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Adventurer's League Game
Icewind Dale: Rime of the Frostmaiden is a tale of dark terror that revisits the forlorn, flickering candlelights of civilization known as Ten-Towns and sheds light on the many bone-chilling locations that surround these frontier settlements.
Chapter 2: Icewind Dale
A 1-Year Adventure for 5th-7th Level Characters
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Poor_Knight replied to Poor_Knight's topic in Icewind Dale: Rise of the Frostmaiden's Game
Yes, I'd say maybe 3 rounds since the end of the last combat. I feel like you all moved quick - check one cell, then another, and then went up the steps. -
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lemonstyx replied to Poor_Knight's topic in Icewind Dale: Rise of the Frostmaiden's Game
Quick question before I post, @Poor_Knight: I had intentionally not dropped concentration on Zephyr Strike after the last battle. Would it still be up and running? If so, how many rounds would it likely have been? -
story Chapter 2: Icewind Dale (cont)
omegoku replied to Poor_Knight's topic in Icewind Dale: Rise of the Frostmaiden's Game
Johnny Alpharius- Half Elf Artificer 5 HP: 38/38 | AC: 17 | Speed: 30ft | HD: 15d8/15d8 /| Spell Slots: Lv 1 3/4 Lv2 2/2 Perception: +3 | Saving Throws: Str -1 Dex +4 Con +5 Int +6 Wis +1 Cha +0 | Spell DC: 14 | Initiative: +4 StatisticsStr -1 Dex +4 Con +2 Int +3 Wis +1 Cha 0 Languages: Common, Elvish, Dwarfish, Giant, Orc Attacks: -Light Crossbow +7 Damage: 1d8+4 • Piercing -Eldritch Cannon +6 2d8 Force -Firebolt +8 2d10+d8 Fire -Shocking Grasp +7 2d8+d8 Lightning | Magic Items -Walloping Ammo *5 -Grey Bag of Tricks -Healing Potion -Spell Scroll of Fabricate -Spell Scroll of Blink -Charm of Biting Cold | SkillsAcrobatics: +10* Arcana: +6* Athletics: -1 Animal Handling: +1 Deception: +0 History: +3 Intimidate: +2* Insight: +4* Investigate: +3 Medicine: +1 Nature: +3 Perception: +4* Performance: +0 Persuasion: +0 Religion: +3 Stealth: +6* Sleight of Hand: +6* Survival: +1 Abilities Spells Infusions Johnny doesn't give the dwarves a chance to recover, both barrels send death towards the druegar not yet in his armour. -
Markax Neutral Good Dragonborn (Silver) Circle of Stars Druid 5 AC: 19 (Mariner's scale mail + shield) | HP: 43/43 | Initiative: +2 | Passive Perception: 17 | Passive Insight: 14 Wild shape: 2/2 | Star map, Guiding Bolt: 4/4 | Breath, Cold: 3/3 | Flight: 1/1 Spell Slots: 3/4 1st level, 3/3 2nd level, 2/2 3rd level | Spell DC: 16 | Spell Attack: +8 Conditions: none | Heroic Inspiration: 0 "More duergar!" Markax moved ahead to get a clear line of sight and conjured a small mote of radiant light before him. Instantly, it shoots into the duergar with his armor on backwards. Mechanics
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story Chapter 2: Icewind Dale (cont)
Poor_Knight replied to Poor_Knight's topic in Icewind Dale: Rise of the Frostmaiden's Game
Duergar Outpost 21 Kythorn at 1pm-ish; Illumination: Exterior - Dim; Interior: Dark Weather: High Winds Johnny checks behind the two closed doors but only finds two empty cells. Quickly stepping past the dead duergar, which has reverted to its natural size, and moving to the top of the stairs you come to a central common area where crates and sacks are stashed against the west wall. Four doors are seen in the other walls, one of which on the two southern wall is open. Delving into what can only be the duergars' sleeping quarters, you hear the clink of scale mail. Two dwarves are trying to don their armor. One is hopping on one foot as he tries to stuff his foot into his greaves; the other has his scale mail on backwards. Roll Initiative! OOC If you beat or tie the Duergar Init take a turn. Bright light emanates 60 feet from Darvin. Prevailing light inside is Dark. Disadvantage on Perception checks (and a -5 to Passive Perception) outside of the magic light if you have Darkvision, Blind otherwise. -
story Chapter 2: Icewind Dale (cont)
Djacob91 replied to Poor_Knight's topic in Icewind Dale: Rise of the Frostmaiden's Game
Darvin gestured towards the stairs. "If you are good Vithka, and the rest of us appear to be, then let us continue. Hardly seems worth it to be subtle at this point, so lets move quickly before they gather." He said, putting words to action as he moved towards the stairs in question, holding his shining beacon up high to provide light to all. Actions/OOC Statblock Spell Slots Spells Known -
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lemonstyx replied to Poor_Knight's topic in Icewind Dale: Rise of the Frostmaiden's Game
Oooh, nice! -
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TricksterArcane replied to Poor_Knight's topic in Icewind Dale: Rise of the Frostmaiden's Game
