[Walkthrough] How to complete Rime of the Frostmaiden by being a complete jerk

I love the concept of Rime of the Frostmaiden, though it will require a lot of work to expose my player to it. I intend to crank the grittiness up to 11 -- there is no way the Ten Towns are doing so well under the situation they are described, which is two years without sun. Think of the Tambora volcano explosion, magnified and amplified. Also, I'll have to do a lot of work to integrate it to my campaign.

But this isn't the topic of the Story Hour. Inspired by the recent discussion saying that the game should treat "monster races" as people, like kobold, orcs and so on... I am seeing this campaign as an opportunity to have people behaving as monsters. Especially the PC. This is obviously a little tongue in cheek.

So here is my walkthrough, of course full of spoiler, on how to be the biggest jerk and still complete the campaign as intended.

1. Starting the campaign, the Ten-Towns

Characters are expected to grow in power and reputation. Since the campaign use milestone level, they need to complete 5 quests to reach level 4. Conveniently, when they are level 4, they receive a hero's welcome everywhere, so our objectives align.

Quest 1 : The Cold-Hearted Killers

The original title refers to a guy who is blessed by Aurile and doing her will. While the decent people of the Ten Town do lotteries to determine which of their inhabitants are sacrificed to Aurile, some try to avoid this grisly fate by removing their name from the lottery by bribing officials. Sephek Kaltro, the killer, tracks those draft evaders and kill them.

The character are approached as such, by a retired bounty hunter, that tells that she thinks he might be responsible of the death of people who wanted to evade being sacrificed. He asks the party to track that person and kill him. He doesn't want the PCs to bring Sephek to the legitimate authorities of the Ten-Towns for justice, he wants the PCs to kill Sephek and bring back his head. The quest is half-failed if they do otherwise, including bringing back Sephek to justice.

I suggest doing this quest as intended. No need to gather proof, just track the guy, bribe a local to get his travelling plans, and ambush him in the snow. Kill him and bring his head back. At no point the characters are expected to do anything about the lotteries. After all, they are law-abiding citizen and the speakers of the towns have ordered the sacrifice.

1 count of murder for money of a random person, and probably the persons travelling with him. Bonus point if you don't ask him to confess his guilt before killing him: it isn't required to fulfill the quest.

Quest 2 : The Chwingas.

A scholar wants to study chwingas, a local strange and little known life form. He tasks the characters to bring back a sample alive.

Seems innocuous. But Chwingas are intelligent. They are 14 INT, much higher than your average human. They are also cute: when the character encounter them, they are playing tea party, pretending to cook a dish and eat it like humans do. They use little pinecones as pretend food. That's so charming. Let's enslave one. Sure, the scholar pays a little more for bringing back a willing sample, but an unconscious one will do, too.

1 count of assault, 1 count of slavery, several count of murders -- there is a strong chance the other Chwingas will not stay motionless while their comrade is taken by the humans for their dire experiments, they might retaliate with their most powerful weapons available. They are known to thow snowballs at invaders.


Once we have enslaved sentient being and murdering random people (who happened to be killers but we may never know and frankly we don't care), it's time to focus on doing 3 quests out of the 10 available in the Ten-Town.

I suggest we focus on three specific ones.


1. Bremen, the Lake Monster

A druid of Auril awakened a plesiosaur in the lake, and told him he'd stay intelligent as long as he attacks fishermen. The characters are tasked to take notes on this prehistoric monster by a local scholar.

While it is possible to solve the quest peacefully, there is absolutely zero hint that the plesiosaur is awakened. So unless your characters are usually talking to random beasts, the most probable outcome is combat. It allows from a prolonger encounter and note-making, concluding the quest. As written, it doesn't require to make the plesiosaur stop the attacks, just meeting him, observe, and take notes. Let's the Bremen people starve as Auril intend for them.


2. Brin Shander, the Foaming Mug

A group of dwarves were attacked by a yeti when they travelled aboard an ice sled. They want the PCs to recover the sled. Unfortunately, when the PCs arrive on site, a group of scavenging goblins is busy looting the sled. I propose we deal with this situation in the usual adventurer fashion: let's kill all the goblins. It's possible to befriend them, but a well placed burning hand will do the job as well. They are goblinperson, yet they die. It successfully conclude the quest.

