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Ptolus Live with Chris Perkins as Special Guest

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I am quite excited to check this out! The above video contains a discussion of an influential D&D campaign run by my favorite RPG guy: Monte Cook.

I am going to go through this and peel out all of the relevant information about the campaigns. It's a little tricky because the discussion jumps from one campaign to another, and at times it's not clear which group they're talking about.

There are a number of real life D&D campaigns that I think had a huge effect on the game as a whole. Off the top of my head:
  • Castle Blackmoor by Dave Arneson - The very first RPG campaign ever?
  • Castle Greyhawk by Gary Gygax - The campaign that playtested and formulated the D&D rules.
  • Forgotten Realms by Ed Greenwood - The campaign that has actually become the base setting of 5th edition.
  • Ptolus by Monte Cook - The campaign that ushered in the mega-popular 3rd edition of D&D.
  • Acquisitions Incorporated by Chris Perkins - The campaign that popularized the idea of podcasting/streaming D&D.
  • Critical Role by Matt Mercer - The campaign that was so popular that it boosted D&D 5th edition and proved that watching someone else play is a viable form of entertainment.
Looking at that list, I am somewhat amazed to think that Ed's Forgotten Realms campaign is still going! How long has he been running it? 30 years? I bet there's been a lot of amazing moments in that campaign.

I have written about Monte's real life campaigns before. I scoured the internet and found quite a bit of info about his Praemal campaign. You might want to read through that first. This discussion adds a lot of info about Praemal, as well as Ptolus.

Participating in this discussion:
  • Monte Cook
  • Sean Reynolds
  • Bruce Cordell
  • Chris Perkins
This stream is linked to the new kickstarter of Ptolus converted to 5th edition and the Cypher System.

All 4 of these people were working on D&D at the time they began playing together. When they began work on 3rd edition, Monte decided to take the campaign he had been running - Praemal - and advance the timeline 5,000 years to run a new campaign.

Ptolus was a city that had dungeons underneath it. The dungeons had been newly discovered, so there was a sort of gold rush.

Ptolus has an impossibly tall spire with an evil fortress at the top. The idea there was that the characters could be walking around the city and look up and see where they were going when they hit 20th level.

They played upstairs in Monte's house. Monte had piles of dwarven forge products, and sometimes he'd build massive set-pieces.

Monte actually had two groups playing in Ptolus - a Monday night group and a Thursday night group. They would sometimes have a session where both groups would come together to fight waves and waves of miniatures. Monte had to keep close track of things, because one group might hear about what the other was doing. Sometimes characters jumped from one group to another.

Chris points out that the Monday group pursued things linked to a single character, while the Thursday group operated as a mob (until they ran into the dark elves and began dying).

It is interesting to note that while the Monday group did a lot of epic things, most of the discussion revolves around the antics of the Thursday group.

The Monday Group: The Monday group were champions of good. They killed Moloch, the Ordainer of the Galchutt. Unlike the Thursday group, the Monday group never had a TPK, although Shurran did die and became a wraith. Sue used turn undead to kill him and then raised him back to life.

The Thursday Group: The Thursday night group was the Company of the Black Lantern. The Company of the Black Lantern got its name when the group was hit with a fireball and their lantern got scorched.

They were all "haughty elves", and they were always getting involved in shady things. At one point, the entire group became vampires (except for Chris).

One memorable incident was when a crime lord put together a play called "The Boy who Could Sing" for his nephew to star in. The group felt bad for the kid, and protected him from a rival gang's assassins.

Monte remembers that the group got angry at a dark elf and raised an army to go after a dark elf fortress. One ally was a dwarf riding an ankylosaurus. The whole raid failed and the party was killed. They got raised , and died again. Monte points out that this took place over the course of many sessions.

The Company of the Black Lantern also got killed by a lich, and it brought them back to life. Keith Strohm was brought back with his sword in his chest. The sword sang a song that mocked his god.

The Cow: Monte remembers that the Thursday night group ran into a dragon early on. It was going to kill them, but the group negotiated with it and the group promised it a cow. They had an entire game session where they had to get a cow through a dungeon and down to the dragon.

Characters: Chris actually had a character in each group. I'm sure I'm going to mess up the spelling of the character names, so bear with me.

Chris ran elf twins - Serrai (a wizard) and Sercean (a fighter/rogue/wizard). Chris loved the idea of the twins jumping from one group to the other without anyone knowing. Monte points out that only he and Chris often know who Chris was actually playing.

Serrai was convinced he was going to become a great wizard and he would sometimes ditch the party. Chris was sure he would die, and would sometimes push further and further just to see how far he could get before dying.

Chris says that when Serrai got high enough level, he bought some property in the nobles' quarter that the group used a base. When working on Waterdeep: Dragon Heist, he put Trollskull Manor in there as a base because of his experience in Ptolus.

Sercean was captured by the dark elves and was secretly replaced by a dark elf magically disguised as him. So, for a time, Chris was secretly playing three characters. The dark elf imposter eventually got banished into the sun.

Bruce had a number of characters. One of them was an elf archer named Chantaclair. This character used a prestige class that Bruce made that ended up being a bit "broken", so dropped that character and made an undead-hunting paladin named Farooq.

Bruce eventually jumped to the Monday group due to scheduling issues. His character in that group was Canabulum, a minotaur who multi-classed.

Sean Reynolds played Shurran, a rogue/fighter/cleric. He would write spell scrolls with calligraphy and he fell in love with many female NPCs. He was in love with a front desk-person of a tavern, but she had a policy of not dating adventurers because they died. When Shurran retired, they became a couple.

Sean played in the Thursday group for about 2 months. He was an elf named Akoru who didn't speak common very well. His battle cry was: "I have red pants". This is because Monte was very into painting minis at the time. He painted everyone's minis and Akoru ended up with red pants.

Erik Mona played an obnoxious character named Barbatos. Everyone in the group had punched him at one point. He ended up bluffing his way through a game of chess.

Praemal: In Praemal, Sean once used a frying pan tied to a rope to pull a flying creature down to the ground.

Using Magic Items: Monte was generally very stingy when it came to handing out magic items. Monte was shocked when Chris got a potion of strength and immediately drank it. Monte soon after embraced the idea of actually using your cool stuff rather than hoarding it.

Chris says that in general, if he gets a magic item, he uses it. If it just sits on his character sheet it's no good to anybody. Monte points out that a lot of times you scour your character sheet and see items that you forgot you even had.

Going to the Moon: The group once went to the moon - the Vallis moon. The group broke off a piece of the moon and rode it back to earth.

Why did the group go to the moon? On Praemal, a rift to the land of the dead had opened up. The only way to shut it down was to go to the source of all magic in Praemal - the moon. They had to deal with the 7 solars who protected it. Then they used a wish spell to break off a piece of the moon and fly it into the rift.

Bruce asked if they created the rift. No. Monte points out that the Praemal world was new and there were no undead until that rift opened.

There was a big black dragon named Father Claw that the group fought while they were on a comet.

Ptolumeus: John Ratcliffe had to leave the Praemal campaign due to real life reasons. His character was named Ptolumeus. He said "I guess my character founds a city or something." That became the city of Ptolus.

More Ptolus: After the two Ptolus campaigns were done, the heroes had hit 16th level and the storylines wrapped up. Monte decided he was going to run another Ptolus game with just one group.

The timeline advanced one year and the players made new characters. The heroes ended up in a cavern with elevated walkways. They encountered steampunk bad guys called the Shuul who rode mechanical dragonflies. Chris tried to jump on one.

Chris spent 3 hero points just to avoid dying. Chris points out that the hero points were good because Monte's games were lethal.

Sean's character, Shurran, was able to get a critical hit on a 12 or higher. The heroes were in the insane asylum in Ptolus, which is full of wizards. One of the wardens was a beholder.

Erik Mona was playing a paladin named Zophus Adarr. In the insane asylum fight, Zophus was fighting a beholder. He kept making his saving throws against the beholder's eye beams, but he knew he was in trouble. Sean's character came over to help. He rolled a critical, killed the beholder in one hit and then went back to what he was doing.

Favorite NPCs: The players name their favorite NPCS:
  • Lord Delmothian: He ran a house of dragon-touched people.
  • Jebbakanor: She had a magical glass arm that Sean's character really liked.
  • Prince Ironheart: He had a heart that glowed through his chest.
Chris's favorite enemies were the Vai, because they were incompetent. They were an assassin's guild. Monte always rolled bad when he used them.

Monte mentions that he tried to give the NPCs special traits because there were so many that he was worried the group couldn't tell them apart.

Final Thoughts: Really fun stuff! This show actually gives out some great ideas. I LOVE some of the NPCs, and the idea of leading a cow through a dungeon seems like a fantastic idea. An escort quest through a deadly dungeon? That's really great.

Dungeons & Dragons - Explorer's Guide to Wildemount Review

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You can buy this book right here.

Wildemount is the setting created by Matthew Mercer for the second season of Critical Role.

OK people, here's what we're going to do. We'll go through this thing chapter-by-chapter and take a gander at all the stuff inside. I don't want to spoil the whole thing, so I'll just pull out some of the ideas that I think are the most interesting. I'll also subject you to my D&D thoughts as we go.

Chapter 1: Story of Wildemount


The main story here seems to be about a war between the Dwendalian Empire (full of rival factions) and the Kryn Dynasty (surface-dwelling drow!).

There is a bit of discussion about running a war campaign, which is something I've always wanted to do. They suggest avoiding mass battles, and point out that characters don't like to be told what to do and don't make good soldiers.

Black Powder: "Dwendalian scientists in Hupperdook" and others have created black powder, which allows for cannons, mobile war engines, pistols and muskets to be used in the game.

Seems pretty cool so far. I like that they kept things very brief in the beginning, as I don't do well with walls of text. I'd say the thing that I like the most is the Kryn Dynasty. I'm also very interested in reading about the gods, as I think they've grabbed deities from many different sources.

So, reading further, the origin of this place involves a variation on the 4e Dawn War story! When mortals began building cities, the Primordials attacked. Some of the gods joined with the Primordials (and became known as the Betrayer Gods). The other gods gave the mortals magic. With magic, the mortals banished the traitor gods to prison-planes, and actually destroyed the Primordials.

We get details on each god. They've got some of my favorites in here! A holy day for each is listed, too, which is a fantastic idea.

Bahamut: "When not wandering the Outer Planes, Bahamut resides within his magnificent, glittering palace of gold, platinum, and mithril hidden among the winds of the Seven Heavens of Celestia."

Corellon: Corellon is still an elven god of magic, "...considered the Mother and Father of all elves." I like the nickname: "The Arch Heart."

Ioun: Now we're getting into some of that sweet 4e stuff. In this setting, she was grievously wounded by the Chained Oblivion, and her followers are now hunted by agents of her ancient foes as she recovers. Awesome.

"Ioun sits among the infinite library that fills the hidden realm of the Endless Athenaeum, her celestial servants cataloguing all known things as she inspires those who pray for her insight and guidance."

I love the idea of a wounded god! Their followers are trying to find ways to heal them. Very, very cool concept.

The Raven Queen: What's the universal rule in D&D? Everyone loves the Raven Queen. The Raven Queen underwent some changes in Mordenkainen's Tome of Foes. I'm interested to see what RQ is like in Wildemount.

OK, wow, this is the 4e Raven Queen. "Her rise instantly obliterated the previous now-forgotten god of death..." That's slightly different, I think. I'm pretty sure it was mentioned in 4th edition that she married and then killed Nerull, the god of death, supplanting him. Her holiday is called the Night of Ascension, a day to celebrate her apotheosis.

We get a list of the Betrayer Gods, which includes the D&D heavy hitters: Asmodeus, Gruumsh, Lolth, Tharizdun, Tiamat, Vecna... and Torog?!?! Torog is a 4e primordial, I think. Let's see...

Torog: Yeah, he's the guy who crawls around in the Underdark. Here, he is "...banished within an unknown sliver of the Far Realm that now borders on the deepest pits of the Underdark..."

Each Betrayer God has a champion who wields a unique magic item, which are really cool. Each of these items has the life force of a fiend (balor, pit fiend, etc.) bound to it.

Chapter 2: Factions and Societies

The faction that I am most interested in is the Kryn Dynasty. What we learn about them:
  • The dark elves turned away from Lolth and worship an entity known as the Luxon.
  • The drow can can endure periods of sunlight.
  • "Their cities are shaded by by umbral magic during daylight hours."
  • Their armor is made of chitin and emits cricket-type sounds.
  • Luxon Beacon: Souls can be bonded to these devices. If a bound person dies within 100 miles of a beacon, their soul is reborn in a child within the vicinity.
  • There are 4 known beacons. "It is believed that once all the beacons are brought together, the Luxon will be summoned from their slumber to ask their children the great question and impart the truth."
There's a lot more to it, but that's the general idea. I think the Kryn Dynasty and their beacons are my favorite thing from this whole book.

In this chapter, we start to see that some of the art in this book is in a more cartoon-y style. It is good, but a little jarring for me. The cover itself is a bit more comic book-y than normal D&D art as well.

Library of the Cobalt Soul: The library isn't a physical place. It's a term to describe Ioun's teachings.
  • Archives: Temples of Ioun full of information and artifacts.
  • Expositors: Covert agents. "These enlightened infiltrators extract information that others would keepsecret and use their newfound knowledge to better the world."
I really like Ioun and I love the possibilities of her connection to Ioun stones.

Chapter 3: Wildemount Gazetteer


This chapter is absolutely massive. It gives me flashbacks to a similar chapter in Storm King's Thunder, which I struggled with mightily. Each area on the map is given a paragraph or two, along with adventure hooks and ideas.

Skyships: We get stats and information on skyships, which are powered by enchanted crystals known as brumestones. Air travel is "for the wealthy elite."

A place called Kamordah is "constructed over the prismatic mud from the Bromkiln Hills." There are Rainbow Vineyards, where wines are made. I will add these to my Great List of Food and Drinks before I forget.

I think I found my favorite piece of art in the book. It's a depiction of a floating outpost called Vurmas. It's so weird to me that, in the last 6 years or so, the best D&D art is of landscapes and places, not people. I don't understand why that is.

I can't seem to find this art online, so check out page 131 if you can to see what I'm talking about.

Hugeness: Taking in the enormity of this chapter, it makes me wonder how many people are going to sit down and absorb all of this, and then put it to use in their game. There are a TON of cool ideas in here - healing fruit (a trope I've always loved), moorbounders (special beasts of burden), a swath of land warped by the Calamity that now contains "electric wind," gravity funnels, and etherial rifts...

Generally, I think DMs prefer to make their own worlds. They'll cherry-pick stuff from books like this to use in their homebrew game.

But then, I forget that Critical Role is extremely popular and that there are a lot of people who are well-acquainted with some of this stuff. They've probably been dying to get their hands on this information. They can now set their own game in this world with their friends who might also watch the show.

So, for me, this book might feel a bit daunting, but for the hordes of Critical Role enthusiasts, this might be something they are already familiar with and are ready to fully embrace.

Found another great piece of art on page 153 - the Cauldron Sea: "A perpetual storm chokes the stony shores of this dark and brackish expanse, where aspects of the Elemental Plane of Water and the Abyss collide in constant entropic turmoil."

Chapter 4: Character Options

I am guessing that this is the chapter that most people will be interested in. Heck, the Dragon+ previews got me interested in this, and I'm not usually into player stuff.

The opening pages discuss how the different races fit in to the world. I am seeing a ton of re-used art from previous products here. I guess it's not a big deal, but I generally don't like that.

Hollow One: Beings whose souls have left for the afterlife, yet whose bodies still retain a fragment of their former selves.
  • They are indistinguishable from other creatures, "...save for the faint stench of necromancy that lingers about them."
  • Cling to Life: "When you make a death saving throw and roll 16 or higher, you regain 1 hit point."
  • Hollow Ones don't age.
  • They have an aura that can cause creatures to have disadvantage on a save once per day.
The Hollow One feels very relevant to our times. I guess that's depressing, but it rings true to me.

Dunamis and Dunamancy: An "...arcane force that helps shape the multiverse and might very well be what holds it together, like an infinite web of unseen tethers."

Echo Knight: A fighter subclass that utilizes Dunamancy. They can create echoes of themselves that can do all sorts of things - teleport, attack, see and hear through it, take a hit for an ally, all sorts of stuff. I really love this.

Chronurgy Magic: An Arcane Tradition for wizards. They can force re-rolls, put enemies in stasis for a round, place spells into a grey bead for an hour (!), and even peer through possible futures.

Graviturgy Magic: Another Arcane Tradition for wizards. They can manipulate gravity, allowing them to alter the weight of things, move things around, increase the velocity of attacks, create gravitational fields that reduce speeds to 0... all sorts of stuff. I am really loving all of this stuff.

Dunamancy Spells: We get a bunch of new spells that do everything from give a bonus to initiative rolls to aging someone to the point that they only have 30 days to live!

Heroic Chronicle: Piles of charts to help you create a backstory for your character. I am somewhat astonished to see 4 separate lists of food!

Backgrounds: We get a few backgrounds:
  • Grinner: A member of a secret organization that spreads freedom and inspires hope. They know a number of coded folk songs, which are detailed in the entry.
  • Volstrucker Agent: A clandestine organization of arcane agents who silence dissidents who would undermine the will of King Dwendal. Wow.
Chapter 5: Adventures in Wildemount

We get a few short adventures. Each is meant to introduce a group to one of the 4 regions of Wildemount.
  • Tides of Retribution (lvls 1-3): Deals with sahuagin, ship stuff.
  • Dangerous Designs (lvls 1-3): The heroes are hired to capture a goliath who just broke out of prison, and stumble onto a plot involving a war machine. I really love the art on page 218. Female goliaths look really cool.
  • Frozen Sick (lvls 1-3): People are turning into ice statues, the group needs to figure out what's going on. This involves an item with a tremendous name: The Vial of Frozen Woe.
  • Unwelcome Spirits (lvls 1-3): A warlock has gone missing.. don't want to spoil much else.
I'm a little thrown that all four adventures in the book are for levels 1-3. I mean, I get it... groups are launched into that quarter of the setting.

Chapter 6: Wildemount Treasures

Well now, here we go. 14 pages of magic items! And we start off with an item linked to one of my favorite planes - the Acheron Blade! +1 to hit, gives temp HP once per day, and it can give an enemy disadvantage on a save once per day.

I want to give some highlights, but the very next item has captured my attention. An Amulet of the Drunkard!! It smells of old, ale-stained wood. While wearing it, you regain HP when you drink ale/mead/wine. Tremendous.

The one after that is an Arcane Cannon. Amazing! It can shoot acid, fire, frost, lightning, and even poison.This can be plopped right onto the spelljammer ships in my Dungeon Academy game.

What's this? A food-related item?! Dust of Deliciousness! Ohh it comes with a drawback.I guess I shouldn't spoil it. It makes food more delicious.

Ah, the Luxon beacon has an entry. I mean.. it's on the cover of this book! Let's check it out. "This dodecahedron if faintly glowing crystal is heavier than it appears." You can use it to summon a "Fragment of Possibility", a little thing that follows you around. You can expend it to get a re-roll.

"If a follower of the Luxon who has undergone a ritual of consecution dies within 100 miles of a Luxon beacon, their soul is ensnared by it. This soul will be reincarnated within the body of a random humanoid baby developing within 100 miles of the beacon."

Reincarnation Dust! Sprinkle it on a dead body and it returns to life with a new body.

We get stats for the special magic items linked to the gods. I love the art for the grimoire infinitus (on page 272). These items have different states that must be unlocked. The states: Dormant, Awakened, Exalted. Each state unlocks different powers.

Infiltrator's Key: A mithral skeleton key. It can turn into a magic daggers, and can cast invisibility, altar self, etc. Once in exalted state, it can be used to create openings in walls/ceilings/floors and cast dimension door

Chapter 7: Wildemount Bestiary

by Andrew Mar
Monsters! About 30 pages of them.Here's some of my favorites:

Frost Giant Zombie: I'm on a big zombie kick right now, so this has my interest. An unstable artifact turned a bunch of frost giants into zombies! "Within the giants' glacial hearts, glowing and unbeating..." They have an aura that slows and possess a "freezing stare" that paralyzes and does cold damage.

Gloomstalker: These are basically wyverns from the Shadowfell. "Gloomstalkers were employed by arcanists and the followers of the Betrayer Gods as mounts in the ancient battles of the Calamity." They can teleport, they can snatch people, and they can emit a paralyzing shriek.

Husk Zombie: Fast zombies! "A humanoid slain by a melee attack from the zombie revives as a husk zombie on its next turn."

Sea Fury: When sea hag covens implode and the hags kill each other, the survivor sometimes becomes a sea fury - a mad, lonely, mega-hag. It has a death glare that can drop frightened enemies to 0 hit points! They have legendary actions  and everything.

Overall

This is one of those products that isn't really aimed at me. I don't watch Critical Role, and I have a backlog of D&D things I want to run (Al Qadim, Spelljammer, a pirate thing, maybe the Extinction Curse). All I'm really looking for out of this product is stuff that I can pull out and drop in to my current games.

There are a lot of things in here that I want to use in some fashion - the Echo Knight, the magic items, some of the monsters, and more. The magic items alone are tremendous, and many of them not in any way world-specific.

The whole idea of Dunamancy is well done. I think it could have gone horribly wrong. Gravity and time manipulation in D&D? That's really walking a sci-fi tightrope. But they totally pulled it off, in my opinion. It's fun and it's magic.

That's the thing I like the most about this book - it's something new. There has been an awful lot of retreading familiar ground in 5th edition. While I like the idea of keeping those old ideas alive, I feel a bit starved for new content. I want them to take those old ideas and walk forward with them.

Or, in this case, just put out something completely new. A new setting. New items, new monsters, new magic. It's fun, and I think it is done really well.

Dungeons & Dragons - A Guide to the Hezrou

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by Mike Schell
I am gearing up to run four classic Monte Cook adventures, all converted to 5th edition. As I prepare them, I have noticed that Monte uses certain monsters in every single module. I guess they're his favorites? The monsters: Retrievers, gray renders, and hezrous.

I have never liked hezrous, but I decided that I need to embrace them. If I'm running a series of awesome Monte Cook adventures, then I should try to deliver an authentic Monte Cook experience, right? It turns out that this experience apparently includes using hezrous.

Let's go through the core books of each edition, and then branch out into whatever I can find after that. I'm sure I missed hezrou appearances in all sorts of products, but the goal here is to figure out what their deal is and how they can be used.

If I missed any particularly cool hezrou appearances, please let me know.

AD&D 1st Edition Monster Manual


In 1st edition, demons were often referred to by "type". For example, a type I demon was a chasme. A type VI demon is a balor. Hezrous are a type II demon. Check it out:
  • Type I: Vrock
  • Type II: Hezrou
  • Type III: Glabrezu
  • Type IV: Nalfeshnee
  • Type V: Marilith
  • Type VI: Balor
Those are the core demons in D&D history! Weird, right? A nalfeshnee? So, here is what we learn about type II demons:
  • They resemble 7-foot-tall "gross toads" with arms in place of forelegs.
  • They can create magical darkness.
  • They can cause fear, levitate, detect invisible, use telekineses, and summon other type II demons (20% chance of success).
  • They will eat human flesh.
  • They do have psionic powers, of the 1st edition variety.
That's it! Short and sweet. I'm interested to see what kind of lore they come up with for these monsters in future editions.

AD&D 2nd Edition Monstrous Compendium Outer Planes Appendix

by Tom Baxa

We get a pretty sweet piece of Baxa art. I was wondering if an artist would draw stink lines, but nope. Just splashy water. Quick note: In 2e, demons are referred to as "tanar'ri" due to the Satanic Panic. In 2e, we learn:
  • Hezrou serve the nalfeshnee.
  • They wander the Abyss and oversee the formation of armies.
  • They communicate with telepathy.
  • They like to bear hug and bite enemies.
  • Stench: Their skin emits a foul liquid. Anyone within 10 feet must save or be overcome by the stench, unable to attack, helpless on the ground, gagging and vomiting. Even if you make your save, you have -2 on most rolls!
  • They have a ton of spells, including animate object, blink, unholy word, and summon insects.
  • They take half damage from normal weapons.
  • "They are impossible to surprise." Huh. Why?
  • Hezrou are less advanced than other demons. They are not especially intelligent or intuitive.
The Dark Walk: "During certain times of a century, the hezrou are given the ability to plane shift at will." During these times, they make pacts with mortals. They will serve a mortal but exact a heavy toll - usually the eternal subservience of the mortal or someone close to them.

Their job is to walk the Abyss and enforce the directions of the higher true tanar'ri.

Blood War Role: Hezrou enforce the will of the tanar'ri.

