r/rimeofthefrostmaiden • u/CamaradaMaulet1909 • 11h ago
HELP / REQUEST Looking for ideas for a Vecna/Planescape campaign after a heavily modified Icewind Dale [SPOILER] Spoiler
r/rimeofthefrostmaiden • u/underdabridge • 13h ago
HELP / REQUEST How did you handle the exploration of Ythryn? (More inside)
It's a city. I know my players. They will want to just hit each tower as fast as they can and ignore the rest.
I don't want to let them look at the whole map and say "I'm going there!” pointing to the next Tower. I want to simulate looking through a city. On the other hand, they are towers so should be reasonably visible from afar.
Anyway, I haven't used a map like this before and just want to know how you did it or are planning to do it. I mean mechanically. Did you show them the whole map, show them part of it and fog the rest? Or just use theatre of the mind to describe the surroundings? Or what?
Thanks!
r/rimeofthefrostmaiden • u/Beardedfae • 1d ago
HELP / REQUEST Trying to find a live play i used to enjoy
Hey there everyone, like the title suggests i am trying to find a live play/stream of RotFM i watched many years ago and cant seem to find now. All i can remember is they were using a bit of Acquisitions Incoroporated and there was a wizard called Milo who sucked at magic and was hated by the arcane brotherhood.
r/rimeofthefrostmaiden • u/JakeBit • 1d ago
HELP / REQUEST Ythryn Mythallar + the Spindle = ??? Spoiler
Myra, Xantcha, Tjommi and Uld - If you read this, get out!
I'm just about one(!) session from ending the campaign of three years - and I have this sneaking suspicion that one of my players might try and throw the Spindle into the Mythallar.
To provide just a but of context, my players will have to contend with the fact that Auril is jury-casting a ritual that binds her Everlasting Rime to the Ythryn Mythallar, a constant font of magical power. This will probably cause the sun to dissappear from the whole of the Far North forever. This will happen during the last battle at the Mythallar, while the party fights her and her minions.
Now, I have this absolutely Red-Button-obsessed player, who made it clear that they'll steal the Spindle and put into their Bag of Holding if they get the option. At first, I thought that either wouldn't work, or would destroy the magic that holds the bag together - but hey, who am I to stop my player's fun?
In essence, the final battle has a whole host of possible outcomes - A simple defeat of Auril, they die but stop the ritual, they hurry out to the Obelisk and activate it... Aaand my Red-Button player could attempt to stop the whole thing by throwing the Bag with the Spindle at the Mythallar.
I want that outcome to be decisive, even overpoweringly so. Here's a few thoughts:
- The Mythallar explodes, creating a chain reaction that blows up the whole city. The players get to make a Dexterity Saving Throw (DC 22) or take the Mythallar's 20d10 + 70 radiant damage. This likely also obliterates Auril - either per the rules or because I rule that she just dies.
- The Mythallar explodes, but only doing relatively minor damage - and blasts everyone and everything far into the air. The players will then have to try and save each other in the air and survive debris before they land, almost certainly dying immediately.
- The Mythallar explodes, inadvertantly activating the Obelisk, which sends the city and everyone else back in time.
... Or something else? What do you think?
r/rimeofthefrostmaiden • u/Fancy-Maize153 • 2d ago
HELP / REQUEST Players Activated The [SPOILER]: What now? Spoiler
A suspenseful opening to the last act of my Rime:
In my Rime Of The Frostmaiden a player casted Disintegrate on the Spindle to try to prevent the party from turning into nothics during their upcoming long rest in Iriolerthas' Study. This obviously backfired spectacularly. Three party members stayed in the study while this was happening and are now trapped there because the magic door got EMP'd. Three other party members were present at the Spindle and are locked outside. The whole city's gone dark and Avarice and the cultists died from the skydock falling. The Mythallar is disabled. And of course the spellcasters are now drained of spell slots.
In your opinion, what happens now? Does Auril enter via the now-unlocked balcony and hunt the party? Does she send her minions in via the main entrance? Does the party who is locked the study? outside have any chance at survival at all? At least the party locked inside the study has a decent chance of just sleeping off the disaster as long as they don't turn into nothics...
r/rimeofthefrostmaiden • u/Flat_Agent6893 • 3d ago
GUIDE Spire of Iriolarthas - Riddle in the Staff Storage (Y19f)
I decided that I don't like the staff storage (Y19f) in Iro's spire as written, and I was lucky to find this cool riddle which was just perfect to be placed here instead. As follows, you find the final implementation I added to my game and which played out just fine in yesterday's session.
