Nightal 26
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