Rime of the Frostmaiden, Filled with Options for Both Dungeon Masters and Players to Further Enhance Their Experiences in the Deadly Frozen North of Faerûn
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Sample file A companion supplemement for Icewind Dale: Rime of the Frostmaiden, filled with options for both Dungeon Masters and Players to further enhance their experiences in the deadly frozen north of Faerûn. ICEWIND DALE: CHRONICLES OF TEN TOWNS 1 Sample file 2 ICEWIND DALE: CHRONICLES OF TEN TOWNS Sample file ICEWIND DALE: CHRONICLES OF TEN TOWNS 3 Credits Version History Writing: Gerge Coelho 1.0 • September 15th, 2020 • Release. Editing: Gerge Coelho Graphic Design: Gerge Coelho Cover Illustration: Gerge Coelho Interior Illustrations: Dungeon Masters Guild’s Creator Resources, Gerge Coelho (p.58), Pavel.Riha.CB (p.38, CC BY-SA 3.0) Revision: Gabriella Coelho Playtest: Allan Franco, Gabriella Coelho, Gustavo Santos, Joshua Creel, Mikael Bôto. On the Cover Mithann, retired adventurer and cleric of Amaunator, carries crucial material components for a ritual to help the people of Ten Towns live through this harsh winter when a curse of darkness settles in over the lands north of the Spine of the World. DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are Sampletrademarks of Wizards of the Coast in the USA and other countries. file This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2020 by Jorge Coelho de Carvalho Júnior and published under the Community Content Agreement for Dungeon Masters Guild. 4 ICEWIND DALE: CHRONICLES OF TEN TOWNS Contents Introduction 6 Backgrounds 26 Races & Subraces 7 Frostblood Orc 26 Reghedmen 27 Arctic Dwarf 7 Domovoi 7 Spells 29 Frost Folk 8 Creatures 32 Snow Elf 9 Beasts 32 Class Archetypes & Class Options 10 Monsters 39 Fighting Styles 10 Adventure 48 Artificer 10 Icedawn over Ten Trail 48 Black Icesmith 10 1. The Caravan 49 Barbarian 12 2. Trial at the Waystone 54 Reghedmen Totems 12 3. Cultist Ambush 56 Bard 15 4. Icebound Trackers 57 Stormsinger 15 5. Owl Creek Mine 59 Cleric 16 Appendix: Owl Creek Mine Map 65 Spirits Domain 16 Druid 17 Season Spells 17 Fighter 18 Acclimation 18 Monk 18 Way of the Knucklehead Roundhouser 18 Paladin 20 Oath of Survival 20 Ranger 21 Frozenfar Conclave 21 Rogue 23 Winter is Coming 23 Cold-hearted Killer 23 Sorcerer 23 Hypothermia 23 Blessing of the Frostmaiden 23 Warlock 23 Pact of the Crystal Shard 23 Wizard 24 Codicil of White 24 Sample file ICEWIND DALE: CHRONICLES OF TEN TOWNS 5 Introduction Greetings, fellow adventurer! Welcome to table can be found, along with rules for Extreme Icewind Dale: Chronicles of Ten Towns, a Cold, Strong Winds, Heavy Precipitation, Frigid book made both for those following the path of Water, Slippery Ice, and Thin Ice, all of which the official campaignIcewind Dale: Rime of are bound to be called upon during play. the Frostmaiden, and those setting out on their If you want to further the depth of content own around the frigid areas of the Frozenfar. in Icewind Dale, a source recommendation In this book you will find options tailored would be the Legacy of the Crystal Shard around the Icewind Dale region that campaign—set roughly ten years before Rime players might decide to use, along with an of the Frostmaiden—doubles as a Campaign introduction adventure—Icedawn over Ten Setting Guide for the region and most of the Trail—tailored for characters who are coming information remains valid and up to date. into the region and to welcome them with just The campaign even has encounters built for what it has to offer. the playtest material before 5th edition was Inside, you will also find character class published (D&D Next), almost seamlessly options for every class—some of them adaptable for a current rules campaign. along with thorough story options and This supplement is a work of love and explanations—, spells, and creatures that might dedication to this game, and hopefully one you challenge those who travel the north. will enjoy. Any feedback is always welcome: As a way to prepare to run or participate in [email protected] an adventure set in this region, we urge you to familiarize yourself with some parts of the May the dice be ever in your favor! Chapter 5 of the Dungeon Master’s Guide, ~ Gerge Coelho specifically pages 109 to 111, where the Weather Video References on Icewind Dale Hollow Tale (2019/04/03): https://www.youtube.com/watch?v=pfYfgEmC5rA Jorphdan (2020/06/17): https://www.youtube.com/watch?v=BXYFaRF6BlY MrRhexx (2020/07/02): https://www.youtube.com/watch?v=ANXn8cm_OME Sample file 6 ICEWIND DALE: CHRONICLES OF TEN TOWNS Races & Subraces Arctic Dwarf and many arctic dwarves who became adventurers were literate. Also known as the Inugaakalikurit, this lesser known type of dwarf seldomly integrates with