"You make a good point Rhogar, I'll put those shards in the bag of holding." nods in agreement the dwarf when the dragonborn finishes to speak. Krom then proceeds to carefully take out the shards from his backpack and places them in the bag of holding.
"We should take a look at that glowing object over there. I'll attempt an identificationritual on it before leaving this place. It could be an useful item to have with us." says the dwarf pointing at the strange glowing object.
"It could be magical but isn't that the lantern from the Northern Light that Cori and Allie said that they had stolen from them? They said that's all it did, light up like that. We'll need to return, we can't keep it." Chill remarks.
Once the whole place is cleared Chill relaxes. He's not worried about the two duergar, they don't seem very deceitful.
"Let's bring back as much as we can. Even all this old armor could be given to the people of Caer Konig to be sold or used. I don't think we have much use for it. Even if the bag can't carry it all there is an old sled here. We could load it up and Oli could pull it. No sense leaving anything here. "
He then continues
"As for that letter and Easthaven. I doubt he's there any more. Wasn't Easthaven attacked by the dragon? If we go back there then that will delay us even further. We need to head out and find this place out on the glacier. An end to the whole eternal winter would go a long way I think. "
"You are right Chill, that is indeed the lantern of the Northern Light. The appearance of those duergar clearly had a bad effect on my memory." replies Krom "As for Easthaven, I did not intend to visit it right now, but after our visit to the glacier. He would not be there, yes, but we could still find something linked to him and track him down."
This post has potentially manipulated dice roll results.
Kazri follows the remaining Duegars wherever they went. Even though they seemed harmless, she did not want to take any chances. She agrees with Chill regarding bringing whatever they find back to town. "I will go find something that we can attach to Oli, so that we can bring the things we find here back to town. You are right Chill. If we can find better use for them, we should try to help." As for delaying the mission any further. "I would rather continue with our journey, I believe trying to end this eternal winter might be a higher priority." She goes to find a wagon or something that she can tie Oli to it.
Perception: 20
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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."
At the reminder about higher priorities, Rhogar winced at the memory of Vellyne and her own thoughts on the subject hours ago. "Well... it wouldn't hurt to still know what it does in more exacting perimeters. That way if its something exceptionally dangerous, we can least warn them, and let the decide what to do with it."Rhogar suggest, but Gorrah side-eyes the dragonborn with a flat look. "In fact, I don't see why you, Master Krom, can work on that while we get this sled together or a makeshift one from all these supplies." The bronze dragonborn suggests before making good on the offer in sorting out what crates of goods were left, and getting the together as the appropriate equipment for making the journey itself is hopefully discovered and put to work.
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When you realize you're doing too much: Signature.
"Do not worry Rhogar, I'll have plenty of time to examine the shards as we make our way to the glacier." replies Krom. "If the sled is not suitable for what we plan to do, I have the means of easily making a new one." says Krom as the group scatters out to find a way to bring back as much items as possible. The dwarf proceeds then to examine the sled Chill was talking about and if he deems it necessary, he will use his tools to mend it or use Moradin's blessings to create a suitable sled for Oli.
@DM
If necessary, Krom will use his Artisan's Blessing, Fabricate or Creation to make a suitable sled.
Leaning against a wall near the cages is a wooden dogsled with ice clinging to it. Skorn tells you that the ogre was used to pull the sled and anything they stole or gathered. There are straps and everything needed to allow Oli to pull it. The two goats were also stolen from the village.
It takes about an hour to gather everything together, strap Oli to the sled and prepare to leave. You can load the goats and whatever doesn't fit into the bag of holding onto the sled.
You head back towards the village of Cair-Konig, your previous tracks still visible enough that it is an easy enough trip back. When you return to the Northern Light, you find Trovus passed out in a padded armchair while Allie and Cori go about their work. Allie offers you a few flagons of ale as a reward for returning the lantern . She has prepared rooms for you as it is now late into the evening. Allie says that she can also help return the other stolen goods to their proper owners in Caer-Konig.
Vellynne is also still up, waiting for you. She sounds impatient with you. "Any other side quests to handle or do we head into the glacier tomorrow to find the Caves of Hunger?"
"As I told you few hours ago, dwarves were not behind the thefts." Krom says to Allie in a serious tone as the group returns to the tavern. The dwarf's mood immediately improves as Allie starts bringing the ale.
"Do not be too impatient Vellynne, we will leave for the glacier tomorrow morning as planned. Let us savour this good ale and warm fire for a little longer as from tomorrow cold winds and snow will be our companions." replies the dwarf.
Kazri loads whatever she can onto the sled, and strap it to Oli. On their way back, she helps the young Owlbear pull the sled. He is more than capable, but she would not let him do it by himself. Once back in town, she pats him for a job well done.
"We all should get some rest, and that includes you Ms. Harpell. This town may be the last one we see in a while." Kazri brings a beer to Vellyne. "Care for a drink? I personally do not drink, but I have learned that it helps open up conversation. Can you give us a refresher on what should we expect to find in this Cave of Hunger? I don't believe we found much information about it in our travels."
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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."
Chill graciously accepts the offered ale. He tells Allie and Cori all about their adventures at the outpost and about the duergar. He further tells them other stories of their adventures.
