Frost Maidens Frozen heart - An expanded Winter campaign
Rime of the frostmaiden is level 1-12 but it has an open ending that I use to expand the game to level 20, no two campaigns I run end the same
$25.00
/ Session
Details
Weekly / Thursday - 1:00 AM UTC
Nov 13 / Session 22
Session Duration / 3.5–4 hours
Campaign Length / 40–45 Sessions
5 / 6 Seats Filled
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Schedule
About the adventure
🧊 North of the Spine of the World and west of the towering Reghed Glacier lies a frigid expanse known as Icewind Dale, now trapped in perpetual darkness and bitter cold by the divine wrath of Auril the Frostmaiden. Each night, Auril conjures a shimmering curtain of light, preventing the sun from rising and casting the dale into twilight. This relentless winter, known as the Everlasting Rime, has endured for over two years, threatening the survival of both civilization and wildlife. You live within the community of Ten-Towns, whether you are a local or an out cast your fate is tied to this community. Heroes Vagabonds and Lovable scamps are all found here, there is a wide variety of possible characters concepts that could call this place home. ⛄Rime of the Frostmaiden is my favorite Module to run, It is a semi-sandbox style game where players can freely explore the Ten-Towns. I have spent extra effort adding in additional maps, side quests, monster art and character art for every NPC in Ten Towns. One of my greatest compliments as a GM is an old grognard with decades more gaming experience than me told me his character in my Frostmaiden game is his all time favorite character over 40 years of gaming. And I can bring the same to you.
Game style
Combat Heavy
Dungeon Crawl
Game themes
Meet the Game Master
1 year on StartPlaying
140 games hosted
Highly rated for: Knows the Rules, Sets the Mood, Rule of Cool
About me
I bring your characters to life, I tie in your backstory to the NPCs to the world and the other players, any module I run is expanded with additional artwork maps and quests. And if you have chosen one of my homebrew world games than everything is original. As such I can handle any character concept for a game and use homebrew as needed if everyone at the table is comfortable with your homebrew concept. My focus is on getting everyone to play the character they want, and thats the corner stone on building great stories. I have few limits on what can work in a game. I used to think a full vampire would be off limits until BG3 came out, now that I have seen Astarion all it takes is a gimick to get you to walk in sunlight and then that becomes a viable character. But what is most important is what works for the game and for the group.
View Profile →Character creation
Creating your character
Characters will be created and finalized in session zero. The campaign offers character "secrets" that are used to help connect each character to Icewind dale either as a local or reason to be in the area. These secrets may change your view on your character some are race dependent, while your not forced to take them they may alter your initial character concept.
What to expect
Preparing for the session
Discord and Microphone are all that is required. To play in foundry all you need is a link that I will provide in Discord. For characters I want to know what subclass you plan to pickup as well as a physical description for your character before session zero. If you have multiple ideas and dont want to finalize until you meet the group thats fine, i just want to know how the group is forming as early as possible. Example: Male Drow Ranger - Beastmaster, Panther Pet, Two Swords, Green Cloak, Long White Hair, Purple eyes.
What DiceMaster brings to the table
Foundry VTT, Some animated assets, Custom Maps, Tokens, Character Art. I ensure everyone gets a custom token and artwork for their character if you cannot find your own appropriate artwork.
Homebrew rules
I use a combination of 2014 and 2024 rules, picking and choosing what I think works best on a case by case basis. All of these choices are presented in Foundry so all players have ease of access to which wordings I'm using. I also include a a master link so players can read them when not in game. Homebrew options have been collected over the years at request of other players such as new spells, classes and subclasses. Anything I've used previously will be given as options to all players. Some popular homebrews have been Pugilist Fighter, Psionicist Class, Spy Rogue, Warlord Fighter, Juggernaught Barbarian, Future self Warlock (Modified from DnD Shorts version), Pacifist Cleric, WIldmagic Sorcerer (With my updated wild magic surge lists) My homebrew philosophy is too buff instead of nerfing, I rarely ban anything. Silvery Barbs is one of the few bans. Player damage is intentionally scaled up. If you have heard of the concept of DM's halving monster HP while increasing damage to make combat more exciting I do kind of the same thing giving players higher damage features. I retain features like -5.+10 from 2014 and avoid nerfs from 2024. Lots of little tweaks like shield and counter spell. When I make tweaks I only do so if using these powers against players would be no fun for the players. And if you have a suggestion for a concept. I can create a new subclass that is perfectly balanced in only a few days.
Equipment needed to play
Computer
Microphone
Platforms used
Safety
How DiceMaster creates a safe table
Session 0 will go over all players expectations, I will accommodate the groups wants and needs. The modules "Secret" cards will be given out in session Zero, these may effect your character concept so if there are any reworks they will be done at this time.
Content warnings
Safety tools used