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The adventure takes place within the arctic region of [[TabletopGame/ForgottenRealms Icewind Dale]], where for two years it has been cursed into a state of perpetual, dark winter known by its inhabitants as the Everlasting Rime. But surviving the treacherous winter and finding a way to lift the curse isn't the only thing that adventurers would be tasked to do during their time in the region, as there are also many secrets and surprises that lay hidden beyond Auril's cold embrace, some of which may pose as much of a threat to Icewind Dale as the curse itself.

Can these brave adventurers prevent Icewind Dale from turning into a frozen wasteland? What secrets would they uncover between the denizens of Icewind Dale and themselves? And what dangers lie beneath the icy tundra that could spell doom to the entire region?

to:

The adventure takes place within the arctic region of [[TabletopGame/ForgottenRealms Icewind Dale]], where for two years it has been cursed by the goddess Auril into a state of perpetual, dark winter known by its inhabitants as the Everlasting Rime. But surviving the treacherous winter blizzards and finding a way to lift the curse isn't the only thing that adventurers would be tasked to do during their time in the region, as there are also many secrets and surprises that lay hidden beyond Auril's cold embrace, some of which may pose as much of a threat to Icewind Dale as the curse itself.

Can these brave adventurers prevent Icewind Dale from turning being turned into a frozen wasteland? What secrets would they uncover between the denizens of Icewind Dale and themselves? And what dangers lie beneath the icy tundra that could spell doom to the entire region?



* BigBad: Auril, the [[GodIsEvil malevolent goddess]] [[AnIcePerson of winter]], serves as this for the adventure.

to:

* BigBad: Auril, the [[GodIsEvil malevolent goddess]] [[AnIcePerson of winter]], serves as this for the adventure. Her indirect reign over Icewind Dale through the Everlasting Rime has made life in the region more difficult than before. [[spoiler: Even with duergar conquerors and members of a MagicalSociety posing as a threat to the Dale, they are all overshadowed by Auril's freezing grip over the region.]]



* FightingAShadow: As per usual for ''Forgotten Realms'' deities, [[spoiler:killing Auril will only be nothing more than an annoyance for her since she will be resurrected at the next winter solstice anyways.]]

to:

* FightingAShadow: As per usual for ''Forgotten Realms'' deities, [[spoiler:killing Auril will only be nothing more than an annoyance for her since she will be resurrected at the next winter solstice anyways.anyway.]]



* TheCorruption: Chardalyn, particularly when infused with magic from the Lower Planes, influences creatures who possess it which can result in violent urges and mania.

to:

* TheCorruption: Chardalyn, particularly when infused with magic from the Lower Planes, influences creatures who possess it it, which can result in violent urges and mania.



* GodzillaThreshold: One of the ways the adventurers can thwart Auril's plans is to [[spoiler:use a ''scroll of tarasque summoning'' on the Island of Solstice.]] The module is very clear that this is quite possibly the most dangerous way to do so and frames it as a last resort due to how risky doing so is.

to:

* GodzillaThreshold: One of the ways the adventurers can thwart Auril's plans is to [[spoiler:use a ''scroll of tarasque summoning'' on the Island of Solstice.]] The module is very clear that this is quite possibly the most dangerous way to do so so, and frames it as a last resort due to how risky doing so is.



* KillTheGod: [[spoiler:The adventurers can end up killing Auril, with her death putting an end to the Everlasting Rime for good. Though it gets [[DownplayedTrope downplayed]] as Auril can never truly die for as long as [[GodsNeedPrayerBadly there are mortals who continue to worship her]], and she would eventually be resurrected on the next winter solstice. Though by that point, she decides to [[ScrewThisImOuttaHere retreat from the world for the time being so as to not let herself be defeated by mortals once again.]]]]

to:

* KillTheGod: [[spoiler:The adventurers can end up killing Auril, with her death putting an end to the Everlasting Rime for good. Though it gets [[DownplayedTrope downplayed]] as Auril can never truly die for as long as [[GodsNeedPrayerBadly there are mortals who continue to worship her]], and she would eventually be resurrected on the next winter solstice. Though by that point, she decides to [[ScrewThisImOuttaHere retreat from the world for the time being so as to not let herself be defeated by mortals once again.]]]]



* TrappedInThePast: [[spoiler:A potential fate the adventurers can inflict on themselves. If they chose to use Iriolarthas' ''staff of power'' on the obelisk found within Ythryn, anyone who survives both the staff's [[StuffBlowingUp Retributive Strike]], as well as the de-aging effect that the obelisk triggers, is teleported to -343 DR, a point in time before [[AndManGrewProud the fall of Netheril]] and only a short time before the fall of Ythryn. The module outright says that they are essentially stuck here but, if desired, the adventurers could continue the story in the past using D&D sourcebooks from older editions.]]

to:

* TrappedInThePast: [[spoiler:A potential fate the adventurers can inflict on themselves. If they chose to use Iriolarthas' ''staff of power'' on the obelisk found within Ythryn, anyone who survives both the staff's [[StuffBlowingUp Retributive Strike]], as well as Strike]] and the de-aging effect that the obelisk triggers, triggers is teleported to -343 DR, a point in time before [[AndManGrewProud the fall of Netheril]] and only a short time before the fall of Ythryn. The module outright says that they are essentially stuck here but, if desired, the adventurers could continue the story in the past using D&D sourcebooks from older editions.]]
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->[[TheStinger DISCLAIMER:]] The windswept tundra of Icewind Dale is the true test of one's mettle. Here, it's survival of the fittest! Don't be fooled by the reindeer with glow-in-the-dark antlers and the tasty knucklehead trout (including the friendlier, more northerly Canucklehead variety). [[GrimUpNorth Icewind Dale is the frostbitten end of the world.]] You can't spell dice without ice, my friend, and [[AnIcePerson the Frostmaiden]] is not some [[TabletopGame/OutOfTheAbyss demon prince]], [[TabletopGame/CurseOfStrahd vampire]], [[TabletopGame/TombOfHorrors lich]], [[TabletopGame/WaterdeepDragonHeist beholder crime lord]], or [[TabletopGame/BaldursGateDescentIntoAvernus archdevil]]. She's [[GodIsEvil a god—and a cold-hearted one at that.]]

