OK THANKS BYE

We rejoin the party a full day since the miraculous escape from Neverwinter Jail. The City Watch have been ringing the alarm bells near-constantly since then, and suspect houses and establishments linked with the Thieves Guild are being raided across town by zealous Watchmen.

On recommendation of our new friend and proprietor of the Stable Quiver Tavern, Sid the Squid, we have been mostly laying low, with only a few solo expeditions out to gather information and supplies.

• Local wizard Blitzelbub understands the Orrery is a dangerous and powerful item that we should keep hidden

• Ned is bound to the Orrery through a curse, however it will allow him to teleport distances both near and far.

• Beeky has written an excellent but very specific song about our jailbreak, and should probably not play it for a long time.

• El Fabrino’s contact in the Zhentarim thieves guild is strangely shady, but you’re prompted to speak to ‘Stabby Gary’ if you want more work.

• Kar’en speaks in detail with Oppal and confirms that Acquisitions Incorporated appear to be being targeted by a powerful archmage named Hoobur, though it is unclear who is directing him. He was last spotted heading north towards Luskan.

• Parker agrees with Head Office that the franchise may be offered more resources if you’re able to grow its profitability.

• Amada makes contact with a local artisan who can put a magical forge to good use if we could somehow get one up and running…

Our wanted-for-murder fugitive colleague Oppal is understandably keen to escape the city, and gathers the party before leaving, mostly to say thanks for saving her life, but also to share some choice pieces of information.

She tells our assembled crew that Omin’s treasure can be found in a dusty vault beneath the Hall of Knowledge, Neverwinter’s grand temple to Oghma. This will of course be a simple and low-stakes job for people who can casually break into a guarded prison

We spent the rest of the day proving Oppal wrong.

MATE THIS BOOK IS LIT

With a half-formed plan our crack team head straight to the Hall of Knowledge, noting it only has a couple of armed guards we set about an immediate distraction with the rest of the team barging down into the vault.

Ka’ren cracks an immensely difficult lock with a deft flick of her wrist, to the awe of all, and within 10 minutes we’re inside the vault. We secure Omin’s treasure and some objects of value for ourselves.

At this point we decide to make life difficult for ourselves, setting off an obvious defense system, nearly dying, and then casting Darkness on several people to escape.

We learn quickly that a building full of dry books and candles + ten people stumbling around blind = immense fire. Once again we flee from a burning scene.

SHOULD WE LEAVE ? WE SHOULD LEAVE

With the city watch still patrolling for an escaped murderer, the alarm bells now ring again in force as a small portion of the Noble District begins to set ablaze. Neverwinter is in chaos, people are screaming and running, and we wisely decide that we have probably outstayed our welcome. It’s time to hit the road North and see what’s happened to our franchise at the Silent Sound Lighthouse