In September it is published Icewind Dale: Rime of the Frostmaidem campaign . D & d Beyond has published nine adventures leading up to this new campaign called Icewind Mail. So I'm preparing it to play with my players. I hope you like how I am preparing it. It is essential to read the entire Icewind Mail adventure and have it by your side, while playing as DM https://www.dndbeyond.com/posts/865-encounter-of-the-week-vanifers-repentance
Some words are copied as is, thought many the dialogues are invented for me ... but they are notes to make the game as smooth as possible.
You are in the city of Luskan, a port city divided by a river called Mirar, which flows into the sea at the port of Luskan. You were looking for work, you coincided during the trip to the city. You heard of merchants who needed to secure their assets, or of locals who needed protection against extortion by the sailors of Luskan, who are practically the owners and rulers of the city. It is a city full of bandits, pirates and a little strange people who would be better not to mess with. You arrived this morning, needed work, and asked about an ad pinned to a wooden sign at the entrance to Luskan: "Mercenaries with weapons experience needed for pickup and delivery of shipments from Luskan to Ten Cities in Icewind Dale. Interested to stop by. main warehouse of the Liberators of Luskan ". A half-orc named Shipping Master Lennart Bassk, and commander of a merchant ship called The Icebreaker that has docked in front of the main warehouse, hires you. Leading a business and carrying out the work it entails can and is quite dangerous in Luskan and more so if it is a parcel service. Inside the Warehouse, Lennart Bassk, an elegantly dressed half-orc in green silk clothing, bright eyes, an impeccably groomed fine mustache and a good physique says to all of you: "New members of the Luskan Liberators, I am proud to announce that your first adventure is about to begin!" “Several people from Luskan have contacted me, and all of them have deliveries to the north. Others like you, are preparing the ship to go north, the ship is called The Icebreaker. I've got a map of this city and a list of people with packages for you to find. They will pay you in advance, and they will pay you again when you complete their deliveries in Ten Cities. Put on armor and carry weapons, folks. Your journey will be dangerous, this port city of Luskan is not safe at all. Be prepared and look at this map and it's ready. I will divide you into two groups, and each group should gather only three of these packages, and take them to the ship. Once you have the packages, your verification will be passed that they have not been opened and you will go by boat to Ten Cities, to make their delivery. Have a good trip, my friends. "
*List: *Maccath the Crimson, member of the Arcane Brotherhood; He can be found studying in the dining room on the ground floor of the Arcane Host Tower.
*Fel'rekt Lafeen, a local swordsman associated with Bregan D'aerthe; It can be found on the ship named Heartbreaker moored at Dragon Beach at the closest pier to Cutlass Island.
*Dragonbait, an unusual reptilian creature, who has been frequenting "Jax EL One-Eyed", a tavern on the north bank of the Mirar River near the bridge to Blood Island.
*Rool, a shadowy figure associated with kraken-worshiping occultists; can be found in Cutlass, a pirate-infested tavern on Dragon Beach.
*Vanifer, a former leader, cast out of the Eternal Flame cult, worshiped by Imix, the fierce prince of elemental Evil; can be found sulking in the Ruins of Illusk.
*Nezznar The Black Spider, an ambitious drow with a ridiculous accent who claims he has a knack for being a stage actor; can be found atop a lighthouse on the Open Shore.
Maccath the Crimson:
You arrive at the base of the Tower of Arcane Hosts, a stone tower that appears to sprout from the ground like a skeletal, twisted tree. It looks as organic as it is artificial. Standing in the entrance is a brutal-looking guard with the build of an athlete and wearing a leather cap. He glares at you when you approach. .- "What have you been missing here?" - (His name is Earnest Geld) In this tower no one other than the Arcane Brotherhood can enter. (If they fail on the roll .- "Go bother somewhere else. Don't you have to do anything other than be more annoying than a ******* fly?" -. (DC13 Charisma to enter. If convinced, he will summon Maccath the Crimson) A Tiefling comes out in a crimson robe, greets you with a wide smile: .- "You are the Liberators of Luskan? I have a package to take to Ten Towns. (He takes out a metal box lined with lead with a glowing seal, it seems Magic) There is a draconic artifact inside and I need to take it there for a friend of mine to help me identify it. His name is Raggmael the Renegade, and well .. he hides from the law in Ten Towns. We have gone on many adventures in Icewind Dale in search of Draconic relics and apparently the people there don't like archaeological discoveries being made "-..- "I pay you the postage in advance, take 5 gp for each one" -. On the metal box there is a note that says: Bryn Shander Village in Ten Cities. Hand over Renegade Raggmael, ask first for Ogden the innkeeper of Kelvin's Comfort.