to:

->[[TheStinger DISCLAIMER:]] The windswept tundra of Icewind Dale is the true test of one's mettle. Here, it's survival of the fittest! Don't be fooled by the reindeer with glow-in-the-dark antlers and the tasty knucklehead trout (including the friendlier, more northerly Canucklehead variety). [[GrimUpNorth Icewind Dale is the frostbitten end of the world.]] [[YouPutTheXInXY You can't spell dice without ice, ice]], my friend, and [[AnIcePerson the Frostmaiden]] is not some [[TabletopGame/OutOfTheAbyss demon prince]], [[TabletopGame/CurseOfStrahd vampire]], [[TabletopGame/TombOfHorrors lich]], [[TabletopGame/WaterdeepDragonHeist beholder crime lord]], or [[TabletopGame/BaldursGateDescentIntoAvernus archdevil]]. She's [[GodIsEvil a god—and a cold-hearted one at that.]]
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* JerkassGods: As per ''Forgotten Realms'' tradition, Auril is a cruel and vain goddess who wants to cover the world in EternalWinter for her own amusement.

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* JerkassGods: As per ''Forgotten Realms'' tradition, Auril is a cruel and vain goddess who wants to cover the world in EternalWinter EndlessWinter for her own amusement.

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* EndlessWinter: Prior to the start of the adventure, Icewind Dale has been suffering from the Everlasting Rime for over two years since Auril first settled into the region to live among mortals, but so far no one in the Dale knows why the Frostmaiden has imposed her will in this way or why the other gods refuse to challenge her.

to:

* BigBad: Auril, the [[GodIsEvil malevolent goddess]] [[AnIcePerson of winter]], serves as this for the adventure.
* EndlessWinter: Prior to the start of the adventure, Icewind Dale has been suffering from the Everlasting Rime for over two years since Auril first settled into the region to live among mortals, but so far no one in the Dale knows why the Frostmaiden has imposed her will in this way or why the other gods refuse to challenge her. [[spoiler:The only sure way to end the curse is by killing either her or the roc that she uses to fly into the sky to cast her winter spell every night.]]



* GodzillaThreshold: One of the ways the adventurers can thwart Auril's plans is to [[spoiler:use a ''scroll of tarasque summoning'' on her island.]] The module is very clear that this is quite possibly the most dangerous way to do so and frames it as a last resort due to how risky doing so is.
* HoistByHerOwnPetard: One of the character secrets available for this adventure module is the "Midwinter Child", where Auril blessed them with cold resistance because they were born on the Midwinter holiday. As it turns out, this blessing proves to be very useful in surviving the Everlasting Rime, as well as being the deciding factor in the party's battle against her.
* JerkassGods: As per ''Forgotten Realms'' tradition, Auril is a cruel and vain goddess who wants to cover the world in eternal winter for her own amusement.

to:

* GodzillaThreshold: One of the ways the adventurers can thwart Auril's plans is to [[spoiler:use a ''scroll of tarasque summoning'' on her island.the Island of Solstice.]] The module is very clear that this is quite possibly the most dangerous way to do so and frames it as a last resort due to how risky doing so is.
* HoistByHerOwnPetard: One of the character secrets available for this adventure module is the "Midwinter Child", where in which Auril blessed them someone with cold resistance because they were born on the Midwinter holiday. As it turns out, this blessing proves to be very useful in surviving the Everlasting Rime, as well as being the deciding factor in the party's battle against her.
the goddess.
* JerkassGods: As per ''Forgotten Realms'' tradition, Auril is a cruel and vain goddess who wants to cover the world in eternal winter EternalWinter for her own amusement.



* KillTheGod: [[spoiler:The adventurers can end up killing Auril, with her death putting an end to the Everlasting Rime for good. Though it gets [[DownplayedTrope downplayed]] as Auril can never truly die for as long as [[GodsNeedPrayerBadly there are mortals who continue to worship her]], and she would eventually be resurrected on the next winter solstice. Though by that point, she decides to [[ScrewThisImOuttaHere retreat from the world for the time being so as to not let herself be defeated by mortals once again.]]]]



* {{Retcon}}: Previous editions had chardalyn, also known as black ice, be a naturally occurring mineral that was used as early as during the Days of Thunder by the [[{{Precursors}} Sarrukh]]. In this adventure module, it's established to be the remains of [[Literature/TheIcewindDaleTrilogy Crenshinibon]], also known as the Crystal Shard, fused with local magic and ice.

to:

* {{Retcon}}: Previous editions had chardalyn, also known as black ice, be a naturally occurring mineral that was used as early as during the Days of Thunder by the [[{{Precursors}} Sarrukh]]. In this adventure module, it's instead established to be the remains of [[Literature/TheIcewindDaleTrilogy Crenshinibon]], also known as the Crystal Shard, fused with local magic and ice.