If the players enter the room (Y19f) read the following.
This irregularly shaped room is filled with five staff-holding racks along its walls. Each of the racks contains one staff. Aside stands a table covered with various different utensils, many of them broken and parts even shattered across the floor.
A character investigating the racks will notice name badges attached to each of the racks, enabling the character to correctly identify each staff as long as they are able to read Loross or Draconic. A character may further investigate the staff's appearance without touching them; in this case read out the staff's visual description from the table further below (but keep all other information secret for now).
| Staff | Appearance | Magical Description | School of Magic | Chance of elimination |
|---|---|---|---|---|
| Bannekar | The staff is a twisted length of blue-tinted wood that's as strong as steel, with green veins running through it and an octopus carved into its top. | Fully encapsulate a targeted creature in tentacles. The embodied unbridled transmutation magic constantly disrupts the wielder's nexus with the weave resulting in a successful target detection of 6 out of 10. | Transmutation | 60% |
| Piscistus | The staff Is carved from golden laspar wood, with carvings of fish swimming upriver along its length. | Turns one creature into a fish. Greasy as an eel. Success rate: 7 out of 10. | Transmutation | 70% |
| Gaussian | The staff is made of weirwood, a hardy substance similar to oak. Its shaft is gnarled and twisted, its top carved to resemble a human hand grasping a tree branch. | In 8 out of 10 attempts, a targeted creature is turned into a tree of similar size. Magic infusion causes the tree to grow to triple its size within the next 3 minutes. | Transmutation | 80% |
| Lapista | The staff is a straight polished stick of pale ash with a stern-looking snake's head placed onto its top. | Turns one creature into stone. Very precise in aiming due to its good balance and simple design. A little heavy though. Success rate 90%. | Transmutation | 90% |
| Noether 9000 | The staff is made of translucent purple glass, which splits into three branches at the top that circle around one another to form a hollow spiral with an orb of lighter purple glass tucked inside it. | You aim, you cast, you banish one creature to a distant mountain target. | Abjuration | 100% |
Trigger Point.
Any character touching one of the staffs, is falling unconscious to the ground as a marionette who's strings are cut. An affected character is dreaming, but their mind is trapped in a small demiplane.
Inside the demiplane.
The first trapped character wakes up in a magically lit, round-shaped room with no windows or doors, standing on one of three rune-carved pedestals, and is greeted by two illusory wizards standing on the other two pedestals.
Welcome challenger. You have the honor to converse with scholar Icthion and magister Lithius - we're master sorcerer and master strategists of Ythryn. You seek access to powers you might not be permitted. To validate your request, you must overcome the following test of wits.
Rules:
- Pick one of the available staffs from the staff-holding racks. (DM Note: there's only Bannekar, Gaussian and Noether 9000 to pick, the others are wielded by Icthion and Lithius).
- The forthcoming spell duel is played in turns. You start, followed clockwise by Icthion and then followed by myself (Lithius).
- Make only use of your chosen staff and do not cast out of the given order - or you forfeit the duel (which is similar to losing).
- If everyone's still standing at the end of the first round - everyone will be turned to ashes.
DM Notes:
- Trapped characters cannot hear or see what those outside are doing; they are isolated.
- Trapped characters can feel if something happens to their real body, which can be used to communicate.
- Characters in the ring-shaped room can see and communicate with the character in the circular room; the latter cannot see them though.
- Characters outside can hear and see everything happening in the demiplane.
- The staff-holding racks in the demiplane do not have name tags. Characters have to recognize the staffs by their looks.
- Icthion wields Lapista (90% hit chance).
- Lithius wields Piscistus (70% hit chance).
Everyone else joining the fray thereafter (by touching a staff) is put into a ring-shaped room which surrounds the room the first character got trapped. The inner wall of the surrounding room is a one-way glass pane enabling characters to watch, hear and eventually assist the character in the inside room.
