Freeport- Part 1: the Problem with Crematoriums

Updated Round 14

Kitsch (sorry I keep assuming you are closer to all the bodies then you really are; Kitsch does NOT need to make a balance check) hopes back 10 feet along the balcony (getting closer to the fire though) and freights fright against the creature coming at him…
Bluff check 16 +8 =24, Sense Motive 10, misses that, totally buys the whole “I’m scared” look that Kitsch is giving
…the creature is angry that Kitsch is able to move back away from it, but it seems to smile evilly at the look of fear in the little rogues eyes.

Torren gives a laugh and stabs at the creatures flank (yes you get flanking while Zoroaster is still in combat)…
Attack roll 10 +6 -2 (expertise) +2 (flanking) =16 a hit; Damage is 1d6 -2 +1d6 = 2 -2 +5 =5 points of damage. The 4-armed creature has now taken 38 points of damage
…stabbing it for a nasty slash along its upper right thigh. It howls in pain, but seems intend on Zoroaster.

Round 15
Inside the Hermitage
Black Jack – 22
Zoroaster – 17
Creatures group #2 – 15
Kitsch – 14
Creatures group #1 (not many left) – 14
Group from the south door (stuck in the web) – 13
Villard – 11
Torren – 9
Fentrith – 8

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Black Jack tumbles up toward the large four armed monster…
Tumble 19 +10 =29, makes that; Balance going over the bloody stuff 13 +12 =25, easy
…and makes it under the creatures reach. He stabs at it with his bloody short…
Attack roll natural 20! Threat follow up 3 +10 -4 (fighting defensively) +2 (flank) = 11, nope. Damage is 1d6 +2 +2d6 flanking = 4 +2 +2 +4 = 12 points of damage
…stabbing it in the neck as it reaches down to bite Zoroaster. It screams and blood pores out of its mouth and it collapsing onto the balcony floor, death!!!

Zoroaster tumbles back away from the one smaller fishman that is still trying to kill him also…
Tumble check 17 +14 =31, Balance check 10 +11 =21, makes both
…easily making it back out of reach of it, for now!

The creature tries to follow, enraged that the swashbuckler is out of reach!
Balance check total 13, makes it
…moving over toward the Halfling it tries to bite him again…
Attack roll total for bite 11, miss!
…but in it’s excite to taste some more flesh it misses him.

The two trident wielders attack their targets (the one on Kitsch charges, the one on Villard stabs)…
Attack roll total Kitsch is 24 (26 with Charge) a hit! Damage is 7 points of damage. Kitsch now has 10 hit points left! Attack roll against Villard total is 16, a hit. Damage is 8 points! Villard falls
…and both strike home! Kitsch is bloodied by the weapon, while Villard again falls bleeding to the ground!
As the fire spreads the javelin throwers scream and flee the Hermitage!

Kitsch (assuming you attack the creature who came up to you AND is flat-footed) stabs the startled creature…
Attack roll natural 20! Threat roll 5 +3 =8, nope; Damage is 1d4 +3d6 = 3 +4 +3 +4 = 14 points of damage
…catching the creature right in the neck. IT screams and staggers back, only to falls back over the balcony and onto the floor below to land with a wet thud!

The fire burns back another 5 feet…
Magnitude (1d10) of how bad the fire is spreading in the Hermitage is 9!
…now burning very well, and spreading up into the roof. Those on the balcony start coughing and their eyes start watering…
DC is 14 this round, +1 DC each round after this; Fortitude checks for all, Black Jack 13 +5 =18; Zoroaster natural 20!; Creature chasing Zoroaster, total 8; trident attacker on Villard 23; Kitsch 5 +2 =7; Torren 12 +2 =14; Villard down does not need to make the roll; Fentrith natural 20!
…Kitsch and the creature casing Villard start coughing much heavier then the rest (both lose their actions next round do to coughing!)

Torren (assuming he goes after the creature that is coughing and was about ready to attack Zoroaster)
Attack roll natural 20! Threat follow-up 9 +6 -2 (expertise) +2 flanking = 15, confirmed! Damage is 2d6 -4 +1d6 = 5 +2 -4 + 4 = 7points of damage
…catching the creature with a good stab into its back. The wound bleeds a great deal but the creature remains standing!

