With Degorian pushing from behind and Bruenor paddling, the group makes its way along the ice wall towards the end where access to a sloping rise leading to Argent lies. As you round the end, coming into view are 4 huge ice canals 500 feet above you. These are the waterways Degorian mentioned that lead travelers from across the elemental plane to this city of trade. They stretch off into the distance as far off as you can see converging here at the city’s gates. You eagerly depart your ice raft and proceed up the icy slope towards the intersecting canals. When you reach the top you can see the large body of water outside the giant gates. Numerous water vessels are located in this dock. Beyond an ice walled city of some size reached back away from you with the glimpse of tall towers to the far back side which Degorian names as Argent Keep where the Royalty live. There is a huge ice dome rising over 100’ above the city like a enormous umbrella. Degorian makes several inquires about the Spelljammer you have and things about it. Where it is and how to get to it. As he speaks to Sariel and Pick about it, Captain Furthak motions for them to not say too much.
Captain Furthak does make contact with the Brightstar which means it is on this plane of existence. The condition of the ship still needs more than a month and a half to fully repair itself he can gather. It is here but it’s exact location is not known to him.
As you move towards the gates, Degorian describes the city as this, A vast nework of wealth and trade from the far reaches of the elemental planes. Travelers come by normal and magical means and you will see creatures from all elements represented here. The front part of the city would be safest for Primers and Genasi. Primers being the name given to those from the Prime Material Plane. The farther reaches of the city hold dangers to those of alien ties. If one were to get in trouble, they might find themselves quickly headed for the death caves or worse. Before you enter the city, Pick uses his disguise kit to give Degorian a new look. As he is supposed to be dead, hiding him a bit you feel is a good idea. He directs you to a Tavern and Inn by the name of Abyssal Tidings. You pay for rooms for 2 weeks and have your food provided. Several of you are ready to level up and are anxiously seeking a place of training but first you decided to get Pick a remove curse and then get some gems appraised and pool your money. Degorian says he has to make contact with his family so they know he is alive and plans to meet up with you later in the week.
You seek out a wizard named Zengo in his shop down the street. When you enter you find him sitting quietly working on something. You make introductions and ask for his services. Trading the spells from the 3 books you found to pay for the remove curse. After the curse is removed, you find the bag of gems to be a bag of rocks. You keep it for now. Bruenor asks if he has any magic items available for sale. Zengo offers a few potions, magic arrows and some magic figurines. They come to a price for a figurine of a raven but Bruenor is interested in an elephant figurine he also has. Not having enough money to pay the amount, Zengo offers a trade if ice can be brought back to him from an elemental node on Frost Spire Island.
Before you head off, Zengo offers the four brave adventurers a chance of a lifetime of a game of cards. He explains this is not just any card game, it is what is known as a Deck of Many Things. As you have to decided how many cards you will draw before you do so, Pick decides on 3 cards, Bruenor 1, Sariel 2 and Captain Furthak 2. Pick gains 2 wishes, enough experience points to advance 1 level and becomes the opposite alignment of what he was. Bruenor draws a card that reduces his intelligence score by 2 points permanently. Sariel gained a mystery foe that will reveal themselves at some future time and a powerful devil as a enemy who wishes to defeat him. While captain Furthak gained 3 wishes and 10,000 experience points (enough to go up a level). You then ask if there is a gem worker nearby you can visit and cash in on some of the gems you have acquired. Zengo suggests a gruff dwarf named Frenor who has a shop further down the way. His establishment looks like an ice cave right in the middle of the city. Finding Frenor is no issue and you cash in on the gems and stones from the hold of the Brightstar.
Having enough money to level, and 2 levels for Pick and Captain Furthak, the group leaves Bruenor behind while they pay and study for 2 weeks time. (Sariel only 1 week)
Once all are leveled, supplies are purchased and Degorian has rejoined you, Captain Furthak uses one of his wish spells and teleports all to the deck of the Brightstar. The ship is in the Elemental Plane of Ice as Captain Furthak had contact with it to confirm, but it is sitting in quite a vertical position and covered with ice so with no foothold on the deck, the gravity does not take hold and all slip down along the deck. Saves are made, ice is shaped to support and you try to enter the ships interior. The ship itself is located between ice walls that meet a hundred feet above. To one side you see nothing but ice and darkness away from you while the other direction provides light from outside the ice cover. You make your way into the ship and to the forward room where Starbreaker clears the debris from the cradle and places the crystal within the cradle. Both ship and crystal are now regenerating.
As you start to make your way back up to the deck, a noise is heard as medium sized white furred beasts have climbed onto the deck and are making their way towards you. Battle breaks out between 4 or 5 Yeti’s along with a large sized leader type. Gaze attacks and nasty breath weapon attacks lead the party to near ruin. Paralyzed, below zero hit points and big damage cause more than 1 death save to be rolled. You realize that you spent no money on healing potions while in town. As you barely get the party back on their feet with blood dripping from every orifice, another yeti climbs onboard. Bruenor casts a spell that produces spikes all over the deck and ship that damage the yeti enough for you to deal with him when he got closer. Captain Furthak levitates up and away but he lowers himself below the ship for a view and sees numerous more yeti. Some young and some female but more never the less. You find yourselves out in the wilds of the Elemental plane of Ice with no food, healing or warmth. Brutal enemies are near and you are expended. What will you do next?….