3. Caer-Dineval, the Black Sword

The current Speaker (mayor) is currently taken in custody by a group of fanatic cultists of Levistus. While the PCs probably will never know, the mayor is a wretched person that will feast in his keep if freed and refuse to help refugees later. But the PCs will never know. It's much easier to see that the followers of Levistus are very helpful, offer protection and shelter and food to the characters, and accept them as allies. No need to undertake any "quest".

4. Easthaven

The character arrives just in time to witness the burning of a wizard. Characters will buy popcorn and witness the live entertainment (well, less live for the wizard) that is freely offered by the town Speaker. Let's leave immediately afterwards.

5. Targos, the Moutain Climb

The character are tasked to find a missing hiker in the mountain. Investigating and retrace his path, they discover several persons from his expedition are missing. Following their tracks up, they meet a female yeti protecting her young tyke.Yetis have a language, intelligence, and one of the character in the party (through the Littlest Yeti secret) has been raised by yetis and they are often naturally fond of him. It's an opportunity to take the child yeti... hostage! It is actually mentionned in the adventure that taking the tyke hostage will help make the male adult back-off in a later encounter.

1 count of kidnapping, 1 count of murder.

6. Termalaine, the Beautiful Mine

In this quest, the task is to free the mine from the kobold that invade it. The easiest resolution is to kill the real monster, a grell, and move the kobold in town, where they find menial jobs. Also, it brings back an evil ghost in town, who formerly possessed a kobold and who will possess more important people, but who cares? It's easier than actually dealing with the ghost and doesn't diminish the reward.


Now that we have reached the appropriate level, we're contacted by a Speaker who want us to assault a fortress where duergars are planning an onslaught on the Ten Towns. He doesn't give any reward. Why should we bother? But let's go.

When we arrive near the fortress, a mechanic dragon takes to the sky and goes on a rampage to devastate the Ten Town. Partnering with a necromancer we just met, we can go to the last destination of the dragon, which means letting the Ten Towns be utterly sacked. The dragon will flee but we don't need to kill it or actually completing the attack on the fortress -- the questgiver is probably dead. We just need to infict 30 HP to the chardalyn dragon -- our ally has a magic missile wand, it should be enough. If she's wounded, she'll inflict a vampiric touch on a random passer-by, confirming we were wise to cooperate ith her.

After all, the authorities are agreeing with human sacrifice, they should seize the opportunity to chant "Au-rile, Au-rile, Au-rile..." to win points with the goddess as it considerably expedite the process they started. Even during the peak middle age population boost in Europe, where condition were much better than Icewind Dale's, the population growth was 0.25% a year. They are removing on their own 1% of the population each year. They are doomed even if their sacrifices do prevent Auril's Winter to affect them much.

With our new necromancer ally, we travel to Auril's tower. It involves summoning a giant awakened sperm whale for travel (which must be paid by fishing an octopus), and the NPC knows about it, so we don't have to learn its existence by any other means!

Then we climb the stair, bypassing most of the section about Auril, to the top of the tower, where we kill a CR11 Roc. That's quite difficult (for a party at level 7 with an helper NPC) and leave. For some reason, the curse will be lifted and the next day the sun rises and the 2-years winter comes to an end, Icewind Dales will be saved, despite having lost most of its inhabitants (except 300) and the character having been complete jerks. The reason is the Goddess Auril needs a proper mount to cast her spell of Everlasting Winter over the Dale, and she pouts when the mount is illed.

As an added bonus, on the trip back, tell Angajuck the awakened whale that you'll summon her next time to go on a whale oil fishing expedition. And we can tell our necromancer ally that we no longer have any incentive to help her any longer.

That's what being heroes entails!
 
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Not a single count of arson?! And you call yourself an adventurer.
These were only levels 1-4 I thought.

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In this adventure, I didn't identify any time when arson was the suggested solution nor an ideal solution.

It can happen for fun, though. For example, one of the BBEG isn't just a cackling, mad, evil guy. She has a backstory, which is great and in keeping with modern storytelling.

Once she was living happily with her sister, another druid, tending to the Lonelywood wood. Then, hunters from Lonelywood village killed her sister. Thus, she was devastated, put her beloved sister's body in an old elf mausoleum and Awoke beasts (the plesiosaur, and a big white moose) asking them to harass hunters (and fishermen in the case of the Plesiosaur) to avenge her sis.