He'll listen carefully to anything Vellynne can tell them about Caves of Hunger.
He'll then head for bed to get a good night's rest.
Apart from giving Vellynne a lopsided grin at her question, Rhogar choose to remain quiet and leave any actual talk to his compatriots things to his compatriots to hash out. As for the offered reward, both dragonborn and psuedodragon partners take one look at a slumbering Torvus, before then shaking their heads in refusal. "This might be a bigger ask. But if you have milk or warm water, if you have either on tap, that would be most appreciated." He says to Allie, along with a request on where to offload the stolen goods in the bag of holding. Because while the others would hash things out, he'd at least spend the better part of the next hour nursing his drink and getting things straightened out in the interim.
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When you realize you're doing too much: Signature.
Cori grabs some warm milk for Rhogar as you gather around a table to let Cori and Allie know what is going on. Allie won't wake up Trovus, "He can find out what's up tomorrow. He needs to sleep this one off."
Any discussion of the stolen goods Allie and Cori let you know they will return the items to the rightful owners. "Even Trovus can help with that when he sobers up. We'll sell the other stuff or make use of it." Allie smiles at Krom regarding his remark about dwarves. "Only knew about dwarves out there. I know nothing of these duergar. Its rather disturbing that they can turn invisible and grow themselves to ogre size! Its quite outside anything I understand. But it would surely explain why no one has seen anything. My apologies to your people Krom."
"Fair enough," replies Vellynne to Krom. "We leave early, it may be several days travel to find what we are looking for."
Eventually the discussion dies down and you each head for your own rooms to get a good nights rest. (Long Rest if needed)
The following day Trovus is up, and complaining of a headache. You gather in the common room of the Northern Light. Cori and Allie provide a warm breakfast for you as you prepare to leave to find the Caves of Hunger. They assure you that they will take care of any of the stuff that you found at the outpost. Trovus is grateful for your help and promises to return the stolen items and fairly split up any proceeds from the other gear that was taken from the outpost. "Out here on the edge of Icewind Dale we have to look out for each other. Not much room for selfishness if we want to live."
As you leave the village you follow the frozen Lakeshore of Lac Dinneshere. Eventually that leads to the frozen over river that feeds it as you travel northeast out into the wasteland of Icewind Dale. For four days you travel slowly North East along the frozen river bank towards the location that you have been told the Caves of Hunger can be found. Icewind Dale is a harsh and unforgiving landscape. It is the very edge of the explored world, the last stop for travelers and civilized society. The vast open tundra, bordered by the Reghed Glacier on the east and the Sea of Moving Ice to the west, is buffeted by heavy winds thick with snow. Your experience as travelers as well as Chill's ability to navigate the wasteland allow you to have few issues. The worst that you come across on your travels is being hunted by a pack of Crag cats. They attack shortly after you make camp on the second day of your travels. You are quickly able to defend yourselves and slay two of the cats. The remainder of the Crag cats flee into the darkness.
Vellynne proves some worth as a companion. As you prepare to stop each night to rest she is able to conjure up A 10-foot-radius immobile dome of force around and above you which remains stationary for the duration. Nine creatures of Medium size or smaller can fit inside the dome with you. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. She explains that spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.
She tells you what she knows of the Caves of Hunger and your quest. "There’s an ancient netherese city called Ythryn buried underneath Icewind Dale, which certainly holds the means to end Auril’s Everlasting Rime. The entrance to Ythryn is supposedly somewhere in the Reghed Glacier, but the glacier is more than 50 miles long. We have a basic understanding now of where it is. We can find the city by going through the Caves of Hunger. The Codicil of White is needed to enter the Caves of Hunger which is guarded from most divination magic."
"As for the caves themselves. From what I have gathered when the floating city of Ythryn plummeted from the sky into the Reghed Glacier centuries ago, the impact of the collision, and the resulting heat, drove the city deeper into its heart until, finally, it came to rest. Auril then buried the city under the ice to preserve it, claiming it as her own. The Caves of Hunger is a sprawling dungeon complex hollowed out of the Reghed Glacier. Some of its caves and tunnels formed naturally, some formed as a byproduct of Ythryn’s fall, and still others are the work of creatures such as remorhazes that can dig or melt their way through solid ice. What we will find inside, or how large the complex is I do now know."
On the fourth day of your travels as you crest another ridge, you spot a dozen humanoids approaching, their cloaks flapping in the wind sweeping down from the eastern glacier. As you approach one of them waves at you to signal his peaceful intentions.
Feel free to roleplay anything you are doing during the travelling. There would be time at night to do studying but during the time spent walking there is little else you can do except move forward.
"Apologies accepted Allie." says Krom while gulping down another tankard of ale. "Duergar will not bother you anymore." The dwarf nods to Vellyne and then heads to his chamber for a long awaited rest.
The next morning, Krom after bidding farewell to Trovus, Allie and Cori checks his gear for one last time and then joins the others as they begin their march towards the Cave of Hunger.
