Entry tags:
CLOSED | treehaus.
WHO: Jone, James Holden, Beth Greene, Gabranth, Margaery Tyrell, Adrasteia, Edgard
WHAT: Haunted hedge maze.
WHEN: Mid-Ferventis
WHERE: Orlais!
NOTES: A way less sexy Labyrinth.
WHAT: Haunted hedge maze.
WHEN: Mid-Ferventis
WHERE: Orlais!
NOTES: A way less sexy Labyrinth.
WHAT'S GOING ON: To review, Jone has been asked to sort out a hedge maze on the Gaume estate. It seems to be haunted-- spirits have taken the form of various plants and trees within the huge hedge maze out back. While traveling through the maze, the walls will shift; your characters will be split up into groups, re-split, etc.
While it's possible to beat the shit out of some enchanted plantlife, for whatever reason, you can't hack your way through the walls of the maze. More shrubbery grows in its place no matter what you do. Otherwise, this would be over very quickly. Don't question it. This is a video game, and we should probably just all relax.
HOW DO THE MECHANICS WORK: This is a plot with rolling!
The main focus of the plot will be overcoming riddles and puzzles to reach the end, but you can get clues with rolls. Unlike in Murderhaus, rolls function to investigate the situation, not determine the outcome of actions (IE, I'll give you clues). When you want to roll, put ROLL in the subject of your comment, and bold what your character is investigating. I will reply with a clue, the helpfulness of which will be determined by behind-the-scenes rolls. Likewise, since there is a plant NPC for each scenario, do the same to ask them a question; their helpfulness will be determined by rolls as well.
For example: Bob studies at the strange pattern of pebbles on the ground, etc. Alice asks the enchanted tree, "what the fuck?" and so on.
If you think you've come up with the answer to the riddle, put ANSWER in the subject line, so I know to pop in and NPC spirits' reactions, etc.
(I've purposefully given you guys puzzles and riddles that have multiple potential answers! Likewise, if you come up with something I wasn't expecting but still works, I'll count it as a success. I'm not here to make anyone squirm. Have fun, and if you get bored of a puzzle, do the following...)
If your characters are out of ideas and just want to move on to the next action, put NO ANSWER in your subject line, and feel free to wreck the shit out of some enchanted shrubbery. While your characters can't beat up the walls, decimating any spirit-enchanted topiary NPCs will get them through the conundrum. I won't need to NPC this, because the spirits won't put up much of a fight. Please imagine some sad little Henson-esque 'wahh oh noooo' noises, though.
If you have any questions, hit me up!
After characters have solved a certain amount of puzzles / riddles, I'll open up a new toplevel and link you to it for endgame. Instructions on how that will work will be revealed there.
WHAT DOES MY CHARACTER SEE:
Upon coming up to the maze, the entrance is blocked by a network of vines, all entangled in one central knot. A spectral voice emanates from the maze:
O! Challenger, come forward now,
to give us peace in your solemn vow:
untie this knot and enter as our true friend.
Jone studies the knot before rolling her eyes and slicing it through with her poleaxe. There is a screeching scream from somewhere far off, twisted and inhuman. The cut vines turn vengeful, and quickly pull Jone inside the maze before here is time to react.
Entering the maze, there is no sign of Jone or where she may be. The hedge walls quickly begin to shift, separating the group.

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The tree leans in closer, focus entirely on Adrasteia, heedless of Gabranth's apparent worry.
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"There is someone with knowledge of a printing press, I've been told; we could write a short story of our adventure, here with you, and see that people received a copy to read."
It seems like a small promise to make, honestly. She's sure the story would be widely read.
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"For if it does not suit, one would be forced to remedy your presence here in other ways."
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"A daft cunt you are, that was a good offer."
The tree seems to consider this, nodding to itself. Jone turns to her companions, expression bright. "Finally, some folk without moss on 'em."
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There's no small amount of tensity in that question, no matter how relieved he is to hear that voice. He was worried about you, Jone!!
WORRIED.
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"It's good to see you're well."
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The tree leans in behind her. "Threatened us, he surely did-"
Jone cuts him off. "Already knew that, mate. Don't you want us to write about you?"
The tree considers this, nodding slowly, while Joan leans in to whisper to assembled mammals. "Can you think of anything to sweeten the deal?"
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"A song, perhaps?"
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Jone whirls on it. "Not fetching you anything. You're a spirit."
The tree considers this again. "Just the song."
Jone's eyes flash. "I don't sing."
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"Nor do I."
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She has no idea what sort of song the tree would even want, but here they are.
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Jone sighs, defeated by her own logic. "D'you know Bring Us In Good Ale?"
It's not a bad bet; the song is popular enough in Ferelden. She begins to slowly clap the rhythm.
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It's not a song about tree spirits, by any stretch of the imagination, but it is a song.