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* TheDragon: Iskra, Auril's pet Roc, is her most powerful minion and vital to performing the Everlasting Rime. [[spoiler:Killing Iskra is a viable way of ending it without having to fight Auril directly.]]

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* ArcVillain: Xardorok Sunblight serves as the main antagonist of the first portion of the story, with his plans for the Ten Towns being what the party is trying to stop.

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* ArcVillain: ArcVillain:
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Xardorok Sunblight serves as the main antagonist of the first portion of the story, with his plans for the Ten Towns being what the party is trying to stop.stop.
** [[spoiler:Iriolarthas the Demilich serves as this for Ythryn, being the biggest threat lurking around and having long since gone insane. Can also count as the TrueFinalBoss if the party defeated Auril in the first fight.]]

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** [[spoiler:Auril herself can theoretically be this, as the party can theoretically defeat her during their first visit to her island, leaving the Ythryn section left to do.]]

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** [[spoiler:Auril herself can theoretically be this, as the party can theoretically defeat her during their first visit to her island, leaving the Ythryn section with Iriolarthas left to do.]]]]
* DiscOneNuke: It's possible for the players to acquire a Staff of Frost during one of the starting missions of the game, a Very Rare MagicStaff capable of casting the fourth, fifth, and sixth level spells at a point in the game they likely only have second level. It also grants the one attuned to it Cold Resistance, which needless to say, comes in handy in the middle of an eternal winter.


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* TrueFinalBoss: [[spoiler:Varies depending on how the party chooses to handle Auril: they can theoretically defeat her in their first visit to Grimskalle, making Iriolarthas the Demilich the final threat of the campaign. They can do the opposite, however.]]

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* DiscOneFinalBoss: While it depends on the specific quests the party gets, the main antagonist for the first arc of the game is Xardorok Sunblight, but he's far from the ultimate threat of the story and unless the party seriously sequence breaks, will likely defeat him far before they confront Auril.

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* DiscOneFinalBoss: DiscOneFinalBoss:
**
While it depends on the specific quests the party gets, the main antagonist for the first arc of the game is Xardorok Sunblight, but he's far from the ultimate threat of the story and unless the party seriously sequence breaks, will likely defeat him far before they confront Auril.Auril.
** [[spoiler:Auril herself can theoretically be this, as the party can theoretically defeat her during their first visit to her island, leaving the Ythryn section left to do.]]
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* MarathonLevel: [[spoiler:The Tests of the Frostmaiden, four very long trials (which inuniverse take ''days'' to complete) intended to be taken one right after the other. If your DM is feeling sadistic, your party might end up having to fight Auril directly afterwards. It's possible to completely bypass them, however, if the players just let some of Auril's cultists who already passed the tests to open the door instead.]]
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* ArcVillain: Xardorok Sunblight serves as the main antagonist of the first portion of the story, with his plans for the Ten Towns being what the party is trying to stop.


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* DiscOneFinalBoss: While it depends on the specific quests the party gets, the main antagonist for the first arc of the game is Xardorok Sunblight, but he's far from the ultimate threat of the story and unless the party seriously sequence breaks, will likely defeat him far before they confront Auril.
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* FatalForcedMarch: [[spoiler:The Test of Endurance, one of the Tests of the Frostmaiden, is this. The party must go on a long march and after a certain point risk getting levels of Exhaustion, which can slowly cripple them and even potentially kill them.]]
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* GuideDangIt: The Tests of the Frostmaiden run into this: [[spoiler:the proper order is to do Endurance and then Isolation to remove the levels of Exhaustion the former with is likely to cause (unless the entire party somehow makes every saving throw on it).]] The issue is there's no inuniverse indication of what the tests involve, meaning that the party has no way of knowing that. If [[spoiler:Isolation is done before Endurance]], it can potentially leave the other tests impossible to complete in their current condition. There's also no indication [[spoiler:the party doesn't actually have to do the tests at all to progress, as simply letting Auril's minions who already passed the tests open the door is an option, but not one the players are made aware of.]]


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* TakingAThirdOption: While [[GuideDangIt not made clear]] and the module as written tries to convince the party CrueltyIsTheOnlyOption, the players [[spoiler:don't actually have to take the Tests of the Frostmaiden]]. As it turns out, [[spoiler:the door doesn't shut automatically behind whoever goes through it. If one of Auril's minions opens it, the party can waltz in without taking the test.]] Only the DM is aware of this as written, however.
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** One of the secrets players can start with involves having penned a tract on prominent families from Baldur's Gate and Waterdeep engaging in devil worship. Previous Fifth Edition campaigns bring you into conflict with those families, and if you joined Jarlaxle in Waterdeep: Dragon Heist, you may have helped deliver the tract to the local newspaper.

