Dicing with Death: Episode 185

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==Selkie Recap==
===Day 18===
Selkie has broken into the Sesing Estate and is sneaking around, breaking into locks and looking for wealth. From the art studio and grabs a hand mirror, some cosmetics, and some ink. Downstairs she finds some silverware. 
Selkie encounters a Elven Cat and flees from the magical beast as it grows larger and gives chase. Selkie gets to the roof and climbs down the side of the wall and escapes over the estate walls before the beat can catch her.
Selkie walks down the street, passing 2 guards, on her back back to the tavern where Chip was. After Selkie gets in, she doesn't see Chip around. Locke is behind the bar, saying Chip is asleep and he is the nightwatch for the establishment.
===Day 19===
Selkie waits until dawn for Chip himself is there after 8 am. She has Chip fence the silverware, and give him half the proceeds as agreed.
Selkie then head back to her innroom to rest for a week.
==Experience==
*Both Class: 70 exp each
*Rogue: 200 exp
==Selkie Recap==
===Day 26===
Selkie returns to the unnamed thieves guild tavern and speaks with Chip. Chip says he has work for Selkie, as a lookout during an operation in 2 nights time. Heat has been on their operations for the past 25 days since the incident in Episode 1.
===Day 28===
Selkie returns to the unnamed tavern as instructed. Chip introduces Selkie to others, Caprice, Alura, and 3 others. Selkie is assigned Caprice as a runner to warn them if she spots anyone. Selkie is assigned to watch the southern dock stairs.
After 2 hours Selkie spies the Sunblade coming down the stairs, flanked by 2 other Knights of Solstace. Selkie cover over the situation by acting like she is rejecting Caprice, then talks with the Sunblade. The Sunblade implies that Selkie is now a sex-worker, and Selkie storms off in a preformative outrage, actually just heading towards the docks to warn the thieves guild at the warehouse. Selkie gets back to the others in time and gives the nod to Alura. Alura heads inside to warn the others. Selkie also sees the Icebreaker parked beside the warehouse.
Selkie waits in the street for Sunblade and the 2 knights. Selkie goes to delay the Sunblade by apologising for her outburst and demonstrating unseen servant. The Sunblade asks Selkie to come by the library tomorrow. One of the other Knights then spot the Icebreaker. Selkie then volunteers to help out the Sunblade, but acts like a hindrance at each step, and starts to pretend to picking the lock to the warehouse for the knights.
Eventually Sunblade gets impatient and just burst down the door. Fighting breaks out until Sunblade casts "Entrall" which makes all but 1 of the thugs inside stop everything and listen to what the Sunblade is saying. The unenthralled thug surrenders.
Outside the Icebreaker makes it's escape. The Knights then arrest everyone inside, including Chip and Alura, 4 dwarves inside, another thug, and a lizardfolk. Selkie steals the keys to the shackles while the group wait around for the City Watch to arrive to take the thieves guild into custody. Selkie manages to give Chip the key, then leaves the scene and goes back to the inn.
===Day 29===
Selkie head to the library and waits outside Sunblade's office. Selkie finds out that the Sunblade was called away to the City Watch building, so she waits outside the office. After some time the Sunblade arrives and invites Selke inside. Sunblade explains that Chip and several of the others escaped from the city watch building in the night.
Sunblade suggests he teach Selkie the "Read Magic" spell, and leads Selkie to the Diviner's Tower. Inside the hollow tower with no roof, Sunblade meets with Gareth and they bring a small prism out. It will allow Selkie to Read Magic, but the prism isn't to leave the library.
Sunblade leaves Selkie at a studying table in the library, then leaves, saying he has to interrogate the lizardfolk from the warehouse who is still in custody. Selkie studies the Sunblade's spellbook and finds the first inside are: Read Magic, Detect Magic, Identify, Comprehend Languages, Alarm.
Selkie then learns the spell "Comprehend Languages" & "Alarm" since she has already failed Read Magic and Detect Magic this level. This takes 3 days.
===Day 32===
Selkie returns to the unnamed thieves guild tavern. The new bartender gives Selkie her 15 gold for her work, and tells her that Chip has left town. Selkie asks about more work.
==Experience==
*Both Class: 70 exp each
*Wizard: 300 exp
*Rogue: 200 exp
**Thief Levels up to level 2
*Max HP increases from 10 HP to 12 HP
Category:Selkie Episodes
Category:Dicing with Death Episodes