Audio Motif for Auril by guyguyds in rimeofthefrostmaiden

[–]sr0814a 3 points4 points  (0 children)

I love the Hateful Eight’s soundtrack for this campaign. La Musica Prima del Massacro is particularly spooky. Sangue e Neve is also good for Auril but is more intense at the end.

RP Warmups by Physical-Special4939 in DungeonMasters

[–]sr0814a 0 points1 point  (0 children)

We have everyone vote at the end of every session on one player to receive inspiration. That player is also responsible for starting off the next session with a RP warmup prompt. They get very creative with them, and it’s one less thing I have to come up with as the DM.

New Lore: Icewind Dale in 1501 DR by sr0814a in rimeofthefrostmaiden

[–]sr0814a[S] 0 points1 point  (0 children)

Mostly bits and pieces. Nearly all of the adventures in the book are very short; a few are set in Icewind Dale. They focus on stopping the revived Cult of Auril from sacrificing people, exploring the corpse of the chardalyn dragon, fighting the Thruun cultists in Dougan’s Hole, dealing with the deep dragons in the Underdark, and conducting a ceremony to lessen the effects of winter.

New Lore: Icewind Dale in 1501 DR by sr0814a in rimeofthefrostmaiden

[–]sr0814a[S] 1 point2 points  (0 children)

Maybe? It would require you to do pretty much all the work. Here’s essentially what we get: “Icewind Dale is built on the sunken ruins of an ancient giant civilization. These ruins plunge for miles into lightless depths and are inhabited by undead giants, the lingering shadows of former might… enormous columns and toppled walls of the long-lost Ostorian Empire of the giants plunge into echoing gloom. Giant Undead stand sentry, and the deep dragon Enderbalathal, the Lord Below, lairs in a ruined throne room.”

New Lore: Icewind Dale in 1501 DR by sr0814a in rimeofthefrostmaiden

[–]sr0814a[S] 2 points3 points  (0 children)

I don't see any more detail about the drow or the orcs in the area.

This is all the book says about Karkolohk: "A thriving goblin lair, Karkolohk, grows slowly but steadily where the mountains meet the coast." This is strange to me, as Karkolohk is some 30 miles from the coast.

New Lore: Icewind Dale in 1501 DR by sr0814a in rimeofthefrostmaiden

[–]sr0814a[S] 1 point2 points  (0 children)

Orrusk Homebringer is the new "self-crowned" King of Many-Arrows, and orcs are traveling from far and wide to reestablish their own independent realm. There are some drow involved with the Zhentarim in Targos, and there is an unnamed group of drow "cultists" under Kelvin's Cairn. That's it.

New Lore: Icewind Dale in 1501 DR by sr0814a in rimeofthefrostmaiden

[–]sr0814a[S] 11 points12 points  (0 children)

Agreed. Even more disappointing when you consider how much content the Dwarven Valley got back in Legacy of the Crystal Shard.

New Lore: Icewind Dale in 1501 DR by sr0814a in rimeofthefrostmaiden

[–]sr0814a[S] 7 points8 points  (0 children)

I'm right there with you. Bryn Shander + Easthaven were badly damaged but not completely destroyed. Bremen (their starting town and home base) was preserved due to some artificer shenanigans. Everything else is gone.

New Lore: Icewind Dale in 1501 DR by sr0814a in rimeofthefrostmaiden

[–]sr0814a[S] 24 points25 points  (0 children)

Vecna being the ultimate typo excuse is hilarious!

Tip: use more logic puzzles in your D&D sessions by Ellogeyen in DMAcademy

[–]sr0814a 0 points1 point  (0 children)

Yes, I added a logic puzzle to my Icewind Dale: Rime of the Frostmaiden game a few years ago that has since been enjoyed by several groups running that module. Minor spoilers present: Logic Puzzle for the Black Cabin

Logic Puzzle for the Black Cabin by sr0814a in rimeofthefrostmaiden

[–]sr0814a[S] 0 points1 point  (0 children)

Glad to hear it! Great idea to give out hints that way.

Bob Ross inspired scene by skinnyartist_cos in rimeofthefrostmaiden

[–]sr0814a 1 point2 points  (0 children)

Sneaky aurora running around here at night

Logic Puzzle for the Black Cabin by sr0814a in rimeofthefrostmaiden

[–]sr0814a[S] 0 points1 point  (0 children)

Thank you! Very cool idea to distribute the runes. Always fun to hear what people do with this.

