Recap Raven

Rime of the Frostmaiden (Friday)

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

Quest Log

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.

Bjear's Speaker Campaign

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.

Investigate Northern Ruins

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.

Resolve Goodmead's Troubles

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.

Unlock the Moon Dial

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.

Investigate the Hit List

active

Investigate the hit list naming Mira and Tessa.

Investigate the Murdered Speaker

active

Investigate the murder of the speaker in East Haven.

Defeat the Ghost

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.

Stop the White Moose

completed

Stop the white moose that is terrorizing Lonelywood.

The party has overcome the white moose after an intense struggle.

Rescue Bear and Adh

completed

Rescue Bear and Adh from the town guards.

Bjear and Aid escaped the jail.

Secure the Kobolds

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.