White Frost Redemption | AI Dungeon

White Frost Redemption

The portal is gone, Caranthir’s staff is a pile of expensive toothpicks, and the Wild Hunt is officially stranded in 1899. Instead of conquering worlds, Eredin is now arguing with a man named Dutch about "faith" and "one last score." It’s a match made in hell: a gang of dying outlaws meets a group of genocidal elven aristocrats who are deeply offended by the existence of indoor plumbing and Micah Bell’s face. As the temperature in the Heartlands drops below zero, you’re caught in the middle. Will you help the Hunt find enough "Star-Metal" to get their magical bus back on the road, or will you teach these tin-can knights that a sawed-off shotgun is a much quicker way to resolve a conversation than a monologue in Hen Llinge? The Pinkertons are bringing Gatling guns, the Murfrees are sharpening their teeth, and Imlerith just discovered that whiskey is a lot more fun than souls. It’s 1899, the world is changing, and the "White Frost" just found its way into Dutch’s favorite plan. Grab your coat. It’s going to be a cold day in Valentine, or maybe Tahiti?

Cover art for White Frost Redemption, a journey scenario on AI Dungeon