"Rhogar, you should ask Vellynne to teach you this spell, it's very useful!" says the dwarf the first night that Vellynne conjures her dome of force. "It would improve our quality of travel tenfold!" Krom nods in acknowledgment, as Vellynne speaks of the Cave of Hunger, Ythryn and the Codicil. "Have we fully studied the Codicil?" asks Krom to the group "Rhogar, if I do recall correctly, you spent a good amount of time studying it. How do we use it properly?" says at the dragonborn as he takes out takes out from his backpack the Professor Orb.
During each night, Krom spends some time adjusting Oli's armour and studying the dark shards.
"Not quite what I was worried about, but fair enough all the same."Rhogar said to Allie with a lopsided grin. From that point, the dragonborn eased more into his seat, and resolved to let remainder of the evening quietly pass playing observer while nursing his drink. The next day the dragonborn does ask if he can borrow the Northern Light kitchen to prepare some snacks for the group, as the perilous trip would no doubt require more than just a fortifying breakfast! But even if denied as much, Rhogar yet would find a snippet of time during breakfast cobbling together some treats all the same using some dried fruits and seasoning already among his personal collection.
But be all that as it may and usual preparations aside, Rhogar was eager to depart, if but to leave the company of yet another disappointing "cousin". And yet for a moment, he could see a glimpse of the fully respectable dragonborn Trovus was in his fellows final speech to the group, before the years and perhaps weight of the 'born's position wore away at it. Rhogar would go on to spend the better part of the rest of the day and even the next trying to sort his feelings over the realization. But soon enough, the rigors of the journey demand more attention even with the aid of more experienced hands, so such contemplation fall to the way side.
"Unfortunately, Master Krom, such a spell is beyond me. Not due to a lack of understanding mind you, but moreso in how both she and I manipulate the weave. Whereas for me it is as instinctive as breathing, a response to intense feelings, or the subtle guidance of Big Brother Vixix echoing in my being even now, for her -- or so I've come to understand -- it is like, eh..... Ah! It's like building a house! The more detailed the blue print and conscious effort put into it, the arguably more you can do with it. But with all things, there can be consequences with forcing a thing into a different shape. There is after all a reason why it's called 'The Weave' and not something more amorphous or more rigid."Rhogar found himself explaining on that first night, and almost rather chirpily at that.
"As I've come to understand it, we need but speak the poem within its contents to create our egress. Beyond that and the resilience it offers those in possession of it against the bitter cold, a wizard might learn a bit more, but I'd hazard to guess only a truth faithful of the frost maiden might garner more... at some a cost." He'd later say, before fishing out the book and regarding it for a moment before offering it to Vellynne. "Since it'll be some time before we reach the glacier by all accounts, you are welcome to studying it further Vellynne. But I would ask upon the third evening to have it back. Not out of lack of trust, mind you, but as a precaution given how it connects to the frost maiden."
During the evenings Chill listens to the discussions about the Weave but he has no understanding of it himself. He was a cat of immense skill, dexterity, a keen eye and fast reflexes. There was no magic or weave about him. His abilities were his own, honed to perfection.
The traveling and guiding was easy enough. Follow the frozen river which was a fairly simple task.
However he was very impressed by the dome they slept in each night. A very comfortable way to spend your nights in the darkness of a frozen arctic wasteland.
Some time is spent studying the Codical of White. Vellynne accepts the opportunity to study it when given the chance. She expresses no concerns on returning it as requested nor seems insulted by such a request. You see her copying something in a book a spells that she carries with her one evening. The Codicil of White is a tall, thin volume bound in white ermine fur over seasoned boards of white pine and sealed with a clasp and lock of tarnished silver. The book is cold to the touch, and the fur is worn about the edges from use. The twenty-seven pages within are of vellum painted with silver gilt on the outer edges. The whole is sewn to a leather binding with strips of sinews, making it quite durable.
She does tell you what it appears to contain. "The codicil was written by followers of Auril as a primer on her worship. The first page is a title page with the snowflake symbol of Auril on it. The remaining pages describe various priestly rituals and ceremonies in chilling detail. Nestled among these descriptions is a spell that I can learn (frost fingers), and a poem called “Rime of the Frostmaiden”. The poem is an incantation, the power of which can be used to split a glacier. Simply reading it at the correct location should open the Reghed Glacier and allow us entrance into the Caves of Hunger."
"You are correct on our different uses of the weave. We manipulate it differently. I could no more teach Rhogar what I know than he could teach me what he does. We could better understand the weave in explaining how we use it to each other, but we use it in very different ways."
The Professor Orb continues in its patronizing tone. When given the opportunity he tells you all about the Doom of Ythryn
The Empire of Netheril arose more than five thousand years ago. Those who follow the Dalereckoning calendar would place the date of Netheril’s birth at −3859 DR.
The Netherese legacy began with the discovery of the Nether Scrolls. These long, golden scrolls taught Netherese arcanists how to wield magic beyond their wildest fantasies. It took centuries, but the Netherese who mastered the power of the Nether Scrolls became a ruling class, living on great flying cities or taking refuge in remote, subterranean lairs.