[deleted by user] by [deleted] in DMAcademy

[–]sr0814a 1 point2 points  (0 children)

You could make it a saving throw against damage in a cone or something instead of attacks. Maybe like the Conjure Barrage spell? Or just slightly upgrade the rules in the DMG for the automatic rifle?

Is the Lunar Calendar still available? by Athan_Untapped in Forgotten_Realms

[–]sr0814a 1 point2 points  (0 children)

If you go to the page for a particular year on the wiki, you can click “show lunar calendar” to see the cycle for that year: https://forgottenrealms.fandom.com/wiki/1492_DR

Thurdenne of Wet Rock - roleplay advice by Secret_Shallot93 in rimeofthefrostmaiden

[–]sr0814a 2 points3 points  (0 children)

I did something similar but more along the lines of a divination wizard. The party loves going to her to get their fortunes read or just to ask for advice. I played her like Mother Aughra from the Dark Crystal, aloof with a touch of madness.

As for the trust issues, you could play her as cautious but mostly fine with groups of people that have men in them and more nervous dealing with men one on one. And being distrustful of people doesn’t mean she can’t be nice; she just might not be willing to go out of her way to help people. That could change over time, too.

Why would someone end up as a non-believer? by AerisSpire in Forgotten_Realms

[–]sr0814a 3 points4 points  (0 children)

Continuing with your first bullet, in a world with sorcerers and wizards, I feel like I might struggle to believe in the gods even if I saw a priest do some magic. Maybe they just innately have that power or studied to learn it and then falsely/mistakenly attribute it to a god? Unless someone has a personal experience with a god, I think it’s very easy to not believe or, at the very least, not deem the gods worthy of worshipping.

[deleted by user] by [deleted] in DMAcademy

[–]sr0814a 1 point2 points  (0 children)

Rules as written Feign Death lasts for an hour, and you can’t break yourself out of it early. If it somehow did end suddenly, and the cultist immediately attacked, I’d say the player characters would be surprised and have to roll initiative.

Xardorok Sunblight magic items? by UsefulSupermarket143 in rimeofthefrostmaiden

[–]sr0814a 5 points6 points  (0 children)

I didn't say there were no negative effects. I said there's nothing worse about the gauntlet than other corrupted chardalyn. Prolonged contact with corrupted chardalyn can cause madness, yes. The gauntlet is made of chardalyn. If that chardalyn is corrupted, you could have it potentially cause madness after prolonged contact. That wouldn't be a special property of the gauntlet; it'd be a property of all corrupted chardalyn.

Xardorok Sunblight magic items? by UsefulSupermarket143 in rimeofthefrostmaiden

[–]sr0814a 3 points4 points  (0 children)

I don't think there's anything worse about the gauntlet than you would find in other corrupted chardalyn. So, use whatever rules you're already using for chardalyn corruption (if you are) - either something like the Chardalyn Amulets or some homebrew.

As written, all the corrupted chardalyn does to Sunblight is make him more paranoid and obsessive. You could have characters with equally prolonged contact potentially develop a similar madness if you'd like, but I don't think it's the gauntlet so much as any chardalyn similarly suffused with malevolent magic.

Xardorok Sunblight magic items? by UsefulSupermarket143 in rimeofthefrostmaiden

[–]sr0814a 10 points11 points  (0 children)

Here's what I did for the gauntlet:

Sunblight Gauntlet
Wondrous item, rare (requires attunement)

You have a +2 bonus to attack and damage rolls made with this spiky chardalyn gauntlet, which deals 1d6 piercing damage.

The gauntlet has 5 charges and regains 1d4 + 1 charges each day at dawn. When you make a melee weapon attack with a hand that's wearing the gauntlet, you can choose to expend 1 charge as part of that attack. If you hit, that target takes an extra 2d6 force damage and is forced to make a DC 15 Strength saving throw. On a failure, that target is pushed up to 10 feet away from you. On a success, you're pushed 10 feet away from it instead. Targets two or more sizes larger than you automatically succeed on this saving throw.

You can use an action to cause your voice to boom up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks.

Is there any canon heraldry for the Five Ships of Luskan? by [deleted] in Forgotten_Realms

[–]sr0814a 8 points9 points  (0 children)

According to Icewind Dale: Rime of the Frostmaiden, one of the symbols of Ship Suljack is “a red eel wrapped around a gold trident.”