Korik rumages through the hedge in hopes of finding a thin spot he can squeeze through. He tries not to cause any damage, but he is an irritated half-orc.
 

Wilphe

Adventurer
Korik makes his way along the hedge in an attempt to find a thin spot but not only does he fail to find a weak spot the hedge seems to resist any attempt at passage. It would seem that not only has it been planted and tended by a master gardener but it's also been enchanted in some way, possibly by a ranger, more likely by a druid.

As Korik searches Grim patters about, eventually woofing and wagging excitedly. He appears to have found the trail that Melicamp made when he left High Hedge that morning. The hoof prints come right out of the hedge, without any sign of a door or gate.
 

industrygothica

Adventurer
Wilphe said:
As Korik searches Grim patters about, eventually woofing and wagging excitedly. He appears to have found the trail that Melicamp made when he left High Hedge that morning. The hoof prints come right out of the hedge, without any sign of a door or gate.

Korik touches the hedge where the footprints come out. Despite his orcish intellect, he knows that the entrance is there somewhere, covered by obvious magic. Of course, he also realizes that the wizard on the other side is surely aware of his presence by now, and is having a grand laugh at his expense. Try as he may to subdue it, Korik's frustration is reaching an obvious boiling point.
 

Wilphe

Adventurer
As Korik touches the Hedge he notes that something is not 100% natural about it. Some spiders webs have been torn, and there is no rain water pooled in the leaves like there is on the rest of the Hedge. Perhaps this isn't hiding the gate, this is the gate. No sooner is this idea formed then the Hedge peels back to either side, opening a gap large enough for a coach and six to drive though. If you had somehow managed to get a coach and six down the narrow trail to begin with.

The hoofprints continue inside, leading back to a low building to the side of the tower, presumably a stable block. Inside the grounds roam a couple of horses, a few sheep and a flock of geese who herald your arrival with a lot of honking and hissing. No chickens though.
 

industrygothica

Adventurer
Taking a deep breakth, Korik sheathes his weapons and steps through the hedge toward the tower. He tries his best not to be percieved as a threat to anyone who may be watching.
 

Wilphe

Adventurer
It's a short walk across the grass to the base of the tower, no one is apparently there to regard you as a threat or not - though you are pretty certain that someone is watching you. The horses regard your presence with mild interest, the sheep eye Grim warily but he is too well trained to bother them. The geese however flap, honk, hiss and thoroughly raise the alarm as you walk in, though they don't attack.

The hedge folds back behind you as you approach the tower, shortly before you reach the door it is opened by a large, roughly sculpted humanoid form of grey clay that stands to one side and points inside with it's spare hand.

The ground floor of the tower is apparently an open chamber, running the full diameter of the buiding, there don't appear to be any stairs here - so maybe there's another entrance. The chamber is fairly bare and open with no real furniture, from where you are you can see a line of arches run round about 12 feet from the floor.
 

industrygothica

Adventurer
Korik steps into the tower, a bit nervously as he passes the clay figure; he's in no mood for another fight at the moment. Standing in the open chamber, he looks up at the arches overhead and then down at the sparse furnishings. "Now what?" he mutters, more to himself than to Grim, whom he is currently scratching behind the ears.
 

Wilphe

Adventurer
The clay figure makes no hostile move, apparently it's only been ordered to open the door so that's all it does. There is a circular rug in the centre of the room, but apart from that the walls are clean, smooth and white washed. A voice addresses you, up from above and behind the doorway, it's a male voice, with a mask of coutesy drawn over a distinct and very real irritation, "Good afternoon, you have travelled far to come here. What is it you seek?"

Turning, you'll see a middle aged man in orange robes standing in one of the arches, he is, as you might expect, carrying a staff.
 

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