(Happy New Year, by the way! The date is now 1 Hammer, 1491 DR)
Your journey back to the airship is uneventful, save for the sighting of a couple crag cats. They watch you as you head towards your airship, but ultimately leave you alone.
Delsephine is surprised that you've brought back another party member, and mutters something to the other cultist crew members about how the "damn ship isn't big enough for the whole of Faerûn." However, she takes your orders, and begrudgingly works with Saarvin to map their course. She ignores the dragonborn otherwise throughout the flight, save for the occasional mistrustful glance.
As the short day proceeds into the long night, Saarvin spends his time close to the glowing furnace, keeping warm and whittling something out of a small chunk of wood from his backpack.
Ink observes the interactions between Delsephine and Saarvin, curious to see if he picks up on their particular faith.
Ink, on guard and wary, makes small talk with Saarvin as an excuse to keep close. He'll ask about the carving and where he learned the craft, and lore history of his home.
----
Quill stays up at the top of the mast keeping watch until the weather draws her indoors at which point she'll rest.
Saarvin eventually hands the little carved figure to Ink. It is a tiny representation of Ink himself, complete with Quill by his side. “I’ve always had a way with the tree!” Saarvin says. “Suppose that’s why I joined the Emerald Enclave. Up where I call home, trees are scarce, so we reclaim deadwood from the sea. Makes for good carving. And it means you can let the live ones grow in peace.”
Saarvin will regale Ink with stories of his clan, how in centuries past they were slaves to dragons, but then were mysteriously brought to a land where dragons did not rule with impunity. “It has been some generations since, and I have never known the slavery of my ancestors, but I know enough to never trust a dragon.” He says the last with a low voice. He and Delsephine haven’t exchanged a single word since mapping your course this morning, and it is clear that the mistrust is mutual.
At pre-dawn the next morning, you have made it within about a mile of the site. Saarvin points out the 500-foot cliff face, with the adamantine doors at the bottom and the yakfolk village on the top. The place looks established, with walls and terraced gardens. It’s early enough in the morning that the sunlight hasn’t yet touched the mountain peaks, and the village still looks asleep.
The mountains below look treacherous for a journey, but Saarvin is confident he can find a path.
Saarvin suggests, “It’s still early, so we could probably approach unnoticed, but no guarantees. Or I could lead you through the last bit of mountain range, but against, no guarantees. It’s rough going these parts.
"I have the feeling.... given the little we know of the Yakfolk... that if we land within their village, we'll be asking for a fight. Then again, I don't think we'll just be walking through those adamantium doors with any ease. It was suggested we check for a back way in around the Yakfolk village," Ink summarizes.
"Is there any spot along the mountain that we could land, still below the village, but wouldn't require us to start from the bottom? If not then to the nine hells, I say we just land atop and hope everyone is asleep."
About halfway up the cliff face you see a small opening—a cave, about 50 feet wide and the same in height, opens up towards the south. You don’t see how deep it is, but it could be a place to park the airship.
Delsephine obliges, lowering the ship's altitude and heading towards the cliff face. The hole in the cliff looks just big enough to accommodate the airship. And you can also see the Twelve Thousand Steps that you were told about earlier. The rough-hewn steps are proportioned for creatures of your size, averaging 15 feet in width with no railings. The staircase climbs in a straight line diagonally up the mountain, passing above the adamantine doors below you.
About halfway or so between the top of the doors at the top of the cliff face, this naturally formed, 50-foot-wide, 50-foot-deep chamber interrupts the staircase. The ledge that leads across this area on the outside is covered with bones of many creatures. The staircase resumes on the opposite side of the ledge, climbing another couple hundred feet to the top of the cliff.
It's a tight squeeze, but Delsephine is able to expertly maneuver the airship into the hole. The dragonhide balloon rubs against the sides of the natural cave. In the back of the chamber, there looks to be a large nest. The nest is made of bones, bits of tattered cloth, and clumps of earth and dead vegetation.
"You're right Matrix, let's check the next out. If we don't find the nest's owner... or owners... perhaps it best that the ship take its leave as we climb the steps up."
Ink draws a sword and a torch to check the nest out. He asks for HELP from one of the others and GUIDANCE from Flint.
