D&D 5E Running Rime of the Frost Maiden

MarkB

Legend
One slight annoyance I've run into when running the quest "The Unseen" - even from the description given to the players, Chardalyn is clearly a useful substance, described as being ideal for manufacturing items, and the duergar seem to value it, but there's no indication as to what the few shards found in this quest would be worth if sold.

I let the party sell them to Black Iron Blades for 20 gp, but given the importance of the material in the adventure it seems odd not to provide a value for it.
 

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Reynard

Legend
The party continued their exploration of Toil and Trouble. They barely managed to destroy the frost giant skeleton before it freed itself. That encounter gave them enough XP to hit level 2 (I am counting XP and ignoring the milestone leveling guidelines because Old School) and I decided to let them "ding" video game style. Normally I would require a long rest but they entered a pretty tough location as 1st level characters.

They moved on to talk to the hag. Everything was going fine until one PC decided to take a potshot at her. We stopped at the beginning of that fight. We'll see how it goes. There are 6 PCs so they punch above their weight class, but individual characters are still fragile.
 

pukunui

Legend
One slight annoyance I've run into when running the quest "The Unseen" - even from the description given to the players, Chardalyn is clearly a useful substance, described as being ideal for manufacturing items, and the duergar seem to value it, but there's no indication as to what the few shards found in this quest would be worth if sold.

I let the party sell them to Black Iron Blades for 20 gp, but given the importance of the material in the adventure it seems odd not to provide a value for it.
That is annoying. There are some prices for black ice items in Legacy of the Crystal Shard but not a base price as a trade good, I don’t think.
 

MarkB

Legend
That is annoying. There are some prices for black ice items in Legacy of the Crystal Shard but not a base price as a trade good, I don’t think.
Yeah, I had a look through the Xardorok's Fortress section, which has several items forged from Chardolyn, but the only one I could find with a listed price is a figurine which is worth 50 gp as an art object, not for the value of the material itself. Plus it drives people insane.
 

MarkB

Legend
The party continued their exploration of Toil and Trouble. They barely managed to destroy the frost giant skeleton before it freed itself. That encounter gave them enough XP to hit level 2 (I am counting XP and ignoring the milestone leveling guidelines because Old School) and I decided to let them "ding" video game style. Normally I would require a long rest but they entered a pretty tough location as 1st level characters.
I've been using the milestone levelling, but it can get weird. My players finished the Lake Monster quest first and got to 2nd level, then picked up the Mountain Climb quest in Targos, traveled from there to Bryn Shander on their way to Caer Koenig and got the Foaming Mugs quest there, then cut straight across the wilderness towards Kelvin's Cairn because the Foaming Mugs quest was on their way. They found and killed the goblins who'd stolen the ingots for the Foaming Mugs quest, dropped those off at the mine in the Dwarven Valley and promised to return to deliver them safely on their way back, continued to Caer Koenig, found out about the burglaries there, and then set off towards Kelvin's Cairn in pursuit of both the duergar thieves and Garrett's ill-fated expedition.

Long story short (too late!), they wound up having three quests essentially done and ready to turn in as one round-trip, plus they've got the Nature Spirits quest on the back-burner but haven't come across any Chwingas yet, so they basically blew through nearly two levels' worth of quests without actually finishing any of them.

I let them level up to third level after clearing the Duergar keep in The Unseen, and they've now brought back the stolen treasures to Caer Koenig, the ingots to Bryn Shander and Garrett to his husband in Targos all as one narrated round-trip at the end of the session. Whatever quest they tackle next, completing it will get them to 4th level and start opening up the next chapter.
 

wicked cool

Adventurer
just curious of overall reviews now that people have been running it for a while

Also what are the best parts of the adventure if one were to streamline it
 

TheSword

Legend
So there are some things to up the fear factor I’m considering for Rime. What do people think?

I’ve just finished reading Alive, the story of the Uraguayan Rugby team trapped in the Andes and have been heavily inspired.
  • Strict encumbrance rules, made worse at higher altitudes.
  • Remove backgrounds that give free foraging like Outlander
  • Insitute the slow healing Optional Rule from the DMG (Spend HD on long rest to heal)
  • Use lingering injury (with a DC10 Con check to mean they only last one week rather than permanent)
  • Remove healing word from the game
  • Remove Leo’s tiny hut.
  • Ensure there are no handy haversacks or bags of holding.
  • Expand rules for hunger to include greater consequences psychological and physical. I considered a score similar to shadow points (from AIME) depending on the availability of food, rather than having to track individual days. Make hunger a much bigger deal.
  • Potentially look at lingering injuries for frostbite etc.
 

