
| Berel Zenderholm | 
 
	
 
                
                
              
            
            "I would suggest we get to it as fast as reasonable. I would not want to give the old weasel a chance to slip away again. From what i hear that is his one real talent." Berel added, despite somewhat mixed feelings. The outright bloodlust was understandable, and he felt it too. But while he tried to keep his anger in check, some of the others were not so restrained.
It would work out in the end, he hoped.

|  Zoomackulas Eichendar | 
 
	
 
                
                
              
            
            Zellara having finished the reading stands up and says to the newly formed group in front of her, You are all ready to go now. You can go now at night or wait till tomorrow if you choose. Tonight might be best though, your approach will be helped by the darkness I would think, but I will leave it up to you fine heroes! I must run now and take care of somethings, eat or take the rest of the food and drink with you please and good luck to you all. With that being said she takes her leave and goes out the door into the darkness.

| Thelix Moody | 
 
	
 
                
                
              
            
            "I say we go now" "Why Wait"? "For every minute he's alive,he has the opportunity to hurt more people".
With a sudden lurch Thelix stands knocking his chair over backwards, and heads towards the door. He stops just outside the door...
"Umm does anyone know where sure where this place is"?
OOC: I will be going to Gencon on Friday afternoon, and Sautrday morning. Staying at the Hyatt Regency.
OOC II: I am on a business trip this week and posting will be sporadic, so feel free to play Thelix to advance the plot. You can see his impetuousness to action.

| Allarion the Urban Druid | 
 
	
 
                
                
              
            
            Allarion stands. "I need an hour. I need to retrieve a friend first, before we go. I will meet you back here in an hour." With no more discussion he leaves, though as he exits the door he seems to pause for a moment to murmur something to the building itself as he goes.
Allarion will jog home and retrieve Legs, his animated footstool companions.

| Berel Zenderholm | 
 
	
 
                
                
              
            
            Berel looked at the rude person leaving their circle with slight disdain, but decided against raising too much of a stink about it. "Well, i suppose this takes 'going right now' out of our options. I think i shall take my leave of you for the moment, but i will be back before the hour is up. That is, unless there is something else you wish of me?"

| Andreas Skie | 
 
	
 
                
                
              
            
            "I also feel totally ready right now. My magic is in my mind and my crossbow is greased. We look quite capable to make Lamm sing his last tonight. Maybe we should plan some action according to our capabilities and skills... And miss" -to Zellara- "would you know any useful detail on Lamm's dank abode, like back doors or such?"

|  Zoomackulas Eichendar | 
 
	
 
                
                
              
            
            Zellara is long out of hearing range and your questions are left to the wind to hear. The group who is ready leaves not waiting for the others on their personel missions. A little recon on Lamm's place seems like a good idea. Its dark out as you travel to your distination, its also really quiet for some reason. You make good time to the docks and there are hardly anyone about. Most folks are inside just begining their nightly drinking. You reach the address, its an old fishery, it looks run down and little used, it juts out into the river and has an old run down boat that once was used for fishing but seem to be barely able to stay afloat even tied up as it is. No one is around. There are a few lights coming from the fishery. There are many places to watch undetected in the area. Most of the buildings around this dock area are in the same condition as the fishery, most look abandoned. You can see multiple doors into the fisheery, The front door facing the street, two doors on the west side(looks to be once a loading dock) of the building and one on the east side. The walkways on both the east and west of the building are wooded and in need of repair, you could use these but would have to be careful if you choose this route. As you check out the fishery for awhile the rest of your group arrives, other than that there is no other activity on the street or the fishery!

| Stray Hal | 
"Perhaps we could consider luring some of Lamm's toughs one by one to the alley... Inside, they will be fighting in their territory".
"What do we have to lure them with? We would have to make some sound to draw them out. The lure should also be small enough that one could take it without sharing it with others."
"I thought about setting the building on fire but those inside would rush out en masse. Lamm would probably escape out the back in some manner."
"What about causing a distraction on the west side and sneaking in through the eastern door? Can anyone here do anything that makes unusual noises or such?"

| Andreas Skie | 
 
	
 
                
                
              
            
            "Maybe if two of us staged some sort of confrontation, it would draw the attention of those inside and allow others to go in the other door."
"But splitting might be dangerous as we do not know how many we are facing. Mayhap somebody could knock and provoke any thug presence, with others ready with weapons and covering at each side of the door."

| Stray Hal | 
"The eastern side has only one doorway to control. The western side has two so we could be more easily flanked by anyone coming through the other door. The southern door allows us to be flanked by those coming from either side but allows us better options for withdrawal if we need to escape and regroup."
"If we have to split up we should have a renezvous spot. I suggest meeting in front of Zellara's because it is the only place we all know of."
Are the doors on the west side double doors or are they separate entrances?

