2. The Old Fishery

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2. The Old Fishery

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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?
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Re: 2. The Old Fishery

Post by Vargan Orok »

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?"
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Re: 2. The Old Fishery

Post by Ump'Tup »

"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!"
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Re: 2. The Old Fishery

Post by Morri »

Notice 6
Notice 1d6!!+2: [4]+2 = 6

Wild 1d6!!+2: [1]+2 = 3
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."
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Re: 2. The Old Fishery

Post by Pursuit »

Morri wrote: Thu Jan 19, 2023 7:56 am
Notice 6
Notice 1d6!!+2: [4]+2 = 6

Wild 1d6!!+2: [1]+2 = 3
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."
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.

None of the nearby buildings are close enough to be of help, alas.
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Re: 2. The Old Fishery

Post by Falderol Grelemis »

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."
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Re: 2. The Old Fishery

Post by Berkley Dig »

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.
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Re: 2. The Old Fishery

Post by Morri »

"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?"
Last edited by Morri on Tue Jan 24, 2023 11:12 am, edited 1 time in total.
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Re: 2. The Old Fishery

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Morri wrote: Mon Jan 23, 2023 2:46 pm "Hmm"[/i] 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?"


If you are going to climb up, please drop an Athletics roll.
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Re: 2. The Old Fishery

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Climb 6
Athletics 1d6!!+3: [3]+3 = 6

Wild 1d6!!+3: [3]+3 = 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.
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Re: 2. The Old Fishery

Post by Kaja Earthblooded »

Notice 1d6: [2] = 2 , 1d6: [4] = 4

Morri wrote: Mon Jan 23, 2023 2:46 pm "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?"
"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."
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Re: 2. The Old Fishery

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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
Featherfall Cantrip
PP: 0
Duration: 5
The affected target falls slowly. Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round, and the subjects take no damage upon landing while the spell is in effect. When the spell duration expires, a normal rate of falling resumes.

Hmm....do I need to roll for cantrips? I forget...but, here it is just in case. 1d8!: [1] = 1
Wild 2 should have been Wild 1 whatever 1d6!: [3] = 3
I checked, and you do have to roll, and a failure is a failure. Hopefully I don't fall because I'm not bennying a cantrip. Potion doesn't work, but nothing bad happens except on a critical fail.
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
Roll Athletics 1d6!: [4] = 4
Wild 1d6!: [2] = 2
behind her.
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Re: 2. The Old Fishery

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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.
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Re: 2. The Old Fishery

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Stealth 4
Stealth 1d8!!-1: [3]-1 = 2
Wild 1d6!!-1: [5]-1 = 4
Morri makes note of what she sees, from her own experiences of living under Lamm's thumb she could make an educated guess as to who or what the other of the tail was and similarly for the armoured figure. But she'd only spied a fraction of what the building held and so tried edging round to another window, hoping to catch sight of something more revealing about Lamm's venture here.
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Re: 2. The Old Fishery

Post by Falderol Grelemis »

Falderol watches the human and goblin climbing up the walls. As they quietly poke their heads up to various windows and cracks he just shakes his head. "I understand the need for recon but they make it look way too easy."
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Re: 2. The Old Fishery

Post by Kaja Earthblooded »

Kaja snorts a bit with a hint of bemusement. "So easy to fall on our collective asses. I hope they find us an entry point soon. Not that making stairs up will be easy, but a site easier than trying to clamber up that wall. Got no fishhooks for fingers on my hands, after all."
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Re: 2. The Old Fishery

Post by Pursuit »

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Morri deftly scrambles along the roof and finds her way to more windows.

From her perch, she is able to see a dilapidated, rotting loading dock (A2 on the image). A few carts sit nearby, partially loaded with large, tar-caked barrels marked with a fish-shaped splotch of red paint on the side. Double doors to the immediate south of the loading dock’s ramp provide access to the building’s interior (to A7), while a rickety flight of stairs descends ten feet to a point just three feet over the river’s surface, where a simple door provides a secondary entrance (to A8).

Morri has already seen into rooms A4 (entryway with a desk) and A7 (the room with working orphans and a small overseer).

She is also now able to peer into A8, where the floor looks slick with river water, bits of seaweed, and fish blood, and the air is thick with the accompanying scents. Wooden catwalks to the north and south allow access between the western part of the fishery and the floor of the room, which is ten feet lower. A wide opening in the floor to the south allows direct access to the sloppy, muddy water of the Jeggare River a further three feet down, while to the northwest stands an immense eight-foot-tall wooden vat, its sides caked and waterproofed with tar. Inside is a foul-looking mixture of chum, river water, and who knows what else. To the east are stacked many barrels and crates, each with a fish painted on it. Over a dozen small hammocks hang from under the catwalks, each with its own ratty blanket and pillow.

