
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 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



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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