AD&D 2nd Edition Planescape Monstrous Compendium I
by Tony DiTerlizzi

There are a few changes in here. Tanar'ri are now divided up a bit further, categorized according to how powerful they are:
  • Least: Dretch, manes, rutterkin.
  • Lesser: Alu-fiend, bar-lgura, cambion, succubus.
  • Greater: Babau, chasme, nabassu, "water lord."
  • True: Balor, glabrezu, hezrou, marilith, nalfeshness, vrock.
  • Guardian: Molydeus.
Hezrou are true tanar'ri! What does that mean? "These classifications actually mean little in their lives. They are merely broad estimates of destructive power."

OK. I have one other question. See the list of greater tanar'ri? What the hell is a water lord? I have no idea whatsoever. Flipping through the book, I see that a water lord is another name for a wastrilith! Mystery solved.

Dark Walk Note: The hezrou entry in this book is slightly different from the Outer Planes Appendix version. In this, those mortals who make pacts with a hezrou turn into demons known as manes.

Dungeons & Dragons 3rd Edition Monster Manual


Check it out! The hezrou now has weird metal plates embedded in it. I really love the way they look.

Their description is pretty much the same as in 2e, except that they're 8 feet tall now. They grew a foot in a single edition, not too shabby.

Their stench now nauseates foes. Even if you make the save, you are only sickened. That's it! No explanation of the metal. Man... nobody cares about the hezrou.

3e Book of Vile Darkness

In the entry of the demon lord Juiblex, it says that hezrous pay him fealty by bringing him victims for his slimy brood to hunt and feed on.

Juiblex has a black pudding servant named Darkness Given Hunger. "It was possessed by a hezrou demon at Juiblex's command..." The demon has become one with the pudding, and is now the main servant of Juiblex. It patrols Juiblex's layer, looking for food.

Dungeons & Dragons 4th Edition Monster Manual

by Sam Wood

I love the art on this one. They still have the metal plates, but I am not finding any explanation of what they are.

I'm actually starting to feel sorry for the hezrou. It's like nobody cares enough about them to give them any attention. In this, we get a very bare-bones rundown of what they are:
  • Obedient, loathsome, eager servants of powerful demons and summoners.
  • Their stench aura gives a -2 and if the hezrou is bloodied, the aura also weakens foes.
  • They can phase through difficult terrain.
  • Lore: They are numerous, expendable, powerful, and focus on simple tasks.
  • Hezrous are easy to please if there is abundant food they can kill.
That is it! Sheesh. They've been in D&D so long. Let's see if we can find any more hezrou stuff in other 4e books.

4e Manual of the Planes


The hezrou gets a nice big piece of art. It is credited to William O'Connor, but I think that is a mistake, as this looks nothing like his other work.

Again.. the hezrou with the metal looks really cool! I'm bummed to find that they only get two tiny little mentions in this book:
  1. Hezrous can be found in Demogorgon's screaming Jungle. 
  2. Sometimes, they serve Grazz't.
I figured there would be some hezrou stuff in Plane Below. Nope! Just a few mentions, nothing meaningful.

Nothing in the 4e Book of Vile Darkness, either. This is depressing.

Dungeons & Dragons 5th Edition Monster Manual

The 5e redesign was by Christopher Burdett, but I can't figure out who did the official art.

What the?! They got rid of the metal plates!! I liked them! They looked cool. I can't take this hezrou abuse much longer. I mean, they're one of the original demons! Type II, dammit! That's gotta mean something, right?

Let's see what they have for us in 5e.
  • They have magic resistance.
  • Their stench now poisons people who are within 10 feet.
  • Hezrous are foot soldiers in the demonic hordes of the Abyss.
  • They are weak-minded and can be duped into sacrificing themselves for more powerful demons.
Baldur's Gate: Descent Into Avernus

They did something real interesting in this adventure. They redesigned the demons who served Yeenoghu, demon god of gnolls, so that they looked more like him! This is what Yeenoghu's hezrou look like:
by Max Dunbar
How about that for a wild idea?! And, just in case you're interested, this is what a Yeenoghu balor looks like:

by Max Dunbar

I really like the idea that demons linked to a particular demon lord look similar to that demon lord. In this case, it's a bit weird. The hezrou's entire deal is that it stinks and looks like a toad. As presented here, the hezrou is a mangy hyena. Unrecognizable as a hezrou!

I think the problem lies in the fact that the hezrou has so few identifiable traits. All it has is body odor and toad-y goodness. 

Anyway... on page 142 of this adventure, the heroes defend a place called Idyllglen from Yeenoghu's demons, who come in waves. Among the rampaging demons is a hezrou, who might kill a mastiff and force open some temple doors.

Also, I want to mention again how much I love the Descent Into Avernus dice set. It's got a map and all the concept art... the box is lined with felt.. it's great IMO.

That's it! I find myself rooting for the hezrou. They've been around far too long to be this neglected.

Let's go through these Monte Cook adventures and see how they are used.

Dungeon Magazine #84 - The Harrowing

This adventure is about Lolth's daughter. She's got an evil scheme, and the adventurers need to go into the Demonweb Pits to stop her.

As they are exploring the Demonweb, the adventurers come upon a room with a pool of water in it. 4 vrocks swoop down and try to throw the heroes into the pool. A hezrou lurks beneath the water.

Later, the group comes across a sailing ship that was pulled into the Demonweb. In one area of the ship, two hezrous are rummaging through crates and sacks, looking for food.

There are more hezrous in the actual Demonweb Pits (which lie below the demonweb, collecting anything that falls from it). The sides of the pits are made from "impenetrable darkness". Hezrous actually "swim" in this darkness.

Demon God's Fane


OK, so this is not an 'official' D&D product, but it's made by Monte Cook for 3rd edition (and he's one of the designers of 3rd edition!).

Demon God's Fane is about a massive statue in a lake. The statue is of a demon lord named Ochremeshk, and it has a dungeon inside of it! A hezrou named Lasteresh has escaped the dungeon and is exploring the village that is right next to the lake.

His lair inside the statue has a water tank with red runes on it.  The runes say, in Abyssal, "The drowning screams that come from the murders in this pool are yours, oh mighty Ochremeshk."

A Paladin in Hell

This is an epic adventure in which the group must sail a demon boat into hell, bust into a hell-fortress and rescue a paladin.

On the demon boat, there are a number of rooms. One holds a 20-foot-tall statue of a froglike, scaly demon and a waterfall (this is a magic boat, obviously). In the murky water are 2 hezrou and... a water lord! Also known as a wastrilith.

One hezrou has a bracer of watery fire: It allows fire spells to do full damage under water.

The submerged hezrou lair is nearby. In it, 6 skeletal corpses hang from chains. They were former intruders who were hung on the wall and eventually drowned when their water breathing spells ran out. "Now they serve as decor."

OK... I am still not satisfied with what I've dug up on the hezrou. I see that the forgotten realms wikia has a great entry on the hezrou. Apparently, these monsters have appeared in quite a few novels. The wikia says that there's a hezrou mention here:

Dungeon Magazine #359 - Demonomicon of Iggwilv: Apocrypha

In this article, there is a claim that Demogorgon spontaneously came into being when the first evil mortal soul arrived at the Abyss. This contradicts previous claims that the Queen of Chaos created Demogorgon before she discarded him and created Miska the Wolf-Spider.

It says that the first tanar'ri had few, if any, humanoid aspects. "Other tanar'ri bear the mark of sibriex alterations and have an almost mechanical aspect to parts of the bodies (such as the hezrou and goristro and glabrezu, both of which have half-organic armor plating under their flesh)."

The sibriex! That's cool.

The forgotten realms wikia reminds me to check one of my favorite sourcebooks of all time:

Fiendish Codex I: Hordes of the Abyss
by Tom Baxa
Wow. Lots of tidbits!

There is a discussion of roles demons can play. Hezrous are described as effective "brutes." When discussing "overlords", the book says: "The ultimate demon Overlord has always been the balor, but adventurers are more likely to encounter a number of hezrou demons acting as Abyssal sergeants before they ever confront one of those nightmarish beings. A hezrou knows how to organize underlings. On the Material Plane, it often uses its above-average intellect and impressive size to recruit less intelligent mortal followers, such as hill giants, trolls, and ogres."

Hezrou Rubric: A rubric is a collection of loose pages containing the names of specific kinds of fiends. "Greenish-gray in color, this page is a piece of leathery parchment that is always coated in a film of slime." The possessor can cast gaseous form 3 times per day.

Pazunia Encounter: Pazunia (the first layer of the Abyss, also known as the Plain of 1,000 Portals) gets a whole chart of encounters! One of them involves two hezrou taskmasters leading a group of chained human and halfling slaves. They would rather cut a deal than fight.

Demonweb Encounter: 3 hezrous unexpectedly burst from a doorway, mindlessly defending the Demonweb under the psychic suggestion of Lolth.

Twelvetrees Encounter: Four robed hezrou pilgrims wander from a Pazunia gate to an appropriate place to worship. Twelvetrees is a place where twelve devas were sacrificed, and it has permanently altered the layer.

Expedition to the Demonweb Pits

by James Zhang
That Pazunia encounter reminded me that there's a hezrou encounter in this adventure! It's got art and everything. 

Grazz't rules three Abyssal layers, collectively known as the Triple Realm of Azzagrat. On one layer, hezrous own mansions in a place called Fogtown. They also work on the docks near the River of Salt.

Side Quest: A succubus wants to hire someone to kill off her hezrou master.

The Frogfaced Slaver: When the group gets near Grazz't's city of Zelatar, they have an encounter. A hezrou is leading a long line of slaves. "A fat, froglike demon walks along this line of bleeding, dazed demons, slapping each of the creatures and putting shackles on those who show signs of resistance." The hezrou sees the group and immediately tries to enslave them.

OK, I am somewhat satisfied. Let me know if you think there's anything I should add.

Links

Hezrou Stats on Roll20
ENWorld Discussion on re-making the hezrou
Reduced-Threat Hezrou Stats

Dungeons & Dragons - A Guide to the Gray Render

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by Tom Baxa
Today I'm going to tackle another monster who seems to be a Monte Cook favorite - the Gray Render. We'll go through each edition, and take a look at some gray renders in actual adventures.

In my opinion, the most interesting content lies in a Dragon Magazine article that never actually got published! Details are at the bottom of this post.

3e Monster Manual

Here's the description: "This hulking biped has the mass of a giant. It has a stooped frame, a gray, hairless body, and broad shoulders. Its arms are long and sinewy, and its clawed hands scrape along the ground as it walks. Its sloped forehead bears six small, yellowish eyes. Its mouth is wide and powerful-looking, filled with black teeth."

Details:
  • 9 feet tall.
  • Can uproot trees with their jaws.
  • Do not travel in groups.
  • Asexual. They produce one offspring and carry it for a time in a pouch.
Protectors: They tend to bond with creatures native to their surroundings. The creatures could be wolves, horses, displacer beasts, even unicorns.

Whether accepted or not, the render keeps close, watches over them, and brings them offerings of meat each day.

Bite: The gray render can clamp down on enemies with their bite, effectively grabbing them. Then, they rend and tear the flesh.

Six Eyes: Their 6 eyes give them extraordinary sight.

City of the Spider Queen


Arachnoid Gray Render: This adventure features a drider/vampire named Jhorganni, who is building a vampire cult devoted to Kiaransalee. Her bodyguard is an "arachnoid gray render."

The render lurks in her nest.

Description: "...another hulking monstrosity, a multi-eyed thing with multiple arms and huge mandibles dripping with venom."

"The render is covered with chitinous plates, and coarse brown hair protrudes from between the plates. It has eight eyes instead of six, and six muscular arms instead of just two. Poisonous mandibles jut from its mouth."

The arachnoid gray render has stats somewhat similar to a normal gray render, except that it has a poison bite ans is immune to charm/illusion/etc.

Dungeon Magazine #84 - The Harrowing

In this adventure, the heroes must enter the Demonweb to battle Lolth's daughter. Along the way, they come upon an area guarded a gray render. The gray render serves Ullistrin (a drow vampire) and Vagdrioth (a drow mage).

Description: "...a tall, gray-skinned bipedal beast with long claws and terrible teeth stands ready to rend flesh and bone."

Demon God's Fane

This adventure features a special group of spellcasters called the Runewardens. Their leader is named Tyrestina, and she has a gray render protector.

Description: "Within a shimmering sphere stands a human woman with long black hair. Covered in tattoos and symbols, she holds a bright red wand and laughs maniacally. Three terrible, spine-covered, sulfur-breathing beasts stand outside the sphere, pawing at the ground, an a huge, hulking brute with gray leathery skin and six eyes crouches protectively next to it."

Tyrestina actually created the gray render with a spell called graven image.

4e Monster Manual 2
by Christopher Burdett
"Widely feared throughout the world, a gray render kills everything in its path. This creature feeds upon flesh and terror alike, working itself into a mindless rampage."

Uses You as a Weapon: In 4e, a gray render can use a grabbed target as a weapon. If they hit with it, the target takes damage and gets swatted 20 feet back, while the bitten victim takes half the damage as well.

Dismembering? Gray renders have a "dismembering Bite" that does a pile of damage.

Lore: Scholars believe that their roots can be traced back to the Elemental Chaos, where they gained their chaotic impulses.

Entropy is bound within the existence of gray renders, causing them to leave a path of wanton destruction in their wake. They are drawn to homesteads, where they unleash their destructive urges.

Wow. They got rid of the whole bonding/protector stuff, which to me was the most interesting thing about the monster!

Mordenkainen's Tome of Foes


Oh good, they got their protector thing back. Right off the bat, we are told that gray renders want to bond with an intelligent creature and will, if necessary, give their lives to protect that creature.

New Reproduction Method: They reproduce by forming nodules on their bodies that break off to form young gray renders.

"As a side effect of its breeding. each gray render has an overpowering need to bond with an intelligent creature."

Singing: When a gray render finds and identifies a suitable potential master, it begins to sing, a weird warbling cry.

Chaotic: Gray Renders are chaotic and can cause problems for the masters. They sometimes follow despite being told to stay put, burrow holes, all sorts of stuff.

Quirks: We even get a chart of quirks! One result: "Likes to snuggle." Buries treasure that it finds. Chases birds.

Stats: The stat block is pretty basic. They can knock you prone, and get a reaction attack when they take damage.

Needs More Rending: The one thing I'd like to see more of with a gray render is actual "rending." I do like the idea of them being able to dismember people, though in D&D that can cause all kinds of problems.



There is an accompanying youtube video about gray renders.

In this video, Adam Lee discusses how some have said that the gray render was made from elemental chaos. Then he says: "A group of silver dragons were polymorphed into elves, so they created bodyguards." I think he is actually referring to the unpublished Dragon article which I discuss below.

Gray renders are tough, loyal, and destructive. They go from 0 to 100.

Adam says that a low-level character could get a gray render as a companion, and then the fun begins when it does something random and crazy. They're bizarre and alien. They're from a different kind of realm.

Unpublished Dragon Magazine Article

Sometimes Google gives you greatness! I found a post on ENWorld that contains an unpublished Dragon article about gray renders. The poster says:

"This is another of the fiction-and-footnote "Ecology" articles I had sitting on the Dragon editorial desk in 2000 when the new editor decided to scrap that format." The whole thing was purposely full of misspellings, but the assistant editor didn't like it."

This is one of those ecology articles done in a story format, with footnotes containing D&D stat stuff.

Vrak and Lizzie: The story goes like this. The main characters, Vrak and Lizzie, saw a gray render leading a herd of cattle to a river. They approached the render, but it chased them away.

They continued to spy on the herd, and watched as a wyvern tried to snatch one of the cows. The gray render protected the cow, and tore at the wyvern's wing, forcing it to flee.

Yikes, this one is dark. Lizzie insists on trying to heal the render. It kills her in a most gruesome fashion. Once Vrak recovers from shock, he just slaughters the render with his axe.

Origin: Gray renders may have come from the planes or an alternate reality. No 'planet of the gray renders' has been discovered.

Motivation: Their most power driving force may be a feeling of isolation and loneliness.

Speculation: Others think that gray renders might be a created race. Wizards might have made them to look after various groups of animals, or to act as bodyguards.

True Origin: Gray renders were created by a small conclave of silver dragon wizards who spent most of their time in elven form. The renders were made as bodyguards, and their means of reproduction was designed so that the silver dragons wouldn't have to create new ones every few decades. "The gray render arranges for its own 'replacement' before it dies of old age."

The method of creating gray renders was passed to several elven communities, and then to wizards.

Eyes: The gray render's eyes detect even the tiniest movement.

Bony Plates: Gray renders have thick bony plates on their heads that form distinctive patterns. A newborn is a clone of the parent, and thus will have an identical pattern.

Walking: They walk similar to gorillas, "knuckle-walking" with their hands.

One Offspring: Once in a gray render's lifetime, it grows a bud which becomes an offspring, which develops in the render's pocket. The offspring nurses in the pouch for 6 months, and then goes off on its own.

Long Lifespan: They can live for several hundred years, and will look after generations of its adopted wards.

No Talking: Gray renders can understand spoken language, but cannot speak. They lack the necessary vocal apparatus to speak with.

That's it! Not too much on the gray Render out there. It seems like there's a lot of room to add your own details. Giving the group a gray render sidekick seems like it could be a lot of fun. 

Dungeons & Dragons - Laeral Silverhand's Explorer's Kit

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You can buy this set right here.

Look what showed up in the mail! A new dice set, with all sorts of other stuff. Let's check it out.

Dice: I was initially wary of the dice, as they looked like that glossy kind that just keeps rolling forever. They're not, they roll just fine. If you hold these dice up to a light source, the light shines through. Very nice!

They actually went ahead and made the d20's bigger! Each one has a D&D ampersand in place of the number 20. These d20's aren't quite as big as my preferred giant gray d20, but these are very cool.

All in all, this is a really nice set of dice and I really appreciate some of the changes they made. I'd say if they make another set, the d20's should be even a little bigger. Or, perhaps make all of the dice in the set a larger size.


Dice Box: It's hard to describe this in a way that does it justice. The interior is lined with felt. The exterior has foil designs on it. I should note that even if you think the dice roll too far, you could roll them right in this box to eliminate the chance of your dice rolling right off the table (a phenomenon which I refer to as "sloppy dice").

I do wonder if the box might get scratched up if you threw it in a backpack with your D&D books? You probably need to be careful when transporting this thing if you want to keep it looking nice.

Map: A bit taller and wider than a regular sheet of paper, the map comes folded-up in the box. On one side, there is a map of the city of Waterdeep - handy if you are running Dragon Heist. It labels only the wards, gates, the market, and a few areas outside the city.

On the other side is a classic Mike Schley map of the Sword Coast, useful for running everything from Tyranny of Dragons to Descent into Avernus! It includes most of the Moonshae Isles and a portion of Icewind Dale.


Cards: The back of the box describes these: "Twenty illustrated, double-sided cards detailing Laeral's expert insights on key characters, locations, and lore from across the Forgotten Realms."

I really like the art by Shawn Wood on some of these cards, especially the Harper and Dagult Neverember. 

The cards have basic info on different NPCs, factions, and locations. Very handy for people trying to get familiar with the realms. There are cards on Drizzt, Halaster Blacksloak, The Xanathar, and more.

Candlekeep is the one that sticks out the most to me. I can remember, years ago, when I first took a stab at playing the Baldur's Gate: Enhanced Edition game, being really impressed with the whole idea of Candlekeep - a library that you only gain access to if you donate a tome not already present in the library's collection. It seems like you could do a lot of cool things with that.

Overall: So is this worth getting? I guess it depends on the price. I am seeing that it is $15.00 right now on amazon, which in my opinion is a great price. To me, that's a no-brainer.

Honestly, this set and the Avernus set are really cool products, right up there with some of the best ancillary D&D items released in the past like the old Orcus/mini and the tiny versions of the 1e handbooks.

An easy thumbs up from me!

Lore You Should Know - Nautiloid

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The D&D people just put out a video on a topic near and dear to my heart - the nautiloid.

What is that? It's a ship - a mind flayer ship. It is featured in the upcoming PC game, Baldur's Gate 3.

Dungeon Magazine's first spelljammer adventure was all about a crashed nautiloid that the group could clear out and keep! I think that the adventure depicts it as too damage to fly, but I did away with that and I bet other DMs did too. I assume that many groups ended up with this ship when they decided to head into wildspace.

Namin their nautiloid "The Mystic", my group had a number of really fun adventures during one of my first, and most successful, D&D campaigns.

The 2e Nautiloid seems to be different than the 5e one. The "tentacles" on the 2e nautiloid didn't move - they were just part of a wooden ram.

So let's see what we can learn about the 5e nautiloid!


Chris Perkins and Greg Tito are tackling this topic. Greg says you should definitely check out the Baldur's Gate 3 trailer. Chris repeatedly refers to this ship as a creation of Larien, the studio that made Baldur's Gate.

Chris begins by explaining that, a nautiloid is a mind flayer vessel that moves through air, space, and the planes. It is the primary vessel that mind flayers use to travel. Nautiloids first appeared in the Spelljammer campaign setting.

The ship has a shell and tentacles, and is similar to the nautilus from 20,000 leagues under the sea.

The new nautiloid has tentacles that can grab people and teleport them to the interior of the ship. It can also plane shift, which the pilot activates by thrumming on a cord - similar to the tuning fork that is a component of the plane shift spell.

The mind flayers can't build them any more, because their empire is so fractured. There are a finite number of nautiloids in the multiverse.

The primary purpose of the nautiloid was to allow mind flayers to go from world to world, to seek out new slaves and their delicious brains.

There are different mind flayer ships. There is the illithid dreadnought, which elder brains can travel on. They also have smaller shuttle crafts.

Spelljammers normally are powered by helms, but nautiloids are powered by pools that draw psionic energy from their mind flayer pilots. There is speculation that the ships are somewhat sentient. During construction, liquified brain matter is pumped through the ship, and that brain matter has a sort of collective consciousness.

Chris points out that Dungeon Magazine #28 had an adventure with a crashed nautiloid. Chris actually has a copy of the issue on hand. The ship in this adventure crashed in the Forgotten Realms, east of Neverwinter.

In Dungeon of the Mad Mage, there is an illithid ship, which is more of a shuttle. The idea is that if you can figure out how it works, you can use it.

Chris and Greg begin discussing possible campaigns involving mind flayers and nautiloids. You could start a campaign on a mind flayer ship as a prisoner. You free yourself, but you're stuck on the ship.

Chris has an idea that a bunch of nautiloids are converging on a world that the mind flayers are looking to overtake.The heroes need to go up there and stop them.

Chris mentions that The Speaker in Dreams is a 3e adventure where there's a town that's been secretly taken over by mind flayers.

If Chris was a nautiloid captain, what would his name be? Captain Tentacleese.

Links

Nautiloid Wiki
DM Dave: 5e Stats for the Nautiloid
Elven Tower: Crashed Nautiloid Map


Icewind Dale: Rime of the Frostmaiden Promotional Materials

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I got a big old box in the mail today from Wizards of the Coast. In it was piles of stuff linked to the new adventure: Icewind Dale: Rime of the Frostmaiden.

In this post, we'll take a quick look at all of the cool ancillary stuff. In the past, they've sent me some neat little things when new adventures came out, but never anything like this! The flyer puts it like this:

"We're also providing some promotional items you can use to flavor your Icewind Dale games including notebooks with the alt cover art by Hydro74, a dice bag themed for Icewind Dale filled with 11 dice, a light scarf featuring a map of Icewind Dale and a couple Pop Sockets to display your D&D cred on your smartphone. Feel free to use these items or give them away to your readers!"

I'll discuss the dice box and the adventure in separate posts.

Notebooks


 These are thick spiral-bound notebooks full of.. wait for it... graph paper!


To me, these are extremely handy. How many of you still use a pencil and paper? Do most of you DM with a laptop now? 

I think these are especially cool for kids in school. I would have died to own these when I was in high school. I got in-school suspension one time, and I loved it (to the point that I seriously thought about pulling the fire alarm so I could get in trouble again and go back there the next day). These would have made that day even better.

Icewind Dale Scarf

Your outfit isn't complete without this sleek, thin and breezy scarf emblazoned with the map of Icewind Dale. Yes, "Dougan's Hole" is placed in a prominent location on this stylish garment for those of you looking to show off just a bit of sass.

This thing is really light and huge. I mean... really huge. It's got to be about 1 foot wide and 4-5 feet long. I can't really do it justice with a photo. I actually thought it was a shirt when I first opened the box. This thing is crazy.

Promo Dice Bag and Dice

So get a load of this. This box already included the dice box. But on top of that, they sent a separate dice bag and dice! The bag is nice and big enough to hold your game-tested assortment, your regular rollers and your special situation d20's such as Goldie, the Die That Always Rolls 20's that my friend Barry had.

This is where it became clear to me that they are not messing around with this release. They are giving us dice on top of dice. It's sort of like in Aliens when Ripley wants to nuke the site from orbit.

D&D Pop Sockets


They sent two of these little guys, that you can stick on your phone. Very nice. I like the white and blue!

That's just the side stuff. Stay tuned for a review of the dice box and then I'll roll up my sleeves and make a Guide to Icewind Dale: Rime of the Frostmaiden.