+1 moon sickle adds 1d4 to healing and PK ruled that it could apply to goodberries -
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lemonstyx replied to Poor_Knight's topic in Icewind Dale: Rise of the Frostmaiden's Game
Thanks, @TricksterArcane, but aren't Goodberries just 1 HP of healing? I think that's true even with the new PHB. -
Markax Neutral Good Dragonborn (Silver) Circle of Stars Druid 5 AC: 19 (Mariner's scale mail + shield) | HP: 43/43 | Initiative: +2 | Passive Perception: 17 | Passive Insight: 14 Wild shape: 2/2 | Star map, Guiding Bolt: 4/4 | Breath, Cold: 3/3 | Flight: 1/1 Spell Slots: 3/4 1st level, 3/3 2nd level, 2/2 3rd level | Spell DC: 16 | Spell Attack: +8 Conditions: none | Heroic Inspiration: 0 Markax approaches Vithka and hands her two goodberries. "Here. Take two of these until we find a safe spot to rest." Mechanics
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story Chapter 2: Icewind Dale (cont)
lemonstyx replied to Poor_Knight's topic in Icewind Dale: Rise of the Frostmaiden's Game
Vithka Sheet | Log Lawful Neutral, Female Githzerai Ranger 5 (Gloomstalker) HP: 32/44 | HD: 5/5 (d10) | AC: 16 | Initiative: +7 | PP: 16 | Speed: 30 ft | Prof Bonus: +3 Status: Conc on ZS (3/10) | DM Inspiration: 0 | Spell Slots: L1 3/4 L2 1/2 | DefensesAdvantage on saving throws vs being charmed or frightened, resistance to psychic damage Stat Block Spells Magic Items Vithka shrugged when Johnny asked about her. "Is fine," she said matter of factly, although it was clear she appreciated the gesture. As Johnny went to open the doors, she stood ready with her bow, just in case. -
story Chapter 2: Icewind Dale (cont)
omegoku replied to Poor_Knight's topic in Icewind Dale: Rise of the Frostmaiden's Game
Johnny Alpharius- Half Elf Artificer 5 HP: 38/38 | AC: 17 | Speed: 30ft | HD: 15d8/15d8 /| Spell Slots: Lv 1 3/4 Lv2 2/2 Perception: +3 | Saving Throws: Str -1 Dex +4 Con +5 Int +6 Wis +1 Cha +0 | Spell DC: 14 | Initiative: +4 StatisticsStr -1 Dex +4 Con +2 Int +3 Wis +1 Cha 0 Languages: Common, Elvish, Dwarfish, Giant, Orc Attacks: -Light Crossbow +7 Damage: 1d8+4 • Piercing -Eldritch Cannon +6 2d8 Force -Firebolt +8 2d10+d8 Fire -Shocking Grasp +7 2d8+d8 Lightning | Magic Items -Walloping Ammo *5 -Grey Bag of Tricks -Healing Potion -Spell Scroll of Fabricate -Spell Scroll of Blink -Charm of Biting Cold | SkillsAcrobatics: +10* Arcana: +6* Athletics: -1 Animal Handling: +1 Deception: +0 History: +3 Intimidate: +2* Insight: +4* Investigate: +3 Medicine: +1 Nature: +3 Perception: +4* Performance: +0 Persuasion: +0 Religion: +3 Stealth: +6* Sleight of Hand: +6* Survival: +1 Abilities Spells Infusions Johnny holstered his wand and his wand gave a shiver as it prepared to rest. "Are you hurt Vithka? That overgrown dwarf came at you strong! Let me check these last two doors and then we should go up the stairs.." Johnny tries to open the last 2 closed doors to see what is inside. -
story Chapter 2: Icewind Dale (cont)
Poor_Knight replied to Poor_Knight's topic in Icewind Dale: Rise of the Frostmaiden's Game
Duergar Outpost 21 Kythorn at 1pm-ish; Illumination: Exterior - Dim; Interior: Dark Weather: High Winds Johnny targets the duergar with his crossbow, scoring a hit, but his cannon fire is deflected by the dwarf's shield. Vithka glides to the far side of the room upon a light breeze and fires her bow at the dwarf, sinking two arrows into its flesh and sending the dwarf to the stone. Roscoe bursts with radiant energy again but this time the spore creatures resist his magic. Markax's magic-fueled attack rips open another spore creature and i t crumbles to the floor. Darvin unleashes his eldritch blasts upon the last standing for, another spore creature, destroying it. After the brief battle you find yourselves alone now in this chamber of cells. How do you proceed? OOC Bright light emanates 60 feet from Darvin. Prevailing light inside is Dark. Disadvantage on Perception checks (and a -5 to Passive Perception) outside of the magic light if you have Darkvision, Blind otherwise. -
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Poor_Knight replied to Poor_Knight's topic in Icewind Dale: Rise of the Frostmaiden's Game
You have 60 days to do so. I'll keep the game moving. You can update now (or maybe applicable after this combat) or wait out the 60 days. I'll start using the new Rules Glossary now (or after this combat if it creates a weird situation (unlikely)). -
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lemonstyx replied to Poor_Knight's topic in Icewind Dale: Rise of the Frostmaiden's Game
Yeah, I still haven't updated Vithka. Hopefully soon. -
I'll get Roscoe updated ASAP - just getting hammered at work right now.