The problem with having backstory like this is that... she doesn't seem extremely evil. Like, at all. The people from Lonelywood -- population 50, so if she was killed by hunters, plural, there is a chance that a lot of the adult hunters of the village are accomplice -- are the culprit of murder. Sure, she could have turned to the Speaker of Lonelywood for justice, but hey... vigilantism is what the party is doing since the first quest, so why blame her?

The expected outcome is to kill her, kill her awakened beast and plunder her sister grave (for a potion of resistance and a potion of vitality). I guess casting fireball at her awakened shrub, though not optimal, could count at arson. But graverobbing is probably expected.

There another story about a pacifistic ice giant who lived by catching whales and making whale oil. He had an awakened woolly mammoth and ice wolves as an animal companion. When adventurers killed the ice giant, they vowed revenge. They kindapped two teenagers from Dougan's Hole and asked for a ransom in food and gold. Since it's not like the animals need gold to buy things, they just want a ransom so the villagers expiate their assassination of the ice giant.

The Speaker won't pay any ransom, and she stubbornly thinks the kids are dead. The characters are expected to deal with the situation as they see fit. I'd really like to know how many negociated with the creature, learnt about the giant's death, came to understanding their pain, said that the hostage are innocent kids (a fact that might have escaped your average mammoth), that they are not responsible for the ice giant's assassination and offered to take their place as hostages while the rest of the group gather a ransom and/or tracks the assassins. And the number of groups who cast fireball at the wooly mammoth (though actually fighting a mammoth at level 4 is complicated, they might want to wait a level.
 
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I don't have a dog in this fight, really (not a 5e DM/player), but...

She has a backstory, which is great and in keeping with modern storytelling.

Once she was living happily with her sister, another druid, tending to the Lonelywood wood. Then, hunters from Lonelywood village killed her sister. Thus, she was devastated, put her beloved sister's body in an old elf mausoleum and Awoke beasts (the plesiosaur, and a big white moose) asking them to harass hunters (and fishermen in the case of the Plesiosaur) to avenge her sis.

The problem with having backstory like this is [a bunch of things you mentioned]

The other problem with a backstory like that: is there any way for the PCs to learn about it?

Because if not, there's no way for the players to care about it.

And also, assuming the PCs/players don't know/care about the villain's backstory -- said backstory is just a bunch of extra words you're paying for that are only amusing to you as a DM, and will make zero difference in actual play. (OK, I suppose it might make some marginal difference in how you role-play the villain.)

Now, contra the purist OSR-ers, I do think it's OK to have parts of your adventure/module/dungeon that are primarily DM facing and only for DM's amusement. After all, someone has to buy all these books, and if they're all just dry maps and adversary lists, that's possibly (?) not going to sell as much. Or maybe it does? I dunno.

There another story about a pacifistic ice giant who lived by catching whales and making whale oil. He had an awakened woolly mammoth and ice wolves as an animal companion. When adventurers killed the ice giant, they vowed revenge. They kindapped two teenagers from Dougan's Hole and asked for a ransom in food and gold. Since it's not like the animals need gold to buy things, they just want a ransom so the villagers expiate their assassination of the ice giant.

Again, awesome backstory, but why is this just a deep background cut when it could be woven into the story for the players? Why not make it so the players' PCs are the ones who kill the ice giant (maybe they are sent to do so by a selfish / short-sighted / etc. quest giver) and thus it is the PCs against whom vengeance is sworn by the awakened mammoth and wolves? Imagine that some rival adventuring party shows up to fight the PCs, and when the PCs ask why, they're told the rival adventurers were hired by deceased-ice-giant's-friends?

Maybe the PCs pay some weregilt, maybe they just kill the rival adventurers and then go kill some awakened animals, maybe the PCs flee town, but in any case it's a more interesting PC-centric story instead of "amusing background that only the DM knows/cares about".

D&D and other RPGs are chock full of amusing backstories that could be repurposed to be player/PC facing. It's a longstanding problem. (Or, maybe not a problem? I dunno.)
 

I don't have a dog in this fight, really (not a 5e DM/player), but...

Actually, one of the reasons I'll have heavy adaptation work (besides making it to the tone my group will enjoy), it's because these days I am running BRP... I feel the Rime campaign would be much better with character that are actually fragile and can die being assaulted by a pair of hungry wolves...

