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Some Secrets are Worth Dying For. Feel the cold touch of death in this adventure for the world’s greatest roleplaying game.
An adventure for a party of adventurers levels 1 – 12.
In Icewind Dale, adventure is a dish best served cold. Beneath the unyielding night sky, you stand before a towering glacier and recite an ancient rhyme, causing a crack to form in the great wall of ice. Beyond this yawning fissure, the Caves of Hunger await. And past this icy dungeon is a secret so old and terrifying that few dare speak of it. The mad wizards of the Arcane Brotherhood long to possess that which the god of winter’s wrath has so coldly preserved—as do you! What fantastic secrets and treasures are entombed in the sunless heart of the glacier, and what will their discovery mean for the denizens of Icewind Dale? Can you save Ten-Towns from the Frostmaiden’s everlasting night?
Adventure to Icewind Dale, the beloved setting made famous by Drizzt Do’Urden and the Companions of the Hall and experience D&D in a way that you’ve never seen before. Icewind Dale: Rime of the Frostmaiden is a tale of dark terror that revisits the forlorn, flickering candlelights of civilization known as Ten-Towns and sheds light on the many bone-chilling locations that surround these frontier settlements.
Ages | + |
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Play Time | m – m |
the1jugg
Great sourcebook for Icewind Dale, but not a horror adventure like they said. The sandbox nature of this is more like a campaign, and really lacks any narrative structure. There is no clear goal for the players.
coil23
[minor spoilers] I'm enjoying running this. I think it needs some help (after comparing some guides, I found the Eventyr one the most helpful) but is evocative and intriguing. I love the arctic setting and some of the weird situations. Some nice variety and weirdness here- it isn't just arctic monsters you'll be finding. There are some serious lethality issues at the very beginning that some might want to modify.