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A Premiere to Fail.

Speaker Oarus Masthew has heard rumour of problems at the theatre. A successful theatre would help lift the
spirits of the town’s desperate folk. He asks the characters to help ensuring the premier success.

Corlin “Trim” Idwalin Kalshi Halfshoe has some VIP tickets for the play as a reward for fashioning the costumes and
wants to watch it before she goes to Dougan’s Hole.

Hran bet 150gp to see the play to be a resounding success before the actors to have backed away. She asks the
group to help her out and promises to have a bigger deal latter on Dwarven Valley.

MISTRUVVIN
The only theatre in Icewind Dale

Malo Loudbellow (chaotic good halfling commoner) is the theatrical director and co-owner of the Mistruvvin
Theatre. He has a burning passion for acting but has stage-fright and is a notorious worrywart. Malo’s impassioned
arguments convinced Mistruvvin (chaotic good blue faerie dragon) of the magnificence of theater that the faerie
dragon offered her small hoard to purchase a building and open the theatre. Mistruvvin is highly motivated to make
the theatre a success despite being ignorant of what’s involved in running a theatre or putting on a show.

The theatre consists of a large hall filled with dozens of chairs in front of a simple wooden stage. Multiple
mechanisms allow a small crew to make numerous impressive set changes and change the stage’s appearance. This
stage includes a thick curtain, background images that slide on rails, continual flame enchanted light sources,
catwalks with ropes and rigging, and so on. Hidden behind the stage is a small control board to manipulate the
stage’s mechanism. A stair ascends from this room to the attic, where the props and costumes are stored.

Malo was planning to premier his first production on the day the characters arrive. Guests have come from all over
Ten-Towns. He sits depressed by the backstage entrance as several of his crew abandoned him only a few hours ago,
bribed by someone. In truth, Malo is horrified by the thought that people may ridicule his efforts. He is trying to
sabotage the play to have an excuse for its failure. He would prefer to see his theatre idea fail glamorously to
convince himself that his dreams aren’t worth pursuing so he can go back to his ordinary life as cleric of Gond.

Malo’s three-act play is about the legacy of the crystal shard. It depicts Akar Kessell’s war against Ten-Towns and
presents the glorious victory of the drow hero Drizzt and his friends. The “Mistruvvin – A Premiere to Fail” sidebar
offers more information about the mechanics of the play.

If the characters decide to assist Malo, he asks them to do whatever is needed to keep the show going, including
acting on stage or help backstage disguising mishaps that may occur during the show. A handful of mishaps secretly
instigated by Malo himself will happen, forcing the characters to improvise or intervene quickly. Different skill checks
such as Acrobatics, Performance, Sleight of Hands, etc., may determine how effective the characters' actions are.

Act 1. The show starts with the drow ranger Drizzt with his magical panther, the dwarf Bruenor, the human Catti-
brie, and the halfling Regis working together to thwart a barbarian attack. They meet the young barbarian Wulfgar
and together help bring a time of peace. Years pass before a mage named Akar Kessell kills his mentor and is cast out
of the Arcane Brotherhood. He then finds the crystal artifact Crenshinibon, which helps him enslave orcs, goblins,
trolls, and the reghed barbarian king Heafstaag; becoming the self-proclaimed Tyrant of Icewind Dale.

Act 2. Akar leads his army against Ten-Towns. He scorches the towns using the artifact’s intense radiant beams. He
also forms an alliance with demon Errtu, who also seeks the crystal. Wulfgar leaves to challenge Heafstaag to a duel
for the future of reghed tribes. Drizzt sneaks into Akar’s crystal tower but is caught and imprisoned by the mage.

Act 3. Wulfgar is victorious and claims leadership over the barbarians. He defeats the goblins and orcs with the help
of the barbarian tribes. Reghis rescues Drizzt and manages to destroy the wizard’s tower. Drizzt follows Akar through
a magical portal. Atop the Spine of the World, the two engage in a climactic battle until Drizzt forces Akar to unleash
the crystal’s power recklessly. This causes an avalanche killing Akar and sweeping Drizzt away. Drizzt manages to
survive, and the play finishes with a typical happy ending.
Putting On A Play

As the party approach the theatre, they find lots of bills and advertisements for a new play starting that evening.
However, when they arrive, they find the theatre director sobbing. His entire cast have abandoned him at the last
moment before the new play premieres, taking with them the script. The cast have bribed to leave by Speaker
Naerth since some of his plots failed.

