Hello! My name is Chris and I'll be your dm for this homebrew adventure in the cold and lonesome northern settlement of Harding's Pass. I've been dm'ing for several years and love giving players memorable moments and time to shine. Expect vivid npc voices, music to suit the mood, and a captivating roleplaying experience for everyone. I look forward to playing with you! _________ - We are an established group that is looking for one more player to round out the party. Session 0 is free - it's a great time to go over rules and expectations and get to know your fellow players. - Sessions are expected to last approximately 3.5 - 4 hours. - We will use Roll20 as the virtual tabletop and Discord for voice. Please have a working microphone and a stable internet connection. - We will be using the new 2024 rules, although homebrew or unearthed arcana may be permitted - just run it by me and we can talk about it. - All are welcome here and discrimination, toxic behavior, or any kind of bigotry will not be tolerated - This game will require payment to the Game Master at a rate of $15 per session or $50 per 4 sessions. Roll20 is not responsible for any payment transactions and cannot enforce any private arrangements. - The game page listing can be found here: <a href="https://app.roll20.net/lfg/listing/412710/in-the-shadow-of-the-mountain-king" rel="nofollow">https://app.roll20.net/lfg/listing/412710/in-the-shadow-of-the-mountain-king</a> _________ In the frontier logging village of Harding’s Pass, life cleaves to the former home of wood elves, the Kul’tir Forest, or what is now known as the Firmwood Stand. The forest is rich with maple, spruce, fir, birch, and beech. It also houses elvish ruins whose walls still sigh plaintively with the memories of its people, standing stones said to be a doorway to the feywild, and Lover's Pond, a crystal clear pool whose waters are known to be as deep as Tjornith's love for Septia. An abandoned and partially collapsed dwarven mine, long since stripped of its silver, lies near the town. Dug deep into the mountain, its crumbling corridors and fathomless shafts echo with the toil of an empire that wasn’t to be. And finally, there is the pass itself, a treacherous route supposedly shorn from the mountains by the god Plascerus as he stepped across the mountains to toil away in the Land of Cold and Wild. This dangerous route leads across icy ridges and through harrowing valleys into the very heart of the mountains themselves. Only one soul, the great northern explorer and founder of the town, Eirik Harding, is known to have made the journey some thirty years ago, but he has not returned and none know of his fate. You arrive in Harding’s Pass at the behest of Sir Beckett Kettle, a landed knight that rules Ironwood Hall, the nearest provincial stronghold. Goblins have been raiding the town’s food stores for several weeks, but this time they have gone too far. Tessie Heath, a young farmgirl, has gone missing and her parents believe that the goblins are responsible. You have been hired to put an end to the goblin raids and to find Tessie and return her to her parents, no matter how you find her.