About
Building this page as an in-character chronicle being compiled by my D&D character during my current D&D campaign. Under construction, check back soon.To Do:
Party marker for mapMouseover for map/inventory detailsInventory items- All Party portraits / other art
- Better title
- Better background
Better inventory items- Some visual flourishes / gifs
The Party
Lightning Claw ("Lizardman")
Dragonborn Sorcerer
Minerva ("Minnie" / "Lunch" / "Mad Cow Disease" / "Tooth Fairy")
Minotaur Ranger
Bain
Human Bard
Conlus Tuldu
Elf Ranger
'Ungry 'Ungry Berretta
Giff Monk
Solene ("Sol")
Elf Cleric
Companions
Spoon
Goblin Orphan
Sahnar
Mummified Corpse
Twiggins
Sentient Bush
Recurring Characters
Danhauser
Trans-dimensional Curse-Distributing Wrestling Man
Map
Current Map:
Old Maps:
Party Inventory
This is for items the party has picked up but not distributed to anyone in particular yet.- 6 x Potion of Healing
- 1 x Potion of Talk To Animals
- 100 x Gold Pieces
- 38 x Valuable Geodes (worth 10gp each)
Quests
Rime of the Frostmaiden
We were given instructions by an old adventurer in a tavern in Bry-Shander to find a mysterious killer who has claimed victims throughout Icewind Dale. It is implied to be connected with a mysterious darkness that has blanketed the whole region for some time.Find Torgar & Kalto
We have been directed to find a travelling merchant named Torgar who runs a business called "Torgs". They are escorted by a man named "Kalto", who may be a figure we saw depicted on a wanted poster. Torgar may apparently be conntected with the mysterious killings somehow.Crashed Nautiloid
There is a crashed mindflayer ship rumored to be in the area of Id Ascendent, South of Ten Towns. Lightning has recently started experiencing some kind of pinging sensation in his head after picking up a strange crystal, directing him South. We're not sure how he knows this, but it might be connected.Lightning Claw: Cult
Lightning was approached by a group of cultists while we were out in the wilds, who seemed to want him back badly. He seems to have some history with them.Tink: Mindflayers
Tink was approached by a group of mindflayers who seemed to want her back badly. She seems to have some history with them. Tink is now in the custody of Drar and his party, so it's unclear if we can pursue this any further.Magic Fishing-Rod
We heard rumors of a magical fishing rod that was meant to lie somewhere in the Cackling Chasm, South-East of Ten-Towns.Cave of the Berserkers
There's apparently a cave to the South-South-East of Ten-Towns that contains a mineral that is driving people into a rage.Ruth
It's unclear what Ruth is, but she seems very old and powerful. We got her attention when we attempted to break into her room at the Blue Clam in Termalaine. She dispatched a party to find us, made up of incredibly powerful beings, who took Tink into their custody.Wolves
We heard a rumour that Dougan's Hole is apparently having a problem with wolves.Danhauser
A strange man called "Danhauser" continues to follow the party around, placing curses on anyone that refuses to give in to his demands or attacks him. I was able to persaude him to lift the curse on me, but Minnie and Lightning are cursed.Sol: Wrecked Ship
I don't think the party noticed my nervousness when they found the note about the wrecked ship somewhere around Bremen.Spoon
We found a small orphaned goblin named Spoon in a cave, who was likely related to one of the goblin bands we overcame while securing a cart of iron ingots for some dwarves. Spoon accompanied us to Lonelywood, and we left him in the care of the town speaker while we completed a quest to kill the white stag plaguing the town. When we returned, after an altercation where Lightning threw a coin at him, he disappeared. We're not sure if he will show up again.Sahnar
We found a mummy named "Sahnar" rotting in a crypt in the same barrow we found the white stag guarding. They've joined us a companion now. We're not really sure what their goals are if any.Twiggins
We also found a small sentient tree or bush that we've nicknamed "Twiggins", who was a summon or pet of a druid we also found guarding the barrow where the white stag was. They've also been accompanying us since. We're not really sure what their goals are if any.Mysterious Spirits