* TrappedInThePast: [[spoiler:A potential fate the adventurers can inflict on themselves. If they chose to use Iriolarthas' ''staff of power'' on the obelisk found within Ythryn, anyone who survives both the staff's [[StuffBlowingUp Retributive Strike]], as well as the de-aging effect that the obelisk triggers, is teleported to -343 DR, a point in time before [[AndManGrewProud the fall of Netheril]] and only a short time before the fall of Ythryn. The book outright says that they are essentially stuck here but, if desired, the adventurers could continue the story in the past using D&D sourcebooks from older editions.]]
* VeryDefinitelyFinalDungeon: [[SubvertedTrope Subverted]] with the Island of Solstice as well as Grimskalle, which definitely looks the part but are not the final part of the adventure. Played straight with Ythryn, an ancient city buried in a glacier.
* WorfHadTheFlu: Maintaining the Everlasting Rime takes a lot of Auril's power, weakening her enough for the adventurers to be able to defeat her.

to:

* TrappedInAnotherWorld: The character secret "Escaped Prisoner" allows for this to be part of a PlayerCharacter's backstory. [[spoiler:Abducted by spacefaring [[{{Cthulhumanoid}} mind flayers]] from another world, they only managed to escape captivity when the nautiloid they were on crashed into the Spine of the World and was taken into Ten-Towns by some native trappers.]]
* TrappedInThePast: [[spoiler:A potential fate the adventurers can inflict on themselves. If they chose to use Iriolarthas' ''staff of power'' on the obelisk found within Ythryn, anyone who survives both the staff's [[StuffBlowingUp Retributive Strike]], as well as the de-aging effect that the obelisk triggers, is teleported to -343 DR, a point in time before [[AndManGrewProud the fall of Netheril]] and only a short time before the fall of Ythryn. The book module outright says that they are essentially stuck here but, if desired, the adventurers could continue the story in the past using D&D sourcebooks from older editions.]]
* VeryDefinitelyFinalDungeon: [[SubvertedTrope Subverted]] with the Island of Solstice as well as Grimskalle, which definitely looks the part but are not the final part of the adventure. Played straight with Ythryn, an ancient Netherese city buried in deep within a glacier.
* WorfHadTheFlu: Maintaining the Everlasting Rime takes a lot of Auril's power, weakening [[spoiler:weakening her enough for the adventurers to be able to defeat her.]]

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The adventure takes place within the arctic region of [[TabletopGame/ForgottenRealms Icewind Dale]], where for two years it has been cursed into a state of perpetual, dark winter known by its inhabitants as the Everlasting Rime. But surviving the treacherous winter and finding a way to lift the curse isn't the only thing that adventurers would be tasked to do during their time in the region, as there are also many secrets and surprises that lay hidden beyond Auril's cold embrace, some of which may pose as much of a threat to Icewind Dale as the curse itself. Can these brave adventurers prevent Icewind Dale from turning into a frozen wasteland? What secrets would they uncover between the denizens of Icewind Dale and themselves? And what dangers lie beneath the icy tundra that could spell doom for the entire region?

to:

The adventure takes place within the arctic region of [[TabletopGame/ForgottenRealms Icewind Dale]], where for two years it has been cursed into a state of perpetual, dark winter known by its inhabitants as the Everlasting Rime. But surviving the treacherous winter and finding a way to lift the curse isn't the only thing that adventurers would be tasked to do during their time in the region, as there are also many secrets and surprises that lay hidden beyond Auril's cold embrace, some of which may pose as much of a threat to Icewind Dale as the curse itself.

Can these brave adventurers prevent Icewind Dale from turning into a frozen wasteland? What secrets would they uncover between the denizens of Icewind Dale and themselves? And what dangers lie beneath the icy tundra that could spell doom for to the entire region?



* TheAlcatraz: Revel's End, where the Lord's Alliance keeps any prisoners who would be politically inconvenient to keep in normal prisons. Despite the HighFantasy nature of the Forgotten Realms, it's actually a pretty normal prison. Political prisoners are kept there until their time is served, and promptly shipped back to civilization. The location is somewhat exotic, and the warden is a mage, but otherwise, it's remarkably unremarkable.

to:

* TheAlcatraz: Revel's End, where the Lord's Alliance [[TheAlliance Lords' Alliance]] keeps any prisoners who would be politically inconvenient to keep in normal prisons. Despite the HighFantasy nature of the Forgotten Realms, it's actually a pretty normal prison. Political prisoners are kept there until their time is served, and are promptly shipped back to civilization. The location is somewhat exotic, and the warden is a mage, but otherwise, it's remarkably unremarkable.



* FightingAShadow: As per usual for D&D deities, killing Auril is little more than an annoyance for her since she will be resurrected at the next winter solstice anyways.
* ContinuityNod: The FinalDungeon is Ythryn, a once-floating city of ancient [[TheMagocracy Netheril]]. Interestingly, the fall of Ythryn had nothing to do with [[AndManGrewProud Karsus]].
* TheCorruption: Chardalyn, particularly when infused with magic from the Lower Planes, influences creatures who possess it, causing violent urges and mania.
* DidYouJustPunchOutCthulhu: The adventurers can, successfully, fight against Auril, a goddess.

to:

* FightingAShadow: As per usual for D&D ''Forgotten Realms'' deities, killing [[spoiler:killing Auril is little will only be nothing more than an annoyance for her since she will be resurrected at the next winter solstice anyways.
anyways.]]
* ContinuityNod: The FinalDungeon is Ythryn, a once-floating city of ancient [[TheMagocracy Netheril]]. Interestingly, the fall of Ythryn had nothing to do with [[AndManGrewProud Karsus]].
Karsus's Folly]].
* TheCorruption: Chardalyn, particularly when infused with magic from the Lower Planes, influences creatures who possess it, causing it which can result in violent urges and mania.
* DidYouJustPunchOutCthulhu: The adventurers can, successfully, can actually fight against Auril, the goddess Auril in a goddess. bid to end the Everlasting Rime.



* JerkassGods: As per Forgotten Realms tradition, Auril is a dick of a goddess who wants to cover the world in eternal winter for her own amusement.
* JustBeforeTheEnd: Not in the module itself, but the adventurers may accidentally send themselves back to [[spoiler:-343 DR, four years before the Fall of Netheril]].

to:

* JerkassGods: As per Forgotten Realms ''Forgotten Realms'' tradition, Auril is a dick of a cruel and vain goddess who wants to cover the world in eternal winter for her own amusement.
* JustBeforeTheEnd: Not in the module itself, but the adventurers may accidentally send themselves back to [[spoiler:-343 DR, four years before the Fall fall of Netheril]].