|  Zoomackulas Eichendar | 
 
	
 
                
                
              
            
            "The eastern side has only one doorway to control. The western side has two so we could be more easily flanked by anyone coming through the other door. The southern door allows us to be flanked by those coming from either side but allows us better options for withdrawal if we need to escape and regroup."
"If we have to split up we should have a renezvous spot. I suggest meeting in front of Zellara's because it is the only place we all know of."
Are the doors on the west side double doors or are they separate entrances?
Lets see, the front door is a double door, the western side of the building as the two doors. A fifteen foot wide loading dock abuts the side of the building here. A few carts sit nearby, partially loaded with tar caked barrels marked with a fish shaped splotch of red paint on the side. Double doors on the loading dock lead into the interior of the building while a rickety flight of stairs decends nearly to the rivers surface where a second single door provides another enterance. The eastern side is like a alley way, an abandonded warehouse sits next to the fishery. There is an boardwalk that leads back towards the river, that looks little used because its in need of bad repair, the thick pilings holding up the boardwalk look to be worn down. The boardwalk is about 10 feet above the water as it winds around to the back of the building. The loading dock area is half on land and half over the water about 10 feet also. I hope this helps a bit, I was looking to see if there was a map I could use but found none yet. There is alot of RotRL's maps out but not the CotCC as of yet

| Stray Hal | 
A few carts sit nearby, partially loaded with tar caked barrels marked with a fish shaped splotch of red paint on the side. Double doors on the loading dock lead into the interior of the building while a rickety flight of stairs decends nearly to the rivers surface where a second single door provides another enterance. The eastern side is like a alley way, an abandonded warehouse sits next to the fishery. There is an boardwalk that leads back towards the river, that looks little used because its in need of bad repair, the thick pilings holding up the boardwalk look to be worn down. The boardwalk is about 10 feet above the water as it winds around to the back of the building. The loading dock area is half on land and half over the water about 10 feet also.
"We could roll the carts in front of one of the doors to block it. The eastern alley might give way if so many of us walk on it. The tar in the barrels is probably nice and flamableDonkey Kong!. It would make for a nice cover if we have to back out. We could roll one towards the door and hit any pursuers. Or it could serve as a distraction."

| Andreas Skie | 
 
	
 
                
                
              
            
            
"We could roll the carts in front of one of the doors to block it. The eastern alley might give way if so many of us walk on it. The tar in the barrels is probably nice and flamableDonkey Kong!. It would make for a nice cover if we have to back out. We could roll one towards the door and hit any pursuers. Or it could serve as a distraction."
"I could cover for you people ready to do the barrel-pushing move... at that distance I could also take an ok crossbow aim, especially at anybody opening a door from a lit room. I'd rather not waste my magic on lowly thugs".

| Stray Hal | 
Allarion moves toward the waiting group, a small animated footstool capering around his feet. "Has anyone bothered to check inside? Surely one of you lot are stealthier than I?"
"I will put my ear to the nearer door on the west side."
I approach the door as quietly as I can. 
Move silently check 18. 
Listen check at the door, if I make it that far:6.

| Thelix Moody | 
 
	
 
                
                
              
            
            Thelix's hands begin to sweat, and his heart feels like it's ready to leap out of his chest, at the sight of his childhood trauma. The memories came flooding back...little Caleb, Pretty Darcy, maimed Pete... so many children childhoods stolen by this tyrant. With Grim resolve he faces the party. "I'll help roll the cart, then lets go in and get this guy". "I remember so little of my time here... "today it ends". Thelix begins to walk towards the building, keeping to the shadows as much as possible.
He hesitates and turns to see if any are following. "It might be helpful if anyone is stealthy enough to get a look inside first". "If not, I could just knock at the door, explaining to whomever answers that I am here to collect contributions for the Glory of Gorum". "This would give me an opportunity to get a quick look inside, and might distract the occupants enough to allow everyone else time to infiltrate".

|  Zoomackulas Eichendar | 
 
	
 
                
                
              
            
            Allarion the Urban Druid wrote:Allarion moves toward the waiting group, a small animated footstool capering around his feet. "Has anyone bothered to check inside? Surely one of you lot are stealthier than I?""I will put my ear to the nearer door on the west side."
I approach the door as quietly as I can.
Move silently check 18.Listen check at the door, if I make it that far:6.
Hal, you move up to the fishery as quietly as possible. You make not a sound until you step onto the ramp leading up to the west side doors. The wooden planks make soft sounds as you move closer to the door. As you approach your nose is assulted by the smells of rotten fish and sweat enough to make you eyes start to water. You don't hear much but a few coughs and sneezes and a few whispers. The voices seem to be of younger children. The wooden boards beneath you really start to groan as you stay in one place....
Inros moves up to the front door very quietly also and has no trouble at all not having to walk on old wooden planks. You hear heavy breathing but are not sure what it is that is doing it. The window off to the left of the door is covered up but after a bit of searching you are able to peek through a small hole. A single desk sits in the middle of the room, a moldly chair is pushed up against the far side wall. A small pile of ratty furs and straw is heaped under the table. The room looks to be a 15 by 20 room. You can see there are two doors on the back wall. There is a small lit candle on the desk allowing you to see all of the room....
So where are you planning on moving the carts too? They are on the west side on the loading dock where Hal is now!

