Icewind Dale
A D&D 5e home campaign run at Pandemonium Games. It started in Adventurers League and has been a home game since Session 20.
House Rules: magic items, leveling, gold, and the camp.
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 came to the Dale as outsiders and found the Coldpeak, an orc tribe who carved out a life in these mountains by being harder than what the mountains throw at them. Twenty sessions later, the party is responsible for them. Durok’s oasis feeds the camp. Something from the northwest keeps sending elementals against it, and the compass rose on their cores is the Arcane Brotherhood’s. A giant bird called Rime Talon takes people and doesn’t bring them back.
There is also the mountain over there, which has a name now, Arveth, and a guardian, Father Joseph. Twice the world has been rewoven around a deal with her. Joseph remembers what changed and nobody else does. River sometimes meets the versions of himself that were left behind.
Now the party is bringing the Elk home to Coldpeak under a new name, the Tribe of the Weaver, and the mountain is closer than it used to be.
Sessions
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Session 23 (October 16, 2026) — The Start of Something Bigger: A tea that tastes like the inside of a boot, a perch on a cliff built for something far too big, a knotted cord left in the snow, and at the bottom of a warm stone stair, a door with everyone they came for on the other side.
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Session 22 (October 9, 2026) — One Fabric: Sixty strangers at the gate, a story about a bird the size of a mountain, a scholar who can’t remember her own journal, and somewhere under the Great Hall, a small, indistinguishable pebble that is no longer just a rock.
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Session 21 (October 2, 2026) — Tribe of the Weaver: A eulogy for a man you barely knew, a name the Elk give themselves, a mountain that is suddenly closer than it ever was, and six words from a voice in the dark: coming north, shelter please.
20 older sessions
- Session 20 (September 25, 2026) — Still Waters: A page in River's own hand, from a River who never lived this life. A map that is also a door, a waterfall that should not be frozen, black water under crystal, and at the end of the stream, still water that goes nowhere.
- Session 19 (September 18, 2026) — What We Live For: The canyon rim gives way and elemental rock tumbles into camp. A warlock's bargain rewrites who raised the warning. When spectral mist screams, the camp answers with a chant born from a conversation that happened in another version of tonight.
- Session 18 (September 11, 2026) — You Came: The Elk are losing the mouth of the box when the war party arrives from above. Broth before words. Chardalyn in the ruined towers. At dawn the canyon itself starts to fall.
- Session 17 (August 29, 2026) — One Fewer Name: The column marches through Brotherhood-scarred ice toward the Elk ravine. The journal page in River's pack shouldn't exist. The fog that rolls in after the hulk shatters is watching, and the thing above the clouds only needs to be faster than the slowest runner.
- Session 16 (August 21, 2026) — It's Just a Rock: The Elk tribe is boxed in a ravine with a giant bird roosting overhead, and Cold Peak has no food to spare. The augury that has said Woe all campaign finally turns. And the mountain sends a gift down the snow — just a rock, nothing to worry about.
- Session 15 (August 8, 2026) — The North Is Most Prominent: The compass rose that troubled you last month appears again — inside ice elementals sent to harry an Elk tribesman across the snow. Durok arrives with fire melons and a practitioner's hard reserve. The attacks from the northwest are not meant to kill. They are meant to move you.
- Session 14 (July 31, 2026) — Fur and Hatred: The road back from the Brotherhood is open snow — until something that learned to make creatures, and to name them, comes up behind you. In camp, a scar that was there last month is gone.
- Session 13 (July 24, 2026) — Elegant Gloves: Three giant beavers, drunk on stolen mead, are not the strangest thing between the party and Caer-Konig. At the Brotherhood's lodge, a scholar shares what she found in a dead man's journal — and an elder statesman's composure breaks for exactly one moment.
- Session 12 (July 17, 2026) — Nothing Will Have Ever Been: The mountain has been waiting. Doctor Medicine swallows a pebble, and something old and vast opens his mind to a rivalry between alchemists that hasn't quite happened yet — and a thread that wants pulling. The creatures guarding the memory don't share willingly.
- Session 11 (July 10, 2026) — The Shelter Holds: A lean-to that should have rotted centuries ago stands whole in the mountain's shadow. Inside: a journal in careful Loross handwriting, two strangers who never ask what year it is, and a family that went back to never having been.
- Session 10 (June 26, 2026) — Cold Tooth: The Elk Tribe breaks camp. The cold deepens into an uncanny stillness on the journey home. Seven wolves cross the snowfield — two of them the size of horses — and one of the dead wears an Orcish collar naming it for something the mountain has been sending south.
- Session 9 (June 20, 2026) — It Is Not Too Late to Come Home: Goatball on flat-topped boulders, a tribe leader's quiet question about peace, and then three Reghedsmen running out of the dark with frost on their skin and Netherese on their tongues — repeating something that wasn't meant for anyone.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
Player Characters
The Camp
Rules for building and running the camp are on House Rules.
Notable NPCs
Achicahua
Aldric
Arcane Brotherhood
Arveth
Atezca
Brekk
Coldpeak tribe
Broken Tusk
Coldpeak tribe
Clod
Creepy
Dak
Coldpeak tribe
Dan the Bugbear
Durok Deepseeker
Coldpeak tribe
Eyvend
Elk tribe (Reghedsmen)
Grath
Coldpeak tribe
Gunter
Hauk
Coldpeak tribe
Kaarsk
Coldpeak tribe
Pasha
Elk tribe (Reghedsmen)
Ragnhild
Tribe of the Weaver (formerly the Elk tribe)
Rime Talon
Unknown
Rimetalon
Durok
Sarevyn Cole
Arcane Brotherhood
Savin
Coldpeak tribe and Elk tribe
Tarn
Coldpeak tribe
Tarsk
Coldpeak tribe
The Nameless Spellcaster
Thessaly Vorn
Arcane Brotherhood
Ulfe, Bjarne, Klaud & Snurre
Elk tribe (Reghedsmen)
Vroth & Orrak
Coldpeak tribe
Locations
Coldpeak Camp
Coldpeak tribe
Durok's Sacred Spring
Durok
Renier's Shelter
That Mountain Over There
The City that Never Was
Netherese Empire
The Great Hall
Coldpeak tribe
The Netherese Ruins
Netherese Empire
The Shaping House
Netherese Empire
The Standing Stones
Netherese Empire