The other problem with a backstory like that: is there any way for the PCs to learn about it?

Because if not, there's no way for the players to care about it.

Yeah. That's the problem. In both of these examples, there is a way, but it requires caring beforehand. For example, everything sets the characters on the track of an evil druid that awaken animals to harass townfolks. There is no connection between a specific group or anything that would make the player investigate into it. When they meet the druid, I am pretty sure it turns to a fight, not to a nice dialogue. So the only way to learn about it is to interrogate the awaken shrub (if he didn't die in the fight, with its 10 HP) that knows half of the story (the druid's sister was killed), desacrate the sister sarcophagus and cast Speak with Dead on her to get her side of the story. So basically, they only learn about it when it is too late, if ever.

The second one, they know the animals are awakened and have near-human intelligence and they know they asked for a ransom. If they truly try to reach the grieving mammoth and speak, they can learn the story. But the adventure doesn't expect it to happen. The Ice Giant was killed by non-descript adventurers from Dougan's Hole, but they don't explain if they were paid by the city, if they just crossed the city before going to kill the giant and so on. I suppose the most common result is either an infiltration to get the teenagers or a frontal assault.

And also, assuming the PCs/players don't know/care about the villain's backstory -- said backstory is just a bunch of extra words you're paying for that are only amusing to you as a DM, and will make zero difference in actual play. (OK, I suppose it might make some marginal difference in how you role-play the villain.)

You're right. It's DM-facing. I'll use it, though. I don't want "bad guys" in my adaptation, the good folks will practice cannibalism not because they are evil but because they have no other choice and the evil guys will have reason to act. The hero must lift the curse, but they won't find black and white. They are supposed to be the white in a sea of grey, with people trying to survive two years without a sunrise...


Now, contra the purist OSR-ers, I do think it's OK to have parts of your adventure/module/dungeon that are primarily DM facing and only for DM's amusement. After all, someone has to buy all these books, and if they're all just dry maps and adversary lists, that's possibly (?) not going to sell as much. Or maybe it does? I dunno.

Not sure either. When I read that people buy several copies of a book due to wanting to have both covers because they like the art on it, I see we not trying to get the same things in gaming books despite sharing an interest in RPGs :)

Again, awesome backstory, but why is this just a deep background cut when it could be woven into the story for the players? Why not make it so the players' PCs are the ones who kill the ice giant (maybe they are sent to do so by a selfish / short-sighted / etc. quest giver) and thus it is the PCs against whom vengeance is sworn by the awakened mammoth and wolves? Imagine that some rival adventuring party shows up to fight the PCs, and when the PCs ask why, they're told the rival adventurers were hired by deceased-ice-giant's-friends?

This would be much better, in a "your actions have consequences" sense. Want an easy bounty killing an ice giant? Sure! Here you go. But then... what do you do when you face the consequence?

Some players might not like this type of adventure, my players would.


Maybe the PCs pay some weregilt, maybe they just kill the rival adventurers and then go kill some awakened animals, maybe the PCs flee town, but in any case it's a more interesting PC-centric story instead of "amusing background that only the DM knows/cares about".

D&D and other RPGs are chock full of amusing backstories that could be repurposed to be player/PC facing. It's a longstanding problem. (Or, maybe not a problem? I dunno.)
At least the material is present. I guess it's primarily to entertain the reader. I find many 5e adventure are a better read than play. When I picked (actually, i was gifted by the players, so that was a hint that I had to run it) the tomb of annihilation, I wanted to ditch the tomb and enjoy the rest of the book, with the Chult description. There is so much in it... and yet, it plays extremely badly. In one place, there is a 17 years-old princess, the last heiress of the Chultan empire who collapsed like 200 years ago, who will pester the group to help her get her throne back/fall in love with a muscular warrior as soon as he says he'll help to get her throne back/bribe them into getting her throne back... She's really, really, into getting her throne back. She's been raised all her life with the idea that it's her destiny. But the campaign never address the reaction of other NPCs if the group actually accept to help her and bring her with them. Including some of her ancestors who, by virtue of the scenario, are still around, at least as ghosts.

So there is lot of material, but lots to tinker. Especially if the players are proactively invested in the campaign and try to connect the dots.
 
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