Morri sees five children working the room, along with an orcish looking brute who stands over them and directs their work, commenting on it with derision. She does not recognize the brute, but he seems to take pleasure in deriding the orphans’ efforts.

Morri can also now see a derelict ship moored behind the fishery (A9), its rotten deck barely intact and its hull thick with seaweed and barnacles. The ship appears held together primarily by the layers of old rope that lash it securely to the pilings that support the fishery and the nearby boardwalk. The rickety walkway leads along the ship’s starboard, a foot below its railing. A single wooden door leading into the aft cabin bears a crude painting of a red fish on its surface (A10).

Morri is not able to see A3, A5, or A6 from her perch, so pretend you can’t, either.

Further scouting is possible, but the longer you are up there, the more you push your luck. You will need to make a Stealth roll at -4 or be spotted.

What Next?

Okay, so far we have Morri and Ump’tup on the roof and the rest of the party watching (and waiting) from concealment. Morri has gotten some good intel, but you all need to link up so she can share it! Any of the windows Morri found could make decent entry points, though they are all boarded up; there are gaps between the boards sufficient to see and to let in light, but any entry via the windows will require pulling off the boards.
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Re: 2. The Old Fishery

Post by Morri »

Morri decided she'd seen enough, especially as what she spied brought up some...unpleasant memories. The rest of the party were no doubt still waiting on her, so she tied a rope to allow for an easier climb if the party wanted to go in via one of the upper story windows. Once satisfied with her work, she climbed back down and made her report to the rest of the party with a notable sombre tone.
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Re: 2. The Old Fishery

Post by Berkley Dig »

"Well, I think we'd be better off taking out the Orcish overseer on the lower floor, then working our way up to the small overseer upstairs. We might be able to lure the Orcish overseer into an ambush."
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Re: 2. The Old Fishery

Post by Kaja Earthblooded »

Kaja shakes her head in partial disagreement. "Don't get me wrong, I think a well timed assault is our best bet, but I think it more likely that we'll do better to hit them from two directions. One team head for the orc, one for the other fellow with the kids in this front room. I'm also curious how many might be on that ship." She shrugs and then grins impulsively*. "Of course the reality is we can't wait around forever, so let's just hit the two overseers, lock in whatever is hiding beneath the desk, and then deal with the aftermath."

She begins whispering in what some might recognize as the elemental language terran, as if going over a plan with something that rumbles from under the ground - or maybe she just scuffed her boot on the ground to produce the noise. Without realizing it, she begins humming a seemingly tuneless song very lowly. The boar at her side seems to react to the humming, as if expecting something. After a moment a cloud of dust and small stones seems to spring to life and breaks into 7 smaller clouds, each surrounding one of the party. "My elemental friends will do their best to protect and shroud you; should be effective against melee attacks and some from ranged as well. For a short time in any case, but we must hurry or they will lose cohesion." She pulls on the shaft of her cane, exposing the sword beneath.
*
Impulsive Hindrance!



Result of casting: Kaja, Ludwig, Falderol, Berkley, Vargan, Morri, and Ump'Tup: Opponents subtract 2 from melee attacks and subtract 1 from Ranged Attacks; Also adds +1 to stealth rolls by the heroes.
Copy this to your post if you accept the power cast.

Code: Select all

[b]Conditions[/b]: [b]Deflecting Stone and Dirt Cloud[/b]: Opponents subtract 2 from melee attacks and subtract 1 from Ranged Attacks; Also adds +1 to stealth rolls

Performance 1d8!: [1] = 1 , 1d6!: [4] = 4
Deflection (Pathfinder Core Book p181)
Power Points: 9=2 (base; Kaja) +1 each for Ludwig, Falderol, Berkley, Vargan, Morri, and Ump'Tup) + Shroud +1
Duration: 5/5
Trappings: As Kaja sings, bits of stone and dust fly around, as elementals obscure the recipient and deflect attacks.
Deflection misdirects incoming melee or missile attacks from the recipient of the power. With success, foes must subtract 2 from either melee or ranged attacks (caster’s choice). With a raise, the penalty applies to both. An attacker who uses a ranged weapon in melee against the recipient suffers the penalty either way.
Modifiers (in use)
Additional Recipients (+1): The power may affect more than one target for 1 additional Power Point each.
Shroud (+1): Shroud dims and slightly obscures the target so that attacks against her suffer a −1 penalty and she adds +1 to her Stealth rolls.
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Re: 2. The Old Fishery

Post by Ump'Tup »

Ump'Tup follows Morri down and back to the rest of the party. He listens to the plan impatiently, but quietly.

