The Last Lights: Rime of the Frostmaiden

The Last Lights: Rime of the Frostmaiden

The warmth of Ten-Towns is fading. You are not wandering adventurers, but the last lights against the endless night.

TYPE

Campaign

LEVELS

1–8

LANGUAGE

English

EXPERIENCE

Open to all

AGE

18+
1 SEAT LEFT
$15.00

/ Session

Details

4 players following this game

Bi-weekly / Monday - 12:00 AM UTC

Jul 13 / Session 2

Session Duration / 2–3 hours

Campaign Length / 40–70 Sessions

5 / 6 Seats Filled

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Schedule

Mon, Jul 13 | 12:00 AM – Session 2

Mon, Jul 27 | 12:00 AM – Session 3

Meet your party members

5/6

About the adventure

The endless winter has gripped Icewind Dale for too long. Across Ten-Towns, food grows scarce, fear spreads through isolated communities, and desperate sacrifices are made beneath the eye of the Frostmaiden. In the frozen north, survival is never guaranteed, and even small choices can shape the fate of entire towns. In this campaign, you are not wandering adventurers chasing gold or glory. You are the people who stand between Ten-Towns and the darkness closing in around it. Beginning in the small fishing village of Bremen, your journey will take you across the tundra, through blizzards, political tensions, ancient secrets, and growing threats. The people you save, the towns you defend, and the choices you make will matter throughout the campaign. This game focuses heavily on atmosphere, exploration, survival, roleplay, and meaningful decision making. Combat is dangerous, not every problem can be solved with a sword. Harsh weather, isolation, limited resources, and the growing influence of Auril and her followers are constant pressures throughout the adventure. The campaign uses the 2024 D&D 5e rules and is beginner friendly, while still offering depth for experienced players. Session 0 will be free Players who enjoy dark fantasy, grounded heroism, tense travel, strong party cooperation, and becoming part of the world around them will feel at home here. The goal is not simply to survive Icewind Dale, but to become the last lights standing against the endless night.

Game style

Roleplay Heavy

Combat Heavy

Rule of Cool (RoC)

Meet the Game Master

5.0

(1)

1 year on StartPlaying

1 game hosted

Highly rated for: Creativity, Rule of Cool, Storytelling

Average response time: 5 hours

Response rate: 100%

About me

Hi, I’m Matt, a full time GM from Perth, Australia, who recently stepped away from retail management to focus on running tabletop RPGs and building great experiences for players. After years leading large teams in retail management and coaching high level women’s football, I decided to step away from the day job and focus on what I love most: building great experiences for people. For me, tabletop RPGs are at their best when the table feels collaborative, immersive, and player driven. I love games with strong roleplay, meaningful choices, exciting combat, and stories shaped by the players at the table. I enjoy creating worlds and situations for players to explore, but the best moments always come from the group reacting to challenges, building relationships, and creating memorable moments together. My games aim to keep combat flowing and engaging rather than slowing down in rules discussions every few minutes. I follow the rules closely, but I also believe good ideas and exciting moments should matter. I use a few common sense homebrew rules to support the flow of the game and reward creativity. For example, if you critically hit a goblin with a longsword and there is damage left over, I’m happy for that momentum to carry into the next goblin standing beside them. I enjoy combat that feels dangerous, fast moving, and immersive without becoming bogged down in endless optimisation discussions or stopping every turn to debate positioning and technicalities. Players should feel encouraged to act, improvise, and stay involved in the moment. I especially enjoy: survival and exploration campaigns character focused roleplay fast moving combat meaningful player choices immersive party dynamics helping new players feel comfortable and involved Outside the game, I am accessible for character discussions, questions, downtime roleplay, and helping players settle into the campaign. I put a lot of care into preparation, pacing, and making sure each group feels different from the last. Whether you are new to D&D or an experienced player looking for a reliable table with strong roleplay and enjoyable combat, I want my games to feel like something players look forward to each week.

