@@embiggenedbadger4297 We did play. I started the party in Bryn Shander and it went relatively smoothly. One of the things though is it is definitely important to get the weather and wilderness rules down, especially for this story! It's hard to make the travel feel meaningful.
Same! Best of luck to you! I started with the recent, appropriately themed “Encounters of the Week” on DND beyond which were a great help. Some interesting world building happened in those sessions.
Running this adventure for a bunch of green players next Saturday. Our session 0 is scheduled for Midnight and includes a screening of The Thing, a movie NONE of them have seen.
Icewind Dale: Rime of the Frostmaiden is available now on D&D Beyond: dndbeyond.link/RIme This conversation was part of a larger Todd Talks around Icewind Dale: Rime of the Frostmaiden, where they also discussed Dark Secrets, Dangerous Magics & Disturbing Creatures ( th-cam.com/video/bVB7dbVVdrY/w-d-xo.html ) and talked about playing in the adventure and how it can change your world ( th-cam.com/video/IqzsfjX0h_o/w-d-xo.html ).
Best strategy? Wait for a year or so for other DMs to play the module and work out all the kinks, and then pick it up if it's still interesting to you.
Just be careful you don’t instantly kill your party with over half of the early starting quests being CR3+ against level one parties. (Also the fun eternal hand waving of FR adventures of “why aren’t any of the many God Emperor-Protagonists of the Faerun books beating this instead like they did that one time?”)
I'm a first time DM running a group through LMoP right now and I'm planning on segwaying them into this module afterwards, I'm actually so excited I can't wait
The ticking clock of the Death Curse in chult is one of the first things DMs change about TOA precisely because you have this vast expanse full of great locations and characters to explore and interact with and the curse funnels you towards Omu almost relentlessly. I don't know a single other DM who hasn't ditched it all togther or modified it to where it isn't a problem until it needs to be.
I was thinking the same thing. I'm seeing Todd as a person who has the opinion that the dm exists to serve all the players whims as opposed to someone who is also at the table.
They can. When I ran it I had my players play characters that had died and been raised in previous adventures. This gave them a very personal stake in plunging into the depths of Chult to challenge Ascererak and break the curse. I realize this isn't the vanilla run-through of the game, but it worked, and it ruled 🤘
OMG I love it it's like the icy version of Elder Scrolls 3 Morrowind but I'm sad because I would never run this for my players... They're not good with RP and don't do well with harsh settings or survival mechanics. They only want combat and goofy social encounters and I don't plan on putting them anywhere besides a metropolitan setting where they can quickly satisfy their desires for social and combat encounters and goofing off.
Gotta say, the whole premise of “the player characters are the heroes” has gotten old. Assuming what the PCs’ morality is seems to really pigeonhole players into a certain kind of narrative, and precludes narrative possibilities that might otherwise be interesting. Plus, it forces the adventure authors to write railroad-y adventures, and that’s not fun. I haven’t read RotFM yet, so I’m not bashing it, but I’m also not hyped for it.
It's a matter of opinion. I only play adventures where players have the option to be the hero but it is rare my parties have chosen to be the heroes and instead are just looking for loot or glory.
the light And that’s how it ought to be. Being heroic doesn’t mean anything if the adventure already assumes that about the PCs. It’s only when the PCs intentionally make the choice to act like heroes that it becomes meaningful. I hope that’s what RotFM offers; a lot of interesting situations and scenarios that can play out in an infinite number of ways depending on what the PCs do, and becoming heroes to the people of Ten Towns is just one of many different unpredictable outcomes.
I will be a first time DM running this story next Friday! I've started delving in and its super exciting!
NICE! I'm learning the fine art of DMing and was thinking about doing the exact same thing. Have you played yet? How did it go?
@@embiggenedbadger4297 We did play. I started the party in Bryn Shander and it went relatively smoothly. One of the things though is it is definitely important to get the weather and wilderness rules down, especially for this story! It's hard to make the travel feel meaningful.
Same! Best of luck to you! I started with the recent, appropriately themed “Encounters of the Week” on DND beyond which were a great help. Some interesting world building happened in those sessions.
The point about this being a "localized end of the world" is subtle-but-solid.
