Tuesday, October 9, 2007

Turn in the road

2nd Fireseek,
Witchwood


Getting an early start Darkman, Brandar and Kulin meet Glok on the outskirts, just north of the town. Following the directions given by Soranna the heros travel to seek out Jorr the trapper and guide of the Witchwood.

The Witchwood, according to Glok is an ancient forest with lush, darkly thick trees overhead. It is a wet woodland interspersed with swampy streches in the vicinity of the large river and smaller tributaries. It seems to be crisscrossed by a handful of old trails, most cut years ago by hunters, woodcutters and trappers. The trail that the group had been following was blocked by a pair of woodland trolls feasting on the remains of some forest creature, which the group had no problem disposing of and burning before it could pull itself together again.

The trail lead past a small cabin in a deep forest glade. A ramshackle front porch was littered with fishing baskets and skinning frames. The back of the cabin overlooked a lake or bayou that had old grey cedar-trees draped in moss rising out of the water. An old water skiff was tied up on the shore near by and smoke rising out of the chimney. Several large dogs lie dead at the doors base.


The hobgoblins who think thwy have the upperhand by holding Jorr, tied, gaged and bound, held a dagger to his throat, taunting the group to make a move. The move was made and the thoat was cut from ear to ear, Jorr's limp body falling to the ground, blood pouring out of his wound. Brandar, Kulin and Glok engaging the enemy and darkman rushing to tend to Jorr's wounds.
After a quick word of thanks old Jorr agrees to be the party's guide through the Witchwood. Jorr produces a quick map and begins to guide the party in the direction of Vraath Keep, the most likely base of opperations of the humanoid raids.

Some time goes by and the band travels through some marshy forest on there way to Vraath Keep. On their way a wide expanse of dark water has flooded the woodland in this low valley. Tree still stand from the calm, murky waters here and there, but many of the large areas seem to be little more than open pools of algae-choked water. The sound of frogs and the buzz of insects filled the air. The forest trail lead right down to the edge of a flooded section, up to a rickety looking plank bridge made of thick planks of wood, lasahed together with mossy rope. The bridge ran several hundred feet before hitting land again only a couple of feet above the water level.

As the heros approached the bridge they noticed the wreckage of a wagon lying on its side, half flooded in the water. The wreckage was about 30 feet from the bridge in the muddy water. After a closer inspection there appeared to be a large snake resting atop the wagon. One of the party members cast a spell to detect magic on the wagon. Finding a faint glimmer of magic near the wagon the party deemed it important enough to risk to go after it.

Springing out of the water was a six headed hydra, to hopefully become the next dinner for the hungry serpent. After a few good bites on the party, they vanquish the regenerating creature and quickly dig in the mud for the treasure they so greedily wanted.

After traveling for some time it was time to make camp. Jorr tells the group that they should reach the keep in the early morning....

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