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Character creation

Creating your character

Characters will begin at Level 1 and most likely capped at level 8 using the 2024 D&D 5e rules. Session 0 will include final character creation, party connections, campaign expectations, safety tools, and an introduction to Icewind Dale and Ten-Towns. Players are encouraged to bring 2 to 3 character ideas rather than locking into a single concept before meeting the group. Characters will be created through D&D Beyond, and campaign content sharing will be available for players joining the game. Prebuilt characters are absolutely welcome, especially for newer players, though I may help adjust them slightly to better fit the setting and campaign themes. This campaign works best with characters who have reasons to care about people, survival, and the fate of Ten-Towns. While darker or morally grey characters can work, the overall tone leans toward becoming reluctant heroes in a harsh and desperate world. Lone wolf characters, chaotic disruptive play, or PvP focused concepts generally do not fit the style of this campaign. Ability scores will use either: Standard Array Point Buy Most official Wizards of the Coast content is welcome, including material from: Player’s Handbook Tasha’s Cauldron of Everything Xanathar’s Guide to Everything Bigby Presents: Glory of the Giants Fizban’s Treasury of Dragons Keys from the Golden Vault Tales from the Yawning Portal and other official sources available through the campaign library If you are unsure about a subclass, species, background, or unusual concept, just ask. I am generally open to creative ideas if they suit the tone of Icewind Dale. The setting itself is dangerous and survival focused. Harsh weather, limited resources, long journeys, and difficult choices are part of the experience. Characters with strong motivations, useful skills outside combat, and reasons to work together will thrive most in this campaign. New players are very welcome. You do not need deep Forgotten Realms knowledge to enjoy the game. Session 0 will help establish party connections and give everyone enough setting information to comfortably begin the adventure together.

The current party

Current Players: Firbolg Ranger DrowElf Ranger Elf Wizard Aasimer Rogue Fairy Warlock Anyone wishing to play will have be able to play with any race and class combination within the 24 rules set

What to expect

Preparing for the session

Before the game begins, players will need: A free Discord account for voice, announcements, handouts, and session communication A free D&D Beyond account for character sheets and campaign content sharing A stable microphone and internet connection suitable for online play The game will primarily use: Discord for voice and community D&D Beyond for character sheets D&D Beyond Maps or Forge VTT for combat maps, exploration, and visual play No paid software is required from players. Players should join the Discord server before Session 0. Campaign links, house rules, safety tools, setting information, and session summaries will all be available there. Before the first session, please: Have 2 to 3 character ideas ready Read any Session 0 information provided in Discord Test your microphone/audio setup Make sure you can access D&D Beyond and the VTT links provided No deep knowledge of Icewind Dale or the Forgotten Realms is required. New players are welcome, and Session 0 will cover everything needed to comfortably begin the adventure.

What Matt brings to the table

Players can expect a dark fantasy survival campaign that focuses heavily on atmosphere, meaningful choices, and becoming part of the world around them. Icewind Dale is harsh, isolated, and dangerous, and I aim to make the setting feel alive through weather, travel, town politics, rumours, NPC interactions, and the constant pressure of the endless winter. I use narration, ambient music, maps, and visual handouts to help build immersion and atmosphere throughout the campaign. Roleplay is encouraged, but never forced. Players who enjoy deep character interaction will have room to explore it, while players who prefer describing actions and decisions are equally welcome. Character backstories, personal goals, and secrets will have meaningful impact throughout the adventure and may shape future events, relationships, and storylines within Ten-Towns. Combat is tactical, dangerous, and story driven without becoming bogged down in unnecessary complexity. Positioning, teamwork, preparation, and resource management matter, especially in the wilderness, but the game is still intended to flow naturally and keep momentum during play. Enemies will behave intelligently, retreat is sometimes the correct choice, and victories should feel earned. The campaign is run as a sandbox with direction. Players will have meaningful freedom in how they approach problems, which towns they support, and how they respond to the growing threats across Ten-Towns. Actions and choices will have consequences that can shape later events in the campaign. The focus of the game is atmosphere, exploration, survival, and meaningful decisions rather than puzzle-heavy gameplay. I aim for a welcoming and respectful table where everyone gets opportunities to contribute. New players are very welcome, and I am happy to help with rules, character creation, and learning the game. Experienced players can expect a grounded and immersive campaign that rewards teamwork, engagement with the setting, and creative problem solving.

