LOL - Same thoughts except for the "regular" cover. I always think the alternates are beautiful but can't top the Tyler Jacobson art... and Rime of the Frostmaiden takes the cake!
The thing about Cold-Hearted Killer is that the players aren't necessarily supposed to fight the killer at level 1. To me the entire point of both the starting quests is mostly just to get the players wandering between the towns and investigating as an excuse to introduce other quests and mysteries. It's very possibly that by the time the players confront the killer they'll already be level 2.
Here’s my plan for if and when I run this. I’m gonna bring my characters into Icewind Dale by having them be adventurers who have been hired to escort a supply caravan through the spine of the world mountains. At the end, an avalanche will hit, taking out part of the caravan and closing off their way back. Now the only way they can get out of Icewind Dale is to wait for winter’s end. Or bring winter to an end themselves. I also plan to have the NPC who initiates the final quest be more present as well as the Duragar be a more constant threat.
@@jhond5 I would certainly not feel obligated to follow the "rules" for Avalanches outlined in the book. It's more of a narrative technique to move them into Icewind Dale in this case.
Looks like the best 5e adventure yet after reading through it. Played Strahd, Dragon Heist, Mad Mage and I'm just about to wrap up descent into Avernus and they all had parts that I didn't like and had to tweak to make it work, Icewind looks good to go straight from the book.
Easy DM Tip re Towns Encounters and Locatioans: You can always move encounters and key locations to the other towns by simply changing names, flavor, the mugiffin involved and further expand them as needed.
So why pay for a published adventure that the DM has to do a lot of work to fix? It is a long way from pick-up-and-play, so most DM's would be better off just writing something themselves from scratch.
@@Subcomandante73 no it offers inspiration. The ancient white dragon Areivaturace (i probably spelt her name wrong) isn't entirely aggressive for a chromatic and her human wizard friend is frozen dead on her back. Sounds like a plethora RP inspiration for me.
@@trollzynisaacjohan1793 I don't think paying full price for a hardback adventure book that SHOULD be able to be played as written out of the box and then hiding behind 'it is inspiration' is good enough. And the hype from WoTC, interviews with the writers etc. before release...and it is a mess that I (the consumer) have to sort out before getting it to the table. Sorry, but if you and a lot of the D&D community think that is acceptable then you have very low standards.
@@Subcomandante73 true. I've found the sandbox setting confusing for a new dm such as myself. I'd prefer if the first chapter focussed on a smaller setting.
@@trollzynisaacjohan1793 And a lot of the encounters are not balanced for lower levels, so claiming they are Level 1-4 as the book does makes it hard to run this as written. A complete waste of money tbh.
Thanks for the clarification! I remember reading this when they first announced the book, but I confess I kind of forgot what Rime meant since then. It's an interesting little play on words they've got going, that will probably go over most peoples' heads.
Fun Fact: "Rime" is a real word, and in the context it's used in the title of this game, it's a pun. Rime is frost which forms by mist or fog touching an object and the water droplets instantly freezing into ice on contact. The usual method for frost to form is by water condensing into dew on an object and then freezing into ice later as the temperature drops.
@@deadpool-mp3gb Bonus Fun Fact: "Rime" is mentioned near the start of Charles Dickens' classic A Christmas Carol in his description of Ebeneezer Scrooge: "A frosty rime was on his brow..." which was a bit of hyperbole to indicate what a "cold" and unfeeling person Scrooge was.
One thing I recommend about cold-hearted killer is to run the quest but let players fight the killer after they are level 3, when you feel they are ready or as end chapter fight.
@@WASD20 As a little extra ( is an extra DM work) you can make the players find clues where and when can they find the killer, also add a little of paranoia because they won't ever know when/where the killer will attack again.
Thanks for the effective review. There’s potential for you to make a video where you take the «problems» in the book, break them down and suggest solutions/alternative ways of doing it without losing lore you are intended to learn. I’ve got the book coming in the mail, and would like to run it in a few months, maybe when the snow comes (we’re in Norway so thematically it would be similar but without the monsters). I subscribed to the stream, looking forward to it. If I could be so rude as to make just one suggestion for the stream, its to make sure with your players that they dont talk (too much) at the same time. I’m saying this because ive watched several streams where the audio gear and production is limited to one microphone, and the one thing that always gets me to just close the video is when people get all excited and talk at the same time - its natural and it happens but as a viewer the audio just turns to mush and noise and you cant hear anything.
after buying the book, i'm glad i own Storm kings thunder and the sword coast adventurers guide. both of those books will help to flesh out the north a little more. love your Channel
I agree with you about the horror. I think the creators didn't push as hard as they did with Curse of Strahd, but the horror is more manifested in the desperation of the region. It's less "supernatural" horror than it is "life was already hard, but lately, it's become CRIPPLINGLY hard" horror. there's a lot of potential to play with, with that theme, and I think that's what the creators were aiming for. "Loose end" horror. What are desperate people REALLY capable of?
I'm running this now, I tied the early quests to food, making food a rarity in a frozen waste isn't that much of a stretch. It does mean you have to dangle starvation over your players heads, but makes it quite a nice reward.
I am currently running Storm Kings Thunder for my group and I bought this book. It is an amazing source book for that module as well. I plan to run this some day. I have 2 groups. One is doing Storm Kings Thunder and one is a homebrew Theros Campaign. If I had Time I would start a 3rd group but alas I do not have that much time.
I have watched more than one review of this product and yours is the most informative and useful! Thank you! Yes, I subbed to your new play channel 😁 A comment on the early quests and motivation - I think it is suggested at least some of the PCs be native to the Ten Towns, i.e. local heroes. 😉
Let's be serious here, who on earth pronounces it "oh-reel". Sounds like the start of "Ode to a Fishing Rod" or something. OAR-il it is! 😀Or I suppose potentially OW-ril if you're of a Tolkienish persuasion 😁 Anyway - thanks Nate, great review as always. I do like the sandbox element with the vast variety of adventures to choose from - almost moving more towards the Adventure Kit idea.
Well, my players are side quest wh*res so it is going to be "fun" to run all 24 quests in chapters 1 and 2. My fault probably for telling them that there was that many. How was I supposed to know that their reaction would be "cool let's do them all!". :-:
When I play video games, I'm such a completionist I have to do every side quest, so I completely feel them. Although I'm the DM, so maybe I'm safe but considering my boyfriend is a completionist too, I think I'm in for a long ride lol
First things first, great review! Its really nice to see a review go in depth like this. Both giving praise where its due and critique where needed. The alternate cover art is absolutely STUNNING! The only pre-written module I've ran before this was Storm King's Thunder and Curse of Strahd. Those 2 books and this book are rather solid. I have no other experiences with pre-written but I am afraid that I don't understand the hate these pre-written books garner. (I mean this in a general sense, you were very fair with it! Just a passing thought I had pop-up.) Im sure to a significantly more seasoned DM and group, homebrew will always be better, I just don't think its THAT fair to compare the 2 types under that school of thought.. Unless I'm missing something, that is. I am sure there are real stinkers out there but, these modules can be really nice and to do a lot of the work for "The Busy DM, for them. Seriously though, great review! I really enjoyed the video! You sir, have earned a subscriber :)
Some of the "hate" comes from either old time DM's (grey hair DM here) that are more accustomed to shorter modules that gave boxed text to read to players often in every room of a dungeon, There is much less of this in modern WoC publications. Another group that criticizes these are DM's that do not customize published content to their style and their players. Hoard of the Dragon Queen has several problems with it but I customized it and even swapped out one chapter for an old module from the 80's and my players didn't realize it and loved it. The big thing is to make these things your own. If you do not do that then you may have a rough time.
