A simple trip to the stables devolves into attempted murder, a groin-related riding accident, and a journey to an upside-down wizard tower where a dead man is waiting to say hello.
Our heroes discover that when fighting a vampire, the difference between a "stake" and a "steak" is a matter of life, death, and considerable magical confusion.
After successfully bringing a wizard back from the dead, the heroes are faced with an even more dire mission: rescuing their kidnapped owlbear, Snacks.
Having braved a lethal blizzard to find shelter, the party is immediately incinerated by a magical artifact and must spend the rest of the chapter trying to haunt a passing polar bear into fixing the sun-grenade that just killed them.
The adventurers go on a shopping spree for magical jorts and a canine katana, accept a quest to find a demonic version of the Yellow Pages, and then spend the evening debating the tactical applications of feeding Mentos to a giant bird.
With their whale-based transport having dropped them off, the party must now contend with a suspicious ice mephit and the logistical challenges of gluing a god's gargantuan bird to her fortress.
The adventurers finally reach the Frostmaiden's fortress, only to be enthusiastically greeted as "Death" by an ancient giant guard who is more than ready for his shift to end permanently.
11 min
About Dungeons & Drams - 2 Waterdeep 2 Furious
From the publisher's feed
Follow the adventurers of Sandy's Gang, a fun-loving band of rascals out to save the world.