The director is expecting a full audience to start arriving any minute now. When they find there is no performance,
the director's reputation will be ruined. He implores the players to help.

Running the encounter: The players have a few minutes before the audience arrive to make plans and hunt around
for props, costumes, etc. (DC 15 Intelligence (Investigation) check for each kind of item).

First, they need to choose a role (a hero, a love interest, a villain, and a comic relief) from the following cast.

The theatre in this region follows a set format, which they would have to follow. There are three acts, and two
scenes in each act. Every character must appear in each act, but not necessarily in each scene. There must be at least
two characters in a scene. Once the final scene concludes the play comes to an end, it is an absolute law that the
play must finish on a song-and-dance number.

Each act must achieve a certain goal:

In act one we show who the characters are, and what they want.

In act two the villain makes his move, and our characters get into trouble.

In act three the heroes confront the villain and foil his plans.

The players have a little time to confer before each act. They can use this time to decide who is going to be in which
scene, and roughly what they want to happen in the scenes.

The story

Narrator: Akar Kessel, a weak-willed apprentice mage sets in motion events leading to the rediscovery of the magical
device, the Crystal Shard. But is it merely an inanimate device... or is it capable of directing the defeat of Ten-Towns?

[PAUSE]

Narrator: Or have the barbarians already arranged for that themselves? Their brutal attack on the villages of Ten-
Towns seals their fate, and that of the young barbarian Wulfgar. Left for dead, Wulfgar is rescued by the dwarf,
Bruenor, in exchange for five years of service... and friendship. With the help of the dark elf, Drizzt, Bruenor reshapes
Wulfgar into a warrior with both brawn and brains.

[PAUSE]

Narrator: But is Wulfgar strong enough to reunite the barbarian tribes? Can an unorthodox dwarf and renegade dark
elf persuade the people of Ten-Towns to put aside their petty differences in time to stave off the forces of the crystal
shard?

[PAUSE]

Narrator: So here our story of Drizzt and how he saved Icewind.

ACT I – SCENE I

Narrator: In the remote far northern region of Icewind Dale, the renegade drow ranger Drizzt Do'Urden roams the
tundra, hunting down yeti and giants that threaten the Ten Towns of Icewind Dale.

[OPEN COURTINES]

In the remote far northern region of Icewind Dale, the renegade drow ranger Drizzt Do'Urden roams the tundra,
hunting down yeti and giants that threaten the Ten Towns of Icewind Dale. When the Dale's native barbarians band
together to slaughter the people of Ten-Towns, whom they view as invaders, Drizzt, with his drow stealth and
ranger's knowledge of the terrain, discerns their plan and relays the information to his friends, the halfling Regis, the
dwarf Bruenor and his adopted daughter Catti-brie. Regis, on the council of Ten-Towns, uses persuasion and a
magical hypnotic ruby pendant to convince the stubborn leaders of the towns to work together to thwart the
barbarian attack.

Because of the warning and their unified efforts, Ten-Towns and the dwarves successfully repel the barbarian
attackers. Drizzt personally meets the barbarian king, Heafstaag, in combat. He wounds Heafstaag many times,
including a stab to the stomach that should have been fatal, but the king manages to survive and escape after
wounding Drizzt. Meanwhile, Bruenor clashes with a young barbarian standard bearer, who breaks the shaft of his
banner over the dwarf's head to no effect. Bruenor then slams the youth with his shield, rendering him unconscious.
After the battle, Bruenor saves him from being killed in cold blood by the townspeople, instead taking the young
man Wulfgar, son of (the late) Beornegar into his care. Bruenor tells the people of Ten Towns that if not for Drizzt
Do'Urden, they would now be dead, which grants Drizzt a measure of acceptance and respect in Icewind Dale.

Narrator: Five years pass, with Wulfgar indentured to the dwarves.

Five years pass, with Wulfgar indentured to the dwarves. Bruenor teaches him to smith and mine and comes to love
him like a son. Though Wulfgar initially resents the dwarves and his indenture, he grows to respect and even love
Bruenor, like his own father who had died years past.

ACT I – SCENE II

Narrator: During this five years’ time, there is failed wizard Akar Kessel, left to die in the Spine of the World, after
killing his mentor.

