Rime of the Frostmaiden

Rime of the Frostmaiden

Amongst the ice lie buried secrets, and beneath the fear of Ten-Towns lie secrets darker still. Brave the endless winter, lest the cold claim you.

TYPE

Campaign

LEVELS

1–12

LANGUAGE

English

EXPERIENCE

Open to all

AGE

18+
2 SEATS LEFT
$35.00

/ Session

Details

Weekly / Sunday - 10:00 PM UTC

Oct 25 / Session 3

Session Duration / 2.5–3.5 hours

Campaign Length / 45–225 Sessions

4 / 6 Seats Filled

Top Game Master

One of StartPlaying's top-rated GMs, a player favorite and highly recommended.

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Schedule

Sun, Oct 25 | 10:00 PM – Session 3

Sun, Nov 01 | 11:00 PM – Session 4

Sun, Nov 08 | 11:00 PM – Session 5

Sun, Nov 15 | 11:00 PM – Session 6

Sun, Nov 22 | 11:00 PM – Session 7

Sun, Nov 29 | 11:00 PM – Session 8

Sun, Dec 06 | 11:00 PM – Session 9

Sun, Dec 13 | 11:00 PM – Session 10

Meet your party members

4/6

About the adventure

Icewind Dale has been locked in endless night for two years. Auril the Frostmaiden has stolen the sun, and the ten frontier settlements of Ten-Towns cling to survival at the edge of the known world. Food is scarce, tempers are short, and at every new moon the towns draw lots to decide who will be left out in the cold as an offering to the goddess. You arrive as outsiders, or as locals with nowhere left to go. The Dale will test you long before any monster does. This is survival fantasy with a horror edge. Expect blizzards that kill as surely as blades, hard choices with no clean answers, and a frozen frontier full of mysteries that reward curious players. The early campaign is a sandbox. You decide which towns to help, which leads to chase, and which problems to leave behind, and the world keeps moving around those choices. I run a challenging, resource-focused table using the 2024 rules, with 2014 options welcome. Adventuring days are long (think six encounters, not one big fight), resting is harder than standard, and supplies, light, and warmth matter. Smart preparation and tactical play are rewarded. Optimized characters are welcome; broken ones are not. Every character gets bonus feats at levels 1, 7, 13, and 19, and setting-specific options are generally allowed if they can be explained in-world. This game is for players who want stakes: people who enjoy managing resources, making difficult moral calls, and feeling the world push back. New players are welcome. I'll help you build your character and learn the rules as we go, and the challenge is part of the fun. If you want a cozy romp, this isn't it. If you want to earn the sunrise, pull up a chair by the fire.

Game style

Combat Heavy

Rules as Written (RaW)

Sandbox / Open World

Meet the Game Master

5.0

(79)

TOP GM
Black
Artist

5 years on StartPlaying

1449 games hosted

Highly rated for: Creativity, Storytelling, Knows the Rules

Average response time: Under 1 hour

Response rate: 100%

About me

What's good, adventurers? I’m Nicolae, a full-time Dungeon Master with over 11,000 hours logged on Roll20 and about 1000 games run on StartPlaying. From mastering macros and APIs, introducing intrigue, to weaving tactical combat encounters, I bring depth and efficiency to every session. My goal is to deliver immersive storytelling where your characters truly shape the world—no two games are ever the same. Inclusivity and respect are at the heart of my table. I strive to ensure each player feels heard and has a genuine impact on the unfolding narrative. Whether you live for intense role-play, thrilling battles, or creative problem-solving, you’ll find a warm, open environment where you can shine. Beyond the tabletop, I’m a musician and producer pouring that same passion into my art. If you'd like a glimpse of my musical adventures, follow me on Instagram or TikTok @musicbyNicolae. Dope. Now let's roll some initiative! Join me, and let’s create stories you’ll be talking about long after the dice have finished rolling.

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Character creation

Creating your character

Characters are built before your first session (or during session zero). I have premades available for new players. Once you book, I'll send you to my discord with my houserules and we'll chat about your concept. Submit your sheet and backstory, and I'll approve it before we play. No need to arrive with everything perfect; we'll polish it together. STARTING POINT - Level 1 (or higher is you're joining late) - 2024 rules preferred; 2014 characters are welcome with the listed houserules. - Ability scores: Point Buy only. It's a generous pool, though. BOOKS & CONTENT Any official sourcebook is fair game, including setting-specific options (Eberron, Faerûn, Ravenloft, etc.) as long as we can explain how your character ended up in Icewind Dale. Third-party and homebrew content is case by case; ask first. DEEPER PROGRESSION My tables use a few bonuses to make characters feel more developed: - Bonus feats at levels 1, 7, 13, and 19 (Origin feats at level 1; General feats open up later). - An extra +1 ability increase at levels 4, 8, 12, 16, and 20. - Extra proficiencies or expertise at levels 5, 10, 15, and 20. Build your sheet WITHOUT these first. Once it's approved, we'll add them together. BACKSTORY Icewind Dale is harsh, remote, and trapped in endless winter. Give me a reason your character is here, and a reason they stay. A few hooks (a person, a debt, a secret, a goal) go a long way; I'll weave them into the campaign. A few paragraphs is plenty. WHAT TO EXPECT This is a resource-heavy survival campaign. Supplies, rests, and the cold all matter. Optimized characters are welcome; broken ones will be adjusted. Characters who can contribute outside combat (survival, exploration, social) will shine here.