* {{Retcon}}: Previous editions had chardalyn, also known as black ice, be a naturally occuring mineral that was used as early as during the Days of Thunder by the [[{{Precursors}} Sarrukh]]. In this adventure module, it's established to be the remains of [[Literature/TheIcewindDaleTrilogy Crenshinibon]], the Crystal Shard, fused with local magic and ice.
* ShoutOut: The coldlight walker is clearly based on the poster for ''Film/TheThing1982''.

to:

* {{Retcon}}: Previous editions had chardalyn, also known as black ice, be a naturally occuring occurring mineral that was used as early as during the Days of Thunder by the [[{{Precursors}} Sarrukh]]. In this adventure module, it's established to be the remains of [[Literature/TheIcewindDaleTrilogy Crenshinibon]], also known as the Crystal Shard, fused with local magic and ice.
* ShoutOut: ShoutOut:
**
The coldlight walker is clearly based on the poster for ''Film/TheThing1982''.''Film/TheThing1982''.
** Two of the character secrets, "Drizzt Fan" and "Elusive Paramour", are designed to be nods to ''Literature/TheLegendOfDrizzt'' series.



* TrappedInThePast: [[spoiler: A potential fate the adventurers can inflict on themselves. If they chose to use Iriolarthas' ''staff of power'' on the obelisk found within Ythryn, anyone who survives both the staff's [[StuffBlowingUp Retributive Strike]], and the de-aging effect that the obelisk triggers, is teleported to -343 DR, a point in time before [[AndManGrewProud the fall of Netheril]] and only a short time before the fall of Ythryn. The book outright says that they are essentially stuck here but, if desired, the adventurers could continue the story in the past using D&D sourcebooks from older editions.]]

to:

* TrappedInThePast: [[spoiler: A [[spoiler:A potential fate the adventurers can inflict on themselves. If they chose to use Iriolarthas' ''staff of power'' on the obelisk found within Ythryn, anyone who survives both the staff's [[StuffBlowingUp Retributive Strike]], and as well as the de-aging effect that the obelisk triggers, is teleported to -343 DR, a point in time before [[AndManGrewProud the fall of Netheril]] and only a short time before the fall of Ythryn. The book outright says that they are essentially stuck here but, if desired, the adventurers could continue the story in the past using D&D sourcebooks from older editions.]]



* WorfHadTheFlu: Maintaining the Everlasting Rime takes a lot of Auril's power, weakening her enough for the adventurers to defeat her.

to:

* WorfHadTheFlu: Maintaining the Everlasting Rime takes a lot of Auril's power, weakening her enough for the adventurers to be able to defeat her.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* TheAlcatraz: Revel's End, where the Lord's Alliance keeps any prisoners who would be politically inconvenient to keep in normal prisons. Despite the HighFantasy nature of the Forgotten Realms, it's actually a pretty normal prison. Political prisoners are kept there until their time is served, and promptly shipped back to civilization. The location is somewhat exotic, and the warden is a mage, but otherwise, it's remarkably unremarkable.
Is there an issue? Send a MessageReason:
None


* {{Retcon}}: Previous editions had chardalyn, also known as black ice, be a naturally occuring mineral that was used as early as during the Days of Thunder by the [[{Precusors} Sarrukh]]. In this adventure module, it's established to be the remains of [[Literature/TheIcewindDaleTrilogy Crenshinibon]], the Crystal Shard, fused with local magic and ice.

to:

* {{Retcon}}: Previous editions had chardalyn, also known as black ice, be a naturally occuring mineral that was used as early as during the Days of Thunder by the [[{Precusors} [[{{Precursors}} Sarrukh]]. In this adventure module, it's established to be the remains of [[Literature/TheIcewindDaleTrilogy Crenshinibon]], the Crystal Shard, fused with local magic and ice.
Is there an issue? Send a MessageReason:
None


* GodzillaThreshold: One of the ways the players can thwart Auril's plans is to [[spoiler:use a ''scroll of tarasque summoning'' on her island.]] The module is very clear that this is quite possibly the most dangerous way to do so and frames it as a last resort due to how risky doing so is.

to:

* GodzillaThreshold: One of the ways the players adventurers can thwart Auril's plans is to [[spoiler:use a ''scroll of tarasque summoning'' on her island.]] The module is very clear that this is quite possibly the most dangerous way to do so and frames it as a last resort due to how risky doing so is.



* JustBeforeTheEnd: Not in the module itself, but the players may accidentally send themselves back to [[spoiler:-343 DR, four years before the Fall of Netheril]].

to:

* JustBeforeTheEnd: Not in the module itself, but the players adventurers may accidentally send themselves back to [[spoiler:-343 DR, four years before the Fall of Netheril]].