Al'Kelhar

Adventurer
So, scanning the 1st level, 1-session introductory adventure Cold-Hearted Killer, I've come to the conclusion it's a TPK. The mission is to kill the bad guy - no other option is given and killing him is the sole success criterion. Even capturing him alive (which is impossible BTW; see below) will result in the PCs not receiving their reward.

The BBEG in this case will kill a 1st-level character each and every round (2 attacks, +5 to hit, for average 13.5hp damage per hit); has 75 hit points and regeneration; an at-will bonus action teleportation (well, 3 uses per day, which is all he needs to kill an entire 1st level party), so cannot be pinned down or sniped at safely from a distance and can escape from any restraint; and exceptional ability scores meaning he will more than likely save against any spell cast by a 1st level spellcaster.

Even assuming that the dice gods favour the PCs bizarrely well, if the BBEG is badly injured and might not survive, he can just teleport and escape.

This is just really, really bad design.

Has anyone played through this adventure and had a party of four 1st level characters both survive and kill the BBEG to receive the reward?

Cheers, Al'kelhar
 

Savage Wombat

Adventurer
So, scanning the 1st level, 1-session introductory adventure Cold-Hearted Killer, I've come to the conclusion it's a TPK. The mission is to kill the bad guy - no other option is given and killing him is the sole success criterion. Even capturing him alive (which is impossible BTW; see below) will result in the PCs not receiving their reward.

The BBEG in this case will kill a 1st-level character each and every round (2 attacks, +5 to hit, for average 13.5hp damage per hit); has 75 hit points and regeneration; an at-will bonus action teleportation (well, 3 uses per day, which is all he needs to kill an entire 1st level party), so cannot be pinned down or sniped at safely from a distance and can escape from any restraint; and exceptional ability scores meaning he will more than likely save against any spell cast by a 1st level spellcaster.

Even assuming that the dice gods favour the PCs bizarrely well, if the BBEG is badly injured and might not survive, he can just teleport and escape.

This is just really, really bad design.

Has anyone played through this adventure and had a party of four 1st level characters both survive and kill the BBEG to receive the reward?

Cheers, Al'kelhar
The module doesn't make this clear, but the intent is to have the party stumble arount Ten-Towns looking for the bad guy, but not find him until they've done another quest or two. My party was 3rd when they caught him and the fight was short.
 

Agreed! its in the initial quest but is more of a long-mid term goal for tier ones.
3rd level is fine - as is 2nd if you have a larger or min/maxed party. our party encounter is available at about 3hours into this youtube clip. I tried all the tricks with misty step and interposed roughnecks but he still didnt stand much of a chance.
youtube clip of sephek battle
 

So, scanning the 1st level, 1-session introductory adventure Cold-Hearted Killer, I've come to the conclusion it's a TPK.
I've seen this claim before, so I tested it with four 1st level pregens downloaded from the official site. It was tight, but the party won without any fatalities.

But as pointed out, the quest is an excuse for players to search the Ten Towns doing quests along the way. It's not meant to be completed at first level. My players where second level when they found him, and ended up fighting most of Torga's camp at the same time, but still won quite handily.

If anything, I have found the difficulty bar in RotFM is set too low.
The mission is to kill the bad guy - no other option is given and killing him is the sole success criterion. Even capturing him alive (which is impossible BTW; see below) will result in the PCs not receiving their reward./
Players can try and take him alive (mine did), but since he is already dead, they won't be able to.
 
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just curious of overall reviews now that people have been running it for a while

Also what are the best parts of the adventure if one were to streamline it
there are more great parts of chapter 1 and 2 that can be played in a single level through unless you significantly slow down advancement:
standouts for me were:
<get to level 4>
  • dark duchess
  • black cabin
  • id ascendant, althorugh Id get swap the ceremorphs for real mind flayers
  • lost tower of netheril
  • Xardaroks fortress
  • Aurils island
 

jayoungr

Legend
Supporter
Here are a couple of threads addressing problems that a board member ran across in running this adventure:


 



Burnside

Space Jam Confirmed
Supporter
I'm several sessions in to running this now and we're having a great time.

The adventure's virtues are a ton of great locations, characters, ideas, and set pieces.

Its weakness is that the overarching plot is full of holes and doesn't feel cohesive.

The DM's toughest job will be basically adjusting or even re-writing the main storyline to create a satisfying narrative for the players. Or just using all of the cool stuff in the book to tell a completely different story.