"Ump'Tup can help," he says while digs through his flasks and pull a larger one out with enough liquid for two doses.

He cocks his head and peers at it for a moment before shaking it vigorously. It starts to fizz and begins to give off a slight glow. He gives a satisfied nod.

"
Big Power Goblin Juice (Boost Trait - Spirit): 6 (+1 die type to Spirit, 5/5 Rounds)
2 PP + 1 PP Additional Recipient = -3 PP
Alchemy 1d8!: [6] = 6
Wild 1d6!: [5] = 5

roll 1d5 (Agi, Sma, Spi, Str, Vig): [3] = 3
Roll 1d2 (Stat, Skill): [1] = 1
is tasty. Fizzy, blue glow...should make you hard to trick. Maybe react a little faster. Could be boils, but the juice always gives you what you need,"
Ump'tup explains with confidence as he gives some to Falderol and Vargan, "Drink, drink, then hurry, hurry. Big power won't last long!"
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Re: 2. The Old Fishery

Post by Falderol Grelemis »

"Ok, it sounds like one group is going in the side and down some stairs to get to the working kids. I can take the lead that way. Let's go?"

Kaja then spouts some mumbo jumbo and a cloud of dust and pebbles start floating around a large portion of the group. Shortly after Ump'Tup hands out a couple of vile vials. Falderol suppresses the urge to bat the stones away from his face as he starts towards the fishery drinking whatever is in the bottle. "Come on."
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Re: 2. The Old Fishery

Post by Pursuit »

The group makes its way carefully across the street and onto the rickety dock to the side of the building. Kaja's elemental magic helps shroud you all from view and you make it to the building without being seen.

Once at the dock, the party splits up: @Kaja Earthblooded, @Morri, and @Vargan Orok head for the double doors leading to A7 while @Berkley Dig, @Falderol Grelemis, and @Ump'Tup work their way down the stairs to the smaller door heading to A8.

Team A7: Kaja, Morri, and Vargan

Description: The stink in this room, a mixture of fish and sweat, is enough to make the eyes water. To the east, 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.

Occupants: Four Lamm’s Lambs toil here, using pitchforks to feed fish into the chutes that empty into the slurry tank in area A8 whenever someone calls out for more fish. A fifth person also occupies the room, dressed in similar clothing to the Lambs, whom you know from Morri’s report to be a gnome overseer in disguise.

Action: The door swings open easily for you. As you enter, the gnome darts for the door to room A4, pulling open. ”Boo! Attack!” A large, hungry looking cur slinks into the room, and the children begin shouting and running in all directions. Clearly, the kids are terrified of the dog.

Quickly, Now: This encounter will be run as a quick encounter (see page 134 of the Savage Worlds core rulebook). You may use any Skill you deem appropriate (e.g., Fighting to handle the gnome, Persuasion to coax the children to safety, Survival to try to calm the dog, etc.).

Because of Kaja’s preparatory spellcasting, this is a normal quick encounter instead of a dangerous quick encounter: you are all hard to hit.

In addition, because of Ump’Tup’s preparatory casting, Vargan may add +1 to whatever Skill you choose to roll (effectively canceling out the -1 caused by the slippery deck): your Spirit is bolstered and your confidence carries you to greater heights than normal.


Team A8: Berkley, Falderol, and Ump’Tup

Description: The floor in this room is slick with river water, bits of seaweed, and fish blood, and the air is thick with the accompanying scents. Wooden catwalks to the north and south allow access between the western part of the fishery and the floor of the room, which is ten feet lower.

A wide opening in the floor to the south allows direct access to the sloppy, muddy water of the Jeggare River a further three feet down, while to the northwest stands an immense eight-foot-tall wooden vat, its sides caked and waterproofed with tar.

Inside is a foul-looking mixture of chum, river water, and who knows what else. To the east are stacked many barrels and crates, each with a fish painted on it.

Over a dozen small hammocks hang from under the catwalks, each with its own ratty blanket and pillow.

Occupants: Five children work in this room. Two of them stand on the catwalks using long oars to stir the vat from above, while three others carry buckets to and from the vat, sometimes throwing things in, sometimes taking bucketloads out and filling barrels.