Despite their great power, the Netherese faced a growing threat. Under the heart of their empire lived spellcasting aberrations called phaerimm. Using their ability to drain magic, the phaerimm began to unravel the Weave, without which Netheril would collapse into ruin. In −339 DR, four years after the fall of Ythryn, the empire’s most powerful arcanist, Karsus, attempted to neutralize the phaerimm threat by casting a spell of unparalleled power that would enable him to replace Mystryl as the god of magic, giving him absolute control over the Weave. Mystryl countered Karsus at a key moment during the casting of the spell, a feat she could accomplish only by sacrificing herself and tearing the Weave. Karsus was slain instantly, and for a time thereafter, most of the creatures of the world were either without magic or simply unable to control it.
Without great magic to keep them aloft, the remaining flying cities of Netheril crashed to the ground, and many arcanists who survived were driven mad. Once magic came back into use, Netherese arcanists could no longer cast their mightiest spells as they had before, forcing them to resort to traditional wizardry. Four hundred years after Karsus cast his spell, the Netherese empire was no more—crushed by its enemies and undone by its own hubris.
As Krom studies the chardalyn shards the Professor Orb is quick to give some insights.
Chardalyn is cold to the touch and readily accepts magical enchantment, making it an ideal substance for wands, staffs, and other magic items. A chardalyn object suffused with the magic of the Upper Planes is considered a consecrated object, while a chardalyn object suffused with the magic of the Lower Planes is considered a desecrated object; both can be identified as such using a detect evil and good spell or similar magic.
Long before Akar Kessel left his mark on Icewind Dale, Netherese wizards created their own chardalyn. Many items made from this dark-colored crystal can be found in the ruins of ancient Netherese enclaves.
You have heard of the wizard named Akar Kessel right? He found an artifact suffused with demonic magic called Crenshinibon, better known as the Crystal Shard and used it to erect a great black tower in Icewind Dale. When this tower was destroyed, the magic used to create it fused with the surrounding ice to form what is now known as chardalyn: a nonmagical, crystalline substance as strong as metal, though considerably easier to work with than steel. Clearly In the years since, more deposits of chardalyn have been found across Icewind Dale. Like the Crystal Shard, these deposits tend to be suffused with demonic magic. Prolonged contact with chardalyn that has become suffused with demonic magic can warp a creature’s mind, causing madness that usually fades away once the contact is broken. It would be best to keep those shards within the pocket dimension of that bag. Carrying it on your person could lead to bad things.
"I see, Rhogar, my apologies. I didn't realize that arcane magic could be used in such different ways." Krom says in an apologetic tone as both the dragonborn and Vellynne finish their explanations.
"That's a lot of information to take in," says Krom as Vellynne speaks to the group after reading the Codicil and after the Professor explains the fall of Ythryn. "But at least now we know for certain that we can enter the caves by reciting that creepy poem." The dwarf pauses for a moment before asking the Professor "Do you know if all of those phaerimm were destroyed?"
"I'll immediately put them back in the bag of holding." says Krom following the Professor's advice about the shards. "I'll find a way to destroy them later."
Rhogar waved off any apology, but rather seemed more appreciative in the interest at all. In fact for a brief while it even rekindled something in the dragonborn, as he seemed at once torn between wanting to pick Vellyne's brain over the subject of magic, but for once guarded against speaking his mind. In the end, the latter sense of restraint wins out, and apart from any idle chatter that might naturally arise from the company over the following days, Rhogar never comes any closer to broaching the topic. Not even with the professor orb, who although proved be a fascinating fountain of information, was possessed of two grating a personality. So much so, that if anyone else had a mind to question the Orb further, it wouldn't be long before Rhogar took to trying to stuff his ear holes or magically deafening himself via a combination of his connection to Gorrah and her sleeping nuzzled up in Duchess' saddlebag.
When the fourth day eventually rolls around and the group sees the figures, Rhogar's narrows in suspicion, but he still raises a hand stiffly waves it at the approaching figures. "What do you think? Nomads? The cultist? Or mayhaps a group of explorer's too brave but somehow heavily prepared for when the weather took such a nasty turn?" He says to the other party members while the party were still out of earshot of the approaching group.
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When you realize you're doing too much: Signature.
This post has potentially manipulated dice roll results.
Chill's eyes would glaze over with the information dump provided by the professor Orb. Even any discussion about the weave was beyond what he could understand.
Chill would take to napping when these discussions occurred. He would get as much sleep as possible.
When the fourth day arose and they cleared the ridge he notified the rest of the parry if they did ot see the approaching group right away. The people seemed peaceful and were gesturing in peace.
Insight 14
He stopped to study them a moment as he reflexively grabbed his crossbow though he didn't raise it.
"In the middle of nowhere, no chance meetings happen I think. I would wager they are one of the tribes of people who live so far out here, the nomadic Reghed barbarians? We have dealt with them in some such way whether it was real or not when we visited Auril's island. Can we tell what tribe they may be? Some of those tribes were fierce but honorable but others were very dangerous. "
Chill looks carefully trying to recall the tribes of and their differences to see if these were indeed any one of the tribes of the Reghed barbarians.
As the Fellowship notices the approaching group, the dwarf, adjusting his grip on his shield, answers to Rhogar's question. "Probably both Rhogar, as the nomadic Reghed barbarians worship the Frostmaiden." "I do not know if those visions were real or not, but I guess we will soon find out." adds Krom as Chill keeps his eyes trained on the group.