* {{Retcon}}: Previous editions had Chardalyn be a naturally occuring mineral that was used as early as during the Days of Thunder, by the Sarrukh. Here, it's established to be the remains of [[Literature/TheIcewindDaleTrilogy Crenshinibon]], the Crystal Shard, fused with local magic and ice.
* ShoutOut: The Coldlight Walker is clearly based on the poster for ''Film/TheThing1982''
* SpiritualAdaptation: The writers explicitly admitted that the adventure is inspired by stories like ''Literature/WhoGoesThere'' and ''Literature/AtTheMountainsOfMadness''
* TrappedInThePast: [[spoiler: A potential fate the players can inflict on themselves. If they chose to use Iriolarthas' Staff of Power on one of the obelisks that dot the land, anyone who survives both the staff breaking, and the de-aging effect it triggers, is teleported to -343 DR, a point in time before [[AndManGrewProud the fall of Netheril]] and only a short time before the fall of Ythryn. The book outright says that they are essentially stuck here but, if desired, the players could continue the story in the past using older editions]].
* VeryDefinitelyFinalDungeon: Subverted with Auril's abode, which definitely looks the part but is not the final part of the adventure. Played straight for Ythryn, a floating city stuck in a glacier.
* WorfHadTheFlu: Maintaining the endless winter takes most of Auril's power, weakening her enough for the players to defeat her.

to:

* {{Retcon}}: Previous editions had Chardalyn chardalyn, also known as black ice, be a naturally occuring mineral that was used as early as during the Days of Thunder, Thunder by the Sarrukh. Here, [[{Precusors} Sarrukh]]. In this adventure module, it's established to be the remains of [[Literature/TheIcewindDaleTrilogy Crenshinibon]], the Crystal Shard, fused with local magic and ice.
* ShoutOut: The Coldlight Walker coldlight walker is clearly based on the poster for ''Film/TheThing1982''
''Film/TheThing1982''.
* SpiritualAdaptation: The writers explicitly admitted that the adventure is inspired by stories like ''Literature/WhoGoesThere'' and ''Literature/AtTheMountainsOfMadness''
''Literature/AtTheMountainsOfMadness''.
* TrappedInThePast: [[spoiler: A potential fate the players adventurers can inflict on themselves. If they chose to use Iriolarthas' Staff ''staff of Power power'' on one of the obelisks that dot the land, obelisk found within Ythryn, anyone who survives both the staff breaking, staff's [[StuffBlowingUp Retributive Strike]], and the de-aging effect it that the obelisk triggers, is teleported to -343 DR, a point in time before [[AndManGrewProud the fall of Netheril]] and only a short time before the fall of Ythryn. The book outright says that they are essentially stuck here but, if desired, the players adventurers could continue the story in the past using D&D sourcebooks from older editions]].
editions.]]
* VeryDefinitelyFinalDungeon: Subverted [[SubvertedTrope Subverted]] with Auril's abode, the Island of Solstice as well as Grimskalle, which definitely looks the part but is are not the final part of the adventure. Played straight for with Ythryn, a floating an ancient city stuck buried in a glacier.
* WorfHadTheFlu: Maintaining the endless winter Everlasting Rime takes most a lot of Auril's power, weakening her enough for the players adventurers to defeat her.
Is there an issue? Send a MessageReason:
None


* FightingAShadow: As per usual for D&D deities, killing Auril is little more than an annoyance for her, since she simply reforms in her Realm at full power.

to:

* FightingAShadow: As per usual for D&D deities, killing Auril is little more than an annoyance for her, her since she simply reforms in her Realm will be resurrected at full power.the next winter solstice anyways.



* TheCorruption: Chardalyn influences creatures who possess it, causing violent urges and mania.
* DidYouJustPunchOutCthulhu: The players can, successfully, fight Auril, a ''goddess''.
* GodzillaThreshold: One of the ways the players can thwart Auril's plans is to use a Scroll of Tarasque Summoning on her island. The module is very clear that this is quite possibly the most dangerous way to do so and frames it as a last resort due to how dangerous doing so is.
* HoistByHerOwnPetard: A potential starting gift for the players is that Auril blessed them with cold resistance because they were born on the winter solstice. This may very well be the deciding factor in the party's battle against her.
* JerkassGods: As per Forgotten Relams tradition, Auril is a dick who wants to cover the world in eternal winter.
* JustBeforeTheEnd: Not in the module itself, but the players may be accidentally sent back to [[spoiler:-343 DR, four years before the Fall of Netheril]].
* MechanicalMonster: The Duergar warlord Xardorok Sunblight is constructing a dragon out of Chardalyn, magical, metallic ice.

to:

* TheCorruption: Chardalyn Chardalyn, particularly when infused with magic from the Lower Planes, influences creatures who possess it, causing violent urges and mania.
* DidYouJustPunchOutCthulhu: The players adventurers can, successfully, fight against Auril, a ''goddess''.goddess.
* GodzillaThreshold: One of the ways the players can thwart Auril's plans is to use [[spoiler:use a Scroll ''scroll of Tarasque Summoning tarasque summoning'' on her island. island.]] The module is very clear that this is quite possibly the most dangerous way to do so and frames it as a last resort due to how dangerous risky doing so is.
* HoistByHerOwnPetard: A potential starting gift One of the character secrets available for this adventure module is the players is that "Midwinter Child", where Auril blessed them with cold resistance because they were born on the winter solstice. This may Midwinter holiday. As it turns out, this blessing proves to be very useful in surviving the Everlasting Rime, as well be as being the deciding factor in the party's battle against her.
* JerkassGods: As per Forgotten Relams Realms tradition, Auril is a dick of a goddess who wants to cover the world in eternal winter.
winter for her own amusement.
* JustBeforeTheEnd: Not in the module itself, but the players may be accidentally sent send themselves back to [[spoiler:-343 DR, four years before the Fall of Netheril]].
* MechanicalMonster: The Duergar A dragon construct made mostly from chardalyn is being unleashed [[spoiler:by the duergar warlord Xardorok Sunblight is constructing a dragon out Sunblight]] to destroy Ten-Towns [[spoiler:as part of Chardalyn, magical, metallic ice.his EvilPlan to conquer Icewind Dale.]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ContinuityNod: The FinalDungeon is Ythryn, a once-floating city of ancient [[TheMagocracy Netheril]]. Interestingly, the fall of Ythryn had nothing to do with [[AndManGrewProud Karsus]].
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* HoistByHerOwnPetard: A potential starting gift for the players is that Auril blessed them with cold resistance because they were born on the winter solstice. This may very well be the deciding factor in the party's battle against her.
Is there an issue? Send a MessageReason:
None

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* TheCorruption: Chardalyn influences creatures who possess it, causing violent urges and mania.


