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08:01, 16th April 2024 (GMT+0)

Setting Information.

Posted by DM BearsFor group 0
DM Bears
GM, 3 posts
Mon 30 Nov 2020
at 02:13
  • msg #1

Setting Information

Welcome to the Far North

North of the Spine of the World lies what is known as Icewind Dale, an arctic tundra given its name due to the frigid cold and sweeping blizzards that scour the landscape. Despite these inhospitable conditions it is home to a wide range of people, from fishers, miners, and loggers living in the Tentowns, to the nomadic barbarian tribes who wander between the glaciers and the various savage Orcs or Goliaths who inhabit the mountains and lakesides. Two years ago, the climate took a turn for the worse when a terrible spell was cast upon the lands. The sun, now held down below the horizon by Auril, the Frostmaiden, no longer offers respite from the winter's fury. The days are twilit, the nights dark, and the Frostmaiden continues to torment the unfortunate souls of Icewind Dale. Blizzards have become more intense, avalanches more frequent, and many of the lakes have frozen over either partially or completely.

The Ten-Towns
Like the famous drow Drizzt Do'Urden, many people who come to the Ten-Towns are outcasts, fugitives, or pariahs in search of a place where they can be tolerated, if not accepted. Some come here determined to make their fortunes. Others come for the solitude, or to escape notice and stay out of the reach of the law of the southern cities. Today, four hundred years after the formation of Ten-Towns, most are here because they were born here, grew up here, and expect to die here. They're fishers, loggers, miners, hunters, trappers, furriers, and traders accustomed to the harsh climate, the slow pace, and the isolation.

As its name gives away, the Ten-Towns comprises ten towns, all spread out by a few hours of overland travel. They are:
  • Bremen
  • Bryn Shander
  • Caer-Dineval
  • Caer-Konig
  • Dougan's Hole
  • Easthaven
  • Good Mead
  • Lonelywood
  • Targos
  • Termalaine

The largest, Bryn Shander, is also the capital and the first stop for outsiders due to its connection to the Ten Trail that leads from the mountain pass. From Bryn Shander, the path branches out to all the remaining settlements.

The Reghedmen
Also known as the Reghed Barbarians or the men of the tundra, these nomadic tribes have eked out a harsh and bitter life between the Reghed Glacier and the Sea of Moving Ice. Each entirety of the Reghedmen people live within one of several tribes, each of which is ruled by a king. Known tribes are the Tribe of the Elk, the Tribe of the Wolf, the Tribe of the Bear, and the Tribe of the Tiger. Once, in bygone times, there were two more, the Tribe of the Seal, and the Tribe of the Caribou, but those perished before the 15th century.
This message was last edited by the GM at 10:21, Tue 26 Mar.
DM Bears
GM, 4 posts
Fri 4 Dec 2020
at 10:22
  • msg #2

Playable Race: Goliath

So you want to play a Goliath?

At the highest mountain peaks — far above the slopes where trees grow, where the air is thin and the frigid winds howl — dwell the reclusive goliaths. Few other folk can truthfully claim to have seen a goliath, and fewer still to have forged a friendship with one.

Goliaths love to compete and keep score, counting up their deeds and tallying their accomplishments to compare to what other have done. Goliaths love to win, but they see defeat as an incentive to improve their skills. Above all else, every goliath is driven to outdo their past performance, taking greater and greater risks. As a result, few goliaths live to see old age.


Ability Score Increase: Your Strength score increases by 2, and your Constitution score increases by 1.

Age: Goliaths have life spans comparable to humans. They enter adulthood in their late teens and usually live less than a century.

Size: Goliaths stand between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium.

Speed:
Your base walking speed is 30 feet.

Natural Athlete: You have proficiency in the Athletics skill.

Stone's Endurance: You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled and reduce the damage by that total. After you use this trait, you can't use it again until you finish a short or long rest.

Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Mountain Born: You have resistance to cold damage. You're also acclimated to high altitude, including elevations above 20,000 feet.