Just purchased icewind dale trilogy bc of your video Nate. Thanks for the the background on this one. Working on Strahd now but frostmaiden high on list for next adventure. Your DM tips and videos are top notch man, thanks for posting!
To me being old school a campaign was the setting in which all the adventures took place . Every world setting for AD&D 1st and 2nd edition was called " world name campaign setting " these books are just very long adventures based in a campaign world which once the adventure is finished it's time to move to another world setting adventure . Long gone are the days of single module adventures that don't need to be tied into a major adventure because now every adventure is super long single shot world setting adventures
yeah the starting quest with the serial killer kinda confused me as well. i assume its a quest to get the party to explore the other towns and take other quests and they arent supposed to actually fight him til level 3
Illumination In normal (non-blizzard) conditions, twilight extends from 10 a.m. to 2 p.m. Icewind Dale is otherwise dark until aurora or the full moon appears in the night sky.
Good review man, Its the first time I watch a review of you. I have been playing 3 years DND now and dm myself 2 campaigns (one homebrew one Dungeon of the Mad Mage) I feel really enthusiastic about this adventure. I do have couple of things to ask you/mention: 1. The adventure should be played in total with a lvl 1 charachters, do you also see possibilities to start the adventure with my homebrew group which just hit lvl 7? Maybe starting around the Stronghold of the Deurgar? 2. How about the player size. would you recommend a specific group size to play with? normally its about 4 players right? 3. Do you know if any online tabletop versions (also as a resource DND beyond) will feature any pieces of material we can utilize online? Like ROLL 20 maps for instance? Thanks Keep it up!
In their defense, I think it is hard for a D&D adventure to be horror. They're committed to the players being heroic, and at least at times, feeling powerful. And that's rarely conducive to good horror.
@@WASD20 2nd edition Ravenloft was very good bringing horror into the game. Of course 5e characters are way o.p. so you're probably correct. There has to be a feeling of hopelessness
You may have missed the point of the starting quest. Its purpose is to route you around the various cities. To give you a reason to go to the next city. Once there, ask questions due a side quest, then continue on. You should not meet up with the killer until characters are level 3.
I'm also a huge fan of the Icewind Dale trilogy! From your review it seems like it might be a little painful to run, but I guess I have too try xd. How's your game been running?
Wish there was more in the way of content for the ten towns. seems a bit vague/undetailed (Edit: maybe more there than i thought, seems to take up a significant part of the book. whoops) and with the quests having no real line between them and requiring the party to take them for flimsy reasons, it could have the same issue the Princes Of The Apocalypse campaign has: A lack of character incentive.
Storm King's Thunder has a lot of useful information about Bryn Shandor, including all interesting/needed locations, NPCs, quests, side-quests, and a giant attack.
@@WASD20, no problem. I've been using material in the Bryn Shandor section to spur a whole campaign. The module itself is far more useful and in-depth than the Sword Coast Adventurers' Guide as a GM resource.
I don't understand why everyone keeps getting this wrong... The cold hearted killer quest IS NOT MEANT TO BE DONE AT LEVEL 1. The quest itself has the part travel between towns. On the way they will get each town they visits rumor quest. They level up after completing one of these, and then again at 3. They should not be rushing through each town to kill Sephek.
"I just don't really wanna put my level 1 party up against a challenge rating 3 foe." _flashes back to running Waterdeep: Dragon Heist and stressing out about its early CR 2-4 enemies only for my 4-player party to utterly curbstomp the intellect devourer and the Drow gunslinger_
"a coat of paint..." That's what happens when you ditch encumbrance, weather, exposure, disease, and basic logistics 3 versions back because some people considered accounting for anything not combat related "boring" and "not gameplay."
It’s be great to see some videos on drawing like dungeon floors and ship decks and drawing more playable areas, instead of using a massive dry erase mat I tend to use A3 paper and draw out my floors on those so that they are re usable and I can remember them so it would be great to see ideas on other playable areas. :)
Curious how this compares to the Crystal Shard D&D Next adventure they released before 5E came out. Seems like you could dovetail them together perhaps? Or perhaps Rime of the Frostmaiden makes it a bit redundant?
WASD20 yep, it’s called Legacy of the Crystal Shard. Seems like it could be used in place of the chapter 1 and 2 quests... or set several years before Rime of the Frostmaiden. I thought it was pretty cool because it included maps and materials for Ten Towns as well. Here’s a link: www.drivethrurpg.com/m/product/166079
As a DM youre not doing it right if there isnt a puny little half-mad mage screaming "Bow before Akar Kessel!" and throwing a firebolts that deal 1d4 fire damage because he's just really bad at magic, somewhere in the campaign. Bonus points if hes running around with a little crystal he covets beyond all else, and speaks to it as if it would speak back.
How to solo it? Because I might have to do a Wednesday every month and I want more of dnd. I also want to note playing 2 hours a day --what would be up to "48" and hours" would be 88 hours
Hey, fan of your videos but I am currently swamped with general work and other things related to quarantine. Because of this I have very little time to watch the livestream or even VODs of it. I was wondering if you were planning on doing a “reflection” type video on how the campaign went and what you took away from running it. I would really appreciate it!
I May do that at some point but it would probably be several months or a year down the road. Right now our plan is to play twice a month and it could easily take a year or more to finish
So, I’m a relatively new DM, and my party is about to wrap up Dragon Heist and I’m in the market for another module to run to continue the campaign. Now, the obvious answer would be to run Dungeon of the Mad Mage, but I’m not too crazy about running a dungeon crawl, and I think it’s actually supposed to take them all the way to 20th Level, and I don’t want the whole rest of the game to be a dungeon crawl, you know? Anyway, I’m very interested in this Icewind Dale module, and I just wanted to know if it would be possible to start the adventure at Level 5, so my players can keep playing their characters from Dragon Heist.
I was super excited to play Rime of the Frostmaiden, but beyond the first two chapters I was quite dissapointed in it. Shame that horror element that they kept citing never made it to the book
I've been doing a bit of research as I'm very likely gonna be the new full time DM at my table, what book suggestion would there be for someone like me who's new to this specific role. There seems to be wildly varying opinions amongst the books which is making it difficult to choose and most of those videos are dated 1 or 2 years back and don't include books such as this one. The vaguely recurring lines I hear are that Strahd, Waterdeep and Tomb are fun for players and hard for new DMs (I was hoping this book would bridge the gap), and that the 2 "sure new DM run these" with Lost Mines and Icepeak are either the one I'm currently playing as a player, or in the latter's case, has been read by half my group already so I see little point if it's only new for me the DM... Oh and to apparently REALLY avoid Hoard of the Dragon Queen.
So as a fan of Baldurs gate 1 & 2 and and overall just fantasy in general, will watching the live stream show me everything I need to know to start playing D&D on my own? I loved the darkness off the balder gate games I’m sure the books are just as great
Andrew Campos probably not. They will dive in as a group that already knows how to play. There are other channels for that. Btw, if you like baldur’s gate, check out the Heroes Of Baldur’s Gate book on the dmsguild. It features a lot of the cast from the games and is even written by one of the original game writers.
Im a player and also not looking for major spoilers but an article title I saw mentioned what seemed like PC shapeshifters. Is there a plot point, background or racial option in this book that opens you up to being a shapeshifter or being cursed into being one kind of a thing? I know this may be tough to answer while keeping spoilers to a minimum but I was curious. We have generally kept shapeshifter races away from players unless plot has allowed it. If plot allows it, Im hoping to aim that way. I would love to be a reluctant shifter in hiding.
Characters get secrets one option is that your a shape changing monster that has killed someone and taken their place. Edit: just realized this comment is 2 years old lol, hope someone finds this useful.
