Freezing wind sweeps across the tundra, ceaselessly battering anything that dares to grow or breathe in its domain. Even in summer, when the days stretch interminably long, the sun blazing low in the midnight sky brings no respite from the chill. Without fail, the wind finds its way through every chink and crack, every opening in the warmest furs, every tent flap, every roof and board of the strongest homes. It drains away any hint of warmth wherever it finds purchase.
The threat of winterâs fury is never far away. The wind sweeping down from the Reghed Glacier howls its wrath and sometimes carries stinging sprays of ice in its grasp. The sun never rises far above the horizon even at the height of summerâand the height of summer is fleeting. During the rest of the year. sudden storms bring driving hail or sleet that leaves everything coated in a sheath of ice, or they bring snow that piles in deep drifts.
All this cold and fury is caged into one small region. The ice cliffs of the Reghed Glacierâthe source of the never-ending windârise up in the east like prison walls, home to white dragons and enormous remorhazes. In the south loom the snowcapped peaks of the Spine of the World, crawling with orcs, goblins, and other monsters. North and west, the Sea of Moving Ice churns bergs and floes in an endless tumult, like winter grinding its teeth in anticipation of its next freezing assault.
And yet, such is the nature of life that even in this hostile place, it manages to lift its head in defiance of the biting cold. Lichens cling to weathered rock despite the battering of the winds, providing sustenance to herds of reindeer through the winter. Fish swim in the lakes and rivers that dot the tundra.
When summer comes to the tundra, life shakes off the torpor of winter and comes forth in full flower. Grasses grow two or three feet high in the span of weeks. Birds flock to the marshes formed in the thawing soil. Reindeer calves fill out the herds that have been diminished through the winter.
Of course, no region of the Forgotten Realms is without its people. Human tribes follow the reindeer herds through their annual migrations. Other humans dare the treacherous waters of the Sea of Moving Ice in search offish, seals, and whales to sustain them. Dwarves dig into the earth to find shelter from the biting wind, mining for iron and forging weapons and armor.
Most improbably of all, civilized folk descended from foolhardy and treasure-mad immigrants from the south manage to survive and sometimes thrive in ten small towns. The wooden buildings of these towns provide only a little shelter from the cold and wind, and no protection at all from the attacks of orcs, barbarians, or the fierce tundra yeti. Though the towns are clustered around three icy lakes teeming with knucklehead trout, resources are scarce, and competition between neighboring communities can be fierce and occasionally deadly. But for all the dangers, people still live in the region known as Ten-Towns, and new arrivalsâoutcasts, fugitives, wanderers, and adventurersâstill come to test themselves against the harshest environment known to the world.
This is Icewind Dale.
Bremen
Buried Treasures - Inn
Five-Tavern Center - Five taverns stand in a semicircle around a central yard in the heart of Bremen
Inns -
Geldenstagâs Rest
The Hooked Knucklehead
The Northlook - Owner is Scramsax. Hlin is located here.
Taverns -
Kelvin's Comfort
Shops -
Rendarilâs Emporium - Owner is Rendaril, a half elf
Blackiron Blades
Other -
House of the Morninglord (Amaunator, god of the sun). Priest is human female Mishann with a gnome, Copper
Inn - The Luskan Arms - The proprietor, Owenn Tarsenel is a quiet, balding man
Tavern - Three Flags Sailing, run by "Ma" - Human, a plump, gray-haired widow named Ethen Yarbroul
Shop - Triglio - The storeâs proprietor is Jestin Hunrae, human, a scarecrow-like fellow
Tavern - The Blue Clam
Inn - The Eastside
The Eastside is where most visitors in town stay. What looks from the outside like separate houses turns out to be a single structure with rooms connected by underground passages, with cozy guest accommodations in the cellar.
The innkeeper is Marta Peskryk (human), a willowy teenager
Tavern - The Lucky Liar. The tavernâs raven-haired barkeep, Danae Xotal is a human female
Mead Hall
Shrine of the Flaming Sword - Shrine of Tempus (god of war)
Other Locations
Black Cabin - Northwest of the Lonelywood. Follow the Shaegarne River and you'll come across it.
