With winter upon us, it's the perfect time to embrace the chill in the air with a winter-themed adventure! Maybe you're excited by the snowflakes beginning to drift down in your area. Maybe you live in a warm climate, and the idea of seeing real snow is as much a fantasy as the D&D multiverse. Or maybe you're snowed in, and while the weather is frightful, your friends are gathered around the table, ready to play.
Whatever the reason, don your snowsuit because we're heading out onto the ice with some suggestions to inspire your wintriest D&D dreams!
- Choosing the Theme of Your Winter Adventure
- Icy Environmental Effects
- Creating a Wintery Settlement
- Frigid Foes
- Winter Wonderlands
- Wintery Adventures
Choosing the Theme of Your Winter Adventure
When deciding to run a game themed around a specific concept, it's good to zero in on what aspects of that theme most interest you.
Winter can mean a season of freezing weather and scarce food. But winter can also mean stories of communities coming together to face adversity and overcome the elements. Or it could mean stories of survival against extreme conditions or the horrors of isolation. Or it can be an epic snowball fight with hot cocoa after.
Are your players' characters bringing hope to an isolated settlement by guarding a caravan of much-needed supplies? Are they heading out into a windswept tundra to face down a monster? Are they trapped in an icy cave with a terrifying predator hunting them? Or have they wandered into a gregarious mead hall with music, dancing, warm hearths, and even warmer hearts?
There are many different types of winter stories to be told, so finding the right one for your group is key.
Icy Environmental Effects
If you're going to run a game embracing the elements of winter, an excellent source of inspiration is the Environmental Effects section of Chapter 3 in the 2024 Dungeon Master's Guide.
Here, you'll discover rules for running things like extreme cold, frigid waters, heavy precipitation, slippery or thin ice, strong winds, and high altitudes, like those of snow-capped peaks.
These challenges can truly make an adventure memorable, as they turn the environment itself into an obstacle that demands creative problem-solving to conquer. You can't fight frostbite with a crossbow, right?
Creating a Wintery Settlement
We've previously discussed winter holidays you can include in your D&D games and how they can provide seasonal warmth to your settlements. But how do you create such a town if you're starting from scratch?
The Settlements section of Chapter 3 can help you throw together a town for your winter adventures by perusing or rolling on the associated charts to find the vibe you want. As you consider the options, ask yourself what impact the extreme cold of a wintery region might have on the details you're selecting.
For example, on the Defining Traits table, rolling a 13 gives you canals and bridges. Does that mean your town is near the sea? Are the canals the only way to easily move supplies through the city? What sort of work must the residents do to break up the ice in the waterways to allow boats to pass? Have they found some way to heat the water so it doesn't freeze?
Frigid Foes
Looking for a few wintery enemies to build adventures around? Here are some options for on-theme monsters to challenge characters of various levels.
Ice Mephits
Ice Mephits are a fun enemy to throw at your players' characters. These CR ½ Elementals have a Fly Speed, which makes them harder for your melee-focused characters to hit. They can disguise themselves as regular ice, so they make great ambushers. They've got a fairly low-damage Frost Breath, which affects creatures in a 15-foot cone, so you can teach newer players a lesson about clumping up in combat. Best of all, though, when they die, they explode and deal damage to nearby creatures.
Winter Wolf
Wolves are a classic choice for encounters that evoke the sense of being hunted in the wild. Winter Wolves are CR 3 Monstrosities that ratchet up the danger with their Large size and even stealthier nature than their smaller, CR ¼ counterparts. They also have Pack Tactics, making them formidable in groups. And like ice mephits, they have an area-of-effect attack, but their Cold Breath packs a bigger punch.
Frost Giant
By the hammer of Thor, Frost Giants are fun. These glacial marauders are the perfect creatures when looking for a furious force to lay waste to settlements along the ice. That said, they can also serve as peaceful NPCs for your party to aid or even ally with in their icy adventures. At CR 8, their ferocious Multiattack can wreak havoc, but a smart party that targets their comparatively low Dexterity or Intelligence can certainly come out victorious.
If you want to add variety to your frost giants' ranks, Bigby Presents: Glory of the Giants contains a host of frost giant variants to add layers of difficulty and flavor to your game. For example, it includes the Frostmourn, an Undead terror that deals Cold damage with powerful attacks, or the Frost Giant Ice Shaper, which utilizes rune magic to freeze foes and summon elemental companions.