We opened a chest in a cave we found in the wilderness and several ghost-like spirits seemed to enter several of the party members. What this means is still a mystery.Dog Figurine
Lightning picked up a small dog figurine off of a mine floor, with tiny jewels for eyes. We're not sure what it means or if it has any significance. Lightning has carved the jewels out of it and used it to fashion a necklace.Missing Fishermen
The militia captain in Easthaven has given us the job of finding some missing fishermen who were out on Lac Dinneshere, and haven't returned. We were offered a choice between a bag of wizard's possessions or an unmarked magical scroll. Both were taken from a now-executed magic user, who we saw burned alive in the town square.The White Lady
A local legend in the towns around Lac Dinneshere is that a pale-white ghost of a lady that may have killed her husband, haunts the waters of the lake. The husband's boat along with a supposedly treasure, are somewhere in the frozen lake. We attended a seance with the ghost where we were able to ask it several questions about local goings-on. The ghost gave us several cryptic answers before departing. See the journal for more details.Completed Quests
Kobold Caves
We completed the job and negotiated an arrangement between the kobolds and Termalaine. They'll work the mine and in return, they can stay there. We were rewarded 38 geodes worth about 10g each and 1 paperback romance novel of questionable literary value.Black Cabin
We found the isolated cabin in the woods and discovered that the gnomes there had been conducting some kind of ritual. We managed to complete the ritual ourselves and had some kind of blessing cast on us that allows us to add 10 temporary hit points every morning.Dwarvern Iron
We didn't manage to deliver the iron ingots back to the dwarves as promised, instead trading it to some card-players in the town of Lonelywood.White Stag
We killed the giant white stag that had been besieging the town of Lonelywood. In return we were rewarded the deed to a run-down old inn. We found a mummy named "Sahnar" rotting in a crypt in the same barrow we found the stag guarding. They've joined us a companion now. We also found a small sentient tree or bush that we've nicknamed "Twiggins", who was a summon or pet of a druid we also found guarding the barrow. They've also been accompanying us since.14/4/26
We stopped in Termalaine on our way to Easthaven to find Torig. Upon arriving we decided to visit a tavern called the Blue Clam. There we picked up a job from the town speaker to go clear some kobolds from a nearby mine. We were promised 60 gold and 1 book on local history for completing the job.After we stayed to play bingo, in exchange for magical prizes, we nearly ran afoul of the elderly yet seemingly all-powerful bingo-master Ruth, who didn't like us looking at her belongings.
After narrowly escaping the encounter, and with tink now unconscious- we chose to walk to our newest assignment at the mine straight away rather than risk staying in town.
Before we could stop to rest, we were accosted by a strange man who asked us for teeth or gold, and then cursed Minnie and I when we refused. We're not sure what the curse does yet.
28/4/26
Conlus, Lightning, Minnie and I snuck into the mine that the town speaker told us about, leaving Sahnar, Bain and Twiggins outside to look after Tink, who was still unconscious. We noticed a sign outside that said "kobolds only", in common. The lettering was perculiarly neat for a kobold. Shortly after entering the mines, in the pitch dark, Lightning stumbled over a small figurine of a dog with jeweled eyes, which he held onto.We decided to proceed slowly and carefuly without torches to keep our presence undetected. The two of us with darkvision were at the front and rear of the party to guide the others. We followed the sound of running water until we reached a waterfall flowing down a circular bottomless shaft, traverseable only by a rickety wooden walkway along one wall.
It appeared as if the walkway was not going to be able to support all of our weight, least of all Minnie, who was already having trouble getting through the cramped passageways. Using ropes as an extra precaution, we crossed one by one, and eventually made it to a room with a bucket lift connected to the lower levels. We proceeded downwards one by one.