Karkolohk - Follow the Ten Trail south until you get to the river The Redrun. Follow that west along the Spine of the World.
Revel's End - On edge of Sea of Moving ice north of Lonelywood
The Fellowship spent the evening discussing the their plans and made last minute arrangements to head north.
Still unsure exactly where they needed to go Kazri awoke the next day determined to head for Neverwinter and figure it out along the way.
Some clarification comes in the form of a letter addressed to her. As the party gathered to leave a small boy approached.
"Miss Kazri? This is for you. Sister Garaele asked me to deliver first thing this morning."
He holds out an envelope. You take it from him and toss him a silver piece in thanks. The boys eyes light up as he looks at the coin, thanks you, and then runs off.
"Don't spend it all on sweets!" You call to him but you know he will.
Opening the letter you see it is from Sister Garaele and is written in a strong but graceful script.
To Kazri and the Fellowship of the White Cloaks,
I had hoped to meet with you again in person but last minute business has me leaving town. Enclosed you will find a Letter of Passage for the ship Icebreaker. It is currently docked in Neverwinter and is headed north in a tenday. They are expecting your party and expenses for the voyage north have been paid. Look into the rumors of trouble to the north and deal with them as you can. I wish I had more information to provide you but I trust your judgment and the skills of your companions.
Signed,
Sister Garaele
PS. Do NOT use It again, not for any reason whatever! Do not travel by night!
PPS. Make sure that it is the real Icebreaker. There are many strange ships at the docks. The captain's true name is Aragorn.
PPPS. I hope Rimmy sends this promptly. A worthy boy, but his memory is like a lumber-room: things wanted always buried. If he forgets, I shall roast him.
"So now we have the name of the ship and the true name of the captain. Icebreaker and Captain Aragorn." says Krom after the letter's contents are read aloud. "Sister Garaele was not too specific about our task, but I suppose that we can work things out as soon as we are on the ship and we reach our destination."
The dwarf walks near Rhogar and says "You spent some time in the port of Neverwinter right? I hope you made friends when you were there so that we can find the Icebreaker without trouble."
"Master Krom, I never did thank you for this fantastic crossbow. I know it will serve me well during the adventures to come. Thank you."
To the others,
"I have made arrangements for my horse to remain stabled here in Phandalin and taken care of. I have no desire to leave it to someone in Neverwinter where it would likely cost ten times as much and then get stolen. The road is not hard and with all of the growth in the area lately it is quite safe to travel to Neverwinter these days. I, for one, am looking forward to the adventure. Its good to be on the road again. I even brought my lute and hopefully Chip can give me lessons!"
"I am glad that you like it Chill, it is a simple weapon, but effective weapon. I have enchanted it so it will be useful if we ever fight again undead or some other unnatural creatures." replies Krom to Chill
"The ship leaves in tendays, we should be able to reach Neverwinter by foot in time. It will be unfortunate to lose our carriage in the city." The dwarf takes his belongings from the carriage.
Rhogar had nodded in answer to the dwarf, but any elaboration is forstalled, as the Bronze became quickly lost in thought. At one point he even grimaced, and without any apparent conscious thought, nails began to lengthen almost to full on claws as he scratched at his chest. "... Hmn... Carriage... Carriage! Right, that. Can you not leave these things to your kin there, Master Krom? Though I had been largely reticent to make use of their hospitality beyond my research into arcane formulas, would they not yet care for our beasts and carriage at your request for a time?"
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
âChill is right. I would feel safer leaving Serenity here where I know she will be more useful and she will be looked after. I already spoke with Ms. Graywind regarding our departure. I am ready to go.â Says Kazri thinking about her horse.