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"You make a good point Rhogar, I'll put those shards in the bag of holding." nods in agreement the dwarf when the dragonborn finishes to speak. Krom then proceeds to carefully take out the shards from his backpack and places them in the bag of holding.
"We should take a look at that glowing object over there. I'll attempt an identification ritual on it before leaving this place. It could be an useful item to have with us." says the dwarf pointing at the strange glowing object.
"It could be magical but isn't that the lantern from the Northern Light that Cori and Allie said that they had stolen from them? They said that's all it did, light up like that. We'll need to return, we can't keep it." Chill remarks.
Once the whole place is cleared Chill relaxes. He's not worried about the two duergar, they don't seem very deceitful.
"Let's bring back as much as we can. Even all this old armor could be given to the people of Caer Konig to be sold or used. I don't think we have much use for it. Even if the bag can't carry it all there is an old sled here. We could load it up and Oli could pull it. No sense leaving anything here. "
He then continues
"As for that letter and Easthaven. I doubt he's there any more. Wasn't Easthaven attacked by the dragon? If we go back there then that will delay us even further. We need to head out and find this place out on the glacier. An end to the whole eternal winter would go a long way I think. "
"You are right Chill, that is indeed the lantern of the Northern Light. The appearance of those duergar clearly had a bad effect on my memory." replies Krom "As for Easthaven, I did not intend to visit it right now, but after our visit to the glacier. He would not be there, yes, but we could still find something linked to him and track him down."
Kazri follows the remaining Duegars wherever they went. Even though they seemed harmless, she did not want to take any chances. She agrees with Chill regarding bringing whatever they find back to town. "I will go find something that we can attach to Oli, so that we can bring the things we find here back to town. You are right Chill. If we can find better use for them, we should try to help." As for delaying the mission any further. "I would rather continue with our journey, I believe trying to end this eternal winter might be a higher priority." She goes to find a wagon or something that she can tie Oli to it.
Perception: 20
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."
At the reminder about higher priorities, Rhogar winced at the memory of Vellyne and her own thoughts on the subject hours ago. "Well... it wouldn't hurt to still know what it does in more exacting perimeters. That way if its something exceptionally dangerous, we can least warn them, and let the decide what to do with it." Rhogar suggest, but Gorrah side-eyes the dragonborn with a flat look. "In fact, I don't see why you, Master Krom, can work on that while we get this sled together or a makeshift one from all these supplies." The bronze dragonborn suggests before making good on the offer in sorting out what crates of goods were left, and getting the together as the appropriate equipment for making the journey itself is hopefully discovered and put to work.
When you realize you're doing too much: Signature.
"Do not worry Rhogar, I'll have plenty of time to examine the shards as we make our way to the glacier." replies Krom.
"If the sled is not suitable for what we plan to do, I have the means of easily making a new one." says Krom as the group scatters out to find a way to bring back as much items as possible.
The dwarf proceeds then to examine the sled Chill was talking about and if he deems it necessary, he will use his tools to mend it or use Moradin's blessings to create a suitable sled for Oli.
@DM
If necessary, Krom will use his Artisan's Blessing, Fabricate or Creation to make a suitable sled.
Leaning against a wall near the cages is a wooden dogsled with ice clinging to it. Skorn tells you that the ogre was used to pull the sled and anything they stole or gathered. There are straps and everything needed to allow Oli to pull it. The two goats were also stolen from the village.
It takes about an hour to gather everything together, strap Oli to the sled and prepare to leave. You can load the goats and whatever doesn't fit into the bag of holding onto the sled.
You head back towards the village of Cair-Konig, your previous tracks still visible enough that it is an easy enough trip back. When you return to the Northern Light, you find Trovus passed out in a padded armchair while Allie and Cori go about their work. Allie offers you a few flagons of ale as a reward for returning the lantern . She has prepared rooms for you as it is now late into the evening. Allie says that she can also help return the other stolen goods to their proper owners in Caer-Konig.
Vellynne is also still up, waiting for you. She sounds impatient with you. "Any other side quests to handle or do we head into the glacier tomorrow to find the Caves of Hunger?"
"As I told you few hours ago, dwarves were not behind the thefts." Krom says to Allie in a serious tone as the group returns to the tavern. The dwarf's mood immediately improves as Allie starts bringing the ale.
"Do not be too impatient Vellynne, we will leave for the glacier tomorrow morning as planned. Let us savour this good ale and warm fire for a little longer as from tomorrow cold winds and snow will be our companions." replies the dwarf.
Kazri loads whatever she can onto the sled, and strap it to Oli. On their way back, she helps the young Owlbear pull the sled. He is more than capable, but she would not let him do it by himself. Once back in town, she pats him for a job well done.
"We all should get some rest, and that includes you Ms. Harpell. This town may be the last one we see in a while." Kazri brings a beer to Vellyne. "Care for a drink? I personally do not drink, but I have learned that it helps open up conversation. Can you give us a refresher on what should we expect to find in this Cave of Hunger? I don't believe we found much information about it in our travels."
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."
Chill graciously accepts the offered ale. He tells Allie and Cori all about their adventures at the outpost and about the duergar. He further tells them other stories of their adventures.
