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
-
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.
12 older sessions
- 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
Notable NPCs
Aldric
Arcane Brotherhood
Arveth
Brekk
Coldpeak tribe
Broken Tusk
Coldpeak tribe
Clod
Creepy
Dak
Coldpeak tribe
Dan the Bugbear
Durok Deepseeker
Durok
Gunter
Hauk
Coldpeak tribe
Kaarsk
Coldpeak tribe
Pasha
Elk tribe (Reghedsmen)
Ragnhild
Elk tribe (Reghedsmen)
Rimetalon
Durok
Sarevyn Cole
Arcane Brotherhood
Savin
Elk tribe (Reghedsmen)
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 Netherese Ruins
Netherese Empire
The Shaping House
Netherese Empire
The Standing Stones
Netherese Empire