Corvis, City of Ghosts (A WitchFire Trilogy Story Hour)

...let the bodies hit the floor!! !!!!!!!!

come on people, hurry up,you got me hooked. I may have to make a make a trip to Detroit myself. I would like to hear from more of the party if you will.
And who are the 2 new character's.
 

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Ishkrom would like nothing better than to detail you on his situation and new found hellraising brothers. His patience is long, ( the half-orc behind the mask believes it is inappropriate to express his view until after the DM has introduced him into the messageboards.) yet thin. ( probly tomorrow regardless if A2Z has added to this or not)
 

The Longest Night - Act Two

Alright! An update. First I will introduce the two new characters:

Ishkrom - Male Half-Orc Monk 2: Ishkrom is a wanderer. The group meets him outside Fort Ryker being attacked by a group of Alexia’s undead. He agrees to follow them into the fort in order to fight the undead that attacked him. As the story progresses the party will hopefully learn more about this mysterious adventurer.

Mulhulan the Red - Male Human Cleric of Morrow 2: Mulhulan is assigned as a guide to the party in Mericus’s stead. He didn’t know what he was getting into when he accepted, nevertheless his skills and abilities have already come in very handy for the group. He will prove to be a strong addition to this rag tag gang.

And now for the story;

The room with the underground river leads to a larger room. One with a door at the far end. The room itself is empty except for the two entrances. Following the exit they come to a heavy stone door that looks to have not been used in some time. Forcing the door open they are confronted with a another tunnel that slopes upward. At the top is another stone door. Opening the door they are surprised to find themselves in a tomb on the church grounds. They’ve found an exit and it conveniently leads them to the church grounds.

A Call to Arms

The sun is starting to rise now. The group heads to the church to alert Father Dumas to his niece’s plans. They find him in his study again. He must have been up the rest of the night worrying about Alexia. He appears stricken when they tell him of what they found. He is filed with worry about her and asks for the group to help her. “She must be stopped”, he says. However, he doesn’t want her harmed. There must be something they can do. Dumas then mentions that Watch Captain Julian Helstrom came by a short while earlier looking for the PCs. He asked the Father if they could be trusted and seemed to be looking for some help. He asked Dumas to send them to him when they returned.

While Vallan and Ethradan decide to see what he wanted, Mericus decides to return to his work. He’s been neglecting his duties the past few days and need to catch up. He wishes the party well and heads off. Lincon, still blind, asks Dumas for help. To his chagrin Vallan recounts their episode in the tomb to Father Dumas who seems less than pleased with Lincon’s behavior. Nevertheless he will help him. It’ll talk a little while though so he’ll have to stay behind while the other two head to the city barracks.

Before they leave, Dumas summons one of his clerics to guide them through the city in Mericus’s stead. A large man with red hair shows up and is introduced as Mulhulan to the group. Mulhulan the Red is part of the church militia and quite skilled in combat. He should be a helpful addition to the party. Without further delay the three men head out to see Helstrom.

No sooner have they crossed the bridge from the church than they here a voice calling to them from an alley. Going to investigate they find Helstrom, shrouded in a cloak, and a handful of guardsmen behind him. His first question to the PCs is whether or not he can trust them. They assure him of their good intentions and desire to help Father Dumas. The watch captain apparently judges them worthy and proceeds to tell them what he knows. He had found out about Alexia’s scheme a short while ago although it’s been difficult. His investigation has been hampered by his superiors unwillingness to aid in the investigation. This interference is apparently coming from the highest levels of the city government. The party is quick to suggest Magistrate Borloch and Helstrom agrees that he is a prime suspect. He has only a handful of men he can trust and he can’t spare any of them with the Longest Night approaching. He needs the PCs help to investigate one of Alexia’s suspected hideout’s.

One of Helstrom’s men tracked the girl to an old fort. Fort Ryker has been abandoned for some time and he suspects she may be practicing her necromancy there. He sent a couple of men to investigate but they haven’t returned. He fears the worst. The group accepts to help him and relate the previous nights events to him. “It is as I feared.” He says. “Alexia has become a powerful witch, and she has proven to be a danger to the city.” He asks the PCs to come to the barracks later and he will supply them for the trip. He tells them to enter by the back were he will have his men stationed. With that he and his men leave the group who return to the church to rest a bit and recover Lincon.

After spending the morning resting and relating their meeting with Helstrom to Lincon (Who can by the way see now, all it cost him was a lecture on the evils of theft from Father Dumas), the group prepares to leave. Gathering their equipment Vallan, Ethradan, Lincon and their new guide Mulhulan head off to the barracks. Once there they are allowed entry by Helstrom’s men at the back entrance. They are supplied with horses and a few cure potions from the watch captain himself before being sent on their way.