Very helpful. Thanks! I like it more than I would have thought. Will buy the book. I don't usually like 5e D&D campaign books. The only one I have and used is Saltmarsh.
I'm eager to watch your live stream starting 10/5, I will be observing how you run it, I've been reading this book as well (got it this past weekend) I like it a whole lot. I haven't locked in when I'll start my game (I told my players when my last game ended in August "I don't know if I'll run another campaign this year") but now I'm considering a start of this in November possibly.
I'm considering it just to steal some of the odds and ends from it and incorporating it into my own world. Do you think its good for that? Asking anyone 😊.
the starting quests i see more as an overarching thing, something to get them to go from town to town, my groups chasing the cold hearted killer, but to get to where he is they have a few towns to head through., and shit costs money, so now they're taking on jobs from towns to basically make ends meat. I'm not going to let them face him till they're at least lv 2 or 3.
That's the idea and point of a sandbox game and most people are not used to a true sandbox game anymore. Think Elder Scrolls in a sense, enough said. True sandbox games will not guide you on "what is appropriate for PC levels", the PC's chose where to go, and quickly find that some areas are out of their league. It's your job as the DM to allow the PC's to explore and scout areas out before they get into a situation that could be life threatening to them. Always be sure to give clues and allow all players to make History checks for certain knowledge when they chose to go somewhere that's out of their league, but don't stop them from going their and let them go there first, and nor enough information that would spoil any of the story for them. It's a totally different kind of play style for both PC's and DM's that most 5E players and DM's are not used to because not many pre-written adventures (if any now that I think of it) have been written in this kind of format, you as the DM have to be willing to let the players go places you normally wouldn't allow or be comfortable with letting them do so, but that also means to be a responsible DM at the same time to allow the players to scout things out so they can assess a situation and hopefully turn back and know that they can't tackle it yet; of course with the hints that you give them when they come to a new area. If the players don't turn back, show them what's up and why they should have turned back and to not be afraid to bonk them on the head a good couple times, so they flee having learned a valuable lesson (i.e. in other words, this area means business). Again, it's a different kind of play style, and it can be challenging for many DM's to do and to just let the PC's rome where they like and explore the world wherever they like; to just let go of the reins so to speak, other than giving certain information when necessary and adjudicating the rules. Because then that means that if they don't take your hints to turn back when they encounter a situation that's too much for them to handle, you can't really hold back, or else you didn't really mean what you said in your hints about it being out of their league. That's the players actually testing you to see if you meant it, and seeing if you're willing to pull the trigger when it's go time, and sometimes some were not paying enough attention and thought it's just like every other time with every other DM where they can just waltz rate in and become the boss. I'll tell you the biggest secret that many oldschool DM's have concerning sandbox games like this: Allow the players to create two or three extra characters ahead of time, that way if you need to pull the trigger and prove the point that some things are truly not for their level yet, and they should stay where you guide them and to be more cautious and to scout things out before getting into certain situations that are life threatening for PC's; you can. It's best to pull the trigger early on, before the players get too attatched to their characters, and you can establish that the players really need to listen to your guidance when they go places. I know it sounds mean, but again, sandbox games are a different play style. It's almost like a parent giving a paddle on the butt to a child, because sparing the rod will spoil the child, and that's a bad thing because then they become brats and nobody likes a spoiled brat. This is where every word you say becomes paramount to the players, because the players don't want another character to get killed, and they also understand that you didn't want to do it either but the monsters and villains are not just mindless beings and they want to survive as well. It's hard walking that fine line as a DM, between friend and foe, because you can't be for the players and nor can you be against them in a sandbox game; you have to take a truly neutral stance in all things the players decide to do, but also providing the essential information that is needed so the players can make informed decisions. The death of character should be a part of the story, not completely scrapped from the story and entirely avoided, as if it is some kind of taboo. A lesson to be learned, that while it is true that they can go wherever they like, they need to listen to everything you say as the DM like a parent to a child or else they could wander too far into a situation that's too dangerous for them and that the D&D world is just like the real world; sometimes you're just not grown up enough yet, and you need more time to study and need more training to accomplish a feat at hand, and if you don't follow that very simple rule of survival it could mean your life is on the line. Another thing of note and is food for thought, I have heard many players of late actually say that DM's are not willing to let a PC get killed and will always save the PC in some way or another for the sake of the "story", even though the player was purposefully trying to get the PC killed to see if the DM was willing to pull the trigger but found the DM is too afraid to face the wrath of players, of which this is prime time for DM's to prove otherwise; especially with the fact that this pre-written adventure is a true sandbox. This is also the reason why I have heard many players say they prefer homebrew sandbox games over pre-written adventures, because a DM's homebrew world is an entirely different animal compared to pre-written adventures and they can just go wherever they like, and they could likely stumble upon something you shouldn't have and the PC will most likely die as a result of having wandered into an area that wasn't yet meant for them (i.e. out of their level range). None of anything said here should give DM's the incentive to go on PC murder sprees lol. But what it does mean is that most DM's have either become too soft, or they don't understand how a sandbox game actually works, one of the two. The rules of a sandbox game. 1. Players go wherever they like. 2. The DM holds the responsibility to give the appropriate amount of information without spoiling anything so the players can make informed decisions. 3. Allow players to scout things out before they get into trouble. 4. If the players don't heed your warnings when wandering into an area that's "not of appropriate level", and get themselves into trouble, don't save them for the "sake of the story"; pull the trigger, the enemy wants to survive as well, and you as the DM have to fulfill that role as well. (This is what it means to walk that fine line when considering rules 2 and 3 in comparison to this one. This does not mean, however, to just go killing PC's when the PC's are clearly just trying to scout things out, give them a couple oppertunities to retreat, but third time is the charm, pull the trigger, they have had enough warnings to retreat whether in combat or not, whether in conversation or not with the enemy. As long as the PC's keep their distance, they're fine, though the place in question is observable and in sight to get a feel for it, so long as they don't wander in.) 5. Allow the players to make four or five characters ahead of time so that when the time comes, the player doesn't have to sit around for the next hour or two trying to create another character so they can hop back into the game, and you can be a little more comfortable pulling the trigger becuase the players have backup characters. 6. Explain these rules to the players, that they are allowed to go whever they like, but your words are paramount to their character's survival and to heed your warnings when they wander too far or it could mean the death of their character. (They were warned ahead of time, before the game even started, and in game. They have no reason to be angery at you and they knew the consequences for not heeding your warnings and that you have a duty to fulfill for all parties, not just the PC's, but the NPC's and monsters as well.) 7. Have fun.
I think I'm in the minority but I'm a bit meh on the whole adventure. It is a bit too episodic for me, but I'll find it handy for adventures & side quest ideas to pop out & put in other adventures.
Hi, that was a great review . Which video/article of yours does one need to watch in order to understand *how to use* it in order to prepare an adventure based on this book? How does someone use these publications to play with friends?
I do have a video for that ruclips.net/video/HtycBDDzeJI/видео.html However, if you’re totally new to DND you may want to check this one out. ruclips.net/video/jT3FRzEJDp8/видео.html
Turn to Page 92 to see just how lazy the writing is. Spolier - The dead tiefling was 'unwilling to approach the yeti cave'...and on her dead body you find A POTION OF INVISIBILITY. She really must have used Intelligence as her dump stat.
On the note of the horror themes being lower than expected, i think the designers touched on this a couple times in the dnd beyond interviews. from what i remember, the idea is for dms to add that flavor themselves, so that players aren’t locked out of the adventure if they aren’t comfortable with a really horrific one. So the reason it all sounds comedic is so that it doesn’t start off being completely hopeless, and it isn’t until you really get out of the boxed text and into the free form exploration that the chill (literal and figurative) sets in
have you reviewed dungeon draft yet? It is by far the best battle mp creating/generating software ever created. Please review it if you have not already.
