The eternal winter of Auril has made these blasted lands almost uninhabitable. To make things worse, a killer is going around. Before the murders, the only question on everyone’s mind was, “Will summer ever return to Icewind Dale?” Now the question is, “Will I be the killer’s next victim?
Rumors and a few hastily scribbled notes tacked to message boards have brought you Bryn Shander, the biggest of the towns. In a tavern called The Northlook you are about to meet your future employer and learn who the killer is.
General Info
Expect combat, roleplay and exploration in equal parts.
Level range is expected to be 1-12
Themes of horror and survival are prevalent, but so are moments of levity and jokes. Icedawn is about making the best of a bad situation.
It goes without saying that if you have played in this campaign or read parts of it, please don't spoil your own and other peoples fun and refrain from applying.
Application
Send me a private message with your proposed character sheet (remember to make it public) and some words about what you're looking for in this campaign and what your previous experience with ttrpgs is (if any). Briefly describe your character here in this thread. If I don't respond to your pm, you're on the waitlist.
In addition, roll 1d12 and 1d100 and send me the results. These will determine a secret and a trinket your character starts with. Some of the secrets may necessitate a change in your character backstory or the sheet, so keep that in mind while creating your pc. Example secret:
"I have climbed out from Avernus in the nine hells to escape the clutches of my tyrannical pitfiend master. Wherever I go, I suspect that I'm being followed by his lackeys. I can't abide entering a holy house and holy water will do damage to me. My creature type is fiend instead."
Posting
Players should be able to make at least one post every day. Posts can and should be fairly short, 2-3 sentences as a baseline. The intent is to get across your actions in a concise manner and allow everyone to participate frequently.
In the event of combat, I will roll initiative for everyone and post the turn order in order to speed up the process. We will use a system akin to Fate Zones to approximate tactical movement.
Content Disclaimer
The following themes are part of this adventure. Please do not apply if these are a no-go for you:
Human(oid) suffering, especially everything surrounding the freezing cold, such as injuries caused by frostbite
Various descriptions of death and gore, including but not limited to freezing or burning to death, exploding violently, dismemberment and human sacrifice.
Some scenes may play out like in a horror movie or book in the way they're described. Should you be generally okay with this, but realize in the moment that a scene is uncomfortable for you, you can write me a pm and I will facilitate that the scene is skipped.
Character Creation
Level 1, Milestone advancement
Morally ambiguous characters are okay, straight up evil characters are not
Ability Score generation: Standard Array or Point Buy
5 PCs max - This thread will remain open as a waitlist when/if someone drops out
All official material (check FAQ for details) allowed, with specific exceptions to further the campaign fantasy:
Banned subclass: twilight cleric
Banned spells: leomund's tiny hut and goodberry (while known in the setting, both of these are suppressed by Aurils magic)
Adjusted spells: Cantrips are not sufficient to warm or dry you. Examples: prestidigitation, create bonfire, produce flame. This is because the temperature in Icewind Dale frequently dops below -49 degrees Fahrenheit or -45 degrees Celsius. These cantrips work normally otherwise. For example, you can still use produce flame to ignite firewood and use that to get warm.
Character Background Inspirations:
Background
Character Hook
Acolyte
Auril the Frostmaiden, the god of winter’s fury, has cast an evil spell over Icewind Dale. You can bring hope and faith to the people of Ten-Towns or, even better, free them from winter’s cold embrace in the name of your god.
Charlatan
Your cons and deceptions nearly got the better of you. You needed to disappear for a while, and Icewind Dale was the perfect place to do so. Nothing could prepare you for the cold and the dark desolation, but at least there’s money to be made.
Criminal
You are wanted for crimes in the cities of Luskan and Mirabar, but no one will think to look for you in Ten-Towns, the cold heart of Icewind Dale. Thankfully, nobody in Ten-Towns cares who you are—or what you’ve done.
Entertainer
You came to Icewind Dale three years ago seeking inspiration for a new song or poem, drawn by tales of the land’s harsh beauty and the legendary exploits of Drizzt Do’Urden. Since then, Auril the Frostmaiden has cast an evil spell over the dale, preventing you from returning home.
Folk Hero
Your name is synonymous with heroism throughout Ten-Towns. Did you save a fisher who fell into the ice, scare away a yeti armed with only a fishing pole and a basket, or beat a drunk goliath at arm wrestling?
Guild Artisan
You came to Icewind Dale to start a business. Your shop was doing well until Auril the Frostmaiden cast her evil spell to banish the sun. Now, businesses throughout Ten-Towns are suffering, yours included. To avoid hardship, you might need to supplement your income.
Hermit
You’ve never felt at ease in civilized society, and there’s no place farther from the trappings of civilization than Icewind Dale. This is a land without pretense, and the people of Ten-Towns pay you little mind. To them, you’re just another silly old fool.