Fel´rekt Lafeen:
You arrive at Dragon Beach and you see a majestic three-masted galleon with the name Heartbreaker stamped on its hull and moored at one of the piers. A human with an acrobatic physique and a wide-brimmed brown hat stands in front of the ship's gangway, scanning the docks. His gaze rests on you and an eyebrow arches with interest as you approach.
.- "I have not heard that new sailors are needed, why do you want to enter the ship" -.
(DC13 Charisma to convince him and with advantage if magic games are played or something similar)
(If they enter the ship, Fel'rekt goes out to the main deck from his cabin at the stern and says:
.- "Hello friends, I am the Liberators of Luskan from what I see, enter my cabin, I will offer you a hot drink" -. It is a human who wears a hat similar to the one that had stopped you, he seems in a very good mood.
As you enter the aft cabin, you see on the ceiling a chandelier with lighted yellow candles, a bed and a fairly wide round table with 6 chairs.
.- "Please sit down, I will prepare you a wonderful mushroom tea, and very hot" -.
While preparing it he says: .- "You will see my friend Jarlaxle is on a secret mission in Icewind Dale of which I have no idea, but I want to send him a magical artifact. A sending stone, so I can communicate with him. Look at it- He takes it out. out of a closet and shows you a flat stone with a strange face engraved on it.
.- "I have another, in order to communicate with him, I will put it in a burlap bag" -. He takes out a stamp and seals it with a stamp.
.- "I will pay you 5 gp in advance for each one. Have a good trip" -.
Dragonbait:
You enter the tavern, almost empty, and you see a person who can only be your customer: he is short, squat, dressed in fine armor and has scaly green skin. He carries a long sheathed sword, with a very shiny hilt and a blue, red and white shield. However, this creature does not look like any DragonBorn you have ever seen. He looks at you in your direction and greets you happily, and you smell a slight lemon scent that drifts towards where you are.
(When trying to communicate with him, he will begin to say: .- "Tic, toc, tic siiiiiiiic flick flick ..." -.
The innkeeper, a red-haired woman in her 20s tells you: "What it was hard for me to understand, I put a hot drink on her because she was shivering from the cold for putting something on her ... at least she paid me. It seems that it is his language, and it is very strange ... he changes his smell when he tries to speak ... "-.
(He gestures at you, changing his smell to ham and then to sulfur, then to roses and then to Lemon)
The gestures will try to say: .- "My friend, a pale man with a cold ring on his finger, has gone to a lonely mountain in the cold northern place. Please take this to him."
(If the characters get a clue they must roll DC 10 Wisdom / Insight)
He gives you a small box of teak wood carved by hand, with the drawing of his smiling face. It has a very shiny padlock (Dexterity DC30 with thief tools) AND it scores 5 gp for each one.
ROOL:
Among a crowd of people are a few men and women, speaking aloud seated on stools around darkened wooden tables. Among all the murmur nothing is understood. Meanwhile, you see a half-orc who seems to be the one you were looking for, drunk as a vat and sitting hunched over on a stool, against the bar of the tavern. He grasps in his hands, stroking his left cheek, a bottle of Brandy from the Valley of Shadows, scandalously expensive-looking, poorly wrapped in cheap cloth.
(The moment they approach him: .- "Cocky brats, you are worth not a single copper coin, among all of you. Surely you don't even know how to fight. You are the living presence of a generation of donkeys" -. one of them ... and draws a short sword (assassin statistics without poisoned weapons and is about to attack with his bottle in his left hand. He has a disadvantage in all attacks due to being drunk)
The people who are in the tavern begin to shout: .- "It was about time, I was getting bored in this rotten city. I was getting bored so calmly" -.
(When I take 12 points of damage ...