Rollback Post to RevisionRollBack
Kazri - Level 10 Human Paladin (Oath of the Ancients) - The Tales of the Fellowship of the White Cloaks Droknin Palemane - Level 4 Leonin Barbarian (Path of the Beast) - Where the Cold Winds Blow... A Lost Mines of Phandelver Story Faelan (Cottontail) Whisperwind - Level 3 Ranger (Fey Wanderer) - Zorg's Lost Souls II
"Science is organized knowledge. Wisdom is organized life."
Rekuberk seems as though he has been ready to go for weeks. While he was glad to have his keep set up with the help of his parents, being around one place for to long had filled the young half orc with wanderlust. In the months prior he had taken to hunting more and more, boasting a few strange creatures as his prey.
"I have been using my trusty companion for my own travels from the keep to town but unfortunately I can not call upon him for a few more days."
The Fellowship heads north out of the city. It is one of the few times in the last few months that the whole group was together and word that they had assembled and were leaving town had spread. Soon small children ran behind them and adults lined the streets to watch them leave. You march out of town to the applause of the small crowds that have gathered. Soon enough though the sounds have fallen behind and the children no longer follow. Following the Triboar Trail west you reach the High Road and make your way north towards Neverwinter. As prophesied by Chill the way is free of trouble, you even pass a patrol of the Neverwinter Guard as you get within a days walk of the city.
As Chill, Rhogar and Rekuburk had spent time in the city, Chill especially, they were able to easily guide you through the streets to the docks. With a few quick inquiries you are pointed to the Icebreaker, a majestic two-masted sailing ship.
At the ship the captain himself sees you coming and comes down the gangplank and introduces himself. He is lean, tall, and dark, with shaggy hair flecked with keen, grey eyes, and a stern face. "I am Aragorn, captain of the Icebreaker. You must be the Fellowship of the White Cloaks. Word of you entering the city spread fast, those fine cloaks give you away. Are they truly the scales of a white dragon that they bear?" he says.
The next morning, Kazri leaves Serenity on captain Ăomer capable hands.
Rollback Post to RevisionRollBack
Kazri - Level 10 Human Paladin (Oath of the Ancients) - The Tales of the Fellowship of the White Cloaks Droknin Palemane - Level 4 Leonin Barbarian (Path of the Beast) - Where the Cold Winds Blow... A Lost Mines of Phandelver Story Faelan (Cottontail) Whisperwind - Level 3 Ranger (Fey Wanderer) - Zorg's Lost Souls II
"Science is organized knowledge. Wisdom is organized life."
However things are settled, Rhogar is content. As the rest of the evening played out, he became increasingly aware just how much he missed them, and-....
And for only a brief moment that evening, a solemn expression crossed his features. Once he is back to his regular self seconds later, it's as almost as if it never happened, or at least he is quick brush off any concern from the more insightful;citing a very 'bad joke' had come to mind is all, and it not being worth telling...
"Well met, my good captain! What you say is at least in part true. But I'm sure you know how stories can go."Rhogar admitted. "Perhaps if we had held back a bit more." He added with a chuckle. "Oh, and if there's anything I can do on the ship during our travels, do feel free to call upon my aid. It has been some time, but you never really forget one's way around a ship. Or so my mother used to profess, anyhow. Hahah!"
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
This post has potentially manipulated dice roll results.
Krom waves his hands to the citizens of Phandalin as the Fellowship exits the village. During the travel to Neverwinter, Krom chats with the other members of the Fellowship sharing stories of the past months and recalling some of their previous fights.
Before heading to the docks, Krom leaves the carriage in the custody of the Firebeard clan.
"Well met Captain." says the dwarf as Captain Aragorn greets the group. "And yes, those are truly White Dragon scales." Krom studies with particular attention the captain trying to discern if he is hiding something from the group. (Insight16 )
Chill moves along with the others, a bit disconcerted by the applause of the people but he takes it in stride. As they reach Neverwinter he competently guides the group to the docks. He worked hard in the city while he was there but also had many opportunity to walk its streets and explore.
As they approached he looked up at the tail masts and envisioned himself up on the top looking out over the waters. It had been many long years since he had last sailed in a ship and he looked forward to the experience again.