From this review it seems like Wizards is still holding on the idea that they need to start every adventure at level 1. It's really obvious that the quests at the first two chapters are just filler for you to get to chapter 3... A shame really. The same thing happend with Avernus with all of Baldurs Gate shoehorned in the first levels of play. Also balance has been a really strange problem in these recent books. If they need to take more time to really think about these books and do something amazing instead of releasing one or two each year, please do it! I think Tomb of Annihilation was the best for me not because it lacked these problems (the introduction to that adventure is just... what. They didn't have anything better than the players just teleporting to the island? Really?) but because it was just packed with content instead of random filler.
I'm not sure if I agree with that comparison. The Baldur's Gate part of Descent into Avernus was actually a proper quest, with progression and meaning. It was needed for the players to learn about Elturel, the devil unrest and to gather relevant information. In this campaign the first two chapters are quite literally there for the DM to set the tone of the whole campaign, and they work quite well. The problem, as Nate mentioned, is that it is quite difficult for the DM to tie them together and not make it feel like a sequence of getting a quest, completing a quest, getting another quest and so on.
@Gas the Koopas I agree, I really like how 1-3 level feels like but I don't think these books try to be a adventure in that range tho. Most of the themes of the book starts around 3-5 level.
@@Giby86 The Baldur's Gate part of Avernus had some interesting ideas but honestly: it was a freaking mess. It was a fetch quest boogaloo with the players going around in circles by the request of NPC's while the book said to you that the captain of the guard would send some guards to kill the party if they don't do what they were told. The balance at the elfsong tavern was crazy making the FIRST FIGHT almost certainly a TPK. THE PEOPLE MAKING THIS MADE THE GAME, this shouldn't be happening. Also why Baldur's Gate? Elturel should have been the center piece of this beginning part!
We are interested to see how it plays out for you. I do think you are asking to much of dungeons and dragons to say that this mission/quest is good for 3rd level but difficult for 2ed or 1st level characters. The reason they could do that in the EK is because they are assuming you are using the classes or characters in the EK. So it was easy for them to give a level on those quest. But when you have the full PHP and XGTE that just isn't going to happen. Because 4 power games would most likely steam roll most quest that involve combat. Like the Cold Hearted Killer yeah 4 power games are going to steam roll that quest probably about 80% to 85% of the time. You never know what players are going to make or even how they play are going to play them. That is why they don't give levels per quest/mission. Also I think if you are forgetting that a lot of horror movies also have some humor in them. Like that fish you are talking about that is basically a jump scare that is funny afterwards. Bringing the horror to this campaign is what we are most excited about. Is it going to take a little extra work on our part..yes and that is is going to be a fun. We are going to be making a video for how to turn up the horror in this campaign. We will link it to you when we post it. We could be wrong about this but it seems that most of the complaints are just minor things. Wanting dungeons and dragons to really try and hold the DM's hand and add these little extra things that would help a new DM more than an experienced one. But if they add all of that content then the book would be much larger and they would probably have to cut some of the stuff they wanted to add to the book. That is our opinion again maybe we are misreading that. Other than that. Good review and we appreciate the review.
Haven't read the book yet, but given your review, would it be possible to just straight up start players at level 4 and dive straight into chapter 3, or is that leaving too much out?
The first few levels definitely help flesh things out, and root players in the world and story. I wouldn’t skip it, but I do think it would be quite easy to start them at level 2 or 3 and just give them 2-3 of the quests that are most tied to the main conflicts.
I probably won't, sorry. I usually try to keep my reviews a bit more focused on the latest, unless one jumps out at me inspires me to a crazy amount. I own it, but have not actually read it much.
I always recommend the Players Handbook before getting adventures. It has all the core rules for the game. Technically you could probably get by with the free basic rules and googling things, though.
I always recommend the Players Handbook before getting adventures. It has all the core rules for the game. Technically you could probably get by with the free basic rules and googling things, though.
I know this is coming late, but I recommend the Starter Set. It's very cheap, has instructions for playing the game, and an adventure that goes from levels 1-5. It also gives with a set of dice. The set cubes with pregenerated characters, and I recommend you use them, but if you want to make your own characters look up the SRD rules. Wizards of the Coast provides a free PDF of these rules on their site, and they teach how to create characters up to level 5, although the selection of classes, races, and backgrounds are limited. If you want more options, or to play past level 5, you'll need the Players Handbook eventually, but I highly recommend you start with the Starter Set.
Casually shows the most beautiful alternate cover I have ever seen
"Nothing too spectacular here."
Eh, not imo. I’m kinda over the style, I think. 😆
I agree. Only better alt cover is Volo's guide to Monsters.
@@WASD20 I mean if you don’t like it anymore I might be open to taking it off your hands
LOL - Same thoughts except for the "regular" cover. I always think the alternates are beautiful but can't top the Tyler Jacobson art... and Rime of the Frostmaiden takes the cake!
@@WASD20 everyone is entitled to wrong opinions
Really excited to see and hear more about your campaign! :)
The thing about Cold-Hearted Killer is that the players aren't necessarily supposed to fight the killer at level 1. To me the entire point of both the starting quests is mostly just to get the players wandering between the towns and investigating as an excuse to introduce other quests and mysteries.
It's very possibly that by the time the players confront the killer they'll already be level 2.
It flat out explicitly says this in the book.
It actually sounds like this reviewer barely read it and rushed out their review in time for release.
@@jhfh3112 i would ask for a citation but i don't have the book so i couldn't check it if i got one.
@@Scortch-lo3xy p18 ( top right ) "...quests in this chapter are designed to get the characters exploring..."
@@haganlife again i do not have the book so i cannot check this.
@@Scortch-lo3xyHe is correct, You're not supposed to encounter him in the first 2 towns you visit. They should be lvls 2-3 if they didn't skip quests
Here’s my plan for if and when I run this. I’m gonna bring my characters into Icewind Dale by having them be adventurers who have been hired to escort a supply caravan through the spine of the world mountains. At the end, an avalanche will hit, taking out part of the caravan and closing off their way back. Now the only way they can get out of Icewind Dale is to wait for winter’s end. Or bring winter to an end themselves. I also plan to have the NPC who initiates the final quest be more present as well as the Duragar be a more constant threat.
I might steal the avalanche idea.
Avalanches look a bit easy no? 1d10 doesn't sound like an avalanche menace
I like this idea!
@@jhond5 I would certainly not feel obligated to follow the "rules" for Avalanches outlined in the book. It's more of a narrative technique to move them into Icewind Dale in this case.
Isn't this how the actual Icewind Dale videogame starts?
Come on who else is a huge fan of Drizzt and the Crystal shard novel? Homeland and Crystal shard are the best d&d novels ever!
YES 100%!!!
Just caught up after getting back into reading wiith my kindle, read the last 7 books in 3 months, sooo good.
8:18
Bryn Shander is described in more detail in storm king's thunder (page 38) , maybe that's why
Looks like the best 5e adventure yet after reading through it. Played Strahd, Dragon Heist, Mad Mage and I'm just about to wrap up descent into Avernus and they all had parts that I didn't like and had to tweak to make it work, Icewind looks good to go straight from the book.
Easy DM Tip re Towns Encounters and Locatioans: You can always move encounters and key locations to the other towns by simply changing names, flavor, the mugiffin involved and further expand them as needed.
So why pay for a published adventure that the DM has to do a lot of work to fix? It is a long way from pick-up-and-play, so most DM's would be better off just writing something themselves from scratch.
@@Subcomandante73 no it offers inspiration.