Once we were all assembled further down in the mine, we encountered 2 kobolds but chose to avoid alerting them. We instead explored a side passage which opened onto the same bottomless shaft we had crossed further up, which we soon discovered had precious gems embedded in its walls.
While we were inspecting the passageway, Conlus suddenly disappeared. We discovered moments later that a monster living on the ceiling had abducted him, ensnaring him in its dangling tendrils. Fortunately we attacked it and it immediately dropped him. Unfortunately, it then turned on Lightning; capturing, paralyzing, and then suspending him over the bottomless pit adjoined to the passageway.
Conlus was able to attach a rope to one of his javelins and lodge it in the monster's side, allowing us to pull it closer, where we could safely attack it without dropping Lightning into the Underdark. I was able to heal him through the encounter while we all reeled the monster in. Once we got him back over solid ground- we let it have everything we have. Even so, it was still able to paralyze me as well before Conlus finally took it out, practically eviscerating it.
Even though two of us had been paralyzed and sustained injuries during the encounter, we decided to press on since it wasn't safe to rest. It was apparent the monster had come up from the Underdark and we weren't sure if there would be more in the mines. By now the paralysis on Lightning and I had worn off.
We retraced our steps to where we saw the 2 kobolds before, who saw us as we advanced back along the passageway. They attacked us before running away, and we pursued them lower into the mine. As we did, we stumbled across a note left in their lodgings, which mentioned a pirate shipped trapped in the ice near the town of Bremen. The ship is apparently carrying valuable cargo. The party didn't learn of my connection with the ship.
We entered another wooden walkway; a lower section of the bottomless shaft we'd crossed earlier, only to see 2 more kobolds above us attempting to deconstruct the walkway we'd crossed before. Minnie was able to kill one with her longbow, which halted their demolition.
Shortly after this, the rest of the kobolds emerged and quickly surrendered to us. Their leader, an unexpectedly articulate kobold clutching a sack he was extremely protective of, claimed that they didn't mean us any harm and were just defending themselves. They were trying to deconstruct the walkways to prevent more people getting into the mine. The party considered finishing them off, or attempting to find some compromise.
The articulate kobold, who spoke common, proposed that they be allowed to remain the mine, as they were using it for shelter. In exchange, they would supply the town of Termaline with gemstones. We were suspicious of the legitimacy of this at first and we weren't sure the town speaker would accept the offer. Lightning repeatedly attempted to negotiate for a kobold child to keep as a pet, without success.
While this was happening, Lightning noticed an adjoining cavern which contained a multitude of geodes. He also noticed a skull of a mindflayer embedded in the cavern wall. Upon attempting to pry it free, it shattered, but it contained a strange crytal that Lightning held onto.
Meanwhile, we asked for some token we could use to establish trust with Termalaine, and the kobolds were happy to oblige. They helped us mine a total of 38 geodes from the cavern, and the articulate kobold also offered to follow us back to town to help direclty negotiate with the town speaker.
We returned to Termalaine, and the town speaker was surprisingly happy to accept the offer. The kobolds would be allowed to stay, and they in turn would continue to run the mine. In lieu of the originally promised 60 gold peices, we were instead allowed to keep the 38 geodes we had originally intended to give to the town speaker as a peace offering.
The geodes are estimated to be worth about 10g each- the town speaker said he could offer us 7g each to take them off our hands now. We decided to wait for other offers. Also as promised, he did provide a book to us, but unfortunately instead of being a book on local history as I had been hoping for, it was a paperback romance novel.
We noticed something strange about the sack the particularly articulate kobold was carrying. When the town speaker offered to provide some lodgings to him as a token of goodwill, the kobold handed it to him without hesitation. We think it might have been some kind of trade? Once the sack changed hands, the kobold's vocabulary decreased noticibly. The town speaker refused to discuss the sack with us or tell us what was inside.