Icewind Dale: Rime of the Frostmaiden Dice and Miscellany

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Let's check out the new dice set! You can order this set right here. According to the promotional materials:

"To help with your expedition to Icewind Dale we want to arm you with dice that'll bring the heat, so we've included in this package Icewind Dale: Rime of the Frostmaiden Dice and Miscellany, which will be available on September 29 and features eleven frosty metallic blue dice, a felt-lined dice tray/box, and 20 doubleside character.creature cards as well as a foldout map of Icewind Dale and Ten-Towns."

Box

I feel like they've really perfected the art of the special dice set. The only question to me is whether the price is too high. The box is really nice, felt interior. I think I like the Avernus one better, but this is really great.

Map

This double-sided map is about a foot long, maybe a bit longer. One side depicts the Icewind Dale region, and the other side has a bunch of very tiny maps of the ten towns. I think you can get a digital version of the Bryn Shander map right here on Mike Schley's site.

I'm not sure how useful the tiny maps are, I guess we'll see once we read through the adventure.

Cards


Like in the Avernus set, we get cards with info on them. One side of each card depicts a creature/NPC, then on the other side are Drizzt's thoughts on that entity. Here's a swanky list of all the cards:

Arveiaturace: A white dragon

Auril the Frostmaiden: "The divine manifestation of winter's cruelty"

Awakened Beasts: Animals who can talk

Black Ice Berserker: Black ice is infused with demonic magic which can warp people.

Chwingas: Small, good-aligned elemental beings.

Coldlight Walker: People who freeze to death sometimes become these awesome-looking undead entities. 

Drizzt Do'Urden: Famous D&D Guy! In my campaign, he died in prison.

Frost Giant: Big tall guy

Frost Giant Skeleton: Maybe my favorite art in the whole set.

Ice Troll: "Their frozen hearts beat, or rather shiver, emanating cold with each pulse."

Icewind Kobolds: They serve a white dragon.

Ol' Bitey: A stuffed trout, magically animated.

Oyaminartok the Goliath Werebear: A sworn enemy of evil who is building a clan of werebears.

Reghed Nomads: There are three tribes: Tiger, Wolf and Bear.

Remorhaz: Also known as a "polar worm." Really cool art on this one. 

Snowy Owlbear: Owlbears.. in the snow.

Tekeli-Li the Gnoll Vampire: He laughs a lot and has some cool unique weaknesses.

Ten-Towners: The citizens of Ten Towns.

Verbeeg: Giants who often boss around ogres or hill giants.

Yeti: Wow Drizzt really hates yetis. "I hunt hunters, and my blades have painted many a mountainside red with yeti blood."

The Dice


These are blue, pretty nice. The numbers are gray rather than bright white. They're all the same size, which is a bit of a bummer. I prefer larger d20's. There are four d6's, rwo d20's, two d10's, and one of everything else.

Overall

I really like these sets. The box is so nice, and I love having a custom set specifically for the adventure I'm running.

The only question I have is whether it is worth $30. I could buy dice like this for about $10 at the game store. The map is somewhat useful, and the box is really nice, but the cards are somewhat superfluous. I'd prefer it if the cards have stats on them. I know that would be a problem, as then you'd have players having access to stats from the adventure.

Maybe the answer there is to have some of the cards depicting magic items with the item's stats on the back, some cards depicting each of the towns, with the essential info (names of major NPCs and locations) included, heck maybe even a map of each of the towns.


A Guide to Icewind Dale: Rime of the Frostmaiden

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Hopefully once this document is complete, this guide to Icewind Dale: Rime of the Frostmaiden will help you get a handle on this book in a short amount of time. I'm going to try to boil it down to the essential information, give you page numbers for stuff, and try to identify potential pitfalls that you'll need to be aware of when running this adventure.

The format of this might change soon, as right now this is a work in progress. Some of the stuff I've written might be trimmed out once I figure out what the DM really needs to know.

Links

Short Adventure Summary

  1. Auril (an evil lesser god) has cast Icewind Dale into eternal night using a spell called The Everlasting Rime
  2. The heroes must obtain a tome called The Codicil of White from her lair, and use it to open a path to a necropolis.
  3. In the necropolis is an item called the Ythrys Mythallar, which can end The Everlasting Rime.

Longer Adventure Summary (character level expectations included)

  1. Chapter 1 (levels 1-4): The group completes quests in Ten-Towns. 
  2. Chapter 2 (level 4): The heroes venture out to the fringes of Icewind Dale to handle various threats.
  3. Chapter 3 (level 4-5): The duergar threat is dealt with.
  4. Chapter 4 (level 6): The chardryn dragon attacks the towns. Vellyne Harpell, a necromancer, clues the group in on some things.
  5. Chapter 5(level 7): Velynne and the adventures go to Solstice to obtain the Codicil of White. 
  6. Chapter 6(level 8): Using the codicil, the group can access the Caves of Hunger, which lead to the necropolis and the mythallar.
  7. Chapter 7(level 9+): An albino tiefling villain who wants the treasures of the necropolis for herself faces off against the heroes

Before You Start: Things to Do and to Keep in Mind

Darkness: This entire adventure takes place in dim light (from 10 A.M. to 2 P.M.) or darkness (the rest of the time).

Free Stuff: All characters start with a free set of cold winter gear (detailed on pg 20)

Trinkets? Some characters might start with a special trinket (pg 263)

Secrets: Each character starts with a random secret (pg 14)

Knowledge: The characters start knowing everything in the "Icewind Dale Knowledge" section on pg 22.

Alignment Shift: Check with your players and see how they feel about forced alignment changes. Would they be OK if magic changed their character's alignment? (This could occur if a character obtains a chardalyn amulet, see page 39).

** For right now, I'm going to combine information from different sections so we can have everything in one convenient clump. **

Welcome to the Far North

The Everlasting Rime: (pg 5) Just before midnight each night, Auril flies on a roc and casts a spell. This has been happening for over two years! The effects of the spell:

  • Creates an aurora that fades before dawn. 
  • Prevents the sun from rising the next day, no sunlight or warmth. 
  • Barricades the mountain pass with blizzards.
  • Churns the Sea of Moving Ice with blistering winds. 

Icewind Dale is "trapped in a different reality from the rest of the world, for though the sun never rises over the dale, it continues to rise everywhere else."

Each casting leaves Auril weakened. 

(pg 6) Auril is unhappy and craves isolation. "Auril's decision to live among mortals is explained in appendix C." Hmm.. seems like we better check that out, huh?

(pg 274) Auril the Frostmaiden: She is a neutral evil lesser god of cold indifference. She hoards beauty, trapping it in ice. Because the spell leaves her in a weakened state, she avoids contact with creatures that can harm her. She lurks on Solstice, a mist-shrouded island in the Sea of Moving Ice.

 It does say that the gods stopped meddling in mortal affairs after The Sundering, but Auril could not stay away for long. 

She has three forms. To destroy her, "heroes must reduce each of her forms to 0 hit points one after another." If at least one form hasn't been reduced to 0 hp, she can take a long rest to regain all her destroyed forms. 

  • Cold Crone (First Form pg 275): A 7-foot-tall biped with the head of an owl (the creature on the cover of the book). 
  • The Brittle Maiden (Second Form pg 276): 10-foot-tall woman made of ice and frost.
  • The Queen of Frozen Tears (Third Form pg 278): A 3-foot diameter ice diamond containing a divine spark (!).

Xardorok Sunblight: (pg 5) A duergar who is trying to enslave the people of Ten Towns. His duergar search for a special type of crystal called chardalyn. Once they have enough, they are going to build a chardalyn dragon (stats on pg 281) to attack the towns!

(pg 6) Xardorok is a warlock who thinks his patron is Deep Duerra. In truth, Asmodeus himself is guiding him. 

Xardorok has two sons: Durth and Nildar. They lead teams that search for chardalyn crystals.

Chardalyn is ideal material to make wands, staffs, and other magic items.Prolonged contact with it can cause madness. "A chardalyn object suffused with the magic of the Upper Planes is considered a consecrated object, while a chardalyn object suffused with the magic of the Lower Planes is considered a a desecrated object."

The Arcane Brotherhood: (pg 5) 4 wizards who are searching for a lost city buried under the Reghed Glacier. The city once floated in the air, but fell from the sky nearly 2,000 years ago. "It is Icewind Dale's greatest secret - a necropolis of Netherese wizards and the magic they left behind."

(pg 6) The four wizards are like Wild West gunslingers. 

Netherese Necropolis: Once known as the city of Ythryn, the necropolis now contains all sorts of fun stuff, including:

  • A Netherese demi-lich
  • A Ythryn mythallar (pg 316) that can send the city back into the air and free Icewind Dale from the Everlasting Rime.

The Codicil of White: In the Auril's Everlasting Rime section on page 6, it says: "Anyone who hopes to reach the Netherese city buried in the ice must first visit Auril's island and obtain the Codicil of  White, a book compiled by the Frostmaiden's most ardent followers."

This book has a magical incantation written as a poem (the handout is on page 319). This poem can crack the Reghed Glacier and open a path to the Necropolis.

Wilderness Travel

Most of this info is very concise and I can't really trim it down much further. A few notes:

Avalanches (pg 10): You should definitely have an avalanche hit while the heroes are in the middle of an encounter. The one tricky part to this is figuring out when the avalanche stops. I guess it just goes off in a single round or two. 

Later, in the Mountain Travel entry on page 11, it suggests have an avalanche start 2d6 x 100 feet above the characters (the avalanche travels a total of 600 feet per round).

Fishing for Knucklehead Trout (pg 11): The stats for the trout are on page 295.

Illumination (pg 11): This whole adventure occurs in dim light (from 10 A.M. to 2 P.M.) or night time conditions.

Dim Light: Also called shadows, creates a lightly obscured area. In a lightly obscured area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight. 

Character Secrets

These are really great. The details of the secrets are split between pages 14 and 264.

  • Alagondar Scion: Assassin MM pg 343
  • Elusive Paramour: Invisible stalker MM pg 192
  • Escaped Prisoner: Greater restoration PH pg 246
  • Littlest Yeti: Yeti MM pg 305, Yeti Tyke pg 313
  • Orc Stone: Orc War Chief MM pg 246
  • Owlbear Whisperer: Owlbear MM pg 249
  • Reghed Heir: Tribe info starts on page 304
  • Reincarnation: Reincarnate PH pg 271
  • Ring Hunter: Knucklehead Trout pg 295
  • Runaway Author: Bearded devil MM pg 70
  • Slaad Host: Slaad tadpole MM pg 276 
  • Spy: Spy MM pg 349

Ten-Towns

We have ourselves a gigantic chapter here. 80 pages! You get to pick how this starts, using either Cold-Hearted Killer or Nature Spirits. Pick one of the towns to start in.

Gaining Levels:

  • The group hits 2nd level after completing the initial quest.
  • Complete three other quests to hit level 3. 
  • Complete five more quests to hit level 4.

Sled Dog: Wolf MM pg 341

Axe Beak: MM pg 317

Sacrifices to Auril

The towns have begun trying to appease Auril in different ways.

  • Bryn Shander/Easthaven/Targos: On the New Moon, on random person is sent to the Tundra to die.
  • Smaller towns leave food on racks about a mile away from the settlement.
  • The smallest towns forsake warmth for a night. No fires lit between dusk and dawn. Lighting a fire leads to a savage beating.

(pg 22) Cold-Hearted Killer (Introductory Adventure #1)

Hlin Trollbane: Dwarf bounty hunter (veteran MM pg 350)

Will pay the heroes 100 gp total to find out if he's guilty and if so, deal with him without involving the authorities.

Victims: All killed with an ice dagger

  • Halfling trapper in Easthaven
  • Human shipbuilder in Targos
  • Dwarf glassblower in Bryn Shander

Sephek Kaltro: The suspect. Stats on pg 23.

  • Works for Torg's, a small traveling merchant company
  • Bodyguard of Torrga Icevein
  • Seemingly immune to cold. He actually has regeneration if in below zero temperature!
  • On page 24, it is explained that he is possessed by an evil winter spirit loyal to Auril.

Finding Torg's: The heroes can ask around town. Charisma (Investigation) Check DC 17. Success: Someone will sell the character Torg's travel plans for 5 gp. You pick the town they're in next.  

This seems a little wobbly, especially if you're a group new to D&D. What if they fail the check? You might want to just have Hlin give the group Torg's schedule. 

Torrga Icevein: Bandit captain (MM pg 344). Has 4 bandit (MM pg 343) employees

Caravan: Pulled by 6 sled dogs.

Items for Sale: All of this stuff is stolen, sold at twice the normal price in the PH: Cut wood, flint and tinder, flasks of whale oil, blankets, furs, rations, bottles of wine, casks of cheap ale, fake medicines, vials of poison. 

Poison: The book says it's a mild poison used for killing vermin. If you want, you could use Assassin’s Blood (Ingested): CON sv DC 10. Fail: 6 (1d12) poison damage and is Poisoned for 24 hours. Success: the creature takes half damage and isn’t Poisoned.

Dead Body: On one sled is the frozen corpse of a half-elf, killed just like the serial killers victims. The corpse is being brought to Luskan to collect a 125 gp bounty.

Catching Sephek: How the killer is caught is left to you. It says he stalks his next victim or goes to a tavern drinking and carousing and then goes to sleep in a random barn.

He can magically summon an ice longsword and ice dagger. He is killing people who are avoiding being part of the lotteries which sacrifice a random person to Auril.

So, it could go like this:

  1. Sephek lurks outside the house of a government official.
  2. A nervous citizen shows up, looks around to make sure nobody's watching, then goes inside.
  3. Sephek watches from the window as the citizen pays a bribe to ensure that they and their loved ones aren't included in the lottery.
  4. The citizen leaves the house. Sephek summons an ice blade and stalks the citizen - killing them unless the adventurers intervene.
  5. When Sephek dies, a winter spirit exits his body through his mouth and eye and drifts up into the night sky.

(pg 25) Nature Spirits (Introductory Adventure #2)

This one is a whimsical intro involving searching and roleplaying. If you have a group that is into combat, this scenario might not tickle their fancy. 

Dannika Graysteel: Acolyte (MM pg 342). She thinks that a chwinga might be able to improve the climate issue in Icewind Dale. She gives the group 25 gp and a lantern of tracking (pg 314). The lantern burns bright green when a chwinga is within 300 feet. 

Potential Problem: The adventure says that the group can go to other settlements. There's a 25% chance it is there. The problem that I see here is that you the DM will need to be familiar with all ten settlements right off the bat in the very first session.

And then... the group is going to scour a settlement, wondering where the chwinga is, and it's just not there. This could potentially lead to frustration and boredom.

You might want to change this up. You can say Dannika has heard of chwinga sightings ("a tiny figure riding a fox throughout town") in a particular settlement, and direct the group there. 

Once the lantern detects a chwinga:

  1. The heroes find Elva (pg 26), who says trickster spirits have been messing with her. 
  2. DC 10 Investigation check reveals tracks. 
  3. Following the tracks brings the group to three chwingas (pg 282), who are pretending to eat pinecones.
  4. The group can befriend them, and one will willingly accompany them.

After 10 days, the chwinga will bestow a charm on one character. There's a reat listr of charms on page 283. My favorite is definitely the Charm of the Traveler's Haven, which allows you to cast Leomund's Tiny Hut (PH pg 255).

(pg 27) Bremen

Leader: Dorbulgruf Shalescar (commoner MM pg 344) Twice in the past month, he wandered off and had no memory of how he ended up by the shores of the Shaengrane.

(Inn) Buried Treasures: (Innkeeper) Cora Mulphoon: Treats guests like royalty. Her son got hold of some black ice and took off with some tieflings (He's at Caer-Dineval pg 38).

(Taverns) Five-Tavern Center: All five taverns or old and shabby. Names: Stones, Even Keel, the River's Mouth, the Grumpy Moose, and the Black-Bearded Brother. 

(pg 28) Lake Monster

Let's boil this mother down to the bare bones:

  1. Grynsk (commoner MM pg 344) tries to get the heroes to go fishing for him.
  2. Tali (scout MM pg 349) steps in and explains that there is a monster in the lake. Tali asks the group to find out more about the monster.
  3. Steer: The group must steer their rowboats around d4+1 ice floes. WIS check DC 14. Fail: boat takes 1d6 bludgeoning dmg. 
  4. Each hour of searching, roll on the Lake Events table.  
  5. Once the group gets the monster result, roll on the Plesiosaurus Behavior table.
  6. Plesiosaurus stats MM pg 80.

The Truth: It turns out that the plesiosaurus is awakened (has intelligence and can speak) by an agent of Auril's named Ravisin (who is on around page 80). The plesiosaurus was ordered to attack. It does so only because it doesn't want to lose its newly-gained intelligence.

(pg 32) Bryn Shander

Leader: Duvessa Shane (noble MM pg 348)

(Smithy) Blackiron Blades: Quality of work is "uninspired." Run by Garn the Hammerer (commoner MM pg 344) and his sister Elza (commoner MM pg 344).

(Shrine) House of the Morninglord: Devoted to Amaunator. Mishann (priest MM pg 348) wants to see the sun again. She sees Lathander as a usurper.

(Inn/tavern) The Northlook: Rowdy and dangerous. Run by Scramsax (veteran MM pg 350), kind to adventurers down on their luck. Ol' Bitey is a trout mounted on the wall that will try to bite those that come close and will sing a rhyme.

(pg 34) Foaming Mugs

  1. A yeti attacked some dwarves, forcing them to abandon their sled full of precious ingots. The heroes are hired to go get the sled.
  2. A blizzard hits as the group treks toward the sled.
  3. After the blizzard subsides, they come upon the corpse of a dwarf slain by the yeti. The group finds tracks. Someone has taken the sled!
  4. Catching up to the sled, it turns out the goblins have stolen it and are trying to bring it to Karkolohk (pg 140)
  5. Make sure to check out the art of this scenario. The "sled" is like a little fort, very cool.

Stat Notes:

  • Izobal, Goblin Boss (MM pg 166) Might set fire to the sled if things go bad.
  • 6 goblins (MM pg 166)
  • 2 polar bears (MM pg 334) They are tethered to the sled and will attack anyone, including the goblins. If freed, the bears won't attack the person who freed them.
  • 2 potions of animal friendship (DMG pg 187)

(pg 37) Caer-Dineval

There is no ferry here any more, meaning the fortress can't get deliveries from Good Mead. The taverns have run dry!

Leader: Speaker Crannoc Siever (commoner MM pg 344) Has apparently taken ill and is bedridden.

(Home of the Speaker) The Caer: A keep that was once overtaken by orcs, but was subsequently reclaimed by adventurers.

(Closed Inn) Dinev's Rest: Hiding here are 6 duergar (MM pg 122) waiting for the chardalyn dragon to attack the town - this occurs in chapter 4.

(Tavern) The Uphill Climb: All they have is chowder! The proprietor Roark (commoner MM pg 344) steers the group toward the Caer, as he suspects that something bad is happening with the Speaker and the Black Swords.

(pg 38) Black Swords

A few things should happen in this one:

  1. Talk to the Soothsayer: The group should talk with The Soothsayer in C13. She will give them vital information about Xardorok.
  2. Meet Avarice: The group will interact with Avarice, one of the four wizards searching for the Ythrys Necropolis. Avarice has been told by Levistus himself not to antagonize the heroes.

Agents of Levistus have secretly taken over. They keep the speaker alive just in case he needs to make a public appearance. Avarice is not a member of the Black Swords, she was told to come here by Levistus as she searches for the Necropolis.

Levistus himself actually telepathically speaks with these agents. He wants the adventurers to join up with his Black Swords.

Chardalyn Amulets: Each of these bad guys has a special amulet. If a character has one, there's a chance it will change their alignment to Lawful Evil! This might cause some real life issues, as some players feel a forced alignment change can "ruin" their character. 

Choice: The group will have a choice to make. Become allies with the cult? Or Wipe them out?

  • Allies: The heroes are given the northeast tower to stay in. Avarice's gargoyles watch them.
  • Enemies: The Speaker lets the group stay here whenever they like. 

Approaching the Gate: The guards won't let the group in. The heroes will have to be clever... or attack. If so, they'll face 12 cultists (MM pg 345) and 2 cult fanatics (MM pg 345).

Caer Locations

C1. Main Gate: "Speaker Crannoc is too sick to entertain guests." The doors can be opened through a system of wheels in area C6.

C2. Snowy Courtyard: There's an outhouse and lots of doors.

C3. Kennel and Sled Storage: The dogs bark loudly when anyone gets within 10 feet of the kennel.

  • 6 friendly sled dogs (wolf MM pg 341)
  • Alassar Sulmander: the stable boy. He could help the group navigate the Caer.

C4. Guard Towers: Lower level has 3 guards (cultist MM pg 345)

C5. Armory: 8 longbows, 400 arrows, 6 flasks of alchemist's fire.

C6. Gatehouse: The gate can be opened from here. Two cult fanatics (MM pg 345) stay here:

  • Huarwhar Mulphoon: Son of Cora, from page 27. 
  • Fel Suparra: A tiefling, Huarwhar's mentor.

C7. Great Hall: A servant is collecting dishes.

  • Mere: 14 year old tiefling. Fears Kaldoth, knows the albino is in C22.

C8. Speaker's Den: Where the speaker met with guests.

  • Thoob: Sadistic klutz (cultist MM pg 345), serves Kadroth. Bullies others.

C9. Speaker's Office: Kadroth lurks in here, staring at the fireplace.

  • Kadroth: Has convinced others that Levistus favors him, but in truth Levistus despises him. He has a ring of keys that open every door in the castle.

C10. Servant's Quarters: Mere sleeps here.

C11. Kitchen: 2 goats (MM pg 330) are in a kennel. The cook is working.

  • Karou Salafan: Commoner MM pg 344. Keeps his head down, knows 50 ways to cook a trout.

C12. Kadroth's Bedchamber: A large mirror covers one wall. His black cat (MM pg 320), Touche, is here.

C13. Soothsayer's Room: An old dwarf sits in a rocking chair.

  • Hethyl Arkoran: Cruel and blunt. She can see glimpses of the future.She knows she will drop dead right after she gives the group the pile of information listed on pg 43.

C14 Speaker's Bedchamber: Royal bedchamber.

  • Yajath: Cultist MM pg 345. Guards the speaker. 

C15. Old Library: An old, burned room.

C16. Under the Castle: A secret passage to C17.

C17. Cold Storage: 4 corpses - cultists who were slain by the speaker's guards during the hostile takeover.

C18. West Cistern: A partially-flooded tunnel, bodies float in the water. There's a usable rowboat. 12 bodies total - guards killed during the hostile takeover.

C19. Storage: Just a rat (MM pg 335) chewing on grain.

C20. Shrine to Levistus: Pillar of ice with a humanoid figure trapped inside it (it's actually a mannequin that resembles Levistus). A patch of brown mold (DMG pg 105) keeps this room cold.

C21. Avarice's Quarters: Avarice is here, writing in her book. Levistus has told her told her not to antagonize the heroes because they can help her find Ythryn, so she tries to get them to leave.

  • Avarice: Page 269
  • Skelm: Her raven (MM pg 335) familiar.
  • Staff of Frost: (DMG pg 202) Cone of Cold (PH pg 224), Fog Cloud (PH pg 243), Ice Storm (PH pg 252), Wall of Ice (PH pg 285)

Avarice is one of the big villains of this adventure. Let's take a look at her info on page 268.

  • Tiefling: She is a cruel tiefling, obsessed with magic items, sees other wizards as a threat. 
  • Soul: She traded her soul to Levistus. He guides her and communicates with her. 
  • Arcane: Member of the Arcane Brotherhood. Thinks plundering Ythryn will make her famous.
  • Rivals: There are three other wizards from the Arcane Brotherhood also trying to find Ythryn. They are not working together.
  • Gargoyles: She has two gargoyle (MM pg 140) allies that she communicates with via Rary's Telepathic Bond (PH pg 270).
  • Spellbook: White leather with her personal sigil on it. 
  • Icy Doom: When she dies, her corpse freezes for 9 days. Can't be thawed, animated, raised, etc.

C22. Iron Lever: Lever controls the slab that seals C23. When the slab opens, the servants will try to escape. They might try to ambush the first character to come in to C24.

C23. East Cistern: More water, no corpses. From here you can get to C24, where the prisoners are.

C24. Prisoners: 5 servants being held captive. They will try to escape when they hear the slab open. 

Servants (Commoners MM pg 344):

  • Lanthis: Notary and scribe, 64 years old.
  • Elprekt: Butler, 55 years old.
  • Mylbara: Translator, wife of Elprekt.
  • Tam: Housemaid/mute petty thief.
  • Dassir: Dogkeeper, shy.

(pg 46) Caer-Konig

 Leader: Trovus (veteran MM pg 350), a dragonborn who patrols the town at night while slightly drunk.

(Tavern) Hook, Line, and Sinker: Run by "Glen", a guy who gives a free half-pint of ale to everyone who comes in.