The ancient white dragon Areivaturace (i probably spelt her name wrong) isn't entirely aggressive for a chromatic and her human wizard friend is frozen dead on her back.
Sounds like a plethora RP inspiration for me.
@@trollzynisaacjohan1793 I don't think paying full price for a hardback adventure book that SHOULD be able to be played as written out of the box and then hiding behind 'it is inspiration' is good enough. And the hype from WoTC, interviews with the writers etc. before release...and it is a mess that I (the consumer) have to sort out before getting it to the table. Sorry, but if you and a lot of the D&D community think that is acceptable then you have very low standards.
@@Subcomandante73 true.
I've found the sandbox setting confusing for a new dm such as myself.
I'd prefer if the first chapter focussed on a smaller setting.
@@trollzynisaacjohan1793 And a lot of the encounters are not balanced for lower levels, so claiming they are Level 1-4 as the book does makes it hard to run this as written. A complete waste of money tbh.
I love that you are running it! I would prefer more players but I’ll watch it any way. I’m an excited to see you DM an official adventure
Icewind Dale is what got me into D&D. This is awesome
Just a note : « Rime » and « Rhyme » are two different things. One refers to the accumulation of ice crystals, and one is the way words sounds.
Thanks for the clarification! I remember reading this when they first announced the book, but I confess I kind of forgot what Rime meant since then. It's an interesting little play on words they've got going, that will probably go over most peoples' heads.
Fun Fact: "Rime" is a real word, and in the context it's used in the title of this game, it's a pun.
Rime is frost which forms by mist or fog touching an object and the water droplets instantly freezing into ice on contact. The usual method for frost to form is by water condensing into dew on an object and then freezing into ice later as the temperature drops.
Honestly, this is such a cool thing to know. Thank you for sharing
@@deadpool-mp3gb Bonus Fun Fact: "Rime" is mentioned near the start of Charles Dickens' classic A Christmas Carol in his description of Ebeneezer Scrooge: "A frosty rime was on his brow..." which was a bit of hyperbole to indicate what a "cold" and unfeeling person Scrooge was.
One thing I recommend about cold-hearted killer is to run the quest but let players fight the killer after they are level 3, when you feel they are ready or as end chapter fight.
I'm thinking this quest might just be for when they're level 2-3
Yeah. Wouldn’t be so bad if they are not level one.
@@WASD20 As a little extra ( is an extra DM work) you can make the players find clues where and when can they find the killer, also add a little of paranoia because they won't ever know when/where the killer will attack again.
Thanks for the effective review. There’s potential for you to make a video where you take the «problems» in the book, break them down and suggest solutions/alternative ways of doing it without losing lore you are intended to learn. I’ve got the book coming in the mail, and would like to run it in a few months, maybe when the snow comes (we’re in Norway so thematically it would be similar but without the monsters).
I subscribed to the stream, looking forward to it. If I could be so rude as to make just one suggestion for the stream, its to make sure with your players that they dont talk (too much) at the same time. I’m saying this because ive watched several streams where the audio gear and production is limited to one microphone, and the one thing that always gets me to just close the video is when people get all excited and talk at the same time - its natural and it happens but as a viewer the audio just turns to mush and noise and you cant hear anything.
after buying the book, i'm glad i own Storm kings thunder and the sword coast adventurers guide. both of those books will help to flesh out the north a little more. love your Channel
Thanks!
I agree with you about the horror. I think the creators didn't push as hard as they did with Curse of Strahd, but the horror is more manifested in the desperation of the region. It's less "supernatural" horror than it is "life was already hard, but lately, it's become CRIPPLINGLY hard" horror. there's a lot of potential to play with, with that theme, and I think that's what the creators were aiming for. "Loose end" horror. What are desperate people REALLY capable of?
I'm running this now, I tied the early quests to food, making food a rarity in a frozen waste isn't that much of a stretch. It does mean you have to dangle starvation over your players heads, but makes it quite a nice reward.
Oooh. I actually really like that idea.
I love the idea of a isolated dark winter land. It just looks so cool in my head.
THE THING
I am currently running Storm Kings Thunder for my group and I bought this book. It is an amazing source book for that module as well. I plan to run this some day. I have 2 groups. One is doing Storm Kings Thunder and one is a homebrew Theros Campaign. If I had Time I would start a 3rd group but alas I do not have that much time.
I have watched more than one review of this product and yours is the most informative and useful! Thank you!
Yes, I subbed to your new play channel 😁
A comment on the early quests and motivation - I think it is suggested at least some of the PCs be native to the Ten Towns, i.e. local heroes. 😉
Let's be serious here, who on earth pronounces it "oh-reel". Sounds like the start of "Ode to a Fishing Rod" or something. OAR-il it is! 😀Or I suppose potentially OW-ril if you're of a Tolkienish persuasion 😁 Anyway - thanks Nate, great review as always. I do like the sandbox element with the vast variety of adventures to choose from - almost moving more towards the Adventure Kit idea.
The people who realize that she's an owl
Well, my players are side quest wh*res so it is going to be "fun" to run all 24 quests in chapters 1 and 2. My fault probably for telling them that there was that many. How was I supposed to know that their reaction would be "cool let's do them all!". :-:
When I play video games, I'm such a completionist I have to do every side quest, so I completely feel them. Although I'm the DM, so maybe I'm safe but considering my boyfriend is a completionist too, I think I'm in for a long ride lol
First things first, great review! Its really nice to see a review go in depth like this. Both giving praise where its due and critique where needed. The alternate cover art is absolutely STUNNING!
The only pre-written module I've ran before this was Storm King's Thunder and Curse of Strahd. Those 2 books and this book are rather solid. I have no other experiences with pre-written but I am afraid that I don't understand the hate these pre-written books garner. (I mean this in a general sense, you were very fair with it! Just a passing thought I had pop-up.) Im sure to a significantly more seasoned DM and group, homebrew will always be better, I just don't think its THAT fair to compare the 2 types under that school of thought.. Unless I'm missing something, that is. I am sure there are real stinkers out there but, these modules can be really nice and to do a lot of the work for "The Busy DM, for them.
Seriously though, great review! I really enjoyed the video! You sir, have earned a subscriber :)
Some of the "hate" comes from either old time DM's (grey hair DM here) that are more accustomed to shorter modules that gave boxed text to read to players often in every room of a dungeon, There is much less of this in modern WoC publications. Another group that criticizes these are DM's that do not customize published content to their style and their players. Hoard of the Dragon Queen has several problems with it but I customized it and even swapped out one chapter for an old module from the 80's and my players didn't realize it and loved it. The big thing is to make these things your own. If you do not do that then you may have a rough time.
@@stanwolford9743 this is very insightful! Thank you for giving me a quick run down! Much appreciated 👌
Just purchased icewind dale trilogy bc of your video Nate. Thanks for the the background on this one. Working on Strahd now but frostmaiden high on list for next adventure. Your DM tips and videos are top notch man, thanks for posting!
Can’t wait to watch the live stream Nate!
To me being old school a campaign was the setting in which all the adventures took place .
Every world setting for AD&D 1st and 2nd edition was called " world name campaign setting " these books are just very long adventures based in a campaign world which once the adventure is finished it's time to move to another world setting adventure .
Long gone are the days of single module adventures that don't need to be tied into a major adventure because now every adventure is super long single shot world setting adventures
yeah the starting quest with the serial killer kinda confused me as well. i assume its a quest to get the party to explore the other towns and take other quests and they arent supposed to actually fight him til level 3
Illumination
In normal (non-blizzard) conditions, twilight extends from 10 a.m. to 2 p.m. Icewind Dale is otherwise dark until aurora or the full moon appears in the night sky.
island of solstice is a freaking snowflake!!!! how cool (pun intended) 16:50
Good review man, Its the first time I watch a review of you. I have been playing 3 years DND now and dm myself 2 campaigns (one homebrew one Dungeon of the Mad Mage) I feel really enthusiastic about this adventure. I do have couple of things to ask you/mention:
1. The adventure should be played in total with a lvl 1 charachters, do you also see possibilities to start the adventure with my homebrew group which just hit lvl 7? Maybe starting around the Stronghold of the Deurgar?
