The group kills the chieftain of the army, and discovers that he was under the command of a woman named Sherincal. After this, the mayor of Targos orders them to start an offensive on the approaching force. They report to the town palisade and fend off an assault by the goblin contingent of the Legion of the Chimera's army. Players may end up following a natural progression through the towns after the starting town based on rumors they hear and what interests them the most, and an experienced DM will be able to take what's thrown at them and adapt to what their party is wanting to do, with the book's help.ĭungeons and Dragons: Icewind Dale: Rime of the Frostmaiden is available to play now.The story begins in 1312 DR as a group of mercenaries arrive by ship to defend Targos. DMs should be mindful of what their players' interests and preferences are, as well as what would challenge their characters the most in a helpful way. Since the Ten-Towns quest are designed to be balanced for a variety of party types and play styles, there is no one-size-fits-all "best quest" for every party.
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DMs should read at least the brief descriptions of the quests before they choose the place their party starts, and keep in mind how to incorporate the Icewind Dale secrets into the quests. RELATED: Final Fantasy X: DnD Alignments Of The Main Charactersīoth the Bryn Shander and Caer-Conig quests deal with stolen goods with the possibility of gaining some goods as a reward, while Lonelywood and Bremen pit the players against cryptic monsters, and Easthaven and Targos deal with rescuing missing citizens of the Ten-Towns. Plus, the election for the new town speaker of Good Mead following the verbeeg's defeat could involve Zhentarim intervention, and one of the society's agents can even take this powerful position, which could be an interesting tie-in for a party with an Icewind Dale character with the Spy secret (a member of an organization working against the Zhentarim's creeping control).
This could be a great starting Ten-Towns quest for DMs with a party that isn't sure about how they feel about modern horror, or who want to ease into the scary stuff. Although this quest does contain violence and action (the verbeeg killed a man to get the mead, and the party could end up fighting the verbeeg), the tone is much lighter in comparison to some other Ten-Towns quests.
In a contrast to fighting (or joining) devil-worshiping cultists, the Good Mead quest gives the players on a much lower-stakes and less sinister task: getting casks of honey mead back from a giant-like creature called a verbeeg, who wants to share his spoils with a dopey ogre and a brown bear. RELATED: Dungeons and Dragons Reveals The Dungeon Master's Screen Wilderness Kit WARNING: Spoilers ahead for the Ten-Towns quests, DMs read on, but players be advised!
This league of settlements make up Icewind Dale's starting quests, and people playing this campaign will find themselves becoming very familiar with many of the towns. Icewind Dale hasn't been a major focus of the Forgotten Realms setting in past adventures and sourcebooks, but Rime of the Frostmaiden takes players all around the region, with a lot of time near the beginning being spent in the Ten-Towns. The Icewind Dale setting was made popular in Dungeons and Dragonsby the Drizzt Do'Urden novels, where the famous dark elf explorer faces various challenges in the icy Far North. The newest official DnD adventure guides a group of adventurers from level 1 all the way up to 12, and makes sure every step along the way is both challenging and fun as players explore Icewind Dale. Like any good adventure, Dungeons and Dragons: Icewind Dale: Rime of the Frostmaiden starts players and DMs off slow before easing them in to more intense challenges.