DAY 1
Weather: Overcast
Time: Afternoon



The Witchwood

Jorr listens to Michael's questions with a mix of indifference and annoyance, characteristic of his gruff demeanor.

"Which way to the Keep? When we'll get there?" Jorr snorts dismissively. "I have no ****ing clue, mate. The Keep ain't exactly a tourist spot with signposts and all. It's off the beaten path, in the thick of the woods. We'll get there when we get there."

As Michael talks about the seriousness of the hobgoblin threat and the possibility of encountering a commander at the Keep, Jorr shrugs. "Catching some hobgoblin big shot? Good luck with that. These woods are crawling with all sorts, and Vraath Keep's been abandoned for ages. Who knows what or who you'll find in there. As for your spells, do what you gotta do, but leave my dogs out of it. They don't need any of your magic to do their job."

When Tanna-Mai inquires about other dangers in the woods, Jorr's expression turns slightly more serious. "Other troubles? This is the Witchwood; always something lurking around. Could be anything from a pack of wolves to something... weirder. Keep your eyes peeled and your weapons ready. And don't wander off; these woods aren't forgiving to the careless."

As the last of the group speaks up about setting the Keep free of squatters, Jorr grunts noncommittally, clearly not sharing the same romantic view of the mission. "Free the Keep, huh? Just watch yourselves in there. Old places like that are full of surprises, and not the pleasant kind."

With that, Jorr sets off, leading the way into the forest. His steps are sure and silent, the mark of a man who knows these woods like the back of his hand. Despite his rough exterior and sharp tongue, it's clear that his guidance will be invaluable on the journey to Vraath Keep.

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Everyone roll a % and call out low or high.