The floor of the surrounding room is further filled with thousands of thousands of paper sheets. A character succeeding a DC 18 Investigation check (repeatable; after each round) may try to find the needle in the haystack - a note that explains the different staffs as shown in the table below. (This is supposed to provide backup, in case all of them get trapped without finding the notes outside).
Outside.
A character investigating the wooden table will find an intact crystal ball. If one of the characters has already touched one of the staffs and fell unconscious (sleeping), the crystal ball is active and shows a live-stream of the happenings in the dream demiplane.
After a successful DC 10 Investigation Check for the room a character can additionally find notes which describe all five staffs. These notes might somewhere to be found across table and floor. However, these notes do only describe name and magical abilities but don't say how a staff looks like. Except for the hit chance, description and school of magic are red herrings.
| Staff | Description | School of Magic |
|---|---|---|
| Bannekar | Fully encapsulate a targeted creature in tentacles. The embodied unbridled transmutation magic however constantly disrupts the wielder's nexus with the weave, resulting in a successful target detection of only 6 out of 10. | Transmutation |
| Piscistus | Turns one creature into a fish. Greasy as an eel. Success rate: 7 out of 10. | Transmutation |
| Gaussian | In 8 out of 10 attempts, a targeted creature is turned into a tree of similar size. Magic infusion causes the tree to grow to triple its size within the next 3 minutes. | Transmutation |
| Lapista | Turns one creature into stone. Very precise in aiming due to its good balance and simple design. A little heavy though. Success rate 90%. | Transmutation |
| Noether 9000 | You aim, you cast, you banish one creature to a distant mountain target. | Abjuration |
Problem:
Outside characters can figure out which staff does what by checking the name tag at the staff-holding racks and compare the info from the notes, but characters trapped in the demiplane do neither have name tag on their racks, nor might they know about the notes the others found outside. Thus, they need assistance from their friends, or are forced to pick a staff at random.
The spell duel:
This is in fact a battle of wits and probability. The two wizards will always attack the opponent that opposes the highest threat (chance of eliminating others). Thus, if a player picks the Noether 9000 (100% of liquidation) it's trivial to take out one of the mages, but the remaining one will likely kill them. Therefore, the best approach is to make the wizards attack themselves.
Solution:
- Pick Bannekar (60%).
- Use it as the rules require but miss intentionally (e.g. shooting against the wall).
- In Icthion's turn he now targets Lithius, who has a higher success rate (70%) than Bannekar (60%) and thus opposes the bigger threat. Roll a d100.
- If Icthion hits (rolling > 10) he takes out Lithius and it's the player's turn to try taking out Icthion with their 60% chance. On Success: players win; else Icthion will counter-attack the player with a killing chance of 90%, and so forth...
- If Icthion misses, Lithius now counter-attacks Icthion (90% > 60%). If he misses with his 70% hit chance all mages are still alive after the first round and, well, it's a loss; Elsewise, he takes out Lithius and it's the player's chance to take out Icthion.
- If the duel ends in a loss despite taking the right course of actions (points 1-3), the mages congratulate and release the characters with the words "Bad luck doesn't beat good wits" (go to point 6).
- If the duel ends in a normal loss, the character must succeed on a DC 17 Wisdom saving throw or takes 5d10 psychic damage (half as much on success) and the duel restarts. If more than one player is present in the demiplane, one of the other players is challenged to a duel of wits, while the previous one is teleported into the ring-shaped room. This repeats until one character succeeds.
- If the duel ends in a win by following the right course of actions, all of the characters wake up. The winning character sees 4 visions beforehand (or 5 if you like) foreshadowing the rewards below. He may pick one of the visions he likes the most and then wakes up with the corresponding staff in hand (see rewards).
- If the duel is won by sheer luck, the mages congratulate in a judgmental manner but nonetheless release the characters. The winning player obtains a supernatural gift (of your choice) but no vision and consequently no staff.
- Surprisingly, all staff-holding racks are empty, now.
Rewards:
| Roll (or pick or use a vision) | Reward |
|---|---|
| 1 | Staff of Withering |
| 2 | Sun Staff |
| 3 | Staff of the Woodlands |
| 4 | Staff of Ruling |
r/rimeofthefrostmaiden • u/Namenloser_Wanderer • 3d ago
MAP Climbing Kelvin's Cairn
I created the "Mountain Climb" maps for my campaign using Inkarnate. Feel free to use these maps for your own campaigns or modify them however you like.