(Adventuring Outfitter) Frozenfar Expeditions: Run by Atenas Swift (scout MM pg 349), who is getting old. Aided by Jarthra Farzassh (scout MM pg 349), who works as a wilderness guide.

(Inn) The Northern Light: Used to have a magic lantern hanging outside, but it was stolen. Two bickering sisters run this place (commoners MM pg 344): Allie (young and "lithe"), and Corrie ("stout and scowling").

(pg 47) The Unseen

Geez, this first chapter is huge.


How to Run Icewind Dale: Rime of the Frostmaiden

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Icewind Dale: Rime of the Frostmaiden is a huge book. Chapter 1 is about 100 pages long, and the story is not linear. It can definitely feel overwhelming.

I am going to try to help you make sense of this thing. I read the whole book, I wrote a guide to it, and I've run many published campaign/adventure paths from beginning to end.  Hopefully I can help you launch and maintain a successful game even if this is your very first time being a Dungeon Master.

Advice For New Dungeon Masters

If you are new to being a Dungeon Master, there's a few general things to keep in mind.

Picking Players: Picking your players is extremely important. One "bad" player can ruin the whole thing. The bane of D&D, in my opinion, is selfishness. This is a team activity. Really, you're all working together to create a movie or a TV show that occurs in your imagination. The players get to be the stars. You're the director.

If you have a player who does something that is ruining the experience for others, you have to talk about it with them. If they can't adjust, they need to go or they will ruin it for everyone. I've seen it happen many times. Remember, someone can still be your friend even if playing D&D with them doesn't work out.

Errors: Don't worry too much about making mistakes. You're new! DMs who have been playing for 30 years make mistakes every single time they run a game. There's just too much going on for anyone to manage without slowing the game to a crawl. 

Versus Mode: It's not you vs. the players. You're a referee, to a degree. You will be fine-tuning the difficulty as you go. It's OK if some encounters are easy. Players generally love it when it's easy. They'll get bored if it is always easy, though.

Read the Book: If you're going to run Rime of the Frostmaiden, then you're going to need to read the book. I know. It's huge. Once you know what the full story is and where everything is going, it's going to be so much easier to roll with all of the wacky stuff your players might do.

Again, I wrote a full guide to try to help you run this adventure without having to read every single room entry. The guide is essentially a huge outline of DM notes.

You Can Change Whatever You Want: Nothing is stopping you from changing the story however you see fit. You're not doing it "wrong" if you modify this book. If you want, just use some of the new monsters and magic items and make your own adventure, it doesn't matter.

That said, running this "by the book" is fun because you'll meet other people in life who have played it and you can compare notes. This adventure in particular has a few insane outcomes at the end. Some groups might go back in time. Others might summon the tarrasque!

What Do I Do?

So, how does this work? You read the book, and then you have yourself some work to do. I'm going to give you a somewhat abbreviated version of the most important things you'll need to tackle in this campaign from beginning to end.

Draw Secrets: Check out page 14. Each of the characters should have a secret. You can do like the book says and randomly hand them out, or maybe work with each player and see what fits best and what appeals to them.

Pick a Starting Town: Choose which town from Chapter 1 that you want to start in. I went with Bremen, because I like the "Lake Monster"scenario there.

Pick an Introductory Adventure: There's two of them. Cold-Hearted Killer (pg 22) and Nature Spirits (pg 25). Both of these adventures involve a quest where the heroes need to travel to other towns searching for something. The idea is that, as the heroes are searching Ten-Towns to complete the intro quest, they will pick up and complete the side-quests in each town. The group will have a few side quests under their belt before they actually finish the introductory adventure.

This brings us to our first wrinkle. What if your players ignore the side quests and are intent on finishing the intro first? Be ready for that. The bad guy in Cold-Hearted Killer is challenging and if the group is first level when they find him, they're in big trouble if they try to fight him.

Quick Overview

Here's a broad look at the basic idea/flow of this adventure.

Going Town-to-Town: Chapter 1 is all about exploring the towns. It is very open and you'll need to have a handle on a few things:

  • Know the Towns: At the very least, read up on the settlements closest to your starting town.
  • Figuring Out Travel Distances: (see "Overland Travel" pg 11) There's a scale on the map. The group will probably have snowshoes, so they'll travel 1 mile every two hours.
  • Sprinkling in Random Encounters: When the group travels through the "wilderness", use the chart on pg 105 as a guideline. I'd pick some out in advance and drop them in when the time feels right. You might also want to warn your group before you start that not everything in this adventure is scaled to their level. They may need to run or make friends sometimes, if possible.

Gaining Levels: Check out "Character Advancement" on page 18. The group hits level 2 as soon as they complete 1 quest. Once they do 3 more, they hit level 3. Then they do 5 quests to hit level 4. Once they're 4th level, they no longer gain levels from completing the chapter 1 quests. 

Note: I am a bit confused as to whether the group is meant to 5 total quests, or 9. If I am mistaken, that means the group hits level 2 after one quest, hits level 3 after 2 more quests are complete, and then hits level 4 after 3 more quests are finished. 

Chapter Two: Once the heroes hit level 4, they're meant to do some of the chapter 2 adventures. Like chapter 1, this is a collection of adventures for the group to "stumble on" through the towns.

One problem I have here is that I really like a lot of the chapter 2 adventures. I kind of want to run most of them! Check out page 101. It says the group gains a level after spending 2-3 sessions exploring Icewind Dale. 

I plan on running a lot of the chapter 2 stuff, but I'm wary that the group might get frustrated that they aren't leveling fast enough. The problem is that Chapters 3 and 4 want the group to be no higher then 6th level. So we're squeezing a ton of content into levels 4 and 5.

This is a case where I'd plan all the stuff I want to run, but monitor player reactions as we play and see if they are OK or if they feel like it's slowing down too much and no story progression is being made.

Linking Quests: Take a look at page 103. These are the set-ups for the adventures later in chapter 2. Most are linked to a specific town. You might want to plan ahead. If you want to run the Black Cabin, then the group should be in Bryn Shander.

I mean, you can always change it. You could put the Black Cabin anywhere you want! But, if you want to keep things the way they are in the book, a little planning is needed.

Random Encounters: As this book goes on, the heroes will find themselves making many, many expeditions out in the snow. You can use the guidelines on page 105 to see how frequent the random encounters are. 

Getting to Chapter 3: Once the heroes find the map to Sunblight in the Easthaven Ferry (see "The Chardalyn Caper" on page 68), that's their cue to move on. 

The Choice in Chapters 3 and 4: Once the group gets to Sunblight, they will see the chardalyn dragon take off and fly to Ten-Towns. They have a fateful choice to make:

  1. Chase the dragon.
  2. Go inside Sunblight and deal with the duergar.

If the heroes don't chase the dragon, some or all of Ten-Towns will be destroyed.

Catching Up with the Dragon: In my guide, I discuss at length the issues with going all the way back to Ten-Towns while the dragon is wreaking havoc. I made a handy travel/time chart and everything. The way I figure it, no matter what the group does (unless they can fly or teleport somehow), Dougan's Hole, Good Mead, and Easthaven will be destroyed. Probably more towns, too.

Sunblight: Sunblight is a large complex, a pretty straightforward dungeon. The group can team up with Grandolpha and her many duergar and overthrow Xardorok if they like. 

Meeting Vellynne: The most important thing is that the group meets Vellynne whenever they decide to leave Sunblight. She will help them deal with the chardalyn dragon, and then she hopes they will help her obtain the Codicil of White from Grimskalle (see "Vellynne's Quest" on page 194).

The Codicil: This book (detailed on page 317) is really important. It contains the actual Rime of the Frostmaiden, a poem that can open the passage to the lost Netherese city of Ythryn. The problem is that this book is on the island that Auril herself lives on.

Facing the Frostmaiden: The heroes go to Auril's island. You're going to be in a weird spot here. Auril is the villain who has put Icewind Dale into constant night/twilight for 2 years. She is sort of, pretty much, the big bad guy of this whole book. 

Yet she appears in chapter 5, and there are two more chapters that follow. If the group kills Auril (to do so, they have to destroy all three of  her forms) or her roc, the rime is lifted. 

That might make the last two chapters feel like "extra credit." I mean... the time of darkness is over. Mission accomplished! 

It is sort of left up to you how you want to handle this. There are notes in the book for Auril showing up in Ythryn in the final chapter (see "Auril's Wrath" on page 260). 

The ythryn mythallar in chapter 7 can end the darkness that plagues Icewind Dale. 

My instinct says that the best bet is to set it up so the group defeats one or two of Auril's three forms at Grimskalle, and then she flees. The group grabs the codicil, and they continue on to Ythryn so they can find and use the mythallar to end the rime.

That said, the book seems to work under the idea that Auril's three forms were defeated in chapter 3. From that point on, her curse is very slowly being lifted. See "Ending the Everlasting Rime" on pg 213. "It takes awhile for Icewind Dale to return to its natural climate, but life becomes a bit easier as the frigid temperatures rise to a bearable cold."

The Glacier: The heroes have the rime, the poem that can open a passage to the lost city of Ythryn. The group goes to the Reghed Glacier with Vellynne, they read the rime as the Elk Tribe holds off the Auril-sympathetic Tiger Tribe, and a huge crack opens in the glacier - a passage to a dungeon inside. 

This crack leads to the Caves of Hunger. The gimmick with this dungeon is that there is a gnoll vampire named Tekeli-li who strikes at the group, then flees, over and over. Hit and run tactics. 

The Necropolis: Once the group has passed through the caves, they arrive at the Necropolis of Ythryn, presumably with Vellynne. The heroes will likely be unaware that one of Vellynne's rivals, Avarice, will follow with her crew of evil tieflings.

Auril may show up too.

Obtaining the Mythallar: Here's how this works. There is a force field blocking the heroes from getting both to the mythallar and the main tower of the city, where some really cool treasure is (and it's also the home to Iriolarthus, the demilich).

To get that force field open, the adventurers must find inscriptions in eight towers (each devoted to a school of wizardly magic). Using the inscriptions, they learn how to bypass the field and enter the fortress.

Once the Field is Down: The group can walk right up to the mythallar and finally let the sun shine on Icewind Dale. 

How Ythryn Fell: The group will learn how the floating city of Ythryn fell in the first place. If the group tampers with the obelisk that caused the problem, they could find themselves back in time. 

Bad Guys: We're at the end! The heroes will have a lot of antagonists to deal with:

  • Iriolarthus the Demilich: Ythryn is his home.
  • Vellynne: She's an ally, but she does want some of that treasure - all the best stuff, actually.
  • Avarice: She sets up her team in a tower and is intent on looting the city.
  • Auril: If Auril is still alive, she shows up with a bunch of snow golems and hunts down the heroes.

Planning Out Your Campaign

Now what I want to do is to show how you can prepare the adventure. As I read the book, I took notes on what I wanted to use and what I wanted to foreshadow. I want the group to feel things coming, and have everything make sense. I want the world to feel "alive."

So let's go through my plan to run this. I'll list the scenarios I want to use and the things that happen along the way. 

Hopefully this will help you see how you can take the "tools" this adventure provides you to create your vision of how this story unfolds.

Just a Plan: Please keep in mind that players always do things that you don't expect, so it is very likely they will veer "off course." That's one of the hardest parts of being a DM - rolling with the curveballs. Having to pull quality gaming out of thin air is very difficult. That's why it pays to be prepared. The more familiar with the material that you are, the easier it will be to roll with the punches.

Picking Secrets: You might want to have a "session zero" where everyone makes characters. They'll also need to draw their secrets. You could do this via text so the other players don't have any clues as to what the secrets are.

If I were going to PICK the secrets to hand out, I would take:

  • Escaped Prisoner: Because I like the "Id Ascendant" plot.
  • Littlest Yeti: Because it is amusing.
  • Midwinter Child: Because it directly ties into Auril, and I like the idea that Auril isn't necessarily a villain that is beyond redemption in some way.
  • Reghed Heir: Because the Tiger Tribe is actually pretty involved in the story.
  • Reincarnation: I just think it's fun.

Do They Know Each Other: Another important thing you should talk to your players about: Do the characters know each other? Or are they going to meet at the beginning?

Travel: Keep the travel chart in mind ("Overland Travel" pg 11). It takes 2 hours to travel just one mile by foot with snowshoes. Axe Beaks are definitely going to be mounts that the group will want to have.

Starting Town: One other extremely important thing we need to do is to pick a starting town. I want to pick the town based on the quest adventure I like the most. Our first few sessions need to be good to make sure the campaign doesn't crash and burn right away.

Sample Campaign Plan

Now I'm going to show you my plan for running this campaign. I've read through the book, now I'm going to drop in all the clues, hooks, and NPCs to create what will hopefully be a fun, "full" experience where it feels like what the characters are doing is all building to something big.

I'm to break this outline up by character level.

LEVEL 1

I think we should start this whole campaign off in Bremen (pg 27), because that's where one of my favorite chapter 1 adventures is located. 

Note: I may have put TOO MANY chapter one quests in here. Just throw some in the garbage if it feels too slow for you.

(pg 22) Cold Open: For the introductory adventure, I think we should use "Cold-Hearted Killer" (pg 22). The idea here is that the heroes will be searching Ten-Towns for a serial killer, and stumbling on the various quests along the way.

The heroes are in Bremen, and have been called to meet with Hlin Trollbane at the Five-Tavern Center. He gives them their quest. The group will basically get their quest, walk outside, and march right into the hook of the "Lake Monster" quest.

(pg 28) Bremen - Lake Monster: I'd like to change the intro to this scenario slightly. Let's have it where Brynsk Berylbore just tried to scam another group of adventurers into catching fish in monster-infested waters. This group of adventurers are the doomed heroes from "Mountain Climb" on pg 87:

  • Mokingo Growling Bear Akannathi: A male goliath.
  • Perilou Fishfinger: (acolyte MM pg 342) Female halfling follower of Yondalla.
  • Astrix: Female tiefling who mumbles and swears.

This group of heroes is on their way to Targos and are put off by the whole scam. They'll gladly let our heroes deal with it. They are on axe beaks and once they interact with the party, they ride off. 

Hopefully the group takes the hook and deals with the awakened plesiosaurus. Once they do, boom, they're level 2.

Clue: Once the group completes the quest and gets their scroll of animal friendship, they catch word that Torg's was last seen headed to Targos.

Axe Beak Propaganda: As the group is about to leave Bremen, an NPC tries to sell them some axe beaks (50 gp each). The NPC says, "I'm sure you're aware that sled dogs spend as much time resting as they do pulling sleds! These axe beaks, they cost less to feed and they're much faster. Plus, when times are lean.. they're delicious. By the gods, just a little gravy... so tender..." This hungry salesperson can't fight off the hunger forever! The heroes need some axe beak mounts sooner or later.

We should try to make it clear early on that axe beaks are a good choice for mounts. In chapter 5, time is of the essence! Check out "Dogsleds" on page 20. Sled dogs have to take a short rest after one single hour of travel! 

Axe beaks have a speed of 50 and have no such restriction. If the group has sled dogs in chapter 5, then they might be moving so slow that the chardalyn dragon will wipe out pretty much everything.

LEVEL 2

Travel From Bremen to Targos: Looks like 2.5 miles. That's 5 hours by snowshoe. The group will have to cross the frozen Shaengarne River.

Encounter: While crossing the frozen river on the way to Targos, have the group stumble on a battle. A wounded duergar is fighting a chardalyn berserker (the duergar wants the chardalyn to bring back to Xardorok to be added to the chardalyn dragon). Give the group the chance to do something. Both creatures might just end up fighting on cracked ice and plunging into the frigid water, drowning.

The point of this is just to show off chardalyn, and hint that the duergar want all the chardalyn they can find.

Arrival at Targos: The group can check in at the Luskan Arms, maybe hear a rumor that the other adventuring party went off on a quest. Asking around about Torg's, people have seen Torg's caravan around but aren't sure where they are at this moment. 

Then... the group sees a sled dog running through the street. This is the hook to Mountain Climb, one of my favorite chapter 1 adventures.

(pg 87) Targos - Mountain Climb: The heroes are hired to go find Garret, who guided the adventurers to Kelvin's Cairn.

The Journey: The group can take the road to Termalaine, takes 4 hours. They could stay at The Eastside (pg 93) if they want. Then the trip to Kelvin's Cairn looks to be about 10 miles. 20 hours by snowshoe!  

Arveiaturace: As the group heads to the mountain, a blizzard hits (see pg 10). Run Arveiaturace (pg 105). This is not meant to be a battle, obviously, just an introduction to this unique dragon. We can have it where she's just eaten a polar bear and isn't hungry. 

At Kelvin's Cairn, the adventurers deal with goats, an avalanche, yetis, and find that 2 of the 3 adventurers are dead! They can save Perilou and Garret, though. 

The heroes return to Targos where Garret is reunited with Keegan and score some sweet scrimshaw art. Keegan can also note that he is certain that Torg's has gone to Bryn Shander. 

Travel from Bremen to Bryn Shander: It takes 5 hours on the road to get from Bremen to Bryn Shander.

When the group arrives, they can get a room at The Northlook (pg 33).

(pg 34) Bryn Shander: As the group searches Bryn Shander for Sephek, they are approached by three frost-bitten dwarves (the hook to "Foaming Mugs"). Yes, looks like the group is headed back to Kelvin's Cairn! Before the group heads out... 

Avarice: I don't want to use the Caer-Konig location, but Avarice herself is important to the adventure. So let's use her here. While in The Northlook, Avarice approaches the adventurers (she has Black Sword cultists at a table nearby in case things go sideways). She asks the heroes a few things:

  • What do you know about Netheril?
  • Have you heard anything about a city trapped in ice?
  • Have you seen a woman - an old wizard who trembles, usually had kobold zombies with her?

Avarice offers to pay the group handsomely for information. In fact, let's have her give the group 50 gp and a scroll of knock. That spell comes in handy many, many times in this adventure. She'll send her agent (a gargoyle, either Gurgle or Gargle) to check in with them periodically. 

Goblins: From there, the heroes set out into the snow for the "Foaming Mugs" quest, going through the blizzard and eventually catching up with the goblins. The "cart" is a sort of rolling fort, it's pretty cool IMO.

Goliaths? Maybe during the final battle a goliath party (pg 109) from Wyrmdoom Crag shows up to help the heroes. After the goblins are dealt with, a game of Rolling Boulders ensues.

Return to Bryn Shander: Back in Bryn Shander, someone claims they saw a dead body in Torg's caravan. The frozen corpse of a male half-elf in his thirties with a stab wound in his chest. The body was being stuffed into a sack (see pg 24).

Journey to Easthaven: Takes 7.5 hours by road.

(pg 63) Easthaven - Toil and Trouble: I think that you should hav eDzaan being burned right as the heroes enter Easthaven ("Toil and Trouble" pg 62).

An NPC either in the crowd watching the burning, or perhaps a patron of The Wet Trout will appear shaken. The citizen will tell the heroes: "I've seen that wizard before. He was here with a white-skinned lady with horns, and an older woman. They were all wizards, I'm sure. They got into a disagreement and I thought the spells would start flying. But they didn't get into a spell duel. They just went their separate ways. It seemed to me like they were on some kind of mission or quest, but I've got no idea what that would be. Do you think they're here to save Icewind Dale?"

The citizen witnessed the incident described on page 268, where the Arcane Brotherhood decided not to work together to find Ythryn.

Cauldron Caves: From there, the group can search for the missing fishers, find Cauldron Caves, and deal with the hag within.

Herd of Beasts (pg 110): On the way back to Easthaven, have the group spot a massive herd of Elk, who are being hunted by a few members of the Elk Tribe. Mjenir the shaman is among them (Mjenir will offer to help the heroes open the glacier on pg 215). 

Let's have Mjenir tell the heroes: "I've seen you before, in visions! Ten-Towns will burn soon, and then the spark in Icewind Dale will be snuffed out for all eternity. I am certain that you are the only ones who can save us from the eternal night. I will do everything I can to aid you, but you must beware. The Frostmaiden is thrice as powerful as the strongest mortal!"

LEVEL 3  

Return to Easthaven: The heroes return and spot Torrga Icevein's Caravan (see pg 24). From the caravan they can track Sephek, who is looking for his next victim at  The Wet Trout (pg 60). The heroes can at last finish off the introductory quest.

Celebrating: The citizens might celebrate with the heroes, only to become depressed - there's no more booze. Apparently something has stopped the delivery of alcohol from Good Mead. The citizens will beg, literally beg, the heroes to go to Good Mead and fix whatever the problem is. 

Travel from Easthaven to Good Mead: 4.5 miles on the road.

(pg 73) Good Mead - The Mead Must Flow: As soon as the heroes arrive at the town, the despondent citizens approach them. They are leaderless! Their Speaker has been killed (see pg 72).

The Dead Speaker's Body: Good Mead is the second town on the dragon's flight path in chapter 5. Good Mead is very likely to be destroyed. Let's foreshadow that a bit. If the group goes to the Shrine of the Flaming Sword (pg73), a lone citizen is mourning the loss of Speaker Kendrick Rielsbarrow, lighting candles. The citizen says quietly: "I had a dream last night that Icewind Dale went completely dark. No twilight, no stars, nothing. All of us snuffed out, just like our poor Speaker. Is that what is going to happen? Has Tempus left us? Do the gods even care?"

The Mead Must Flow: Hopefully the adventurers try to help the poor people of Good Mead ("The Mead Must Flow" pg 73). They find the verbeeg lair. When the group gets to V7., let's stick in the half-eaten corpse of a duergar who has five shards of chardalyn. The duergar infiltrated this place using its power to become invisible, found some chardalyn, but was sniffed out by the polar bear and killed. We're putting this here just to foreshadow the duergar storyline.

As the heroes leave the lair, presumably successful, Gargle, Avarice's gargoyle, flies down and lands in front of the the heroes, kneeling respectfully. It holds a scroll with a question: "Have you seen the wizard? Heard anything about a lost city?" It expects the heroes to write a response on the scroll. The gargoyle offers them a pouch with 50 gold in it as a reward. How handy that an axe beak costs 50 gp, right? What a coincidence.

Helping Good Mead Recover: The people will love the heroes, and might try to get them involved in the "New Town Speaker" business on page 78. While this takes place, a friendly brother and sister from Dougan's Hole show up asking about booze. Their Speaker gave them money for a barrel and everything, plus a bunch of delicious fish.

While there, the citizens of Dougan's Hole will talk about how talking wolves are probably going to try to take what they have and they ask for "Stealth Tips" from the heroes to get their cargo back to town safely. Most people in Good Mead roll their eyes at the story, but it's true - awakened winter wolves really are extorting the people of Dougan's Hole.

Journey from Good Mead to Dougan's Hole: 6 miles.

(pg 53) Dougan's Hole: There is a good chance that Dougan's Hole is doomed in chapter 5. I think it's fun to play with this a little:

Ominous: Have a citizen confide in a hero: "I can't shake the feeling that we're all doomed. Something bad is going to happen here, so I'm getting the hell out, and so should you."

Misty Eyes: Parents pause to watch their children playing - poking a dead hare with a stick. The parents say: "You know, Dougan's Hole ain't such a bad place. In fact, I'd say it's a good place for kids to grow up in. We don't have much, but we've got everything we'll ever need."

Explosives: Old Merle is stacking barrels of oil right next to his little shack. He writes "Cawshun - Flame Abble" on them. If someone points out that it might not be a great idea to put explosive barrels right next to his house, he'll say: "Well shoot, pally, they ain't gonna be here fur long! Plus, I like the dang smell of it."

Obviously, when the dragon breathes on this pile of barrels poor Merle is going to be exploded like few creatures have ever been exploded before. 

(pg 53) Holed Up: Two kids are missing. The group can speak with the winter wolves at the edge of town. They try to convince the characters to go to the Icy Lodge. There, the heroes can free the kids and deal with Nosru, the awakened mammoth.

On the way back to Dougan's Hole: The heroes hear Arveiaturace nearby. She killed a polar bear, but knocked it into a cave and she can't reach it. If the group goes in and retrieves the bear for her, she eats it and claims that her master thinks they would make fine apprentices.

Somewhere in here, have Arveiaturace mention a strange treasure she wanted to add to her hoard but couldn't - the psi-crystal (in the mine on M12. page 99). It grants you the power of telepathy. Her "master" wants it. It is in the gem mine near Termalaine. She can't get at it without going to war with the miners (the dragon is unaware that kobolds have overtaken the mine).

Journey to Termalaine: This is a bit of a tough one, as far as "directing" the group goes. I want them to go all the way from Dougan's Hole to Termalaine, which means either they trudge through the snow for what looks to be about 11 miles, or they take the road and pass through Good Mead, Easthaven, Bryn Shander on the way to Termalaine.

If the group has somewhat befriended the dragon, then she could "escort" them there through the snow, which might provide additional incentive. Heck, maybe the group could fight alongside her against the wandering frost giant (pg 109).

