Freeport- Part 1: the Problem with Crematoriums

Some time passes as the group debates what to do... the sun's glow is just starting to shin announcing the morning and coming day...

[i.e. I will let you deside what you want to do now... they may or may not be other things happening debending on what you do. You only have a couple of hours of rest before morning, so no healing for this night unless you wish to rest into the day... just give me an idea what you wish to do... i.e. "Sit around and wait for a boat to show up" "explore the cave" "look around for wood to make a raft" "send the Cleric towards Freeport and hope he see a boat before his spells run out (Fly lasts for 1min/level, and the max speed is 120Ft movement; so he could make just over a mile)]
 

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Villard will drink one of his cure light wound potion. Villard suddenly realise that his beloved body was probably badly burned down, Villard will try to find her back among the ruins hopping to offer her a proper burial spot.
 


Villard will dig a small hole and respectfully bury her there, making one last prayer before filling up the hole. Villard, last night, almost joined her, But Villard still feel that he can do something in this world.
 


DarkMaster said:
Villard will dig a small hole and respectfully bury her there, making one last prayer before filling up the hole. Villard, last night, almost joined her, But Villard still feel that he can do something in this world.
Torren will give him a hand. No wise cracks, no unhelpful observations. Even Blackquill can keep his mouth shut sometimes. :)

rangerjohn said:
"I suggest we investigate the cave. I would hate something else to come upon us unaware."
"Very well," Torren agrees. "But we are pretty well chewed. First sign of trouble we clear out and await reinforcements. All right?"
 

As the sun is slowly rising and the new day begins, the party assembles at the cave entrance, looking in causally. The tunnel has obviously been widened and straightened with tools, allowing for a gentle incline into the side of the hill. There are places for torches and lanterns, but they have all been smashed or knocked over and the cave is fairly dark, but about 20ft ahead, light can be seen spilling in from the roof of the cave and onto a large oven… that much be the Crematorium.

The Crematorium room itself is about 25 feet across, with what once were shelves and vases to hold the burnt remains of the deeply departed before they would be sent back to the city to be claimed by love-one or to be spread out in the water (per the departed request or in the case of poor and the unknown). The 'Crematorium' itself is a large iron oven, with two large doors in the front.

There are two exits from this room, both curving hallway that leads deeper into the side of the hill, one on each side of the Crematorium itself. The one on the right leads down deeper where the “tombs” are located (long term body storage, think the Roman tombs, with tunnels and tunnels deep into the earth and though out the side of the mountain, with most of the bodies resting in holes dug into the earth and they sealed up inside). The other hallway ends shortly at a heavy and thick wooden door. The bodies of two fishmen can be seen before the door, they both look like the have serious frost burns on most of the body, with icicles and maybe even a bit of mold on their bodies. The door looks a bit blacked as if it had suffered some fire damage, and the hallway is extremely cold…unnaturally so. The door itself is closed.
 
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Kitsch - filcher rogue 5

Karl Green said:
The other hallway ends shortly at a heavy and thick wooden door. The bodies of two fishmen can be seen before the door, they both look like the have serious frost burns on most of the body, with icicles and maybe even a bit of mold on their bodies. The door looks a bit blacked as if it had suffered some fire damage, and the hallway is extremely cold?unnaturally so. The door itself is closed.

Kitsch draws out a thin wand of white wood from one of the easily available pockets on his harness and attempts to evoke its magic upon himself until his wounds have sufficiently disappeared.

OOC: use magic device +8, activate wand DC 20


----------------------

Signing to the others ~stay, probably a trap of some sort~ He'll then slowly examine the area leading up to the fishman and the door, looking for any traps or anything of the sort.

OOC: search +6; reflex +10 (+11 vs. traps) & evasion; ac 21 (22 vs. traps)
 

Kitsch uses the wand to see if he can heal himself, and while it takes him a few tries he eventually heals himself…
No need really to role as you will eventually succeed BUT checking to see how many charges you use; the first time Kitsch succeeds he heals 7 Hit Points, bring him up to 17. The second succeeds he heals another 6, bring him up to 23. On the third success he heals 4, bringing him, up to Full Hit Points. Using 3 charges from the wand
Kitsch then goes forward and starts to examine the area…
Search check 15 +6 =21
…but he sees no obvious trap. He does not set anything off as it were, but it is very cold here by the door. Kitsch can see that there seems to be some kind of mold growing on the door and around the walls of the hallway.
 
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Black Jack Elf Rogue/Fighter

Karl Green said:
Kitsch uses the wand to see if he can heal himself, and while it takes him a few tries he eventually heals himself…
No need really to role as you will eventually succeed BUT checking to see how many charges you use; the first time Kitsch succeeds he heals 7 Hit Points, bring him up to 17. The second succeeds he heals another 6, bring him up to 23. On the third success he heals 4, bringing him, up to Full Hit Points. Using 3 charges from the wand
Kitsch then goes forward and starts to examine the area…
Search check 15 +6 =21
…but he sees no obvious trap. He does not set anything off as it were, but it is very cold here by the door. Kitsch can see that there seems to be some kind of mold growing on the door and around the walls of the hallway.

Turning to Villiard "you think it might be the mold?"
 

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