Minnie was able to affect some conflictingly clumsy pickpocketing and relieve the town speaker of his newly accquired bag, which he seemed oddly accepting of, as if he'd never been carrying it. We looked inside and found only moss and lichen. Minnie is now refusing to give up the bag, so whatever was affecting the kobold and the town speaker is now likely affecting her.
We took a long rest; we're now anticipating that we'll continue our walk to Easthaven, unless we are waylaid again. Lightning started to experience some strange delusions, like a ringing in his head. It was apparently pointing him due south. That's all he could tell us. We're not sure how he knows this.
26/5/26
We left Tourmaline and elected to travel cross country rather than take the long road via Torgos and Bryn-Shander. Because we have a pair of rangers familiar with the terrain with us, we should make better time that way.As we were leaving Tourmaline, we ran into Danhauser again, who in return for a ration from me and one borrowed from Conlus, agreed to un-curse me. However because Lightning was rude to him, he proceeded to curse Lightning instead, before vanishing.
We noticed that Lightning was experiencing some kind of pain, but despite our further attempts to determine the cause, he gave nothing away and we didn't learn what caused it.
After wandering the snow-plains for some time, we heard an avalanche in the distance. We arrived to the scene of the avalanche to find two humanoids buried under the snow: a dwarf, and a being who identified themselves as "Bala Dia".
The dwarf gave me 1 platinum coin as thanks for healing him and offered us shelter should we ever visit the Dwarvern Valley. Bala Dia, a horned, red-skinned creature who behaved both flirtatiously and cryptically, and offered to make a deal with us should we ever find ourselves "on the wrong side of the mortal coil". Both of them vanished into the snow almost as soon as we'd freed them from it.
We pressed on, and a short time later, ran into another party of six adventurers who emerged from the snow. This party was led by "Drar", a hobgoblin, who asked us who we were and where we were going.
After exchanging questions for a few moments, we deduced that this party, made up of extremely powerful ex-adventurers, demigods even- was the one dispatched by Ruth to find the person who had attempted to gain access to her room.
Seeing that we were hopelessly outmatched, we decided to turn over the sack containing Tink, who was subsequently taken prisoner, to face whatever fate she had ultimately earned.
Drar, who the more theologically inclined among us began to recognize as an extremely powerful being dedicated to honorable combat, teleported us to what he called his 'Meadhall'. We were invited to tell stories of our heroic deeds and also to drink from tankards in front of us.
Each tankard contained something relating to what the drinker desired in their heart, and could never be truly emptied. Lightning had taken a liking to another dragonborn in Drar's party, and so his tankard was filled with dragonborn bathwater. We each received a magical boon from drinking our tankard. Lightningclaw dedicated a small charm he had been carrying with him to his newfound dragonborn muse, and was granted an additional blessing for his enthusiasm.
Having impressed our host, we were then teleported the rest of the way to Easthaven, skipping most of the rest of the journey. We were now able to pursue our lead to find Torgar, who may be connected to the murders occurring throughout Icewind Dale.
Upon arriving in the town, we witnessed a crowed gathered for a public execution in the town square. A wizard, who supposedly committed crimes against the ten towns was being burned alive. He was accused of consorting with nefarious powers related to the eternal winter- which is why he was apparently not crying out as he was burned alive.
We recalled that we were told some towns were effectively sacrificing their townsfolk to try and placate or potentially even end the mysterious eternal winter that had blanketed Icewind Dale. It appears Easthaven could be one such town.
We enquired with the captain of the town militia, who was present at the burning, about Torgar and also the wanted poster we have in our possession. The captain identified the man in the wanted poster as Sephek Kalto. Kalto is Torgar's bodyguard. What the connection between Kalto, the murders, Torgar and potentially the Frostmaiden are, remain unclear.
The captain offered us a job to find some missing fishermen who had been lost on Lac Dinneshere. They offered either an unmarked mage scroll or a grey bag of wizard's belongings as a reward- items that had belonged to the wizard who was burned. Apparently the town elders would not like it if either of these items were given away to adventurers, so the captain will part with only one of our choosing if we complete the task.