He stays back and doesn't speak unless spoken to as they meet the captain.
Chip would frown a bit at the fact that he would bot be bringing his new horse Trebble with them on the journey. he would entrust the horse to Krom's clan with detailed instructions for taking care of the pampered beast. Chip would wave and smile to the crowd as they left town and would one of his three lutes in his hands at almost all times. When entering Neverwinter, he would look around and takin in the sights. When they make their way to the boat, he would smile wide at the mention of their cloaks. "My friend Krom is telling the truth. Tye dragon was slain by our hands and the cloaks were crafted by Krom himself" Chio would say as he gives the dwarf a hard pat on the shoulder
Krom does not detect any deception in the captain.
"Welcome aboard then! We are ready to set sail at any time and are only awaiting your arrival. I told your contact a tenday, but that was really just the latest I could hold in port. We've a run up the coast and are headed to Luskan first. We'll take on some cargo and then head further north."
He leads you on board. He begins to bark orders to the first mate and the crew begins preparations to set sail. "Follow me and I'll give you a quick tour. You are welcome to be on the forecastle and quarterdeck as well as the main deck any time. My quarters are below the quarterdeck, the officer's are below the forecastle. Your cabins are on the lower deck, the rooms aren't big but you'll each get your own. The rest of the crew sleeps in hammocks on the lower deck or down in the front of the hold. I'll leave you to get settled." He says after showing you the guest quarters.
(The image is close to what the Icebreaker really looks like.)
You store your gear and packs as you please and in a short while you feel the ship leave port and move out into the open sea. You are soon headed north along the coast.
This post has potentially manipulated dice roll results.
After being introduced to the captain and the ship, Kazri will look for the most modest of the quarters, and leave her equipment there. She will wear her armor, and leave everything else. "It is a very nice ship you have captain Aragorn." Says Kazri, even though she has never been to a ship. She studies the captain of the ship, for even though she does not know exactly what she is looking for. She will try to determine if he is afiliated with Sister Garaele's organization. (Perception: 9)
Rollback Post to RevisionRollBack
Kazri - Level 10 Human Paladin (Oath of the Ancients) - The Tales of the Fellowship of the White Cloaks Droknin Palemane - Level 4 Leonin Barbarian (Path of the Beast) - Where the Cold Winds Blow... A Lost Mines of Phandelver Story Faelan (Cottontail) Whisperwind - Level 3 Ranger (Fey Wanderer) - Zorg's Lost Souls II
"Science is organized knowledge. Wisdom is organized life."
After storing his gear and pack in the room assigned to him, Krom will look for the captain and ask him "Sorry to bother you Captain.When we will reach Luskan? and how long do you think that the loading operation will take?" After hearing the captain's reply, Krom will stay a few hours in the forecastle examining the ballista and looking at the sea.
"It feels good to be all together once more." says the dwarf with a big smile stamped on his face as he looks at the sea and the sun shines on his full plate armor and hammer.
After a while Krom will look for the other members of the Fellowship to talk about their mysterious mission in the North. "I wonder who is our contact. Maybe an old friend of yours lass?"
âI would like to know that myself Master Krom.â Replies Kazri with some apprehension on her face. It could be that she is not sure on how to proceed, or the fact that she is sailing on the seas. Both of which are foreign to her. She waits for things to settle down, and she discretely approaches the captain. âGreetings Captain Aragorn. I apologize for the intrusion, but has your, err, âcontactâ given you any message regarding our trip?â
Rollback Post to RevisionRollBack
Kazri - Level 10 Human Paladin (Oath of the Ancients) - The Tales of the Fellowship of the White Cloaks Droknin Palemane - Level 4 Leonin Barbarian (Path of the Beast) - Where the Cold Winds Blow... A Lost Mines of Phandelver Story Faelan (Cottontail) Whisperwind - Level 3 Ranger (Fey Wanderer) - Zorg's Lost Souls II
"Science is organized knowledge. Wisdom is organized life."