In the midst of the children on the ground floor is a cruel looking orcish brute with a scarred face and an unsettling smile.

Action: The door is unlocked, and you are able to stroll right in. The children do not notice you at first, but the orc sees you right away. ”Well, what have we here?” he practically giggles. Pulling a flail from his belt, he approaches. ”What business do you lot think you have here? Pickup ain’t until tonight, and you don’t look like the Spider’s people, neither. Reckon that makes you uninvited, don’t it?”

The children, once they see their overseer approaching, freeze in place, wide eyed.

Let’s Be Quick About This: This encounter will be run as a quick encounter (see page 134 of the Savage Worlds core rulebook). You may use any Skill you deem appropriate (e.g., Fighting to handle the orc, Persuasion to coax the kids down from the catwalks, Athletics to scoop up children and carry them outside, etc.). Because the floor here is so slick, please make your rolls at -1 as you struggle to keep your footing.

Because of Kaja’s preparatory spellcasting, this is a normal quick encounter instead of a dangerous quick encounter: you are all hard to hit.

In addition, because of Ump’Tup’s preparatory casting, Falderol may add +1 to whatever Skill you choose to roll: your Spirit is bolstered and your confidence carries you to greater heights than normal.
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Re: 2. The Old Fishery

Post by Kaja Earthblooded »

Kaja begins a sing song chant instructing the children to safety. She dances about, avoiding the dog and coming over to shoo the children along, interceding between them and the dog. Ludwig merely snorts at the dog as he places himself between his mistress and danger, daring it to charge him as the boar paws for his own counter charge.
  • "Hey Ho, Doggy No!
    Hey Ho, Children go!
    Out the door to safety go!
    Hey ho, we're here to show!
    Let us lead you away from daaaanger!
Performance 1d8!!+1: [6]+1 = 7 , 1d6!!+1: [3]+1 = 4
Benny to Reroll Performance 1d8!!+1: [12!!]+1 = 13 , 1d6!!+1: [5]+1 = 6
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Re: 2. The Old Fishery

Post by Falderol Grelemis »

Falderol strides towards the orc drawing his "The
Once per encounter as a free action, the inquisitor can pronounce judgment on an enemy to gain five Judgment tokens. A single token may be spent to add +2 to a Trait or damage roll she makes against the judged, or –2 to one of the foe's Trait or damage rolls. Judgement tokens may be spent after the roll, and remain in effect if the original total is rerolled.
of Pharasma falls on you and finds you wanting. You will suffer for your sins in the same way you have made others suffer."
He then strides into
Fighting (-1 slick floor, +1 Ump'Tup 'juice'): !1d6: [2] = 2
Wild: !1d6: [1] = 1
Spend one of my Judgment tokens to make the total a 4, basic success.
with the brute knowing his actions will be guided.
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Re: 2. The Old Fishery

Post by Berkley Dig »

Berkeley strides in after Falderol, eyeing the Orc. He grabs his wooden Holy Symbol and whispers a prayer to Gozreh under his breath. Faith Roll: 2; Wild Die: 5. With one hand on his Holy Symbol, Berkeley touches the orc with his index finger and casts Lower Trait on the Orc. (Lower Trait: Lower a Trait one die or two with a raise, opposed by Spirit as a free action at the end of the target's turn.)
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Morri
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Re: 2. The Old Fishery

Post by Morri »

Fighting 7
Fighting 1d8!!: [7] = 7
Wild 1d6!!: [5] = 5
As Kaja dealt with getting the children to safety and keeping the dog distracted, Morri moved to tackle the Gnome. She was wary of the dog, but deemed the Gnome to be the more important target to deal with, the Gnome could call for reinforcements which wouldn't work out too well for the party. Additionally, if they could capture the Gnome they would have a possible source of information.
Mórrígan 'Morri' Ní Mháille, Human Rogue

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Re: 2. The Old Fishery

Post by Pursuit »

Team A7: Kaja, Morri, and Vargan

The team moves quickly and decisively into the room. Kaja’s song draws the children in the room towards her, calming their otherwise (justifiably) shot nerves. One of them looks up at her, gaunt faced and with dark circles under her eyes, and asks, ”Can we work for you, now, instead? You seem nicer.”

Ludwig and the cur collide heavily in a tangle of tusks and teeth. Floorboards and walls in the decrepit room shake under the strain, as growls and snorts turn to whimpers and yelps. Though vicious, the battle is short, and the dog flees back to A4, its tail between its legs.