Noble
Your wealthy grandfather or grandmother sent you to Icewind Dale to learn a hard lesson. Perhaps the cruel indifference of this frozen land will prepare you for the cruel indifference of Waterdeep’s politics.
Outlander
You’re a child of the icy wilderness, born and raised in one of the Reghed tribes. Imagine, after following herds of migrating reindeer your whole life, getting a taste of what life in Ten-Towns has to offer.
Sage
You came to Icewind Dale in search of ruins and artifacts left behind by the giants who ruled the ancient empire of Ostoria. To find even one Ostorian relic would fulfill a lifelong dream and make your rivals back home green with envy.
Sailor
You’ve sailed ships up and down the Sword Coast, but a shipwreck made you reevaluate your life choices. Two years ago, you headed north, bought a house and a fishing boat in Ten-Towns, and became a fisher. You were told that the summers here are beautiful, but you have yet to see one.
Soldier
You are a soldier of Ten-Towns, trained to fight orcs and other threats lurking in the Spine of the World mountains. Auril the Frostmaiden has cast an evil spell over Icewind Dale, and you struggle to see how your soldier’s training can save this land from so terrible a doom. Still, you are not about to give up on the people of Ten-Towns.
Urchin
Because you grew up in Ten-Towns, your familiarity with the residents makes you useful to Harper spies and Zhentarim bounty hunters who are looking for criminals and other ne’er-do-wells hiding in your midst. Ratting out these newcomers keeps coin in your pockets.
FAQ
Is drinking potions a bonus action and administering it to someone else an action? Yes
Are we using the flanking rules? No
Any optional combat rules? Yes, all of these except mark.
What does "official material" mean exactly? In the character creator, that means the following options are enabled and everything else disabled:
Sirius Barwin is nobility from a noble house from Waterdeep. His house's patriarch, Sirius' grandfather Lord Bernard, never really liked him because of his middling success in courtly life though Sirius was better at his true passion, spearfighting. Lord Bernard always preferred Sirius' little brother Findlay who was much more well suited for courtly life and drama. When Sirius reached adulthood and his parents were away visiting the family of Sirius' mother, Lord Bernard ordered Sirius to go to Icewind Dale to "learn away from his entitlement" and to "make him a man" though the true intent of quietly getting Sirius out of the picture and possible killing him was obvious to both the Lord and Sirius. Lord Bernard ordered Sirius to not return before achieving something great so now Sirius is stuck in Icewind Dale trying to make a name for himself to be able to return home.
Sirius is a lawful neutral human Paladin fro whom I intend to take the oath of glory.
Randor Stonewarden, NG Mountain Dwarf Sage Fighter 1
Randor Stonewarden is a rugged, yet somewhat out-of-place figure amidst the frozen landscape of Icewind Dale. A Mountain Dwarf with broad shoulders and a weathered face, Randor carries an air of determination tempered by curiosity. His ruddy, tanned skin hints at a heritage from the southern lands, a stark contrast against the icy backdrop of the Dale.
He is usually clad in sturdy chain mail and carries a shield. He is armed with a well-worn longsword slung across his back and a pair of trusty handaxes at his side. Randor nearly always has an underlying unease in his eyes, as if he's expecting trouble around every corner.
Randor's journey to Icewind Dale was not merely driven by curiosity; it was an escape from the consequences and decisions of his past. Fleeing from a troubled history in the southern lands, he sought refuge in the icy expanse of the North. Haunted by shadows of his past deeds, Kaelen saw the Dale as a place where he could start anew, far from the prying eyes and lingering threats that dogged his steps. Despite the challenges of the frozen wilderness, he embraced the harsh environment as a means of redemption, hoping to forge a new path and leave behind the ghosts that trailed him from the south.
Randor Stonewarden's troubled history stems from his involvement in the betrayal of a powerful wizard. Once a trusted apprentice and member of the household guard, Randor became disillusioned with the corruption and tyranny of his mentor. He stole an ancient text from his former master to keep the evil wizard from unlocking its secrets.
His betrayal discovered, Randor barely managed to escape with his life, but not before being branded a traitor and a fugitive by those whom he once served.
If Randor were to be caught, he knows that he would face certain death at the hands of his enemies. The wizard he betrayed would stop at nothing to ensure his demise, and bounty hunters from across the southern lands would eagerly pursue the reward for his capture. Thus, Randor fled northward, seeking refuge in the harsh isolation of Icewind Dale, where he hopes to evade his pursuers and find a chance at redemption amidst the icy wilderness.