2. How about the player size. would you recommend a specific group size to play with? normally its about 4 players right?
3. Do you know if any online tabletop versions (also as a resource DND beyond) will feature any pieces of material we can utilize online? Like ROLL 20 maps for instance?
Thanks Keep it up!
That's sad considering they were really pushing all the Horror aspects of this book after it was first announced.
In their defense, I think it is hard for a D&D adventure to be horror. They're committed to the players being heroic, and at least at times, feeling powerful.
And that's rarely conducive to good horror.
@@WASD20 2nd edition Ravenloft was very good bringing horror into the game. Of course 5e characters are way o.p. so you're probably correct. There has to be a feeling of hopelessness
You may have missed the point of the starting quest. Its purpose is to route you around the various cities. To give you a reason to go to the next city. Once there, ask questions due a side quest, then continue on. You should not meet up with the killer until characters are level 3.
That was most definitely not clear in the book, but yeah that sounds like a really solid way to go.
Looking forward to getting the book. But the price is twice of regular adventure book in my country
There's some other cool threats in here like a demilich too...
Skips over demilich without elaborating REEEEEEEEEEEEEEEEEEEEEEEEEE
Can you post what the publication date, ISBN, and publisher are? I am trying to ask a library to get the book, but I need to put those in the form.
I'm also a huge fan of the Icewind Dale trilogy! From your review it seems like it might be a little painful to run, but I guess I have too try xd. How's your game been running?
Wish there was more in the way of content for the ten towns. seems a bit vague/undetailed (Edit: maybe more there than i thought, seems to take up a significant part of the book. whoops) and with the quests having no real line between them and requiring the party to take them for flimsy reasons, it could have the same issue the Princes Of The Apocalypse campaign has: A lack of character incentive.
Just started reading R A Salvatore's drizzy books, including the crystal shard, so this is convenient.
Storm King's Thunder has a lot of useful information about Bryn Shandor, including all interesting/needed locations, NPCs, quests, side-quests, and a giant attack.
Ooh. Great tip, thanks!
@@WASD20, no problem. I've been using material in the Bryn Shandor section to spur a whole campaign. The module itself is far more useful and in-depth than the Sword Coast Adventurers' Guide as a GM resource.
I think the miniature prepainted set is great for this one....
Gas the Koopas, I think it doesn’t look too bad, ai can’t do much better at least...
I don't understand why everyone keeps getting this wrong... The cold hearted killer quest IS NOT MEANT TO BE DONE AT LEVEL 1. The quest itself has the part travel between towns. On the way they will get each town they visits rumor quest. They level up after completing one of these, and then again at 3. They should not be rushing through each town to kill Sephek.
Just ordered it off Amazon. Should be here tomorrow. Can't wait to delve into the story
"I just don't really wanna put my level 1 party up against a challenge rating 3 foe."
_flashes back to running Waterdeep: Dragon Heist and stressing out about its early CR 2-4 enemies only for my 4-player party to utterly curbstomp the intellect devourer and the Drow gunslinger_
Haha! Hey, that’s good to know.
Sounds like one of the better books to come out.
Good review
"a coat of paint..." That's what happens when you ditch encumbrance, weather, exposure, disease, and basic logistics 3 versions back because some people considered accounting for anything not combat related "boring" and "not gameplay."
I still account for it. Though I'm not always super hard on it. Depends on the setting
It’s be great to see some videos on drawing like dungeon floors and ship decks and drawing more playable areas, instead of using a massive dry erase mat I tend to use A3 paper and draw out my floors on those so that they are re usable and I can remember them so it would be great to see ideas on other playable areas. :)
Curious how this compares to the Crystal Shard D&D Next adventure they released before 5E came out. Seems like you could dovetail them together perhaps? Or perhaps Rime of the Frostmaiden makes it a bit redundant?
Oh! I actually didn’t know that was a thing. I’m curious too.
WASD20 yep, it’s called Legacy of the Crystal Shard. Seems like it could be used in place of the chapter 1 and 2 quests... or set several years before Rime of the Frostmaiden. I thought it was pretty cool because it included maps and materials for Ten Towns as well. Here’s a link: www.drivethrurpg.com/m/product/166079
As a DM youre not doing it right if there isnt a puny little half-mad mage screaming "Bow before Akar Kessel!" and throwing a firebolts that deal 1d4 fire damage because he's just really bad at magic, somewhere in the campaign. Bonus points if hes running around with a little crystal he covets beyond all else, and speaks to it as if it would speak back.
Been waiting on this review
Thanks for reviewing it so fast!
Another great video Nate. That sounds like it will be alot of fun to play.
It's Chris Perkins!
I was waiting for this, thanks!
How to solo it? Because I might have to do a Wednesday every month and I want more of dnd.
I also want to note playing 2 hours a day --what would be up to "48" and hours" would be 88 hours
Woohoo! I’m so excited to get my hands on the book
Noiceee review!
Makes me feel a little bad to think that as a 3.5 GM using open world system with sandbox, i may be a little nemesis with my players..
Hey, fan of your videos but I am currently swamped with general work and other things related to quarantine. Because of this I have very little time to watch the livestream or even VODs of it. I was wondering if you were planning on doing a “reflection” type video on how the campaign went and what you took away from running it. I would really appreciate it!
I May do that at some point but it would probably be several months or a year down the road. Right now our plan is to play twice a month and it could easily take a year or more to finish
I’ll also direct you to The channel, “Bob World Builder” who is planning to do a series of guides for this adventure.
WASD20 understood and thanks I’ll definitely check him out
So, I’m a relatively new DM, and my party is about to wrap up Dragon Heist and I’m in the market for another module to run to continue the campaign. Now, the obvious answer would be to run Dungeon of the Mad Mage, but I’m not too crazy about running a dungeon crawl, and I think it’s actually supposed to take them all the way to 20th Level, and I don’t want the whole rest of the game to be a dungeon crawl, you know?
Anyway, I’m very interested in this Icewind Dale module, and I just wanted to know if it would be possible to start the adventure at Level 5, so my players can keep playing their characters from Dragon Heist.
You could definitely do that. just jump right in with sunlight in chapter 3.
Really good video! I already received my copy looking forward to run it, thanks!
Great! Enjoy. :)
You know you should have a game 100% horror and tension. Humor is super important, cause if you're stressed all the time you get bored of that.
I was super excited to play Rime of the Frostmaiden, but beyond the first two chapters I was quite dissapointed in it. Shame that horror element that they kept citing never made it to the book
It’s there. There are definitely horror elements. It’s just not as prevalent as I thought it might be.
I've been doing a bit of research as I'm very likely gonna be the new full time DM at my table, what book suggestion would there be for someone like me who's new to this specific role. There seems to be wildly varying opinions amongst the books which is making it difficult to choose and most of those videos are dated 1 or 2 years back and don't include books such as this one.
The vaguely recurring lines I hear are that Strahd, Waterdeep and Tomb are fun for players and hard for new DMs (I was hoping this book would bridge the gap), and that the 2 "sure new DM run these" with Lost Mines and Icepeak are either the one I'm currently playing as a player, or in the latter's case, has been read by half my group already so I see little point if it's only new for me the DM... Oh and to apparently REALLY avoid Hoard of the Dragon Queen.