[OPEN COURTINES]

During this five years’ time, there is failed wizard Akar Kessel, left to die in the Spine of the World, after killing his
mentor Morkai (the Red) - the nearest thing he had to a father while blinded by greed and false promises of a place
of power in the Luskan's Host Tower of the Arcane by Dendybar (the Mottled) - that left him to freeze in the snow.
This young man with no talent, no skills, and an entitled personality that endeared him to no one, stumbled upon
the lost relic known as Crenshinibon, The Crystal Shard, a magical, sentient crystal with the ability to lend power to
its wielder, make tower sanctuaries in the likeness of itself, and insinuate itself into the minds of others and, as
claimed by Akar Kessel gave him the power to survive and to build a tower, Cryshal-Tirith.

Crenshinibon, obsessed with gaining power, twists Akar Kessel's mind into doing its will. Akar Kessel, oblivious to
the manipulation, decides to conquer Icewind Dale for his own. He enslaves the goblins and orcs of the nearby
mountains, building them into his own army, their wills completely destroyed by Crenshinibon. He even manages to
gain control of Heafstaag, and through him the tribes of barbarians. He also acquires the services of a balor demon
named Errtu to be his general, though the demon has more interest in obtaining Crenshinibon for himself, but as the
demon didn't want to act against the relic's will though, so it chose to serve Akar Kessel.

ACT II – SCENE I

Narrator: As Akar Kessel moves on Ten-Towns, his armies sweeping aside the disorganized defense with little
trouble, many of the Ten-Towns were burnt or taken.

[OPEN COURTINES]

As Akar Kessel moves on Ten-Towns, his armies sweeping aside the disorganized defense with little trouble, many of
the Ten-Towns were burnt or taken. The main settlement, Bryn Shander, was besieged and Kessel himself appeared
right after the demon Errtu had raised a new Cryshal-Tirith not far from the human town. Wulfgar takes the horns of
Icingdeath and challenges Heafstaag for kingship. He wins the challenge, killing the old king. Drizzt, sensing the
demon Errtu, and recognizing the balor from his days living in the deep underground drow city of Menzoberranzan,
calls the demon and faces it alone with Guenhwyvar. With the aid of the fire-banishing properties of the scimitar
Icingdeath, he manages to defeat Errtu, banishing it to the abyss for one hundred years.
ACT II – SCENE II

Narrator: After defeating the demon, Drizzt uses his stealth and Guenhwyvar's unnatural eyes to find his way into
the Crystal Tower, Cryshal-Tirith, where he fights his way past Akar Kessel's orcs and trolls to face the wizard
himself.

[OPEN COURTINES]

After defeating the demon, Drizzt uses his stealth and Guenhwyvar's unnatural eyes to find his way into the Crystal
Tower, Cryshal-Tirith, where he fights his way past Akar Kessel's orcs and trolls to face the wizard himself. The
wizard, sure of victory, imprisons the drow in a cage of magical light.

ACT III – SCENE I

Narrator: Imprisoned in a cage of magical light, Drizzt is taunted by the crazy Akar Kessel with images of the
barbarians joining the battle for Ten-Towns, thinking that Heafstaag still led them.

ENCOUNTER

[OPEN COURTINES]

Wulfgar leads his people not against Ten-Towns, but against Akar Kessel - all the people of Icewind Dale, the
dwarves of Bruenor, the barbarians led by Wulfgar, the people of Bryn Shander and the survivors of the other nine
towns, join and are able to defeat Kessel's army. With the help of Regis, Drizzt escapes his cages able to reach the
tower's core and causes the entire structure to collapse to the ground. The halfling manages to buy the people of
Ten-Towns some more time and to set some factions of Kessel's army against each other.

ACT III – SCENE II

Narrator: Drizzt follows Kessel through a portal to the top of Kelvin’s Cairn, and there they start their final confront.

[OPEN COURTINES]

There, after a short battle, the magical heat of Crenshinibon destabilizes the snow cap, and an avalanche kills Akar
Kessel and takes Drizzt back down the mountain. Crenshinibon, buried under the avalanche and blocked from the
light of the sun (its power source) and weakened by Regis' destruction of Cryshal-Tirth, loses its control over the
remaining orcs and goblins, who are ultimately slaughtered. Bruenor, Drizzt and Wulfgar leave Icewind Dale on their
quest to Mithral Hall, the ancient home of the dwarves and Bruenor's boyhood home, soon followed by Regis.