(pg 94) Termalaine: Have the group meet an NPC in The Blue Clam - an old adventurer haunted by a mistake she made long ago. She was plundering a dungeon with her party, and they accidentally thawed out a number of monsters - one of which was an umber hulk. The hulk fled by digging a tunnel in the wall. They could have pursued it, but they figured it could be dealt with later. The hulk ended up tunneling back to town and killed a number of citizens, including the hero's own brother.

She felt responsible. She should have dealt with the threat right away, but honestly she was more focused on the promise of magic items. She fled to Ten-Towns and now her days are full of booze and regret.

The point of this is to plant an idea in the group's mind - when the chardalyn dragon flies out of Xardorok's fortress, they should stop what they're doing and go after it.

(pg 94) A Beautiful Mine: The group hears from a boy that the mine has been overtaken by monsters. Speaker Oarus can give them the details. The group can head to the mines, which is a fun multi-level dungeon, and deal with them.

When the group first nears the psi crystal, have it flare up for a moment. A light washes over the heroes. For just a moment, they can see into each other's minds and sense a surprising secret in a comrade's mind - but it's immediately lost. 

Each has been touched by the crystal, and later on, they'll all be hearing the deep speech beacon that will draw them to the rashed nautiloid.

On the Way Out: I think we should set up the idea that the Tiger Tribe (pg 306) are bad guys. Their leader, Queen Bjornhild, worships the Frostmaiden, and her tribe will actually try to kill the heroes when they go to open the glacier (see pg 215). We can use the "Humans" encounter on pg 111. An ambush, perhaps, doesn't have to be deadly, we just want to impress on the group that the Tiger Tribe are vicious opponents.

The Crystal: Remember that if a character attunes to the psi-crystal, they'll start hearing the deep speech telepathic signal (pg 133)

The Gargoyle: Avarice's Gargoyle delivers a message to the group. There is apparently an elven tomb near Lonelywood. It is entirely possible that this place could lead to a lost city of fabulous riches. She urges the group to check it out and will reward them. She warns that they should be wary - her wizardly rivals are likely also looking for it.

Journey From Termalaine to Lonelywood: 1-2 hours.

(pg 80) Lonelywood: Once the group arrives, they learn about a white moose attacking loggers ("The White Moose" pg 81. This quest leads to the Elven Tomb, and while there is no passage to Ythryn, the group might make friends with a mummy, which is not too shabby.

Meeting Vellynne: On the way back from the tomb, the group will notice a large, white dome amongst some green pine trees. A snowy owl is perched on a tree branch. This is a leomund's tiny hut (PH pg 255) and inside is Vellynne Harpell (pg 274) and her kobolds. The owl is her familiar. Remember, Vellynne and the kobolds can see out of the dome perfectly fine.

Vellynne will try to befriend the heroes (she is meant to travel with them when they go to Ythryn). She will ask them what they know about Netheril and will try and find out if they've seen a wizard with a magic orb - the professor orb that Nass Lantomir stole from her.

Overall we want to give the impression that Vellynne is nicer and more trustworthy than Avarice.

She tells the group that there is apparently a whale with a magic boat on its back that can be used to search the Sea of Moving Ice. She feels certain that this whale could be a valuable source of information on both the lost city and ending the Everlasting Rime. She also thinks the whale can help her find her professor orb (she's right, sort of. The orb is on Auril's island). She asks the heroes to go to Bryn Shander with her to find out more.

Journey from Lonelywood to Bryn Shander: The group can take the road back to Termalaine, which is 1-2 hours. Then they can take the road most of the way to Bryn Shander and then cut across the snow (6 hours).

Ice Troll: Let's have an ice troll attack during the journey. Vellynne and her kobolds can help out, buffering the difficulty. After the fight, Vellynne can offer the group the ice troll's heart, explaining the uses of an ice troll heart (detailed on pg 294):

  • The heart can only be damaged by fire.
  • For the first 24 hours, the heart has magical properties.
  • If you eat it, you can regenerate like a troll for a time.
  • If you bury it in the ground, it summons a blizzard.

LEVEL 4

Bryn Shander: The heroes arrive at Bryn Shander and quickly learn that this whale actually exists! via the whale oil merchant in the  Whale Oil Quest (pg 103). The group can't help but notice that  Vellynne's tremors have gotten worse. She is in no shape to make this trip. She needs to keep her kobolds with her in case one of her rivals arrives in town. 

(pg 114) Angajuk's Bell: On the way to Angajuk's bell, the party is attacked by a Coldlight Walker (pg 107).

The Dragon: When the group arrives at Angjuk's bell, Arveiaturace is there eating some fishers. She is still hungry, and wants to eat the whale if and when it surfaces. She asks the group to summon the whale with the bell. The group can convince Arveiaturace that the whale is a friend, but the dragon is still hungry. If the heroes use the fishing equipment of the dead fishers, they can catch fish for knucklehead trout (see "Fishing for Knucklehead Trout" on pg 11). Let's say that the fishers were using nets, so that the heroes catch a big pile of fish using the same rules as catching a single fish.

Return to Bryn Shander: Vellynne has fallen ill, but will want to hear all about Angajuk. She is being tended to by Copper Knobberknocker, a gnome acolyte of Lathander (see "Provisions for Macreadus" pg 103. He will ask the group to take provisions to his friend, offering free healing to those who complete the quest and return.  

(pg 116) Black Cabin: This one is pretty wild. Macreadus is dead! And he's in the Ethereal Plane. He was building a device that he hoped would end the Everlasting the Rime. The heroes can try to finish the job!

(pg 103) Zero Rum Quest: This quest is supposed to be found in Bremen, but let's say that the Tavernkeepers of Five Tavern Center in Bremen sent an NPC to Bryn Shander to find someone who can help them. The NPC will of course remember the heroes for defeating the Lake Monster way back at the beginning. 

(pg 127) Dark Duchess: The group can take Angajuk to the ship. On the ship - there is no rum. It turns out that this is a lair belonging to Arveiaturace! The heroes can deal with the kobolds and the ice troll.

The group can befriend Arveiaturace by adding to her hoard, rather than taking from it. She will then fly to another wrecked ship and bring back 5 barrels of Moon Mountain Ale (from the Moon Mountain Brewery detailed in Dragon Magazine #299).

Return to Bryn Shander: When the heroes get back to Bryn Shander, they find that Vellynne is gone. Vellynne saw that Avarice was in town and decided to get out and go resume her search for the professor orb.

Avarice has heard that the group met with Vellynne and she wants to know everything. She wants to know if Vellynne knows about Jarlmoot... She akss the group to go with her to Bremen. She thinks she might have found the key to ending the Everlasting Rime.

Journey from Bryn Shander to Bremen: 2 hours to targos, 2 more to Bryn Shander.

Bremen: I'd like to change up Yselm's Way (pg 137) and replace Yselm Bloodfang with Avarice. Avarice isn't an agent of Auril, and she won't necessarily betray the adventurers. She'll just accompany them to Jarlmoot and hope that they will do the work for her - possibly pulling a disappearing act on them and then making up a story about why she bailed on them once everything is safe. 

As they explore Jarlmoot, the heroes hear the psychic beacon more and more. It almost gets to the point of ruining their short and long rests. Something is pulling them to an area south of Dougan's Hole...

LEVEL 5

Journey from Bremen to Dougan's Hole: 1-2 hours to Targos, then 1-2 hours to Bryn Shander, then 6 hours to Good Mead, and 4 hours to Dougan's Hole.

Dougan's Hole - (pg 103) Distress Signal: You could use the NPCs on page 103 to direcct the group to the nautiloid, but I prefer a more direct approach. I want to avoid having the entire adventure consisting of NPCs handing out quests when possible. 

Journey from Dougan's Hole to Id Ascendant: Looks like it is about 14 miles through the snow. The group should be able to avoid mountains, but who knows, you might want to have "Mountain Travel"(pg 11) rules handy.

(pg 132) Id Ascendant: As the group nears the nautiloid, they will spot an eerie glow. After the group explores the ship, they may have to deal with the bulette ("Bulette Proof" pg 137). 

The Yeti Hunter: Once the group returns to Dougan's Hole, they can meet Mylbor Tafferac the NPC from "Hunt for the Red Yeti." He'll tell the heroes about the yeti and ask them to come to Easthaven and maybe he'll teach them a thing or two about yeti hunting.He's hunting a legendary Red Yeti...

Dougan's Hole to Easthaven: Trip to Good Mead takes 2-4 hours, Trip from Good Mead to Easthaven takes 4.5 hours.

Easthaven - (pg 104) Hunt for the Red Yeti: When the group returns to Easthaven, have them walk by the area where Dzaan burned. We just want to remind them of that incident, seeing how they are about to meet his clone. 

At the Wet Trout, Mylbor Tafferac challenges the group to find the Red Yeti. The patrons get into it. If the group does find and kill the Red Yeti, let's have Nynetra give the heroes a bottle of Elverquisst (the drink that the professor orb knows so much about).

(pg 145) Lost Spire of Netheril: While hunting for the Red Yeti, the adventurers stumble upon a 20-foot-high spur of rock and a tunnel in the snow. This tunnel is the entrance to the lost spire. In the spire, they'll meet Dzaan's clone, who will try and get the group to go to the rune chamber so that he can become real. 

Remember that at the end, some bugbears might show up ("Bugbear Incursion" pg 152). You could switch this out for some Tiger Tribe members, or some chardalyn berserkers.

(pg 103) Dragon Bone Stew: Once the heroes have rested in Easthaven, Dannika Graysteel will ask them to go to Wyrmdoom Crag to fetch some white dragon bones. 

Journey Toward Wyrmdoom Crag: This is a long trip! Looks like 30 miles or so, and it will include "Mountain Travel" (pg 11). What I want to do here is to wedge in the Cave of the Berserkers, which is near Wyrmdoom.

So, let's say that the group is on their way to Wyrmdoom Crag, and they are attacked...

(pg 107) Chardalyn Berserkers: A band of berserkers attack the heroes. One of them is wearing the Frostmaiden's Ring. If the ring is taken, all creatures within 100 feet of it are engulfed in swirling snow and are teleported to the icy path that leads to the Cave of the Berserkers (pg 124).

(pg 124) Cave of the Berserkers: Don't forget the main gimmick of this place - there is a magic font that prevents the berserkers from dropping below one hit point!

Let's put the remains of some duergar in room Q6. They tried to invade this place and steal the chardalyn, but were found and killed by the nigh-invincible berserkers. We're doing this to reinforce the idea that the duergar are after the chardalyn.

Once the group deals with the cave, they can get their bearings and realize they're not too far from Wyrmdoom Crag. 

(pg 166) Wyrmdoom Crag: At the crag, the group could, in theory, befriend the goliaths. The dragon bones they seek are right there at the entrance, where chwingas lurk, ready to be a nuisance.

Return to Easthaven: When the group returns, have Rinaldo at the White Lady Inn conducting a small string ensemble. They are playing "The Dark Between the Stars" (the song that the group might conduct on page 257). 

I would describe the song as the musical equivalent of the feeling of falling into a vast pit of darkness. Heroes trained in Performance might get advantage when it comes time to conduct this piece in Ythryn.

(pg 68) The Chardalyn Caper: Once the group has rested, the duergar steal the chardalyn from the town hall. The group can track them back to the Easthaven Ferry, where they find a map leading to Sunblight.

LEVEL 6 

From here on out, you can just run it by the book. Everything's been foreshadowed and now it is time to pay it off. One note about the battle with the chardalyn dragon:

If the group has befriended her, I think it might be cool to have Arveiaturace fly in during a dramatic moment and help the group finish off the dragon. We could do a scene where the chardalyn dragon knocks the wizard off Arveiaturace's back, and a character who has been exceptionally kind to her can climb on and fly around on the white dragon's back. Maybe Arveiaturace will even dimly realize that her "master" has been dead for a long time and that she should let him rest.

Conclusion

Keep in mind that a campaign is a tough thing to complete. You'll need to get a group of players that can consistently meet on a regular schedule. When things start to feel like they're dragging, do whatever you have to do to fix it. Hand wave stuff, turn a journey into a montage, have a battle end due to a freak accident, whatever.

The whole point, really, is to have fun. Don't beat yourself up or spend time comparing yourself to other DMs. Every DM has their own style, like a director of a movie. Play to your strengths and hide your weaknesses.

Thanks for reading, and good luck!

Icewind Dale: Rime of the Frostmaiden Review

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I've finally read the whole book, I wrote a guide to it, I even wrote a "How to Run" article... that means that it's time to write a review of the new D&D adventure: Icewind Dale: Rime of the Frostmaiden.

First, I'll talk about what I liked, then I'll discuss what I didn't like. At the end, I'll try to sum up my thoughts on this gigantic new adventure.

Spoiler Warning: This is going to have some spoilers, so please don't read this if you plan on playing through the adventure. 

I have the same complaints that I always have about the 5e adventures. I'll just put them right here so we can move on without me endlessly repeating myself:
  • I prefer a linear adventure to a sandbox. These adventures are too broad, giving us a million little things to remember.
  • There aren't enough 'badass" moments. We DMs are left to take a general scenario and mold it.
  • Despite my complaints, the adventures seem to do very well, so they probably shouldn't change the way they make them.

Page Numbers! I should note that one of my old complaints has been rectified. We are given a lot of page numbers, referring us to different sections of the book when needed. We still don't get page numbers to other books (like the PH, DMG, etc.), but I think I understand why they can't do that. 

Tone: Before we start the review, I just want to make a note about the tone of this adventure. When I heard about Rime of the Frostmaiden, I was given the impression that this would have a feel similar to John Carpenter's The Thing. I really like that movie, and I was very excited.

Then I got the adventure... and it's not really like The Thing at all. There's a few parts that are similar. The idea that Icewind Dale is trapped in nearly eternal night is pretty grim like the movie. But almost none of the scenarios in this book have the tone of the film.

This is traditional D&D stuff. It's not bad at all, it just took me a bit to get over my disappointment and adjust my expectations.

The Good 

Character Secrets: I really love a lot of the character secrets (see pg 264 of the book). Many of them are really fun. I don't even want to type some of them out because I hate the idea of spoiling them in any way. I can say that there is a good mix - some relate directly to the story of the adventure, and some have almost nothing to do with it.

Chapter 2: Chapter 2 kicks ass. It just does. It is full of great encounters and adventures. You're only meant to run a few of the scenarios, but I'd have a hard time choosing from them. It feels like you'd be nuts not to run the Black Cabin, and I personally would insist on running Id Ascendant.

Veneranda: Hey who's this? Is this the greatest NPC ever? Why yes! Yes it is! Veneranda is... a brain in a jar connected to an animated suit of armor. 

I read this and it was like... instantly one of my all-time favorite NPCs. 

The Purple Pears: I have a thing for magic food. One of the things I really enjoy is going through a new 5e adventure, digging out all of the meals and named beverages, and adding it to my Great List of Food and Drinks

This book has a bunch of them. But my favorite is definitely the magic purple pears that you can find in chapter 6. If you eat one, you roll on a random chart (another one of my favorite things in D&D) for a magical effect.

They even have art of the purple pear.

Frozen in Ice: In a winter-themed adventure, what should you have? You should have STUFF FROZEN IN ICE. I am proud to report to you that this adventure most certainly does have stuff frozen in ice. Dragon's hoard frozen in ice? Yes. A huge skeleton frozen in ice? Of course. A weird statue in a frozen lake that, if thawed, causes a magic effect? Indeed.

But my favorite is one I don't want to spoil. I do love it, though. Check out page 254: "Red orbs of light dance like fireflies around this thirty-foot diameter octagonal chamber. A large unlit brazier stands in the center of the room, and eight ten-foot-square alcoves line the walls, each filled with ice. The arched ceiling is covered with icicles."

Again, I don't want to say any more. I am dying to see someone run this area, though.

Cave of the Berserkers: A cave full of berserkers. Dull, you say? Perhaps at first glance, my friend. But as always, you must delve deeper. I'm going to have to spoil this one. Auril's magic makes it so the berserkers can't drop below 1 hit point while inside their lair

How crazy is that? I love this idea, and I love how it can be resolved.

Angajuk the Whale: Want to search the Sea of Moving Ice? Sure, we all do. Travel in style by boarding a ship strapped to a friendly talking whale. When the whale goes under water, you and your fellow passengers will be protected by a magic enclosure that you an breathe safely in.

This is the kind of fun stuff that I really enjoy in the 5e adventures. It borders on the ridiculous, but hey, if it doesn't fit your tone, just don't put it in your game. 

Karkolohk: I often find goblins boring. So when I saw that there was a goblin lair in this book, my eyes glazed over. What's there to do with goblins? Another dungeon? 

But then I read it. This place is really cool - a perfect setpiece for a wild encounter with goblins on walkways, archers firing arrows from towers, and a big golem-like construct attached to ropes.

The leader's secret is very fun and interesting. Everything is very concise and this one feels like a really great locale for new players to explore. I would love to run this for the kids in the game store back in 2014. I know it would be wild and they'd really enjoy it.

Vlagomir's Spark: Check out page 227. What a hilarious turn of events. This is the fun of D&D right here. This is the kind of thing that players will remember years after they play through it.

The Maps: In some of the more recent books, the maps were in black and white. Those maps were good, but I prefer maps in color. This book is full of great full color maps, really nice stuff.

The one that sticks out is the map Ythryn. What a fantastic piece of art!

 

The Poster Map: The book comes with a big poster map. On one side is the ten towns, and on the other side is Icewind Dale. When I first gawked at it, I was a bit put off by the vast amount of empty space on the Icewind Dale side. It depicts a vast snowy region devoid of labeled locations.

But hey, it's for players. We DMs need to use the map on page 113. That map in the book shows us where all of the quest locations are.

So yeah, the poster map is perfect. It doesn't spoil anything for the players. Also, I just want you to know that the smaller map that comes with the dice set is very, very handy IMO. I used it constantly while making the guide. 

Featured Monster Lair: I don't know if you remember this, but in Out of the Abyss there was a purple worm lair. It was a deluxe look at where purple worms live, where they lay their eggs, just a purple worm jamboree. The purple worm's chance to shine, so to speak.

I really loved that. It only took up a couple pages and it gave DMs who want to use a purple worm everything they need.

In this adventure, they did the same thing with remorhazes (pgs 224-225). We get a lair, a look at how remorhazes raise their young, and one of my favorite pieces of art in the whole book.

I really love the idea that in every adventure, they take one monster and give us a complete look at them in this manner.

The Necropolis: I think this is my favorite thing in the whole book. The necropolis is something that you can easily just pull out run in your home campaign with ease. It's a lost floating city that fell from the sky long ago.

The school-of-magic towers are great. The "chain lightning" game is great. The villain is great. It's just a top notch adventuring location that probably deserves to be a module all on its own. I'd love to see it presented in a booklet like the old classic 1e adventures were.

The one thing that gives me pause is the fact that I just don't feel like it fits in this adventure. I am so thrown by the idea that Auril, who to me is the main villain, has probably already been dealt with by the time the heroes get here. I'll get to that a little further down this review.

The Bad

Before we start, I just want to stress something. This is just my dumbass opinion. My feelings on this adventure will probably change over time. So please, don't take this too seriously. 

The very idea that someone who wrote something in this adventure will read this and get upset makes me not even want to post this review. Do your thing! Don't mind me, or anything I write.

The Introductory Adventures: In this book, we are given a choice. There are two introductory adventures to pick from. We are meant to launch the whole campaign with one of these.

In my opinion, the absolute most important thing in any of these books is the very beginning. If the first session sucks, the campaign isn't going to make it. The first scenario should be exciting and offer a promise of epic thrills to come.

Here's our choice:

  1. Find a serial killer. We'll need to travel to a number of towns to find him.
  2. Find some chwingas (mischievous frost spirits). When you find them, they are pretending to eat a pinecone with a knife and fork.

Neither of these adventures are bad. To me, they're just too short and don't really set the tone. At least, not in a way that I'd like.

Both of these scenarios are really a tool to get the group searching the other towns. The idea is that the heroes will pick up chapter one side quests along the way.

One of the best introductory adventures I've ever run is from the Hell's Rebels adventure path. The whole campaign starts off with the heroes being smack dab in the middle of a riot in a city run by devil worshipers! The riot is laid out nicely, there are rules, there are a number of events. It's a crazy way to start a campaign.

In comparison, these Icewind Dale intro scenarios are so brief and sketchy. Each one is about 2 pages long. Total!

I also don't like the prospect of sending the group out, searching towns for either the killer or the chwingas, and coming up empty. New groups especially might crash and burn, becoming bored or confused. I've had some players at the game store who would get upset after scouring an entire town and finding out that the target of their search is in a different town altogether. 

The Villains: This adventure has a number of villains in it:

  • A duergar who is making a dragon that will try to destroy the ten towns of Icewind Dale.
  • A lesser god that has plunged Icewind Dale into eternal night, more or less.
  • A silent demilich trapped in a necropolis. 
  • One or more wizards who are searching for the necropolis.

The thing I don't like here is that there is a strong possibility that the group will save Icewind Dale in chapter 5. Then.. they just kind of move on to a necropolis they might not even know about.

It is entirely possible that the lesser god will be slain, and the final battle of the campaign will be with a demilich that hasn't really been foreshadowed or built up at all.

I like the actual villains! I just don't like this structure. It's messy. It's weird. It just doesn't feel right that the lesser god might not be involved in the final encounter. 

The adventure does account for Auril still being around. She could show up at the necropolis with a bunch of snow golems. But it just doesn't feel right to me. I really like Auril and I'd have preferred this to be sorted in a different way.

Late Monsters: There is a really weird trend in this book, where the group finishes a dungeon, and then some monster wanders up and attacks the group right when they're leaving. It happens over and over. "Phew, well, let's head to town, friends! Oh no! Bugbears!"

Why? It's not really bad, it's just weird. It happens so much that the heroes are going to expect it. It's like a running joke.

Gnome Squidlings: I have a love/hate relationship with the "Id Ascendant" scenario. I'm a big Spelljammer fan. I wrote a guide to mind flayers. So.. a crashed nautiloid in a 5e adventure. That's really great!

But there are 2 things that I don't like about this.

First off, there is at least one laser pistol. I prefer not to have any "modern technology" mixed in with my mind flayers, though I understand the whole Barrier Peaks thing. I prefer the psionic circuitry angle from the Illithiad

Why? Because for some players, laser pistols are a deal breaker in D&D.

Second, the gnome squidlings and the ceremorphs are a bit too cutesy for me. As a DM, I know I can fix it, but I just wish they weren't so... well, here's an example from a description of the two gnome ceremorphs from page 133: 

"Vorryn is persnickety and exasperated most of the time but also has a dry sense of humor. Dredavex is industrious and tries to ease tension by telling crude jokes it has learned from eating goblin brains.

The mind tickle power is funny. But I just wanted something different from this scenario. 

When I was a kid, I went to a D&D convention. It was a smaller event where you didn't pick what scenarios you wanted to play. You just showed up and were placed at a table. I was sure I was going to play through something really cool - fighting a pit fiend, flying through the astral plane, who knows! 

The convention scenario I played through was this: Our characters are going to make a pie. We have to work together to do it! Will it be delicious?! Only if we roll well! I wanted to go home so f'ing bad. 

Chapter 1: I just don't like chapter one. It's too big. How big, you ask? The adventure itself - 7 chapters - is 262 pages. Chapter one is 99 pages long

I really worry about new DMs trying to run this. That's way too much information, all scattered about. If a new DM has a group that wants to wander, and they're playing a 5 hour session, that poor DM is really going to have to scramble to keep up. 

The scenarios are a mixed bag. I like the Lake Monster and I love the Mountain Climb. I am a little weirded out by how there are all these little extra adventures stuffed in the back of some town's descriptions. The Easthaven Ferry scenario has the most prominent hook to send the group to chapter 3, but it's put in a weird spot. Seems easy to overlook.

The chapter is so unwieldy. It feels to me like a really rough way to start out a campaign. What we DMs have here is a giant book report to do. Quick! Who runs Bremen? How many people live in Good Mead? They don't even ease us into it or anything.

Weirdly enough, the final three chapters are very easy to get a handle on. This book gets easier to run the further your group gets into it. It feels backwards to me.

Talking Animals: In this adventure, there are some frost druids running around "awakening" animals. That means that the animals are smart and can talk. There are a lot of talking animals, and I just can't shake the "Disney" feeling of it. 

There is an angry white moose killing loggers. There's a talking woolly mammoth grieving the loss of a frost giant. There are talking wolves that extort a town.

I think that having one talking animal is unique and cool. Going to the Beastlands, a plane where animals talk and you slowly take on traits of the animal that most resembles your personality? Very cool. Talking animals scattered throughout Icewind Dale, with differing agendas? I don't know. It's just weird. I don't really get it.

Overall

So what's the deal? Do I like this adventure? It's OK. Pretty good! There is a TON of cool stuff in here. It's brimming over with fun scenarios, items, and monsters.

That said, I don't like the structure. I don't like the vastness of chapter one. I don't like the "pick 3 out of these 10 awesome adventures to run" aspect of chapter 2. I really don't like the idea of the characters being put in a position where they don't chase the dragon because they don't realize that it is such a vital choice in chapters 3 and 4.