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** One of the secrets players can start with involves having [[spoiler:having penned a tract on prominent families from Baldur's Gate and Waterdeep engaging in devil worship. Previous Fifth 5th Edition campaigns adventures such as ''TabletopGame/WaterdeepDragonHeist'' and ''TabletopGame/BaldursGateDescentIntoAvernus'' bring you into conflict with those such families, and if you joined Jarlaxle the Bregan D'aerthe in Waterdeep: Dragon Heist, the former adventure, you may have helped deliver the tract to the local newspaper.]]



** Nass Lantomir is the ghost of a wizard who froze to death searching for ''The Codicil of White'', the same book that the players need to find; she will attempt to possess any player she can in order to accomplish this. Finding it allows her pass on.
** High Necromancer Cadavix of Ythryn haunts the ruins of his tower after being crushed to death when it collapsed during the fall. He won't hurt the players unless attacked, and just wants to free his body from the ruins in order to pass on.
** The entire orchestra of Ythryn remain as ghosts because they were killed when the city fell in the middle of their first performance of ''The Dark Between The Stars'', their magnum opus and proudest accomplishment. If a player takes the conductor's baton and passes performance checks to successfully conduct them through the symphony, they will finally be at peace and pass on.

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** Nass Lantomir is the ghost of a wizard an Arcane Brotherhood mage who froze to death searching for ''The Codicil of White'', the same book that the players adventurers need to find; she will attempt to possess any player adventurer she can in order to accomplish this. Finding it the book while Nass possesses an adventurer allows her to pass on.
** High Necromancer Cadavix of Ythryn haunts the ruins of his tower after being crushed to death when it collapsed during the fall. He won't hurt the players adventurers unless attacked, and just wants to free his body from the ruins in order to pass on.
** The entire orchestra of Ythryn remain as ghosts because they were killed when the city fell [[TheShowMustGoOn in the middle of their first performance performance]] of ''The Dark Between The Stars'', their magnum opus MagnumOpus and proudest accomplishment. If a player an adventurer takes the conductor's baton and passes performance Performance checks to successfully conduct them through the symphony, they will finally be at peace and pass on.
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* ViolationOfCommonSense: An infamous section in the adventure has the party arriving at the lair of a Duergar Warlord just in time to see a large dragon flying out of it back in the direction from which they came. The module intends that the party be given a choice of continuing into the keep or returning back to chase down the dragon. Most players will question the wisdom of chasing after a creature that can fly several times faster than them on a good day, not even accounting for the facts that they the snowy roads slow their traveling speed down to a crawl and the roads take circuitous paths around the natural landscape whereas the dragon can fly straight to its destinations. And yet, the writers reveal that the chasing after the dragon is the only way to save some of the towns from being destroyed. In a not-surprising example of WritersCannotDoMath, astute readers realized that following the rules and guidelines of the adventure, even a party on dogsleds could do no more than save ONE of the Ten Towns, and it's a choice that the writers explicitly state is a bad move that falls into the villain's plans.

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* NonHumanUndead: Among others, there are [[OurGiantsAreBigger frost giant]] skeletons.

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* NonHumanUndead: NonHumanUndead:
**
Among others, there are [[OurGiantsAreBigger frost giant]] skeletons.skeletons.
** Vellynne is accompanied by several zombie kobold assistants, having raised them from the dead after they were killed by [[spoiler: Nass]].
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** One of the secrets players can start with involves having penned a tract on prominent families from Baldur's Gate and Waterdeep engaging in devil worship. Previous Fifth Edition campaigns bring you into conflict with those families, and if you joined Jarlaxle in Waterdeep: Dragon Heist, you may have helped deliver the tract to the local newspaper.
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* GhostlyGoals: Several ghosts appear throughout the adventure, most of whom remain tied to the material plane due to feeling they have unfinished business.
** Nass Lantomir is the ghost of a wizard who froze to death searching for ''The Codicil of White'', the same book that the players need to find; she will attempt to possess any player she can in order to accomplish this. Finding it allows her pass on.
** High Necromancer Cadavix of Ythryn haunts the ruins of his tower after being crushed to death when it collapsed during the fall. He won't hurt the players unless attacked, and just wants to free his body from the ruins in order to pass on.
** The entire orchestra of Ythryn remain as ghosts because they were killed when the city fell in the middle of their first performance of ''The Dark Between The Stars'', their magnum opus and proudest accomplishment. If a player takes the conductor's baton and passes performance checks to successfully conduct them through the symphony, they will finally be at peace and pass on.