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* NonHumanUndead: Among others, there are frost giant skeletons.
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* JustBeforeTheEnd: Not in the module itself, but the players may be accidentally sent back to [[spiler:-343 DR, four years before the Fall of Netheril]].

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* JustBeforeTheEnd: Not in the module itself, but the players may be accidentally sent back to [[spiler:-343 [[spoiler:-343 DR, four years before the Fall of Netheril]].
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* JustBeforeTheEnd: Not in the module itself, but the players may be accidentally sent back to [[spiler:-343 DR, four years before the Fall of Netheril]].
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* MechanicalMonster: The Duergar warlord Xardorok Sunblight is constructing a dragon out of Chardalyn, magical, metallic ice.
* {{Retcon}}: Previous editions had Chardalyn be a naturally occuring mineral that was used as early as during the Days of Thunder, by the Sarrukh. Here, it's established to be the remains of [[Literature/TheIcewindDaleTrilogy Crenshinibon]], the Crystal Shard, fused with local magic and ice.


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* VeryDefinitelyFinalDungeon: Subverted with Auril's abode, which definitely looks the part but is not the final part of the adventure. Played straight for Ythryn, a floating city stuck in a glacier.
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* GodzillaThreshold: One of the ways the players can thwart Auril's plans is to use a Scroll of Tarasque Summoning on her island. The module is very clear that this is, quite possibly the most dangerous way to do so and frames it as a last resort due to how dangerous doing so is.

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* GodzillaThreshold: One of the ways the players can thwart Auril's plans is to use a Scroll of Tarasque Summoning on her island. The module is very clear that this is, is quite possibly the most dangerous way to do so and frames it as a last resort due to how dangerous doing so is.
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* GodzillaThreshold: One of the ways the players can thwart Auril's plans is to use a Scroll of Tarasque Summoning on her island. The module is very clear that this is, quite possibly the most dangerous way to do so and frames it as a last resort due to how dangerous doing so is.


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* TrappedInThePast: [[spoiler: A potential fate the players can inflict on themselves. If they chose to use Iriolarthas' Staff of Power on one of the obelisks that dot the land, anyone who survives both the staff breaking, and the de-aging effect it triggers, is teleported to -343 DR, a point in time before [[AndManGrewProud the fall of Netheril]] and only a short time before the fall of Ythryn. The book outright says that they are essentially stuck here but, if desired, the players could continue the story in the past using older editions]].
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* SpiritualAdaptation: The writers explicitly admitted that the adventure is inspired by stories like ''Literature/WhoGoesThere'' and ''Literature/AtTheMountainsOfMadness''
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* FightingAShadow: As per usual for D&D deities, killing Auril is little more than an annoyance for her, since she simply reforms in her Realm at full power.


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* WorfHadTheFlu: Maintaining the endless winter takes most of Auril's power, weakening her enough for the players to defeat her.
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* AnimalisticAbomination: Auril's first form looks vaguely like an anthropomorphic owlbear with horns. It is depicted on the cover, and you do not want to meed it.

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* AnimalisticAbomination: Auril's first form looks vaguely like an anthropomorphic owlbear with horns. It is depicted on the cover, and you do not want to meed meet it.

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The story makes it clear that Auril is explicitly weaker than usual due to casting her Everlasting Rime every night and also still granting power to her worshippers. It's stated that after she "dies", she's reborn with power far beyond the stats for this campaign.


* DidYouJustPunchOutCthulhu: The players can, successfully, fight Auril, a ''goddess''. This would be marginally more impressive if her statblock actually matched her title.
* GameplayAndStorySegregation: Auril's challenge rating is a measly 9 through 11 in her various forms. This is not very impressive, considering that [[TabletopGame/TyrannyOfDragons Tiamat]], a goddess of a supposedly similar power level, is the toughest foe in the entire game, with a challenge rating of party-killing ''30''.

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* DidYouJustPunchOutCthulhu: The players can, successfully, fight Auril, a ''goddess''. This would be marginally more impressive if her statblock actually matched her title.
* GameplayAndStorySegregation: Auril's challenge rating is a measly 9 through 11 in her various forms. This is not very impressive, considering that [[TabletopGame/TyrannyOfDragons Tiamat]], a goddess of a supposedly similar power level, is the toughest foe in the entire game, with a challenge rating of party-killing ''30''.
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* DidYouJustPunchOutCthulhu: The players can, successfully, fight Auril, a ''goddess''. This would be marginally more impressive if her statblock actually matched her title.
* GameplayAndStorySegregation: Auril's challenge rating is a measly 9 through 11 in her various forms. This is not very impressive, considering that [[TabletopGame/TyrannyOfDragons Tiamat]], a goddess of a supposedly similar power level, is the toughest foe in the entire game, with a challenge rating of party-killing ''30''.
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->[[TheStinger DISCLAIMER:]] The windswept tundra of Icewind Dale is the true test of one's mettle. Here, it's survival of the fittest! Don't be fooled by the reindeer with glow-in-the-dark antlers and the tasty knucklehead trout (including the friendlier, more northerly Canucklehead variety). [[GrimUpNorth Icewind Dale is the frostbitten end of the world.]] You can't spell dice without ice, my friend, and [[AnIcePerson the Frostmaiden]] is not some [[TabletopGame/OutOfTheAbyss demon prince]], [[TabletopGame/CurseOfStrahd vampire]], [[TabletopGame/TombOfAnihilation lich]], [[TabletopGame/WaterdeepDragonHeist beholder crime lord]], or [[TabletopGame/BaldursGateDescentIntoAvernus archdevil]]. She's [[GodIsEvil a god—and a cold-hearted one at that.]]