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Freezing wind sweeps across the tundra, ceaselessly battering anything that dares to grow or breathe in its domain. Even in summer, when the days stretch interminably long, the sun blazing low in the midnight sky brings no respite from the chill. Without fail, the wind finds its way through every chink and crack, every opening in the warmest furs, every tent flap, every roof and board of the strongest homes. It drains away any hint of warmth wherever it finds purchase.
The threat of winterâs fury is never far away. The wind sweeping down from the Reghed Glacier howls its wrath and sometimes carries stinging sprays of ice in its grasp. The sun never rises far above the horizon even at the height of summerâand the height of summer is fleeting. During the rest of the year. sudden storms bring driving hail or sleet that leaves everything coated in a sheath of ice, or they bring snow that piles in deep drifts.
All this cold and fury is caged into one small region. The ice cliffs of the Reghed Glacierâthe source of the never-ending windârise up in the east like prison walls, home to white dragons and enormous remorhazes. In the south loom the snowcapped peaks of the Spine of the World, crawling with orcs, goblins, and other monsters. North and west, the Sea of Moving Ice churns bergs and floes in an endless tumult, like winter grinding its teeth in anticipation of its next freezing assault.
And yet, such is the nature of life that even in this hostile place, it manages to lift its head in defiance of the biting cold. Lichens cling to weathered rock despite the battering of the winds, providing sustenance to herds of reindeer through the winter. Fish swim in the lakes and rivers that dot the tundra.
When summer comes to the tundra, life shakes off the torpor of winter and comes forth in full flower. Grasses grow two or three feet high in the span of weeks. Birds flock to the marshes formed in the thawing soil. Reindeer calves fill out the herds that have been diminished through the winter.
Of course, no region of the Forgotten Realms is without its people. Human tribes follow the reindeer herds through their annual migrations. Other humans dare the treacherous waters of the Sea of Moving Ice in search offish, seals, and whales to sustain them. Dwarves dig into the earth to find shelter from the biting wind, mining for iron and forging weapons and armor.
Most improbably of all, civilized folk descended from foolhardy and treasure-mad immigrants from the south manage to survive and sometimes thrive in ten small towns. The wooden buildings of these towns provide only a little shelter from the cold and wind, and no protection at all from the attacks of orcs, barbarians, or the fierce tundra yeti. Though the towns are clustered around three icy lakes teeming with knucklehead trout, resources are scarce, and competition between neighboring communities can be fierce and occasionally deadly. But for all the dangers, people still live in the region known as Ten-Towns, and new arrivalsâoutcasts, fugitives, wanderers, and adventurersâstill come to test themselves against the harshest environment known to the world.
This is Icewind Dale.
Bremen
Buried Treasures - Inn
Five-Tavern Center - Five taverns stand in a semicircle around a central yard in the heart of Bremen
Inns -
Geldenstagâs Rest
The Hooked Knucklehead
The Northlook - Owner is Scramsax. Hlin is located here.
Taverns -
Kelvin's Comfort
Shops -
Rendarilâs Emporium - Owner is Rendaril, a half elf
Blackiron Blades
Other -
House of the Morninglord (Amaunator, god of the sun). Priest is human female Mishann with a gnome, Copper
Inn - The Luskan Arms - The proprietor, Owenn Tarsenel is a quiet, balding man
Tavern - Three Flags Sailing, run by "Ma" - Human, a plump, gray-haired widow named Ethen Yarbroul
Shop - Triglio - The storeâs proprietor is Jestin Hunrae, human, a scarecrow-like fellow
Tavern - The Blue Clam
Inn - The Eastside
The Eastside is where most visitors in town stay. What looks from the outside like separate houses turns out to be a single structure with rooms connected by underground passages, with cozy guest accommodations in the cellar.
The innkeeper is Marta Peskryk (human), a willowy teenager
Tavern - The Lucky Liar. The tavernâs raven-haired barkeep, Danae Xotal is a human female
Mead Hall
Shrine of the Flaming Sword - Shrine of Tempus (god of war)
Other Locations
Black Cabin - Northwest of the Lonelywood. Follow the Shaegarne River and you'll come across it.