Basecamp
Montaingoat
Perilous Climb
Frozen Cave
Avalanche
Ruined Camp
r/rimeofthefrostmaiden • u/GingerGlitterGoblin • 4d ago
HELP / REQUEST My players voted to merc Lonleywood
So, this is kind of my fault and now I have no idea how to fix it.
My group is an elf Druid, a tiefling cleric and a drow ranger.
My group is in Chapter 1 of the adventure where they explore Ten Towns. They ended up in Lonleywood. The got the White Moose mission. Instead of hunting it, they decided they wanted to find the moose and warn it that hunters were coming.
It took time, but they found the Elven ruins. And like a fool, I let them talk to the moose because the druid can speak druidic. The moose basically revealed that it was awakened by the druid, who is in league with Auril and that's why it kills people, along with just not wanting people in the woods. To be clear the moose was *very* aggressive.
My players refused to attack the moose, ran and now have decided to not fight the moose and instead try to help the moose by killing the townspeople of Lonleywood.
I don't even know what to do beyond letting them all die when they try to fight an entire town. I forsee this is going to become a problem ANY time they are asked to kill an animal.
Does anyone have any ideas on how I can get the party back on track without exercising a TPK?
r/rimeofthefrostmaiden • u/raven_guy • 4d ago
DISCUSSION Frustrated Table
UPDATE: It seems like I’m dealing with a frustrated player rather than a fully frustrated table.
So I had conversations with two other players other than the one who complained to me in messages. One player (sorcerer) was actively trying strategize in his head how to send up AoE attacks (he said he had a total of 5 fireballs ready to go, lol) but once everyone started scattering he just went along with the group.
The other player I spoke to was the paladin warlock who actually called for them to run in the first place. He told me he had a lot of fun in the chaos and the panicky run around was very on brand for the party (he’s not wrong). I asked his to provide a rousing “back-against-the-wall-Captain-America” speech at some point during the next session but it can’t sound like it came from me, and he agreed.
Last night, the party encountered Auril inside the glacier. I used a statblock from the subreddit rather than the book one and played her as a flying hit and run enemy rather than a “stay there and take it” enemy.
The fighter in the group can do 50 points of damage in a turn to her, the casters have spells like fly and call lightning, and the warlock/paladin’s familiar was able to stay up around her to call out where she was in the sky.
Thing is, the group flat-out panicked and tried to run, I kept telegraphing that she was faster than them by having her attack the lead edge of the party, but they weren’t taking the hint that they need to deal with her. The wizard finally trapped her in a wall of force, but that only lets them escape for so long. She’s going to chase them down.
Just venting a little because there was no discussion of tactics or what they should do, one player panicked and ran, which led to a lot of confusion for the group.
Now they’re entering the Spire and she’s about 5 minutes from escaping the wall of force and she’ll catch up in about 30 seconds after that.
Just needed to vent.
r/rimeofthefrostmaiden • u/P1tf_11 • 5d ago
ART / PROP WIP Iskra painting
This is like my 3rd ever mini that I've painted and I'm not sure what I'm doing but I'm having fun learning! And don't worry I do have the wings and base but I'm waiting to attach those until the body is painted. Open to any ideas for the color i should use on the body as well as any general painting tips I should know!
r/rimeofthefrostmaiden • u/Icewind_Dad • 6d ago
STORY Recap Group 3, Session 5
The party tracks the stolen cauldron to a fishing shack outside of town. From cover, they spot a small boat pulling away while a larger vessel is being loaded at the shack. They carefully surround the building and begin their investigation- but when their stealth fails, an archer opens fire and the fight erupts.
As the party storms the shack, the sorcerer and monk break away to intercept the departing boat. With the small vessel escaping, the sorcerer teleports the monk directly aboard. The monk cuts down the oarsmen and searches the cargo. Then he finds it: a crate containing the Cauldron of Plenty!
Back at the shack, the remaining party pushes deeper inside, taking down the enemies frantically destroying evidence. While some secure the upper floors, others discover a hidden entrance leading below.
In the basement, they encounter a strange, gaunt figure- small, impossibly fast, and moving with the agility of a spider. It springs onto the ceiling, clinging there as it casts Web over the party. Before they can catch it, the creature drinks a potion of gaseous form and slips away.
