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Original character art by Jimmy McClure.
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Previously on Rime of the Frostmaiden

Starring:
Valravn, level 12 Eladrin Bard of Eloquence
Fray, level 12 Halfling Barbarian of the Beast
Celeste, level 12 Half-orc Sun Soul Monk (played by Chris/Valravn this session)
Edmond, Level 12 Human Alchemist Artificer
Thimbleweed, level 12 Thri-kreen Swarmkeeper Ranger

Much love to our monk player and dear friend Rachelle, who was recently diagnosed with non-Hodgkin’s lymphoma, and has been in and out of the hospital as she undergoes chemotherapy for the next several months. We wish her a speedy recovery, and grant her advantage on all CON saves!

After the incredibly dramatic events in Grimskalle last session, the survivors arrive in the tundra near the Reghed Glacier, thanks to Nass Lantomir’s powerful teleportation magic. After popping some Leomund’s Tiny Pizza Huts, the Marshals finally settle down for a well-deserved Long Rest, and a level up.

We also identify two magic items. Edmond attunes to Vassavicken’s Crown, which has the power of several Ioun Stones, while Fray accepts the Codicil of White, conferring even more of the Frostmaiden’s magic powers, at the cost of vulnerability to fire damage.

Attuning to the book also reveals a magical weakness in the glacier. A nearby frozen waterfall shimmers with magical energy. Fray reads aloud the incantation known as the Rime of the Frostmaiden. The magic cracks the glacier, magically sundering an opening. Beyond lies a tunnel that descends into darkness.

Vellyne returns to consciousness after the rest, and is grateful for the rescue — the second time the party has come to her aid! She has foggy memories of being possessed by Nass Lantomir, and certainly isn’t a fan of their tenuous new partnership.

Yet Vellyne is nothing if not logical and pragmatic. And, yes, she’s a wizard who’s also interested in discovering the ancient city of Ythryn. She doesn’t trust Nass and Vaelish, and neither does the party, but everyone is willing to see this through.

  1. Especially after Fray was informed of a startling danger. With her connection to the Frostmaiden, the goddess revealed a great power in the city that recently restarted, and it’s building toward something apocalyptic. Now instead of trying to contain it, Auril is willing to let this group into the Caves of Hunger and the lost city that she’s kept busy all these centuries, in order to stop it.

As excited as Nass and Vaelish are to enter the mysterious tunnels beneath the glacier, they opt to hang back and let the Marshals (+ Vellyne) go first, hopefully triggering any traps and other lurking dangers.

The party enters the sloping tunnel through the magically opened glacier. Edmond tries to light a torch, but Fray’s newfound cold-powers snuffs it out, forcing Vellyne to cast a magical light spell.

Rime of the frostmaiden session 69 caves of hunger

The tunnel opens into a larger cavern with the wreck of a wooden ship in the middle. Vellyne rushes forward, identifying it as an ancient Netherese skycoach. They’re certainly on the right track!

The party moves in to search the shipwreck, finding some distressing headless skeletons. Flickering lights can be seen from nearby caves. One of the lights enters the room, revealing it as a flameskull! It speaks in a dead language and launches a fireball into the group.

Roll for initiative!

Fray rages and begins chopping up the skull — she’s not happy that her new fire vulnerability has already been exploited! And it’s about to get worse, as more flameskulls come out of the tunnels, hurling fireballs into the cavern. Only Celeste comes out unharmed, thanks to her Evasion.

Edmond and Vellyne hang back, but the skulls never emerge from their side tunnels, using hit-and-run (cast-and-fly?) tactics. A combination of Fray’s axe, Thimbleweed’s arrows, and Valravn’s trusty steed end half the skulls, while Celeste charges into the other tunnel to tie up the other two.

Winning combo goes to Edmond and Valravn: Edmond flies into the cave and uses Thorn Whip to drag a flameskull out, triggering Valravn’s held Dissonant Whispers spell, which then triggers multiple attacks of opportunity as the last skull flees, and dies.

The party help themselves to some loot hidden in a damaged safe in the shipwreck, including several potions, a bag of holding, and a magic ring. Vellyne, a necromancer, animates one of the skeletons. Hopefully she’ll remember to deal with the flameskulls before they regenerate!

MVPC – Celeste

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