Icewind Dale
A D&D 5e Adventurers League campaign, run at Pandemonium Games.
Icewind Dale does not care whether you survive. The cold is not malicious — it is simply indifferent, and indifferent things are harder to reason with than hostile ones. The blizzards come without warning and last without mercy. The snow hides rivers, the ice hides drops, and the things that live out here have adapted to conditions that kill travelers in hours. The party has survived three sessions of this. Barely, and not without cost.
What they have found, besides frostbite and exhaustion, is the Coldpeak — an orc tribe who have carved out a life in these mountains by being harder than what the mountains throw at them. The tribe has its own problems: a shaman gone missing, hunters disappearing, and something large and deliberate leaving messages in goat entrails at the camp entrance. The party arrived as outsiders. They are still outsiders. But they have fought beside Kaarsk and earned something that might, eventually, become trust.
The blizzard outside the camp reads: Soon.
Sessions
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Session 1 (April 24, 2026) — It Has Your Scent: The caravan is gone, the blizzard is indifferent, elemental owls drop from the sky, and something large has learned what the party smells like.
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Session 2 (May 1, 2026) — The Name on the Door: Four Ioun stones negotiated from baby beholders, a goblin expert sees his name written in blood and runs, and Rimetalon comes through the ceiling.
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Session 3 (May 8, 2026) — Soon: Kaarsk leads the party to the shaman’s abandoned spring, Rimetalon’s wolves herd them through the snow, and the tribe finds a message at camp written in goat entrails.
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Session 4 (May 15, 2026) — Discovering What Never Was: Clod arrives as a foreign dignitary, Savin’s scar raises familiar questions, and a Remorhaz interrupts what was going to be a productive night of scholarship.
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Session 5 (May 22, 2026) — Don’t Forget Your Mother: A propaganda doll that speaks soothingly, as if for a child, finally names the city the party couldn’t hold in memory, the crèche it leads them to is still being swept, and two ghost sentinels are waiting at camp when they return.
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Session 6 (May 30, 2026) — The Woe She Promised: The Augury scroll said woe. The Elk Tribe arrived at sundown, Kaarsk stepped outside to breathe, and Pasha came through the air.
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Session 7 (June 6, 2026) — Dead Run: The camp is still counting its losses. Kaarsk is injured and furious about it. A boy named Dak has decided now is the moment for his first hunt, and a stranger with a deck of cards has nowhere else to go.
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Session 8 (June 12, 2026) — I’m Not Supposed to Be Here: A memory-bone, a borrowed name, and a voice that didn’t belong in the dark — Coldpeak tends its wounds while something older stirs at the edge of the firelight, asking why it isn’t dead yet.
Player Characters
Notable NPCs
Brekk
Broken Tusk
Clod
Creepy
Dak
Dan the Bugbear
Durok Deepseeker
Kaarsk
Pasha
Ragnhild
Rimetalon
Savin
Tarsk
The Nameless Spellcaster
Ulfe, Bjarne, Klaud & Snurre
Vroth & Orrak
Locations
Coldpeak Camp
Durok's Sacred Spring
That Mountain Over There
The City that Never Was
The Netherese Ruins
The Shaping House
The Standing Stones