My Experience Running Icewind Dale: Rime of the
Frost Maiden
Introduction
I have loved the Dungeons & Dragons (D&D) Icewind Dale setting ever since playing the Icewind Dale games by Blizzard. So naturally when it came time to pick my first D&D adventure book, this was at the top of my list.
I watched a lot of YouTube videos and read a lot of articles on Rime of the Frost Maiden (RotFM) because I wanted to be the best Dungeon Master (DM) I could for my players. This article will be sort of a blog or story of my experience running it for the first time. Please, if you visit this page often, click refresh, as I add content on a weekly basis.
WARNING: SPOILERS!
First Session
In my first session, I did not have the starting 4 players due to people having to cancel at the last minute. Indeed, I would've had only 2 players if some other DM's campaign didn't get canceled for lack of participation. So with three players, we forged ahead. We were playing at a gaming center that has miniature figurines and tables with a big screen TV built in for displaying maps.
I had used Linux ffmpeg and handbrake to take scanned PNGs of the maps on the pages of the RotFM book I bought, coupled with free MP3s of the sounds of winter storms. I do not distribute these, only using them for the campaign, so as to preserve copyright.
I had my players pick their secrets. I decided to let them all have one +1 (uncommon) item to start off, and 50 gp. Then instead of rolling to figure out where we would end up, I had already read most of chapter 1 and sent us to Bremen. First, I had them run the chwinga quest, and as a reward, I gave them the equivalent 20 experience (XP) they would have gotten if they had killed the 3 chwinga (but they did not). Then I sent them to fish for knucklehead trout. With every fish they caught, I gave them 20 XP because that would be the same XP they would receive if they had killed the trout outright. They "defeated" the fish when they caught them, and anyone who has run this adventure knows it's not easy to fish for them at lower levels because they will try to pull you into the frozen lake.
I didn't roll the lake monster event, so I basically kept encouraging them to fish until they did. It just happened that the lake monster attacked their boat twice, but in the process of the second attack, the barbarian (being themselves) yelled at the plesiosaurus in anger. So naturally I ran the intervention in the book and they convinced the plesiosaurus to not attack fishing boats any more, and so then I gave them the XP as if they had defeated it in combat. This leveled the party up, making them capable of subsequent quests.
Currently the party is doing the Knights of the Black Sword quest in Caer-Dineval. They were able to defeat all enemies in this quest so far.
The only modification I have made so far is that the speakers of the towns are not to blame for the sacrifices to Auril, an idea from a YouTuber, which one I have forgotten. Instead, the frost druids have been encouraging such sacrifices in order for people to worship and fear Auril. This way there is a more clear enemy, and players will not be tempted to dispose town speakers in order to reestablish order. (Though they may end up removing some through the various plots.)
The first thing I did was pull out the book
and write down what it claims on the various ten town pages for
travel distance on foot:
TRAVEL (BOOK, ON FOOT, HRS) |
TARGOS |
CAER-DINEVAL |
EASTHAVEN |
GOOD MEAD |
TERMALAINE |
BRYN SHANDER |
CAER-KONIG |
DOUGAN'S HOLE |
BREMEN |
LONELYWOOD |
BREMEN |
2 |
|||||||||
BRYN SHANDER |
2 |
10.5 |
7.5 |
6 |
6 |
|||||
CAER-DINEVAL |
9 |
8 |
10.5 |
2 |
||||||
CAER-KONIG |
2 § |
|||||||||
DOUGAN'S HOLE |
4 *** |
|||||||||
EASTHAVEN |
9 |
4.5 |
7.5 |
|||||||
GOOD MEAD |
8 |
4.5 * |
6 |
4 |
||||||
LONELYWOOD |
2 §§ | |||||||||
TARGOS |
4 |
2 |
3 ** |
|||||||
TERMANAINE |
4 |
2 |
* On page 72, it claims miles, not hours, but page 59 said 4.5 hours, not miles. This is probably a misprint.
** This one claims there is no actual trail between Targos and Bremen (p. 86). This means it may need to be factored out due to different walking speeds.
*** Page 53 says this is a 6 mile long trail between Dougan's
Hole and Good Mead. Page 11 describes overland travel, not
on a path, as taking much longer.
§ Page 46 says a 3-mile path connects Caer-Konig to Caer-Dineval and it takes 2 hours.
§§ Page 79 says a 3 mile path connects Lonelywood to Termalaine
and takes 2 hours.
