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Story Hour
Corvis, City of Ghosts (A WitchFire Trilogy Story Hour)
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<blockquote data-quote="A2Z" data-source="post: 136643" data-attributes="member: 244"><p>Hey Matt! I'm glad you're enjoying the story. Thanks for the offer! That's really great. You can send it to .... Thanks again. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Here's the latest update.</p><p></p><p><span style="font-size: 15px"><span style="color: firebrick"><em>The Longest Night - Act Two</em></span></span></p><p></p><p><span style="color: orange"><strong>The Witch's Tomb</strong></span></p><p></p><p>Our four heroes head back into Widowers Wood, the swamp they passed through on their trip from Fellig. Following the map Father Dumas gave them they manage to find the tomb without any problems.</p><p></p><p>Approaching the tomb the first thing they notice is the heavy stone door lies broken on the ground. In front of the entrance lies a large stone block with a groove in the top (presumably used to behead the witches). Lighting their lantern the group heads in to the tomb.</p><p></p><p>The tomb is damp and the stone walls drip with moisture. A small stream runs down the length of the corridor to the entrance they've just entered. Moving down the corridor they pass two doors on each side of the hallway. They decide to see how far the tunnel goes before checking the doors. A little farther down they come to a portcullis that closes off the corridor. At least, it used to. The bars are broken and bent, flakes of rust lie all around the ground. Moving cautiously they continue on.</p><p></p><p>Passing another branch in the hall they come to another door. Deciding to check this one they find a fairly large room with signs that someone has been living here. Finding nothing very interesting they move back to the rooms they had passed before. Both rooms are similar and also contain signs of use. Under a loose flagstone they find a pistol wrapped in oilcloth. No one knows how to use it and it needs to be cleaned first anyway so they pack it away in a sack. In the back of the other room they find a sculpted relief from the Orgoth empire.</p><p></p><p><span style="color: burlywood"><em>(1000 years ago the Iron Kingdoms were ruled by the Orgoth empire. Anyone interested in more information should check <a href="http://www.ironkingdoms.com/intro.shtml#birth" target="_blank"><span style="color: burlywood">here</span></a>. The tomb that the party is investigating was once an Orgoth military outpost. The group will find many relics from the old empire throughout their exploration.)</em></span></p><p></p><p>Thinking he just heard something Lincon turns to the group. <em>"Did you hear something?"</em> he asks. No one else heard anything but they decide to check it out anyway.</p><p></p><p>Checking the hall they find nothing and proceed deeper in to the hill. Finding another door Lincon checks to see if he can hear anything. The sounds of someone moving around are coming from the room. The door is opened a crack as well. Unsheathing their weapons the party prepares to enter the room. Not waiting to form a plan Vallan kicks open the door and rushes into the room.</p><p></p><p><em>(To be continued)</em></p></blockquote><p></p>
[QUOTE="A2Z, post: 136643, member: 244"] Hey Matt! I'm glad you're enjoying the story. Thanks for the offer! That's really great. You can send it to .... Thanks again. :) Here's the latest update. [SIZE=4][color=firebrick][i]The Longest Night - Act Two[/i][/color][/SIZE][color=firebrick][/color] [color=orange][b]The Witch's Tomb[/b][/color] Our four heroes head back into Widowers Wood, the swamp they passed through on their trip from Fellig. Following the map Father Dumas gave them they manage to find the tomb without any problems. Approaching the tomb the first thing they notice is the heavy stone door lies broken on the ground. In front of the entrance lies a large stone block with a groove in the top (presumably used to behead the witches). Lighting their lantern the group heads in to the tomb. The tomb is damp and the stone walls drip with moisture. A small stream runs down the length of the corridor to the entrance they've just entered. Moving down the corridor they pass two doors on each side of the hallway. They decide to see how far the tunnel goes before checking the doors. A little farther down they come to a portcullis that closes off the corridor. At least, it used to. The bars are broken and bent, flakes of rust lie all around the ground. Moving cautiously they continue on. Passing another branch in the hall they come to another door. Deciding to check this one they find a fairly large room with signs that someone has been living here. Finding nothing very interesting they move back to the rooms they had passed before. Both rooms are similar and also contain signs of use. Under a loose flagstone they find a pistol wrapped in oilcloth. No one knows how to use it and it needs to be cleaned first anyway so they pack it away in a sack. In the back of the other room they find a sculpted relief from the Orgoth empire. [color=burlywood][i](1000 years ago the Iron Kingdoms were ruled by the Orgoth empire. Anyone interested in more information should check [URL=http://www.ironkingdoms.com/intro.shtml#birth][color=burlywood]here[/color][/URL]. The tomb that the party is investigating was once an Orgoth military outpost. The group will find many relics from the old empire throughout their exploration.)[/i][/color] Thinking he just heard something Lincon turns to the group. [i]"Did you hear something?"[/i] he asks. No one else heard anything but they decide to check it out anyway. Checking the hall they find nothing and proceed deeper in to the hill. Finding another door Lincon checks to see if he can hear anything. The sounds of someone moving around are coming from the room. The door is opened a crack as well. Unsheathing their weapons the party prepares to enter the room. Not waiting to form a plan Vallan kicks open the door and rushes into the room. [i](To be continued)[/i] [/QUOTE]
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