Freeport- Part 1: the Problem with Crematoriums

Black Jack Elf Rogue/Fighter

OOC: That last post was certainly delayed in posting. Kitsh, Black Jack wasn't there to see your sign, and wouldn't understand it, if he was.

On entering and seeing the blood, Jack draws his sword and starts moving silently. "So it would appear matey" Jack says as looks up to see where the blood may be coming from.
 
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Torren, seeing that the others are investigating the source of the blood, sidles around the puddle and quietly approaches the next room.

[OOC: Move Silently +7 (I know we've been talking and such, but still...)]

Captain Drac shakes his head flinging water everywhere. The rain has been beading up and running off his feathers, leaving him fairly comfortable. But suddenly he is soaked as Torren enters the building. He lets out a small, miserable caw as he continues to survey the courtyard and watch Kitsch climb the bell tower. If it gets much windier he'll be grounded, and he considers going inside.
 

[OCC – ok lots happening so I am going to go a bit back and forth here to set the time right…]

Black Jack moves into the entryway and up with the group.

Villard runs back out to the beach to grab his beloved’s body, and sees Kitsch signal him (i.e. you know what he said). But just as he reaches the body hosts her to his shoulder he hears something funny coming from the water…
Listen roll 16 +10 =26 -5 for the rain, etc.
Murder and death… smells so good… taste little morsel… oh so sweet… fresh and full of life… mine to eat… sister, sister… here they are… smell them, smell them… oh yum, yum…
Looking out at the beach Villard see nothing but the waves crashing against the breakers, as light is fading fast…
Spot 6 +10 =16 vs. higher target number

Kitsch climbs the wall without problems, heading for the bell tower. All he can hear is the wind and the rain right now…but he is very confident that no one will hear him
Listen roll 3 +3 =6 -5 for the rain, etc. Move Silent roll 16 +12 =28
When he gets to the bell tower and peers over the edge in, he sees four stone cornerposts support a conical slate roof peaking 20 feet above. Between these columns runs a crenellated battlement. A large bronze bell engraved with symbols similar to those you have seen engraved on and around the entryway into the Crematorium, hangs from peak of the roof. A pull rope dangles from the rigging above. Some sort of message, written in chalk, is scrawled on the floor under the rope. A large cage, smashed open, is on the southern corner. Feathers and small patches of blood can be seen here and there… including the smashed body of a pigeon. You would guess that someone stepped on it or something. Looking back out to glance at what the others are doing, Kitsch can just make out Villard standing down by the high-water mark, looking out into the sea… and he also sees something creeping around by the dock around the water… he can’t make out to much of it because of the rain, but whatever it is, it is heading for the beach [OCC - Villard is about 150 feet away from Kitsch, the thing in the water is about 40 or 50 feet away from him in the water. Kitsch is also about 50 feet above everyone in the bell tower]
Spot roll 20! +5 -5 =20, just barely good enough

Zoraster and Torrin peek into this fairly large, vaulted room, with stairs rising to a railed balcony encircling most of the room 10 feet above. Heavy crossbeams reinforce the 20-foot high slate tile ceiling. Here and there, missing ceiling tiles have been covered with thatch, but a bit of rain is leaking though. Near the staircase stands a large rusty metal tub and a broken wooden frame. Looking up, they see a hand sticking out over the side of the overhanging balcony. It is bloody and dripping blood. They don’t see or hear anything other then the rain hitting the roof. Fentrith moves up and also sees the bloody hand, but nothing else. Black Jack moves in quietly and sees the hand also, but can make out a bit more of the room (due to low-light) and sees that there is a hallway to the right that looks to lead into a dinning area, to the left there is a set of large double doors that are closed. In the far opposite corner (oppose wall of the stairs) are two others doors… one of these doors is smashed open and lying on the ground near by. The door frame itself looks damaged also, like something tried to make it wider…
Torrin Spot roll 17 +1 =18, Listen 15 +1 =16; Zoraster Spot roll 1 -1 =0; Listen 18 +1 =19; Fentrith Spot roll 5 +3 =8, Listen roll 12 +3 =15; Black Jack Move Silent roll 8 +5 =13, Spot roll 14 +6 =21, Listen roll 12 +4 =18[/i]
About that time, Zoraster thinks he hears something coming from up on the balcony… a hissing, a slight creaking of the wood… something…