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* TheShowMustGoOn: The Netherese Esoteric Orchestra refused to halt their performance of ''The Dark Between the Stars'' even as the city itself fell out of the sky.
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** One of the rooms in Ythryn has the sentence [[Film/TheShining "All work and no play make Ivira a dull girl."]] scribbled all over the walls.

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* TomeOfEldritchLore: [[spoiler:''The Codicil of White'' acts as this, which contains various rituals and ceremonies aimed towards the [[ReligionOfEvil worship of Auril]]. It was written by followers of Auril, is kept by the goddess herself within Grimskalle, and is also required to open a path to Ytrhyn as it contains the poem called [[TitleDrop "Rime of the Frostmaiden"]].]]

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* StrappedToAnOperatingTable: Xerophon is a Netherese doppelganger who murdered a sage to steal his identity was and subject to magical experiments by the wizard who ran Ythyrn's prison after he was discovered. He was put under a ''sequester'' spell between experiments to stop him from escaping, and thus remained strapped to an operating table in suspended animation ever since the city's fall.
* TomeOfEldritchLore: [[spoiler:''The Codicil of White'' acts as this, which contains various rituals and ceremonies aimed towards the [[ReligionOfEvil worship of Auril]]. It was written by followers of Auril, is kept by the goddess herself within Grimskalle, and is also required to open a path to Ytrhyn Ythryn as it contains the poem called [[TitleDrop "Rime of the Frostmaiden"]].]]


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* WasOnceAMan:
** The green slaad in Ythryn's observatory was the city's Arch-Astronomer who was infected by a slaad during the chaos of the city's fall, and who ordered her apprentices to seal her away before she transformed.
** The Thing in the Well (a gibbering 5-headed abomination of warped flesh) is the result of a circle of mages attempting to fuse their minds together in order to increase their telepathic powers.
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* ApocalypticLog: One of the books that can be found in the library of Ythryn is the journal of one of the mages who survived the city's fall, describing how it became trapped in the ice and the doomed attempts of the survivors to escape. The last entry says only:
-->''"Iriolarthas is convinced that aid will come in time from Netheril. I am not so sure."''
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* PlotArmor: During [[spoiler: the dragon's]] attack on Ten-Towns, the module says that it's vital that Vellynne survives, as she's important to the plot later. Because of that, the book says that she can't drop below 1 hp during this event, and if she's left ''at'' 1 hp she either retreats to a safe position or casts a spell to heal herself at her companion's expense.

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* PlotArmor: During [[spoiler: the dragon's]] attack on Ten-Towns, the module says that it's vital that Vellynne [[spoiler: Vellynne]] survives, as she's important to the plot later. Because of that, the book says that she can't drop below 1 hp during this event, and if she's left ''at'' 1 hp she either retreats to a safe position or casts a spell to heal herself at her companion's expense.
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* PlotArmor: During [[spoiler: the dragon's]] attack on Ten-Towns, the module says that it's vital that Vellynne survives, as she's important to the plot later. Because of that, the book says that she can't drop below 1 hp during this event, and if she's left ''at'' 1 hp she either retreats to a safe position or casts a spell to heal herself at her companion's expense.
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* CircleOfStandingStones: One of Ten-Towns' most notable landmarks is the Twenty Stones of Thruun, a ring of megaliths in Dougan's Hole. No one knows who built this structure or why, but it is assumed that the stones have existed long before the town's founding. [[spoiler:[[AllThereInTheManual According to]] Issue #220 of the ''Dungeon'' magazine, the stones are actually named after the immortal Malarite beast that is sealed within, which can only be summoned through a horrific [[HumanSacrifice sacrificial ritual]]. The only time Thruun has ever been released from the stones was in 1485 DR, when Isarr Kronenstrom summoned the beast to attack the town of Good Mead.]]