Remorhaz
If you want to heat up your game, have one of these multi-(and we do mean multi)-legged Monstrosities burst forth from the ice. The CR 11 Remorhaz boasts a potent Bite attack. Once in the rhemorhaz's jaws, a creature is in danger of being swallowed, a grisly fate that results in a slow, painful demise as the creature is digested if the remorhaz isn't slain or forced to regurgitate all swallowed creatures. If all of this isn't formidable enough, the remorhaz has Immunity to both Fire and Cold damage, a combo that might surprise players who see an icy blue creature and immediately cast Fireball.
All of this is to say that an encounter with a remorhaz will force your party to get creative if they don't want to be digested by a giant blue centipede-like Monstrosity.
White Dragon
From the CR 2 White Dragon Wyrmling all the way up to the CR 20 Ancient White Dragon, you really can't go wrong with these classic, ferocious winter predators. While other dragons boast a cunning intellect, white dragons are creatures of primal fury and bestial ferocity. These isolated, territorial beings make for perfect foes for adventurers to face off against as part of a long quest across the frozen wastes.
The Adult White Dragon and Ancient White Dragon stat blocks contain Legendary Actions and information about their lairs to help you run challenging confrontations for your epic boss battle.
Fizban's Treasury of Dragons further expands on these fearsome creatures by providing a trove of information for creating and running memorable white dragons in your adventures. You'll find everything from personality traits to adventure hooks and associated creatures, which can help you flesh out your wintery adventures.
More Winter Encounter Ideas
If you're looking for more inspiration for some frosty encounters, check out these random tables and resources:
- D&D Beyond Monsters tool: Allows you to filter monsters native to an arctic environment across the sources in your digital D&D Beyond library.
- Xanathar's Guide to Everything: Chapter 2 provides four rollable tables of arctic encounters suitable for adventurers of varying levels.
- Icewind Dale: Rime of the Frostmaiden: Chapter 2 contains a section on wilderness encounters that can occur in Icewind Dale's vast tundra.
Winter Wonderlands
If you're looking for a good location to set your winter-themed adventure, here are some prominent settings in the D&D multiverse to consider. Taking a deeper dive into any of these will give you inspiration for settlements to explore, plot hooks to dangle, and beasts to battle.
The Sword Coast
Adventures set along the Sword Coast of Faerûn can easily lead to the frozen northwestern region of Icewind Dale, detailed briefly in Sword Coast Adventurer's Guide and in greater detail in its eponymous adventure, Icewind Dale: Rime of the Frostmaiden.
Known for its frigid tundra, the region features a cluster of communities called the Ten-Towns who depend on their fishing and trade to survive.
Eberron
Beyond the recovering, war-torn borders of Khorvaire lay Eberron's north and south poles, which are briefly touched on in Eberron: Rising from the Last War.
To the north, Frostfell is believed to be the ancestral homeland of Eberron's dwarves, and rumors of untold treasures or world-freezing terrors abound. To the south is Everice, where some believe an ancient unending war is waged between frost giants and white dragons. Or perhaps it is the domain of an archfey called the Queen of Winter. Since no resident of Khorvaire has explored Everice in living memory, it's hard to know for certain.
World of Greyhawk
Plenty of wintery delights can be found on Oerth, in the Greyhawk campaign setting. The 2024 Dungeon Master's Guide provides an overview of locations like the frosty fjords of the North Kingdoms, home to the clans of Cruski, Frutzi, and Schnai (“Ice,” “Frost,” and “Snow”). The 2024 Dungeon Master's Guide also mentions rumors that persist of The Land of Black Ice, a landscape north of the Burneal Forest where the ice is a mysterious deep-blue hue, and arctic monsters prowl the tundra.
Ravenloft
The Domain of Dread Lamordia, featured in Van Richten's Guide to Ravenloft, is a frigid wasteland of glaciers and frozen bogs. A cruel domain prepped for body horrors of starvation and gothic tales of desperation in smokestack-filled cities. A perfect setting for the harshest of winter survival stories.
Wintery Adventures
If you're looking for some already published adventures to dive into wintery fun with your players, here are some different options to select from, all of which are available in Maps, the official D&D VTT.
Frozen Sick
Frozen Sick is a short adventure that can be accessed for free on D&D Beyond. It was included in Explorer's Guide to Wildemount and takes characters from level 1 to 3. In this adventure, the characters must navigate the Greying Wildlands and Eiselcross—arctic regions of Critical Role's Exandria campaign setting—while they hunt for a cure to the frigid woe, a magical ailment that can't be cured by any known medicines or divine magics.
Dragon of Icespire Peak
Dragon of Icespire Peak was included in the D&D Essentials Kit. As such, it serves as a great introductory campaign for newer D&D players. This campaign takes characters from level 1 to level 7 and features a young white dragon that claims the titular snowy mountaintop as its domain.
