Points of Light D&D Campaign Recap

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Catch-up

Session 1 VOD

Description

They survived a year as roommates. They survived three weeks of shared travel. But can this group of six weirdoes survive an ominous summons to Winterhaven?

A priestess has given our chaotic crew an urgent, terrifying task: root out a burgeoning death cult led by the nefarious and highly dangerous priest named Kalarel. The rumors involve unholy ceremonies and the kind of darkness that ruins everyone’s day.

Watch as the party of weirdoes try to leverage their established teamwork – and utter incompetence – to stop a cult from achieving their deadly goals.

The Point of Light starts now!

Session 2 VOD

Description

The misfit party of adventurers—Alvund the aloof drow-like fighter, scholarly druid Carloin Silvervane, stoic fighter Elriq, high-strung shadar-kai sorcerer Mieros, introverted shadar-kai Onyxia and the amnesiac Warforged Two—embarks on a month-long journey from the northern Sword Coast to Winterhaven.

Initially summoned by a woman on the Sword Coast, the party were tasked with heading to Winterhaven to stop a cult. The cult is led by a man named Kalarel and is in league with the demon god Orcus. On their way to the town they were accosted by a group of Kobolds in a tense battle, this lead to the party taking a small breather and heading back out.

Arriving in Winterhaven, the party investigated any leads they thought they found. The local priestess denies sending the letter but for clearing up the Kobold issue, rewards them with a coin of Hoar, the god of vengeance. The townsfolk express distain for the kobold raids. The blacksmith mentions (to Alvund & Mieros) an old keep to the north plagued by evil and directs them to a person named Ninarn. The local shop keep reveals rumours of a southern dragon burial site being excavated.

In the tavern, they learn of a cult performing rituals behind a nearby waterfall. Plans hatch using the Initiation ceremony as an infiltration route the party head out, not before gathering supplies. Now the party heads to the waterfall site with plans to disrupt the cult while considering the northern keep and southern gravesite as potential leads.

Session 3 VOD

Description

The party travels through the forest toward the cult meeting site behind a waterfall. They spot kobolds attempting a ritual and debate infiltration versus combat, ultimately choosing ambush. Mieros scouts ahead using Message cantrip.

Carloin wildshapes into a giant constrictor snake, proving highly effective in combat. The group defeats the kobolds, with Two activating a magical circle for a temporary buff. After a short rest, they enter the cave behind the waterfall, facing more kobolds including specialized variants and a goblin boss named Iron Tooth. Intense fighting ensues, with heavy banter and technical glitches.

They loot bodies, finding a chest with 420 gold (which Mieros steals for himself) and a scroll revealing a plot to open a rift in Winterhaven for Lord Orcus. Exhausted but victorious, the party rests briefly and heads to a dragon burial site, spotting cultists excavating bones