Dr. Si's Curse of the Crimson Throne - Beta Group

Lynn breathed a sigh of relief, glad the ruffians had not called her bluff. They didn't need any more altercations if they could help it. When the finely dressed man pressed the pouch into her hand she took it but her reply was terse as she turned away.

You had better get off the street.

She joined the others, relieved to hear at least that the soldier was alive.

I say we're doing whichever is the most convenient at time. It would be less of a question if you got him out of that uniform though.

Maybe we could find a cart or the like and take him and Lamm all at one time.
 

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The streetwise guttersnipe moves quickly to help Edmond with the hippogriff's tack, his tiny hands deftly undoing the oversized buckles with practiced ease. "I've spent the night in worse places than the fishery. People are running scared; I doubt anybody will care what we're about with everything going on. Sides, we're only going a few blocks back the way we came. Just grab him and his stuff and let's go before something else happens."

While Thorson and Edmond heft the soldier and his riding tack, Dj'hân plucks three large intact wing feathers from the dead hippogriff. Listening to Lynn's idea, the guttersnipe freely offers her his insight. "If you want a cart for later there's one parked at the fishery's loading dock. And if you want to get around by water there are a couple o' rowboats moored out back."

Once the adults are ready, the wily urchin turns and leads the way down the alleyway from which they'd emerged a few moments earlier. Retracing their circuitous route, the guttersnipe occasionally pauses at intersections and the corners of buildings to spy the route ahead while the men catch up with their burden.

OOC: Aiming to lead the group back to the fishery's office door using stealth.
 
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You get the marine and his gear back to the Old Fishery without incident, and get him comfortable in the least unpleasant room in the building (the mezzanine level) in one of the orphan's hammocks.

The sounds of rioting continue on through the night but, as dawn breaks, it seems things have blown over for now. The city feels oddly subdued, as if embarassed by the excesses of the night before. Lamm remains unconscious and Hookshanks is quiescent.

Morning comes, and the marine wakes, wrinkling his nose at the terrible smell that awaits him (and making you realise that you'd become somewhat accustomed to the stench of sour fish).

"Whu..?" he says groggily. "Who are you people?"

[SBLOCK=OOC]
This would be a good time to study Lamm's "keeper" treasures further if you wished.
[/SBLOCK]
 

Once the group returns to the fishery and lays the unconscious soldier in one of the many hammocks Dj'hân, who is apparently tireless, curls up in another hammock and pulls Zalara's Harrow deck out of his red cap. Setting his hat aside and resting the oversized cards upright on his tiny chest, the young boy slowly flips through the deck as he familiarizes himself with the colorfully painted cards. He carefully reads aloud each card's name as if practicing his letters: "The Pal-a-din... The up-ri-sing... The sur-vi-vor... The Moun-tain Man..." I remember long ago, sitting on the end of a pier in the setting sun, looking at this burly fellow. We were friends even then. The young boy smiles sleepily.

A little later, when the others are beginning to think of sleep themselves, the weary urchin's tone of voice changes when he spots another familiar friend amidst the cards. "The Bear..." He's so funny with a hat just like mine. That's the one Zalara showed me. When was that –that Zalara showed me?... As if suddenly noticing Lamm's small wooden coffer for the first time, the diminutive guttersnipe hefts the deck and slides out of his hammock. "Oh! Why's it doing that?" Padding over to the closed box, he gingerly flips open its lid and peers appraisingly at the treasures therein. "Wow."

Sitting down cross-legged next to the coffer Dj'hân sets the deck down and excitedly pulls out the glass vial. He examines it for a moment in wonderment before nodding. "Uh-huh. Okay." The young halfling nods and, almost casually, flips over the top card of the deck.

"The Brass Dwarf reversed. As brass to flesh, so metal and wood to purest silver. The impervious can thus be made vulnerable for a time."

Setting the vial aside, Dj'hân reaches into the chest and pulls out the flask of oil. Examining it, the boy reaches down and flips over the next card of the deck. "The Rabbit Prince. Even a dull blade's edge is made keen in his hands."