I enquired about where I could find a sword in town, as I have been searching for a more suitable weapon since I arrived in ten towns- but so far we've not stopped long enough in a place that might carry such items when I had enough coin to pay for them. The militia captain says that they do not produce many goods themselves, instead relying on outside traders. She says the militia themselves may be able to spare a sword for me.
While we waited for this to be arranged, we were encouraged to visit the White Lady Inn- named for a local legend of a pale ghost of a woman who supposedly haunts the waters of Lac Dinneshere.
As soon as we moved inside, a bard sang a song which recounted the tale from the inn's namesake. The White Lady apparently murdered her husband, whose treasure is now lost in the lake, which she now haunts. We may have to ask for the tale to be recounted again.
While this was happening. we also met 'Ungry 'Ungry Beretta, a fellow adventurer in the Inn, who apparently received some kind of vision that instructed them to join us. They're a Griff, or, for want of a better description, a hippo person. I'm not sure what kind of profession they work, but they were well armed. They seemed intent on joining us, and the party was agreeable to this- they'll accompany us to find the missing fishermen.
Shortly afterwards we were offered the opportunity to take part in a seance led by the same bard who had recounted the tale about the White Lady- supposedly with the ghost of the White Lady herself. We used the opportunity to ask the ghost questions about our hunt for Torgar, Kalto and the missing fishermen.
The ghost did not know anything about her husband's treasure. When asked about Kalto, we received only the world 'evil' as a reply. When we asked about Torgar, we were told only that they visit roughly every 2 weeks, which we already knew.
When we asked about Caer-Dineval, a town up the lakeside road to the North-North-East, we received the words "castle" "base" "devil" "cult" as a reply. When we asked about Caer-Konig, a town even further along the North-East road, we received the words "grey" "skinned" "dwarves" "invisible" "evil" "faerie".
At this point the ghost directed us to investigate a destroyed ferry in Easthaven's harbour. It might be a good idea to see what everyone else in the party recounts from the seance, to make sure we best understand the clues the wight gave us.
9/6/26
Investigating the Ferry
We left the inn to go investigate the ice-locked ferry that had been mentioned during the seance. Some of the other party members pointed out that the ghost had said "ferry" rather than "fairy" when we asked about Kaer-Konig. I must have mis-seen during the confusing blur that was communing with the dead.The exact words were "grey" "skinned" "dwarves" "invisible" "evil" "ferry"- which means there is likely some connection to the ferry in the harbour and whatever is happening at Kaer-Konig. Whether this has some wider connection to our overall quest is unclear.
Ambushed by Dwarves
We boarded the ship and investigated. Minnie stepped through the doorway to the cabin and was promptly ambushed by some kind of grey-skinned dwarf- who attacked us without explanation.Minnie, who was separated from the rest of the group out on deck, sustained a serious injury from the Dwarf's hammer. Ungy' (I'm still not sure how to address him) fortunately, was able to roll precariously through the door, past Minnie, and unloaded on the attacker. Conlus was also able to see them through the cabin's bow windows and cast a fire spell.
The dwarf was badly wounded- and by some form of innate ability or magic, he shrank to a smaller size. He then ran away before we could catch him.
Further Investigations
We had a further poke about the ship for 20 minutes, Conlus and I attempted to pry off the grating that separated the deck from the ship's hold, without result. We also investigated the ship's cabin for any clues, all we found was a map that charted the ferry's typical route between Easthaven, Kaer-Dineval and Kaer-Konig.It indicates perhaps that the ferry, its owners, the the going on in Lac-Dineval are connected- but it's not a strong lead. It is after all, just a ferry route.
Ambushed by Dwarves Again
We lost track of time while investigating the ferry and let our guard down. Several of us were hit by javelins thrown onto the the ship's deck from the pier. One of them hit me, causing a serious wound and knocking me to the ground.3 more dwarves- possibly friends of the one that ran away, attacked us without announcing who they were or what their intentions were. Just like our first diminutive friend, they seemed to be able to control their size through some magick. Our new friends nearly doubled in stature as they attempted to board the ship.