The half-orc falls face down on the ground, people start clapping, and makes a pathetic movement with the thumb up, while what looks like its package, the bottle of Brandy from the Valley of Shadows, rolls to your feet and groans. .- "The paycheck is in the mail" -. and falls slumped, snoring on the floor.
In the bottle there is a check stuck "Payable at Icebreaker", and a note: "Deliver to my true love, Glarth Druma in Aurilssbarg".
(At the icebreaker each will be paid 5gp as partial postage)
Vanifer:
Some ruins of the ancient Illusk, the predecessor city of Luskan, shows that this area was dedicated to the worship of gods, now forgotten. Marble pillars, almost destroyed, adorn this area of ruins, while what seemed like emblematic buildings of worship are now mere rubble, there is a marble chapel, dirty with mud and earth, with a brass door, half open. Inside the chapel, marble stairs, littered with stones and dirt, descend into what appears to be a lighted hallway, with a torch on the left wall, every 30 feet. The corridor tilts 90º to the left. (Perception DC10 you hear strange noises (rrrrmmmmmmrrrrmmmm).
* Away from the corridor 4 skeletons are leaning in an exaggerated way, with remains of armor, they move. dragging a short sword on the ground.
At the end of the hall is a living room of about 20 feet square, with a fire pit in the left corner.
A Tifling sits by the simple campfire in the little corner of these twisted ruins. He wears a black leather tunic that was once clearly splendid, but is now tattered and grimy. She looks at you grimly as you approach and presents you with a dagger that has been tightly wrapped in thick, blue cloth.
.- "I want you to take this dagger to Icewind Dale at Reghed Glacier, where you will find me. I will be the recipient" -. He gives partial postage to each of you, giving everyone 5 gp.
Nezznar the Black Spider:
At about 200 m, before going up a slope that leads to the lighthouse, you see three humans and a smaller one, who seems to have green skin. (goblin)
When you get to the hill these elements approach you:
.- "I do not intend to bother you but to pass through here, you have to pay a contribution of a few gold coins, 20 gp will be enough" -. says a human, almost toothless.
.- "And if you have more, you are going to give us a tip" -. Says the Goblin with a common almost native accent.
(Use bandits, and goblin)
When you get up the slope about 500 meters, you see a lighthouse surrounded by a rusty iron railing that overlooks the sea.
A dark elf looks over the railing of the tall lighthouse, gazing longingly out to sea as the north wind whips his white hair around him. He holds an ebony staff with the tip of a spider effigy on it and holds a bundle under his arm.
.-You are the Liberators of Luskan, the ones who are going to send my package in a jiffy-. Says the formal theatrical Drow.
(Insight CD 13 Even though he speaks in a theatrical way, you can discern an undercurrent of anxiety in his voice)
.- "This package duly sealed and sealed goes to my friend Griggle Duskloch, in Fireshear, to receive it as a gift. It is a simple letter, encrypted, but with content that will help him do the job that my friend so much needs to"-.
.- "Here you have the money, a partial shipment, take 5 gp of gold each, and be careful not to spend the money foolishly, that when you get to give the package to my friend you will have more money" -.
The Icebreaker:
When you return to the Lennart Bask Icebreaker, your boss the half-orc, look at all the packages, and note that they are all properly sealed and have not been opened.
.- "I see that one has not been paid, take 5 gp each, with the check they have given you is correct" -.
.- "We are going to go out now, it is getting dark and we will be old all night, so get settled in your cabins that have three beds each by the way. In each cabin you will have a chest to store your things if you need it.The two cabins are on deck number 1 to starboard. We will go to Fireshear first, to deliver Nezznar The Black Spider's package. We will arrive tomorrow morning.
A half-orc captain whom the sailors call Captain Silvermane is the one who runs the ship.
While you sleep (Perception CD13)
You hear a splash in the water outside your cabin, as if something was thrown overboard. Through the porthole, you can barely see a shape sinking into the water. You only glimpse it, but it could be the size of a human body. In the right hand corner of your viewing angle, you see a silhouette looking over the edge of the ship's deck, about ten feet above your porthole. The silhouette's head turns towards your portholes and appears to be looking directly at you. Then, as quickly as it appeared, it moves away from the edge of the ship and disappears from your sight.