The sun is high in the sky as the group makes their way out if the city and past Widower’s wood along the path to Fort Ryker.

(To be continued)

I should get the rest of the session up by tonight or tomorrow at the latest. That's when the party meets Ishkrom and enters the keep.
 
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Still waiting.


And seething.


Irritated.
Agitated.



Reverts back into butterfly meditation and has calmly refocused into lotus reverie.
 

The Longest Night - Act Three

The Longest Night - Act Three

A New Companion

The sun is starting to set as the four men reach the area in which the fort is located. Stopping a short distance away the group looks over the area. The area was a battlefield long ago and still bears the marks of war. In the field below the party can see movement although they are too far away to tell exactly what it is. As they begin moving closer they suddenly hear noises closer then the valley below. Going to investigate they come upon a lone individual surround by six skeletons.

The figure is holding his own for now but its obvious he won’t be able too keep it up for long. Moving closer to help they notice that his face is partially hidden by a leather mask. He is holding a hand axe in each hand and feinting at the skeletons while slowly withdrawing. Leaving the horses the PCs close for combat.

Seeing reinforcements the stranger ceases his withdrawal at seems ready to attack. The skeletons move quickly though. While three of them move to intercept the new arrivals the others keep harrying the masked man. Combat is joined between the man and the three skeletons!

Vallan is the first to reach the advancing undead and lands a blow on one of them. Mulhulan advances then and, calling on the might of Morrow, manages to turn five of the undead! Ethradan fells one of the retreating monsters while Lincon attempts to do the same. The stranger is still locked in combat with the remaining skeleton and, while he’s holding his own, his opponent seems to be a match. The rest of the group moves forward to help.

The skeleton proves to be a challenge, even for the five of them. A few of the group take a hit or two but the stranger manages to land the final blow and kills the beast.
After catching their breath, introductions are made. The stranger’s name is Ishkrom and he is a traveler to the area. He was passing through the area when he came across this keep. He was watching the area, trying to find out what was going on with all the undead around. The group fills him in on part of the story and after hearing it Ishkrom tells them he saw a girl arrive with four zombie-like women earlier. Confirmation that Alexia has indeed come here, if the squads of undead weren’t enough that is.

Ishkrom decides he would like to help the group, if only as pay back for this last encounter. Deciding to leave the horses in a nearby clearing the group moves down to the fields. Once they get closer they can see that the movement they had noticed earlier is actually groups of undead digging in the ground. Nearby they notice two wagons strapped to the backs of undead horses. The skeletons are loading bones dug from the ground into the wagons. Getting closer they realize these skeletons don’t seem to notice they’re presence. As they watch one of the wagons is filled and begins to make it’s way to the keep.

Ethradan comes up with a plan to ride in the back of the wagon when it leaves for the fort. Once under way they notice two more patrols of undead wearing armor the same as the first group. They aren’t noticed by them though and make it to the gates of the keep without any problem. (I could have sprung another encounter on them now but I decided to let the dice decide. Apparently the skeletons were too far away to spot them even though they made no attempt to hide in the wagon and had decided to simply walk alongside it.)


Almost done with this session. Next update things really get hairy!
 
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Missed some of the fun parts of this session though: when we walked up to Ishkrom, Ethradan rather conversationally called out to ask if he wanted any help. Ishkrom bantered back a bit, "No, everything's great from here" kinda stuff. When we saw the digging skeletons, we walked right up to them and they completely ignored us. I even tried to stand in their way and they just went around me. Then, just for fun I knocked the head off of one with a big stick, and after nothing happened we went ahead an did the same thing with the rest of them.
 

The Longest Night - Act Three

Fort Ryker

The wagon brings them through the large doors and into the main hall of the keep. Piles of bones lie all around and more of the worker skeletons are sorting the piles. At the back of the hall are two wooden doors. Not wanting to take any chances Ishkrom and Ethradan disposes of the skeletons, who put up no fight. “Better safe than sorry” they think.

Having taken care of the opposition the group moves towards the two doors. Listening at the one on the right they hear nothing and proceed to open the door and go through. The room is empty except for another door and a dumbwaiter in the back. Trying out the dumbwaiter they find that the mechanism is rusted and produces a loud screech. They decide it's better to leave that alone for now and instead they check out the other door. It is slightly ajar and the group goes through to the next room.