"Careful pointy ears don't go alone.... i thought your kind can see in the dark? I can because of this" Matrix casually gestures to his eye as he accompanies Ink, "so what's with the torch?"
Ink and Quill uncover many interesting things. The nest is littered with scales, different types of hair, and the belongings of many people. There is a leather purse holding 120 cp, 45 sp, six 100 gp gemstones; a torn-up suit of gnome-sized leather armor with a tiny electrum music box tucked inside one of its many pockets; a dagger with an obsidian blade; and a gold-plated helm studded with gems and topped with a tiny golden anvil. There are also three items that give off a distinct feeling of magic: a small packet of fine sand, a saddle that looks like it came off of a medium-sized beast, and a 60-foot length of silken rope.
(Happy New Year, by the way! The date is now 1 Hammer, 1491 DR)
Your journey back to the airship is uneventful, save for the sighting of a couple crag cats. They watch you as you head towards your airship, but ultimately leave you alone.
Delsephine is surprised that you've brought back another party member, and mutters something to the other cultist crew members about how the "damn ship isn't big enough for the whole of Faerûn." However, she takes your orders, and begrudgingly works with Saarvin to map their course. She ignores the dragonborn otherwise throughout the flight, save for the occasional mistrustful glance.
As the short day proceeds into the long night, Saarvin spends his time close to the glowing furnace, keeping warm and whittling something out of a small chunk of wood from his backpack.
DM - Storm King's Thunder PbP | Yet Another Storm King's Thunder PbP
Current: Eogard Duramastar, Human Twilight Cleric/Star Druid | Eiren Lathrana, Shadar-Kai Eldritch Knight/Bladesinger | Arugula, Rabbitfolk Armorer
Survivor: CrispyDM's Saltmarsh as Syltra | SarcasticFury's Strahd as Hadrian Frozenspark | Forge of Fury as The DM
Ink observes the interactions between Delsephine and Saarvin, curious to see if he picks up on their particular faith.
Ink, on guard and wary, makes small talk with Saarvin as an excuse to keep close. He'll ask about the carving and where he learned the craft, and lore history of his home.
----
Quill stays up at the top of the mast keeping watch until the weather draws her indoors at which point she'll rest.
Storm King's Thunder - Ink, Elven Bladesinging Wizard
Core City: APbPA - Ormond, Human Twilight Cleric
The Inferno - BG:Dia - DM
They keep me rollin'
Saarvin eventually hands the little carved figure to Ink. It is a tiny representation of Ink himself, complete with Quill by his side. “I’ve always had a way with the tree!” Saarvin says. “Suppose that’s why I joined the Emerald Enclave. Up where I call home, trees are scarce, so we reclaim deadwood from the sea. Makes for good carving. And it means you can let the live ones grow in peace.”
Saarvin will regale Ink with stories of his clan, how in centuries past they were slaves to dragons, but then were mysteriously brought to a land where dragons did not rule with impunity. “It has been some generations since, and I have never known the slavery of my ancestors, but I know enough to never trust a dragon.” He says the last with a low voice. He and Delsephine haven’t exchanged a single word since mapping your course this morning, and it is clear that the mistrust is mutual.
DM - Storm King's Thunder PbP | Yet Another Storm King's Thunder PbP
Current: Eogard Duramastar, Human Twilight Cleric/Star Druid | Eiren Lathrana, Shadar-Kai Eldritch Knight/Bladesinger | Arugula, Rabbitfolk Armorer
Survivor: CrispyDM's Saltmarsh as Syltra | SarcasticFury's Strahd as Hadrian Frozenspark | Forge of Fury as The DM
At pre-dawn the next morning, you have made it within about a mile of the site. Saarvin points out the 500-foot cliff face, with the adamantine doors at the bottom and the yakfolk village on the top. The place looks established, with walls and terraced gardens. It’s early enough in the morning that the sunlight hasn’t yet touched the mountain peaks, and the village still looks asleep.
The mountains below look treacherous for a journey, but Saarvin is confident he can find a path.
“Should we set down here?” Asks Delsephine.