Setting the flask down in turn, the grimy guttersnipe next pulls out the black crystal shard and flips over a third card. "The Beating. One by one, more than a score of brutal attacks are launched, unavoidable, against a helpless foe." With that, Dj'hân sets the obsidian wand down.




Dj'hân then begins gathering up the Harrow cards as if nothing unusual had just gone on. Then spotting something else inside the wooden chest, the urchin's eyes grown wide with delight. Reaching inside, he takes up the miniature gold crown and places it upon his small disheveled head. Beaming, the guttersnipe thrusts both small arms up into the air in victory and declares: "The King is dead. Long live the King!"
 

When they arrive back at the fishery the first thing that Lynn suggest is that they get rid of the bodies, dump them in the river. Her preference being not to have to explain corpses laying about unnecessarily should it come to that. She busies herself weaving a series of small spells into the larger task of removing the large amounts of gore decorating the upper rooms.

When those unpleasant tasks are finished Lynn ask to see the things taken from Lamm's chest. Having found in herself in the past some small insight into things magical she attempts what divinations she can. Lynn studies the sundry items with eyes that dance with blue fire, looking for that inner spark and trying to tease out what it can tell her.

When it becomes clear that there is no more information to be gleaned she retires to what fitful sleep she can snatch as she listens to the city she both loves and hates rend open wounds in itself.


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When the injured marine stirred Lynn came to his side.

We found you last night. The little one over there he saw you and your mount plummet from the sky and guided us to you. The city was in such an uproar we brought you somewhere safe. How do you feel?

Lynn paused for a moment.

Can you tell us how the King died?

[sblock=ooc]

Try to use Prestidigitation to remove as much of the blood and unpleasantness as possible.

+7 to appraise and detect magic for the items.

[/sblock]
 

[sblock=Lynn]
Lynn finds, as did Edmond, that the vial of silver liquid, the bottle of oil and the obsidian wand are the magical items of Lamm's treasure (and the Harrow deck that Dj'hân is playing with).
Identifying them is beyond her, though, but something in Dj'hân's Harrow reading inspires her. The silver liquid must be Silversheen, that can be applied to weapons so that they can affect foes vulnerable to silver. In which case... could his other readings imply the function of the item as well?
[/sblock]

"Kirton, Lance Corporal, J772-E, Ma'am," says the marine in practised fashion. Looking around him uneasily he stirs, then groans as various parts hurt.
"The King has been ill for sometime, some sort of disease they say that none of the clerics in the city can cure. And they even tried the priests of Asmodeus. Apparently it finally killed him. Shot down you say? Badger, my mount. Is he...?"

OOC: Changed his speech colour as Edmond uses Teal.
 

Edmond Deathwish

Edmond slept for a time until marine woke up.

Approaching the bed

There was nothing we could do for him, I'm sorry. We took your equipment, what was left of it. We can take you to the temple or to your HQ if you so wish.

My name is Edmond, little one Dj'ahn. Here is Lynn and there is Thorson.

I'm glad we could get to you in time. How do you feel?


Edmond rattles off all of their names, indicating the person named. Then he offers the marine his waterskin.

Just water I'm afraid, I didn't plan on staying overnight in this place
 

Thorson catches a few words from Dj'ahn and heads upstairs to dispose of the corpses before returning. He seems to be a bit nervous about the skyrider's probable disposition toward half-orcs so he keeps his distance and lets the others proceed as they wish.
 

Kirton takes a drink from Edmond's waterskin.

"Thank you," he says simply. "I should report back to headquarters really. Let me see..." He flexes his limbs experimentally. Things creak and pop, but everything seems to work. "If you want my advice, avoid going out as much as possible over the next few days, particularly at night. Hopefully things will blow over once people get used to the idea of a new Queen."
 

Edmond Deathwish

Well, we obviously cannot stay here.

Edmond indicates his surroundings

What about Korvosan Guard? What are they doing? We have our own quarters in town, but it's in different parts of town and I don't think it's safe to travel alone.

And we have criminals in custody. Who can we turn to if there is no order in the city?

How did you got shot down? Do you remember?
 

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