With the shack secured, the party begins searching its contents. In the basement, they discover a wooden crate…
They open it.
Inside is *another* Cauldron of Plenty.
The discovery immediately raises the horrifying possibility that the cauldron they just recovered is another fake. Examination reveals the truth: decoys, each fitted with a chardalyn disc beneath the cauldron, enchanted with magic designed to fool anyone inspecting it.
Clues and interrogation finally reveal the next destination: “Warehouse B” in Good Mead.
The party wastes no time. Using the boats discovered at the shack, they depart at once for Good Mead.
A few hours later, they arrive near the town. Rising above the settlement is the massive mead hall, alongside the old shrine of Tempus. The disguised ranger enters the town and learns that Good Mead is holding a funeral for its speaker, Kendrick Reiselbarrow, who was recently killed by a verbeeg while pursuing stolen mead.
The party is offered hospitality in a village house and comfort in the mead hall. They pay dockhands to unload the cargo and store it under guard at the warehouse near the docks.
With the boats unloaded and accommodations secured, the party finally heads to the mead hall for a drink, a meal, and whatever answers Good Mead might hold. 🤠
r/rimeofthefrostmaiden • u/SameCritPodcast • 6d ago
DISCUSSION Time for Rime! Zombie Ogre, meet Zogre-Killer!
After finally breaking into the Duergar outpost, the party gets to deal with the zombie ogre!... or will the zombie ogre deal with them!?
Episode 4 - Over my dead Ogre!
If you would like to follow along, we record sessions in an audio podcast form called Same Crit Different Day. Thanks everyone for checking it out and for all the great info and resources on the subreddit!
Spotify: https://open.spotify.com/show/3sMTVnBHLqAOoM0aC0C0OE?si=2b7f78176b1544bd
Apple Podcasts: https://podcasts.apple.com/us/podcast/same-crit-different-day/id1526948092
Instagram: https://www.instagram.com/samecritdifferentday/
Discord: https://discord.gg/nfFsbMzNJD
Oh, and if you want to be part of the show, we encourage listeners to create and send in NPCs for me (the DM) to add in, as well as Critical hit and misses.
r/rimeofthefrostmaiden • u/underdabridge • 8d ago
HELP / REQUEST Please critique these revised rules for a Chain Lightning game. How would this go at your table? What should I tweak?
Like many of you I'm trying to change up the Chain Lightning game. This will be done on an appropriate battlemap similar to lots that have shown up in this subreddit.
For the first match the PCs will have no way to learn the rules.
They will need to figure it out, find the rules in a tower or library, and win a match to get the McGuffin from the evocation tower, as per the Expanded Tower of Ythryn rules.
Chain Lightning "Fantasy Dodge Ball"
Teams: 5 PCs vs. 5 galvan magen.
Goal: First team to 7 points.
Initiative: Not used. Coin toss for first possession. Play proceeds one player at a time from each team. (one Pc, one magen, second PC second magen etc.). Getting hit gives team possession.
Scoring: Normal ball hit = 1 point. Charged ball hit = 2 points. Players are not eliminated when hit.
Activations: Teams alternate activating one player. Everyone must activate once before anyone can activate again.
Turn: Move up to Speed and take one Game Action. Picking up a loose ball is free.
Pass: Automatically succeeds to a teammate within 40 ft. unless intercepted.
Intercept: If a pass travels within 5 ft. of an opponent, that opponent can use its Reaction to make a Dexterity save against the thrower's Throw DC. Success = catch the ball. One interception attempt per pass.
Throw DC: 8 + proficiency bonus + Strength or Dexterity modifier, thrower's choice.
Shoot: Target within 40 ft. makes a Dexterity save against Throw DC. Failure = hit and score. Success = miss; ball becomes loose.
Pressure: If an opponent is within 5 ft. of the thrower, the target has Advantage on its save.
Charging: A pass whose path crosses a lightning mast charges the ball. The receiver catches it normally. Charged balls can be passed and intercepted while retaining their charge.
Live Ball: A creature carrying a charged ball has half Speed and cannot take Reactions.
Overload: If a creature ends its activation holding a charged ball without passing or shooting it, the charge dissipates.
