[NEW CAMPAIGN] Icewind Dale: Surviving the Rime

[NEW CAMPAIGN] Icewind Dale: Surviving the Rime

Icewind Dale hasn’t seen the sun in two years. But as Ten-Towners, you've been through worse. This is the story of survivors in an endless winter.

TYPE

Campaign

LEVELS

1–6

LANGUAGE

English

EXPERIENCE

Open to all

AGE

18+
2 NEEDED TO START
$15.00

/ Session

Details

Bi-weekly / Friday - 1:00 AM UTC

Session Duration / 2–3 hours

Campaign Length / 15–20 Sessions

0 / 4 Seats Filled

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This game will begin once 2 players have joined
About the adventure

You and your companions are one of the last glowing embers in the dark—outsiders, locals, or exiles who are drawn together to help Ten-Towns survive an endless winter. As you take on work to aid fellow Ten-Towners, you’ll uncover something much colder than the weather. This campaign runs the FIRST THREE CHAPTERS of RIME OF THE FROSTMAIDEN, where the focus is on Ten-Towns and excursions into the wild tundra. Why only half of the book? In short: It's the better part of the adventure. It features some great stories driven by rich character moments. And limiting the campaign to these chapters running saves you from committing to a huge campaign. CAMPAIGN EXPECTATIONS + This is a survival-horror fantasy campaign about ordinary people trying to do the right thing in a place that is slowly giving up. Expect: + Human-scale problems first – missing people, hungry towns, desperate leaders, old grudges in close-knit communities. + Slowly escalating stakes – from local jobs to uncovering a duergar plot and deciding how far you’re willing to go to protect Ten-Towns. + Harsh environment as a character – blizzards, darkness, bad roads, thin supplies; the weather matters as much as the monsters. At the table, expect play to lean towards: + Heavy roleplay & social intrigue in cramped taverns, town halls, and icy back alleys. + Tense, purposeful combat where conditions are inflicted by the everlasting winter. + Exploration and mystery – hunting rumours, tracking threats in the tundra, deciding which towns you can afford to save. IS THIS FOR YOU? You’ll enjoy this campaign if you: + Want character-driven stories in a bleak, atmospheric setting. + Like the idea of moral choices with no perfect answers: which town do you help, who gets left behind, who do you trust? + Enjoy roleplay a little more than crunchy combat, and are happy to lean into secrets, guilt, hope, and hard decisions. + Are okay with survival and horror themes (always discussed through Session Zero and moderated with Safety Tools). This might not be for you if you: - Only want straightforward dungeon crawls with minimal RP. - Dislike darker themes (starvation, cults, paranoia, harsh weather) even with safety tools and content boundaries. - Prefer pure power fantasy where the world always bends out of your way.

Game style

Theater of the Mind

Rule of Cool (RoC)

Combat Lite

Meet the Game Master
DMs Guild Writer
Asian
Published Writer
Game Designer

1 year on StartPlaying

3 games hosted

Highly rated for: Teacher, Creativity, Rule of Cool

About me

Ian Arguilles is a professional game master based in Melbourne, Australia, who believes that at the core of any TTRPG lies a rhythm of art that is accessible to people from all backgrounds. He aims to create a safe and inclusive environment at his table to capture the true magic of collaborative storytelling. TTRPGs bring people together and create unforgettable experiences. His goal is to share his passion with the world and make a welcoming community for all.

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Character creation

Creating your character

You can either: Choose a pre-generated character I provide in D&D Beyond, tuned specifically for this campaign (with built-in ties to the setting). OR Immerse your own character in the campaign with a $10 Character Creation Session, where we can collaborate on incorporating your character idea into the theme and stories of Icewind Dale. I’ll also offer an optional “character secret” draw during Session Zero, inspired by the module, to add some juicy drama to the campaign. The party works best if characters are ultimately willing to cooperate, even if they argue along the way.

The current party

THERE IS NO PARTY MAKEUP! :O Join a fresh campaign.

What to expect

Preparing for the session

We’ll play online using: + Discord for voice (video encouraged, never required). + D&D Beyond for character sheets and dice. + Owlbear Rodeo or theatre of the mind for maps and key combats, depending on the scene. You’ll need: + A computer or laptop + A webcam + A microphone (headset preferred) + A reasonably quiet space; push-to-talk or good noise suppression Before our Session Zero you’ll receive: + A brief onboarding note with tone, themes, and any adventure-specific lines/veils ready to build on if necessary. + A D&D Beyond campaign link to either claim your pre-gen or add your own character. + An invite to the Discord server we'll use for video conference. + A short setting primer on Ten-Towns and the Everlasting Rime so you can hit the ground running.

What Ian (Unfound Fables) brings to the table

+ Story-first, character-driven play – Roleplay is the engine. I build arcs around what your characters want, fear, and fight for, not just what’s in the chapter heading. + Player-centred spotlight – I make sure everyone gets meaningful scenes, from the face in tense negotiations to the quiet ranger tracking shapes in the snow. + Welcoming to beginners & veterans – Never played 5e or survival horror? I teach as we go. Long-time players get rich setting detailed and layered situations to chew on. + Paced, polished sessions – Scenes move with intent; combat is there to raise tension, not eat the whole night. We keep the story flowing so each session feels complete. + Professional prep & atmospheric tools – I bring structured prep, evocative descriptions, ambient music, and thoughtful use of the module’s secrets and setting to make Icewind Dale feel alive and hostile. + Open, collaborative play – I say “yes, and…” to bold ideas, weave your backstories into Ten-Towns, and let your decisions reshape how this published adventure actually unfolds. TESTIMONIALS Sam and Alisha were part of my recent games last year. I run local games in Melbourne where I have been running TTRPGs for two dozen regular players. Find more of my local reviews on unfoundfables.com. “He makes sure everyone’s character gets to shine in their own way.” – Sam K. “I found myself completely immersed and comfortable, even as a first-time player.” – Alisha J.

Homebrew rules

I keep house rules light and story-focused. For this campaign: +Gain DM inspiration every time you explicitly roleplay an adventure-specific quirk or flaw (determined in character creation. DM Inspiration can be spent to: + Swap initiative with another player. + Gift your Inspiration to another character. + Maximise your damage on a critical hit. If a rule call would stall the table, I’ll make a quick, fair ruling to keep the story moving and look it up between sessions if needed. Survival elements (cold, travel, blizzards) will matter, but I’ll always telegraph danger and give you meaningful choices rather than “gotcha” deaths.

Equipment needed to play

Internet

Computer

Microphone

Safety

How Ian (Unfound Fables) creates a safe table

Icewind Dale is harsh, and this campaign touches on themes like isolation, sacrifice, cults, and environmental danger. To keep the players safe while the characters suffer, I use: + Open Door Policy – You can step away or leave the session at any time, no explanation needed. I’ll catch you up when you return. ++ X / N / O tools – Quick, low-friction ways to say “stop”, “slow down”, or “more of this” in play (via chat or camera). + Lines & Veils check-in – Before we begin the campaign we’ll agree on hard lines (no-go topics) and veils (fade to black) tailored to this group. + Tone calibration & debrief – We’ll align on how grim you want the game to feel, and after intense sessions there’s space to decompress, share highlights, and flag anything we should adjust.

Content warnings

Safety tools used

Frequently asked questions