Icewind Dale Rime of the Frostmaiden: Two Years in Darkness

Icewind Dale Rime of the Frostmaiden: Two Years in Darkness

The endless winter wasn't an act of god. It was an act of someone who had two years to make sure you never find out why.

TYPE

Campaign

LEVELS

3–15

LANGUAGE

English

EXPERIENCE

Open to all

AGE

18+
3 SEATS LEFT
$20.00

/ Session

Details

2 players following this game

Weekly / Thursday - 9:00 PM UTC

Oct 29 / Session 8

Session Duration / 2.5–3 hours

3 / 6 Seats Filled

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Schedule

Thu, Oct 29 | 9:00 PM – Session 8

Thu, Nov 05 | 9:00 PM – Session 9

Meet your party members

3/6

About the adventure

Icewind Dale doesn't greet you. It endures you. Two years of sunless sky have killed the harvests, collapsed the trade routes, and turned the Ten Towns inward: hungry, suspicious, and mean. You arrived for your own reasons. Everyone does. But the tundra has a way of making personal reasons feel like a luxury you can't afford anymore. Something built this winter. The goddess Auril rides the dark sky each night, but gods don't act without purpose, and this purpose has been two years in the making. Every lead you follow turns up evidence of something older, stranger, and more deliberate than divine caprice. The cold is the symptom. What caused it is the question nobody who's asked has survived to answer. This campaign runs as a dark fantasy series

Game style

Combat Lite

Rule of Cool (RoC)

Roleplay Heavy

Meet the Game Master

4.2

(25)

LGBTQ+
Voice Actor
No Gen AI

2 years on StartPlaying

119 games hosted

Highly rated for: Creativity, Storytelling, World Builder

Average response time: Under 1 hour

Response rate: 100%

About me

Hi, I'm Davi. I live in a town with no game stores, where D&D isn't really a thing. I found it online at eleven, started joining games with people from all over the world, and fell for it straight away. It showed me that a group of strangers can build a whole world together without anyone being in the same room. When I'm not running games, I'm usually outside. I love nature and how it all works, and I like going on my own little adventures around the countryside, just to see what's out there. Then I end up at my local cafe with a notebook, writing down anything I think I could use, whether that's for the games I'm running now or ones I'd like to run one day. I think that's why I like worlds that feel real, with places you want to go back to and people who remember you. I want my table to feel a bit like those walks: you don't know what's around the corner, but it's worth finding out. I still play in other people's games when I get the chance, because it reminds me what it's like on the player's side of the table. The best part of all of it has been the people, though. Some of my closest friends are people I first met at a game.

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Character creation

Creating your character

Characters start at level 3, so you arrive in Icewind Dale already shaped by the world, with a subclass, a set of hard-earned abilities, and a reason you're still here when most people have left. Building your character is something we do together. You lead, I'll ask questions. Why did you come to the Dale? Not the story you tell strangers, the real reason. What's the one thing that keeps you from leaving? What does your character want so badly they'd do something they're not proud of to get it? That's where your story starts, and it's where the campaign will find you. Character creation happens during Session 0 or beforehand, whatever works for you. I read every backstory and deliberately weave it into what's already there, so nothing you give me goes unused. Allowed sources: all 2024 official material, Tasha's Cauldron of Everything, Xanathar's Guide to Everything, and more. Homebrew is welcome on a case-by-case basis, bring it to me and we'll make it work. Stats via Standard Array, Point Buy, or rolled (decided as a group at Session 0). Your character should arrive with three things: a reason to be in Icewind Dale, a personal goal that matters to them, and at least one unresolved problem. The rest, we build from there.

The current party

The Party consist of a Zhentarim Sponsored Pit Fighter who is a Warforged called A-OWL (Oath of Eldritch Hunt Paladin/Pugilist), an Exiled Tribal Beast Hunter who is a Goat Beastkin called Scape the Goat (Winter Walker Ranger), and a Noble dating all the way back to the Netheril Empire who is now a Dhampir called Cannok (Great Old One Warlock) After successfully ending the Pilgrimage of Death caused by the 3 Lost Children of Ilmater, the God of Suffering, in the town of Easthaven. The party now ventures off into the rest of Icewind Dale searching for adventure but also to find a place for them in this harsh world. Though in the wilderness, many secrets are yet to be revealed a certain Cult is preparing to announce their existence.

What to expect

Preparing for the session

Getting set up is straightforward, and I'll walk you through anything that feels unfamiliar. You don't need to be a technical wizard, just someone who wants to play. You'll need three free accounts: Discord - for voice, session chat, and campaign updates (camera optional, mic required) Forge VTT - where we host Foundry, our virtual tabletop (free account is all you need) D&D Beyond - for your character sheet Once you book, I'll send you a campaign Discord invite. Join before Session 0 and you're all set. Everything else, maps, rules, lore, is waiting for you inside.

What Davi brings to the table

At some point in this campaign, something you wrote in your backstory, something you maybe half-forgot about, is going to walk back into the story and look your character in the eye. That's the promise. Everything else, session recordings, lore handouts, custom maps, in-world documents, written summaries, is just the packaging around a GM who has thought about your character specifically, and built this week's session around where your arc is going. Icewind Dale is cold. It asks hard things of the people who survive it. You won't be surviving it alone.

Homebrew rules

To improve pacing and enjoyment: Potions may be consumed as a bonus action (action for full effect if used on others) Critical hits deal max damage plus rolled dice Inspiration is awarded for strong roleplay and clever ideas and many more

Equipment needed to play

Internet

Computer

Microphone

Headphones

Safety

How Davi creates a safe table

Dark fiction only works if the people experiencing it feel safe enough to go there with you. That's not a disclaimer, it's the foundation the whole campaign is built on. Session 0 exists so we can talk honestly before anything is at stake: what this story will ask of you, where your limits are, and how to tell me when something isn't working: during a scene, after a session, or three weeks later when it finally lands wrong. There is no wrong time and no explanation required. We use X/N/O cards throughout the campaign. Breaks are built into every session. My DMs are always open. And the open door policy means exactly what it says, you can leave any scene, any session, any time, and the table will be here when you're ready to come back. Respect isn't a rule I post and forget. It's the minimum standard I hold myself to first.

Content warnings

Violence
Freezing
Deep or Large Bodies of Water
Character Death

Safety tools used

Frequently asked questions