Aubreen has never been accepted, a child of two realms, two sides, shunned by both. Orphaned to the cold streets he quickly learned might make right, others can not be trusted, loyalty and love are but a fallacy. Life on the streets in a cold town can be particularly harsh so Aubreen went south. Finding employment in the city guard, too many years flowed by in obscurity. During the course of walking a beat, Aubreen began speaking with an elder priest. Friendship ensued, and eventually a family was developed with my fellow brothers and sisters of Torm. Over the years I watched the old priest age and die, it was time to move on.
The heart can be fickle, it longed for closure, to once again walk the icy streets of a northern town. Catching a lift North he made his way towards something comforting, familiar, a time from his past, nostalgia of an earlier place pulling at his heart. Old fears to overcome, demons to excise. Maybe he overshot a little, ending somehow in the icy wastes of the dale.
Edit: Melee heavy I see
I can switch to another class depending on the final make up of the group.
Kneecap Boulder set out from Baldur's Gate to make his mark as a sailor aboard the grand ship Darby Cats. What Kneecap didn't know was that the ship was really a pirate ship. By the time he learned of what was really going on, he tried to stage a coup, but not one person on the board was supportive of this action. So after an all out fist to cuffs, he was thrown overboard into the frigid waters of the north. With little more then his faith to keep him alive, Kneecap shouldered his way to a small settlement called Ten Towns, intent to make his mark however he could.
Why is this damn place so cold, he muttered to himself the entire trek there.
Zenos is a traveling merchant who loves a good joke or a tall tale. Growing up in a small town was always drawn to the larger cities where you can do anything and become anyone. Allegedly he swindled some people out of their hard earned money when they purchased some elixirs from him, probably someone named Colonel Harvey according to other rumors. At any rate Zenos has traveled north to escape his past and to start anew.
Clairedin is a son of the house of Kundarak. Being an "undwarf" he has no beard and fair hair. Studied as an acolyte of Moradin, he has clerical training but quickly showed aptitude in the arcane.
I've played Clairedin in many incarnations and liked the sound of survival for a Mark of Warding dwarf.
I'm also a fan of Forgotten Realms and im curious about playing in a brutal campaign.
I realize that Eberon races might not be allowed and im flexible to change to a hill dwarf dwarf cleric as well.
Enough people have shown interest (in this post and private messages) that initial recruitment is closed for now. All further applicants and those that I haven't responded to can assume that they're on the waiting list. Should you not want to be contacted by me in case a spot opens up, edit your post accordingly.
Fuzwig was trained as an apprentice of Blackstaff Tower. After some time serving the Blackstaff, he journeyed out on his own, seeking knowledge of the arcane. A number of adventures found him travelling throughout much of the Sword Coast. He eventually settled on the island of Ruathym in the city of the same name. There he studied the books of the Green Room Library and assisted the locals whenever there arose a need. Recently, upon receiving a missive from his old master concerning strange happenings in the north, Fuzwig was ordered to investigate the rumors. He immediately chartered a ship to Fireshear, and from there he travelled with a caravan of dwarves to Ten Towns. Tales of recent events shared by the locals seem to have confirmed his old master's concerns...
Fuzwig, Variant-Human, Level 1 Wizard
Hoping I can make the waiting list!
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Icedawn
A Rime of the Frostmaiden Campaign
The Ground Rules
Hook
General Info
Application
Example secret:
Posting
Content Disclaimer
The following themes are part of this adventure. Please do not apply if these are a no-go for you:
Character Creation
Character Background Inspirations:
FAQ
Yes
No
Yes, all of these except mark.
In the character creator, that means the following options are enabled and everything else disabled:
Sent a pm with the character sheet.
Sirius Barwin is nobility from a noble house from Waterdeep. His house's patriarch, Sirius' grandfather Lord Bernard, never really liked him because of his middling success in courtly life though Sirius was better at his true passion, spearfighting. Lord Bernard always preferred Sirius' little brother Findlay who was much more well suited for courtly life and drama. When Sirius reached adulthood and his parents were away visiting the family of Sirius' mother, Lord Bernard ordered Sirius to go to Icewind Dale to "learn away from his entitlement" and to "make him a man" though the true intent of quietly getting Sirius out of the picture and possible killing him was obvious to both the Lord and Sirius. Lord Bernard ordered Sirius to not return before achieving something great so now Sirius is stuck in Icewind Dale trying to make a name for himself to be able to return home.
Sirius is a lawful neutral human Paladin fro whom I intend to take the oath of glory.
Randor Stonewarden, NG Mountain Dwarf Sage Fighter 1
Randor Stonewarden is a rugged, yet somewhat out-of-place figure amidst the frozen landscape of Icewind Dale. A Mountain Dwarf with broad shoulders and a weathered face, Randor carries an air of determination tempered by curiosity. His ruddy, tanned skin hints at a heritage from the southern lands, a stark contrast against the icy backdrop of the Dale.
He is usually clad in sturdy chain mail and carries a shield. He is armed with a well-worn longsword slung across his back and a pair of trusty handaxes at his side. Randor nearly always has an underlying unease in his eyes, as if he's expecting trouble around every corner.