Narrator: Drunk with power, Kessell used the artifact to launch a war on Icewind Dale, but thanks to the efforts of the
Companions of the Hall, he was utterly defeated. Kessell and the Shard disappeared under an avalanche. And that’s a
tale – no! - a legend of Drizzt, a hero of Icewind Dale.

Narrator: Now our heroes - Bruenor, Drizzt and Wulfgar - are off on their quest to Mithral Hall, the ancient home of
the dwarves and Bruenor's boyhood home, soon followed by Regis.

The theatre director is on hand to play minor roles if needed, but otherwise will be scurrying around running front of
house and doing other little jobs like opening the curtain, etc.

Once they have decided roughly what is going to happen in an act, the curtain rises, and they act out the scenes. The
group can go all in on acting out just about every line of dialogue or may take a more descriptive approach.

Skill challenges:

For each scene, there is a skill challenge set in place. At least three from five abilities checks need to succeed to have
a successful scene and skill challenge. Every ability check has a base DC of 14, and player can have advantage or
disadvantage depending on what have happened so far.

A player can choose any skill to use on its ability check, but it cannot be duplicated on the same Act. Spells can also
be used to complete a skill challenge.

On any given scene, at least the two acting players need to roll ability checks to perform.
Besides it, during each scene, roll a d6 to pick three mishaps from the table that are going to occur on the scene.
Each mishap has a consequence if failed to address to it.

Determining success/failure:

Audience response is based off the sum of each DC of successful rolls. Or is a total failure on two failed
scenes.

d6 Mishaps of Act 1 - Introduction Consequence of Failure


A hearing-impaired stagehand atop of the catwalk misses The scenery changes to a totally different one of the
1
hearing “cloudy”, their cue to change the scenery. intended due to malfunction or mishearing.
1d4+1 of lights comes loose together and hit the
A stage light comes loose, threatening to swing and hit
2 stage having a 10% chance of hitting any actors
the actor playing Wulfgar, the barbarian.
causing them to fall unconscious for an act.
An actor walks on stage, having forgotten one of their
3
props like a sword or an axe
One of the actors forgets their lines and begins to
4 improvise poorly, sending the narrative in the wrong
direction.
An actor forgets his cue to enter stage and misses his The actor who forgot to enter stage just waltzes
5
entrance. onstage already saying his lines.
One of the curtains closes and only covers half of the The other curtain suddenly closes, and the scene
6
stage. ends abruptly.

d6 Mishaps of Act 2 – The Villain’s Attack Consequence of Failure


The recorded noises begin to play out of turn as
The recorded noises of Crenshinibon’s sunbeam are
1 well, interrupting some of the dialogues for the rest
replaced by a long fart from a comical play.
of the scene.
Akar’s actor takes 20 damage and there’s 20%
The wooden planks beneath the villain Akar Kessell break,
2 chance that he hurt himself and needs two scenes to
and falls, vanishing beneath stage.
heal up.
A halfling took over the role of a missing actor who was
to play dwarf Bruenor. The actor will be lifted into the air The halfling is hurled through the air and falls on the
3 by ropes to simulate a mighty jump, but the second line in the audience. He can’t play Bruenor
counterweights are still set for the weight of the dwarf anymore.
actor.
The apparatus that creates mist randomly activates and No one can see what happens on the stage until the
4
begins to fill the stage with fog. scene is over.
There’re only costumes of the opposite gender that
5 One of the costumes rips onstage due to size differences.
he can use without tearing apart.
An actor has an out-of-the-body experience because of The actor doesn’t come to himself until has been
6
the pressure and stops mid-sentence. removed from stage.

Out of the script confront!

In the middle of the third act, just as the final battle is starting a group of thugs elbow their way through the
crowd and clamber onto the stage. They have come to shut down the play. They carry blackjacks which they point
menacingly at the players, warning them to stop the play immediately.

The goal is for the players to incorporate this stage invasion into the play itself, and to fight them off without
breaking character. The director whisper instructions from off stage: "the show must go on!"

Players roll initiative.

