A Dungeons & Dragons podcast where six friends surrender to the will of the dice in order to create immersive and hilarious stories.
You can find more great content on youtube.com/rollforregret
A Dungeons & Dragons podcast where six friends surrender to the will of the dice in order to create immersive and hilarious stories.
You can find more great content on youtube.com/rollforregret
Monday Oct 16, 2023
Monday Oct 16, 2023
Monday Oct 16, 2023
With the githyanki forces eliminated, the heroes encounter an old friend. A meeting of the Speakers of Ten Towns leads to a decision that the Iron Wolves aren't pleased with.
Monday Oct 16, 2023
Monday Oct 16, 2023
Monday Oct 16, 2023
The appearance of the red dragon over Dougan's Hole spurs the Iron Wolves into action! But, they make a discovery that could change things for the residents of Ten Towns.
Monday Oct 16, 2023
Monday Oct 16, 2023
Monday Oct 16, 2023
Three years after the Iron Wolves ended the Everlasting Rime, a new peril emerges upon Ten Towns.
The Iron Wolves
Following the defeat of the Frost Maiden and the end of the Everlasting Rime (an eternal winter in Icewind Dale), the heroes of Ten Towns, the Iron Wolves, seek to rebuild the desolated region.
The Iron Wolves formed a little over three years before the beginning of our story. All five members were strangers when they decided to unite forces in order to defeat Auril, an evil goddess that plagued the region with an eternal winter.
Player Characters
Human Bard
Human Barbarian
Human Paladin
Elf Wizard
The icy tendrils of the Everlasting Rime have retreated from the region of Icewind Dale three years ago, their frozen grip loosened by the bravery of the Iron Wolves, the Heroes of Ten Towns. Auril, the Frostmaiden's malevolent shadow is no longer cast on the land and the people of the Towns commemorate that fact by incorporating her defeat with the celebrations of Greengrass, the holiday which already marks the end of winter and beginning of spring. A time of renewal, rebirth, and the blossoming of new life. Against all odds, the communities of Ten Towns stand resilient. The end of the Rime is more than a triumph over an endless winter; it's a victory against despair, a rebellion against fate itself. The people see this particular Greengrass not just as a festival, but a rite of renewal - a promise of life after death, dawn after night. It has taken three years for the people to rebuild after the devastation of the chardalyn dragon, that terrible construct which was released upon them those three years ago by the mad duergar king, Xardorok Sunblight. Most of the reconstruction is finished and that which remains is going to be completed this summer. This Greengrass celebration feels like the first festival in which the people can finally move forward. Plans were quickly put into motion for the most extravagant Greengrass that Icewind Dale has ever seen. The locals have taken to calling it, "The Dawn of the Thaw." It is to be a testament to endurance and a tribute to those who were lost. In the days leading up to the festival, the air in each town is alight with the sounds of hammers and saws, laughter and song. Merchants and traders from the southern lands, hearing news of the Rime's end, have begun to trickle back into the region, their wagons loaded with exotic goods and their pockets filled with coin. Yet even as joy fills the air, questions loom on the horizon. While the people of the Towns prepare for their grandest festival, the astute among them recognize that a thaw reveals as much as it hides. The melting snow uncovers both seeds of new life and the bones of unresolved pasts. For heroes like yourselves, the end of the Everlasting Rime is but a chapter closed in a tome of endless stories. Greengrass is a day of festivities, but it's also a frontier of new beginnings - a blank parchment awaiting the ink of your deeds. Welcome, adventurers, to the Dawn of the Thaw.