Icewind Dale: Rime of the Frost Maiden (2024 DND Rules)

Icewind Dale: Rime of the Frost Maiden (2024 DND Rules)

This icy land of windswept tundra recently became locked in a perpetual, dark winter. The Frostmaiden has cast a terrible spell over Icewind Dale.

TYPE

Campaign

LEVELS

1–11

LANGUAGE

English

EXPERIENCE

Intermediate

AGE

18+
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$15.00

/ Session

Details

Weekly / Friday - 4:00 PM UTC

Session Duration / 2–5 hours

0 / 4 Seats Filled

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About the adventure

This is an anime inspired take on the Icewind Dale Rime of the Frost Maiden module. Such somethings may be changed from the original module to fit the narratives of most anime movies involving nuance and depth to characters and their motivations. Players are expected to: 1. Be on time, the session will start at the presented time or cancelled depending on the number of attendees. 2. Respect the DMs rulings and not look up rules in the middle of combat. 3. Use only D&D Beyond character sheets. 4. Finish their turn on 30 seconds or less. 5. Not bring evil characters, loners, edge-lords or super misterious characters that avoid working with the party. 6. Be responsible in knowing how their characters work. 7. Deliver character spellcasting list of prepared spells before every session if it has changed. 8. Be invested, roleplay woth party members, have character aspirations and goals. 9. Respect the tone of the game, no off-tone or tone-deaf jokes. 10. Accept Failure and not read the module beforehand. North of the Spine of the World and west of the towering Reghed Glacier is a frigid expanse few dare to explore, let alone inhabit. This icy land of windswept tundra recently became locked in a perpetual, dark winter without reprieve. Auril the Frostmaiden, the divine embodiment of winter's fury, has withdrawn to this cold corner of the world to live among mortals. Further, she has cast a terrible spell over Icewind Dale, to the detriment of most of its denizens. Each night before midnight, Auril takes to the sky on the back of a white roc and weaves her spell, which manifests as a shimmering curtain of light—a beautiful aurora that illuminates the night sky and fades before dawn. This powerful magic prevents the next day's sun from rising above the horizon, turning midday into twilight and trapping Icewind Dale in winter's dark embrace, with no sunlight or warmth to melt the snow and ice. Each casting of the spell leaves the Frostmaiden weakened, with just enough divine power left to barricade the mountain pass with blizzards and churn the Sea of Moving Ice with blistering winds. Such measures discourage travelers from approaching or leaving Icewind Dale, further isolating the region. Icewind Dale has thus been trapped in a different reality from the rest of the world, for though the sun never rises over the dale, it continues to rise everywhere else. The people of Icewind Dale know Auril's wrath when they feel it, and they have a name for the unending winter she has inflicted on them. They call it the Everlasting Rime. No one understands why the Frostmaiden has imposed her will in this way or why the other gods refuse to challenge her. This prolonged winter, which has gone on for more than two years, threatens to doom not just the flickering lights of civilization known as Ten-Towns but also the indigenous flora and fauna that need sunlight and the change of seasons to survive.

Game style

Organized Play

Rules as Written (RaW)

Meet the Game Master
Artist

3 years on StartPlaying

Highly rated for: Creativity, Knows the Rules, Teacher

About me

> Experience: 7 years playing 5e > Anime Like Style: I use anime troupes and artwork to give a more cute, likable and/or familiar look to my campaings. > Campaign Focus: it depends on the party’s desires I will focus on either Roleplaying or Combat, their will always a small bit of the other though. > Sourcebooks: I allow all Sourcebook material from Player’s Handbook to Dragonlance, I only permit D&D one, Kickstarters, UA or homebrew that have passed prior inspection. I might not allow certain material due to setting reasons but those cases are specific cases. > Gelatinous Noob Friendly: I encourage new players and teach them the ropes around and even make or help making characters for them. Please refer to my Terms of Service for the official rules and to House rules for a list of all my personal Homebrew of the game. “Your character sheets will make a fine addition to my collection, muahahahaha!” - Smug the Dwagon

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Character creation

Creating your character

Character creation rules are as follows. 1. All Ability Scores start at 8. 2. You have a pool of 27 points (they don't increase in cost) 3. Each score can have a maximum of 17 at character creation (not including background traits). 4. After investing all points from the pool, then you can add your background bonuses. 5. Further character creation rules and concepts to be discussed at player Interview. 6. Player interview sessions are free of cost.

What to expect

Preparing for the session

List of things you must have. 1. Working Microphone where you can be heard clearly. 2. Discord account to join the server. 3. D&D Beyond Character sheet.

What Geode The Dwarf brings to the table

The DM will provide. 1. Character Narration 2. Sometimes NPC voices 3. Music 4. Rules as Written (unless it bogs down combat in which case DM will improvise ruling to continue flow of the game). 5. I will say No ones, failure to comply will result in expulsion from the campaign with no reimbursement.

Homebrew rules

- Minor changes to main classes at players request, example: Fixing Ranger. - All backgrounds with setting specific restrictions are allowed as long as you integreate an in-world explination for your character, Example: A Strixhaven Initiate must come from a renown school of magic in the forgotten realms to serve as a valid substitute, a Mage of High Sorcery must be from a Religious or Magical organization. Class Specific: - Clerics and Paladins are required to have a Deity. - Druid and Rangers CAN use metals, but they primarily believe in survival of the fittest, the circle of life and not perturbing the balance of the natural order. - Monks must follow a martial philosophy at least partially. - Warlocks must abide by their Patron will. Intelligence Proficiency: - You have a pool of proficiency points equal to your Intelligence modifier. - You can spend 1 point to gain additional proficiency in a skill, Language or Tool of your choice. - You can spend 2 points to gain Expertise in a skill of your choice that you are proficient in.

Equipment needed to play

Internet

Computer

Microphone

Safety

How Geode The Dwarf creates a safe table

My campaigns are oriented towards more mature players, my only hard rules are the NO child abuse, torture or sexual acts outside of a simple kiss. If you have any personal request as to what you do not wish to know you are welcomed to text me or contact me after or before sessions, if something bothers you during a session make shore to text me to my DMs. DO NOT bring it up during session be mindful of the other players.

Content warnings

Safety tools used

Frequently asked questions