When over the balcony, something appears… a creature, its body resembles a naked man, but with very moist, rubbery like flesh, long tentacle like arms that are incredibly spindly and long. It hisses, showing a double row of shark like teeth in its huge mouth (the bite must be two feet!, if not more), as one of its long limbs snaps out like a whip… right at Fentrith!
[OCC – surprise round, the creature and Zoraster can react]
* … Initiative creature 25, Zoraster 19 +4 =23.
Creature’s attack roll 5 +8 =13 vs. Fentrith’s flat-footed 14, MISS!!! It hisses in anger…
Zoraster’s action…*


[OCC ok a bit of stuff going on. The creature in the Hermitage is 10 feet over you all, leaning over the edge, not far from the arm. Its whip like arm is the only thing within anyone reach. Please tell me your actions! Zoraster, gets a partial action in the surprise round, and then what is he doing the next round?
Meanwhile, outside… Villard and Kitsch, what are you doing!?!??!]
 
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[OOC: Torren will leap forward, using Tumble to move 15' straight into the room (to clear the way for the others and, hopefully, get out of the creature's threatened area). He will then cast Mage Armor on himself.]
 

Villard human ranger/rogue

Karl Green said:
[OCC ok a bit of stuff going on. The creature in the Hermitage is 10 feet over you all, leaning over the edge, not far from the arm. Its whip like arm is the only thing within anyone reach. Please tell me your actions! Zoraster, gets a partial action in the surprise round, and then what is he doing the next round?
Meanwhile, outside… Villard and Kitsch, what are you doing!?!??!]
[OCC what am I doing!!!, I think the answer is easy :) ]

Villard knowing that there is something behind and not wanting to lose Enrama's body starts to run full speed towards the temple with the body in his arm. Always trying to listen if the creatures [OCC have a feeling their Sea Hags, they talk about fresh meat and sister stuff, hopefully they are not three(she said sister)] are closing on him as he gets to the temple.
 
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Zoraster Surefoot, Halfling who charges blindly

Karl Green said:
When over the balcony, something appears… a creature, its body resembles a naked man, but with very moist, rubbery like flesh, long tentacle like arms that are incredibly spindly and long. It hisses, showing a double row of shark like teeth in its huge mouth (the bite must be two feet!, if not more), as one of its long limbs snaps out like a whip… right at Fentrith!
[OCC – surprise round, the creature and Zoraster can react]
* … Initiative creature 25, Zoraster 19 +4 =23.
Creature’s attack roll 5 +8 =13 vs. Fentrith’s flat-footed 14, MISS!!! It hisses in anger…
Zoraster’s action…*


[OCC ok a bit of stuff going on. The creature in the Hermitage is 10 feet over you all, leaning over the edge, not far from the arm. Its whip like arm is the only thing within anyone reach. Please tell me your actions! Zoraster, gets a partial action in the surprise round, and then what is he doing the next round?
Meanwhile, outside… Villard and Kitsch, what are you doing!?!??!]

"@$#%! Why didn't someone tell me there are naked tentacle-men here?"
Zoraster isn't sure if the creature can reach him right now, so he will attempt an accelerated tumble towards the stairs, then move as far up them and towards the creature as he can get. He'll also draw his rapier as he moves, and begin dodging the creature.

Next round, if within 20', he'll close to melee and attack, tumbling the last 5'. If within 25' he'll do the same, but with an accelerated tumble. If further than that, he will trasfer his rapier to his off-hand (free action) move 25' closer, drawing his privateer as he goes, then fire the privateer at the creature.

speed 25
tumble mod +14
AC 21, 22 vs tentacle man
attacks - rapier +11 - 1d4+4, only 1d4+1 if it's not vulnerable to crits
privateer +11 - 2d6 range inc. 30'

[OOC: A 0 on the spot check, that's pretty funny. Good thing Zoraster's ears are a little better.]
 
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Kitsch - hp27/27, ac 21, x-bow +11 (1d8)

Kitsch looks once or twice between the thing out by the docks and the pigeon and message, then unslings his crossbow but by the time he's ready to shoot it has disappeared behind the low water mark.
 