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lemonstyx replied to Poor_Knight's topic in Icewind Dale: Rise of the Frostmaiden's Game
Oh right - thanks TA! I'll get to that fairly soon. (Work is bonkers right now.) -
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TricksterArcane replied to Poor_Knight's topic in Icewind Dale: Rise of the Frostmaiden's Game
he'll still need to update his species, background, spells and equipment. -
I created my character in that campaign. Copied the rules to my character thread, and then restarted building the character and used it for next character. Will update the mw sheets once the character makes the change. What about my artificer? He doesn't have any new rules, so does he stay as is, does he need to change background or species rules or anything?
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TricksterArcane replied to Poor_Knight's topic in Icewind Dale: Rise of the Frostmaiden's Game
You can use the campaign I created to update all your characters across all your MW games :) -
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lemonstyx replied to Poor_Knight's topic in Icewind Dale: Rise of the Frostmaiden's Game
In another game, TricksterArcane created a campaign in DnDBeyond so that he could share his access to the 2024 PHB with us. I believe this requires a Master tier subscription there. If you happen to have such a subscription and have the new PHB, is there any chance you might consider doing the same? -
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Poor_Knight replied to Poor_Knight's topic in Icewind Dale: Rise of the Frostmaiden's Game
FYI - in light of the AL PHB 2024 announcement (https://www.dndbeyond.com/posts/1819-d-d-adventurers-league-update-for-the-2024-core) I'll give you a moment to update your Class/Subclass to the PHB 2024 stuff if you'd like. You can leave your PC as-is for the next 60 days. However, I will be using the PHB 2024 rules and spells. If you have any concerns please let me know. -
story Chapter 2: Icewind Dale (cont)
Djacob91 replied to Poor_Knight's topic in Icewind Dale: Rise of the Frostmaiden's Game
Darvin looked at the spore creatures for a moment before stepping past that particular fight. It appeared that Markax and Roscoe had them under control for now, with the rather large duergar being the larger threat. Skirting the edge of both melees, he stepped up behind Vithrax for a moment before casting forth another pair of bolts, this time at the oversized duergar. Actions/OOC Move Action: Move South, South, SE, SE, S, S. Should end up 2 squares directly east of Vithka. Standard Action: Eldritch Blast at the duergar. Each hit will knock the creature back 10ft Concentration: Daylight; Duration 1hr Conditions: Statblock Str 8 (-1) Dex 14 (2) Con 12 (1) Int 14 (2) Wis 10 (0) Cha 16 (3) Proficiency Bonus: +3 INIT: +2 AC: 13 HD: 5/5d8 HP: 32/32; TEMP: 0 Speed: 30 ft Passive Perception: 12 Gifts: Charm of Bounty: Create Food and Water 3/3 Human: Bonus Skill/Feat Cloistered Scholar: Library Access Warlock: Otherworldly Patron: Celestial (Savras) Pact Magic Healing Light: 6/6 Eldritch Invocations: -Agonizing Blast -Beguiling Influence -Book of Ancient Secrets -Repelling Blast Pact of the Tome (Detect Magic; Identify) Rod of the Packeeper: 1/1 (1 per day, regain a spell slot) ASI: Magic Initiate (Warlock): Minor Illusion; Mage Hand; Hex lvl 4: Eldritch Adept Attacks Eldritch Blast +7 1d10+3 Club +2 1d6-1 Dagger +5 1d4+2 Spell Slots Pact Magic: LVL 3: 1/2 Magic Initiate: Hex: 1/1 Spells Known Spells Known LVL 0: Eldritch Blast; Guidance; Light; Mage Hand; Mending; Minor Illusion; Prestidigitaion; Sacred Flame; Thaumaturgy; Mind Sliver LVL 1: Cure Wounds; Comprehend Languages; Hex; Detect Magic; Identify LVL 2: Lesser Restoration; Suggestion LVL 3: Daylight; Hypnotic Pattern -
Markax Neutral Good Metallic Dragonborn (Silver) AC: 16 (Mariner's scale mail) | HP: 38/38 | Initiative: +2 | Passive Perception: 17 | Passive Insight: 14 Wild shape: 2/2 (sr) | Star map, Guiding Bolt: 3/3 | Breath, Cold: 3/3 | Psionics, Shield: 1/1 Spell Slots: 4/4 1st level, 3/3 2nd level, 2/2 3rd level | Spell DC: 16 | Spell Attack: +8 Conditions: none | DM Inspiration: 0 Markax luckily evaded the zombie's spear and launched into a counterattack. Mechanics Main Hand: +1 Moon sickle, +5 to hit 1d4+2 slashing damage Off Hand: Empty Saving Throws: STR +1 DEX +2 CON +2 INT +3 WIS +7 CHA -1 | Resistance to Cold Action: Primal Savagery acid damage at enemy to the E Bonus Action: . Move: . Manipulate: .