Meanwhile, Morri’s heads up action secures the team a prisoner. She bears the gnome to the ground and relieves him of his weapon, her knee on his neck.

Vargan keeps watch for any other signs of danger.

The gnome, seeing himself outmatched, stops struggling almost immediately. ”Hey. Hey! Careful, there. What do you want, huh? I’ll tell you anything you want! Just don’t hurt me!”


Team A8: Berkley, Falderol, and Ump’Tup

Berkley and Falderol waste no time, moving straight for the brutish looking orc in the room with purpose.

The orc giggles at them as they approach, twirling a wicked-looking morning star above his head. ”Come to Giggles!” he begins to yell.

He is cut off, though, by Falderol’s blade plunging into his gut. He tries to twist out of the way, but his movements are unnaturally sluggish (thanks to Berkley’s timely spellcasting).

The fight is quick, and the orc lays still in a pool of its own gore, quiet.

The children flee for room A7 and the sound of Kaja’s music.

Ump’tup watches the door for any new threats, ready to help when called.

Hearing the sounds in the other room, team A8 heads to A7, too, and sees Morri on top of the small gnome and a gaggle of children surrounding Kaja.

What Next?

The team is all together in room A8 now, and you have a prisoner to boot. What would you like to do next?

Oh, Berkely, please give yourself back 1d6 Power Points. If anyone wishes to search A8, or the body of the orc, before heading to A7, please post a Notice roll.
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Re: 2. The Old Fishery

Post by Kaja Earthblooded »

Kaja smiles warmly to the children. She speaks in hushed tones, loud enough to be heard by them, but not necessarily loud enough to be heard by the gnome. "I'm sure we can find something for you to do less horrible than this. For now, I need two things. Anything of note you may have seen and can direct us to, and you out of danger. But quietly, quiet as mice on soft dirt. What's in the office locked up? Any trinkets of note around? Things these fools hide away and act like you don't notice?" As she talks to them, she relays any information to Morri and Vargan.

(Persuasion as an assist to @Morri's notice. +2 to someone's rolls
1d8!!+1: [7]+1 = 8 , 1d6!!+1: [1]+1 = 2
)
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Re: 2. The Old Fishery

Post by Pursuit »

Kaja Earthblooded wrote: Thu May 25, 2023 8:23 pm "I'm sure we can find something for you to do less horrible than this. For now, I need two things. Anything of note you may have seen and can direct us to, and you out of danger. But quietly, quiet as mice on soft dirt. What's in the office locked up? Any trinkets of note around? Things these fools hide away and act like you don't notice?"
One of the children, a scraggly-looking elvish girl with huge eyes, steps forward. "They take things to the back. To the boat. We're never allowed on the boat, except when we get in trouble. And then we don't come back from the boat." As if surprised by her own boldness, the child steps back into the bunch.

Another, younger child speaks up, "Is just paper and Boo in the office. They take all our shinies not in the office."
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Re: 2. The Old Fishery

Post by Berkley Dig »

Berkeley looks to Morri, "What do you say we go check out this boat? Perchance it's docked there now. And the sooner we get these children out of this place, the better."
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Re: 2. The Old Fishery

Post by Morri »

Notice 20
Notice 1d6!!+4: [4]+4 = 8
Wild 1d6!!+4: [16!!]+4 = 20
"Ach, gimme 'alf a mo." Morri replied to Berkeley, her eyes already glancing round the room. Drawing upon both her memories of her time under Lamm's thumb and later experience with her sticky fingers, she tried to spot anything of value. Whilst she was at it, she tried making a quick glance at the office through a window or hole in the wall.
Mórrígan 'Morri' Ní Mháille, Human Rogue

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Re: 2. The Old Fishery

Post by Pursuit »

Morri wrote: Tue May 30, 2023 9:40 am
Notice 20
Notice 1d6!!+4: [4]+4 = 8
Wild 1d6!!+4: [16!!]+4 = 20
"Ach, gimme 'alf a mo." Morri replied to Berkeley, her eyes already glancing round the room. Drawing upon both her memories of her time under Lamm's thumb and later experience with her sticky fingers, she tried to spot anything of value. Whilst she was at it, she tried making a quick glance at the office through a window or hole in the wall.
Other than what gear is on the fallen orc and on the party’s gnome captive, Morri sees little of value.

She is keen-eyed enough to notice that one of the legs in the desk in the office seems off, though. Upon further inspection, she finds a small compartment in the wood just large enough for a small, seashell pendant necklace and a single coin. To her surprise, the coin is a platinum piece!
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