In September it is published Icewind Dale: Rime of the Frostmaidem campaign . D & d Beyond has published nine adventures leading up to this new campaign called Icewind Mail. So I'm preparing it to play with my players. I hope you like how I am preparing it. It is essential to read the entire Icewind Mail adventure and have it by your side, while playing as DM https://www.dndbeyond.com/posts/865-encounter-of-the-week-vanifers-repentance
Some words are copied as is, thought many the dialogues are invented for me ... but they are notes to make the game as smooth as possible.
This first part refers to Loadin 'Up the Icebreaker
https://www.dndbeyond.com/posts/837-encounter-of-the-week-icewind-mail
You are in the city of Luskan, a port city divided by a river called Mirar, which flows into the sea at the port of Luskan. You were looking for work, you coincided during the trip to the city. You heard of merchants who needed to secure their assets, or of locals who needed protection against extortion by the sailors of Luskan, who are practically the owners and rulers of the city. It is a city full of bandits, pirates and a little strange people who would be better not to mess with. You arrived this morning, needed work, and asked about an ad pinned to a wooden sign at the entrance to Luskan: "Mercenaries with weapons experience needed for pickup and delivery of shipments from Luskan to Ten Cities in Icewind Dale. Interested to stop by. main warehouse of the Liberators of Luskan ". A half-orc named Shipping Master Lennart Bassk, and commander of a merchant ship called The Icebreaker that has docked in front of the main warehouse, hires you. Leading a business and carrying out the work it entails can and is quite dangerous in Luskan and more so if it is a parcel service. Inside the Warehouse, Lennart Bassk, an elegantly dressed half-orc in green silk clothing, bright eyes, an impeccably groomed fine mustache and a good physique says to all of you: "New members of the Luskan Liberators, I am proud to announce that your first adventure is about to begin!" “Several people from Luskan have contacted me, and all of them have deliveries to the north. Others like you, are preparing the ship to go north, the ship is called The Icebreaker. I've got a map of this city and a list of people with packages for you to find. They will pay you in advance, and they will pay you again when you complete their deliveries in Ten Cities. Put on armor and carry weapons, folks. Your journey will be dangerous, this port city of Luskan is not safe at all. Be prepared and look at this map and it's ready. I will divide you into two groups, and each group should gather only three of these packages, and take them to the ship. Once you have the packages, your verification will be passed that they have not been opened and you will go by boat to Ten Cities, to make their delivery. Have a good trip, my friends. "
*List:
*Maccath the Crimson, member of the Arcane Brotherhood; He can be found studying in the dining room on the ground floor of the Arcane Host Tower.
*Fel'rekt Lafeen, a local swordsman associated with Bregan D'aerthe; It can be found on the ship named Heartbreaker moored at Dragon Beach at the closest pier to Cutlass Island.
*Dragonbait, an unusual reptilian creature, who has been frequenting "Jax EL One-Eyed", a tavern on the north bank of the Mirar River near the bridge to Blood Island.
*Rool, a shadowy figure associated with kraken-worshiping occultists; can be found in Cutlass, a pirate-infested tavern on Dragon Beach.
*Vanifer, a former leader, cast out of the Eternal Flame cult, worshiped by Imix, the fierce prince of elemental Evil; can be found sulking in the Ruins of Illusk.
*Nezznar The Black Spider, an ambitious drow with a ridiculous accent who claims he has a knack for being a stage actor; can be found atop a lighthouse on the Open Shore.
Maccath the Crimson:
You arrive at the base of the Tower of Arcane Hosts, a stone tower that appears to sprout from the ground like a skeletal, twisted tree. It looks as organic as it is artificial. Standing in the entrance is a brutal-looking guard with the build of an athlete and wearing a leather cap. He glares at you when you approach. .- "What have you been missing here?" - (His name is Earnest Geld) In this tower no one other than the Arcane Brotherhood can enter. (If they fail on the roll .- "Go bother somewhere else. Don't you have to do anything other than be more annoying than a ******* fly?" -. (DC13 Charisma to enter. If convinced, he will summon Maccath the Crimson) A Tiefling comes out in a crimson robe, greets you with a wide smile: .- "You are the Liberators of Luskan? I have a package to take to Ten Towns. (He takes out a metal box lined with lead with a glowing seal, it seems Magic) There is a draconic artifact inside and I need to take it there for a friend of mine to help me identify it. His name is Raggmael the Renegade, and well .. he hides from the law in Ten Towns. We have gone on many adventures in Icewind Dale in search of Draconic relics and apparently the people there don't like archaeological discoveries being made "-. .- "I pay you the postage in advance, take 5 gp for each one" -. On the metal box there is a note that says: Bryn Shander Village in Ten Cities. Hand over Renegade Raggmael, ask first for Ogden the innkeeper of Kelvin's Comfort.