Homebrew rules

This campaign uses a small number of house rules and adjustments designed to support the survival atmosphere, pacing, and tactical flow of Icewind Dale without heavily changing the core 2024 D&D 5e rules. Resting & Survival: Short Rests take 1 and 8 hours Long Rests require 24 hours in a safe and secure location Each Long Rest removes 1 level of exhaustion Travel, weather, exhaustion, supplies, shelter, and rest pressure will matter throughout the campaign These rules are intended to reinforce the harsh survival atmosphere of Icewind Dale and make preparation, shelter, and resource management meaningful. Combat Adjustments Combat is intended to feel tactical, cinematic, dangerous, and fast flowing. Current combat adjustments include: Critical hits deal normal damage plus maximum damage on the additional critical dice Excess damage from a critical hit may carry over onto another nearby target if it fits the situation narratively Flanking and opportunity attacks are adjusted to reduce repetitive combat patterns and improve encounter flow Weapons can be swapped during your turn without heavy action penalties Visibility and environmental conditions matter. Darkness, blizzards, fog, and whiteout conditions may still heavily reduce visibility even with Darkvision The goal is to encourage movement, positioning, teamwork, and cinematic moments without slowing combat down unnecessarily. Potions & Healing: Potions may be consumed as a Bonus Action by rolling normally Potions used as a full Action provide maximum healing Administering a potion to another creature requires a full Action When a character drops to 0 HP they gain 1 level of exhaustion Exploration & Roleplay: Character backstories, secrets, and personal goals will have meaningful impact throughout the campaign Each character begins with at least one existing contact somewhere within Ten-Towns or Icewind Dale The world continues to evolve over time, and unresolved threats or ignored events may grow more dangerous as the campaign progresses Spell & Ability Adjustments Guidance and similar repeatable buffs may only affect the same creature once per in-game hour outside meaningful changes in situation Rule of Cool Creative ideas, clever plans, strong teamwork, and cinematic moments are encouraged. Rule of Cool is welcome where it fits the tone and danger of the setting, though actions still need to feel grounded within the world. The campaign is expected to remain relatively grounded and survival focused, with progression likely capping around Level 8 before transitioning toward story rewards, feats, boons, allies, and reputation rather than extremely high-powered play.

Equipment needed to play

Internet

Computer

Microphone

Safety

How Matt creates a safe table

Player comfort, communication, and respect at the table are extremely important. This campaign explores dark fantasy themes including isolation, horror, sacrifice, survival, desperation, and moral choices, but the goal is always for players to feel safe and comfortable while enjoying the experience together. Session 0 will cover: Campaign tone and expectations Character creation and party connections Safety tools and boundaries Themes present within the campaign Table etiquette and communication Safety tools used in this campaign include: Lines and Veils Open Door policy Monte Cook RPG Consent Checklist Private communication with the GM before, during, or after sessions While Icewind Dale contains horror and survival themes, the focus is on atmosphere, tension, and storytelling rather than shock value. Graphic sexual violence, harassment between players, or intentionally disruptive behaviour will not be part of the table. Player comfort will always take priority over pushing through uncomfortable content. The goal is to create an immersive, respectful, and welcoming environment where players can enjoy both the story and each other’s company over a long-term campaign.

Content warnings

Animal Death
Blood
Cannibalism
Cults
Death
Character Death
Execution
Illness
Kidnapping
Mass Death
Lifechanging Injury
Murder
Slavery
Trauma
Violence
Child Death

Safety tools used

Frequently asked questions