Chapter 5 is great. The caves in chapter 6 are pretty cool. The necropolis in chapter 7 is top notch D&D, in my opinion.

So I guess what I'm saying is that, as a "toolkit" of things to pull out for your campaign, this is a great product. But as far as running it as an adventure from beginning to end, it might be more trouble than it is worth.

Dungeons & Dragons - Ice Road Trackers Review

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Now that I've gotten through all of the stuff in the Icewind Dale: Rime of the Frostmaiden book, I figured that I would check out the first Adventurers League module linked the adventure: Ice Road Trackers by Shawn Merwin.

It contains four adventures for 1st and 2nd level characters. Each scenario is meant to take 1 hour to play through.

Talking Animals: The overarching story involves an awakened walrus named Mother Tusk is trying to protect a group of animals from an evil druid. She sends the group on 4 quests.

So, yeah, I mentioned in my review of Icewind Dale: Rime of the Frostmaiden that I'm not a big fan of all the talking animals. Ice Road Trackers is full of them.

I feel like if one animal talks, it's special. When a bunch of them talk, it's weird. Especially when the frost druids are awakening them for no special reason.

I actually think it would be really cool if there was an adventure that involved a kingdom or area that is affected by fey magic or something, so that all of the animals were awakened. That would probably lead to all sorts of awesome Secret of NIMH type things. But in Icewind Dale, it's pretty random. 

Let's go through the different sections of this module.

Avalanche: We start off with the heroes actually trying to get in to Icewind Dale from the outside. It is blocked off by magical storms, yet the heroes are trying to pass through. They get into trouble and are saved by an awakened muskrat. This is just a quick set-up to get us to the four quests.

Unsure Footing: The adventurers are asked to go and rescue an awakened otter.

Right off the bat I can see the value in this adventure - we are given ways to handle environmental dangers of Icewind Dale. A lot of these things can be pulled out and used in Rime of the Frostmaiden when the group travels from one area to another.

This one has some ice slides, where each character needs to make an Acrobatics check when sliding down. There's a chart that shows the effects of various rolls, which I really like a lot. It's like a deluxe version of a skill check, which I think is really cool and something that should be done more.

This adventure uses magic items from Xanathar's Guide to Everything that I'd completely forgotten about! One such item is the boots of false tracks, which are boots that let you leave tracks like those of another kind of humanoid of your size. The entry in the appendix has the page number and everything! Very handy.

We also get rules for falling in freezing water, which will almost certainly come up in Rime of the Frostmaiden. This is part of a section where the group needs to get out of an icy area, and it is very well thought out.

Cold Welcome
: The heroes must deal with some Reghed nomads.

As the party tracks the tribe, they'll need to brave a pair of traps. These are so handy. The second one is really good and could easily be repurposed as a hollowed log/bridge that's been worn down by the harsh weather.

The group will meet with the Wolf Tribe and have at least 3 ways to convince them to leave the awakened animals alone.

Here's a weird thing: "At the end of this episode, if the character has completed two episodes, they may choose to gain a level - or they can decline the level." I guess this is an Adventurer's League thing. I am amused at the idea of a player going, "Thank you, but I decline to gain a level at this time."

Chilled Drinks: A hot spring has frozen over.

There is a moment in this one that I really like where the group can use sleds to get somewhere faster. This adventure is full of fun rules which can be applied to any snowbound D&D scenario. I mean. I don't know about you, but I want to make an Athletics check to push my sled to the limit.

The group has the opportunity to rescue a guy from Dougan's Hole. His name: Judd Dougan. I find this very amusing. Maybe I missed it, but is that a thing? Does everyone from Dougan's Hole have the last name Dougan? I want to make an NPC named Dougan Dougan.

The heroes can clear up the hot spring situation. I really like the idea of adventurers finding a hidden hot spring in Icewind Dale, that's definitely something that should happen in a campaign. It just seems like fun.

Warm Bodies: There are terrifying noises coming from a cave. Guess who needs to check it out? YOU

This one is really good. It uses orc lore, which I'm interested in, and it has a pretty crazy encounter that could definitely get out of hand. This is definitely my favorite scenario out of the four.

Overall

I really like the 4th adventure, and this book is full of things you can pull out and use in any winter-themed adventure. If you're running rime of the Frostmaiden, this gives you quite a few great things to spice up the many trips through the snow.

Dungeons & Dragons - Encounters in the Far North Review

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Today we're going to look at a DMs Guild product linked to Icewind Dale: Rime of the Frostmaiden . This is Encounters in the Far North, a collection of scenarios to place in your Icewind Dale campaign.

My first thought I get from just looking at this product is that Rime of the Frostmaiden is already teeming with encounters. I mean.. it's overloaded. But then I consider the fact that there really aren't that many detailed encounters on the road or in the towns.

The thing I liked about Ice Road Trackers is that it had a bunch of explicit rules for handling certain things, particularly the "walk through the hollow log" encounter.

So let's see what's in this thing that we can pull out to stick in our Rime of the Frostmaiden campaigns.

I'm going to try my best not to spoil too much while still giving you a fair idea of what's in this, so you can decide if you want to buy it.

Encounter Chance: For every 8 hours of traveling, roll a d20. On a 12+, random encounter!

Chapter 1: Ten-Towns Encounters

One encounter I like in this section is a fish that can "grant wishes". Very amusing, cool effect.

I also love the next one, involving kids building a snow man. The more I think about it, the funnier it gets.

Then we get a mini-quest where the group must travel 5 days (!) in the snow to reach a cave where they need to go through a test. I actually really, really like this a lot, especially the idea of the group meeting someone who is a former worshiper of Auril. They could learn a lot from this NPC! My only issue with it is that Rime of the Frostmaiden is utterly overloaded with quests as it is. This is good, though.

Geez, the next one is good too. The group can buy mini-ice sculptures of themselves, each grants a magic effect. I don't want to say more, but this is tremendous.

I really like these. In the Rime of the Frostmaiden adventure, each actual town entry in Ten-Towns only has a few described locations. These help flesh the towns out nicely.

Chapter 2: Spine of the World Encounters

These encounters are set in the mountains with a trade route from Icewind Dale to the south. Isn't this area blocked by magical storms, or am I way off?

There is one encounter that deals with a sled race between two goliath clans. There were some sled rules in Ice Road Trackers, but these rules are more fleshed out and really fun. The two goliath clans in Rime of the Frostmaiden hate each other and wouldn't race each other, but this section points out that there could be other clans. Doesn't really matter, I just like the sled race stuff. I really appreciate these rules. Very, very useful!

Then... as soon as I see the words "Snow Fairy Market" I start cracking up. What character is going to reject the idea of going to see what the snow fairies have for sale? The fairies will trade trinkets for things like "three tears cried in grief." I would say that there is no way I would not use this encounter. I mean... it is 100% getting used. I'm laughing just thinking about running it.

Chapter 3: Sea of Moving Ice Encounters

In the Rime of the Frostmaiden campaign, the group will have to traverse the Sea of Moving Ice to find Auril's Abode, so these seem very useful.

One encounter stats with: "...the party's ship comes across a flat-topped iceberg with semi-transparent walls..." This one is very cool, and utilizes the character secrets. The only thing that gives me pause is that I wouldn't want all of the character secrets revealed at this point in the adventure. 1 or 2 would be OK, though.

Another one deals with a magic item that probably isn't used enough in D&D - it's a rare thing that makes for a huge encounter. I really like this one.

I appreciate the nod to John Carpenter's The Thing in the encounter with the gnomish contraption - very fun.

Chapter 4: Frozen Lands Encounters

The Reghed Tribes are pretty important in Rime of the Frostmaiden, so I'm interested to see if we get some juicy stuff.

I do like the one where the heroes can help the Bear Tribe hunt a mammoth. Hunting a mammoth seems like something uniquely suited for this adventure. We get rules for tracking the beast, very fun stuff.

The last one is pretty crazy. It involves a hag and yeti tykes. The one thing that makes my eyebrows raise through the roof is that the hag will reward the group with a magic item that lets a character fly. I guess one character flying won't "break" this adventure, but it could affect chapter 4 in weird ways.

Overall

Is this worth getting? I'd say yes. The thing I like best about this product is that it is such a breeze to read. I don't know why, but getting through 17 pages of Icewind Dale: Rime of the Frostmaiden takes a lot of effort for me, but I read through this book (and I mean READ, not skimmed) in no time at all. So breezy!

This is $6, definitely worth it. Check it out on the DMs Guild here.

Dragon+ Issue 31

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You can read this issue here.

Time to get caught up on my Dragon Pluses! Tons of stuff in this one, including a tremendous article on accessibility and D&D which shed some light on a few things for me.

The cover artist, Kent Davis, talks about the process of making the cover. The monster is an Udaak - a creature from the Explorer's Guide to Wildemount book. I reviewed this book right here.

We actually get a pdf of the monster's entry from the book. I love it when they do that.

Mythic Odysseys of Theros


In this one, designers discuss coming up with a way to make a "boss fight" more challenging. They put some monsters in this book that have two forms. You think you've killed the creature, but then the creature reveals it's true form and the battle continues.

Looking again at the alternate cover of the Theros book, I really like it. My only issue is that it's a bit too comic book-y in style. I like a fully painted look, no black line art visible.

Heroes & Villains

Heroes & Villains a new D&D clothing line. I actually really like this stuff a lot - especially the Warduke shirts and the D&D sweatpants/pajama pants. You can never have enough pajama pants, in my humble opinion.

Does wizards have the rights to use Warduke in the books? Could they put him in an adventure? If they can, they should! Warduke was one of the first NPCs I tried to write a guide about.

Baldur's Gate 3

I'm definitely looking forward to this game, even though I must confess that I have never actually completed a Baldur's Gate game. Not even close! I do really love Candlekeep thanks to the first game.

They give us a description of the nautiloid (that's a mind flayer ship that can traverse wildspace): "...an enormous living bio-ship that responds to the commands of its mind flayer pilot. Birthing pods are opened with the release of a clenched hand and colossal tentacles crush the buildings they have wrapped around with the closing of that same fist."

Sounds really cool. There were some things I didn't like about the nautiloid in Rime of the Frostmaiden, but I'm glad that the old 2e Spelljammer stuff isn't being left in the dust and forgotten.

Stay at Home Play at Home

I forgot that you can get the basic rules of D&D for free in pdf form. They link us to it. It's right here.

They also link to a bunch of free adventures from the DMs Guild.

We get some discussion about using D&D Beyond, Roll20, and Fantasy Grounds. In my opinion:

  • D&D Beyond is really great. My groups seem to really like using it, and I love that you can link it to your twitch so that viewers can actually look at the stats of the characters.
  • Roll20 is nice, but it's just way too complicated for me to use as a DM. It is fun as a player, though, especially if your DM has taken the time to master the program.
  • Fantasy Grounds I only played once or twice, but I remember thinking that Fantasy Grounds really kicked ass. Also, the Fantasy Grounds people were nice enough to put some of my DMs Guild adventures on there.

Accessibility & D&D

This is a huge article on inclusion and resources for players with different conditions. There's a character sheet designed for those with dyslexia and color-blindness. I love this sheet and want to use it.

There is an interview with Sara Thompson who points out that you can use a live captioner on your screen when streaming.

Focusing: This part really hit me:

There’s a problem feeling like you can’t bring things up,” Thompson says from experience, as Hypermobile Ehlers-Danlos syndrome can make it painful for her to sit for long periods of time and may require medication that results in “brain fog, where you can’t concentrate on what a DM is saying to you, even though they’ve said it five times to your face. I would always feel pretty terrible asking every hour and a half, ‘Hey, can we take a break?’ while everyone else was really getting into playing.

Brain fog! I can't tell you how many times I just couldn't focus while playing D&D. That's why I DM most of the time - my brain keeps moving. When I'm a player, I just can't focus and there always comes a point where I can't retain what the DM is saying, particularly if they read a lengthy description aloud.

Playing a Disabled Character: The article also talks about using disabled characters in the game: "Playing a disabled character might seem like a daunting task for an abled player who doesn’t want to cause offence or further stereotypes. Yet Thompson says not including disabled people in a world is the same as saying that they don’t exist."

The article even links to a combat wheelchair.

Accommodating Everyone: This passage hit me hard:

"Whether you’re a DM who knows not to mention spiders because of a player’s arachnophobia or a player who avoids character on character PvP attacks because a fellow player doesn’t enjoy them, gamers often unconsciously show the flexibility and responsiveness that is the core of accessibility. Once people have built up an understanding of the tools, materials, and needs of the group, Greyling says it’s simply a matter of “being willing to amend and being dynamic enough in your approach to things.

This article is talking about core issues in D&D that I've been trying to wrap my head around for years. I have had a really hard time expressing the true challenges of running a game, which frequently involve the group dynamic. In my experience, the most difficult issue with D&D is collecting people in a room and performing a task together in a harmonious way.

You'd think it would be easy, but all of these weird issues you never even thought of spring up, and I'm often at a loss as far as how to deal with them. It has only been through repetition - playing D&D over and over for years and years with many different people, that I have been able to at least somewhat handle running the game smoothly.

That said, I still feel like I am often not up to the challenge because I lack insight, and this article is actually cluing me in on some bigger reasons as to why things happen the way they do.

Using Language: Then we are given a guide to use containing language to avoid. It is in pdf form here.

This one is a huge eye-opener for me. I really wish that, in each entry, they gave an alternative phrase to use (if any at all). They do give a list of words to use at the bottom.

Some of the ones that really hit me:

"Confined to a Wheelchair" I don't know if I've ever used this phrase, but I've seen it many times and never gave it any thought.

"Derp" is one I always thought of as a silly nonsense word.

"Harelip" I was under the impression that this was an actual definition of the condition. "Cleft-lip palette" is the term.

"Lame"is a word that I do use. I never made the connection that it refers to "people with physical or mobility disabilities." I feel like I need to completely update my lexicon.

"Spaz" is a word I have used on occasion - "Spaz out." Now I see this phrase on the screen in front of me: "Refers to people with cerebral palsy or similar neurological disabilities." Good god. I had a player with cerebral palsy and I might have actually said this word in front of him.

"Special Needs" I always thought this one was an OK term to use. I definitely feel the need to completely overhaul what words I use and the general mindset I have.

There is a big list of words that would be preferable to use. Some of my favorites: Asinine, Contemptible, Dense, Livid, Overwrought (that's a great word to slip in a sentence), Petulant, and Solipsistic (this is the word that I have to look up every time I hear it).

Now we get to words that should be used. I will try and lock some of these in my brain:

  • Disabled
  • On the autism spectrum
  • With an intellectual disability
  • Uses a walker
  • With a mobility disability

D&D and Language: See, even "disabled" makes me nervous. We are living in a time where what is acceptable to say is changing rapidly, and often I feel like I shouldn't say anything at all because I might offend someone. This list is very helpful for me to use to upgrade my outlook on the world we live in right now.

I love that the world is re-evaluating the way we treat one another, and I really don't want to turn into some crabby old guy who clings fearfully to the way things were done in the '90's.

There are few things I loathe more in life than a dude who insults someone, and then says "Don't be a pussy" when it is pointed out that he's being a dick. I don't ever want to be that guy.

I have had a lot of players on the autism spectrum in the past and I had quite a few things that I would like to write about on the topic in a general sense, but I was always so afraid of using the wrong language or accidentally "shaming" someone that I didn't do it.

I actually once deleted an entire session recap from this blog from the time when I ran games in the game store, because an autistic player had an outburst and, even though I went to great lengths at the time to keep things anonymous, I felt like I probably shouldn't write about it at all - even though those issues eventually ended a campaign.

Anyway.. I could go on forever. So glad I read this article!

Unearthed Arcana: Spells, Magical Tattoos, and Psionics

Well geez, this sounds like a Monte Cook 5e explosion! What's more Monte than magic tattoos? What's more Bruce Cordell than D&D psionics?!

Most of the spell section involves summoning different kinds of spirits, which looks like a lot of fun. That's prime "the group's favorite NPC" territory.

Tattoos: The very first tattoo seems very powerful. When you are hit with a certain type of damage, you can gain immunity to it (just that instance of the damage, though) and heal half of the damage you took from it. It's only once per day. Good when you're fighting a dragon, though!

There's a tattoo that acts as armor (!), a tattoo that beefs up your critical hits, a tattoo that lets you move through creatures and solid object, and a tattoo that can store a spell.

I absolutely love these tattoos. It's so nice to have rules for things like this.

Psionics: As for the psionics, I should note that psionics played a huge part in my campaigns when I was a kid. The Complete Psionics Handbook completely changed my games for the better. The name of this blog - Power Score - is a term from that book. A power score is when you roll the exact number you needed (and produced special psionic effects when you rolled a power score).

We get some classes and, my favorite thing from 2e (except the wild magic surge table), WILD TALENTS. In 2e, a wild talent means your character just happened to be born with one psionic ability.

In this playtest, it's basically an extra die you can use to boost an ability check or attack roll. There's a cool idea here where the die "shrinks" on each use. So, your die is a d6. You use it on a to hit roll. Next time, it's a d4. Then, once the d4 is used, you can't use it at all until you take a long rest.

Maps of the Month

What's my favorite part of Dragon+? The free maps! This month we get a mix of stuff. The one I like most is the Mad Mage map. I wonder if they'll give us a free map of one level each issue, until all the levels have been given out.

For the record, Dungeon of the Mad Mage was a wall of text that I just couldn't get through. That's why there is no guide to it on this site. I may try to tackle it again at some point, but who knows. I'd need to nibble away at it each day, otherwise I'll get overwhelmed again.

They also have maps from the 3.5 Expedition to Castle Greyhawk! I actually ran a Castle Greyhawk campaign for a while on the Greyhawk Channel. I made my own version of the castle. People seemed to like when I incorporated the Lost Laboratory of Kwalish into it. Honestly I was very poorly prepared to run that adventure.

Creature Feature: Ikoria's Mutating Monsters

We get a .pdf of a monster from Magic: The Gathering. It's sort of like a godzilla-sized tiger. It has legendary actions and everything. It can shoot necrotic energy and has a special reaction where it can resist a certain type of damage.

Dndspeak d100 list: Gargantuan Monsters

Long time readers of this blog know that I LOVE the dungeon dozen, a site full of raw ideas on a certain topic. This article here is from Casey Willis, who runs a site called Dndspeak. This site is full of lists that go up to 100!

Apparently there is a reddit community that puts these together. Mind blown.

Let's pick out my favorite gargantuan monsters from this list:

Nimir of the Ruinous Oblivion: "A massive, nearly invisible figure draped in long, disgusting cloth. Nimir is the demon who oversees the creation of wraiths..."

OK, anything that expands on D&D lore is a huge thumbs up from me.

The Bickering Hydra: "This creature began life as seven royal sisters who constantly argued with each other, even as their kingdom fell apart under the threat of invading armies of monsters. Their bloodline was cursed and the heads of these princesses now sit on the seven serpentine necks of a giant hydra-like monster..."

So good. Is this not Demogorgon's next consort? Love it.

Drak’Munshoo, Eater of Stars: "This ancient lunar dragon resides on the dark side of the nearest moon. When the moon is full, its iridescent scales light up and it shoots across the sky, feeding on smaller stars. "

Fun fact: My campaign world/crystal sphere started way back when with the idea that there was a thing called a "star dragon." Later I came up with the twist that half the worlds in my crystal sphere are actually star dragon eggs that will one day hatch and kill the millions of people on each world.

The first set of gods could not resolve this issue and actually left the sphere, taking only their most devoted followers with them.

I have never resolved this story. I guess when I'm an old geezer, I'll run an adventure where the eggs hatch and everything is destroyed.

Animated Temple: I don't need to write anything else, do I? This needs to be a DMs Guild adventure like right now.

Arcane Jellyfish: "Unlike the seafaring creatures they are based upon, these jellyfish are crafted from pure magic. A few have grown to the size of small towns and can be seen from miles away as they float aimlessly in the sky."

This one is really good for atmosphere. I'd love to run a campaign where the heroes start off in a town where there's an arcane jellyfish floating in the distance, and everyone is used to it being there.

D&D Classics: Battlefields

This one contains a whole bunch of pdfs, articles from old issues of Dragon Magazine that deal with mass combat, battlefields, and castles.

Mass combat has always been this impossible thing to tackle in D&D. I do like the idea of just giving each side a stat block and letting them go at it. I personally love running encounters where the heroes are in the middle of a massive battle and each round, random stuff happens (a soldier stabs at them, a catapult boulder comes flying at them, a wounded soldier needs healing, etc.).

I can say with pride that when I was a kid, my friend Stan ran a D&D Skirmishes game one single time, and I won because I prepared like a madman for it.

Best of the Dungeon Master's Guild

These feature products that involve mass combat and gargantuan monsters. The one that catches my eye is The Walking Statues of Waterdeep by The DM Hero. That looks really cool.

Tactics for Mass Combat

Then we get a big article on running mass combat in 5e.

One idea I like involves combining the monster stats:

"Example: The party is fighting thirty orcs. Each orc has 15 hit points, so the horde has a total of 450 HP. If a character swings and deals 62 total damage across three attacks, the horde now has 388 HP as four of them are killed and another receives a grazing wound."

That works for me!

We also get some great notes on treating massive groups of enemies as an environmental hazard.

Very good issue. Thanks for reading!

Dungeons & Dragons - A Guide to Arveiaturace

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One of my favorite NPCs in Icewind Dale: Rime of the Frostmaiden is the white dragon, Arveiaturace. I got to thinking about the corpse that rides on her back and decided to wander around the internet and see what I could find about it.

Guess what? Almost nothing! His name is Meltharond Thone, and there's just a few sentences about him! Ed Greenwood has created mountains of lore. I mean, just the other day on twitter he fired off a massive list of Icewind Dale slang. 

I decided to whip up a guide to collect all the info that I could find on Meltharond and Arveiaturace. I had forgotten that Arveiaturace is linked to Arauthator from Tyranny of Dragons!

The Arveiaturace Miniature

Before we start, I should note that they just came out with a MASSIVE Arveiaturace miniature. In fact, when I google her, mostly I just get results on the mini. This one comes out in January 2021, looks really cool.

Dragon Magazine #231 - Arveiaturace, "The White Wyrm"

by Storn Cook

This article is pretty much the main source of information on the dragon. While this article originally appeared in an issue of Dragon, they also posted it online way back when along with many other of Ed Greenwood's 'Wyrms of the North" articles. You can read this article for yourself right here.

Tons and tons of lore packed into this one! Let's seen what we've got. 

Nickname: Also known as "Iceclaws."

Hunting People: She likes to drift over ships and pluck up crew members to eat. Sometimes she lands on a ship and tears it apart to get at the delicious sailors below decks.

Arveiaturace spares sailors if they desire to talk or can sing. She has abducted people and then just talked to them for a month.

Meltharond Thone: She was once the steed of a wizard named Meltharond Thone, who captured and tamed her. Over the years, she became close with him and became lonely when he died.

She straps his palanquin to her back and flies with his skeletal figure riding between her shoulders.

"A web of arcane magics spun by Meltharond in his waning days keep his bones whole and in proper relation to each other, so the wizard's skeleton sits upright and turns its head to look in whichever direction Iceclaws is looking."

Candlekeep Incident: She once went to Candlekeep when a sage wrote bad things about Meltharond. She tore the roof of the building and set the sage straight.  

Laeral of Waterdeep personally delivered a freshly printed tome from Candlekeep entitled "The High History of the Mighty Mage Meltharond" to the White Wyrm,

Laeral stayed there for ten days. The wyrm now leaves ships near Waterdeep alone.

Mate: Arveiaturace sometimes mates with a white dragon named Arauthator.

She Uses Magic: Meltharond gave her a "ring of spell triggering" that allows her to trigger the wands, rods, and staves he left behind. From what I can tell, basically, she can use a wand without holding it. As long as it is on the same plane, she can use it.

She can cast spells of up to 5th level. Her spells include:

  • Detect Magic
  • See Invisibility
  • Dispel Magic
  • Wall of Ice

New Spell: This article also details a spell that both Meltharond and the dragon use, called Awaken from Afar. It basically lets you use a wand without touching it. If the wand is on the same PLANE as you are, you can use it.  

Her Lair: Arveiaturace lives on an island south of the Sea of Moving Ice. She dwells in a cavern right next to smaller chambers that were once the sanctum of Meltharond.

  • Meltharond's rooms are how he left it.
  • She uses one of Meltharond's wands to summon unseen servants to keep things tidy.
  • She may have a crystal ball to observe weather and ships.
  • We get a list of treasure, which is similar to what appears in the 3e hoard. Plus: "...half a dozen of Meltharond's spellbooks (contents to be determined by the DM)."