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Surprise Round...
*Zoraster tumbles towards the stairs, easily avoiding the rubbery arms of the creature…*
Tumble check 9 +14 =23
…and heads up the stairs as fast as his short legs will carry him [OCC the stairs are about 20 feet away from Zoraster, so he gets about halfway up. Looking back over the railing he can see that the creature is on the opposite balcony; which is about a 60 feet all the way around… but he does see a hanging iron chandler, none of the candles are lit, about 10 feet above him, he could almost make it from the top of the railing…]

Round 1 initiative… Black Jack roll 9 +9 =18, Fentrith roll 6 +2 =8, Torrin 10 +3 =13;
Creature 25
Zoraster 23
Black Jack 18
Torrin 13
Fentrith 8

[OCC As it reacts first, don’t have to wait for the rest of your actions…]
*The creature lasses out at Fentrith again, moving at a blinding speed, Attack roll natural 1! MISS again, second attack roll 15 +8 =23, a hit (finally!!!) it then uses Improved Grab (free action; special ability) to start a grapple rolling 9 +7 =16 vs. Fentrith (not really sure if you are flat-footed still but oh well) resists with a 7 +5 =14; the creature wins. Fentrith takes 7 Hit Points of damage (he now has 30 hit points left). Then the creature uses the its Quickness (supernatural ability) to take a move-action, and crawls up the side of the wall towards the rafters, moving 10 feet up, with one of its hands still around Fentrith’s neck! Fentrith is now dangling 10 feet off the ground, being draw up with the creature and being choked (can not cast spells with Verbal components), and the creatures is almost to the rafters; climbing with its other 3 limbs…
[OCC ok now what do the other do?]

Outside, Villard makes a bee line for the building, running full out and making it just inside the wall (the body is slowing you down a bit). He can’t really make out the words of whatever was talking, but he can still hear its crackling voice. When he gets within the walls he can just make out a commotion inside the Hermitage. Kitsch sees that the creature comes up out of the water and disappears behind the high water mark line not far from where Villard was. He still can’t really make out its shape to well but it kind of looks like a large, very skinny humanoid, with a green hue to its body and hair. He starts to hear something, like chanting, for down there but he can’t make out the words…
Villard listening 12 +10 -5 for the rain =17; Kitsch listen roll 19 +3 -5 for the rain =17, Spot roll 16 +5 =21.
Initiative outside - creature 12, Villard roll 17 +3 =20; Kitsch 3 +6 =9; so...
Villard 20
Creature 12
Kitsch 9



Fentrith is hurt (30 hit points left) and being grappled
Everyone else is unhurt and I will wait on actions
 
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Villard human ranger/rogue

Villard drop carefuly the body inside, grab his bow and try to find somewhere to hide [OOC assuming the creature cannot see him right now]. Probably won't be able to do all that in a round but since we cannot see the creature for now these are Villard action for the next 2-3 rounds. [OCC Can Villard hear or see tentacle man?]
 
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Zoraster Surefoot, Halfling Acrobat

Karl Green said:
Surprise Round...
*Zoraster tumbles towards the stairs, easily avoiding the rubbery arms of the creature…*
Tumble check 9 +14 =23
…and heads up the stairs as fast as his short legs will carry him [OCC the stairs are about 20 feet away from Zoraster, so he gets about halfway up. Looking back over the railing he can see that the creature is on the opposite balcony; which is about a 60 feet all the way around… but he does see a hanging iron chandler, none of the candles are lit, about 10 feet above him, he could almost make it from the top of the railing…]

A hanging chandelier between Zoraster and the enemy?! There's no way he's going to pass that up.

Zoraster runs the rest of the way up the stairs, jumps onto the railing, then leaps for the chandelier, shouting a battle cry as he flies through the air. If he catches it, he'll pull himself up to finish his turn. If he somehow jumps high enough to land on top, he will start an accelerated climb up whatever the chandelier is hanging from to meet the creature in the rafters. If he fails to catch the chandelier, he'll try to break his fall, curse loudly, then head for the stairs again.

speed 25
tumble mod +14
jump mod +10
climb mod +11
AC 21, 22 vs tentacle man

[OOC: I assume running up the stairs counts as a running start, so with 4' vertical reach and getting to jump from the railing, catching something 10' up should be relatively easy for him. Now that I think about it, jumping on to the railing first might be harder, depending on how tall it is. If he falls, does this count as intentionally jumping from a height? If so, he'll use both jump and tumble to reduce falling distance. If not, he'll still use tumble.]
 

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