Before Sanra leaves Don will casually ask that combination, "Might be helpful down the line."
Don sends Edgar out to do a quick flyover of the incoming reinforcements. He closes his eyes and extends his will into Edgar to see through his eyes. He listens carefully to what he can here, not flying close enough to be a threat.
//Specifically looking for the uniforms and whether they look like they are preparing for a fight or are just going where they are told.
Edgar is easily able to make out the standards that the contingents bear. Looking through the eyes on an owl, you see respective emblems of Everlund and Neverwinter. They are still miles off, not close enough to hear much of anything going on.
Checking in with the Waterbaron before you leave Yartar, she is knee-deep in repairs and security upgrades to her office. She barely registers your presence, but responds in the affirmative if asked by Flint if she can handle the situation.
“Yes, of course. First things first; it wouldn’t do to be assassinated in my own office. Then I suppose I shall have to hire someone to find out who to execute. It won’t be a problem.”
Ink offers, "You may want to have your spymaster look into this location..." Ink shares the address they found in their investigation... "it seems to be associated with this 'Society.' We were going to look into it ourselves, but we're being called away. Most all of us have reason to return to Yartar, but have no timetable as of yet. We'd be happy to look into this matter on our return if your people have been unable to."
Ink uses the sending stone to contact Rip and casts sending to reach out to Arene....
"Cult of aberrant sea worship, the 'Society,' growing in Yartar. Violent and uses relationships against its enemies. Can't risk seeing you in person. Be careful."
The airship takes off from Yartar at highsun, and a growing crowd of people gathers to watch the gondola rise into the air. It's not every day that the inhabitants of this city get to see a flying ship!
With strong breezes at your back, the ship makes excellent time, propelled by the bitter wind towards the jagged peaks of the Spine of the World. The spirit mound of the Great Worm tribe of Uthgardt barbarians, as Harshnag described it, is inside a cavern at the northeast end of the Valley of Khedrun, set deep into the mountain range.
The sun sets and rises again as you are propelled on your journey. Far away to the west on the morning of the second day, you see a truly marvelous sight—a storm giant, on the back of a great roc! The bird is far faster than your ship, and the giant stays far away from you, ignoring any attempts at hailing. The giant doesn't cross your path, but rather flies in a different direction, all the while looking down below at the ground, as if conducting a search from high in the sky. After a while, the roc and its storm giant rider pass out of sight into a bank of clouds a couple miles away.
It is deepnight, eight days after Winter Solstice, when you arrive close to your destination. The moon is waxing and the stars shine bright, giving the snow below an eerie glow. The dragon cultists let you down on the ground at the northeast end of Khudren Valley, just outside the cavern identified by Harshnag.
Thick ice hangs above the pillared entrance to Great Worm Cavern. The interior walls of the place are covered with an icy glaze and lined with massive icicles that gleam and glitter in reflected light, both from the moon and from some interior source. The mouth of the cavern gapes wide.
Ink watches the roc and storm giant fly through the air. He finally says, "Over a century I've lived, and never have I seen either of those creatures... Let alone together."
"I wonder what they are searching for? Perhaps Hekaton?"
At the mouth of the cavern, Ink whispers, "No torches. The moon and whatever that light is will have to guide us. The good thing is that it's a human tribe, so their vision is no better than ours - in fact, a few of us have an advantage."
"Of course, if they have a dragon...." Ink's voice trails off as he gives his shoulders a shrug.
Ink will suggest that he and Don take point as they can be generally quiet and have decent vision. With the remaining three a few paces behind, Flint helping to guide the non-darkvision members Matrix and Crownsguard.
As you come to the mouth of the cavern, you hear shouts, and see a handful of warmly dressed tribal people running away, deeper into the caves.
Quill comes back from scouting to let Ink know that there are multiple families huddled inside smaller caves at the far end of the cavern.
The cavern floor is a sheet of ice flanked by 70-foot-high ledges of rock, atop which stand two totem poles of chiseled ice with carvings that resemble winged snakes. The walls of these ledges are riddled with smaller caves.
Above the ledges, dug into the cavern walls, are narrow crypts where the dead have been placed, their frozen corpses propped upright.
Rising from the back of the cavern is a triangular promontory of ice-covered rock, 120 feet above the cavern floor at its peak. Thereupon stands an altar of frost-covered stone, carved in the shape of a coiled serpent with great wings.
Four tribal warriors are perched atop the ledges, but remain wary only, and do not approach or attack you.
Crownsguard tilts his head, visibly confused at Ink. A second passes, two, three, then a lightbulb goes off (unfortunately not literally), “Oh! I gave that back. It was not right for me to keep it from the widow. Naturally, I put it back on her person after we concussed her.”
Rollback Post to RevisionRollBack
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