Image by Wizards of The Coast
Icewind Dale Rime of The Frostmaiden: Natty Style
Ten Towns in a frozen wasteland, citizens doomed to turn on each other, and one rogue god keeping them under her thumb. Can you stop her?
About the adventure
If you love mechanics, a dark setting, mystery, and the opportunity for characters to succeed heroically, or fail tragically, this campaign may be for you! Set in the Ten Towns of Icewind Dale, a remote frozen tundra in the Forgotten Realms, our story takes place! There's a little something for everyone in this campaign! Goofy townsfolk, murder mysteries, wonder beyond imagination, ancient secrets, and big bad bosses.
Game style
Roleplay Heavy
Combat Heavy
Rules as Written (RaW)
Rule of Cool (RoC)
Meet the Game Master
2 years on StartPlaying
About me
I love TTRPG’s, especially D&D, anime, Lord of the Rings, old PlayStation games, and a host of other things, all of which influence my usually completely homebrew campaigns! I am a big proponent of both big role play and sound combat mechanics. If you want to get a feel for my vibe check out my socials or feel free to message me here!
View Profile →Reviews (0)
No reviews yet...
They will show up here after a player has written a review.
Character creation
Creating your character
Character creation is an ongoing process! Once confirmed to be playing in the game I will work with you to create a character that is artistically satisfying for you, and is consistent with the setting! This is all free and not included as a session or additional cost. Once we have your character backstory and initial idea nailed down we will have a session 0 where we as players (and DM) will introduce ourselves and go over some campaign, how to play, and safety tool information! This will also be free and will not count as a session. Once we are all set and on board the campaign will begin with a session 1!
What to expect
Preparing for the session
You will need a discord, Roll20, and D&D Beyond account. I am able to help get all of these set up and assist in D&D Beyond character creation as needed. Most of the information will be covered int he character creation session, and session 0. After that all I need you to bring to every session is your game face, and a willingness to collaborate and have fun!
What Natty brings to the table
As a DM I will provide, more than anything else, a world that lives and breathes. The more you interact with things, the more they interact back! The world will also be moving with the players, so if the party decides to ignore a problem, look for it to grow! I do character voices, yes and, and try and keep NPC's as real as possible. I utilize battle maps via Roll20, and background/battle music via watchtogether!
Homebrew rules
1) Kindness: Please respect the feelings and choices of other players at the table, respect pronouns, chosen names. No racism, misogyny, xenophobia, transphobia, or other types of discrimination at the table. No exceptions. 2) Rounding: Always down. 3) Drinking a potion is a bonus action, administering one to someone else is an action. 4) Saving Throws: When rolling a saving throw against a damage effect, a natural 20 results in half the damage that would happen on a success, while a natural 1 would result in one and a half times the damage. Ex: If a spell would’ve done 10 damage on a failed saving throw, and 5 on a successful saving throw, a natural 20 would result in 2 damage, and a natural 1 would result in 15 damage. This goes for PC’s as well as NPC’s. 5) Death Saving Throws: With the player’s consent, all death saving throws will be rolled in secret to the DM. This raises the stakes and keeps things intense! 6) Initiative: Natural 1’s or Natural 20’s don’t come into play here, only dice number rolled + initiative bonus. 7) Double Dash: Any PC or NPC can spend both their action and bonus action to travel 3 times their movement speed, but attacking PC’s or NPC’s get advantage on all attacks of opportunity. Ex: If movement speed is 30, a PC or NPC’s turn could be expended to travel 90 feet. 8) Natural 20 On Attack Rolls: MAX + Roll. On a critical hit, for a weapon attack or a spell attack, roll your damage as normal. Then add the maximum possible damage you could have rolled (only adding your modifier once, not twice) and add that together. Ex: You crit on a short sword attack that is normally 1d6+3. You roll your d6 and get a 4, add your modifier of +3 and your damage is 7. Then add 6, as the maximum you could have rolled on your d6, and your crit damage is 13. 9) Checks: At the DM’s discretion certain checks may be made with stats they are not usually associated with. Ex: Intimidation may be rolled with CHA or STR modifier Deception may be rolled with CHA or INT modifier. 10) Fall Damage: Falling damage is usually calculated as 1d6 multiplied by the number of feet fallen divided by 10 Ex: if you fall 40 feet, 40 / 10 = 4, so it would be 4d6 fall damage. It is also limited to 20d6, however, that assumes that terminal velocity is reached at 200 feet, when it is actually reached at 1500 feet. Because of this the cap will be at 150, but instead of a d6, all fall damage will be calculated with a d4. Ex: If you fell 50 feet it would be 5d4 fall damage, and if you fell 350 feet, it would be 35d4 fall damage. Don’t fall!
Equipment needed to play
Internet
Computer
Microphone
Platforms used
Safety
How Natty creates a safe table
I use https://digital.deckofplayersafety.com/ for safety tools. It allows players to input triggers anonymously and raise their hand anonymously if they need a time out as well. If there is a character death, or a big fight I will always host time either in the moment, or at the end of the session as needed for a decompression.