Villard is on the ground (next round to see if you stabilize)

Fentrith tries to cut down the creature standing over Villard…
Attack roll 17 +6 =23; Threat follow-up 13 +6 =19, confirmed! Damage is 2d10 +6 = 9 +6 +6 =21 points of damage
…cutting the creatures head clean off with Cutter. Its headless body seems confused for a second before falling onto Villard


Villard has take 34 points damage and is at -3 hit points (could be bleeding)
Black Jack has taken no damage
Torren has taken 24 points of damage (now has 4 hit points left) and is ‘weakened’
Zoroaster has taken 42 points of damage, and now has 0 hit points left (can take partial, non-strenuous actions or will go to -1)
Kitsch has taken 17 points of damage (has 10 points left) and is coughing next round
Fentrith has taken 28 points damage (has 9 points left)

One four-armed creature is dead
The fishman attacking Zoroaster has taken 7 points of damage and is coughing next round
The fishman on Villard is dead, the fishman on Kitsch is dead!
The six javelin throwers flee the building and the fire!

ONLY one fishman left!! I am going to assume that Black Jack gets a chance to stab it next round before it can try and recover from the smoke, and as this would get you out of combat…

Start of Round 16

Black Jack runs over the coughing creature to stab it…
Balance check 16 +10 =26, makes it
Attack roll 16 +10 -4 (defensive) +2 (flanking) = 24; Damage is 1d6 +2 +2d6 = 6 +2 +6 +1 =15 points of damage
…stabbing it deep into the things chest and causing it to collapse dead at his feet!

[occ]OK combat is over BUT smoke will be causing people to cough ect. What actions would you be taking? I am going to let you each roll me a Fortitude Check (I will trust your rolls, just post the roll and the result) with a DC of 15 this round. If you make it, tell me what you are doing. Villard makes a stabilization roll this round ‘spoiler’ for DarkMaster/Villard only please
rolls a 1, makes it, he is not bleeding
What are the rest of you doing? Kitsch is coughing this round, but can make a Fortitude check for next round[/occ]
 

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OOC: Fort check 20.

Black Jack gives one potion to Zoraster, then pores another down Villiard's throat.

OOC:Potions of cure moderate wounds.
 
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[OOC: Fortitude save: (8)+3=11, no good!]

Torren drops to one knee, couging and choking. Tears stream down his face as he tries to gather his things together.
 


Zoroaster drinks the potion provided to him and gains 2d8 +3 Hit Points back (8 +8 +3! =21 points back)

Poring another vile down Villard's throat, he gains back (2 +6 +3 =11 points back; he now is at 8 Hit Points left)

Assuming that those that are not coughing and choking assist those that are, the party can retreat back to the belltower... and hope the fire does not get to back ;)

How bad does the fire get? Scale of 1-10, a 7

About an hour or so pass and while most of the building is destroyed by the fire, the belltower is safe. The party watches but see no sign of the fishmen… until something comes floating up out of the cave that leads into the Crematorium… a very pale fishman, floating about 2 feet off the ground. He is carrying a strange staff… or bone in one hand (and is about 200 feet away). He looks up to the toward and everyone hears him says something… while you can’t understand the words (and he is to far away for you to really hear them anyway)… yet you call can ‘hear’ him say “You have won nothing hear surface scum… the night is coming to this world… he who was banished to the deep stirs and will slumber no longer… the stars align, the signs are clear… and soon your ‘place’ will sink into the sea… he will have his revenge against those that betrayed him… Freeport” he almost spits “…Freeport will run red with the blood of his sacrifice… yes, it will

And with that he floats out towards the city (and not far from where your boat is moored) and issues a high picked scream… within moments the waters start to boil and a the head of a sea serpent (something none of you have seen, but have heard plenty of tales about) rises up out of the water. The floating creature lands on it neck. Looking back one last time at the Hermitage he causally sweeps his arms and your boat is pulled out to sea and then sinks in moments. The creatures then disappear under the water….

The storm blows out, the rain has all stopped, the Hermitage is mostly gone, but the party remains… now wondering about how they might return home…
 
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OOC: Could Fenrith pray water walk tomorrow a few times and we make it back the Jesus' way? he is fifth level and we are five.

Priest, I remember a cleric who was able to walk on water like if it was dry land, do you think you could do that?
 

[occ]Water walk would last 10 minutes/level and is 5th level. He can also Fly. You are about 6-8 hours sailing out of Freeport, so I would guess it is about 24 to 30 miles away... so not super likely BUT this is a busy sea port, you might head that way and hope that a ship would be passing by (most ships head out in the morning also with the tide, and that is only a few hours away, or you could wait a day)[/occ]
 

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