Icewind Dale Rime of the Frostmaiden: Two Years in Darkness

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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

Beginner

AGE

All Ages
2 SEATS LEFT
$15.00

/ Session

Details

3 players following this game

Weekly / Thursday - 9:00 PM UTC

Jul 9 / Session 0

Session Duration / 2.5–3 hours

4 / 6 Seats Filled

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Schedule

Thu, Jul 09 | 9:00 PM – Session 0

Meet your party members

4/6

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

Theater of the Mind

Meet the Game Master

4.2

(23)

LGBTQ+
Teacher/Educator
Voice Actor

2 years on StartPlaying

76 games hosted

Highly rated for: Creativity, Storytelling, World Builder

About me

Hi, I'm Davi. I'm currently a university student from the UK and an unapologetic fantasy nerd. I started running D&D when I was eleven after falling in love with fantasy worlds where ordinary people could become legends. What began as running games for friends somehow turned into a huge part of my life. Seven years later, I still spend most days thinking about stories, worldbuilding, and the next adventure. Outside of tabletop games, you'll usually find me buried in fantasy novels, sketching out new ideas for settings, or disappearing down some obscure bit of lore that absolutely didn't need three hours of research. I'm also a player whenever I get the chance. I love being on both sides of the screen, and some of my favourite memories come from sitting at someone else's table and getting completely swept up in their world. More than anything, I enjoy meeting people through this hobby. Some of my closest friendships started because a group of strangers decided to roll some dice together. When I'm not studying or running games, I'm usually building something new, whether that's a homebrew system, a setting, a one-shot, or a completely unnecessary spreadsheet that seemed like a good idea at the time.

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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 Warforged Paladin/Pugilist, Beastkin WinterWalker Ranger, Dhampir Great Old One Warlock and a Parasite Warlock. The Campaign begins in the town of Easthaven, where our adventurers have individually arrived each seeking various things. Though when the word spreads of "Liberators" going around Easthaven and killing important individuals in the town, the party must join forces, to uncover the plot of these "Liberators" and stop their plans of "Liberation" before large masses of casualties begin.

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