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[Thieves' World] Murder at the Vulgar Unicorn
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<blockquote data-quote="Toric_Arthendain" data-source="post: 2669979" data-attributes="member: 9833"><p>"We saw no one exit the tavern," Macklin states calmly. "But you will be afforded an opportunity to describe this person to us once before Judge Nevermind and the Sharda."</p><p></p><p>Kadramis, being a fair judge of people and their motives, feels that Macklin is being upfront with everyone. He is certain that the Captain intends to take the people in the tavern in front of Judge Nevermind and the Sharda, and that Macklin believes the Sharda to be incorruptible. Kadramis feels certain that Macklin believes innocence or guilt will be established by the judge and the Sharda and that Macklin has not lied to those in the tavern.</p><p></p><p>When no one appears to be willing to come to blows with Macklin and his men, Macklin motions for two of the guards to enter the Unicorn and collect the weapons of those being taken into custody. That task completed, Macklin motions for everyone in the tavern to follow him. His men outside the door part to allow everyone to exit the tavern but do not put their weapons away.</p><p></p><p>OOC: Assuming everyone goes along quietly... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>IC:</p><p>The drizzle isn't heavy enough to restrict your vision, but it is enough to ensure you're soaked to the bone after a twenty minute walk. Your escort takes you from the twisted alleys and ramshackle walls of the Maze toward the palace precinct. The streets are nearly empty, with just a few beggars buddling for warmth under archways and the occasional cloaked figure rushing to an appointment that can't wait until morning. As you pass into the palace grounds, even those few individuals cease to be present, replaced by a few sleepy-looking guards and the occasional drunk Irrune sleeping against a wall under a fur cloak.</p><p></p><p>You are taken along the inner wall of the palace grounds, but not to the main building of the palace itself. Instead, the guards guide you to a large, imposing structure that shows signs of wear and age: the Hall of Justice. Though the fires in the Palace caused extensive damage to this compound, the structure has since been restored to the standards before the fires. Four town guards stand watch over the entrance, which sits at the top of a wide set of stairs and is surrounded by large marble columns.</p><p></p><p>One of the guards chuckles as you approach the stairs. "Welcome to the Hall of Justice. Lord Nevermind is going to be in a particularly good mood this time of night."</p><p></p><p>Macklin takes you all to a holding cell. Kensel, Fensel and Brod are placed in one cell, along with the woman who had hid under the table. The rest of you are placed in another cell. The cells are simple 20 foot by 20 foot stone rooms with four pallets of hay on the floor and an empty bucket that smells like a latrine. The cell is secured by an iron bar gate. A single guard patrols the hallway but never gets within arms reach and never enters the cell without other guards supporting him.</p><p></p><p>"Hopefully you won't be kept waiting too long," Macklin says after securing the cell. He then stalks down the hallway and out of sight leaving you all alone in the quiet of the cell...</p></blockquote><p></p>
[QUOTE="Toric_Arthendain, post: 2669979, member: 9833"] "We saw no one exit the tavern," Macklin states calmly. "But you will be afforded an opportunity to describe this person to us once before Judge Nevermind and the Sharda." Kadramis, being a fair judge of people and their motives, feels that Macklin is being upfront with everyone. He is certain that the Captain intends to take the people in the tavern in front of Judge Nevermind and the Sharda, and that Macklin believes the Sharda to be incorruptible. Kadramis feels certain that Macklin believes innocence or guilt will be established by the judge and the Sharda and that Macklin has not lied to those in the tavern. When no one appears to be willing to come to blows with Macklin and his men, Macklin motions for two of the guards to enter the Unicorn and collect the weapons of those being taken into custody. That task completed, Macklin motions for everyone in the tavern to follow him. His men outside the door part to allow everyone to exit the tavern but do not put their weapons away. OOC: Assuming everyone goes along quietly... :D IC: The drizzle isn't heavy enough to restrict your vision, but it is enough to ensure you're soaked to the bone after a twenty minute walk. Your escort takes you from the twisted alleys and ramshackle walls of the Maze toward the palace precinct. The streets are nearly empty, with just a few beggars buddling for warmth under archways and the occasional cloaked figure rushing to an appointment that can't wait until morning. As you pass into the palace grounds, even those few individuals cease to be present, replaced by a few sleepy-looking guards and the occasional drunk Irrune sleeping against a wall under a fur cloak. You are taken along the inner wall of the palace grounds, but not to the main building of the palace itself. Instead, the guards guide you to a large, imposing structure that shows signs of wear and age: the Hall of Justice. Though the fires in the Palace caused extensive damage to this compound, the structure has since been restored to the standards before the fires. Four town guards stand watch over the entrance, which sits at the top of a wide set of stairs and is surrounded by large marble columns. One of the guards chuckles as you approach the stairs. "Welcome to the Hall of Justice. Lord Nevermind is going to be in a particularly good mood this time of night." Macklin takes you all to a holding cell. Kensel, Fensel and Brod are placed in one cell, along with the woman who had hid under the table. The rest of you are placed in another cell. The cells are simple 20 foot by 20 foot stone rooms with four pallets of hay on the floor and an empty bucket that smells like a latrine. The cell is secured by an iron bar gate. A single guard patrols the hallway but never gets within arms reach and never enters the cell without other guards supporting him. "Hopefully you won't be kept waiting too long," Macklin says after securing the cell. He then stalks down the hallway and out of sight leaving you all alone in the quiet of the cell... [/QUOTE]
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