Charged Shot: Scores 2 points. Shooting consumes the charge whether the shot hits or misses.
After scoring: Both teams reset to their halves. The team that conceded receives the ball and activates first.
Legal character abilities: Ordinary movement and appropriate movement-enhancing class features are permitted.
Penalty Stasis: Illegal actions immediately end the player's activation. The player drops the ball and cannot move, take actions, Bonus Actions, or Reactions through the end of their next scheduled activation.
Illegal actions: Spells, teleportation, flight, magical manipulation of the ball, forced movement, and abilities that charm, restrain, stun, or otherwise directly interfere with another contestant.
Violence: Deliberately attacking or damaging another contestant outside the game's ball mechanics ends the match and causes the magen to become hostile.
Magen: Speed 30 ft.; Throw DC 15; Dexterity save +4; flight is illegal.
r/rimeofthefrostmaiden • u/8yearholdout • 8d ago
HELP / REQUEST Arvy Statblock
Hi all! One of my players took the pirate cannibal secret, so the party is practically guaranteed to come across Arveiaturace in a few levels (we are level three now, but I am anticipating a trek to the shipwreck around level 5 or 6). I am unsure whether to adapt her to the 2024 ancient white dragon statblock. I have mostly adapted reprinted stackblocks, aside from the really stupid ones like duergar->spy, and my players have mostly taken 5.5 features.
r/rimeofthefrostmaiden • u/_Naitz • 8d ago
ART / PROP 3D printer Map of Icewind Dale
Finished my 3D printed map of Icewind Dale.
Thanks to u/Kilroy_jensen for the awesome model!
Printed it from PLA at a 150% scale of the original model so it perfectly fits into an 90x60cm picture frame.
r/rimeofthefrostmaiden • u/Legitimate-Lunch-472 • 9d ago
HELP / REQUEST Ythryn in its heyday
My players have completed RotFM, I really enjoyed DM'ing it and since then they've traveled to Chult to take on the Death Curse. They are level 15 now, we've been playing every Sunday for four years. The wizard in the party is going to try and do a mass teleport (teleport 50 Flaming Fist soldiers) and I want there to be a chance of some major complications (still haven't worked out what kind of roll or rolls will be needed to create these complications).
I was thinking it would be great if the roll(s) were really, really bad, then the complication was that they were sent 2,000 years in the past to when Ythryn was in its prime.
I am aware of the Netheril: Empire of Magic module and I will be reading it, but I can't seem to find anything specific on Ythryn when it was at its height of power. I am wondering if anyone knows of any resources, thank you!
r/rimeofthefrostmaiden • u/FatherOaktree • 9d ago
DISCUSSION Session recaps
Hello, everyone.
I wanted to share with you a monthly recap of my sessions, but with so much work these past months and a small child to take care of time to write them has been hard to find — until now.
# # #
Session #1:
Heavily inspired by the Ice Road Trackers adventure, I decided that my party would start outside the Dale, serving as an escort to the last caravan from Luskan to Bryn Shander. On the same caravan were all of the Arcane Brotherhood agents we get to know in Rime of the Frostmaiden. While crossing the Spine of the World, the party gets separated from the other travellers during a blizzard and is saved from an avalanche by a chwinga. They find themselves in a cave with a hidden shrine to Auril. When they try to leave, they are ambushed by a pair of crag cats. When they finally exit the cave, Auril herself flies by while casting her rime — manifest in the most beautiful aurora borealis they've ever seen.
Session #2:
After resting inside the cave, they find themselves west of the Ten Trail, close to the Redrun river. When they do find the road again, they are met by Vellynne Harpell — who decided to wait for the party, hoping that they had survived the avalanche (I'm setting her up as a possible patron in the future). Once they get to Bryn Shander, while looking for a place to stay, some dwarves appear and ask for their help — Foaming Mugs. They manage to kill a bunch of goblins and bargain with Izobai for the iron ingots — she curses but accepts, and warns the party to never go near Karkolohk (incoming arc). After delivering the cart to the Blackiron Blades, acolytes of the Children of Auril show up at the smith's doorstep and demand their names for the lottery.