They enter a large room with a set of doors at the far end and a smaller room off to the side. Two doors lead into the smaller room, which when inspected, is seen to contain a mechanical contraption consisting of a lever and a heavy wheel. The lever is marked 'up' and 'down' and the group concludes that it probably controls the drawbridge. Ethradan checks the doors at the end of the room and confirms that they do indeed open on to the drawbridge which is currently down. After a short discussion on whether or not they should disable the mechanism, the group decides against it for now, they leave the gatehouse and cross the bridge to the keep proper.

No sooner do they reach the center of the bridge than the group feels the breeze as two arrows rush past their heads! Stuck in the open they have no place to go. Looking up they can see three figures on the stone bridge above. Drawing their bows and crossbows the group tries to take cover were they can. Vallan rushes towards the far end and one of the attackers follows him only to have the old stone of the bridge collapse beneath him! With a short scream he hits the drawbridge bellow and the heroes are forced to dodge the falling blocks. There are still two people above though and Ethradan and Lincon take their shots while the attackers are still recovering from the shock.

The arrows hit home and one of the attackers stumbles backwards. Ishkrom moves to the far end of the bridge with Vallan to try and find a better vantage point. Another arrow sails down from above and catches Ethradan in the shoulder. Hurt but still going he takes another shot and is rewarded as his target falls, apparently dead. The remaining shooter withdraws from the edge.

Ethradan doesn't want to let him get away. With Mulhulan in tow he heads back into the gatehouse to try and cut him off. Ishkrom, Vallan and Linc stay behind to watch their backs. Rushing recklessly up stairs and through doors, pausing just long enough to scan the rooms they seek a way up to the higher levels. At the end of a hall the elf throws open a door, only to be confronted with a room full of armored skeletons! He has no time to close the door before one of the undead rushes up and slashes him with a rusty sword. Ethradan stumbles back! A few seconds later Mulhulan casts a healing spell on him and then the two of the slam the door shut and run back down towards the bridge and their companions.

Back on the bridge the three left behind stare as their rash companions run through the opening yelling about an attack. As the group draws their weapons the undead rush out on to the bridge covering the exit. Running forward Ishkrom rushes the nearest skeleton, taking a hit in the process. The ten foot wide bridge makes for a precarious surface, however, and he manages to use his staff to knock the creature off. It falls silently into the ravine.

There are still five beasts left though, Mulhulan tries to turn them again but his efforts fail this time. Following Ishkroms lead Ethradan and Linc attempt to rush the skeletons they succeed in knocking another off but not without some successful hits from the undead.

Meanwhile, Vallan had entered the far end of the bridge and finds himself in a room similar to the one on the other side. Running to the drawbridge mechanism he attempts to turn the wheel and raise the bridge. The wheel is rusted though, and he is unable to move it more than a few inches.

Back on the bridge the rest of the group continues fighting the skeletons. They trade blows with the undead and manage to knock some off and to drop others with their weapons. Ethrandan and Ishkrom are taking the brunt if the assault and if not for Mulhulan would have fallen by now. Lincon dodges in and out of the melee striking with his magic dagger. Vallan emerges from the keep having been unsuccessful in raising the bridge. The battle is nearing the end now and one skeleton remains. With a final lunge the half-orc rushes it and sends it falling into the crevase below.

The threat past the group bandages their wounds while Ishkrom searches the body of the shooter that had fallen from above. Aside from his equipment he has little of value. He does notice a tattoo on the back of his hand though. A lighting bolt above an eye. None of the party recognizes this symbol though. With nothing left to do the group moves into the shelter of the keep to discuss their next move.

(To be continued)
 

Yeah, that was lots of fun! I felt a little like Han Solo running screaming through the Death Star until I ran right smack into a bunch of stormtroopers... :D
 

We finished up another session 2 days ago and did alot of action in a 8 hour span.

I need to get my background up here. Every time I try the boards are always to busy. Except for now, when I am tired, the kids are screaming, the game is on, the alarm needs to be set for overtime and I have a couple chapters to read till my next class.



Even though Josh wasn't there, Ishkrom has begun to respect the elf the most for his courage and fighting ability. Even with his honor shows him to be less than desirable.

And as usual, we wait for our DM to post his rendition of what occured several nights ago. Some parts were real fun. We almost lost the other human, ( that is what my half-orc calls the rouge, the cleric is known as the red human) but the dwarf came thru and slayed 6 skeletons in full armor. They were the only 2 around, with the 3 of us closer to a mile away. The dwarf really came thru with his cleave feat. If he hadn't, Ishkrom would have had to find another money string to be pulling from.


I also won a mental victory over the elf by not being the first to ask for healing. Actually with all the fighting, I didn't even get a scratch. Which was good, because I was operating on half my total hp the entire session.

Did I mention we were blowing things up.
 

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