| Stray Hal | 
Hal, you move up to the fishery as quietly as possible. You make not a sound until you step onto the ramp leading up to the west side doors. The wooden planks make soft sounds as you move closer to the door. As you approach your nose is assulted by the smells of rotten fish and sweat enough to make you eyes start to water. You don't hear much but a few coughs and sneezes and a few whispers. The voices seem to be of younger children. The wooden boards beneath you really start to groan as you stay in one place....
So where are you planning on moving the carts too? They are on the west side on the loading dock where Hal is now!
How far from the door am I? Can I get close enough to the wall to look in through any cracks?

| Berel Zenderholm | 
 
	
 
                
                
              
            
            The wait was testing the young paladins patience, and his uneasy shifting of weight from one leg to the other gave testament to that, but to his credit, he remained focused and did not push the group towards the action he clearly would have preferred.
I for one was waiting for the scouting to complete

|  Zoomackulas Eichendar | 
 
	
 
                
                
              
            
            Zoomackulas Eichendar wrote:How far from the door am I? Can I get close enough to the wall to look in through any cracks?Hal, you move up to the fishery as quietly as possible. You make not a sound until you step onto the ramp leading up to the west side doors. The wooden planks make soft sounds as you move closer to the door. As you approach your nose is assulted by the smells of rotten fish and sweat enough to make you eyes start to water. You don't hear much but a few coughs and sneezes and a few whispers. The voices seem to be of younger children. The wooden boards beneath you really start to groan as you stay in one place....
So where are you planning on moving the carts too? They are on the west side on the loading dock where Hal is now!
When you did the listen check I assumed you were up against the outside of the wall to hear what was inside. This side of the building there is no cracks to look through and there are no windows to look through.

| Stray Hal | 
I return to the rest of the group and report what I heard.
Move silently back to group: 17
"I do not want to start a fight in the midst of children. There must be someone or something keeping watch over them in that room. There will probably be enemies who will do their best to look like children. So we must be on guard against disguised enemies."

| Andreas Skye | 
 
	
 
                
                
              
            
            "I would say, let us goad those enemies out. I would advise to have most of us hidden by the sides of the west doors and only a couple of you entering and standing in the threshold... I do not think Lamm is thinking of an attack. If children are around, they can run away. If someone has evil intent against them or us, well, I guess someone amongst us can sense it, isn't it true?"

| Allarion the Urban Druid | 
 
	
 
                
                
              
            
            "We will be careful of the children, but we must find a way inside! We cannot be this close to Lamm and lose our will. Is there a side way into this rotting eyesore? I cannot believe a sneak like Lamm would not have a few boltholes already prepared for himself." Allarion says, rubbing his chin. "Why don't we check out that boardwalk that goes around back? Surely they won't expect an attack from over water?"

| Stray Hal | 
"That's why I would not risk such an ideal place for traps and ambush as that boardwalk... Kid's room sounds good actually, their noise would cover for any cries of alert guards could rise"
"I agree. Lamm might well assume the children are just getting out of hand again. We should block the other door to prevent anyone attacking us from the rear."

| Stray Hal | 
I fall in behind the front rank so in order to get flanking position.
Spot check around the building before entering:6.
Never mind.

|  Zoomackulas Eichendar | 
 
	
 
                
                
              
            
            I am assuming you are going through the loading dock doors where you believe there are children at....so to keep this moving here we go!
With a shaky hand one of you tries the door and finds that it is not locked. You open the door slowly and the stink that you smell as you stand there is even more powerful as the air from the room blasts out into your faces. The mixture of fish and sweat curdles your stomach and makes your eyes water. Looking to the north end of the room you see a wooded trough whichs holds a hideous mound of rancid fish, seaweed and brine. Filthy seawater and fish stain the floor around the trough. A pair of wooden chutes lead from this trough through holes in the northern wall into a larger room behind it. Also in the room you see a desk and chairs and in one corner a tall cabinet sits. Standing by the desk talking is three human children and a gnome all dressed in rags and have grime all over their bodies. The gnome seems to be scolding the three over something. One of the boys notices you but is in shock at seeing someone come through the door. He makes no sound or movement as of yet.....
 
	
 
     
     
     
	
 