Fel´rekt Lafeen:
You arrive at Dragon Beach and you see a majestic three-masted galleon with the name Heartbreaker stamped on its hull and moored at one of the piers. A human with an acrobatic physique and a wide-brimmed brown hat stands in front of the ship's gangway, scanning the docks. His gaze rests on you and an eyebrow arches with interest as you approach. .- "I have not heard that new sailors are needed, why do you want to enter the ship" -. (DC13 Charisma to convince him and with advantage if magic games are played or something similar) (If they enter the ship, Fel'rekt goes out to the main deck from his cabin at the stern and says: .- "Hello friends, I am the Liberators of Luskan from what I see, enter my cabin, I will offer you a hot drink" -. It is a human who wears a hat similar to the one that had stopped you, he seems in a very good mood. As you enter the aft cabin, you see on the ceiling a chandelier with lighted yellow candles, a bed and a fairly wide round table with 6 chairs. .- "Please sit down, I will prepare you a wonderful mushroom tea, and very hot" -. While preparing it he says: .- "You will see my friend Jarlaxle is on a secret mission in Icewind Dale of which I have no idea, but I want to send him a magical artifact. A sending stone, so I can communicate with him. Look at it- He takes it out. out of a closet and shows you a flat stone with a strange face engraved on it. .- "I have another, in order to communicate with him, I will put it in a burlap bag" -. He takes out a stamp and seals it with a stamp. .- "I will pay you 5 gp in advance for each one. Have a good trip" -.
Dragonbait:
You enter the tavern, almost empty, and you see a person who can only be your customer: he is short, squat, dressed in fine armor and has scaly green skin. He carries a long sheathed sword, with a very shiny hilt and a blue, red and white shield. However, this creature does not look like any DragonBorn you have ever seen. He looks at you in your direction and greets you happily, and you smell a slight lemon scent that drifts towards where you are. (When trying to communicate with him, he will begin to say: .- "Tic, toc, tic siiiiiiiic flick flick ..." -. The innkeeper, a red-haired woman in her 20s tells you: "What it was hard for me to understand, I put a hot drink on her because she was shivering from the cold for putting something on her ... at least she paid me. It seems that it is his language, and it is very strange ... he changes his smell when he tries to speak ... "-. (He gestures at you, changing his smell to ham and then to sulfur, then to roses and then to Lemon) The gestures will try to say: .- "My friend, a pale man with a cold ring on his finger, has gone to a lonely mountain in the cold northern place. Please take this to him." (If the characters get a clue they must roll DC 10 Wisdom / Insight) He gives you a small box of teak wood carved by hand, with the drawing of his smiling face. It has a very shiny padlock (Dexterity DC30 with thief tools) AND it scores 5 gp for each one.
