Mira
Provided vital knowledge about the ghost's behavior and the town itself. She identified a way to track the ghost's possessions and offered to serve as a distraction to aid the party's movement.
Session 7 · Lonelywood Heist: Ghost & Satchel
In the frozen shadow of the Spine of the World, five brave adventurers fight to survive a relentless winter that has plunged the region into perpetual darkness. Together, they must face the wrath of the Frostmaiden, and save the desperate settlements of Icewind Dale's Ten-Towns from both themselves and the cold.
D&D 5e / 2024
16 sessions · 16 public recaps
Game Master: Rob DM
Across 16 public sessions: exploration 38%, social 40%, combat 22%.
Provided vital knowledge about the ghost's behavior and the town itself. She identified a way to track the ghost's possessions and offered to serve as a distraction to aid the party's movement.
Session 7 · Lonelywood Heist: Ghost & SatchelProvided a detailed account of the party's journey and led the debate on the ethics of the town's sacrifices.
Session 18 · Black Ice, Broken Glass, and the Hopeful StrangersShowed remarkable loyalty by choosing to be imprisoned to support Bjear, and used her quick thinking to unlock their path to freedom.
Session 11 · Lonelywood LockdownScouted the road, weathered the brunt of the undead's attacks, and made the decisive final shot before announcing his bid for Speaker.
Session 19 · Blue Orbs, Stolen Mead, and a Bear for SpeakerSecured the rowboat and showed incredible resilience, narrowly cheating death when the orb's life-draining attempt backfired.
Session 16 · Blood, Black Ice, and the False Feast