DRAMATIS PERSONAE:
Skeef Hawkridge (Half Elf Druid 7 / Thief 6)
Goro (Half Orc Cleric 6 / Fighter 6)
Solcha (Elf Fighter 5 / Magic User 6)
Date/Time
Flocktime 17 (early morning) to Flocktime 20 (morning)
... there came a shout of 'fire!' from one of the crew. There, atop the mast, floats a glowing ball of light. Aftera few moments trying to figure out what to do, Swirir bellows at one of the crew to climb up there and make sure it wasn't actually burning down the mast. Goror intervened and used Baqua's gloves to scurry up there, while Skeef transforms into a giant eagle and Solcha prepares her spells. The thing is not fire, but a ball of glowing light. It drifts away from the mast, then circles Skeef in the sky, before plunging to the deck and crisping a crewman in a crackle of lightning. The party then turns on it, but neither Skeef nor Goro seem able to strike it. In the end, a fistfull of magic missiles from Solcha snuffs it out forever.
The remaining two days to Tortage are uneventful. Swirir though started to suggest he could tranship the party to another vessel, as the do-gooders might not feel welcome in the den of scum of pirates that was the capital of the Principality of Redhand. They also got the distinct impression that the dwarf was afraid they might be trouble for his business. The party opted to stay aboard of course, being intent on rescuing the lady in the cabin, but placated the captain my insisting they'd be getting off as soon as the barge docked.
Arriving in Tortage, the party disembarked, sending Chanee and Baqua off to the somewhat clean "Mermaids Arms" inn so the halfling could finish her recovery. The other, now invisible, three followed a party of Lord Fhaylin's men who arrive at the docks to pick up the woman. Two figures stand out; a brawny, pirate-y half orc with a pirate band and a female half elf with her own better equip female guards. They carry the still comatose woman up and out of the dock district to a more upscale area close to Prince Zeech's castle. There they enter a respectable house through a guarded gate.
Skeef turns into a sparrow to scout the windows, and was able to get an idea of the interior. He did note the kidnapped lady is now settled in a well appointed bedchamber, guarded by two of the female guards and tended by a handful of servants. He also observed two other ways into the house; a balcony leading into the Lady's bedchamber and a small hatch at the attic level. Also of note was a conservatory where a captive elf was observed, forced to play for Lord Fahlin and companions; and elsewhere in the house a dark shrine to some god, perhaps the dreaded Hextor who is strong in Tortage.
The trio settles in to observe all the comings and going throughout the day and evening, and begins to formulate their rescue plans.
GAINS
none
KILLS/VICTORIES
1 Will-o-Wisp
LOSSES
none

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