Prisoner 13
Another free adventure on D&D Beyond, Prisoner 13 takes you to Revel's End, a fortress in Icewind Dale that holds the Sword Coast's most dangerous criminals. This high-stakes heist tasks players to infiltrate the icy prison and negotiate with a prisoner within its halls.
Icewind Dale: Rime of the Frostmaiden
If you want to dive into a long-term winter campaign, Icewind Dale: Rime of the Frostmaiden takes you to the Far North of the Forgotten Realms. Here, Auril the Frostmaiden has plunged the region into an endless winter where the sun never rises. This plot interweaves with other tales of intrigue and mysterious locations beyond the Ten-Towns, with a story that will take characters from level 1 all the way to level 11.
Beyond being a full adventure, Icewind Dale: Rime of the Frostmaiden provides just about everything you'd need to run a campaign in the tundra of Icewind Dale, including a plethora of location descriptions, winter-themed mechanics, such as rules like dog sleds or snowshoes, and quest complications, from blizzards to monsters and avalanches.
The Tip of the Iceberg
This is but a sprinkling of the different elements you can bring to a winter adventure. Hopefully, these suggestions can help crystalize ideas of your own to bring a wintery story to your group. Once you start working on your arctic adventure, your frosty ideas will take on a life of their own, like a snowman you've found the perfect top hat for!
Riley Silverman (@rileyjsilverman) is a contributing writer to D&D Beyond, Nerdist, and SYFY Wire. She DMs the Theros-set Dice Ex Machina for the Saving Throw Show, and has been a player on the Wizards of the Coast-sponsored The Broken Pact. Riley also played as Braga in the official tabletop adaptation of the Rat Queens comic for HyperRPG, and currently plays as The Doctor on the Doctor Who RPG podcast The Game of Rassilon. She currently lives in Los Angeles.
first comment.
It needs weather effects.
Agreed
They are in the " Environmental Effects section of Chapter 3 in the 2024 Dungeon Master's Guide" mentioned in the article. They probably didn't reprint them in the article because they're in the paid book but not in the 2024 Free Rules.
"If you're going to run a game embracing the elements of winter, an excellent source of inspiration is the Environmental Effects section of Chapter 3 in the 2024 Dungeon Master's Guide.
Here, you'll discover rules for running things like extreme cold, frigid waters, heavy precipitation, slippery or thin ice, strong winds, and high altitudes, like those of snow-capped peaks.
These challenges can truly make an adventure memorable, as they turn the environment itself into an obstacle that demands creative problem-solving to conquer. You can't fight frostbite with a crossbow, right?"
There you go, from the section right above foes in the article above.
Those are boring ...
This is how I do a thunderstorm
I roll for the wind speed and weather before starting. The following covers a thunderstorm with no wind, light winds, or heavy winds.
Always on effect
Heavy Precipitation
One a roll of 5 or less cast spell based on weather/ wind.
No Wind ... skip Gust and Gust of Wind, all other affects present.
Gust (Light Wind)
Gust of Wind (Strong Wind)
Critical fail
Call lightning
Heavy Precipitation
Everything within an area of heavy rain or heavy snowfall is Lightly Obscured, and creatures in the area have Disadvantage on all Wisdom (Perception) checks. Heavy rain also extinguishes open flames.
From <https://www.dndbeyond.com/sources/dnd/dmg-2024/dms-toolbox#HeavyPrecipitation>
Gust (Light Wind)
Level Cantrip Casting Time 1 Action Range/Area 30 ft Components V, S
Duration Instantaneous School Transmutation
Attack/Save STR Save Damage/Effect Control
You seize the air and compel it to create one of the following effects at a point you can see within range: (d6; 1 on 1-2, 2 on 3-4, 3 5-6)
From <https://www.dndbeyond.com/spells/2383-gust>
Gust of Wind (Strong Wind)
Level 2nd Casting Time 1 Action Range/Area Self Components V, S, M *
Duration Concentration 1 Minute School Evocation
Attack/Save STR Save Damage/Effect Control
A Line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the Line. A creature that ends its turn in the Line must make the same save.
Any creature in the Line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.
The gust disperses gas or vapor, and it extinguishes candles and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.
As a Bonus Action on your later turns, you can change the direction in which the Line blasts from you.
* - (a legume seed)
From <https://www.dndbeyond.com/spells/2619137-gust-of-wind>
Call lightning (Critical Fail)
Level 3rd Casting Time 1 Action Range/Area 120 ft (60 ft*) Components V, S
Duration Concentration 10 Minutes School Conjuration
Attack/Save DEX Save Damage/Effect Lightning (...)