The first dwarf crossed onto the ship and attacked Minnie, who had just been healed by a spell from Conlus. The the second stood on the gangplank, blocking the third from coming aboard.
Minnie, Conlus and Master Beretta were able to successfully dispatch the first dwarf, flanked on both sides on the entrance to the gangplank, through a combination of headbutting, arrows and gunfire. I was able to crawl my way further astern and cast a healing spell on Minnie.
The second dwarf moved off the gangplank and occupied the position of the first dwarf. Conlus threw one of his javelins and hit the third dwarf, who then attempted to cross the gangplank. I cast a fire spell and burned the walkway- causing the him to fall onto the ice below.
Danhauser
At this point, to our surprise, our sometimes ally, oftentimes tormentor Danhauser appeared from behind the ship's cabin.Minnie attempted to offer Danhauser the teeth she had collected since her last encounter with him in an attempt to have her curse lifted. Danhauser said he would take them and count them and then consider lifting the curse.
While this was happening, the second Dwarf took a swing at Danhauser as he passed, who then proceeded to curse the second dwarf and disappear in a puff of smoke. The rest of the party then made short work of the second dwarf, who like the first dwarf, had to contend with being attacked on both sides.
The third dwarf, despite being now stranded on the ice, was still at least fourteen feet tall, and was able to mantle onto the side of the ship. At this point the grating that we had been attempting to loosen earlier, which I was now lying of top of, decided to give way, and I fell into the ship's hold.
The third dwarf, no longer able to locate the person that had collapsed the gangplank on them, instead started searching for Conlus, the person who had thrown a javelin at them. Minnie was able to stop him with an arrow to the back of the head.
It rubs the lotion on its skin
With the battle now over, we discussed what to do with three dead dwarves and how we were going to get off the now gangplank-less ferry.Danhauser had apparently not vanished and was instead hiding behind the ship's cabin again. He wasn't able to get off the ship either. Minnie was very fixated on pulling all the teeth out of the corpses, skinning them and making a dwarf skin-suit disguise.
None of us had the ability to commune with the dead, and we had failed to gain any intelligence from the dwarves before they were killed. Master Beretta suggested we take one of the corpses in search of a temple where a higher-ranking priest might be able to help us.
Conlus used the un-movable rod to make a stepping stone for us, and taking one of the dead dwarves, we made our way back into town.
Going to Jail
We dragged the corpse through the streets of Easthaven to look for a priest who might be able to commune with it. Perhaps it was the blood-loss or in the case of Minnie, the blood-lust, but none of us really gave much thought to how this would look.We were quickly stopped by a group of guards who demanded we hand over our weapons and accompany them to the town dungeon, where we would explain ourselves to the militia captain we had met earlier.
We attempted to convince them that we were acting in the town's interest in investigating the ferry- without much success. To be fair to the town guard, a vision from a lake-bound spirit was not exactly compelling evidence.
As far as we had been concerned, we were following up a lead potentially connected to the missing fishermen, and had killed the dwarves in self-defense as they had attacked us without provocation. The thought that we had been potentially trespassing, and that the dwarves were defending their own property, had not crossed our minds.
After several minutes of back and forth negotiation over keeping our weapons or asking the guard captain to come to us and sort this out straight away, we eventually relented and surrendered our equipment, and were escorted to prison.
Screams upstairs
We were placed in separate cells in the town jail. Somehow Danhauser was with us as well. The guards made us repeat our story from before, but were similarly unconvinced. We were told the captain of the militia would be by to confirm our story later, but for now were to remain imprisoned.We took a short rest in our cells. Not long afterwards, we heard a commotion upstairs which sounded like several people screaming or shouting. Several of the guards left to investigate. We then saw Danhauser wandering around outside of his cell.