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* CircleOfStandingStones: One of Ten-Towns' most notable landmarks is the Twenty Stones of Thruun, a ring of megaliths in Dougan's Hole. No one knows who built this structure or why, but it is assumed that the stones have existed long before the town's founding. [[spoiler:[[AllThereInTheManual According to]] to Issue #220 of the ''Dungeon'' magazine, Dungeon magazine]], the stones are actually named after the [[SealedEvilInACan immortal Malarite beast that is sealed within, within]], which can only be summoned through a horrific [[HumanSacrifice sacrificial ritual]].SummoningRitual that involves HumanSacrifice. The only time Thruun has ever been released from the stones was in 1485 DR, when Isarr Kronenstrom summoned the beast to attack the town of Good Mead.]]
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* CircleOfStandingStones: One of Ten-Towns' most notable landmarks is the Twenty Stones of Thruun, a ring of megaliths in Dougan's Hole. No one knows who built this structure or why, but it is assumed that the stones have existed long before the town's founding. [[spoiler:[[AllThereInTheManual According to]] Issue #220 of the ''Dungeon'' magazine, the stones are named after the immortal Malarite beast that is sealed within, and can only be summoned through a horrific [[HumanSacrifice sacrificial ritual]]. The only time Thruun has been released from the stones was in 1485 DR, when Isarr Kronenstrom summoned the beast to attack Good Mead.]]

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* CircleOfStandingStones: One of Ten-Towns' most notable landmarks is the Twenty Stones of Thruun, a ring of megaliths in Dougan's Hole. No one knows who built this structure or why, but it is assumed that the stones have existed long before the town's founding. [[spoiler:[[AllThereInTheManual According to]] Issue #220 of the ''Dungeon'' magazine, the stones are actually named after the immortal Malarite beast that is sealed within, and which can only be summoned through a horrific [[HumanSacrifice sacrificial ritual]]. The only time Thruun has ever been released from the stones was in 1485 DR, when Isarr Kronenstrom summoned the beast to attack the town of Good Mead.]]
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* CircleOfStandingStones: One of Ten-Towns' most notable landmarks is the Twenty Stones of Thruun, a ring of megaliths in Dougan's Hole. No one knows who built this structure or why, but it is assumed that the stones have existed long before the town's founding. [[spoiler:[[AllThereInTheManual According to]] Issue #220 of the ''Dungeon'' magazine, the stones are named after the immortal Malarite beast that is sealed within, and can only be summoned through a horrific [[HumanSacrifice sacrificial ritual]]. The only time Thruun has been released from the stones was in 1485 DR, when Isarr Kronenstrom summoned the beast to attack Good Mead.]]
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* 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 anyway. On the bright side, it does screw up this current plan.]]

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* 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 anyway. On the bright side, it does screw up this current plan.would cause her to abandon her plans for Icewind Dale and go into hiding, thus putting a sure end to the Everlasting Rime.]]
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* 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 anyway.]]

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* 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 anyway. On the bright side, it does screw up this current plan.]]
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* FeudingFamilies: The Akannathi and the Thuunlakalaga are two [[MountainMan goliath]] clans who refuse to get along, and competition between them is fierce and often violent. [[spoiler:The feud can be traced back to a young Ogolai Thuunlakalaga being scarred by an Akannathi griffon during a game of goat-ball between the two clans, which led her clan to send a group of hunters to kill said griffon in retaliation, [[CycleOfRevenge angering the Akannathi into retaliation.]]]] Depending on the adventurers' choices, either one of the clans will end up destroying the other, or both clans will OvercomeTheirDifferences and unite towards a brighter future for all goliaths.

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* FeudingFamilies: The Akannathi and the Thuunlakalaga are two [[MountainMan goliath]] clans who refuse to get along, and competition between them is fierce and often violent. [[spoiler:The feud can be traced back to a young Ogolai Thuunlakalaga being scarred by an Akannathi griffon during a game of goat-ball between the two clans, which led her clan to send a group of hunters to kill said griffon in retaliation, [[CycleOfRevenge angering the Akannathi into further retaliation.]]]] Depending on the adventurers' choices, actions, either one of the clans clan will end up destroying the other, or both clans will OvercomeTheirDifferences and unite towards a brighter future for all goliaths.



* IfYoureSoEvilEatThisKitten: In Chapter 5, in order to access a particular chamber within Grimskalle [[spoiler:that contains the ''Codicil of White'']], a character must succeed in the four Tests of the Frostmaiden: Cruelty, Endurance, Isolation, and Preservation. These tests reflect the four core tenets of Auril's faith, which only comes to show just how malevolent Auril's followers can be.