Karkolohk - Follow the Ten Trail south until you get to the river The Redrun. Follow that west along the Spine of the World.
Revel's End - On edge of Sea of Moving ice north of Lonelywood
The Fellowship spent the evening discussing the their plans and made last minute arrangements to head north.
Still unsure exactly where they needed to go Kazri awoke the next day determined to head for Neverwinter and figure it out along the way.
Some clarification comes in the form of a letter addressed to her. As the party gathered to leave a small boy approached.
"Miss Kazri? This is for you. Sister Garaele asked me to deliver first thing this morning."
He holds out an envelope. You take it from him and toss him a silver piece in thanks. The boys eyes light up as he looks at the coin, thanks you, and then runs off.
"Don't spend it all on sweets!" You call to him but you know he will.
Opening the letter you see it is from Sister Garaele and is written in a strong but graceful script.
To Kazri and the Fellowship of the White Cloaks,
I had hoped to meet with you again in person but last minute business has me leaving town. Enclosed you will find a Letter of Passage for the ship Icebreaker. It is currently docked in Neverwinter and is headed north in a tenday. They are expecting your party and expenses for the voyage north have been paid. Look into the rumors of trouble to the north and deal with them as you can. I wish I had more information to provide you but I trust your judgment and the skills of your companions.
Signed,
Sister Garaele
PS. Do NOT use It again, not for any reason whatever! Do not travel by night!
PPS. Make sure that it is the real Icebreaker. There are many strange ships at the docks. The captain's true name is Aragorn.
PPPS. I hope Rimmy sends this promptly. A worthy boy, but his memory is like a lumber-room: things wanted always buried. If he forgets, I shall roast him.
"So now we have the name of the ship and the true name of the captain. Icebreaker and Captain Aragorn." says Krom after the letter's contents are read aloud. "Sister Garaele was not too specific about our task, but I suppose that we can work things out as soon as we are on the ship and we reach our destination."
The dwarf walks near Rhogar and says "You spent some time in the port of Neverwinter right? I hope you made friends when you were there so that we can find the Icebreaker without trouble."
Chill shoulders his gear and prepares to leave.
"Master Krom, I never did thank you for this fantastic crossbow. I know it will serve me well during the adventures to come. Thank you."
To the others,
"I have made arrangements for my horse to remain stabled here in Phandalin and taken care of. I have no desire to leave it to someone in Neverwinter where it would likely cost ten times as much and then get stolen. The road is not hard and with all of the growth in the area lately it is quite safe to travel to Neverwinter these days. I, for one, am looking forward to the adventure. Its good to be on the road again. I even brought my lute and hopefully Chip can give me lessons!"
"I am glad that you like it Chill, it is a simple weapon, but effective weapon. I have enchanted it so it will be useful if we ever fight again undead or some other unnatural creatures." replies Krom to Chill
"The ship leaves in tendays, we should be able to reach Neverwinter by foot in time. It will be unfortunate to lose our carriage in the city." The dwarf takes his belongings from the carriage.
Rhogar had nodded in answer to the dwarf, but any elaboration is forstalled, as the Bronze became quickly lost in thought. At one point he even grimaced, and without any apparent conscious thought, nails began to lengthen almost to full on claws as he scratched at his chest. "... Hmn... Carriage... Carriage! Right, that. Can you not leave these things to your kin there, Master Krom? Though I had been largely reticent to make use of their hospitality beyond my research into arcane formulas, would they not yet care for our beasts and carriage at your request for a time?"
When you realize you're doing too much: Signature.
"You are right my friend, I guess we can leave the carriage under my kin care." replies Krom.
âChill is right. I would feel safer leaving Serenity here where I know she will be more useful and she will be looked after. I already spoke with Ms. Graywind regarding our departure. I am ready to go.â Says Kazri thinking about her horse.