After combat, the play continues until it concludes.


d6 Mishaps of Act 3 – The Hero Trimphs Consequence of Failure
It clearly is an important prop and needs to be
shown to the audience, so without it the actor is
1 The correct costume or prop is missing.
waving an empty hand in the air or enters stage with
and improper costume.
The orator that needs to narrate the beginning of the Every actor needs to be rushed to stage and some
2
scene went to the bathroom and is not back. fall.
The curtain falls onstage or is stuck halfway from
3 The mechanism that moves the curtain is stuck.
now on.
Numerous dogs enter through a backstage door and
Drizzt’s costume is ripped apart and the dogs go
4 chase after meat hidden in the drow hero Drizzt’s
away by the theater’s front door.
pockets.
One of the props fails, it breaks in the middle of the It was the last one of it and cannot be replaced as it
5
scene. as it name called upon mid-sentence.
You hear a scream from backstage, someone dislocated
6 One of the sceneries falls onstage.
an arm trying to tie one of the ropes.
Each act must achieve a certain goal:

In act one we show who the characters are, and what they want.

Act 1. The show starts with the drow ranger Drizzt with his magical panther, the dwarf Bruenor, the human
Catti-brie, and the halfling Regis working together to thwart a barbarian attack. They meet the young barbarian
Wulfgar and together help bring a time of peace. Years pass before a mage named Akar Kessell kills his mentor and is
cast out of the Arcane Brotherhood. He then finds the crystal artifact Crenshinibon, which helps him enslave orcs,
goblins, trolls, and the reghed barbarian king Heafstaag; becoming the self-proclaimed Tyrant of Icewind Dale.

In act two the villain makes his move, and our characters get into trouble.

Act 2. Akar leads his army against Ten-Towns. He scorches the towns using the artifact’s intense radiant
beams. He also forms an alliance with demon Errtu, who also seeks the crystal. Wulfgar leaves to challenge
Heafstaag to a duel for the future of reghed tribes. Drizzt sneaks into Akar’s crystal tower but is caught and
imprisoned by the mage.

In act three the heroes confront the villain and foil his plans.

Act 3. Wulfgar is victorious and claims leadership over the barbarians. He defeats the goblins and orcs with
the help of the barbarian tribes. Reghis rescues Drizzt and manages to destroy the wizard’s tower. Drizzt follows Akar
through a magical portal. Atop the Spine of the World, the two engage in a climactic battle until Drizzt forces Akar to
unleash the crystal’s power recklessly. This causes an avalanche killing Akar and sweeping Drizzt away. Drizzt
manages to survive, and the play finishes with a typical happy ending.

The story

In the remote far northern region of Icewind Dale, the renegade drow ranger Drizzt Do'Urden roams the tundra,
hunting down yeti and giants that threaten the Ten Towns of Icewind Dale. When the Dale's native barbarians band
together to slaughter the people of Ten-Towns, whom they view as invaders, Drizzt, with his drow stealth and
ranger's knowledge of the terrain, discerns their plan and relays the information to his friends, the halfling Regis, the
dwarf Bruenor and his adopted daughter Catti-brie. Regis, on the council of Ten-Towns, uses persuasion and a
magical hypnotic ruby pendant to convince the stubborn leaders of the towns to work together to thwart the
barbarian attack.

Because of the warning and their unified efforts, Ten-Towns and the dwarves successfully repel the barbarian
attackers. Drizzt personally meets the barbarian king, Heafstaag, in combat. He wounds Heafstaag many times,
including a stab to the stomach that should have been fatal, but the king manages to survive and escape after
wounding Drizzt. Meanwhile, Bruenor clashes with a young barbarian standard bearer, who breaks the shaft of his
banner over the dwarf's head to no effect. Bruenor then slams the youth with his shield, rendering him unconscious.
After the battle, Bruenor saves him from being killed in cold blood by the townspeople, instead taking the young
man Wulfgar, son of (the late) Beornegar into his care. Bruenor tells the people of Ten Towns that if not for Drizzt
Do'Urden, they would now be dead, which grants Drizzt a measure of acceptance and respect in Icewind Dale.

Five years pass, with Wulfgar indentured to the dwarves. Bruenor teaches him to smith and mine and comes to love
him like a son. Though Wulfgar initially resents the dwarves and his indenture, he grows to respect and even love
Bruenor, like his own father who had died years past.