Randor's journey to Icewind Dale was not merely driven by curiosity; it was an escape from the consequences and decisions of his past. Fleeing from a troubled history in the southern lands, he sought refuge in the icy expanse of the North. Haunted by shadows of his past deeds, Kaelen saw the Dale as a place where he could start anew, far from the prying eyes and lingering threats that dogged his steps. Despite the challenges of the frozen wilderness, he embraced the harsh environment as a means of redemption, hoping to forge a new path and leave behind the ghosts that trailed him from the south.
Randor Stonewarden's troubled history stems from his involvement in the betrayal of a powerful wizard. Once a trusted apprentice and member of the household guard, Randor became disillusioned with the corruption and tyranny of his mentor. He stole an ancient text from his former master to keep the evil wizard from unlocking its secrets.
His betrayal discovered, Randor barely managed to escape with his life, but not before being branded a traitor and a fugitive by those whom he once served.
If Randor were to be caught, he knows that he would face certain death at the hands of his enemies. The wizard he betrayed would stop at nothing to ensure his demise, and bounty hunters from across the southern lands would eagerly pursue the reward for his capture. Thus, Randor fled northward, seeking refuge in the harsh isolation of Icewind Dale, where he hopes to evade his pursuers and find a chance at redemption amidst the icy wilderness.
Applied
Sent a character sheet:
Aubreen, Half-elf, Holy warrior
Fighter level 1
D12-D100
D12 (8)
D100 (83)
Aubreen has never been accepted, a child of two realms, two sides, shunned by both. Orphaned to the cold streets he quickly learned might make right, others can not be trusted, loyalty and love are but a fallacy. Life on the streets in a cold town can be particularly harsh so Aubreen went south. Finding employment in the city guard, too many years flowed by in obscurity. During the course of walking a beat, Aubreen began speaking with an elder priest. Friendship ensued, and eventually a family was developed with my fellow brothers and sisters of Torm. Over the years I watched the old priest age and die, it was time to move on.
The heart can be fickle, it longed for closure, to once again walk the icy streets of a northern town. Catching a lift North he made his way towards something comforting, familiar, a time from his past, nostalgia of an earlier place pulling at his heart. Old fears to overcome, demons to excise. Maybe he overshot a little, ending somehow in the icy wastes of the dale.
Edit: Melee heavy I see
I can switch to another class depending on the final make up of the group.
Applied.
Kneecap Boulder set out from Baldur's Gate to make his mark as a sailor aboard the grand ship Darby Cats. What Kneecap didn't know was that the ship was really a pirate ship. By the time he learned of what was really going on, he tried to stage a coup, but not one person on the board was supportive of this action. So after an all out fist to cuffs, he was thrown overboard into the frigid waters of the north. With little more then his faith to keep him alive, Kneecap shouldered his way to a small settlement called Ten Towns, intent to make his mark however he could.
Why is this damn place so cold, he muttered to himself the entire trek there.
Zenos is a traveling merchant who loves a good joke or a tall tale. Growing up in a small town was always drawn to the larger cities where you can do anything and become anyone. Allegedly he swindled some people out of their hard earned money when they purchased some elixirs from him, probably someone named Colonel Harvey according to other rumors. At any rate Zenos has traveled north to escape his past and to start anew.
Clairedin is a son of the house of Kundarak. Being an "undwarf" he has no beard and fair hair. Studied as an acolyte of Moradin, he has clerical training but quickly showed aptitude in the arcane.
I've played Clairedin in many incarnations and liked the sound of survival for a Mark of Warding dwarf.
I'm also a fan of Forgotten Realms and im curious about playing in a brutal campaign.
I realize that Eberon races might not be allowed and im flexible to change to a hill dwarf dwarf cleric as well.
Enough people have shown interest (in this post and private messages) that initial recruitment is closed for now. All further applicants and those that I haven't responded to can assume that they're on the waiting list. Should you not want to be contacted by me in case a spot opens up, edit your post accordingly.
Fuzwig was trained as an apprentice of Blackstaff Tower. After some time serving the Blackstaff, he journeyed out on his own, seeking knowledge of the arcane. A number of adventures found him travelling throughout much of the Sword Coast. He eventually settled on the island of Ruathym in the city of the same name. There he studied the books of the Green Room Library and assisted the locals whenever there arose a need. Recently, upon receiving a missive from his old master concerning strange happenings in the north, Fuzwig was ordered to investigate the rumors. He immediately chartered a ship to Fireshear, and from there he travelled with a caravan of dwarves to Ten Towns. Tales of recent events shared by the locals seem to have confirmed his old master's concerns...
Fuzwig, Variant-Human, Level 1 Wizard
Hoping I can make the waiting list!