This adventure goes from 1st to about 10th level traditionally, but be prepared for more serious encounters, pressing danger, and a good taste of horror!
Icewind Dale has become trapped in a perpetual winter. Ferocious blizzards make the mountain pass through the Spine of the World exceedingly treacherous, and this land has not felt the warmth of the sun in over two years. In fact, the sun no longer appears above the mountains, not even in what should be the height of summer. In this frozen tundra, darkness and bitter cold reign as king and queen. Most residents blame Auril the Frostmaiden, the god of winter’s wrath. The shimmering aurora that weaves across the sky each night is said to be her doing—a potent spell that keeps the sun at bay.
Strange things are said to haunt the dark, stalking the citizenry. With so much shadow for monsters to hide in, the Ten-Towns are growing ever more dangerous. Explore if you dare, but tread carefully; the number of those who have stories from their journey, either through the frigid streets of Ten-Towns, or into the unforgiving wild is always less than those who never returned at all.
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Game: D&D 5e (Rime of the Frostmaiden)
Group type: Online, through SPG
Experience: intermediate to veteran
Location/Timezone: EST
Schedule: weekly, Sundays @ 3pm
Roles sought: Players(paid, 15$ per player per session)
Game style: heavy role-playing with horror elements and harder battles.
I'm running RotI for more experienced players! This will be an ongoing campaign!
This will be the classic module with some of my own monsters, NPCs, and twists, so even seasoned players should get something new from this adventure!
https://startplaying.games/adventure/619938a45f3be90008718339
This adventure goes from 1st to about 10th level traditionally, but be prepared for more serious encounters, pressing danger, and a good taste of horror!
Icewind Dale has become trapped in a perpetual winter. Ferocious blizzards make the mountain pass through the Spine of the World exceedingly treacherous, and this land has not felt the warmth of the sun in over two years. In fact, the sun no longer appears above the mountains, not even in what should be the height of summer. In this frozen tundra, darkness and bitter cold reign as king and queen. Most residents blame Auril the Frostmaiden, the god of winter’s wrath. The shimmering aurora that weaves across the sky each night is said to be her doing—a potent spell that keeps the sun at bay.
Strange things are said to haunt the dark, stalking the citizenry. With so much shadow for monsters to hide in, the Ten-Towns are growing ever more dangerous. Explore if you dare, but tread carefully; the number of those who have stories from their journey, either through the frigid streets of Ten-Towns, or into the unforgiving wild is always less than those who never returned at all.