3-chapter campaign · real continuity
The Frostpeak Expedition
A guide, a lost compass, and a mountain with a memory — three connected chapters that build on each other, unlike our one-shot adventures.
Ages 6–12 across all three chapters · adventurous rather than scary. A storm, a hungry wolf pack and a creature guarding the ice — each one written so that kindness settles it just as well as a fight.

The party is hired to help guide a small expedition up Frostpeak Mountain. Along the way they meet Kestra Windwhistle, a veteran mountain guide who's spent thirty years on this trail alone — and whose family history turns out to be woven into the mountain itself.
Recurring character
Kestra Windwhistle
Gruff, warm underneath, thirty winters of stories. How the party treats the frost wolves and Torvind in Chapters 1-2 shapes how her own story lands in Chapter 3.
Carried forward
Windwhistle's Old Compass
Found in Chapter 2, carried into Chapter 3 — a dented brass compass that doesn't point north, but toward whatever its holder needs most.
The journey
- Chapter 1 The Waystation Watch A guide with thirty winters of stories needs help before you can even begin the climb. Play this chapter
- Chapter 2 The Frozen Cistern The expedition's water supply is sealed under ice — and something is guarding it. Play this chapter
- Chapter 3 The Summit Cairn The compass leads to a shrine older than Kestra's family — and the campaign's answer. Play this chapter
Play together, online
Run this online with friends
Can’t get everyone around the same table? Run it at a live online table instead. You direct the game from your screen; your players open a link on theirs and see the same scene art, the same “you are here” map pin, the same dice, their own character sheets, and a party chat. Free, in the browser, nothing to install.
Open the live tableNobody needs an account: you start a table on this device in one step, and your players join with the code or invite link you send them.