The current party

Currently we have a Barbarian, Bard, Fighter, and Wizard.

What to expect

Preparing for the session

You'll need a desktop or laptop computer with a microphone for communicating through Discord voice chat. If there is feedback from your monitors you'll be asked to get some headphones or ear buds. You'll need an account with Discord and an account with Roll20 (both are free). New players are welcome, I just ask you do your best to understand the features of your class and race, and don't hesitate to message me before the game so we can both understand these better. We can learn as we go!

What Nico brings to the table

Access to any published character content on Roll20, advanced use of API scripts and macros to expedite combat and provide other quality of life or immersion building benefits, DMsguild material and homebrew ideas to flesh out the campaign.

Homebrew rules

RESTING (the big one) - Short Rest: you must spend at least one Hit Die. - Long Rest comes in three tiers. A Full Rest needs 24 hours of downtime or 8 hours of real comfort; resting in the wilderness means a Wisdom or Constitution check. Fail and you get a Partial Rest (half your resources and Hit Dice). Fail badly and you get a Minimal Rest. All three remove one level of Exhaustion, and you can take on Exhaustion to upgrade a rest. - Potions of Rest exist, and they matter. COMBAT - Dynamic Initiative: initiative is rerolled every round. - Flanking: +1 to hit with an ally at 90°, +2 when surrounded on 3 sides or pinned from opposite sides. - Cover: quarter cover +2 AC, half cover +3. - Diagonals: every second diagonal costs 10 ft. - Ranged: −1 to hit per 10 ft beyond 50 ft; −2 against flying creatures (−1 if hovering). - Mounted: −2 melee, −4 ranged while mounted, reducible if your mount gives up movement or Dodges. - Enemy death saves: downed enemies roll once. Under 10, they're out; a 19 or 20 puts them back up at 1 HP. - Turns: aim to decide your action in about 60 seconds. WEAPON MASTERY (2024) Topple, Vex, Sap, and Push can each be used Proficiency Bonus + 1 times per Short or Long Rest. Cleave, Graze, Nick, and Slow are unlimited. EQUIPMENT & ITEMS - Healing potions: Bonus Action to drink. As an Action, half the dice are maximized; use both (moving no more than half your speed) to maximize all of them. - Shields: don as a Bonus Action, doff with your free object interaction. - Variant encumbrance, softened: worn armour counts at half weight, and your first backpack weighs 15 lb less. - Spell Scrolls: anyone can attempt one with an ability check. Fail by 2 or less and the scroll isn't used up. CHARACTER GROWTH - Deeper Progression: bonus feats, extra ability increases, and extra proficiencies as you level (see Character Creation). - Linked Might: Strength and Constitution rise together. - Downtime training: learn languages, tools, skills, expertise, even feats, with time, gold, and a teacher. - A few class tweaks for 2014 characters (e.g., Clerics and Paladins can use Wisdom for Religion checks).

Equipment needed to play

Computer

Headphones

Internet

Microphone

Safety

How Nico creates a safe table

Professional, streamlined D&D5e Roll20 experience. I'll provide dynamic lighting, macros, and mods to the VTT to make sure we can learn and move things along in a fluid manner, and provide immersive and dramatic moments. Of course, you should expect a fair amount of violence, as with any DnD adventure. For this and other reasons, games can tend to be a bit gory in description. There may also be times when a survival/horror element will be evoked. As for any other type of mature themes, everything should be relatively tame. I am happy to implement any sort of toolset for players who feel they may have certain anxieties. I want my games to be as inclusive as possible and the only thing that matters is that everyone feels like a part of a team, given the opportunity to have fun and shine in their own character/role.

Content warnings

Alcohol Use
Blood
Kidnapping
Language/Cursing
Mind alteration
Murder
Human Trafficking (adult only)
Character Death
Racism
Self-Harm
Suicide
Violence
Child Abandonment

Safety tools used

Frequently asked questions