Drizzt Do'Urden approves.
Thrilled to see u play this
Hi
I'm so behind. I didn't know a new book was released. *Facepalm*
Awesome review as always. Thanks, brother!
Wait, the Rime is a rhyme? I guess this horror-survival adventure also comes with wordplay. :P
So as a fan of Baldurs gate 1 & 2 and and overall just fantasy in general, will watching the live stream show me everything I need to know to start playing D&D on my own? I loved the darkness off the balder gate games I’m sure the books are just as great
Andrew Campos probably not. They will dive in as a group that already knows how to play. There are other channels for that.
Btw, if you like baldur’s gate, check out the Heroes Of Baldur’s Gate book on the dmsguild. It features a lot of the cast from the games and is even written by one of the original game writers.
Auril seems really underpowered to me. Idk, no magic items in the party and we killed her at level 5 due to the dm rolling her as a random encounter.
Huh, will have to increase the moves and damage when i run it I guess
Im a player and also not looking for major spoilers but an article title I saw mentioned what seemed like PC shapeshifters. Is there a plot point, background or racial option in this book that opens you up to being a shapeshifter or being cursed into being one kind of a thing?
I know this may be tough to answer while keeping spoilers to a minimum but I was curious. We have generally kept shapeshifter races away from players unless plot has allowed it. If plot allows it, Im hoping to aim that way. I would love to be a reluctant shifter in hiding.
Not in in this one, but there is one in the Eberron source book
Characters get secrets one option is that your a shape changing monster that has killed someone and taken their place. Edit: just realized this comment is 2 years old lol, hope someone finds this useful.
Very helpful. Thanks! I like it more than I would have thought. Will buy the book. I don't usually like 5e D&D campaign books. The only one I have and used is Saltmarsh.
I don't know why, but I was expecting something along the lines of 30 Days of night and/or Midsommar.
I'm eager to watch your live stream starting 10/5, I will be observing how you run it, I've been reading this book as well (got it this past weekend) I like it a whole lot. I haven't locked in when I'll start my game (I told my players when my last game ended in August "I don't know if I'll run another campaign this year") but now I'm considering a start of this in November possibly.
Cool! I think it’ll be fun. :)
This is giving me serious Atmora vibes
Might adapt it for Nords of Atmora campaign
Enjoy your take. Subbed to your live channel and will check it out. Just picked up the book yesterday. Thanks!
I'm considering it just to steal some of the odds and ends from it and incorporating it into my own world. Do you think its good for that? Asking anyone 😊.
Could you put the streams up on RUclips after they're over?
Yep!
@@WASD20 Thank you so much!
I'd like to be able to share the artwork frim the book digitally with my players. Do you know of a way to do that?
the starting quests i see more as an overarching thing, something to get them to go from town to town, my groups chasing the cold hearted killer, but to get to where he is they have a few towns to head through., and shit costs money, so now they're taking on jobs from towns to basically make ends meat. I'm not going to let them face him till they're at least lv 2 or 3.
Anyone else wondering when he would actually turn the page?
would this be a ok adventure for newer players? the've played a bit with me before like lost mines, and a bit of strahd.
That's the idea and point of a sandbox game and most people are not used to a true sandbox game anymore. Think Elder Scrolls in a sense, enough said. True sandbox games will not guide you on "what is appropriate for PC levels", the PC's chose where to go, and quickly find that some areas are out of their league. It's your job as the DM to allow the PC's to explore and scout areas out before they get into a situation that could be life threatening to them. Always be sure to give clues and allow all players to make History checks for certain knowledge when they chose to go somewhere that's out of their league, but don't stop them from going their and let them go there first, and nor enough information that would spoil any of the story for them. It's a totally different kind of play style for both PC's and DM's that most 5E players and DM's are not used to because not many pre-written adventures (if any now that I think of it) have been written in this kind of format, you as the DM have to be willing to let the players go places you normally wouldn't allow or be comfortable with letting them do so, but that also means to be a responsible DM at the same time to allow the players to scout things out so they can assess a situation and hopefully turn back and know that they can't tackle it yet; of course with the hints that you give them when they come to a new area. If the players don't turn back, show them what's up and why they should have turned back and to not be afraid to bonk them on the head a good couple times, so they flee having learned a valuable lesson (i.e. in other words, this area means business).
Again, it's a different kind of play style, and it can be challenging for many DM's to do and to just let the PC's rome where they like and explore the world wherever they like; to just let go of the reins so to speak, other than giving certain information when necessary and adjudicating the rules. Because then that means that if they don't take your hints to turn back when they encounter a situation that's too much for them to handle, you can't really hold back, or else you didn't really mean what you said in your hints about it being out of their league. That's the players actually testing you to see if you meant it, and seeing if you're willing to pull the trigger when it's go time, and sometimes some were not paying enough attention and thought it's just like every other time with every other DM where they can just waltz rate in and become the boss. I'll tell you the biggest secret that many oldschool DM's have concerning sandbox games like this: Allow the players to create two or three extra characters ahead of time, that way if you need to pull the trigger and prove the point that some things are truly not for their level yet, and they should stay where you guide them and to be more cautious and to scout things out before getting into certain situations that are life threatening for PC's; you can. It's best to pull the trigger early on, before the players get too attatched to their characters, and you can establish that the players really need to listen to your guidance when they go places. I know it sounds mean, but again, sandbox games are a different play style. It's almost like a parent giving a paddle on the butt to a child, because sparing the rod will spoil the child, and that's a bad thing because then they become brats and nobody likes a spoiled brat.
This is where every word you say becomes paramount to the players, because the players don't want another character to get killed, and they also understand that you didn't want to do it either but the monsters and villains are not just mindless beings and they want to survive as well. It's hard walking that fine line as a DM, between friend and foe, because you can't be for the players and nor can you be against them in a sandbox game; you have to take a truly neutral stance in all things the players decide to do, but also providing the essential information that is needed so the players can make informed decisions. The death of character should be a part of the story, not completely scrapped from the story and entirely avoided, as if it is some kind of taboo. A lesson to be learned, that while it is true that they can go wherever they like, they need to listen to everything you say as the DM like a parent to a child or else they could wander too far into a situation that's too dangerous for them and that the D&D world is just like the real world; sometimes you're just not grown up enough yet, and you need more time to study and need more training to accomplish a feat at hand, and if you don't follow that very simple rule of survival it could mean your life is on the line.
Another thing of note and is food for thought, I have heard many players of late actually say that DM's are not willing to let a PC get killed and will always save the PC in some way or another for the sake of the "story", even though the player was purposefully trying to get the PC killed to see if the DM was willing to pull the trigger but found the DM is too afraid to face the wrath of players, of which this is prime time for DM's to prove otherwise; especially with the fact that this pre-written adventure is a true sandbox. This is also the reason why I have heard many players say they prefer homebrew sandbox games over pre-written adventures, because a DM's homebrew world is an entirely different animal compared to pre-written adventures and they can just go wherever they like, and they could likely stumble upon something you shouldn't have and the PC will most likely die as a result of having wandered into an area that wasn't yet meant for them (i.e. out of their level range).
None of anything said here should give DM's the incentive to go on PC murder sprees lol. But what it does mean is that most DM's have either become too soft, or they don't understand how a sandbox game actually works, one of the two.
The rules of a sandbox game.
1. Players go wherever they like.
2. The DM holds the responsibility to give the appropriate amount of information without spoiling anything so the players can make informed decisions.