Kazri - Level 10 Human Paladin (Oath of the Ancients) - The Tales of the Fellowship of the White Cloaks
Droknin Palemane - Level 4 Leonin Barbarian (Path of the Beast) - Where the Cold Winds Blow... A Lost Mines of Phandelver Story
Faelan (Cottontail) Whisperwind - Level 3 Ranger (Fey Wanderer) - Zorg's Lost Souls II
"Science is organized knowledge. Wisdom is organized life."
Rekuberk seems as though he has been ready to go for weeks. While he was glad to have his keep set up with the help of his parents, being around one place for to long had filled the young half orc with wanderlust. In the months prior he had taken to hunting more and more, boasting a few strange creatures as his prey.
"I have been using my trusty companion for my own travels from the keep to town but unfortunately I can not call upon him for a few more days."
The Fellowship heads north out of the city. It is one of the few times in the last few months that the whole group was together and word that they had assembled and were leaving town had spread. Soon small children ran behind them and adults lined the streets to watch them leave. You march out of town to the applause of the small crowds that have gathered. Soon enough though the sounds have fallen behind and the children no longer follow. Following the Triboar Trail west you reach the High Road and make your way north towards Neverwinter. As prophesied by Chill the way is free of trouble, you even pass a patrol of the Neverwinter Guard as you get within a days walk of the city.
As Chill, Rhogar and Rekuburk had spent time in the city, Chill especially, they were able to easily guide you through the streets to the docks. With a few quick inquiries you are pointed to the Icebreaker, a majestic two-masted sailing ship.
At the ship the captain himself sees you coming and comes down the gangplank and introduces himself. He is lean, tall, and dark, with shaggy hair flecked with keen, grey eyes, and a stern face. "I am Aragorn, captain of the Icebreaker. You must be the Fellowship of the White Cloaks. Word of you entering the city spread fast, those fine cloaks give you away. Are they truly the scales of a white dragon that they bear?" he says.
The next morning, Kazri leaves Serenity on captain Ăomer capable hands.
Kazri - Level 10 Human Paladin (Oath of the Ancients) - The Tales of the Fellowship of the White Cloaks
Droknin Palemane - Level 4 Leonin Barbarian (Path of the Beast) - Where the Cold Winds Blow... A Lost Mines of Phandelver Story
Faelan (Cottontail) Whisperwind - Level 3 Ranger (Fey Wanderer) - Zorg's Lost Souls II
"Science is organized knowledge. Wisdom is organized life."
However things are settled, Rhogar is content. As the rest of the evening played out, he became increasingly aware just how much he missed them, and-....
And for only a brief moment that evening, a solemn expression crossed his features. Once he is back to his regular self seconds later, it's as almost as if it never happened, or at least he is quick brush off any concern from the more insightful;citing a very 'bad joke' had come to mind is all, and it not being worth telling...
"Well met, my good captain! What you say is at least in part true. But I'm sure you know how stories can go." Rhogar admitted. "Perhaps if we had held back a bit more." He added with a chuckle. "Oh, and if there's anything I can do on the ship during our travels, do feel free to call upon my aid. It has been some time, but you never really forget one's way around a ship. Or so my mother used to profess, anyhow. Hahah!"
When you realize you're doing too much: Signature.
Krom waves his hands to the citizens of Phandalin as the Fellowship exits the village. During the travel to Neverwinter, Krom chats with the other members of the Fellowship sharing stories of the past months and recalling some of their previous fights.
Before heading to the docks, Krom leaves the carriage in the custody of the Firebeard clan.
"Well met Captain." says the dwarf as Captain Aragorn greets the group. "And yes, those are truly White Dragon scales." Krom studies with particular attention the captain trying to discern if he is hiding something from the group. (Insight 16 )
Chill moves along with the others, a bit disconcerted by the applause of the people but he takes it in stride. As they reach Neverwinter he competently guides the group to the docks. He worked hard in the city while he was there but also had many opportunity to walk its streets and explore.
As they approached he looked up at the tail masts and envisioned himself up on the top looking out over the waters. It had been many long years since he had last sailed in a ship and he looked forward to the experience again.
