Chapter 5: The Witchwood
Following their meeting with Town Speaker Norro Wiston and Captain Soranna Anitah, the party spends the remainder of the evening preparing to depart the next morning. They have had very little downtime, in fact none, since returning from Terrelton, but given the urgency of the situation, this is understandable. A palpable tension hangs in the air as nervous citizens attempt to go about their business as though this were any other day, but cautious glances toward the Dawn Way suggest otherwise.
The next morning arrives warm and clear promising another sweltering day ahead, though instead of spending it on the open road, this day promises a trek through a warm forest with a mix of oaks, subtropical evergreens and plenty of undergrowth. Specifically, the party decides to forego the easier but longer route along the Dawn Way, in favor of a more discrete trek through the Witchwood on The Witch Trail.
Departing town, the party follows a footpath leading from the fields north of Drellin's Ferry into the Witchwood. The footpath is quite narrow in parts, though it is fairly easy to follow Captain Anitah's directions. After traveling along the footpath for about an hours, the party comes to a fork in the trail and veers westward, per the Captain's instructions. The trail parallels a creek, the proximity of which attracts teeming swarms of gnats, chiggers and ticks and the adventurers spend an exorbitant amount of time doing their best to ward off the blood-thirsty pests.
After another hour or so, 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 on the shore nearby, and a little smoke curls from the fieldstone chimney. Jorr's cabin.
This message was last edited by the GM at 23:16, Wed 02 Aug 2017.