2. The Old Fishery
2. The Old Fishery
2. The Old Fishery
Unfazed by the revelation that Zellara is, in fact, already dead, you head out to the address she gives you. ”Thank you,” she tells you before fading out of sight, ”and good fortune. Be careful. That old serpent still has fangs.”
The old fishery is a creaking, decrepit building. All external windows are boarded shut but have ample slits between the planks to allow those within to peer out. The wooden doors are mottled with mold and grit.
The fishery is perched atop a steep embankment, with most of the structure extending over the Jeggare River on wooden pilings. The embankment drops 13 feet into the river below; the sides look slippery and wet, and the external walls of the fishery extend almost all the way down to the river.
You cannot see anyone outside the building.
How would you like to approach?
Unfazed by the revelation that Zellara is, in fact, already dead, you head out to the address she gives you. ”Thank you,” she tells you before fading out of sight, ”and good fortune. Be careful. That old serpent still has fangs.”
The old fishery is a creaking, decrepit building. All external windows are boarded shut but have ample slits between the planks to allow those within to peer out. The wooden doors are mottled with mold and grit.
The fishery is perched atop a steep embankment, with most of the structure extending over the Jeggare River on wooden pilings. The embankment drops 13 feet into the river below; the sides look slippery and wet, and the external walls of the fishery extend almost all the way down to the river.
You cannot see anyone outside the building.
How would you like to approach?
- Vargan Orok
- Posts: 80
- Joined: Mon May 27, 2019 7:04 pm
Re: 2. The Old Fishery
Peering at the old fishery Vargan wrinkles his nose.
"At least it isn't haunted," he mutters wishfully. "We need to get a look inside, before diving in. I could get to a window, but perhaps one of you has some tricks up your sleeves?"
"At least it isn't haunted," he mutters wishfully. "We need to get a look inside, before diving in. I could get to a window, but perhaps one of you has some tricks up your sleeves?"
Vargan Orok (Ranger)
Re: 2. The Old Fishery
"Tricks?!" Ump'tup whispers excitedly, "I have tricks!"
Giggling to himself, the goblin rummages through his pouches, sacks and containers while rattling off options, "Acid melts and fire burns if we yearn for trouble on the double..."
"Smokesticks are always useful tricks," Ump'tup reaches into his alchemy kit and pulls out a salve, "Stinky feet for sticky feet, or..."
Ump'Tup grins and reveals a somewhat large vial of sky blue liquid from another pouch, "Big power goblin juice when you need a tasty treat for hasty feats!"
Giggling to himself, the goblin rummages through his pouches, sacks and containers while rattling off options, "Acid melts and fire burns if we yearn for trouble on the double..."
"Smokesticks are always useful tricks," Ump'tup reaches into his alchemy kit and pulls out a salve, "Stinky feet for sticky feet, or..."
Ump'Tup grins and reveals a somewhat large vial of sky blue liquid from another pouch, "Big power goblin juice when you need a tasty treat for hasty feats!"
Re: 2. The Old Fishery
Notice 6
Morri glances up at the crooked, old fishery and assesses how best to scale it's walls by trying to spot useful foot and hand-holds to use in order to judge the best route. She also considers nearby buildings, seeing if any were close enough to offer a better alternative. She says to the group. "If we're gonna go fer one o' the windows, reckon I can get up there and let down a rope fer the rest o' ye." Mórrígan 'Morri' Ní Mháille, Human Rogue
Re: 2. The Old Fishery
Morri can tell that, despite its slick appearance, those walls could be climbed by someone with some skill. If you would like to try and climb, please make an Athletics check.Morri wrote: ↑Thu Jan 19, 2023 7:56 amNotice 6Morri glances up at the crooked, old fishery and assesses how best to scale it's walls by trying to spot useful foot and hand-holds to use in order to judge the best route. She also considers nearby buildings, seeing if any were close enough to offer a better alternative. She says to the group. "If we're gonna go fer one o' the windows, reckon I can get up there and let down a rope fer the rest o' ye."
None of the nearby buildings are close enough to be of help, alas.
- Falderol Grelemis
- Posts: 62
- Joined: Wed Mar 04, 2020 10:02 am
Re: 2. The Old Fishery
Falderol looks at the building and shakes his head. "I climb about as well as a turtle so getting me to the top may be difficult. I can stay down here and when you break in the top I can break in the front. Attack on two fronts and keep them off balance."
- Berkley Dig
- Posts: 21
- Joined: Sun Apr 19, 2020 7:52 pm
Re: 2. The Old Fishery
I am with Falderol, I don't think I can scale these walls well enough or quietly enough. At least, I'd be more useful down here.
