Rime of the Frostmaiden Is this a pay-to-play game "This game will require payment to the Game Master at a rate of $15 per session. Roll20 is not responsible for any payment transactions and cannot enforce any private arrangements." Session 0 is free. TTRPG on VTT 5e D&D on Roll20 Mature Content: 18+ High Fantasy Violence Beginner friendly: Yes Requirements: Decent internet/mic, DDB account if you prefer to roll with beyond20 Time and Date: Sundays 11 am CST Character Level and Stats level 3 Standard Array or point buy or Roll stats, no restriction on species or subclasses. All WoTC material is approved and UA is only ONLY approved upon review by DM # of sessions : This campaign will run approximately 6-8 months give or take depending on the party's decisions. Session run time 3-4 hours Number of Openings: 4 seat available **Message mysticvhedd#6266 if you’re interested** Story The days have turned to darkness without end: the Everlasting Rime. The night sky has been covered with a curtain of light: the Frostmaiden’s aurora. Its beauty illuminates the Sea of Night, but offers little in the way of succor to the Ten Towns. Hardy beyond the ken of those who populate the southern stretch of the Sword Coast, the people of the Ten Town are survivors. Divorced from the blessings of the Lathander’s light, however, they cannot survive for long. Still, without the morning’s cascading glare, secrets do stir: tyrants heed the fiendish whispers of their innermost desire; a long-forgotten Necropolis of Netherese construction awaits; the Queen of Ice mourns the seasons of frozen grace lost to the thaw of spring. Death stalks across the crunch of snow-encrusted tundra. The winds howl; the blizzards scream. When their mournful cry abates, the silence of exhaustion settles upon the Icewind Dale like a shroud. It is then that one secret whispers of a coming doom, one secret mourns the passing of time intrinsic to the annals of life, and one secret entombs the faintest glimmer of hope in the arcanum whose coming once killed all such possibility. Do you have what it takes to survive? Do you have what it takes to bring secrets long hidden in the dark into the sterilizing warmth of the light? Do you have what it takes to transform that which once brought the shadow of terror into a harbinger of the dawn? Do you have what it takes to face the awful ennui of a god? Winter has come, and whether the thaw ever will depends on you… GM Style: * I'll put it like this. The rules are guidelines. I reward creativity the most and love people using out-of-the-box thinking to solve problems. However, the Dice gods have the final say on whether that genius pays off or not. * “Rule of cool” is designed for narrative emphasis: the rules as written are still the norm. * Inclusive role-play opportunities: I love all playstyles at my table, so long as the cooperative nature of the game is a common denominator. * Challenging and engaging combat: you do not need to solve every situation with a hack-and-slash approach. * Quality storytelling: We aim to translate our deep familiarity with hundreds of page campaign materials into a vivid experience for you to enjoy. * Actions have consequences: some consequences are good, and some are bad, but for the sake of building immersion, I never “pull punches." We believe that some of our players' most memorable experiences at my tables are caused by the “Dice Gods! Roll20 Game Link: Maniac's Rime of the Frost Maiden LFG | Roll20: Online virtual tabletop