DM - Storm King's Thunder PbP | Yet Another Storm King's Thunder PbP
Current: Eogard Duramastar, Human Twilight Cleric/Star Druid | Eiren Lathrana, Shadar-Kai Eldritch Knight/Bladesinger | Arugula, Rabbitfolk Armorer
Survivor: CrispyDM's Saltmarsh as Syltra | SarcasticFury's Strahd as Hadrian Frozenspark | Forge of Fury as The DM
It is worth noting that Crownsguard is sticking near to Saarvin, in light of Delsephine’s... mutual prejudices.
There will be no shanking on my ship!
DM - Elustran Days ~ Fate/False Revelation
Rex'aliha - Hoard of the Dragon Queen ~ Mozu of Worms - The Stormpoint Mountains ~ Muireach Maon - Shepherd’s Crossing ~ Crownsguard - Storm King’s Thunder ~ Gunnar Wayland - Boats, Rocks, and Ruffians ~ POUF! - Ex-Ravens ~ Pascal LaRoux - Long Road Dragon Heist
Saarvin suggests, “It’s still early, so we could probably approach unnoticed, but no guarantees. Or I could lead you through the last bit of mountain range, but against, no guarantees. It’s rough going these parts.
“Either way, the choice is yours.”
DM - Storm King's Thunder PbP | Yet Another Storm King's Thunder PbP
Current: Eogard Duramastar, Human Twilight Cleric/Star Druid | Eiren Lathrana, Shadar-Kai Eldritch Knight/Bladesinger | Arugula, Rabbitfolk Armorer
Survivor: CrispyDM's Saltmarsh as Syltra | SarcasticFury's Strahd as Hadrian Frozenspark | Forge of Fury as The DM
"T-take yer pick Sssarvin, ye know th' p-path."
"I have the feeling.... given the little we know of the Yakfolk... that if we land within their village, we'll be asking for a fight. Then again, I don't think we'll just be walking through those adamantium doors with any ease. It was suggested we check for a back way in around the Yakfolk village," Ink summarizes.
"Is there any spot along the mountain that we could land, still below the village, but wouldn't require us to start from the bottom? If not then to the nine hells, I say we just land atop and hope everyone is asleep."
"What say the rest of you?"
Storm King's Thunder - Ink, Elven Bladesinging Wizard
Core City: APbPA - Ormond, Human Twilight Cleric
The Inferno - BG:Dia - DM
They keep me rollin'
Crownsguard nods, “Agreed. Stealth is the superior option in this scenario. However, we should aim to understand the layout of the area.”
DM - Elustran Days ~ Fate/False Revelation
Rex'aliha - Hoard of the Dragon Queen ~ Mozu of Worms - The Stormpoint Mountains ~ Muireach Maon - Shepherd’s Crossing ~ Crownsguard - Storm King’s Thunder ~ Gunnar Wayland - Boats, Rocks, and Ruffians ~ POUF! - Ex-Ravens ~ Pascal LaRoux - Long Road Dragon Heist
As we travel...
"What do we know of the yak folk? Honestly I have heard of them, when they were described, it kinda felt like people were just describing a minotaur."
Marav(Druid/Ranger) -Storm Kings ThunderDontontion(Rogue/Warlock) - Storm Kings Thunder
DM - Stormpoint Mountains :: A Critical Role Adventure ( Map of Trunau )
Perception: 10
Marav(Druid/Ranger) -Storm Kings ThunderDontontion(Rogue/Warlock) - Storm Kings Thunder
DM - Stormpoint Mountains :: A Critical Role Adventure ( Map of Trunau )
Ink's Perception: 22
Quill's Perception: 15
Storm King's Thunder - Ink, Elven Bladesinging Wizard
Core City: APbPA - Ormond, Human Twilight Cleric
The Inferno - BG:Dia - DM
They keep me rollin'
About halfway up the cliff face you see a small opening—a cave, about 50 feet wide and the same in height, opens up towards the south. You don’t see how deep it is, but it could be a place to park the airship.
DM - Storm King's Thunder PbP | Yet Another Storm King's Thunder PbP
Current: Eogard Duramastar, Human Twilight Cleric/Star Druid | Eiren Lathrana, Shadar-Kai Eldritch Knight/Bladesinger | Arugula, Rabbitfolk Armorer
Survivor: CrispyDM's Saltmarsh as Syltra | SarcasticFury's Strahd as Hadrian Frozenspark | Forge of Fury as The DM
Ink follows Don's eyeline to the cave and points it out to the others.