He'll listen carefully to anything Vellynne can tell them about Caves of Hunger.
He'll then head for bed to get a good night's rest.
Apart from giving Vellynne a lopsided grin at her question, Rhogar choose to remain quiet and leave any actual talk to his compatriots things to his compatriots to hash out. As for the offered reward, both dragonborn and psuedodragon partners take one look at a slumbering Torvus, before then shaking their heads in refusal. "This might be a bigger ask. But if you have milk or warm water, if you have either on tap, that would be most appreciated." He says to Allie, along with a request on where to offload the stolen goods in the bag of holding. Because while the others would hash things out, he'd at least spend the better part of the next hour nursing his drink and getting things straightened out in the interim.
When you realize you're doing too much: Signature.
Cori grabs some warm milk for Rhogar as you gather around a table to let Cori and Allie know what is going on. Allie won't wake up Trovus, "He can find out what's up tomorrow. He needs to sleep this one off."
Any discussion of the stolen goods Allie and Cori let you know they will return the items to the rightful owners. "Even Trovus can help with that when he sobers up. We'll sell the other stuff or make use of it." Allie smiles at Krom regarding his remark about dwarves. "Only knew about dwarves out there. I know nothing of these duergar. Its rather disturbing that they can turn invisible and grow themselves to ogre size! Its quite outside anything I understand. But it would surely explain why no one has seen anything. My apologies to your people Krom."
"Fair enough," replies Vellynne to Krom. "We leave early, it may be several days travel to find what we are looking for."
Eventually the discussion dies down and you each head for your own rooms to get a good nights rest. (Long Rest if needed)
The following day Trovus is up, and complaining of a headache. You gather in the common room of the Northern Light. Cori and Allie provide a warm breakfast for you as you prepare to leave to find the Caves of Hunger. They assure you that they will take care of any of the stuff that you found at the outpost. Trovus is grateful for your help and promises to return the stolen items and fairly split up any proceeds from the other gear that was taken from the outpost. "Out here on the edge of Icewind Dale we have to look out for each other. Not much room for selfishness if we want to live."
As you leave the village you follow the frozen Lakeshore of Lac Dinneshere. Eventually that leads to the frozen over river that feeds it as you travel northeast out into the wasteland of Icewind Dale. For four days you travel slowly North East along the frozen river bank towards the location that you have been told the Caves of Hunger can be found. Icewind Dale is a harsh and unforgiving landscape. It is the very edge of the explored world, the last stop for travelers and civilized society. The vast open tundra, bordered by the Reghed Glacier on the east and the Sea of Moving Ice to the west, is buffeted by heavy winds thick with snow. Your experience as travelers as well as Chill's ability to navigate the wasteland allow you to have few issues. The worst that you come across on your travels is being hunted by a pack of Crag cats. They attack shortly after you make camp on the second day of your travels. You are quickly able to defend yourselves and slay two of the cats. The remainder of the Crag cats flee into the darkness.
Vellynne proves some worth as a companion. As you prepare to stop each night to rest she is able to conjure up A 10-foot-radius immobile dome of force around and above you which remains stationary for the duration. Nine creatures of Medium size or smaller can fit inside the dome with you. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. She explains that spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.
She tells you what she knows of the Caves of Hunger and your quest. "There’s an ancient netherese city called Ythryn buried underneath Icewind Dale, which certainly holds the means to end Auril’s Everlasting Rime. The entrance to Ythryn is supposedly somewhere in the Reghed Glacier, but the glacier is more than 50 miles long. We have a basic understanding now of where it is. We can find the city by going through the Caves of Hunger. The Codicil of White is needed to enter the Caves of Hunger which is guarded from most divination magic."
"As for the caves themselves. From what I have gathered when the floating city of Ythryn plummeted from the sky into the Reghed Glacier centuries ago, the impact of the collision, and the resulting heat, drove the city deeper into its heart until, finally, it came to rest. Auril then buried the city under the ice to preserve it, claiming it as her own. The Caves of Hunger is a sprawling dungeon complex hollowed out of the Reghed Glacier. Some of its caves and tunnels formed naturally, some formed as a byproduct of Ythryn’s fall, and still others are the work of creatures such as remorhazes that can dig or melt their way through solid ice. What we will find inside, or how large the complex is I do now know."
On the fourth day of your travels as you crest another ridge, you spot a dozen humanoids approaching, their cloaks flapping in the wind sweeping down from the eastern glacier. As you approach one of them waves at you to signal his peaceful intentions.
Feel free to roleplay anything you are doing during the travelling. There would be time at night to do studying but during the time spent walking there is little else you can do except move forward.
"Apologies accepted Allie." says Krom while gulping down another tankard of ale. "Duergar will not bother you anymore." The dwarf nods to Vellyne and then heads to his chamber for a long awaited rest.
The next morning, Krom after bidding farewell to Trovus, Allie and Cori checks his gear for one last time and then joins the others as they begin their march towards the Cave of Hunger.
"Rhogar, you should ask Vellynne to teach you this spell, it's very useful!" says the dwarf the first night that Vellynne conjures her dome of force. "It would improve our quality of travel tenfold!"