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* IfYoureSoEvilEatThisKitten: In Chapter 5, in order to access a particular chamber within Grimskalle [[spoiler:that contains the ''Codicil of White'']], a character must succeed in the four Tests of the Frostmaiden: Cruelty, Endurance, Isolation, and Preservation. These tests reflect the four core tenets of [[ReligionOfEvil Auril's faith, faith]], which only comes to show just how malevolent Auril's followers can be.
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* 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 deep within a glacier.

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* VeryDefinitelyFinalDungeon: [[SubvertedTrope Subverted]] with the Island of Solstice as well as Grimskalle, which definitely looks the part but are is not the final part of the adventure. Played straight with Ythryn, an ancient Netherese city buried deep within a glacier.



->[[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]], 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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->[[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 [[CanadaEh Canucklehead]] variety). [[GrimUpNorth Icewind Dale is the frostbitten end of the world.]] [[YouPutTheXInXY 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.]]
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* 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 to not let herself be defeated by mortals once again.]]]]

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* 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 in the next winter solstice. Though by that point, she decides to [[ScrewThisImOuttaHere retreat from the world for the time being to not let herself be defeated by mortals once again.]]]]
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* IfYoureSoEvilEatThisKitten: In Chapter 5, in order to access a particular chamber within Grimskalle [[spoiler:that contains the ''Codicil of White'']], a character must partake in the four Tests of the Frostmaiden: Cruelty, Endurance, Isolation, and Preservation. These tests reflect the four core tenets of Auril's faith, which only comes to show just how malevolent Auril's followers can be.

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* IfYoureSoEvilEatThisKitten: In Chapter 5, in order to access a particular chamber within Grimskalle [[spoiler:that contains the ''Codicil of White'']], a character must partake succeed in the four Tests of the Frostmaiden: Cruelty, Endurance, Isolation, and Preservation. These tests reflect the four core tenets of Auril's faith, which only comes to show just how malevolent Auril's followers can be.

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* FeudingFamilies: The Akannathi and the Thuunlakalaga are two [[MountainMan goliath]] clans who refuse to get along, and competition between them is fierce and often violent. [[spoiler:The feud can be traced back to a young Ogolai Thuunlakalaga being scarred by an Akannathi griffon during a game of goat-ball between the two clans, which led her clan to sending a group of hunters to kill said griffon in retaliation, angering the Akannathi.]] Depending on the adventurers' choices, either one of the clans will eventually destroy the other, or both clans will OvercomeTheirDifferences and unite towards a brighter future for all goliaths.

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* FeudingFamilies: The Akannathi and the Thuunlakalaga are two [[MountainMan goliath]] clans who refuse to get along, and competition between them is fierce and often violent. [[spoiler:The feud can be traced back to a young Ogolai Thuunlakalaga being scarred by an Akannathi griffon during a game of goat-ball between the two clans, which led her clan to sending send a group of hunters to kill said griffon in retaliation, [[CycleOfRevenge angering the Akannathi.]] Akannathi into retaliation.]]]] Depending on the adventurers' choices, either one of the clans will eventually destroy end up destroying the other, or both clans will OvercomeTheirDifferences and unite towards a brighter future for all goliaths.



* HoistByHerOwnPetard: One of the character secrets available for this adventure is the "Midwinter Child", [[spoiler:in which Auril blessed 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 Auril's Everlasting Rime, as well as being the deciding factor in the party's battle against the goddess. In the event Auril would be killed, however, the adventurer with the secret would also lose their cold resistance until Auril is resurrected in the next winter solstice.]]

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* HoistByHerOwnPetard: One of the character secrets available for this adventure is the "Midwinter Child", [[spoiler:in which Auril blessed someone the character with cold resistance because they were born on the Midwinter holiday. As it turns out, this blessing proves to be very useful in surviving Auril's Everlasting Rime, as well as being the deciding factor in the party's battle against the goddess. In the event Auril would be killed, however, the adventurer with the secret would also lose their cold resistance until Auril is resurrected in the next winter solstice.]]


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* IfYoureSoEvilEatThisKitten: In Chapter 5, in order to access a particular chamber within Grimskalle [[spoiler:that contains the ''Codicil of White'']], a character must partake in the four Tests of the Frostmaiden: Cruelty, Endurance, Isolation, and Preservation. These tests reflect the four core tenets of Auril's faith, which only comes to show just how malevolent Auril's followers can be.
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** There's an NPC named [[Literature/AtTheMountainsOfMadness Tekeli-li]].

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