Alignment. Arctic dwarves are more often the southern races, preferring to keep to their neutral good. hunter-gatherer life in the northern regions Ability Score Increase. Your Strength score like the Silver Marches and north of the Spine increases by 1. of the World. Stability. You roll at advantage against They have pale skin, often sunburnt, bright effects that would knock you prone. blue eyes and their hair was always white Mountaineer. You are proficient in the and often flowed freely in curly locks to Athletics skill and with the war pick. their waists, their females didn’t share the trait of other dwarf types of commonly being Also, instead of the Dwarven Resilience and able to sport beards, and those of their male the Stonecunning abilities, you gain these two counterparts usually weren’t kept as long as similar abilities below. other dwarves either. Their clan structures were much less strict, and they dressed most Cold Resilience. You have advantage on often in simple practical clothing like tunics saving throws against effects that would cause of polar bear fur, they often gathered in snow cold damage, and you have resistance against houses, like the arctic humans of the regions cold damage. in which they lived. Icecunning. Whenever you make an Arctic dwarves have a Intelligence (History) check related to the Dwarvish dialect of their own, qualities of ice and snow, you are considered called Kurit, one that is easily proficient in the History skill and add double enough understandable by your proficiency bonus to the check, instead of other dwarves, but some your normal proficiency bonus. changes often lead to either hilarious or dangerous Domovoi misunderstandings. Other languages they Small fey creatures associated with fire and may choose to learn warmth, domovoi tread on lands inhospitable are Uluik, Sossal, to their liking, hoping to bring in warmer Giant, Damaran, and spots in a freezing region. They associate Draconic, due to their with other races of these regions without shared territories. restriction, hoping to get a chance to maintain Although nearly all their campfires and forges lit perpetually, even arctic dwarves were invading abandoned hunter camps with the Sampleilliterate, Kurit did objective of keeping theirfile fires going. Their use a version of strange relation to fire does not stop there, the Dethek since they share a quality with the element in alphabet their diet, often consuming pieces of firewood ICEWIND DALE: CHRONICLES OF TEN TOWNS 7 or handfuls of dried grain to burn inside Frost Folk themselves, which also does not stop them from eating the odd rodent from time to time. A race of humans that long ago struck a bargain with a cold higher power to ensure their own Ability Score Increase. Your Dexterity survival, they often have bright blue eyes, pale score, your Intelligence score, your Wisdom snowy skin, and blonde hair so pale as to be score, and your Charisma score all increase by 1. almost white, traits reachable by some human Your Strength score decreases by 1. ethnicities, though the noticeable chill that Age. Domovoi age like dwarves do. surrounded them was often what set them apart. Alignment. Most domovoi are chaotic good. Frost folk are feared, and the chill that Size. Little over 2 feet tall, domovoi are small. surrounds them is more than physical. Human Speed. Your base walking speed is 20 feet. tribesfolk don’t trust them and call them “ice Darkvision. Domovoi have superior vision demons.” Goblins, orcs and others of the region in dark and dim conditions. You can see in have a superstitious fear of their ice blast. dim light within 60 feet of you as if it were Frost folk were originally humans from Sossal, bright light, and in darkness as if it were dim and were thus said to be distant relations of the light. You can’t discern color in darkness, only modern Sossrim, tracing their origin to the war shades of gray. between Raumathar and Narfell. Many from Innate Spellcasting. You tap into your fiery Sossal allied themselves with the Raumathari nature to innately cast certain spells, requiring and sought power from the “cold outer no components. You gain the produce flame darkness” (allegedly, ice devils), and cantrip. When you reach 3rd level, you so the frost folk were born. Though gain the ability to cast either flaming much more common in the eastern sphere or pyrotechnics (smoke only) parts of the northern frozen lands, once per day. Your spellcasting some are known to travel ability for these spells is across to the west. Charisma. No matter Slippery. Ability Score Increase. how much you wash, you One between your are always coated in soot Strength, Dexterity or and ashes, you are slippery Constitution scores is and difficult to get a hold increased by 2, another is of.