Krom nods in acknowledgment, as Vellynne speaks of the Cave of Hunger, Ythryn and the Codicil. "Have we fully studied the Codicil?" asks Krom to the group "Rhogar, if I do recall correctly, you spent a good amount of time studying it. How do we use it properly?" says at the dragonborn as he takes out takes out from his backpack the Professor Orb.
During each night, Krom spends some time adjusting Oli's armour and studying the dark shards.
"Not quite what I was worried about, but fair enough all the same." Rhogar said to Allie with a lopsided grin. From that point, the dragonborn eased more into his seat, and resolved to let remainder of the evening quietly pass playing observer while nursing his drink. The next day the dragonborn does ask if he can borrow the Northern Light kitchen to prepare some snacks for the group, as the perilous trip would no doubt require more than just a fortifying breakfast! But even if denied as much, Rhogar yet would find a snippet of time during breakfast cobbling together some treats all the same using some dried fruits and seasoning already among his personal collection.
But be all that as it may and usual preparations aside, Rhogar was eager to depart, if but to leave the company of yet another disappointing "cousin". And yet for a moment, he could see a glimpse of the fully respectable dragonborn Trovus was in his fellows final speech to the group, before the years and perhaps weight of the 'born's position wore away at it. Rhogar would go on to spend the better part of the rest of the day and even the next trying to sort his feelings over the realization. But soon enough, the rigors of the journey demand more attention even with the aid of more experienced hands, so such contemplation fall to the way side.
"Unfortunately, Master Krom, such a spell is beyond me. Not due to a lack of understanding mind you, but moreso in how both she and I manipulate the weave. Whereas for me it is as instinctive as breathing, a response to intense feelings, or the subtle guidance of Big Brother Vixix echoing in my being even now, for her -- or so I've come to understand -- it is like, eh..... Ah! It's like building a house! The more detailed the blue print and conscious effort put into it, the arguably more you can do with it. But with all things, there can be consequences with forcing a thing into a different shape. There is after all a reason why it's called 'The Weave' and not something more amorphous or more rigid." Rhogar found himself explaining on that first night, and almost rather chirpily at that.
"As I've come to understand it, we need but speak the poem within its contents to create our egress. Beyond that and the resilience it offers those in possession of it against the bitter cold, a wizard might learn a bit more, but I'd hazard to guess only a truth faithful of the frost maiden might garner more... at some a cost." He'd later say, before fishing out the book and regarding it for a moment before offering it to Vellynne. "Since it'll be some time before we reach the glacier by all accounts, you are welcome to studying it further Vellynne. But I would ask upon the third evening to have it back. Not out of lack of trust, mind you, but as a precaution given how it connects to the frost maiden."
When you realize you're doing too much: Signature.
During the evenings Chill listens to the discussions about the Weave but he has no understanding of it himself. He was a cat of immense skill, dexterity, a keen eye and fast reflexes. There was no magic or weave about him. His abilities were his own, honed to perfection.
The traveling and guiding was easy enough. Follow the frozen river which was a fairly simple task.
However he was very impressed by the dome they slept in each night. A very comfortable way to spend your nights in the darkness of a frozen arctic wasteland.
Some time is spent studying the Codical of White. Vellynne accepts the opportunity to study it when given the chance. She expresses no concerns on returning it as requested nor seems insulted by such a request. You see her copying something in a book a spells that she carries with her one evening. The Codicil of White is a tall, thin volume bound in white ermine fur over seasoned boards of white pine and sealed with a clasp and lock of tarnished silver. The book is cold to the touch, and the fur is worn about the edges from use. The twenty-seven pages within are of vellum painted with silver gilt on the outer edges. The whole is sewn to a leather binding with strips of sinews, making it quite durable.
She does tell you what it appears to contain. "The codicil was written by followers of Auril as a primer on her worship. The first page is a title page with the snowflake symbol of Auril on it. The remaining pages describe various priestly rituals and ceremonies in chilling detail. Nestled among these descriptions is a spell that I can learn (frost fingers), and a poem called “Rime of the Frostmaiden”. The poem is an incantation, the power of which can be used to split a glacier. Simply reading it at the correct location should open the Reghed Glacier and allow us entrance into the Caves of Hunger."
"You are correct on our different uses of the weave. We manipulate it differently. I could no more teach Rhogar what I know than he could teach me what he does. We could better understand the weave in explaining how we use it to each other, but we use it in very different ways."
The Professor Orb continues in its patronizing tone. When given the opportunity he tells you all about the Doom of Ythryn
The Empire of Netheril arose more than five thousand years ago. Those who follow the Dalereckoning calendar would place the date of Netheril’s birth at −3859 DR.
The Netherese legacy began with the discovery of the Nether Scrolls. These long, golden scrolls taught Netherese arcanists how to wield magic beyond their wildest fantasies. It took centuries, but the Netherese who mastered the power of the Nether Scrolls became a ruling class, living on great flying cities or taking refuge in remote, subterranean lairs.