Languages: You can speak, read, and write Common and Giant.
This message was last edited by the GM at 07:07, Wed 05 July 2023.
DM Bears
GM, 840 posts
Tue 11 Jan 2022
at 22:22
  • msg #4

Notable Locations in Bryn Shander

Bryn Shander

Outer Gates: These three sets of 15-foot-high hinged wooden gates, dubbed the North Gate, the East Gate, and the Southwest Gate, serve as the only entrances into Bryn Shander. Two cylindrical stone towers flank each gate and watch over one of the trails that lead to and from the town. The trail from the North Gate travels two miles north to Targos. The trail leading east, called the Eastway, stretches roughly thirteen miles to the town of Easthaven on the shore of Lac Dinneshere. The southwest route, known as the Caravan Trail, is called the Ten Trail where it passes through the Spine of the World. This trail is the safest way to the lands south of the mountains, but it is nigh impassable in the winter.

Stables: These stables stand against the outer wall. Any Horse, Pony, or Mule brought into the city can be quartered here and fed for 1 sp per night. Axe Beaks, having a more expensive diet to accommodate, are sheltered and fer for 2 sp per night.

Council Hall: Located near the southwest gate, the council hall is a nondescript warehouse where the speakers of Ten-Towns engage in discussions about matters that concern their communities. When no meetings are in session, the building stands empty.

House of the Triad: Bryn Shander's largest place of worship, the only one that truly deserves to be called a temple, is an impressive stone edifice built by the Dwarves of Kelvin's Cairn. The House of the Triad stands about halfway between the southwest gate and the central market. It honors the three gods known as the Triad: Tyr, the god of justice; Torm, the god of courage and self-sacrifice; and Ilmater, the god of endurance in the face of suffering.

Speaker's Palace: The Speaker's Palace is the private residence of the Town Speaker. The "palace" part of its name is an overstatement, compared to such buildings elsewhere in the world. Yet, fashioned by Dwarves out of cut stone, with a pitched slate roof and a colonnade in front, the palace is so out of place among the rough wood dwellings in Bryn Shander that it looks as if it had been magically transported here from some other region of Faerûn.

Town Hall: Bryn Shander's Town Hall is the largest building that borders the central square. It is reserved for community feasts and gatherings on various holy days and other notable events. Underneath the Town Hall, in its cellars, lies the sheriff's office and adjoining jail cells.

Marketplace: The marketplace is a roughly circular space in the center of town where local and foreign traders sell their wares. Tents and covered wagons provide some shelter against the cold wind, but not much. In a few places, campfires with people huddled around them crackle and smoke.

Kelvin's Comfort: The most popular tavern in town, owing to its extensive stock of Dwarven ales and brandies, is Kelvin's Comfort. The common room is bedecked with Dwarven craft of Battlehammer make, but most off the liquors are imported from Mirabar, on the other side of the Spine of the World. Caravan masters and guards with plenty of coin often come here, as do visiting Dwarves from Kelvin's Cairn.

Armory: The town armory is situated just off the central square, and is off-limits to anyone but the Sheriff, the Speaker, and approved personnel.

Blackiron Blades: This small shop and smithy stands just north of the town square and is well known as a one-stop shop for adventurers and other travelers in the region. Rather than attempting to compete with the Dwarf-crafted weapons from Kelvin's Cairn, Blackiron Blades gets by manufacturing the cheapest blades in Ten-Towns.

The Hooked Knucklehead: This longstanding inn caters to the scrimshanders and traders who come to Bryn Shander from other towns to conduct business.

Rendaril's Emporium: This is the largest trade house in Bryn Shander, on the site of the original cabin around which the town sprang up. The entrance facing the market square serves as the storefront, where visitors can view an assortment of the finest goods for sale in all of Ten-Towns.

The Northlook: The Northlook is the inn most frequented by mercenaries and adventurers, and as such it's the rowdiest and most dangerous place to stay in Bryn Shander. At the same time, its taproom is the best place in all of Ten-Towns to get the latest news and rumors, including leads on profitable ventures.

Geldenstag's Rest: One of the oldest inns in town, Geldenstag's Rest is run by Myrtle, a gray-haired widow, who makes it her business to know everyone else's business. The inn's accommodations are rather lackluster. While it might seem the kind of place that would attract lowlifes and troublemakers, Myrtle's pestering tends to drive away people who have secrets to keep. The absence of that element from its clientele makes Geldenstag's Rest a popular destination for travelers who aren't looking for too much excitement during their stay in Bryn Shander.
DM Bears
GM, 1711 posts
Sat 2 Dec 2023
at 23:46
  • msg #5

Notable Locations in Bryn Shander

Luskan

North Gate: This large iron gate connects to the Upstream span which leads to the south bank. It is normally closed during the hours of darkness, but is always meticulously guarded by the Daykeeper or Nightkeeper.