Super excited to run this. Just waiting for Tasha's Cauldron of Everything (AKA Xanathar's 2 Electric Xanadu) to drop before we session zero.
XP TOO LVL THREE REFERANCE!?
Running this adventure for a bunch of green players next Saturday. Our session 0 is scheduled for Midnight and includes a screening of The Thing, a movie NONE of them have seen.
That is a *brilliant* tie-in, my friend.
I’m going to be playing this module super soon and I’m SO excited!!
Icewind Dale: Rime of the Frostmaiden is available now on D&D Beyond: dndbeyond.link/RIme
This conversation was part of a larger Todd Talks around Icewind Dale: Rime of the Frostmaiden, where they also discussed Dark Secrets, Dangerous Magics & Disturbing Creatures ( th-cam.com/video/bVB7dbVVdrY/w-d-xo.html ) and talked about playing in the adventure and how it can change your world ( th-cam.com/video/IqzsfjX0h_o/w-d-xo.html ).
I'm getting a 404 for those links =/
I have the book, and even just looking at the monsters and magic, it seems like a very exciting adventure.
Best strategy? Wait for a year or so for other DMs to play the module and work out all the kinks, and then pick it up if it's still interesting to you.
Just be careful you don’t instantly kill your party with over half of the early starting quests being CR3+ against level one parties.
(Also the fun eternal hand waving of FR adventures of “why aren’t any of the many God Emperor-Protagonists of the Faerun books beating this instead like they did that one time?”)
I'm a first time DM running a group through LMoP right now and I'm planning on segwaying them into this module afterwards, I'm actually so excited I can't wait
The ticking clock of the Death Curse in chult is one of the first things DMs change about TOA precisely because you have this vast expanse full of great locations and characters to explore and interact with and the curse funnels you towards Omu almost relentlessly. I don't know a single other DM who hasn't ditched it all togther or modified it to where it isn't a problem until it needs to be.
I've just started reading through, starting the book tomorrow!!
@ToddKenrick Or encurage people to buy the book for their DM or to pick up the DM Guide. No need keep putting all the financial burden, on one person.
I was thinking the same thing. I'm seeing Todd as a person who has the opinion that the dm exists to serve all the players whims as opposed to someone who is also at the table.
minor gripe but player characters don't start TOA with the death curse afflicted on them.
They can. When I ran it I had my players play characters that had died and been raised in previous adventures. This gave them a very personal stake in plunging into the depths of Chult to challenge Ascererak and break the curse. I realize this isn't the vanilla run-through of the game, but it worked, and it ruled 🤘
I think you meant NPCs you come to hate and villains you come to love. Ahem.
OMG I love it it's like the icy version of Elder Scrolls 3 Morrowind but I'm sad because I would never run this for my players... They're not good with RP and don't do well with harsh settings or survival mechanics. They only want combat and goofy social encounters and I don't plan on putting them anywhere besides a metropolitan setting where they can quickly satisfy their desires for social and combat encounters and goofing off.
I'm playing a shade assassin bounty hunter that's over worked for this campaign
Gotta say, the whole premise of “the player characters are the heroes” has gotten old. Assuming what the PCs’ morality is seems to really pigeonhole players into a certain kind of narrative, and precludes narrative possibilities that might otherwise be interesting. Plus, it forces the adventure authors to write railroad-y adventures, and that’s not fun.
I haven’t read RotFM yet, so I’m not bashing it, but I’m also not hyped for it.
It's a matter of opinion. I only play adventures where players have the option to be the hero but it is rare my parties have chosen to be the heroes and instead are just looking for loot or glory.
the light And that’s how it ought to be. Being heroic doesn’t mean anything if the adventure already assumes that about the PCs. It’s only when the PCs intentionally make the choice to act like heroes that it becomes meaningful. I hope that’s what RotFM offers; a lot of interesting situations and scenarios that can play out in an infinite number of ways depending on what the PCs do, and becoming heroes to the people of Ten Towns is just one of many different unpredictable outcomes.
Why is Auril weaker than an ancient dragon?? I get she's no where near as strong as Tiamat but she should be stronger than an ancient dragon
Well Auril is stronger than an Ancient Dragon, normally however she’s in a weakened state.
First
No one cares. I would reccomend using that fact to make an actual comment, since many will see it.