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<blockquote data-quote="mhd" data-source="post: 3584871" data-attributes="member: 16805"><p>Baraka:</p><p>[sblock]</p><p>From your point of view only the front of the warehouse is visible. The stable is right between the shop and the warehouse. The shop and stable are about one story lower than the warehouse. With a little climbing, you could get onto the shop and via its roof reach the side of the warehouse.</p><p>Also, right across the house there are several cranes. One or two of them might be close enough to get across with a decent jump, but you have to climb at least 20 feet ('though the ropes and chains attached to the cranes make that pretty easy).</p><p>[/sblock]</p><p></p><p><span style="color: DimGray">OOC: I don't know whether you'll be doing anything at once or you'll talk this over first, so I'll post the description of the street as it appears now in these spoiler blocks. Just take a look at it once you reach that point.</span></p><p></p><p>For everyone:</p><p>[sblock]</p><p>Just like Baraka told you, the warehouse and the attached small shop lie directly in front of you. The street is about 20 feet wide and seems to be used to load and unload wares. Every building that's at least two stories high has one or more cranes, most of them only partially retracted. The shop is closed down, no sign is visible. It has a rather flat roof that goes slightly upward as it connects to the bigger warehouse, which is right where the stable is. Three doors can be seen, two of them barricaded with faintly glowing strands of rope, only the stable door seems to be untouched. </p><p>[/sblock]</p><p></p><p>For Ensign Harper:</p><p>[sblock]</p><p>One of the cranes is a rather decent model that uses magical force instead of the supporting beam and the rope. It's currently turned off, resting right against the recharging mechanic at the wall, about 30 feet above street level.</p><p>[/sblock]</p><p></p><p>For Ensign Harper and Novhilion:</p><p>[sblock]</p><p>The magical rope is standard guard issue. If cut without the proper knife, it will heat up, emiting some mildly poisonous smoke and finally melt into a tough crystalline structure, barring entry. By itself it doesn't issue an alarm or something similar. Usually there's an additional mechanism to alarm the guard, if there's a chance at all that they can hear this.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="mhd, post: 3584871, member: 16805"] Baraka: [sblock] From your point of view only the front of the warehouse is visible. The stable is right between the shop and the warehouse. The shop and stable are about one story lower than the warehouse. With a little climbing, you could get onto the shop and via its roof reach the side of the warehouse. Also, right across the house there are several cranes. One or two of them might be close enough to get across with a decent jump, but you have to climb at least 20 feet ('though the ropes and chains attached to the cranes make that pretty easy). [/sblock] [COLOR=DimGray]OOC: I don't know whether you'll be doing anything at once or you'll talk this over first, so I'll post the description of the street as it appears now in these spoiler blocks. Just take a look at it once you reach that point.[/COLOR] For everyone: [sblock] Just like Baraka told you, the warehouse and the attached small shop lie directly in front of you. The street is about 20 feet wide and seems to be used to load and unload wares. Every building that's at least two stories high has one or more cranes, most of them only partially retracted. The shop is closed down, no sign is visible. It has a rather flat roof that goes slightly upward as it connects to the bigger warehouse, which is right where the stable is. Three doors can be seen, two of them barricaded with faintly glowing strands of rope, only the stable door seems to be untouched. [/sblock] For Ensign Harper: [sblock] One of the cranes is a rather decent model that uses magical force instead of the supporting beam and the rope. It's currently turned off, resting right against the recharging mechanic at the wall, about 30 feet above street level. [/sblock] For Ensign Harper and Novhilion: [sblock] The magical rope is standard guard issue. If cut without the proper knife, it will heat up, emiting some mildly poisonous smoke and finally melt into a tough crystalline structure, barring entry. By itself it doesn't issue an alarm or something similar. Usually there's an additional mechanism to alarm the guard, if there's a chance at all that they can hear this. [/sblock] [/QUOTE]
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