Despite their great power, the Netherese faced a growing threat. Under the heart of their empire lived spellcasting aberrations called phaerimm. Using their ability to drain magic, the phaerimm began to unravel the Weave, without which Netheril would collapse into ruin. In −339 DR, four years after the fall of Ythryn, the empire’s most powerful arcanist, Karsus, attempted to neutralize the phaerimm threat by casting a spell of unparalleled power that would enable him to replace Mystryl as the god of magic, giving him absolute control over the Weave. Mystryl countered Karsus at a key moment during the casting of the spell, a feat she could accomplish only by sacrificing herself and tearing the Weave. Karsus was slain instantly, and for a time thereafter, most of the creatures of the world were either without magic or simply unable to control it.
Without great magic to keep them aloft, the remaining flying cities of Netheril crashed to the ground, and many arcanists who survived were driven mad. Once magic came back into use, Netherese arcanists could no longer cast their mightiest spells as they had before, forcing them to resort to traditional wizardry. Four hundred years after Karsus cast his spell, the Netherese empire was no more—crushed by its enemies and undone by its own hubris.
As Krom studies the chardalyn shards the Professor Orb is quick to give some insights.
Chardalyn is cold to the touch and readily accepts magical enchantment, making it an ideal substance for wands, staffs, and other magic items. A chardalyn object suffused with the magic of the Upper Planes is considered a consecrated object, while a chardalyn object suffused with the magic of the Lower Planes is considered a desecrated object; both can be identified as such using a detect evil and good spell or similar magic.
Long before Akar Kessel left his mark on Icewind Dale, Netherese wizards created their own chardalyn. Many items made from this dark-colored crystal can be found in the ruins of ancient Netherese enclaves.
You have heard of the wizard named Akar Kessel right? He found an artifact suffused with demonic magic called Crenshinibon, better known as the Crystal Shard and used it to erect a great black tower in Icewind Dale. When this tower was destroyed, the magic used to create it fused with the surrounding ice to form what is now known as chardalyn: a nonmagical, crystalline substance as strong as metal, though considerably easier to work with than steel. Clearly In the years since, more deposits of chardalyn have been found across Icewind Dale. Like the Crystal Shard, these deposits tend to be suffused with demonic magic. Prolonged contact with chardalyn that has become suffused with demonic magic can warp a creature’s mind, causing madness that usually fades away once the contact is broken. It would be best to keep those shards within the pocket dimension of that bag. Carrying it on your person could lead to bad things.
"I see, Rhogar, my apologies. I didn't realize that arcane magic could be used in such different ways." Krom says in an apologetic tone as both the dragonborn and Vellynne finish their explanations.
"That's a lot of information to take in," says Krom as Vellynne speaks to the group after reading the Codicil and after the Professor explains the fall of Ythryn. "But at least now we know for certain that we can enter the caves by reciting that creepy poem." The dwarf pauses for a moment before asking the Professor "Do you know if all of those phaerimm were destroyed?"
"I'll immediately put them back in the bag of holding." says Krom following the Professor's advice about the shards. "I'll find a way to destroy them later."
Rhogar waved off any apology, but rather seemed more appreciative in the interest at all. In fact for a brief while it even rekindled something in the dragonborn, as he seemed at once torn between wanting to pick Vellyne's brain over the subject of magic, but for once guarded against speaking his mind. In the end, the latter sense of restraint wins out, and apart from any idle chatter that might naturally arise from the company over the following days, Rhogar never comes any closer to broaching the topic. Not even with the professor orb, who although proved be a fascinating fountain of information, was possessed of two grating a personality. So much so, that if anyone else had a mind to question the Orb further, it wouldn't be long before Rhogar took to trying to stuff his ear holes or magically deafening himself via a combination of his connection to Gorrah and her sleeping nuzzled up in Duchess' saddlebag.
When the fourth day eventually rolls around and the group sees the figures, Rhogar's narrows in suspicion, but he still raises a hand stiffly waves it at the approaching figures. "What do you think? Nomads? The cultist? Or mayhaps a group of explorer's too brave but somehow heavily prepared for when the weather took such a nasty turn?" He says to the other party members while the party were still out of earshot of the approaching group.
When you realize you're doing too much: Signature.
Chill's eyes would glaze over with the information dump provided by the professor Orb. Even any discussion about the weave was beyond what he could understand.
Chill would take to napping when these discussions occurred. He would get as much sleep as possible.
When the fourth day arose and they cleared the ridge he notified the rest of the parry if they did ot see the approaching group right away. The people seemed peaceful and were gesturing in peace.
Insight 14
He stopped to study them a moment as he reflexively grabbed his crossbow though he didn't raise it.
"In the middle of nowhere, no chance meetings happen I think. I would wager they are one of the tribes of people who live so far out here, the nomadic Reghed barbarians? We have dealt with them in some such way whether it was real or not when we visited Auril's island. Can we tell what tribe they may be? Some of those tribes were fierce but honorable but others were very dangerous. "
Chill looks carefully trying to recall the tribes of and their differences to see if these were indeed any one of the tribes of the Reghed barbarians.
21
As the Fellowship notices the approaching group, the dwarf, adjusting his grip on his shield, answers to Rhogar's question. "Probably both Rhogar, as the nomadic Reghed barbarians worship the Frostmaiden."
"I do not know if those visions were real or not, but I guess we will soon find out." adds Krom as Chill keeps his eyes trained on the group.