She Once Fought 12 Black Dragons: "Arveiaturace is famous for tearing apart a midair portal to other planes that opened uncomfortably close to her lair and disgorged some sort of flying ship and an aerial guard of no less than twelve young adult black dragons! The White Wyrm screamed a challenge and charged to the attack, destroying the ship, the gate, and every last dragon in a wild fray that lasted for most of a day -- despite the hostile and quite spectacular spells of several wizards aboard the ship."

Dragons of Faerun

This one has an epic piece of art by the late, great William O'Connor (at the top of this article). We get a lot of the same information as in the 2e article. I was hoping for a map of her lair, but I don't see one.

She has "scales of powder blue."

Hoard: They actually detail her entire treasure hoard, which includes

  • Piles of gems
  • An idol of Gargauth aka the archdevil trapped in a shield from Baldur's Gate: Avernus
  • Crystal ball
  • Flesh golem manual
  • Stone golem manual
  • Staff of frost
  • Wand of slow
  • Wand of unseen servant

Her treasure hoard is guarded by 2 stone golems and one flesh golem.

Island: Meltharond was the ruler of the Ice Peak, an island south of the sea of moving ice. Arveiaturace became adept at battling wizards after years of serving as a steed in "mage-battle."

Personality: Arveiaturace is more paranoid than ambitious, and would like to find a wizard to replace Meltharond.

Tiamat Connection: A member of the Cult of the Dragon named Lashivian tried to convince her to become a dracolich.

Rise of the King by R.A. Salvatore

From what I can glean, in this book it is explained that Arveiaturace mated with the dragon Arauthator and they spawned a progeny named Aurbanfras, a white dragon who was slain in the War of the Silver Marches. 

Tyranny of Dragons

Arauthator, Arveiaturace's sometime-mate, is in this adventure. The group needs to go to his lair ("...just one of a number of minor lairs maintained by the dragon..."), which is a small cave/dungeon in an iceberg on the Sea of Moving Ice. His treasure hoard is pretty meager. He's got some ice troll and ice toad servants.

Storm King's Thunder

Storm King's Thunder has a random encounters in Icewind Dale section. The first entry: Arveiaturace. "Rarely does she condescend to meddle in the affairs of land dwellers; however, if one or more characters neglect to take cover, she swoops down for a closer look at them (and they at her)."

It says she is insane and that she calls out the the "withered corpse of a wizard she once regarded as a great friend. Arveiaturace occasionally calls out to the corpse in Draconic, as though the wizard were still alive."

Icewind Dale: Rime of the Frostmaiden

She has a large entry in the "Wilderness Encounter" section on page 105. 

Eyesight: Age has clouded her eyes with cataracts, limiting the range of her vision to 60 feet.

Prefers Beasts: She prefers the taste of reindeer, walrus, and polar bear flesh to that of humanoids. 

Meltharond: Meltharond's corpse is strapped to a saddle on her back. She has never acknowledged his death and still speaks to his body as if he were alive.

Ship Lair: On of her lairs is one page 127, "Dark Duchess." She has placed some of her hoard in an abandoned pirate ship called the Dark Duchess. 

Hoard: Her treasure is buried under four thick, translucent layers of ice. This hoard includes:

  • A Quiver of Ehlonna
  • Suit of Mithral Armor
  • A replica of the Wand of Orcus (!)

Arveiaturace is meant to show up while the group is exploring the ship. There is discussion of Meltharond falling out of his saddle. We are told that she can't put him back in the saddle without help. If the characters put Meltharond back, she spares their lives. 

"Once the characters are beyond her field of vision, the somewhat dim dragon remembers that she's big enough to scoop up Meltharond with one claw; she does so - gently - and flies back to her lair atop the Reghed Glacier."


Dragon+ Issue 32

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You can read this issue right here.

I'm still playing catch up with Dragon+, the online magazine that is full of free D&D stuff! Every issue has .pdfs and piles of maps, alongside all sorts of other useful things.

Imagining the Ampersand: April Prime

Artist April Prime discusses some of the art she did for Icewind Dale: Rime of the Frostmaiden, including the snowy owlbear. 

This article has a lot of extra art that didn't appear in the book. There's like 10 different images of the knucklehead trout, included when it's cooked up.

She did the art for Angajuk, the whale. That adventuring party on the back of the whale is her home D&D group's characters!

In the Works: Icewind Dale: Rime of the Frostmaiden

We learn some interesting factoids:

“The adventure did not cycle around Auril at first,” says D&D Principal Narrative Designer Chris Perkins. 

Xardorok, the evil duergar villain, is based on character from an old James Bond movie, Auric Goldfinger.

The Write Stuff: Dan Abnett

Dan has written tons of comics and he wrote Alien: Isolation, a game so scary that I quit playing after 20 minutes and have never gone back to.

It looks like he currently is playing 1st edition AD&D. I tried to go back to 2e in 2011 and man, it was weird. Group initiative was insane! I forgot that we house-ruled it. 

Apparently he got some slack for a photo of his 1e monster manual being all splayed out on a table.

Unearthed Arcana: Subclasses Revisited

We get a .pdf of some new subclasses:

Rogue: Phantom: "These rogues take knowledge from the dead and become immersed in negative energy, eventually becoming like ghosts."

I love the "Soul Trinket" idea - the rogue can take a sliver of a dying soul and use it to gain advantage on a bunch of stuff, and can ask the spirit in the trinket one question.

I really like this subclass! Not for the mechanical options, but for the flavor, which is a super-rare thing.

Warlock: The Genie: As a big fan of Al Qadim, you had me at "genie."

You get a "genie lamp" of your own, which you can magically enter and exit!

Over time, your appearance changes to resemble your genie, and at 14th level you can request a limited wish from the genie (replicating the effect of a spell of up to 6th level).

This one is also tremendous. I assume this stuff will be in Tasha's Cauldron of Everything?

Wizard: Order of Scribes: The spellbook takes center stage here.

One thing that sticks out: "When you cast a wizard spell with a spell slot, you can temporarily replace its damage type with the damage type of another spell in your spellbook, as your spellbook magically alters the spell’s formula for this casting."

So... you could cast fireball, and make it an acidball? Or a forceball? Crazy.

At 6th level, you can make spell scrolls just by touching a piece of parchment to the book!

At higher levels, the spell book becomes a hovering ghostly tome that you can teleport/switch places with.

All three of these are tremendous - the focus is on cool ideas and I love it.

This document brings forward an issue I have in D&D. Products come out, packed with new ideas, but then (for me, at least) get lost in time when everyone moves to the next thing. When I read these subclasses, I try so hard to take a mental note and remember that this "Phantom" subclass exists and that I need to refer to it when I use shadar kai in my games. But chances are, I'll forget.

Maps of the Month

This time around, we get maps from Theros and really, really nice maps of the "casino" lair of a lich from the Acquisitions, Inc. hardcover.

We also get maps of the legendary Green Dragon Inn from Expedition to Castle Greyhawk!

D&D Classics

There is a .pdf containing the details of the Green Dragon Inn from the Expedition to Castle Greyhawk book.

We also get some discussion of The Ruined Tower of Zenopus, a DMs Guild product linked to Saltmarsh.

Overall

Some issues of Dragon+ have more content than others. This one was definitely less beefy that the previous issue, but hey, it's free.

Dungeons & Dragons - A Guide to the Brain in a Jar

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Today we're going to look at a really fun D&D monster: The Brain in a Jar. I'm going to go through each edition and pull out the lore so we can get ideas on how to use this really weird, really cool monster.

My favorite NPC in Icewind Dale: Rime of the Frostmaiden is Veneranda - a brain in a jar connected to an animated suit of armor. I've always like the brain in a jar, a really weird, somewhat hilarious D&D monster. The idea of making a guide to them seems like a lot of fun, so let's do it!

Yes, there is a D&D mini for the brain in a jar. It is tiny! I used to always worry about losing it, but I never did. 

Reaper has a brain in a jar mini, too.

AD&D 2nd Edition - Ravenloft Monstrous Compendium Appendices I & II

I think this is the first appearance of a brain in a jar. It's called The Living Brain, a unique NPC/villain from the Demiplane of Ravenloft. The brain's story goes like this:

Rich Kid: Rudolph Von Aubrecker was a spoiled son of the ruler of Lamordia. He was injured badly at sea and washed up on shore.

He was brought to Victor Mordenheim (a major NPC in 2e Ravenloft, basically Dr. Frankenstein), who saw that he was going to die.

Save The Brain: Victor extracted the brain and kept it alive. After a year, he saw that it actually started to grow. He tried to destroy it, but found he couldn't - the brain used psychic powers to stop him. It then forced Victo to build it a magical support system.

The Brain Flees: The brain took control of Mordenheim's assistant, and they fled to the Sea of Sorrows.

Mind Control: The brain can control many creatures at the same time. It is trying to take control of Dementlieu, a domain of dread tun by Marcel Guignol.

Traits: It does not need food except for the nutrients in its fluid bath. The brain does sleep: "..only in dreams can it experience the physical sensations to remain sane."

Escaping the Brain: When the fluid is replenished, the brain is helpless and comatose for one hour. During this time, some victims under its control might be able to break free.

D&D 3rd Edition - Libris Mortis

This 3rd edition sourcebook gives us the brain in a jar as we know it. Traits:
  • It is an undead creature.
  • It possesses potent magical powers.
  • It can fly!
  • Has blindsight.
  • Weighs 25 pounds (this includes the weight of the container).
  • Can telepathically speak to creatures within 100 feet.
The Ritual of Extraction: How do you make a brain in a jar? "The ritual of extraction, the spells of formulation, and the alchemical recipes of preservation are closely guarded secrets held by only a few master necromancers."

The creation process is fraught with danger, because the brain gains the power to control the minds of others.

Abilities: The brain has powers:
  • Mind Thrust: I guess this targets a creature it can "see." CHA save or take 2d10 damage.
  • Madness: If you target a brain in a jar with a mind-affecting/probing power, you start to go mad due to "direct contact with its tortured mind."
  • Psionics: Suggestion, telekinesis, and dominate person.
  • Rebuke Undead: It can command undead like a cleric. 

The Warlord's Subterfuge: Further on in this book is a short adventure scenario called "The Warlord's Subterfuge." There is a nasty encounter here where a brain in a jar is hidden in the base of a throne - it can see out through a little slit. The group is attacked by an armored hulking corpse while the brain uses its powers in secret. 

The heroes may think they killed the warlord (the hulking corpse), completely unaware that the warlord is right there in the throne - the brain in the jar.

The Twilight Tomb


In this adventure, which I've never even heard of prior to writing this article, is about this:

"A 'loose' piece of the star elf demiplane of Sildëyuir contains a single glass citadel that serves as the tomb of a corrupt star elf called Mourel Duskwalker."

A star elf? What the heck is that? How did I miss this? It's so weird to me that despite spending many years reading up on D&D lore, there are entire sections of D&D history that I am completely unfamiliar with.

The basic idea of this adventure is that the heroes will enter a glass citadel and will be trapped inside until they can open a portal back to Faerun.

The Night Realm: This is a "splinter demiplane." Two days in the normal world equal one day here. Sonic spells do more damage in the Night Realm.

The Bad Guy: The villain of this adventure is a star elf brain in a jar. Deep in this crystal tower (room 49) is the vault of Mourel Duskwalker. He is now an "evolved brain in a jar." His apprentice Kyjal recovered his head after his execution.

Brain in a Girallon: Whoa... get a load of this. He created a zombie Girallon (that's a giant white ape with four arms), carved a cavity in its chest, and placed the brain in the jar in there! What!?

The girallon can cross its arms over the brain to provide it with cover. If the zombie is destroyed, Mourel flies out of the cavity and takes cover in the room's dome. 

Imbrudar, the Brain in a Jar

In this online article, D&D designer Robert Wiese decided to "give an inoffensive creature a facelift" and here were are. This article is definitely an example of a bygone era of D&D, where someone uses powers and abilities from newer books to create a surprising/effective/"gamebreaking" result.

3e, I think, was and is a dream system for people who like to tinker.

Imbrudar's Origin: Imbrudar was created in a lab and dominated its creator, forcing them to move it to a fortress. It began a quest to unlock the powers of its own mind, seeking to control every creature that came near it.

The author stats out a few versions of Imbrudar.

Imbrudar as a Budding Psion: This is a beefed-up version of the normal brain in the jar.

Imbrudar, Finally Self-Mobile: It uses a psionic power called metamorphosis, which allows it to change shape. "You acquire the physical qualities of the new form while retaining your own mind."

"When the change occurs, your equipment either remains worn or held by the new form (if it is capable of wearing or holding the item in question) or melds into the new form and becomes nonfunctional."


The duration is 1 minute per level, so.. wow.

Imbrudar, Master Psion: It can permanently switch minds with another creature! It could move from body to body if it wanted to.

It likes to use a power called decerebrate, which is simple and effective: "With decerebrate, you selectively remove a portion of the subject’s brain stem. The creature loses all cerebral function, vision, hearing, and other sensory abilities, and all voluntary motor activity. The subject becomes limp and unresponsive."

D&D 4th Edition - Open Grave

I love this book so much. We don't just get a 4e brain in a jar, we also get VARIANTS!

Traits: The brain has similar powers to the 3e version. It does have telekinetic thrust, which is a minor action (which is an additional sub-attack on its turn) that can push you up to 20 feet and, if you hit a wall, you fall prone.

"Anything that disturbs this brain's private meditations antagonizes the creature."

Brain Fluid: The preservation fluid in a brain's jar is valuable - it can be distilled into an elixir that imparts the memory and knowledge of the jar's occupant brain.

Putting a Brain to Rest: A brain can be returned to a host body to grant it a peaceful death

Brain in a Broken Jar: These are created though incomplete rituals, spoiling fluids, or damaged containers. "A brain in a broken jar is usually deranged."

It has "faulty invisibility," meaning that it becomes invisible for 1 round. This power recharges on a 4-6.

Brain in an Armored Jar: Some of them exist to chronicle past history and lore. This has "psychic overload," a power that does psychic damage and drains a "healing surge" (which is sort of like a hit die in 5e terms). It can also emit an electrical discharge, which can hit all within 15 feet with lightning damage that dazes.

Exalted Brain in a Jar: A brain taken from a powerful creature by devotees to preserve the subject's knowledge and wisdom. When a creature hits it with a melee attack, it can teleport them up to 40 feet away. Fearful Recoil: It can force an enemy back 20 feet.

Stardock Under Siege

This adventure is meant to be run at conventions and game stores where a bunch of tables full of D&D players work together to overcome the obstacles in the adventure.

Stardock: Stardock is a floating island in space, orbiting Toril (the planet that is the Forgotten Realms). You can travel to Stardock through Undermountain (the dungeon under the city of Waterdeep).

Stardock is now run by a githyanki named Urlon, who is a member of the Sha'sal Khou - a group that wants to make peace between the githyanki and the githzerai.

In this scenario, a horde of mind flayers are invading Stardock.

Bone Pod: One or more groups will end up exploring a "bone pod," which is a mind flayer vessel. "The bone pod houses an alhoon, some brains in a jar, and a platoon of dead illithids awaiting reanimation and deployment." An alhoon is a mind flayer lich.

In case you are wondering, there is a rune circle/"necrotic power cell" in the floor that siphons energy from living creatures to reanimate the dead illithids (who use bodak stat blocks).

The brains in a jar seem to be sidekicks to the alhoon. Their job in this encounter is to try to move the characters onto the necrotic circle.

This adventure looks really insane. Apparently some people who played through it thought that it was too easy.

Lost Laboratory of Kwalish

This adventure involves the heroes heading to the laboratory of the legendary Kwalish (of "Apparatus of Kwalish" fame) - the remains of a planar craft. Kwalish left, and it is now home to a bone devil.

(pg 16) M8 Control Room: The planar craft is now a part of a sort of demented magic/technology infused monastery, which is watched over by 5 "enlightened ones" who are actually brains in jars. Each has been chained to the other to form a hive-mind consciousness.

The brains were once companions of Kwalish. They were killed by a sphynx. Kwalish turned them into brains in jars, and planned to make them new bodies, but was driven away before he could complete the task.

Their names were Alton, Broderick, Corliss, Dunstan and Editha.

The brains are attached to a power grid, and need energy cells found in area M10. for them to be moved elsewhere. 

M10. Treasury: This treasury contains another brain in a jar - the brain was originally a bone devil. It had been investigating the building when its brain was magically drawn into a jar.

That's a heck of a trap, right? Make a save or your brain is pulled into a jar?

New Body: This brain wants a new body. It can use the equipment in the laboratory to return to its original body., it just needs the heroes to bring them one - preferably the body of the Grandmaster of the Monastery.

Kwalish's Notes: This lab contains notes written by Kwalish, instructions for making artificial bodies for the brains in jars.

Later in this module, it says that the brains can guide characters through the process of transferring their intellect into a host such as a slain monk from the monastery, or even a modron.

"This process requires a successful DC 14 Wisdom (Medicine) check or Dexterity check with thieves' tools or tinker's tools. However, on a failed check, the brain is destroyed.."

The idea of the party rogue having to roll a DEX check to extract a fellow party member's brain is hilariously intense to me.

Crafting a New Body: The adventure even gives us some rules on making a new artificial body.Arcana Check or DEX check with tools DC 16. Each body requires an energy cell.

Icewind Dale: Rime of the Frostmaiden


We have the 5e stat block for the brain on page 279.

  • Unwilling: "...the brain of a mortal being (willing or unwilling) is encased in a glass jar ..."
  • Immortal: The brain is rendered immortal and imbued with psionic powers.
  • Talks Too Much: "It enjoys conversation so much that it is prone to talking for hours on end...'
  • Insanity: The brain in a jar is likely to gain a form of insanity, including: dementia, schizophrenia, or paranoia. 
  • Hefty: It now weighs 125 pounds, as opposed to the 25 pounds in 3rd edition. 
  • Slow Flight: The brain flies only 10 feet per round, slower than in other editions. 
  • Life Detection: It can detect sentient creatures within 100 feet.

It can cast a pile of spells, including:

  • Mage Hand
  • Zone of Truth
  • Charm Person
  • Hold Monster
  • Tasha's Hideous Laughter

Chill Touch: It has chill touch as a ranged attack,doing necrotic damage and preventing healing.

Mind Blast: It also has mind blast! 50 foot cone, doing psychic damage and stunning those who fail the save.

Veneranda: In room Y19E. Liquefaction Chamber on pg 248

"Behind the tables stands an ornate suit of armor. Where the head should be is a swollen human brain floating inside a canister of translucent fluid."

Veneranda was a neutral evil wizard who extracted her own brain and became a brain in a jar. The jar is affixed to a helmed horror.

Her goal is to restore the city of Ythryn to its former glory. 

Ritual of Brain Transfer: This room is a ritual room designed to transform a living creature into a brain in a jar. 

"Veneranda can use the equipment in this chamber to transform one humanoid into a brain in a jar. This ritual takes 24 hours and results in the death and liquefaction of the subject's body. Veneranda doesn't allow anyone to view the ritual while it is being performed." 

Links

Cracked thinks the Brain in the Jar is one of the most idiotic monsters of all time.

The Dungeons & Dragons Quarantine Boom

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I got an email from the D&D P.R. people hyping up the releases for the 2020 holiday season. I was looking through it, and had a lot of thoughts that felt blog-worthy. I decided to ust go ahead and write whatever came to mind - my rambling eventually coalesces into thoughts on the state of D&D as we know it, right now.

Just to be clear, I make money off of the amazon and DMs Guild referral links in these blogs.

Preare yourself. There is a LOT of D&D stuff coming out in the next few months. This is just a sample.

Chardalyn Dragon Mini

This miniature will be useful for when you run chapter 4 of Icewind Dale: Rime of the Frostmaiden. Now that I've written the guide to that adventure, chapter 4 is the thing that sticks out in my mind the most. Handling the journey back to Ten-Towns is, to me, the potentially hardest thing to do in that whole book. 

James Haeck wrote a really great article on handling chapter 4 on the D&D Beyond site.

This mini is $80. That's a lot of money to me. I feel like they should have gimmicked it up a bit, maybe have the interior light up to simulate the internal glow.

Also, one thing I didn't mention in my review of Rime is the art from the book. There are a number of images of the chardalyn dragon in Rime of the Frostmaiden. Check this one out:

I feel like none of the artists quite nailed the "grill" of the mouth of the dragon. It looks a little off in every image. I think it might have been a mistake to have the grill shaped like a smiling face. It's a bummer because the idea is very cool.

Curse of Strahd Revamped

They are releasing a deluxe version of Curse of Strahd. Check out that box. It's a coffin! And Strahd is lying in it.

It comes with a couple of booklets:

  • A 224-page perfect-bound adventure for characters of levels 1–10.
  • A 20-page booklet of new monsters that appear in the adventure.
  • An 8-page Tarokka Deck booklet.

This is interesting to me. Some of you younger fans may not be aware that in 4th edition, many of the adventures came in booklet form. There was one booklet for encounters, and the other booklet contained the adventure. 

It does seem somewhat handy to have all the monster stats in an easily-accessible side book, but I assume you'll still need to refer to the Monster Manual as well. 

Are Books Obsolete? I am sort of wondering if we are starting to come to a point where books become obsolete. Will everything be digital? A lot of problems would be solved if, in an adventure pdf, you could just click on a link in the text to get all the stat stuff you need. 

I would really love for there to come a day when I never have to stop what I'm doing to find ballista stats, green slime effects, madness charts, or poison in the DMG.

Also included in the box:

  • Foil-stamped tarokka deck in a tuck box.
  • 12 postcards to invite friends to play.
  • A DM Screen.
  • Poster Map.

Possible Adjustments: It says "revamped," so I assume they tweaked some of the adventure content? I haven't really looked at the original Curse of Strahd book in a long time, but the thing I had the most trouble with in that adventure was the elevator in Castle Ravenloft. I just didn't understand it.

I also felt like Vallaki was really cool, but could use some smoothing over. There was a lot going on in that town, and I had a hard time keeping it all straight.

The other thing that pops out in my mind is that the Strahd zombies are a really cool monster, and I feel like they don't get used enough. 

The Changing Game: Curse of Strahd seems to be the most popular adventure for 5e. It makes me think a little bit about where we are in D&D right now.

I've seen a number of articles online talking about how D&D is booming right now in part due to the pandemic. Quarantined people are playing D&D online. Even the Washington Post wrote about it

D&D as an Acting Exercise: I have sensed a bit of a divide growing in the community. There has always been the "roleplaying vs. roll-playing" issue with the game, and with the increasing involvement of Hollywood celebrities, WWE wrestlers, and voice actors, there seems to be a bit of a shift toward blending "acting improv" into D&D.

Apparently, some newer players go so far as to get upset when they start playing D&D, only to find that their DM can't do voices and set up scenes like Matt Mercer does.

I've always kind of straddled the line when it comes to this issue. I enjoy combat, as long as it is relevant and not "filler" (and, IMO, it often is). I also enjoy roleplaying, but not to the point where I want to play out going to shops in town or spending an hour of precious table time interacting with my fellow party members in a bar.

What do New Players Want? Honestly, I think the movie that best encapsulates what modern D&D should be is Guardians of the Galaxy. That movie was about a party of adventurers who slowly grew to care about each other and form a unit. The interaction between them was meaningful and felt right. Everybody got a chance to shine and in the end they were brave and risked their lives to save everyone. 

When I was reading Rime of the Frostmaiden, I could sort of feel the very beginnings of a shift away from combat as the end-all, be-all of D&D adventures. One of the two intro adventures, the one with the chwingas, is much more light-hearted and does not necessarily involve combat.

Leaving Dungeons Behind: I think this is a good thing and the right direction to go in. Personally, my experience with Dungeon of the Mad Mage made it very clear that the day of the mega-dungeon is over. Going through dozens or even hundreds of irrelevant side rooms and trying to figure out how to run opposing factions occupying a small space is just not how I want to spend my time.

The one thing that makes me sort of panicky is this: If we shift to adventures that don't focus so much on combat, how am I going to fill a session

In 4th edition, things were so easy. I had a 5 hour session, which means that if we hustle, we should be able to get through 5 encounters. I could read the adventure in 20 minutes and boom, let's go.

The drawback to that, obviously, is that the characters didn't have a whole lot of choice and the encounters felt tedious at times. Shifting to a character-driven approach is liberating, but also terrifying for me as a DM. I don't want the session to suck. The burden is on me to be able to roll with what the group is doing and to chase the fun along with them.

Rules Are Still Important: That said, we still need rules. I generally don't like rules in D&D, because I find it annoying to have to learn all this stuff. I just want to play, not do homework. 

But! Rules can make things better. If you can't handle a situation in the game in a way that feels substantial, fair, and exciting, then the game suffers.

Tasha's Cauldron of Everything

This is the alternate cover, which is pretty cool. From what I understand, this book will have:

  • Subclasses
  • Feats
  • Group Patrons, such as an ancient dragon
  • Magic Tattoos! 
  • Puzzles
  • Spells & Artifacts
  • Sidekicks
  • Natural Hazards

I have been going through the Unearthed Arcana playtest material for this book (which can be found in Dragon+ and other places). 