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->[[TheStinger DISCLAIMER:]] The windswept tundra of Icewind Dale is the true test of one's mettle. Here, it's survival of the fittest! Don't be fooled by the reindeer with glow-in-the-dark antlers and the tasty knucklehead trout (including the friendlier, more northerly Canucklehead variety). [[GrimUpNorth Icewind Dale is the frostbitten end of the world.]] You can't spell dice without ice, my friend, and [[AnIcePerson the Frostmaiden]] is not some [[TabletopGame/OutOfTheAbyss demon prince]], [[TabletopGame/CurseOfStrahd vampire]], [[TabletopGame/TombOfAnihilation [[TabletopGame/TombOfHorrors lich]], [[TabletopGame/WaterdeepDragonHeist beholder crime lord]], or [[TabletopGame/BaldursGateDescentIntoAvernus archdevil]]. She's [[GodIsEvil a god—and a cold-hearted one at that.]]
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->[[TheStinger DISCLAIMER:]] The windswept tundra of Icewind Dale is the true test of one's mettle. Here, it's survival of the fittest! Don't be fooled by the reindeer with glow-in-the-dark antlers and the tasty knucklehead trout (including the friendlier, more northerly Canucklehead variety). [[GrimUpNorth Icewind Dale is the frostbitten end of the world.]] You can't spell dice without ice, my friend, and [[AnIcePerson the Frostmaiden]] is not some [[TabletopGame/OutOfTheAbyss demon prince]], [[TabletopGame/CurseOfStrahd vampire]], [[TabletopGame/TombOfAnnihilation lich]], [[TabletopGame/WaterdeepDragonHeist beholder crime lord]], or [[TabletopGame/BaldursGateDescentIntoAvernus archdevil]]. She's [[GodIsEvil a god—and a cold-hearted one at that.]]

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->[[TheStinger DISCLAIMER:]] The windswept tundra of Icewind Dale is the true test of one's mettle. Here, it's survival of the fittest! Don't be fooled by the reindeer with glow-in-the-dark antlers and the tasty knucklehead trout (including the friendlier, more northerly Canucklehead variety). [[GrimUpNorth Icewind Dale is the frostbitten end of the world.]] You can't spell dice without ice, my friend, and [[AnIcePerson the Frostmaiden]] is not some [[TabletopGame/OutOfTheAbyss demon prince]], [[TabletopGame/CurseOfStrahd vampire]], [[TabletopGame/TombOfAnnihilation [[TabletopGame/TombOfAnihilation lich]], [[TabletopGame/WaterdeepDragonHeist beholder crime lord]], or [[TabletopGame/BaldursGateDescentIntoAvernus archdevil]]. She's [[GodIsEvil a god—and a cold-hearted one at that.]]

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* AnimalisticAbomination: Auril's first form looks vaguely like an anthropomorphic owlbear with horns. It is depicted on the cover, and you do not want to meed it.



* JerkassGods: As per Forgotten Relams tradition, Auriel is a dick who wants to cover the world in eternal winter.

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* JerkassGods: As per Forgotten Relams tradition, Auriel Auril is a dick who wants to cover the world in eternal winter.

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The adventure takes place within the arctic region of Icewind Dale, where for two years it has been cursed into a state of perpetual, dark winter known by its inhabitants as the Everlasting Rime. But surviving the treacherous winter and finding a way to lift the curse isn't the only thing that adventurers would be tasked to do during their time in the region, as there are also many secrets and surprises that lay hidden beyond Auril's cold embrace, some of which may pose as much of a threat to Icewind Dale as the curse itself. Can these brave adventurers prevent Icewind Dale from turning into a frozen wasteland? What secrets would they uncover between the denizens of Icewind Dale and themselves? And what dangers lie beneath the icy tundra that could spell doom for the entire region?

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The adventure takes place within the arctic region of [[TabletopGame/ForgottenRealms Icewind Dale, Dale]], where for two years it has been cursed into a state of perpetual, dark winter known by its inhabitants as the Everlasting Rime. But surviving the treacherous winter and finding a way to lift the curse isn't the only thing that adventurers would be tasked to do during their time in the region, as there are also many secrets and surprises that lay hidden beyond Auril's cold embrace, some of which may pose as much of a threat to Icewind Dale as the curse itself. Can these brave adventurers prevent Icewind Dale from turning into a frozen wasteland? What secrets would they uncover between the denizens of Icewind Dale and themselves? And what dangers lie beneath the icy tundra that could spell doom for the entire region?


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* JerkassGods: As per Forgotten Relams tradition, Auriel is a dick who wants to cover the world in eternal winter.
* ShoutOut: The Coldlight Walker is clearly based on the poster for ''Film/TheThing1982''
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The adventure takes place within the arctic region of Icewind Dale, where for two years it has been cursed into a state of perpetual, dark winter known by its inhabitants as the Everlasting Rime. But surviving the treacherous winter and finding a way to lift the curse isn't the only thing that adventurers would look forward to during their time in the Dale, as there are also many secrets and surprises that lay hidden beyond the cold embrace of Auril, some of which may pose as much of a threat to Icewind Dale as the curse itself. Can these brave adventurers put a stop to the divine curse and save Icewind Dale, or will they end up being buried in a pile of snow? And what secrets would they find out between the denizens of Icewind Dale and themselves?

to:

The adventure takes place within the arctic region of Icewind Dale, where for two years it has been cursed into a state of perpetual, dark winter known by its inhabitants as the Everlasting Rime. But surviving the treacherous winter and finding a way to lift the curse isn't the only thing that adventurers would look forward be tasked to do during their time in the Dale, region, as there are also many secrets and surprises that lay hidden beyond the Auril's cold embrace of Auril, embrace, some of which may pose as much of a threat to Icewind Dale as the curse itself. Can these brave adventurers put a stop to the divine curse and save prevent Icewind Dale, or will they end up being buried in Dale from turning into a pile of snow? And what frozen wasteland? What secrets would they find out uncover between the denizens of Icewind Dale and themselves?
themselves? And what dangers lie beneath the icy tundra that could spell doom for the entire region?