Red Dragon Trading Post: This area was named for Luskan's largest and most successful overland trading company and remains its headquarters.

Mirabar District: Otherwise known as the Mirabar Shield, the Mirabar District is a fortified compound firmly enclosed by high stone walls topped by iron spikes. Three major companies trade here: the Anvilfist Banner, Thalorin's Manymetals, and Golden Hand. Between them, they muster some ninety men-at-arms to guard the area and business within.

Whitesails Harbor: This harbor is off limits to all except Luskanite naval personnel. It is closely guarded by watchful garrisons who shoot at anyone not authorized to enter. This is the primary harbor utilized by official Luskanites, having supplanted the previous Dragon Beach some decades ago.

The Bridges: Three bridges connect the two banks that comprises Luskan; the Harbor Cross, Dalath's Span, and the Upstream Span. The Harbor Cross is broken into two section, known as the Short and Long spans. Two more connect the two developed islands at the mouth of river Mirar, although these are less frequented as they lead only to the fortress Kurth, the Sea Tower, and the Host Tower of the Arcane.

Blood Island: This island connects the Harbor Cross and is occupied by Luskan's standing army. It contains a guard tower fitted with catapults, an armory, and two barracks at the upstream end of the island.

Kurth: This fortress residence found on Closeguard Island comprises a pragmatic tower and some barracks. It serves managerial purpose for Luskan's forces and contains Luskan's dungeons and holding cells.

The Host Tower of the Arcane: The home of the Arcane Brotherhood, this massive tower emerges from the base of Cutlass Island like a blackened tree. In the summer and fall months it blooms brilliantly orange.

The Sea Tower: At the south end of Cutlass Island lies the weathered stone fortress called the Sea Tower. This was Luskan's original pirate stronghold and is now managed by the Arcane Brotherhood and home to lesser members of Luskan's ruling force.

Ruins of Illusk: These are the remnants of the ancient city of Illusk and stand in the lee of Closeguard Island. All that remains to be seen of the once-proud city are shattered towers and toppled statues enshrouded in creepers and choked with thick brush in the shade of a few old and gnarled trees. It is bisected by the Darkwalk which leads to the Dark Arch street. Presently, its primary purpose is as a burial ground for Luskan's elite and mausoleums, crypts, and tombstones stand interspersed in the stonework of yore. Commoners and seafarers shun this area at fear of Ghouls and Wraith.

The Market: This primary plaza of Luskan is the most public part of town and surrounded by shops and taverns.

Prisoner's Carnival:
This small building, complete with an execution platform, is Luskan's court of justice.

The Ghostly Minstrel:
This upstanding tavern is the central feature of Delver's Square.

Captains' Court and High Captains' Court: These buildings are the government palaces, housing the offices of the five High Captains, their aides, and the assembly chambers. All laws are decreed here.

Rat Alley: This derelict alleyway is home to Luskan's less fortunate and the sailors who still use the Piers on Dragon Beach. Trash and crates litter the streets, and many-a-pouch has been snagged here. The Temple of Red Sails and the Cutlass can be found here.

The Cutlass: This notorious pirate dive and bedlam of noise is frequented by sailors and the strumpets they spend their gold on.

The Temple of Red Sails: This rickety temple is dedicated to Umberlee, the Bitch Queen.

Dragon Beach and the Piers: The original harbor of Luskan, this haven is crowded with rotting hulks of small coastboats, busy cogs and caravels, and the sleeker vessels crewed by seafaring pirates and privateering merchants. The patrols don't habitually round the bends to check out the Piers.

Half Moon Street: While still poor, law and order is routinely upheld here at the very least. It houses a few shops, like Colmarr's Fantabulous Contraption and Magical Errata and Leather Legacy, as well as Suljack's Lodge, a tavern owned by the second High Captain.

The Winter Palace: The Winter Palace is a temple to Auril, the Frostmaiden.
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