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Rime of the Frostmaiden [5E]

Posted by Ski-Bird
Ski-Bird
subscriber, 203 posts
Wed 15 Jun 2022
at 01:40
  • msg #1

Rime of the Frostmaiden [5E]



In the dead of night mists cloaked the land.  A solitary traveler walked along a country road, the gravel crunching beneath his feet.  Muted footsteps echoed behind him, eerily in pace with the rhythm of his beating heart.  Was it Death who followed?  The man turned — trembling, the rising gorge of fear lodged in his throat — and greeted his phantom.

A flash of fangs, a bloodcurdling howl, and red eyes fueled by a passion that could only have come from beyond the grave.

The traveler discovered what so many others already had the misfortune of learning before ...

All roads lead to Ravenloft.

---

The gaudily painted wagons had been circled and lanterns lit against the chill night air.  Their wan light — feeble and flickering — barely pushed the dark back ... and did nothing whatsoever to chase the damp from your bones.  Exotic smells wafted over from the cook fire.  The Vistani woman stood there adding dark and earthy spices to a strange dish that bubbled in her pot.  Her dark-eyed children — barefoot and filthy — played nearby.  Occasionally, they paused their inscrutable games and looked your way, sharing a laugh and snickering in their foreign tongue.

You had already pressed a few saltpennies into the old crone's shriveled hands, and she had deftly shuffled the Tarokka deck.  She eyed you even now as she laid the cards out in an esoteric pattern on the makeshift table.  And even though her eyes were clouded over and rheumy ... you could not shake the feeling that she was peering into your very soul.

You and yours were about to find out why the Mordentish always say 'No secret is safe from the Tarokka.'

---

Let's tell a scary tale, gang.  Looking for a few intrepid souls to band together against the forces of evil in the Demiplane of Dread.

This message was last edited by the user at 12:58, Sat 14 Jan 2023.
Ski-Bird
subscriber, 217 posts
Sat 14 Jan 2023
at 12:57
  • msg #2

Rime of the Frostmaiden [5E]

[Recycling an old game slot.  Please ignore the posts above this one.]

Let's tell a wintry tale, gang!

The Icewind Dale lies north of the Spine of the World and is a land rarely traveled except for those bolstered by stout hearts, driven by daring hopes, or perhaps fleeing from a guilty conscience and the secrets of the past.

At the best of times, the scant foothold of civilization known as Ten-Towns is not for the faint of heart.  Katabatic winds sweep down from the Reghed Glacier, ceaselessly battering anything that dares to grow or breathe in Icewind Dale.  Without fail, these winds find their way through every chink and crack, every opening in the warmest furs, every tent flap, every roof and board of the strongest homes, draining away any hint of warmth.

These, however, are not the best of times.  The region has become trapped in a perpetual winter that is getting worse by the day. Ferocious blizzards make the mountain pass through the Spine of the World exceedingly treacherous, and this land has not felt the warmth of the sun in more than a year. In fact, the sun no longer appears above the mountains, not even in what should be the height of summer. In this frozen tundra, darkness and bitter cold reign as King and Queen.

It has become clear that this eternal winter is not a natural phenomenon and most believe that foul magic is at play! An observation strengthened by the fact that a shimmering curtain of light illuminates the sky each night, as if a spell is being cast over the land.

Some believe this everlasting winter to be the work of dark wizards and long-forgotten magic, while others blame mysterious creatures bubbling up from the Underdark. Still others believe that the endless winter is a punishment decreed by Auril the Frostmaiden, the god of winter’s wrath. Most don’t know what to believe – but nearly all agree that something has to be done about it, before Icewind Dale becomes naught more than a frozen tomb.

The folk of the Icewind Dale live in a scattering of settlements known as Ten-Towns. Caravans coming from the south have dropped off, and travel between settlements has become treacherous, which has left everyone feeling isolated. Some townspeople and even whole towns have even begun to try and appease the Frostmaiden with sacrifices of one kind or another.

For adventurers such as yourselves, Ten-Towns is a place to test one’s mettle and — in the spirit of heroes who have come before — leave one’s mark on this frigid, blighted land.



Rime of the Frostmaiden [5E] is now accepting players.

The tone of the adventure is dark, and as a self avowed horror nerd, I can absolutely get on board with that.

You can expect the campaign to fully lean into the bleak landscapes, brooding villains, a sense of isolation ... and more than a little bit of horror.

The author, Chris Perkins, took inspiration / worked to include elements of:
  • The Thing  by John Carpenter
  • At the Mountains of Madness  by HP Lovecraft
  • The Shining  by Stanley Kubrick
  • Alien  by Ridley Scott

If anything you've read so far has piqued your interest, pop on by and see if this one is for you.  If so ... I'd love to see your RTJ.
This message was last updated by the user at 12:58, Sat 14 Jan 2023.
Ski-Bird
subscriber, 224 posts
Thu 16 Mar 2023
at 06:15
  • msg #3

Rime of the Frostmaiden [5E]

There is room for one or two more players to join this tale.

The party has just reached second level and they are only two encounters into the game, this would be a great time to jump in.

Currently, the group consists of:
-An elf rogue
-A human wizard
-A human barbarian
-A human bard
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