After computing the chart, I pulled up the
map and noticed that between Bryn Shander and Easthaven, and
between Caer-Dineval and Good Mead, there is a road intersection
where the road map looks slightly like a crossroads. I
then did the algebra and computed that between Bryn Shander and
the crossroads should be 4.75 hrs, between Caer-Dineval and the
crossroads should be 6.25 hrs, between Good Mead and the
crossroads should be 1.75 hrs, and between East Haven and the
crossroads should be 2.75 hrs. The math does not entirely
work out, however, because Bryn Shander should take 11 hrs but
instead it takes 10.5 hours. Is there an unpublished
shortcut?
The problem is, p. 11 versus p. 46, p. 53,
and p. 79. I sat here trying to figure it out, how it
could be different, then it dawned on me that p. 11 is talking
about travel without trails, which would necessarily be
longer. So I calculated the only three places we are given
hours and miles and this seems to imply
1.5 mph walking speed on the trails. With the map being
slightly off, scale cannot really be calculated, so trying to
figure overland travel (for instance) from Bryn Shander to
Caer-Dineval is not entirely possible. I formed my best
geometric guess (but I used actual math to
do it) as to how long overland travel by dog sled
would take, rounded up to the hour:
Dog Sled Geometric Overland Travel Guesses |
CAER-DINEVAL |
BRYN SHANDER |
CAER-KONIG |
BRYN SHANDER |
12 HRS |
||
DOUGAN'S HOLE |
5 HRS * |
||
TERMALAINE |
11.5 HRS * |
13.5 HRS * |
Note that some of these journeys, if done over land rather than road, my take longer (like Bryn Shander to Caer-Dineval) but some may be shorter. Also, you'd think that venturing near the dwarven valley would result in some sort of quest trigger, but it does not seem to. Anyways, times marked with an asterisk are shorter than using the roads. Again, I did my best using geometry, but the map isn't perfect and the roads are not straight lines, so these are best guesses.
Also note that if you venture outside of the
trails (and maybe even if you're on the trails) in Ten Towns,
you might need to consult the p. 105 wilderness encounters.
Second Session
I found that it was best in the second session to sort of "steer" the party towards specific Ten Towns quests that will help them level up.
Third Session
This session, we tackled the White Moose quest. Between my sons and the usual adventurers, we had a total of seven playing. So I had to scale up some of the bad guys. I started by scaling up the White Moose HP and AC to that of a Tyrannosaurus Rex from the Monster's Manual. However, I felt like the HP was too high. I didn't scale up weapons, so it was still attacking them like a White Moose in terms of damage output. But even then, it packs a big punch, and the party lacked what I felt was a true tank (due to lack of +1/+2 armor, because I limited them to one +1 item, and they wisely chose weapons). Luckily they had healers. So maybe what I will do next time is not increase the White Moose so high. Indeed, I had been using the Kobold+ Fight Club calculator to scale things up a bit, but had accidentally counted myself and scaled for 8 x 3 level characters. But no worries. So what I learned is that 150 HP for the White Moose is probably too high for seven. Maybe it would be better if the White Moose was 125 HP for seven.
I also accidentally failed to remember that
the sarcophagus doors were shut and that they had to figure out
the moon dial riddle to open it. So this led to them
engaging Ravinson too soon. Thus the moon dial riddle
didn't really accomplish anything because they were not forced
to solve it. So I think instead of just writing basic
notes, I'm going to have to pay attention to things like
this. Ravinson was also at a very high level, as I had
scaled him to ArchDruid. This resulted in some characters
dying. Indeed, I transformed Ravinson into a Winter Wolf
and somehow lucked out in getting two frost breath weapon
recharges, so I nearly killed my whole party (total party kill;
TPK). But this was again my fault, as I scaled Ravinson a
bit too high. That being said, some characters did it to
themselves, running from Ravinson rather than taking disengage,
so they ended up getting bitten as they fled and died right
there.
So what I learned: first, pay more attention
in RotFM to conditional things like doors. Second, try not
to scale the monsters too high. Indeed, I wonder if maybe
I should take more of a philosophy where I let them kill the
monster in 3 turns or so. Or I will have to literally know
the damage output of all my characters so that I can role-play
the scenarios so that the players struggle but don't die.
There's this "sweet spot" between easy and TPK. Also, I
learned something for my own quests: all quests should have at
least one puzzle to solve.