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Session 12 We picked up a bunch of quests as we went about the city, disrupting the daily lives of it's inhabitants. While we did receive a small reward for saving the life of Werz from the assassins, and we did help to subdue a two-headed giant and met some cool stone giants, we mostly gathered information, agreed to take on a variety of tasks, and caused a boatload of disruption in the derro district before finding some subterranean tunnels leading below their village. In those tunnels we encountered Buppido, the errant derro who once traveled with our band of refugees.
Citadel Geek is running a multiday event from December 4th to 6th where they will have plenty of DDAL action including two epics - "DDEP00-01: The Red War", and "DDEP10-00: The Great Knucklehead Rally"! DDEP00-01: The Red War @ 6pm (12/4) [Levels 1- 20] DDEP10-00: The Great Knucklehead Rally @ 3pm (12/6) [Levels 1 - 4] Web Site: https://www.citadelgeek.ca/critical-frost They are still looking for DMs and players sign ups are up as well! Discord: https://discord.com/invite/Eyq9BC7 Sign up to DM here: https://docs.google.com/forms/d/e/1FAIpQLSch7dhvOz9q_V9jz1qe27qGIdkY8dvXT4Iwp2jJDrtzbpGkBw/viewform?usp=sf_link Sign up to play here: https://www.citadelgeek.ca/critical-frost-schedule
Feel the cold touch of death in this adventure for the world's greatest roleplaying game. Beneath the unyielding night sky, you stand before a towering glacier and recite an ancient rhyme, causing a crack to form in the great wall of ice. Beyond this yawning fissure, the Caves of Hunger await. And past this icy dungeon is a secret so old and terrifying that few dare speak of it. The mad wizards of the Arcane Brotherhood long to possess that which the god of winter's wrath has so coldly preserved--as do you! What fantastic secrets and treasures are entombed in the sunless heart of the glacier, and what will their discovery mean for the denizens of Icewind Dale? Can you save Ten-Towns from the Frostmaiden's everlasting night? Link for the Roll20 page: https://app.roll20.net/join/8738128/pvr_eg
Session 14 Gnolls! After returning to Caer Konig, you met up with an unusually sober Trovus - the town speaker - who informed you of threats to the north and south. The northern threat involved Duergar and missing items, but offered little in the way of imminent danger or reward. The southern threat, however, promised both, as a band of gnolls had been seen straying far from their cave home in an area dubbed the Cackling Chasm, killing residents of the towns. The speaker offered 10GP per gnoll head as a reward. One roving band was seen during your rest, and most of the group were killed, though a few did escape the encounter. The next morning your party traveled the chasm to confront the warband and found the unexpected - a group of pitiful, miserable-looking gnolls, freezing and starving and wanting nothing more than to leave this bleak, frozen region. The group was able to communicate just enough to understand that if Chyzka - the pack leader - were killed then the rest would voluntary leave. The party obliged and killed Chyzka while the remaining gnolls cheered. While the gnolls gathered their things to make good their exodus, the party found a berserker locked in a cage in the far area of the chasm. The berserker was similar to those encountered during Jarlaxle's 'spirit vision', and the party killed it and Cornelius took the dead creature's javelin.