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 .
×
This game will require payment to participate. Roll20 is not responsible for any payment transactions and cannot enforce any private arrangements. For more information please see the Roll20 Code of Conduct.

Icewind Dale: Rime of Frostmaiden - Saturday

Game will be scheduled and paid for through Startplaying (link in How to Apply comment, with 10$ credit for new users).

The sun doesn't rise anymore. The people of Icewind Dale are hearty and took it in stride. Knucklehead trout still bite, the reindeer still march... but the herds are getting thinner. Trade from the south has all but stopped, and trust is in short supply. Something needs to change soon, or the north will become a true barren wasteland. The Tentowns left as frozen monuments to the brave, or foolish people that once lived there.

In this survival horror adjacent campaign you will start by learning to survive in Tentowns against endless cold, terrifying monsters, and many factions vying for control of the dales. As you grow in renown and talent you will brave the tundra seeking ancient sites of power, uncover lost secrets, and possibly steal from a dragons horde. After besting many of the trials of the dales you must answer the question, how do you deal with a vengeful goddess? This sprawling campaign takes players from first level up to level 10-13. What the players choose to do or not do will forever shape the face of the north.

What should you expect?
1. A healthy amount of combat and situational puzzles. Some situations can be solved with a few checks and offers of help, some can't. Did a Bard catfish a dragon in a previous run of this campaign? A little bit.
2. Freedom, to a point. The campaign has many quests, jobs, points of intrigue, and just plain rumors. All of these things are possibilities of stuff you could explore (Most likely you won't explore them all). If you go beyond them it stops being Rime of the Frostmaiden and just becomes a Homebrew campaign (not a bad thing, just something to be aware of).
3. A mostly linear end of the campaign, but with multiple possible endings. Once you reach around level 6 or so there are series of events/tasks that the book expects the players to take on. You can approach them many different ways, but to ignore them is to again move into a Homebrew campaign.
4. Your choices will effect the state of the north. Whether by chance or fate you are the heroes that get to decide what happens to all of Tentowns. The residents will do their best to aid you and survive, but without you all hope is lost.

Before anyone is officially in the game (no matter what the system says) I will need to have a short to medium conversation with each player about expectations, their history with TTRPGs/D&D, and general vibes. In previous games these conversations have been between 40 minutes and 3 hours (usually it devolves to people happily talking about games they love for way too long). While we are playing a game together we are also creating a weird online friend group that could last for years. Making sure that the table is the right fit is hard, but doing it helps the game and everyone involved feel more at ease and relaxed (even in a horror game).

Want to join this game? Make a post in the discussion forum below and let the GM know!

3 Players (3 Open Slots)

Listing Discussion

  • 0 q
  • 16 E
Last Post
1786644395 by AreWeBadYet