My biggest problems with it are:
  • Auril's lack of a goal
  • The razor-thin narrative links between Auril, Sunblight, and Ythryn
  • The adventure describes apocalyptic climate conditions that have been going on for two years and then proceeds to basically hand-wave them because, as written, said conditions are way too extreme to realistically deal with while still telling the stories the writers want to tell. (Friendly dwarven merchants want to hire you to get their stolen ingots back? No. By this point, friendly dwarven merchants have degenerated into cannibalism, died, or fled the region. Nobody cares about ingots during the apocalypse.)
  • The adventure kinda sorta wants to have some kind of Shirley Jackson/mass hysteria/social control allegory with the sacrifices in the Ten Towns, but chickens out and doesn't really develop it

All of the above are quite fixable by a DM willing to deal with the challenge. And once you've dealt with that stuff, there is a LOT of good content in the book.

It helps if you don't care overmuch about adhering to Forgotten Realms lore and continuity.

For example, I solved issues 1 and 2 above by having Ythryn be the place where Auril the Netherese wizard became a god using Netherese magic many centuries ago - an event which also destroyed the city. Now the Arcane Brotherhood has discovered Ythryn's location, and Auril has taken a "nuke it from orbit" approach to the entre region to prevent others from learning Ythryn's secrets and prevent anyone from duplicating her apotheosis. Several of the factions in the region are racing to do exactly that.
 
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tetrasodium

Legend
Supporter
I'm several sessions in to running this now and we're having a great time.

The adventure's virtues are a ton of great locations, characters, ideas, and set pieces.

It's weakness is that the overarching plot is full of holes and doesn't feel cohesive.

The DM's toughest job will be basically adjusting or even re-writing the main storyline to create a satisfying narrative for the players. Or just using all of the cool stuff in the book to tell a completely different story.

My biggest problems with it are:
  • Auril's lack of a goal
  • The razor-thin narrative links between Auril, Sunblight, and Ythryn
  • The adventure describes apocalyptic climate conditions that have been going on for two years and then proceeds to basically hand-wave them because, as written, said conditions are way too extreme to realistically deal with while still telling the stories the writers want to tell. (Friendly dwarven merchants want to hire you to get their stolen ingots back? No. By this point, friendly dwarven merchants have degenerated into cannibalism, died, or fled the region. Nobody cares about ingots during the apocalypse.)
  • The adventure kinda sorta wants to have some kind of Shirley Jackson/mass hysteria/social control allegory with the sacrifices in the Ten Towns, but chickens out and doesn't really develop it

All of the above are quite fixable by a DM willing to deal with the challenge. And once you've dealt with that stuff, there is a LOT of good content in the book.

It helps if you don't care overmuch about adhering to Forgotten Realms lore and continuity.

For example, I solved issues 1 and 2 above by having Ythryn be the place where Auril the Netherese wizard became a god using Netherese magic many centuries ago - an event which also destroyed the city. Now the Arcane Brotherhood has discovered Ythryn's location, and Auril has taken a "nuke it from orbit" approach to the entre region to prevent others from learning Ythryn's secrets and prevent anyone from duplicating her apotheosis. Several of the factions in the region are racing to do exactly that.
I agree with a lot of this. They might have been able to smooth it over a bit by setting it in one town so that the players kept interacting with a few repeating nova who could relay information and such or details about how specific player activities impact tbings... but pointlessly spread across ten different towns with different isolated & barely related to any overarching plot just makes the whole thing that much more confusing. Setting it up as an apparent sandbox with rails made of little more than tenuous wisps of hinted plot all over the place to ensure it's not sandboxed certainly doesn't help either.

I've never seen an adventure module or HD thst goes to such lengths to push players into reading it to figure out wtf is going on

Edit : yea good gm could fix it... but a good gm could make something whole cloth with equal or (more likely) less effort
 

MarkB

Legend
I agree with a lot of this. They might have been able to smooth it over a bit by setting it in one town so that the players kept interacting with a few repeating nova who could relay information and such or details about how specific player activities impact tbings... but pointlessly spread across ten different towns with different isolated & barely related to any overarching plot just makes the whole thing that much more confusing. Setting it up as an apparent sandbox with rails made of little more than tenuous wisps of hinted plot all over the place to ensure it's not sandboxed certainly doesn't help either.

I've never seen an adventure module or HD thst goes to such lengths to push players into reading it to figure out wtf is going on
I did find it tricky in the initial Ten Towns sections to limit the players' exposure to plot hooks. The tricky part is that they're only really supposed to follow up the quests at a few of these locations before they level out of these quests and are supposed to move on to the wider world, but in a lot of cases the quickest way to get to the next quest objective from town A is to follow the road through towns B, C and D, and then it's "do I drop the plot hooks for these towns and see what they nibble, or do I make this the one town where mysteriously nothing interesting is going on and then they'll obsess about it?"
 

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