Without the guidance of Kelber Ornie, the party is on their own, making thier way through the frozen tundra along the coast of the Shuddering Gulf in hopes to find a way into the nefarious Gnome's territory. Desperate for a fire's warmth and a nice nights rest, they find themselves in a small tavern in which one of the party's past just happens to be waiting for them.
There's pipes of positivity and pirates with proclivity for theft and impassivity for other men's motivity!
With Guest of Quest, Dom Zook!
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Warning: DnDW plays in an extremely violent, war-torn, and uncivil world of fantasy. Those sensitive to certain scenarios should listen with caution.
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