He stays back and doesn't speak unless spoken to as they meet the captain.
Chip would frown a bit at the fact that he would bot be bringing his new horse Trebble with them on the journey. he would entrust the horse to Krom's clan with detailed instructions for taking care of the pampered beast. Chip would wave and smile to the crowd as they left town and would one of his three lutes in his hands at almost all times. When entering Neverwinter, he would look around and takin in the sights. When they make their way to the boat, he would smile wide at the mention of their cloaks. "My friend Krom is telling the truth. Tye dragon was slain by our hands and the cloaks were crafted by Krom himself" Chio would say as he gives the dwarf a hard pat on the shoulder
Krom does not detect any deception in the captain.
"Welcome aboard then! We are ready to set sail at any time and are only awaiting your arrival. I told your contact a tenday, but that was really just the latest I could hold in port. We've a run up the coast and are headed to Luskan first. We'll take on some cargo and then head further north."
He leads you on board. He begins to bark orders to the first mate and the crew begins preparations to set sail. "Follow me and I'll give you a quick tour. You are welcome to be on the forecastle and quarterdeck as well as the main deck any time. My quarters are below the quarterdeck, the officer's are below the forecastle. Your cabins are on the lower deck, the rooms aren't big but you'll each get your own. The rest of the crew sleeps in hammocks on the lower deck or down in the front of the hold. I'll leave you to get settled." He says after showing you the guest quarters.
(The image is close to what the Icebreaker really looks like.)
You store your gear and packs as you please and in a short while you feel the ship leave port and move out into the open sea. You are soon headed north along the coast.
Chip would use most of his down time to play songs with Chill, trying to teach him how to play the lute and practicing his woodcarving
After being introduced to the captain and the ship, Kazri will look for the most modest of the quarters, and leave her equipment there. She will wear her armor, and leave everything else. "It is a very nice ship you have captain Aragorn." Says Kazri, even though she has never been to a ship. She studies the captain of the ship, for even though she does not know exactly what she is looking for. She will try to determine if he is afiliated with Sister Garaele's organization. (Perception: 9)
Kazri - Level 10 Human Paladin (Oath of the Ancients) - The Tales of the Fellowship of the White Cloaks
Droknin Palemane - Level 4 Leonin Barbarian (Path of the Beast) - Where the Cold Winds Blow... A Lost Mines of Phandelver Story
Faelan (Cottontail) Whisperwind - Level 3 Ranger (Fey Wanderer) - Zorg's Lost Souls II
"Science is organized knowledge. Wisdom is organized life."
After storing his gear and pack in the room assigned to him, Krom will look for the captain and ask him "Sorry to bother you Captain. When we will reach Luskan? and how long do you think that the loading operation will take?" After hearing the captain's reply, Krom will stay a few hours in the forecastle examining the ballista and looking at the sea.
"It feels good to be all together once more." says the dwarf with a big smile stamped on his face as he looks at the sea and the sun shines on his full plate armor and hammer.
After a while Krom will look for the other members of the Fellowship to talk about their mysterious mission in the North. "I wonder who is our contact. Maybe an old friend of yours lass?"
âI would like to know that myself Master Krom.â Replies Kazri with some apprehension on her face. It could be that she is not sure on how to proceed, or the fact that she is sailing on the seas. Both of which are foreign to her. She waits for things to settle down, and she discretely approaches the captain. âGreetings Captain Aragorn. I apologize for the intrusion, but has your, err, âcontactâ given you any message regarding our trip?â
Kazri - Level 10 Human Paladin (Oath of the Ancients) - The Tales of the Fellowship of the White Cloaks
Droknin Palemane - Level 4 Leonin Barbarian (Path of the Beast) - Where the Cold Winds Blow... A Lost Mines of Phandelver Story
Faelan (Cottontail) Whisperwind - Level 3 Ranger (Fey Wanderer) - Zorg's Lost Souls II
"Science is organized knowledge. Wisdom is organized life."