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Previously on Rime of the Frostmaiden

Valravn, level 5 Eladrin Bard of Eloquence
Fray, level 5 Halfling Barbarian of the Beast
Celeste, level 5 Half-orc Sun Soul Monk
Edmond, Level 5 Human Alchemist Artificer
Thimbleweed, level 5 Gnome Swarmkeeper Ranger

After all their adventures around Ten Towns the Marshals reach level five, return to Bryn Shander, and acquire a fancy new vehicle for safer travel over the further reaches of Icewind Dale.

The unconscious duergar left from the Chardalyn statue fight didn’t hold many new answers, but did confirm that Sunblight was the Duergar fortress, and home to their leader, Xardarok Sunblight.

The party cleans up the mess as best they could, and Valravn writes a note thinking to blame Ravisin on the Duergar attack. They rest, heal, and level up to five, then get back on the road to return to Bryn Shander.

Although the Marshals are interested in following up on the Duergar story and traveling south to Sunblight, they want that sweet wagon vehicle that Speaker Shane had promised them.

The journey back west along the road is uneventful, though Bryn Shander is a bit worse for wear in the week since they’ve been gone. More homes and business are boarded up, and signs and graffiti reveal a renewed interest in worshipping the Frostmaiden.

Speaker Southwell meets them at the gate, where he hopes to hear good news about the lack of mead (sorry!).

He leads the Marshals across town toward the stables, where Speaker Shane introduces their newly refitted carriage. The same vehicle they commandeered from the goblins back in Session 1, now cleaned up and suitable for proper travel and accommodations. And four reindeer with glowing blue antlers as mounts!

The Speaker is eager to hear all about their adventures. She’s heard good things from Termalaine and Caer-Konig, but disturbed by the apparent invasion by Duergar. The Marshals assure her they have everything under control, and she pays them each a 10 gold stipend.Rime of the frostmaiden session 24 bryn shander

She also hands over the message that was carried by a goblin scout, recently captured near Byrn Shander. The message indeed speaks of sending delegates to negotiate a treaty, which is all very oddly eloquent for goblins. Southwell doesn’t trust a word and wants the Marshals to go and clear them out, but Speaker Shane says to use their best judgement in how to handle it (though she’s firm about not allowing goblins into her city).

The party thinks to talk to the captured goblin, where they surprisingly admonish the Sheriff and Speaker for the goblin’s poor, malnourished treatment.

The goblin introduces herself as Blista, a fine scout who greatly respects her super-smart Chief.

She assures the party that Chief Yarb-Gnock is a goblin, but apparently a crafty, resourceful one, who has led the goblins to great success as they built a defensible fortress in the mountains. But the everlasting winter has hit them hard: herds are displaced, more monsters are out hunting, and the goblins are getting desperate.

Maybe due to Blista’s sincerity, or maybe due to Karkolohk being a bit closer, the Marshals decide to switch gears and travel south and west towards Karkolohk, taking Blista with them as a guide.

The new wagon accelerates their travel time and helps insulate them when a blizzard hits on the open road. By the time they have to cross a frozen river, it’s almost nightfall. The Marshals decide to camp in some woods outside of the fortress and continue up the mountain the morning.

To cross the river, they get out of the wagon and carefully lead the reindeer across the ice. About halfway, the ice explodes and a giant mouth emerges! We’ll find out what lurks beneath next time.

MVPC – Valravn & Thimbleweed

Post-session live discussion:

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