Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

[LFP] Rime of the Frostmaiden [DND 5e 2014]

Rime of the Frostmaiden LFG | Roll20: Online virtual tabletop
Rime of the Frostmaiden is a Dungeons & Dragons adventure set in the frozen, isolated region of Icewind Dale in the Forgotten Realms. This harsh, snowbound land is locked in a perpetual winter, where blizzards, frozen tundra, towering mountains, and deadly secrets lurk beneath the ice. Survival is as much a challenge as the monsters that stalk the endless night. What system? – Dungeons & Dragons 5e (2014 ruleset) What language? – English What time zone? – GMT +3 What day/night? – Saturday evenings, around 7:30 pm GMT +3 Are new players welcome? – Very welcome Is voice required or text? – Voice, we use Discord Homebrew or Module? – Module Which module? – Rime of the Frostmaiden How much RP would one expect in your campaign? – In Rime of the Frostmaiden, expect roughly 35/35/30 exploration/combat/RP. The module leans heavily into survival, mystery, and exploration, with plenty of opportunities for roleplay in tense, atmospheric settings. What kind of character limitations are there? – Races and subclasses from PHB, DMG, Xanathar’s guide to everything, and Volo’s guide to monsters (monster races are still under consideration and may change) What method would we be using for ability scores? – Standard array What is the limit of players? – 5 players max How would you award the XP? – Most XP will come from combat, exploration, missions/quests, and social encounters, split equally between the party Homebrew Rules in Use - Slow Natural Healing (DMG p.267) – Characters don’t regain Hit Points at the end of a Long Rest. Instead, they can spend Hit Dice to heal at the end of a Long Rest, just as with a Short Rest. This makes recovery slower and more dangerous, fitting the survival tone of the campaign. - Healer’s Kit Dependency (DMG p.266) – A character can’t spend Hit Dice after a Short Rest until someone uses a healer’s kit on them. - Identify Dependency (DMG p.136) – Magical items require the Identify spell or trial and error to learn their properties. Magical items do not require attunement unless otherwise stated, but some may still be class-specific. - Goodberry – Consumes material components. (Homebrew rule, not in DMG) - Character Advancements – XP-based leveling. Level-ups require reaching a settlement or safe location, unless otherwise announced. (Homebrew rule) - Sleeping in Armor (DMG p.185) – Sleeping in light armor is fine. Sleeping in medium or heavy armor reduces recovery from a Long Rest (only regain ¼ of spent Hit Dice, minimum 1) and does not reduce exhaustion. PS: There may be additional small rules I’ve forgotten to list here. How to Apply: Send me a PM about your TTRPG experience and what you’re looking for in a D&D campaign. Aiming to start on Saturday, October 04 7:30 PM GMT+3, but that might change depending on finding players, etc.
Applications still open. I'll look through them all on 25th and start contacting players then.