A storm cloud appears at a point within range that you can see above yourself. It takes the shape of a Cylinder that is 10 feet tall with a 60-foot radius.
When you cast the spell, choose a point you can see under the cloud. A lightning bolt shoots from the cloud to that point. Each creature within 5 feet of that point makes a Dexterity saving throw, taking 3d10 Lightning damage on a failed save or half as much damage on a successful one.
Until the spell ends, you can take a Magic action to call down lightning in that way again, targeting the same point or a different one.
If you’re outdoors in a storm when you cast this spell, the spell gives you control over that storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 3.
From <https://www.dndbeyond.com/spells/2618949-call-lightning>
Dexterity Saving Throw DC 8
This is perfect and timely as I have an ice giant themed campaign going where they just reached icewindale.
Cool cool
Revel's End is the jail where we join Edgin and Holga in Honor Among Thieves
Remorhazes have immunity to cold and fire, not resistance. Small but crucial difference.
Remember back when every single DnDBeyond article wasn't just shilling for buying content? Pepperidge Farms remembers.
Also, I had no idea this article existed until one of my IRL friends mentioned it. It is so far "below the fold" I didn't really realize the page scrolled down that far; plus, it's literally underneath posts from November and October of last year!
That said, nice little article collecting all of these resources into one place.
I agree; it is a beneficial article to DMs that is awkwardly buried.
I'm sure they feel it's better for them to not include the relevant info, in hopes that someone might be inclined to buy the Dungeon Master's Guide.
Besides, if they did include it, there might not be enough room for them to advertise all of their other published adventures and winter contect -- again, in hopes that people would buy those.
Sigh... I remember when these articles were actually value added services to D&D Beyond subscribers -- free one shots, short adventures, monster guides, class/subclass guides, etc. Oh how I pine for the days before it all became about "monetization".
Thanks for the article.
Comments on Icewind Dale: Rime of the Frostmaiden
There are things I do like about Icewind Dale: Rime of the Frostmaiden. It does have a lot of material to use for quests and leveling- more than one party can accomplish. For more experienced Dungeon Masters it may be fun or effective to run multiple parties that are working in sections of the Dale.
There are parts about the dog sled traveling that I like, but after looking at it, there were issues that cropped up too that I am still trying to reconcile. The book says dog sleds are the fastest way to get around Icewind Dale. In the description, the dogs can run for 1 hour and then they need to rest for 1 hour or gain exhaustion, making it possible for a group with snowshoes to catch up to the sled location at the end of the 1 hour rest break. The dogs may get to a destination a little faster, but need to rest. It does also allow the player to be more rested, but the sled travel may not feel that much better than snowshoe, especially if you do track expenses, food, and water needs for the dogs. It is in keeping with the isolation theme, and allows for players to be alright with just snowshoes for travel.
The claim that dog sleds are the fastest way to travel falls apart though if you are trying to use other mounts. I am not sure horses would do well in Icewind Dale, they may struggle in the weather too much, but the Axe Beak stat block from 2014 had the Axe Beak able to move faster than the stat block used for the sled dogs. It also did not say that the Axe Beak needed the same run to rest period that sled dogs did, so travel by Axe Beak should be the fastest travel method, in both speed and travel pace. (Other mounts are not listed in the travel times in the book though.)
I tried to reconcile the discrepancies in saying that the Axe beak was not as built for carrying passengers or hauling cargo, so they could not use their full speed while traveling. I let the Axe beak use the dog sled travel time listed, and bumped the dog sled up to twice that speed. After looking up information about dog sled racing, I decided to keep the 1 hour run to rest that is mentioned but also decided that my campaign could have certain sled teams trained for racing. They would use equal run to rest periods, so the dogs could run for 2 hours and need to rest for 2 hours. The maximum was a 4 hour run time that required a 4 hour rest period. I don't think it was a perfect fix, but I do like the implementation of the racing times.
There were other points in the book that did not feel like they added up, such as some of the travel times between towns, and differences between the images, map appearance and descriptions (the Easthaven ferry comes to mind) that also bugged me, and I am still trying to figure out.
I combined Frozen Sick and RotFM with considerable success. Rime by itself is not the easiest adventure to run. It’s a bit too sandbox the first chapter and the Chardalyn Dragon attack trigger is weird. With a considerable amount of tweaking it’s enjoyable for players.
Agreed, the inspiration of the settling seems fairly easy to come up with, however, some guidance on some balanced ways of playing out the effects of being in these habitats would be nice.