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The Red Hand of Doom!!


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Kirrg nods his head and starts to walk at a slower pace. "Another day walking under the bright sun. It will be nice when we get coach drawn carriages to take us everywhere. Or fly like the dwarves do," he grins and slaps Duroin on the back.
 

The Wizard waves them off warmly and invites them to come back anytime.

After thier various morning shopping excursions, the group can tell by the time they hit the open road it is around 11 am.

The Dawn Way itself seems for the most part broad, level and clear and crosses several creeks and boggy spots on centuries old sturdy dwarf-made stone bridges.
Every few miles, log shelters stand in clearings nearby, and you see the occasional trapper's cabin or long abandoned homestead.

Eventually the surrounding trees and foliage becomes thicker and thicker until the afternoon sun is eclipsed somewhat by the treetops of the Witchwood.

After about 5 hours on the Road you see the trail to your right that Sorrana indicated, that should lead to the Cabin of Jorr.

It is now late in the afternoon on Day Two. Perhaps about 4pm.

What do you do?
 

Sir Jonathan

"Well," Jonathan says, "this looks to be the trail we were told about. If Jorr is still alive perhaps he can give us a better idea where the keep is, as well as a safe place to stay the night, if it is more than a few hours away." Sir Jonathan then begins walking down the trail.
 

EvolutionKB said:
"Well," Jonathan says, "this looks to be the trail we were told about. If Jorr is still alive perhaps he can give us a better idea where the keep is, as well as a safe place to stay the night, if it is more than a few hours away." Sir Jonathan then begins walking down the trail.

Assuming there is no objections

After another hour and a half, the trail leads past a small cabin in a deep forest glade. A ramshackle front porch is littered with fishing baskets and skinning frames. The cabin overlooks a dark bayou or lake, with old gray cedar-trees draped in moss rising out of the water. An old skiff is tied up to the shore nearby, and a little smoke curls from the fieldstone chimney.

As you near the cabin, you hear a howl, which is immediately joined by barking. From under the porch appear three large hunting dogs. They charge towards you baying loudly. They stop about 3 or 4 yards from you and growl and snap ferociously.

Actions?
 

Virashil, Sorcerer 5, Hp: 21/21

"I'm not so sure we need to visit Jorr for the location to the keep -- Soranna told us where it was, plus we have this map that brought us to the region as well." Virashil says pensively. She nibbles unconsciously on her lower lip, transferring her weight from hip to hip, scanning the woods.

"But if the rest of you want to visit this woodsman, I will go along with you."



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OOC:

What does our map to Vraath Keep look like? does it have any detail on the area we are in? i.e. could we figure out on the map where we are, and how far from the keep we are?
 

s@squ@tch said:
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OOC:

What does our map to Vraath Keep look like? does it have any detail on the area we are in? i.e. could we figure out on the map where we are, and how far from the keep we are?

The map is crap, but somewhat details the constuction of treasure chambers. After some research the only mention of "Vraath Keep" you found pre-adventure led you to this area.

HookVraathKeep.jpg
 

Kirrg stands out in front of the dogs with his hands up, palms out and shushing the dogs. "Calm down, little masters of the wood. We mean you no harm, just come to see your alpha," he states casually...in the common tongue.
 

ethandrew said:
Kirrg stands out in front of the dogs with his hands up, palms out and shushing the dogs. "Calm down, little masters of the wood. We mean you no harm, just come to see your alpha," he states casually...in the common tongue.

The canines continue to bark and visciously snap. Then a shrill whistle cuts through the air and the cabin's door opens. A lean woodsmen of indeterminate age steps onto the porch. He has a seemed, leathery look to his face and arms, and a big curved knife sits in a sheath strapped to one thigh. The dogs immediately stop and rush to his feet. They stare at you with thier tongues hanging loosely from thier fanged mouths.

"Don't get many visitors out here," he rasps. "Who're you, and what d'ya want with me?"

qd_cap019.jpg
 

Kirrg takes a step back and defers to the diplomat of the group. One day, though, Kirrg hopes that people might be able to get past the fact that he is an orc, and he is not here to utterly destroy them and drink their blood from their still pulsating veins. He is just as intelligent as the next man, not to mention better looking.
 
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