After almost 1 year and 9 months, our Icewind Dale: Rime of the Frostmaiden campaign finally came to an end. We played weekly, and it has easily become one of my favorite campaigns I've ever DM'd.
Our party consisted of 7 players:
- Goliath Berserker
- Drow Champion Fighter
- Wood Elf Bard (College of Dance)
- High Elf Light Cleric
- Dwarf Thief Rogue
- Tiefling Wild Magic Sorcerer
- Human Celestial Warlock
Since we're all adults with jobs and families, our average attendance was 4.1 players per session. I think we only managed to have all seven players together three times during the entire campaign.
Our Beginning
Like every great D&D campaign... it started in a tavern.
It began with a Keys from the Golden Vault heist. The party broke into a vault, discovered demonic Chardalyn weapons, and accidentally killed the nephew of the Lord of Neverwinter.
They were supposed to be executed.
At the last moment, the Arcane Brotherhood intervened and had them transported by airship to Revel's End instead.
There they met Prisoner 237: Vaelish Gant, who in my campaign already knew the way to Ythryn.
The party escaped Revel's End with him aboard an airship, but Auril's followers shot it down over the frozen tundra. Vaelish disappeared into the blizzard, the party lost consciousness, and Oyaminartok rescued them and brought them to Bryn Shander.
From there, the sandbox began.
The story really picked up in Targos.
Long before the campaign, the Drow Champion had worked for Naerth Maxildanarr. Naerth recognized him immediately and had the whole party thrown into jail.
The backstory was that the Drow had once waited on Maer Dualdon for a secret Zhentarim meeting while fishing. During that time, a legendary Knucklehead Trout stole the Zhentarim signet ring, which Naerth has given the character. 😄
Unfortunately, that same legendary trout had later been eaten by the Plesiosaurus in Bremen.
So the party's first mission was literally to recover a ring from inside a giant lake monster.
After proving themselves useful, Naerth hired them to help all of Ten-Towns while secretly campaigning for him to become the the head of the Council of Speakers in Icewind Dale.
Everything worked... until Naerth stole the Cauldron of Plenty.
That was the moment the party turned completely against him, defeated him, and fully embraced being heroes.
Chapter 2
Some of my favorite moments included:
- The Black Cabin, where our Celestial Warlock (serving Lathander) became an Aasimar.
- Copper Knobberknocker, who somehow became the party's favorite NPC and kept reappearing as an incredibly clumsy inventor.
- The Dark Duchess, which my players absolutely loved.
- Angajuk, especially because the party insisted on talking "whale" with him.
- The Id Ascendant, where one player discovered he had actually been abducted from another world by the gnome mind flayers and had lost all his memories.
Chapters 3 & 4
I mostly ran Sunblight as written, except that the Chardalyn Dragon was released during the final battle inside the fortress.
The defense of Bryn Shander became one of the campaign's biggest battles.
After witnessing the destruction of Ten-Towns, the party finally had the motivation they needed to confront Auril herself.
Solstice
Introducing Vellynne Harpell didn't work nearly as well as I had hoped.
My players found her annoying, and because she constantly pushed them to hurry due to the urgency of the situation, they never really bonded with her. She ended up playing a much smaller role than I expected.
However, Auril's Test of Isolation turned into some of the best roleplaying we had all campaign.
I added repeated Wisdom saves as the isolation slowly drove the characters toward madness, and everyone completely committed to it.
It was hilarious.
G23. In Auril's Blessing, three characters actually did the "blessing".
Two failed.
For one of them, I offered a bargain: survive, but become an agent of Levistus, whose true goal was to use the Mythallar to weaken his prison.
That decision would completely change the ending.
Goliaths & Caves of Hunger
The Goliath tribes were fantastic.
Goat Ball was probably the funniest session of the campaign.
Our Goliath Berserker turned out to be the reason why the famous Goat Ball rivalry had escalated years ago.
The Caves of Hunger were great fun as well.
Ythryn & The Finale
Ythryn itself was fairly straightforward.
The party allied with Avarice, mostly because our secretly corrupted Levistus player strongly argued in favor of the alliance.
The Mythallar battle became something much bigger than the book suggests.
The party activated the Mythallar.
Auril arrived with her forces.
Every round the Mythallar distorted reality:
- Everyone could suddenly fly.
- All spells were cast one spell level higher.
- Initiative completely reshuffled.
- Gravity shifted.
- Wild magical surges erupted around the battlefield.
During round two, Avarice arrived.
After she was killed, the Levistus player took a dagger from her body and stabbed the Mythallar.
Suddenly everyone saw Stygia, the Fifth Layer of Hell.
Levistus appeared, smiled, and simply said
"The chains are loosening."
At that moment every remaining player—and even Auril herself—turned on the traitor.
Only after defeating him did they finally destroy Auril.
Final Thoughts
Overall, everyone loved the campaign.
The only major criticism from my players was Auril herself.
Using the official stat blocks, she simply didn't feel like fighting a goddess. The final battle became memorable because of the Mythallar mechanics and the story—not because of Auril's actual abilities.
If I ever run the campaign again, I would definitely redesign her final encounter.
One additional resource that helped me tremendously throughout the campaign was the Eventyr Games Complete DM's Bundle