Subclasses: The subclasses I saw were great. I always like it best when the very idea of the subclass, rather than the abilities, is exciting. Rogues who steal knowledge from the dead and snatch soul trinkets, genie-bound warlocks who can actually live in their own genie lamp... that's really great stuff, in my opinion.

Group Patrons: This sounds like a very cool idea. Especially if they use known NPCs. The heroes could work for Mordenkainen, traveling from place to place in his magic Tower of Urm. I would definitely use Vorkhesis, son of the Raven Queen, sending the heroes on missions to recover lost or stolen souls. 

Magic Tattoos: I love magic tattoos. Love them. Always have! The ones that I saw in the playtest did all sorts of stuff, but the spell-storing tattoos are my favorite. It's just so handy. I love the idea that the tattoo vanishes when you use the spell, and comes back when you take a long rest.

Sidekicks: This one I'm not so sure about. Do we need rules for this? I've never had any trouble handling NPC allies that travel with the group (and I've used tons of them). My Dungeon Academy group has:

  • A flesh golem
  • A blink dog
  • A rabbit from Barovia
  • Strahd (long story)
  • An entire crew of a Spelljammer

Not an issue! Just write the stats down on a piece of paper and keep it nearby. The stats don't even come up all that much.

Dungeon Master's Screen: Wilderness Kit

 

This little set comes with:

  • DM Screen: "Includes tables for weather, foraging, navigation, food and water needs, ship speeds, and more."
  • Dry-erase hex map.
  • Laminated "Actions in Combat" sheet for new players to reference.
  • Illustrated punch-out cards of all 14 conditions.
  • 9 cards to help track initiative.
  • 4 cards featuring the rules for exhaustion and extreme weather conditions.

My first reaction to this is that this is one DM Screen too many. I mean... seriously. But then, when I read what this comes with, I got excited. This is a product to give to a young person who wants to run their school friends through a campaign.

The Golden Time: I will always remember the "golden time" of D&D when I was a kid, where you're running your first games, nobody really knows the rules, and everything is exciting. I remember one summer day when I had finished running my planned adventure, but the group wanted to keep playing, so I sat down for 20 minutes and drew an utterly ridiculous dungeon on a piece of paper and ran my friends through it.

This dungeon included a "star dragon" AND a "death dragon," both of which I pulled out of my butt.

On another day, the group decided to build a castle with their massive pile of loot. Everybody sat down and drew out their section of the castle, placing all of their treasure and how they would protect it. They called it "Moonstone Keep" and it has been the absolute center of all my campaigns since then.

Adventure: When I look at this product and what comes with it, I picture a bunch of middle school kids running characters who wander the forest in search of adventure, referring to their laminated rules sheet, and carefully mapping out their journey on the dry-erase hex map. They'll be getting into shenanigans, creating in-jokes, and laughing their asses off.

This is why I always felt lucky to have discovered D&D when I was young. I'd look at my peers and wonder, "What do they even do for fun?" Playing D&D gives you a tight-knit group of friends. The other kids at school looked sort of lost to me - people without a passion - while my friends and I were constantly ablaze with ideas. We couldn't wait for the weekend so that we could have sleepovers and play for two days straight.

Dungeons & Dragons D20 Color Changing Light

This email is huge. It just keeps going and going. I came upon a photo of a thing. Look:

What?!? That is a huge d20! Like.. impossibly huge.

It turns out it's not a d20. Look:

It's a light! IT CHANGES COLOR

I tell you what. If there comes a day when I am not poor, I am going to have the coolest D&D room ever.

Dungeons & Dragons Skull Tankard

Check it out. That is a pretty epic cup. It does have a handle, I just don't want to overburden you with product images. 

I guess you can put Mountain Dew in it, but come on, let's class it up a little. I love this thing.

There's actually a lot more in this email - socks, pillows, a backpack, shirts, hoodies, you name it. 

We're living in a great time for D&D! Let's hope it continues to grow.

Dragon+ Issue 33

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I'm all caught up now! You can read this issue of Dragon+ right here.

Imagining The Ampersand: Wylie Beckert

We get a full look at the alternate cover to Tasha's Cauldron of Everything, by Wylie Beckert.

Heyy, check it out. They confirm that Tasha and Iggwilv are the same person: "The adopted daughter of the Baba Yaga, frenemy of Mordenkainen, and real name of Demonomicon author Iggwilv, she is now also the star of her own D&D sourcebook."

I wrote a really ridiculously huge Guide to Iggwilv a while back.

On the cover, you can see Graz'zt and the Dancing Hut of Baba Yaga.

Wylie says she worked in Tasha's hideous laughter, and that the art brief called for Graz'zt to be "looking flirtatious."

In the Works: Tasha's Cauldron of Everything

Tasha's Cauldron of Everything comes out on November 17th. Jeremy Crawford confirms that Tasha was raised by Baba Yaga and is a "frenemy" of Mordenkainen.

We get a rundown of what's in the book. Stuff like the artificer class, group patrons, and sidekicks (Jeremy says that playtest feedback showed that people love the sidekicks).

The Demonomicon of Iggwilv is in the book! I think I wrote a guide to that, too. There is a new artifact - a tarokka deck that can capture evil beings.

There are supernatural environments - areas that have been transformed by magic.

In the Works: Curse of Strahd Revamped

Apparently the basic idea of Curse of Strahd Revamped was to put the book and the tarokka deck in one package. So what we have here is a good old-fashioned boxed set that comes with a deck of cards.

The poster map is made of a more durable material so that it doesn't rip when folded.

Aha. This is what I was wondering about: "The D&D Team also took the opportunity to make a few small changes to the adventure itself, incorporating errata that players have discovered over the years. While this didn’t involve any major structural changes or heavy rewrites, it did include a number of finely tuned improvements throughout the book."

There are changes to the depiction of the vistani and Ezmerelda's artificial leg.

The first thing you see when you open the box is an image of Strahd lying in the dirt. On the reverse side is Strahd's stat block. Nice!

In the Works: Beadle and Grimm's Curse of Strahd Legendary Edition

I generally don't write much about these releases because I just can't afford them. But this one caught my interest because there are new maps involved.

They show us some maps, which are new. I don't want to show the whole thing (you can see it in the article), but here's a slice:

That's the bonegrinder. Check out the border, which is quite similar to the 2e Ravenloft cover border.

The cartographer also did a new map of Barovia. Here's a chunk:

This set comes with a ton of stuff, including the Holy Symbol of Ravenkind. There are also Barovian coins which depict Strahd.

You can order curse of Strahd Legendary Edition here.

D&D Classics: This month, we get olympic-themed .pdfs.

We get a .pdf from the 3e Races of Stone book, which is where the goliath game of goatball actually came from (it's in Rime of the Frostmaiden).

One of the "Challenge of Champions" adventures is here, from Dungeon Magazine #91. I ran the first one, which was in issue #58. It was tough for me because each entry was very dense, but my group really liked it.

Good old 4e gets some attention! Dungeon #176's Cross City Race is here for free - a race through a city where anything is fair.

We even get a slice of one of my favorite rooms from the 5e White Plume Mountain: The "jumping platform" room.

Unearthed Arcana: Feats & Subclasses Part 4

This playtest document features new feats.

Chef: This one cracks me up, but is also useful. +1 to CON or WIS, your meals allow characters to heal more on a short rest, and you can make delicious treats that grant temporary hit points.

Fey-Touched: I like this one just because it links you to the Feywild. +1 to INT, WIS, or CHA, plus you learn misty step, and a 1st level spell!

Poisoner: This is cool, as it encourages the use of poison in the game. Although that can be a headache sometimes for a DM, poison can lead to a lot of fun stuff.

Shadow Touched: You're linked to the Shadowfell. Love it. It's like the Fey Touched feat,, but you gain use of the darkness spell (another hard spell to handle for me as a DM) and one 1st level spell.

There is a second .pdf with come new subclasses.

Bard: College of Spirits: It's a bard who can commune with spirits. These spirits can grant random powers when you use a Bardic Inspiration. You roll on a chart to determine the random effect - you might heal an ally, teleport an ally, all sorts of things. You might get to breathe dragon breath.

Warlock: The Undead: The warlock's patron is an undead entity like Acererak or Strahd (!).

They can take on a 'form of dread' for a minute, giving them temporary hit points, immunity to the frightened condition, and more.

Wow, once they hit 6th level they no longer need to eat, drink, or breathe.

Very cool, love the warlock. The bard is fun but, while I love random charts, not sure how I feel about some of the results.

Comic: Ravenloft

This one of those epic walkthrough maps by Jason Thompson. This has been published before. I think I actually used it as reference in my Guide to Curse of Strahd... because this thing is amazing. This guy doesn't get nearly the recognition he deserves.

Maps of the Month


We get a Theros arena map (everyone needs an arena map, IMO).

We also get some nice city maps and some fantastic grid maps of forest areas.

Heyy we even get a map of that room in White Plume Mountain!

Dang, they even throw in another Jason Thompson walkthrough map, this one of the Hall of the Fire Giant King.

Decent issue!

Dungeons & Dragons - A Guide to Auril, the Frostmaiden

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Auril is the main villain in Rime of the Frostmaiden, so I figure it might be handy to go through old products and see if we can dig up any lore that might help run her more effectively in our Icewind Dale campaigns.

As it turns out, she is mentioned in a lot of old products, but often, it's just a sentence or two. There's not a lot of lore - it's the same information repeated over and over, with new ideas scattered here and there.

There is a story about how she has teamed up with three other evil gods, but over the course of 5 editions, not much really happens with them. 

Pronunciation: Another thing that is fun to track while doing this guide is the pronunciation of Auril's name. If you look at page 12 in Rime of the Frostmaiden, you'll see that her name is pronounced "oh-reel." Was it always this way? Nope. 

New Information: The three things that stuck out to me while making this guide:

  • Legacy of the Crystal Shard has a ton of content that would be very useful to incorporate into Rime of the Frostmaiden.
  • Auril has a daughter named Nalkara, who can be summoned by Halaster the Mad Mage.
  • Auril might be The Queen of Air and Darkness.

Dragon Magazine #54 - Down to Earth Divinity

This article, by mighty Ed Greenwood, details about 20 Forgotten Realms deities. One of them is Auril. Here's her main traits:

  • Goddess of Cold
  • Neutral Evil
  • Demigoddess
  • Home Plane: Pandemonium

The Gods of Fury: She is connected to Talos, a storm god. "Talos is served by Auril, Umberless, and Malar. All four are known collectively as The Gods of Fury."

Spells: She can cast Frost Fingers (a spell from Dragon Magazine #33, which appears in 5e's Rime of the Frostmaiden), Ice Storm, and Otiluke's Freezing Sphere. 

Breath Weapon: She has an icy breath weapon that acts like a cone of cold spell. The breath also has the effect of a crystal brittle spell on all metal that it touches.

Alignment: All who worship her are netural evil.

"A worshiper of Auril would have ice and cold-related spells doubled in power, while spells related to the other elements would be half-strength."


Forgotten Realms Campaign Set Cyclopedia

The pronunciation guide in this says: (AWE-rill).  

We learn that Auril is a beautiful, blue-skinned maiden garbed in a mantle of white.

Rival: Chauntea, Neutral Good Goddess of Agriculture, is always at war with Auril and Talos.

Faiths & Avatars

We get some expanded lore: 

  • New Nicknames: Icedawn, the Cold Goddess, Lady Frostkiss
  • Alias: Saukuruk (among people of the Great Glacier)
  • Allies: Talos, Umberlee, Malar
  • Foes: Ar'ar (Amaunator), Moander, Sune, Chauntea, Shiallia, Uthgar.
  • Worshipers Alignment: Any neutral or evil.

Pronunciation is still AWE-ril.

Traits: Auril is a lvl 27 mage, lvl 20 fighter, and lvl 15 cleric. We also learn:

  • She is worshiped primarily out of fear.
  • She can call on the other gods of fury for aid, but only does so with Umberlee with any confidence. Malar despises her.
  • "She is a fickle, vain, and evil creature whose cold divine heart remains untouched by any hint of true love, noble feeling, or honor."
  • "...the flower of womanhood preserved forever in a slab of arctic ice..."

Avatars: She has 2 avatar forms:

Frostmaiden: The blue-skinned, white haired woman. She can cast spells that harm plants and animals, she can summon arctic creatures. 

The touch of her gown leaves a mark called the frost brand, a translucent mark that marks flesh, wood and stone alike. When you are next to her you must save each round or the frost brand mark, which does 2d8 damage.

She has a ice axe +3 frost brand.

Icedawn: "A silent, gliding apparition of icy hateur, an impassive figure in an ornate crown and hooked, spurred armor of opaque, light blue ice." She casts no spells. 

"Her appearance always costs the life of any Aurilian priests who are present, freezing them internally."

She drifts about, coating everything in her wake with a thick rime. Everything within 20 feet become frozen solid.  "All other living things must make a successful saving throw vs. death magic each round they are within 20 feet of her or die."

Icy Breath Manifestation: She can also manifest as icy breath accompanied by a cold, ruthless chuckling and a blue-white radiance.

Frost Eyes Manifestation: She appears as a blank-eyes face of frost with long, wind-whipped white hair that radiates intense cold.

"She slays with her life-chilling kiss" and confers boons by breathing them out of the face's mouth.

Servants: She indicates her favor/disfavor with water elementals, ice elementals, undead, winter wolves, frost giants, and other arctic creatures.

Followers: Specialty priests of Auril are called icepriestesses and icepriests. Most use the honorific: "Hand of Auril" or "Icebreath"

Formal titles:

  • Postulant
  • Votre
  • Icewind
  • Storm Sister/Storm BrotherFrosttouch
  • Lady/Lord Cold
  • Lady/Lord Deep Winter
  • Lady/Lord Cold Circle
  • High Hand of Ice

Priestesses of Auril are immune to natural cold, and need much less food.

Tasks: Auril charges her clergy to: "Cover all the lands with  ice.Quench fire wherever it is found. Let in the winds and the cold; cut downwindbreaks and chop holes in walls and roofs that my breath  may come in.Work darknesses to hide the cursed sun so that the chill I bring may slay.Take the  life of an arctic creature only in great need, but slay all others atwill. Make all Faerun fear me.

Holy Days: There are a few holidays and events related to Auril:

  • Midwinter Night: A festival of ice dancing that lasts all night.
  • The Embracing: A ritual to gain admittance into her clergy. You must run through a blizzard all night long dressed only in boots, a thin shift, and body paint. You'll either die from exposure or be rescued by her embrace.
  • The Coming Storm and the Last Storm: Howling ice storms summoned by the clergy bringing fierce weather down on a region.

The Cult of Frost seeks the ring of winter, which is found in Tomb of Annihilation. It is currently held by a Chosen of Auril named Artus Cimber.

The Frost Witches: "...who have recorded at least one tome of frost and cold magic in Auril's name and are reputed to know the location of the Codicil of White..."

Auril's Relationship with Talos: Their relationship is close and cordial. Talos's relationship with Umberlee is flirtatious and filled with rivalry.

Prayers from the Faithful

This is a really unique book. It's full of lore, items, and ideas relating to the gods of the Forgotten Realms.

The Silver Supplicant: A statuette that is always cold, and when it is dropped gives off a bell-like chord. It can be used as a source of spells and as a holy relic linked to Auril. The statue went missing and someone has been creating fakes.

The true statuette has 10 skirt ornaments and 10 spells relating to cold and ice can be learned from it.

Cold Cloaks: Wizards loyal to Auril.

Old Name of Auril: Alaphaer

Secret Spells: The statuette can be used to cast three spells when the command word is spoken: Heal, ice storm, and teleport without error. One the command word is spoken, the spell must be cast within 4 rounds, or else the statuette casts it on a random target.

3e Forgotten Realms Campaign Setting

Castle Perilous: This place is home to a cleric of Auril named Iyraclea, "The Mistress of the Great Glacier." She has been abducting young mages. "Few see her castle of sculpted ice and live to tell the tale."

Snowflowers: Edible plants that tumble about in icy winds.

Ice Worms: White-furred things as long as a man's arm that lives on meltwater or snowflowers.

Gerti Orelsdottr: A female frost giant, daughter of the frost giant jarl. She believes that the frost giants are the chosen people of Auril.

  • Favored Weapon: Icemaiden's Caress, a battleaxe made of ice

Uthgar, god of the Uthgardt, hates Auril for turning the Elk tribe away from his worship.

Faiths & Pantheons

Her name is still pronounced aw-rill.

  • Symbol: White snowflake on gray diamond with white border.
  • Home Plane: Fury's Heart.
  • Worshipers: Druids, elemental archons (air or water), frost giants, rangers.
  • "She remains untouched by any hint of true love, noble feeling, or honor."

A lot of this text is identical to the 2e description. They changed the test, though:

Test: Each of her clerics must force or persuade someone to pray to her, praising her for the "cold cleansing" she brings. The prayer must last as long as it takes for a piece of ice to melt in the hand of the supplicant.

Clergy are expected to slay at least one creature with cold each winter.

Auril is one of the Deities of Fury. Talos has eroded her power, so she has responded by making winter more fierce in the North.

Dragon Magazine #312 - Prayers of the Frostmaiden: The Spells of Auril

This article updates some spells from older editions.

Revelations of the Icedawn: A holy book of Auril, containing her prayers.

Dragon Magazine #367 - Realmslore: Hall of the Frostmaiden

 

This 4e article details a planar realm ruled by Auril. It also makes some eyebrow-raising claims that I'm not sure are canon.  

She's still awe-ril.

The Icedawn Syllabus: A treatise on Auril penned by Demetrius Whitefire of Sossal.

The Frostfell: The Frostfell is an area in the Astral Sea (the Astral Plane was called the Astral Sea in 4th edition) that is in Auril's control. "It is a land where raw, intangible belief meets raw, immutable reality."This realm contains a number of sub-realms:

Lairgmire, the Hallowfrost Plains: Snowy realm, home to mammoths, smilodons, etc. 

Shiverfang Gulch: Home to frost worms. 

Stromfar, the Frosthorn Peaks: Get a load of this: "Fey of the Shiverpine Forest revere Auril as the Queen of Air and Darkness, a malevolent faerie goddess banished from the Feywild at the dawn of time..."

Silverlight Aerie: Home to avariel (winged elves) who worship Auril.

Deargpool, the Everfrost Bay: This place is where the Sepulcher of the Sleeping One lies. The corpse of Sea King Ulutiu rests here for all eternity.

Winter Hall: It looks like an iceberg flipped on its end. This colossal ice mote is shrouded in fog and freezing rain. The throne room inside it was crafted from the beating heart of a primordial called Durbaagal.

Auril: "She appears as a haughty winged faerie of terrible, cold beauty, with bone-white skin and angular features; he mane of flowing black hair is adorned with an ornate crown of platinum and diamonds. "

  • No mortal realm is beyone Auril's influence.
  • Her palace is a trophy hall, displaying her countless victories.
  • She is one of the Three Furies, along with Malar and Umberlee. Talos was revealed to be Gruumsh (!) and was banished.
  • She has gained power by siphoning the faiths of Ulutiu, Aerdie Faenya, and Gruumsh.
  • She is in conflict with an ancient primordial called Akadi.
  • Her exarchs include: Iyraclea the Ice Queen, and Artus Cimber.
  • She embodies freedom and impulse?

Winter Hag: This article details a new type of hag. they are winter hags, who serve as handmaidens of Auril. We get very little description, mostly just a stat block.

Dungeon #170 - Monument of the Ancients

This adventure is set in Phlan. Elementals are plaguing the town.

The Alaphaer Run: A swift torrent flowing under 10 inches or more of packed ice. It is impossible cold, dealing massive cold damage. This river is blessed by Auril, and actually travels in an out of her Astral realm in the Deep wilds.

Legacy of the Crystal Shard

This adventure was released during the playtest days of 5th edition. It is set in Icewind Dale, and it involves the Ten-Towns and everything. I ran some of this in the game store when it came out, right before I started this blog.

This adventure involves the "black ice," known in Rime of the Frostmaiden as Chardalyn.

A Chosen of Auril, named Hedrun, has made a tower of black ice.

Hedrun: She was a member of the Elk Tribe, and became involved with the son of Mjenir, the shaman (the same shaman who appears in Rime of the Frostmaiden). Auril ended up freezing Olaf to death when Hedrun kissed him.

Mjenir had her banished. Hedrun became a Chosen of Auril. Her job is to collect the black ice and use it to augment Auril's power. Her abilities:

  • She freezes whatever she touches.p
  • She can hurl icicles at distant foes.
  • She commands obedience from the beasts of the tundra.
  • She can create icy duplicates of herself while her real body slumbers in an icy coffin.

Auril Traits: We learn a few new things about Auril:

  • Auril grants her favor in response to prayers only capriciously.
  • Her followers are often femlaes who have survived an encounter with extreme cold.
  • The idea of a cleric of Auril is almost entirely foreign.
  • Auril wants to be independent of the other Gods of Fury.

Bear Tribe: The Tribe of the Bear follows Auril, and made a temple in Evermelt, the old lair of Icingdeath.

Davrick Fain: A priest of Auril's who lives in Bremen. He travels Ten-Towns and spreads the word.

Dead in Thay

The villain in this adventure has captured the Chosen of various deities, and is siphoning their power. One of those Chosen who has been captured is the Chosen of Auril from Legacy of the Crystal Shard.

Hedrun Arnsfirth, Chosen of Auril: We learn what's happened to Hedrun since the events of Legacy of the Crystal Shard. If Hedrun was slain in Legacy of thee Crystal Shard, then she is now a wight. "She curses an oath to Auril and attacks characters, swearing vengeance on Ten Towns and the people of Icewind Dale."

5e Player's Handbook 

On page 294, there is a list of Forgotten Realms deities. Auril is right at the top.

  • Goddess of Winter
  • Neutral Evil
  • Domains: Nature, Tempest
  • Symbol: Six-pointed snowflake.

Dungeon of the Mad Mage pg 301

I still haven't gone through this book. It broke me by page 50 - too much wall of text. I really need to take another stab at it.

On page 302 of this adventure, the throne room of the Mad Mage himself is detailed. There is a magic circle on the floor of this room, which can be used to summon an empyrean. Who is this empyrean? Check it out:

Nalkara the Empyrean: Nalkara is the neutral evil daughter of Auril, the god of winter, and Thrym, the god of the frost giants. 

She looks like a frost giant with crackling blue flames for hair. When she is happy, everything around her is bright and warm. When she's unhappy, her surroundings become dark and colder. 

In this adventure, it is stated that Nalkara owes Halaster a favor. Halaster orders her to kill the heroes. 

Icewind Dale: Rime of the Frostmaiden

This adventure is about Auril, and how she has cast a spell on Icewind Dale known as the Everlasting Rime.

The Everlasting Rime: (pg 5) Just before midnight each night, Auril flies on a roc and casts a spell. This has been happening for over two years! The effects of the spell:

  • Creates an aurora that fades before dawn. 
  • Prevents the sun from rising the next day, no sunlight or warmth. 
  • Barricades the mountain pass with blizzards.
  • Churns the Sea of Moving Ice with blistering winds. 

Icewind Dale is "trapped in a different reality from the rest of the world, for though the sun never rises over the dale, it continues to rise everywhere else."

Each casting leaves Auril weakened. 

(pg 6) Auril is unhappy and craves isolation. "Auril's decision to live among mortals is explained in appendix C." Hmm.. seems like we better check that out, huh?

(pg 274) Auril the Frostmaiden: She is a neutral evil lesser god of cold indifference. She hoards beauty, trapping it in ice. Because the spell leaves her in a weakened state, she avoids contact with creatures that can harm her. She lurks on Solstice, a mist-shrouded island in the Sea of Moving Ice.

It does say that the gods stopped meddling in mortal affairs after The Sundering, but Auril could not stay away for long. 

She has three forms. To destroy her, "...heroes must reduce each of her forms to 0 hit points one after another." If at least one form hasn't been reduced to 0 hp, she can take a long rest to regain all her destroyed forms. 

  • Cold Crone (First Form pg 275): A 7-foot-tall biped with the head of an owl (the creature on the cover of the book). 
  • The Brittle Maiden (Second Form pg 276): 10-foot-tall woman made of ice and frost.
  • The Queen of Frozen Tears (Third Form pg 278): A 3-foot diameter ice diamond containing a divine spark (!). 
The Tenets of Aurils's Faith: On page 212, the core beliefs of Auril are discussed: Cruelty, Endurance, Isolation, Preservation.

Auril's Abode: She lives on an island in the Sea of Moving Ice.

Her fortress of Grimskalle is detailed. Those who serve the Frostmaiden can come here and take part in 4 magical tests to prove their loyalty to her.

Passing her tests might grant a creature the Blessing of the Frostmaiden:

  • Eyes become cold as ice.
  • Immunity to cold damage.
  • Can cast cone of cold once per day.

There is a Hall of the Four Winds which contain ice tablets that spell out Auril's core beliefs.

The Codicil of White is here, a book that contains rituals and ceremonies pertaining to Auril.

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