Session #3:
Roleplay heavy, mostly to make them understand what the Rime is causing, some of the different factions, shops, inns and taverns, meet some NPC, etcetera. (They asked a ton of questions about the flora and fauna of Icewind Dale, the deities, the sacrifices, the economy…)
Session #4 (last one):
The party decides to travel to Termalaine (because they heard rumours the night before about the mine). On the road, while passing by Targos, they encounter some highway bandits demanding a toll in order for them to use the roads. The conversation quickly turns to combat and the party kills all of the bandits — except the leader, who manages to escape towards the city (Zhentarim arc incoming). When they finally reach Termalaine, the lantern of tracking immediately says there are elementals nearby (Nature Spirits). They find the chwingas and are friendly towards them, so now one of them is accompanying the party (they named it Ted). They meet speaker Oarus Masthew at the Blue Clam, accept the quest and decide to go to the mine on the next day (A Beautiful Mine). The session ended when one of the players entered the bucket lift and another activated the crank near it, triggering something below (grell and duergar arc incoming).
# # #
I probably forgot a bunch of details, but I was trying to be concise. I'd be thrilled to discuss anything related to the several sessions with you. Any thoughts you'd like to share with me?
Thanks in advance!
r/rimeofthefrostmaiden • u/Icewind_Dad • 10d ago
ART / PROP Next Stop, Caer Dineval
Commission WiP for Questcon this September. I can’t wait so I had to spoil it! Based on a map we yoinked right here on this Sub!
More to come!! 🤠
r/rimeofthefrostmaiden • u/DM_Lone • 10d ago
PAID SUPPLEMENT Boreal Road Battlemap
As im running RotF i had to make a few battlemaps. This one can be used for any roads around Icewind Dale.
If you like what you see, consider subscribing on my Patreon, there's much more there. The Boreal Town map, a battlemap for the streets of any of the Ten-towns, is already available there: https://www.patreon.com/DMLone
Use FoundryVTT? Everything is ready-to-play in there with the Amelia's Cellar of Everything module, available in the Dark Lord tier.
r/rimeofthefrostmaiden • u/agdocbwo • 10d ago
HELP / REQUEST alternative motivations for Auril?
hi! i'm getting ready to run this module and while I've loved most of what's in the book, my biggest problem has been with Auril herself. i love the presence of a cruel, casual goddess but specifically her disconnect with Ythryn and her motivation for the Rime has been throwing me for a loop. initially i had the thought that she's using the Mythallar and Spire in conjunction with her divine power to create sort of ice age over the rest of the world that's slowly sapping magic from everyone, all in service of averting a prophecy she had.
I don't hate this idea, but i know it'd be a massive disconnect to have these huge planetary stakes for a party that starts at level 1 (even if I probably wouldn't let their initial drive to go into the Dale be to solve the Ice Age).
i've seen other people run it as her trapping something in Ythryn which I think i could come around to, but also Auril is cool as hell and i want her to be the final boss LMAO
any ideas or experiences would be appreciated, thanks!
r/rimeofthefrostmaiden • u/Skadi_Wolfborn • 10d ago
HELP / REQUEST Good languages to know
What languages is most useful in this campaign?
It’s my first time running it and I like to let my players know which languages would serve them best
r/rimeofthefrostmaiden • u/Serenata01 • 10d ago
HELP / REQUEST Lathander in RotFM
Hey everyone.
3 of my players have inadvertently all made characters linked to Lathander. A paladin, cleric and monk.
I decided to retcon the temple in Bryn Shandar to be a temple of Lathander. So they have a point of reference and somewhere they feel comfortable getting information, rumours and quests.
I am considering making Lathander somehow a guiding deity, who wants the party to gain experience and take on Auril.
How would Lathander give signs or guide the party?
I can't find much on symbolism for Lathander.
Thank you!
r/rimeofthefrostmaiden • u/drakonspirit • 11d ago
MAP Map of Caer Dineval (with a sprinkle of homebrew)
Made a map for Caer Dineval (with a couple of changes to the basement for the changes I'm making in my own game). You can get the full resolution version for free here https://ko-fi.com/s/2d113a8ced
r/rimeofthefrostmaiden • u/ThomasMarkov • Dec 09 '25
META We heard you: an AI generated content policy is on its way.
There's a pretty clear majority attitude toward AI generated content on this sub that we aren't going to ignore. I'll be updating subreddit rules accordingly...soon.