Berkley Dig
Re: 2. The Old Fishery
"Hmm" Morri muttered to herself and thought for a moment. "Not keen on charging in blindly....wot if I got up ta one o' 'em windows and see wot I can see 'tween 'em planks?"
"Least see wot might be waiting fer us...mebbe?"
"Least see wot might be waiting fer us...mebbe?"
Last edited by Morri on Tue Jan 24, 2023 11:12 am, edited 1 time in total.
Mórrígan 'Morri' Ní Mháille, Human Rogue
Re: 2. The Old Fishery
If you are going to climb up, please drop an Athletics roll.
Re: 2. The Old Fishery
Climb 6
With no objections forthcoming, Morri shrugs her shoulders and then proceeds to scale the wall. For somebody who practically lived above the city streets amongst the roof slates and chimney stacks, the wall presented no real challenge and the little human rogue soon reached a window ledge from which to try and peer through in between the planks of wood. Mórrígan 'Morri' Ní Mháille, Human Rogue
- Kaja Earthblooded
- Silver Patron
- Posts: 190
- Joined: Mon Aug 14, 2017 8:33 am
- Location: Korvosa
Re: 2. The Old Fishery
"If you can get us a way in, I can create a ladder-stair that will get us all in without us having to climb. Even Ludwig will be able to get in. Or we can use Ump'tupp's offer of just walking up the walls. Or maybe both. I'm all for slaughtering the ruffians and ne'er do wells, but there are innocents in there and we'd be better off going after the head of the snake. If nothing else because it'll make killing the rest easier. So a bit of stealth and trickiness, even for those of us incapable of great feats of stealth and athletic prowess."
Kaja the Earthblooded of House Ragan
Re: 2. The Old Fishery
Ump'tup bounces between his two feet while everyone talks and Morri goes off by herself. His patience runs out and he pulls out a tiny vial with a sip of liquid in it. He and shakes his head at his new friends.
He admonishes them with a quiet, forceful hiss, "We can't let Morri go alone, she could get stabbed!"
Ump'tup skitters after Morri and behind her.
He admonishes them with a quiet, forceful hiss, "We can't let Morri go alone, she could get stabbed!"
Ump'tup skitters after Morri and behind her.
Re: 2. The Old Fishery
There are 2 windows on the front of the building, and @Morri is able to peek into both.
The first window is above the front door, giving her a view of the entry into the building. She sees a single desk in the middle of this room, with a moldy chair pushed up against it. A small pile of ratty furs and straw is heaped under the desk. The tail of some creature, possibly a dog or something of similar size, pokes out from under the desk.
As Morri approaches the second window, her senses are assaulted with the stink of fish and sweat, and it is enough to make her eyes water. To the east wall in the room, a large wooden trough holds a hideous mound of half-rancid fish, seaweed, and brine. Filthy river water and fish blood stain the floor around this trough. A pair of wooden chutes lead from this trough through holes in the eastern wall into a larger room beyond.
To the west, a desk and chair sit in one corner while a tall cabinet sits in the other.
Four children toil away in this room, using pitchforks to feed fish into the chutes. A fifth figure, who is roughly child-sized, directs the work, berating the children when they move too slowly. You can tell this fifth figure is dressed similarly to the children, but when they move, leather armor peeks out from beneath their ragged clothing and to see the handle of a knife at their belt.
If you would like to check out other windows, you may do so, but you will need to make a stealth roll at -2 to avoid detection.
The first window is above the front door, giving her a view of the entry into the building. She sees a single desk in the middle of this room, with a moldy chair pushed up against it. A small pile of ratty furs and straw is heaped under the desk. The tail of some creature, possibly a dog or something of similar size, pokes out from under the desk.
As Morri approaches the second window, her senses are assaulted with the stink of fish and sweat, and it is enough to make her eyes water. To the east wall in the room, a large wooden trough holds a hideous mound of half-rancid fish, seaweed, and brine. Filthy river water and fish blood stain the floor around this trough. A pair of wooden chutes lead from this trough through holes in the eastern wall into a larger room beyond.
To the west, a desk and chair sit in one corner while a tall cabinet sits in the other.
Four children toil away in this room, using pitchforks to feed fish into the chutes. A fifth figure, who is roughly child-sized, directs the work, berating the children when they move too slowly. You can tell this fifth figure is dressed similarly to the children, but when they move, leather armor peeks out from beneath their ragged clothing and to see the handle of a knife at their belt.
If you would like to check out other windows, you may do so, but you will need to make a stealth roll at -2 to avoid detection.