3. Allow players to scout things out before they get into trouble.
4. If the players don't heed your warnings when wandering into an area that's "not of appropriate level", and get themselves into trouble, don't save them for the "sake of the story"; pull the trigger, the enemy wants to survive as well, and you as the DM have to fulfill that role as well. (This is what it means to walk that fine line when considering rules 2 and 3 in comparison to this one. This does not mean, however, to just go killing PC's when the PC's are clearly just trying to scout things out, give them a couple oppertunities to retreat, but third time is the charm, pull the trigger, they have had enough warnings to retreat whether in combat or not, whether in conversation or not with the enemy. As long as the PC's keep their distance, they're fine, though the place in question is observable and in sight to get a feel for it, so long as they don't wander in.)
5. Allow the players to make four or five characters ahead of time so that when the time comes, the player doesn't have to sit around for the next hour or two trying to create another character so they can hop back into the game, and you can be a little more comfortable pulling the trigger becuase the players have backup characters.
6. Explain these rules to the players, that they are allowed to go whever they like, but your words are paramount to their character's survival and to heed your warnings when they wander too far or it could mean the death of their character. (They were warned ahead of time, before the game even started, and in game. They have no reason to be angery at you and they knew the consequences for not heeding your warnings and that you have a duty to fulfill for all parties, not just the PC's, but the NPC's and monsters as well.)
7. Have fun.
Did you know it's pronounced 'Oh-Reel'? hehe >:) awesome vid and review, cheers!
Does anyone have an active link to the wasd20 discord? The one in the description is expired
Nice video :) I agree with a lot of what you said.
I think I'm in the minority but I'm a bit meh on the whole adventure. It is a bit too episodic for me, but I'll find it handy for adventures & side quest ideas to pop out & put in other adventures.
Can you make a video about guide character Fighter of the D&D im a n
Noob about the D&D
Hi, that was a great review . Which video/article of yours does one need to watch in order to understand *how to use* it in order to prepare an adventure based on this book? How does someone use these publications to play with friends?
I do have a video for that ruclips.net/video/HtycBDDzeJI/видео.html
However, if you’re totally new to DND you may want to check this one out. ruclips.net/video/jT3FRzEJDp8/видео.html
Pumped for the livestream
Great! Me too! :)
Turn to Page 92 to see just how lazy the writing is. Spolier - The dead tiefling was 'unwilling to approach the yeti cave'...and on her dead body you find A POTION OF INVISIBILITY. She really must have used Intelligence as her dump stat.
On the note of the horror themes being lower than expected, i think the designers touched on this a couple times in the dnd beyond interviews. from what i remember, the idea is for dms to add that flavor themselves, so that players aren’t locked out of the adventure if they aren’t comfortable with a really horrific one. So the reason it all sounds comedic is so that it doesn’t start off being completely hopeless, and it isn’t until you really get out of the boxed text and into the free form exploration that the chill (literal and figurative) sets in
you stated this would not be a good book for a new DM to start with. Do you have a recommendation for a new DM?
The Starter Set. Lost Mine of Phandelver is great. And actually, I’m coming around in this one. I think it would be decent for a new DM.
have you reviewed dungeon draft yet? It is by far the best battle mp creating/generating software ever created. Please review it if you have not already.
I actually purchased it a few weeks ago, and I am working on a review.
Well that ended
From this review it seems like Wizards is still holding on the idea that they need to start every adventure at level 1. It's really obvious that the quests at the first two chapters are just filler for you to get to chapter 3... A shame really. The same thing happend with Avernus with all of Baldurs Gate shoehorned in the first levels of play. Also balance has been a really strange problem in these recent books. If they need to take more time to really think about these books and do something amazing instead of releasing one or two each year, please do it! I think Tomb of Annihilation was the best for me not because it lacked these problems (the introduction to that adventure is just... what. They didn't have anything better than the players just teleporting to the island? Really?) but because it was just packed with content instead of random filler.
I'm not sure if I agree with that comparison. The Baldur's Gate part of Descent into Avernus was actually a proper quest, with progression and meaning. It was needed for the players to learn about Elturel, the devil unrest and to gather relevant information. In this campaign the first two chapters are quite literally there for the DM to set the tone of the whole campaign, and they work quite well. The problem, as Nate mentioned, is that it is quite difficult for the DM to tie them together and not make it feel like a sequence of getting a quest, completing a quest, getting another quest and so on.
@Gas the Koopas I agree, I really like how 1-3 level feels like but I don't think these books try to be a adventure in that range tho. Most of the themes of the book starts around 3-5 level.
@@Giby86 The Baldur's Gate part of Avernus had some interesting ideas but honestly: it was a freaking mess. It was a fetch quest boogaloo with the players going around in circles by the request of NPC's while the book said to you that the captain of the guard would send some guards to kill the party if they don't do what they were told. The balance at the elfsong tavern was crazy making the FIRST FIGHT almost certainly a TPK. THE PEOPLE MAKING THIS MADE THE GAME, this shouldn't be happening. Also why Baldur's Gate? Elturel should have been the center piece of this beginning part!
We are interested to see how it plays out for you.
I do think you are asking to much of dungeons and dragons to say that this mission/quest is good for 3rd level but difficult for 2ed or 1st level characters. The reason they could do that in the EK is because they are assuming you are using the classes or characters in the EK. So it was easy for them to give a level on those quest. But when you have the full PHP and XGTE that just isn't going to happen. Because 4 power games would most likely steam roll most quest that involve combat. Like the Cold Hearted Killer yeah 4 power games are going to steam roll that quest probably about 80% to 85% of the time. You never know what players are going to make or even how they play are going to play them. That is why they don't give levels per quest/mission.
Also I think if you are forgetting that a lot of horror movies also have some humor in them. Like that fish you are talking about that is basically a jump scare that is funny afterwards. Bringing the horror to this campaign is what we are most excited about. Is it going to take a little extra work on our part..yes and that is is going to be a fun. We are going to be making a video for how to turn up the horror in this campaign. We will link it to you when we post it.
We could be wrong about this but it seems that most of the complaints are just minor things. Wanting dungeons and dragons to really try and hold the DM's hand and add these little extra things that would help a new DM more than an experienced one. But if they add all of that content then the book would be much larger and they would probably have to cut some of the stuff they wanted to add to the book. That is our opinion again maybe we are misreading that.
Other than that. Good review and we appreciate the review.
Haven't read the book yet, but given your review, would it be possible to just straight up start players at level 4 and dive straight into chapter 3, or is that leaving too much out?
The first few levels definitely help flesh things out, and root players in the world and story. I wouldn’t skip it, but I do think it would be quite easy to start them at level 2 or 3 and just give them 2-3 of the quests that are most tied to the main conflicts.
Can you make a review About the curse of Strahd?
I probably won't, sorry. I usually try to keep my reviews a bit more focused on the latest, unless one jumps out at me inspires me to a crazy amount. I own it, but have not actually read it much.
Hey ASWD20! I'm asking for this book for Christmas and I want to know, do I need the Players Handbook to run the adventure?
I always recommend the Players Handbook before getting adventures. It has all the core rules for the game. Technically you could probably get by with the free basic rules and googling things, though.
I always recommend the Players Handbook before getting adventures. It has all the core rules for the game. Technically you could probably get by with the free basic rules and googling things, though.
Hey is there a chapter on creating the characters ? I'd like to introduce myself and friends to paper rpgs !
I know this is coming late, but I recommend the Starter Set. It's very cheap, has instructions for playing the game, and an adventure that goes from levels 1-5. It also gives with a set of dice. The set cubes with pregenerated characters, and I recommend you use them, but if you want to make your own characters look up the SRD rules. Wizards of the Coast provides a free PDF of these rules on their site, and they teach how to create characters up to level 5, although the selection of classes, races, and backgrounds are limited. If you want more options, or to play past level 5, you'll need the Players Handbook eventually, but I highly recommend you start with the Starter Set.