Nightal 26

Nightal 25, 1369 Year of the Gauntlet Nightal 27, 1369

Nightal 26, 1369:
    High = 18, Low = 10
    No precipitation
    Wind gusting to 43 mph from the north.
    Cloudy.

    From the personal memoirs of Stephen of Neverwinter:
    Your chronicler spent some time the next morning and successfully
    discovered that one of the symbols belongs to a evil deity of the
    sea named Umberlee.

    Henkles went down the crevasse at low tide and found that an exit
    to the harbor was open at low tide.  He attempted to investigate
    the remains of the boat and he was attacked by a Giant Eel.  He
    survives the attack (barely) and retreats back up.

    Dexter takes the Glim Gauntlet and goes down.  He uses a Find
    Traps to make sure that the sack is not trapped.  He then checks
    using the gauntlet and finds that the sack's contents are not
    magical.  Dexter goes up and Henkles brings the sack up to the
    house.

    The sack contained two candles (one blue-green, one dung), three
    unidentifiable pieces, which may have been incense, and a piece of
    paper (very crumbly.)  Careful unfolding of the paper showed
    writing, which I used a Comprehend Languages on to find prayers to
    Umberlee and Squerrik (sp?) For "sneaking weather."(Squerrik is
    believed to be the rat's head symbol.)


    Events of the day as related by Henkles of Iriabor over ale:
    Brought in the sack from the nook near the alter in secret escape
    route from the wine cellar.  Dexter that magic glove-thing to
    check the sack for magic.  None.  Opened the sack.  Two candles,
    different kinds (one dung?), ancient incense and two prayers.  One
    asks Umberlee to allow Squeric to work in her domain.  Other asks
    for Sneaking Whether.  Someone's escape root, alright.

    Narthan and Cassie say goodbye. [They board a boat leaving for
    Baldur's Gate that afternoon.]

    Dexter and Moogh need to start training, so'z we plan stay at
    home.

    Steve and Darius start magic-locking the trapdoor to the widows
    walk and Manamere's window.  Gonna do the whole house, but that's
    more windows than me count.

    Me, Misery, Darius Dexter and Steve went to visit Linn grab a
    drink and ask for advice.  No useful suggestions, but kids are
    still disappearing.  He put the wanabee on the boat this morning.
    Now she's Narthan and Cassie's problem.  Good luck.

    Moogh gets bored and tosses a bug into some random fop's drink.  I
    chase Moogh out of there, and after trapping him on a pier
    convince him to come home.  Silly Moogh.  Can't take him anywhere.

    Turns out he's named Theo (short for something really long and
    silly) and he's from the same place Misery is.  They invited him
    over to our place to interview with us.  Can use a mage to replace
    Cassie.  Need healer priest more, but take what we get.  Hope
    isn't another burn-up-all-the-treasure fire mage like the last
    one.

    Theo casts monster summoning spell to impress us, gets
    not-even-large spiders.  Moogh tries to squash them, gets bitten
    by one.  Moogh tries to head for the trees.  Dexter and me tackle
    him.  And the bear.  Then Moogh tries to run away while yelling
    "You people are crazy!"  Theo sleeps him.  Good to see Theo can
    cast at least one useful spell.

    Bring Moogh inside and put him to bed.  Wakes up and panics again.
    Can't even remember his own name.  Ursula uses something
    distracting on him, puts him to bed.
        100xp (roleplay) each to Theo, Jan & Moogh



Nightal 25, 1369 Year of the Gauntlet Nightal 27, 1369


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