During this time, there is failed wizard Akar Kessel, left to die in the Spine of the World, after killing his mentor
Morkai (the Red) - the nearest thing he had to a father while blinded by greed and false promises of a place of power
in the Luskan's Host Tower of the Arcane by Dendybar (the Mottled) - that left him to freeze in the snow. This young
man with no talent, no skills, and an entitled personality that endeared him to no one, stumbled upon the lost relic
known as Crenshinibon, The Crystal Shard, a magical, sentient crystal with the ability to lend power to its wielder,
make tower sanctuaries in the likeness of itself, and insinuate itself into the minds of others and, as claimed by
Kessel gave him the power to survive and to build a tower, Cryshal-Tirith.
Crenshinibon, obsessed with gaining power, twists Akar Kessel's mind into doing its will. Akar Kessel, oblivious to
the manipulation, decides to conquer Icewind Dale for his own. He enslaves the goblins and orcs of the nearby
mountains, building them into his own army, their wills completely destroyed by Crenshinibon. He even manages to
gain control of Heafstaag, and through him the tribes of barbarians. He also acquires the services of a balor demon
named Errtu to be his general, though the demon has more interest in obtaining Crenshinibon for himself, but as the
demon didn't want to act against the relic's will though, so it chose to serve Kessel.

Near the end of Wulfgar's indenture, Bruenor forges Aegis-fang, a magical warhammer, for his adopted son. He then
takes Wulfgar to be trained in the ways of battle, choosing Drizzt as the young man's instructor. Despite his
ambivalence about training under a drow, Wulfgar quickly comes to respect and admire the dark elf, and Drizzt
turns the young man into a formidable warrior. The two of them clear out an entire lair of verbeeg (the least of the
giant species, around a height of ten feet), led by a frost giant named Biggrin with only the help of Drizzt's magical
black panther companion Guenhwyvar. Wulfgar then leaves to hunt down a white dragon, Ingeloakastimizilian,
more commonly known as Icingdeath. Drizzt tracks him, and the two of them kill the dragon. Drizzt finds a scimitar
in the treasure hoard and claims it for his own, eventually naming it after the dragon.

As Kessel moves on Ten-Towns, his armies sweeping aside the disorganized defense with little trouble, many of the
Ten-Towns were burnt or taken. The main settlement, Bryn Shander, was besieged and Kessel himself appeared
right after the demon Errtu had raised a new Cryshal-Tirith not far from the human town. Wulfgar takes the horns of
Icingdeath and challenges Heafstaag for kingship. He wins the challenge, killing the old king. Drizzt, sensing the
demon Errtu, and recognizing the balor from his days living in the deep underground drow city of Menzoberranzan,
calls the demon and faces it alone with Guenhwyvar. With the aid of the fire-banishing properties of the scimitar
Icingdeath, he manages to defeat Errtu, banishing it to the abyss for one hundred years.

After defeating the demon, Drizzt uses his stealth and Guenhwyvar's unnatural eyes to find his way into the Crystal
Tower, Cryshal-Tirith, where he fights his way past Akar Kessel's orcs and trolls to face the wizard himself. The
wizard, sure of victory, imprisons the drow in a cage of magical light, and taunts him with images of the barbarians
joining the battle for Ten-Towns, thinking that Heafstaag still led them. However, Wulfgar leads his people not
against Ten-Towns, but against Kessel - all the people of Icewind Dale, the dwarves of Bruenor, the barbarians led by
Wulfgar, the people of Bryn Shander and the survivors of the other nine towns, join and are able to defeat Kessel's
army. With the help of Regis, Drizzt escapes his cages able to reach the tower's core and causes the entire structure
to collapse to the ground. The halfling manages to buy the people of Ten-Towns some more time and to set some
factions of Kessel's army against each other while Drizzt follows Kessel through a portal to the top of Kelvin’s Cairn,
and there they start their final confront.

There, after a short battle, the magical heat of Crenshinibon destabilizes the snow cap, and an avalanche kills Kessel
and takes Drizzt back down the mountain. Crenshinibon, buried under the avalanche and blocked from the light of
the sun (its power source) and weakened by Regis' destruction of Cryshal-Tirth, loses its control over the remaining
orcs and goblins, who are ultimately slaughtered. Bruenor, Drizzt and Wulfgar leave Icewind Dale on their quest to
Mithral Hall, the ancient home of the dwarves and Bruenor's boyhood home, soon followed by Regis.

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