ROOL: Among a crowd of people are a few men and women, speaking aloud seated on stools around darkened wooden tables. Among all the murmur nothing is understood. Meanwhile, you see a half-orc who seems to be the one you were looking for, drunk as a vat and sitting hunched over on a stool, against the bar of the tavern. He grasps in his hands, stroking his left cheek, a bottle of Brandy from the Valley of Shadows, scandalously expensive-looking, poorly wrapped in cheap cloth. (The moment they approach him: .- "Cocky brats, you are worth not a single copper coin, among all of you. Surely you don't even know how to fight. You are the living presence of a generation of donkeys" -. one of them ... and draws a short sword (assassin statistics without poisoned weapons and is about to attack with his bottle in his left hand. He has a disadvantage in all attacks due to being drunk) The people who are in the tavern begin to shout: .- "It was about time, I was getting bored in this rotten city. I was getting bored so calmly" -. (When I take 12 points of damage ... The half-orc falls face down on the ground, people start clapping, and makes a pathetic movement with the thumb up, while what looks like its package, the bottle of Brandy from the Valley of Shadows, rolls to your feet and groans. .- "The paycheck is in the mail" -. and falls slumped, snoring on the floor. In the bottle there is a check stuck "Payable at Icebreaker", and a note: "Deliver to my true love, Glarth Druma in Aurilssbarg". (At the icebreaker each will be paid 5gp as partial postage)
Vanifer:
Some ruins of the ancient Illusk, the predecessor city of Luskan, shows that this area was dedicated to the worship of gods, now forgotten. Marble pillars, almost destroyed, adorn this area of ruins, while what seemed like emblematic buildings of worship are now mere rubble, there is a marble chapel, dirty with mud and earth, with a brass door, half open. Inside the chapel, marble stairs, littered with stones and dirt, descend into what appears to be a lighted hallway, with a torch on the left wall, every 30 feet. The corridor tilts 90º to the left. (Perception DC10 you hear strange noises (rrrrmmmmmmrrrrmmmm). * Away from the corridor 4 skeletons are leaning in an exaggerated way, with remains of armor, they move. dragging a short sword on the ground. At the end of the hall is a living room of about 20 feet square, with a fire pit in the left corner. A Tifling sits by the simple campfire in the little corner of these twisted ruins. He wears a black leather tunic that was once clearly splendid, but is now tattered and grimy. She looks at you grimly as you approach and presents you with a dagger that has been tightly wrapped in thick, blue cloth. .- "I want you to take this dagger to Icewind Dale at Reghed Glacier, where you will find me. I will be the recipient" -. He gives partial postage to each of you, giving everyone 5 gp.
Nezznar the Black Spider: At about 200 m, before going up a slope that leads to the lighthouse, you see three humans and a smaller one, who seems to have green skin. (goblin) When you get to the hill these elements approach you: .- "I do not intend to bother you but to pass through here, you have to pay a contribution of a few gold coins, 20 gp will be enough" -. says a human, almost toothless. .- "And if you have more, you are going to give us a tip" -. Says the Goblin with a common almost native accent. (Use bandits, and goblin) When you get up the slope about 500 meters, you see a lighthouse surrounded by a rusty iron railing that overlooks the sea. A dark elf looks over the railing of the tall lighthouse, gazing longingly out to sea as the north wind whips his white hair around him. He holds an ebony staff with the tip of a spider effigy on it and holds a bundle under his arm. .-You are the Liberators of Luskan, the ones who are going to send my package in a jiffy-. Says the formal theatrical Drow. (Insight CD 13 Even though he speaks in a theatrical way, you can discern an undercurrent of anxiety in his voice) .- "This package duly sealed and sealed goes to my friend Griggle Duskloch, in Fireshear, to receive it as a gift. It is a simple letter, encrypted, but with content that will help him do the job that my friend so much needs to"-. .- "Here you have the money, a partial shipment, take 5 gp of gold each, and be careful not to spend the money foolishly, that when you get to give the package to my friend you will have more money" -.
The Icebreaker: When you return to the Lennart Bask Icebreaker, your boss the half-orc, look at all the packages, and note that they are all properly sealed and have not been opened. .- "I see that one has not been paid, take 5 gp each, with the check they have given you is correct" -. .- "We are going to go out now, it is getting dark and we will be old all night, so get settled in your cabins that have three beds each by the way. In each cabin you will have a chest to store your things if you need it. The two cabins are on deck number 1 to starboard. We will go to Fireshear first, to deliver Nezznar The Black Spider's package. We will arrive tomorrow morning. A half-orc captain whom the sailors call Captain Silvermane is the one who runs the ship. While you sleep (Perception CD13) You hear a splash in the water outside your cabin, as if something was thrown overboard. Through the porthole, you can barely see a shape sinking into the water. You only glimpse it, but it could be the size of a human body. In the right hand corner of your viewing angle, you see a silhouette looking over the edge of the ship's deck, about ten feet above your porthole. The silhouette's head turns towards your portholes and appears to be looking directly at you. Then, as quickly as it appeared, it moves away from the edge of the ship and disappears from your sight.
I hope you like it