"What about that landing, Delsephine? Ara least for now?"
Ink also states, "Everyone - weapons ready... We don't know if that cave is inhabited."
Storm King's Thunder - Ink, Elven Bladesinging Wizard
Core City: APbPA - Ormond, Human Twilight Cleric
The Inferno - BG:Dia - DM
They keep me rollin'
Delsephine obliges, lowering the ship's altitude and heading towards the cliff face. The hole in the cliff looks just big enough to accommodate the airship. And you can also see the Twelve Thousand Steps that you were told about earlier. The rough-hewn steps are proportioned for creatures of your size, averaging 15 feet in width with no railings. The staircase climbs in a straight line diagonally up the mountain, passing above the adamantine doors below you.
About halfway or so between the top of the doors at the top of the cliff face, this naturally formed, 50-foot-wide, 50-foot-deep chamber interrupts the staircase. The ledge that leads across this area on the outside is covered with bones of many creatures. The staircase resumes on the opposite side of the ledge, climbing another couple hundred feet to the top of the cliff.
It's a tight squeeze, but Delsephine is able to expertly maneuver the airship into the hole. The dragonhide balloon rubs against the sides of the natural cave. In the back of the chamber, there looks to be a large nest. The nest is made of bones, bits of tattered cloth, and clumps of earth and dead vegetation.
DM - Storm King's Thunder PbP | Yet Another Storm King's Thunder PbP
Current: Eogard Duramastar, Human Twilight Cleric/Star Druid | Eiren Lathrana, Shadar-Kai Eldritch Knight/Bladesinger | Arugula, Rabbitfolk Armorer
Survivor: CrispyDM's Saltmarsh as Syltra | SarcasticFury's Strahd as Hadrian Frozenspark | Forge of Fury as The DM
"twelve thousand steps, reminds me of home.... oh, that nest is surely a good sign" Matrix rolls his eyes and sighs
Rip Dangerfield- Halfling Bard, Storm Kings Thunder (retired)
Matrix- Human Monk/fighter, Storm Kings Thunder
"You're right Matrix, let's check the next out. If we don't find the nest's owner... or owners... perhaps it best that the ship take its leave as we climb the steps up."
Ink draws a sword and a torch to check the nest out. He asks for HELP from one of the others and GUIDANCE from Flint.
Quill keeps watch outside.
Storm King's Thunder - Ink, Elven Bladesinging Wizard
Core City: APbPA - Ormond, Human Twilight Cleric
The Inferno - BG:Dia - DM
They keep me rollin'
"Careful pointy ears don't go alone.... i thought your kind can see in the dark? I can because of this" Matrix casually gestures to his eye as he accompanies Ink, "so what's with the torch?"
Rip Dangerfield- Halfling Bard, Storm Kings Thunder (retired)
Matrix- Human Monk/fighter, Storm Kings Thunder
"We can see in low light, near darkness, yes, but like most creatures, we see better when there's light," Ink responds.
Ink searches the nest....
// Investigation Check.... 17
Storm King's Thunder - Ink, Elven Bladesinging Wizard
Core City: APbPA - Ormond, Human Twilight Cleric
The Inferno - BG:Dia - DM
They keep me rollin'
Ink and Quill uncover many interesting things. The nest is littered with scales, different types of hair, and the belongings of many people. There is a leather purse holding 120 cp, 45 sp, six 100 gp gemstones; a torn-up suit of gnome-sized leather armor with a tiny electrum music box tucked inside one of its many pockets; a dagger with an obsidian blade; and a gold-plated helm studded with gems and topped with a tiny golden anvil. There are also three items that give off a distinct feeling of magic: a small packet of fine sand, a saddle that looks like it came off of a medium-sized beast, and a 60-foot length of silken rope.
DM - Storm King's Thunder PbP | Yet Another Storm King's Thunder PbP
Current: Eogard Duramastar, Human Twilight Cleric/Star Druid | Eiren Lathrana, Shadar-Kai Eldritch Knight/Bladesinger | Arugula, Rabbitfolk Armorer
Survivor: CrispyDM's Saltmarsh as Syltra | SarcasticFury's Strahd as Hadrian Frozenspark | Forge of Fury as The DM