->[[TheStinger DISCLAIMER:]] The windswept tundra of Icewind Dale is the true test of one's mettle. Here, it's survival of the fittest! Don't be fooled by the reindeer with glow-in-the-dark antlers and the tasty knucklehead trout (including the friendlier, more northerly Canucklehead variety). Icewind Dale is the frostbitten end of the world. You can't spell dice without ice, my friend, and [[AnIcePerson the Frostmaiden]] is not some [[TabletopGame/OutOfTheAbyss demon prince]], [[TabletopGame/CurseOfStrahd vampire]], [[TabletopGame/TombOfAnnihilation lich]], [[TabletopGame/WaterdeepDragonHeist beholder crime lord]], or [[TabletopGame/BaldursGateDescentIntoAvernus archdevil]]. She's [[GodIsEvil a god—and a cold-hearted one at that.]]

to:

->[[TheStinger DISCLAIMER:]] The windswept tundra of Icewind Dale is the true test of one's mettle. Here, it's survival of the fittest! Don't be fooled by the reindeer with glow-in-the-dark antlers and the tasty knucklehead trout (including the friendlier, more northerly Canucklehead variety). [[GrimUpNorth Icewind Dale is the frostbitten end of the world. world.]] You can't spell dice without ice, my friend, and [[AnIcePerson the Frostmaiden]] is not some [[TabletopGame/OutOfTheAbyss demon prince]], [[TabletopGame/CurseOfStrahd vampire]], [[TabletopGame/TombOfAnnihilation lich]], [[TabletopGame/WaterdeepDragonHeist beholder crime lord]], or [[TabletopGame/BaldursGateDescentIntoAvernus archdevil]]. She's [[GodIsEvil a god—and a cold-hearted one at that.]]
Is there an issue? Send a MessageReason:
None


[[TheStinger DISCLAIMER:]] The windswept tundra of Icewind Dale is the true test of one's mettle. Here, it's survival of the fittest! Don't be fooled by the reindeer with glow-in-the-dark antlers and the tasty knucklehead trout (including the friendlier, more northerly Canucklehead variety). Icewind Dale is the frostbitten end of the world. You can't spell dice without ice, my friend, and [[AnIcePerson the Frostmaiden]] is not some [[TabletopGame/OutOfTheAbyss demon prince]], [[TabletopGame/CurseOfStrahd vampire]], [[TabletopGame/TombOfAnnihilation lich]], [[TabletopGame/WaterdeepDragonHeist beholder crime lord]], or [[TabletopGame/BaldursGateDescentIntoAvernus archdevil]]. She's [[GodIsEvil a god—and a cold-hearted one at that.]]

to:

[[TheStinger ->[[TheStinger DISCLAIMER:]] The windswept tundra of Icewind Dale is the true test of one's mettle. Here, it's survival of the fittest! Don't be fooled by the reindeer with glow-in-the-dark antlers and the tasty knucklehead trout (including the friendlier, more northerly Canucklehead variety). Icewind Dale is the frostbitten end of the world. You can't spell dice without ice, my friend, and [[AnIcePerson the Frostmaiden]] is not some [[TabletopGame/OutOfTheAbyss demon prince]], [[TabletopGame/CurseOfStrahd vampire]], [[TabletopGame/TombOfAnnihilation lich]], [[TabletopGame/WaterdeepDragonHeist beholder crime lord]], or [[TabletopGame/BaldursGateDescentIntoAvernus archdevil]]. She's [[GodIsEvil a god—and a cold-hearted one at that.]]
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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/dnd_idrotf.jpg]]
[[caption-width-right:350:[[TagLine Some secrets are worth dying for.]]]]

''Icewind Dale: Rime of the Frostmaiden'' is an adventure module for the fifth edition of ''[[TabletopGame/DungeonsAndDragons Dungeons & Dragons]]'', released on September 15, 2020.

The adventure takes place within the arctic region of Icewind Dale, where for two years it has been cursed into a state of perpetual, dark winter known by its inhabitants as the Everlasting Rime. But surviving the treacherous winter and finding a way to lift the curse isn't the only thing that adventurers would look forward to during their time in the Dale, as there are also many secrets and surprises that lay hidden beyond the cold embrace of Auril, some of which may pose as much of a threat to Icewind Dale as the curse itself. Can these brave adventurers put a stop to the divine curse and save Icewind Dale, or will they end up being buried in a pile of snow? And what secrets would they find out between the denizens of Icewind Dale and themselves?

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!!This adventure provides examples of:
* EndlessWinter: Prior to the start of the adventure, Icewind Dale has been suffering from the Everlasting Rime for over two years since Auril first settled into the region to live among mortals, but so far no one in the Dale knows why the Frostmaiden has imposed her will in this way or why the other gods refuse to challenge her.
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[[TheStinger DISCLAIMER:]] The windswept tundra of Icewind Dale is the true test of one's mettle. Here, it's survival of the fittest! Don't be fooled by the reindeer with glow-in-the-dark antlers and the tasty knucklehead trout (including the friendlier, more northerly Canucklehead variety). Icewind Dale is the frostbitten end of the world. You can't spell dice without ice, my friend, and [[AnIcePerson the Frostmaiden]] is not some [[TabletopGame/OutOfTheAbyss demon prince]], [[TabletopGame/CurseOfStrahd vampire]], [[TabletopGame/TombOfAnnihilation lich]], [[TabletopGame/WaterdeepDragonHeist beholder crime lord]], or [[TabletopGame/BaldursGateDescentIntoAvernus archdevil]]. She's [[GodIsEvil a god—and a cold-hearted one at that.]]
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