Free Tadar
completed
Release Tadar from his spirit binding.
Tadar was freed from his spirit binding, though he retained little memory of his past and remained with the party as a silent companion.
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 ยท 16 public recaps
Game Master: Rob DM
completed
Release Tadar from his spirit binding.
Tadar was freed from his spirit binding, though he retained little memory of his past and remained with the party as a silent companion.
active
Support Bjear's campaign to become Speaker of Goodmead, with Mira as his campaign manager.
Bjear delivered a campaign speech in the Mead Hall, outlining his candidacy and promises.
completed
Explore the northern ruins mentioned in the evidence.
The party defeated the hag and discovered the remains of the missing fishermen in her cauldron.
active
Resolve the troubles in Goodmead, including the Speaker's death and the theft of the town's mead by a giant.
The party investigated the mead raid, identified giant tracks, and negotiated a conditional peace with the giants, agreeing to return with proof of goodwill.
completed
Interact with the Moon Dial to open the hidden chamber.
Mira used her shield to interact with the Moon Dial, successfully opening a hidden chamber.
active
Investigate the hit list naming Mira and Tessa.
active
Investigate the murder of the speaker in East Haven.
completed
Stop the ghost possessing the Speaker.
The party has defeated the ghost possessing Speaker Nimsy, shattering the spirit and leaving behind a strange black-ice relic. Speaker Nimsy has pledged her support and promised to help clear the party's names.
completed
Stop the white moose that is terrorizing Lonelywood.
The party has overcome the white moose after an intense struggle.
completed
Rescue Bear and Adh from the town guards.
Bjear and Aid escaped the jail.
active
Ensure the safety and cooperation of the kobolds in Lonelywood.
Speaker Huddle has agreed to let the kobolds reside in the Old Inn, and Mira has bound them to an oath of safety; however, the kobolds are causing chaos at the Ramshackle.