Typhoon
Reviewed in the United States on January 23, 2025
I adapted this into my AD&D 2nd edition adventures and have had a blast. Best recent DnD purchase in years.
Blu Bakhoum
Reviewed in the United States on May 27, 2024
I am running a first time campaign with some of my friends and the level of detail and complexity in this book is astounding. I have truly enjoyed getting to read this book, let alone run it as an adventure for my friends. I find myself re-reading it some nights just because of its captivating story. The weave of connections between the towns and people in those towns is great and I cannot wait to play out each session, knowing that this book has my back as a DM.
Erasmo A.
Reviewed in Brazil on May 15, 2024
O material é de ótima qualidade, possui ate uma textura diferente nas costas do livro que não vi em outros livros de D&D. Possui artes incríveis e é uma aventura muito bem escrita. (Tem um mapa que aparentemente pode ser destacado do livro com uma parte pontilhada, mas não tive coragem de tentar)Envolvente narrativa que te leva do lvl 1 até o lvl11 ou 12.Possui chefões icônicos, e tem um dificuldade relativamente alta se bem mestrada.Estou mestrando essa aventura e considero a melhor da quinta edição de D&D.
Peter Jefferson
Reviewed in the United States on December 1, 2024
This is my new favorite campaign setting. Really enjoy the art and very well developed stories.
Jasmynn Trahan
Reviewed in Canada on January 8, 2024
I purchased that book, it arrived in time and was in Mint condition.As for the content, it is a great book. The adventure is to go in Icewind dale where the environment is a definitive threat to your Characters. The ambiance is absolutely great. A pretty good adventure. On my top 5 list of published adventures made for 5e
Oğuz Çınar
Reviewed in Turkey on April 22, 2024
Interesting plot and good old lore sauce icewind dale offers icy conspiracy experience like crystal shard
Customer
Reviewed in India on February 25, 2023
So far reading through sound very interesting campaign
Roy Franken
Reviewed in the Netherlands on October 20, 2023
Package was just some carton box with the book in it, without anything wrapped around the book.There are also massive lines of usage on the cover. Next to that its fine though
Glenn R. Moyer
Reviewed in the United States on March 27, 2021
I thought I would just like this adventure because of it touching on an interesting area of the Realms...instead I really think it will make for a great epic adventure.There are several touches of horror, from isolation and survival, to creepy otherworldly stuff, madness, and with one of the potential secrets: body horror.For a DM there is the possibility of replay (at least of the lower level portions) if only because of the many potential quests from each of the ten towns, not to mention all the side quests...you really shouldn't be focuses on trying to have the players do each and every side or town quest, it will bog down the story and take away from the central story.The only thing I feel detracts from the adventure is the relative low challenge level of the avatars of the Goddess, who should be the ultimate bbeg of the story, but adding servants and minions will greatly change any battle with her.
Anonymous
Reviewed in the United States on December 31, 2020
I have read or DM'd every 5e adventure published by Wizards of the Coast. I think Icewind Dale is excellent, not quite as good as my favorites, but close. Spoilers below.The basic story: eternal winter has settled on ten towns in a valley called Icewind Dale, caused by an evil goddess of winter named Auril. The first two chapters are a bunch of little mini quests around the towns and the dale, and the best ones are really really good. For example, there is a goblin fortress run by a gnome who has disguised himself as a goblin boss; the PCs can help him escape from his own increasingly restive followers. These quests do a great job of bringing the ten towns to life, as each one has unique little personalities in it and lots of local color (some of it very dark, like human sacrifice). They mostly do not have anything to do with ending winter or anything seriously important. In the third and fourth chapters, the PCs discover that a duergar warlord has built a mechanical dragon that he's going to use to burn down the towns. The PCs have to choose between taking out the warlord versus saving the towns from the dragon, which has flown off to go fry some townsfolk. Excellent warlord lair, excellent theater of the mind stuff to save the towns from the dragon, excellent strategic dilemma. The fifth chapter is a trip to Auril's Island to take her out. The last chapters are a sort of long coda that has nothing to do with ending winter or saving the towns: there is a trip to an ancient, ruined city of mages buried in a glacier; the PCs can enter a time machine there and go back in time a few thousand years--which is a very odd ending to the whole story. There is also a scroll by which one can summon a tarrasque, if so inclined. I haven't DM'd this part of the story yet, so I am less confident in predicting how well it will go.Pros: there are just a hundred little touches that make the ten towns come to life. My players are about halfway thru the story as I write this, and they REALLY care about saving these towns and about their reputation there. This reminds me of other fully imagined worlds in the best WOTC products, such as Waterdeep and Menzoberranzan. And the little quests and even the random encounters (which are the best random encounters I've ever seen) are mostly superb. I also like it that it is less linear than some of the stories; my players feel like they have real choices about what to do next, in fact they're not even sure yet what the major quest is going to be (this is because there are in fact three big quests: save the towns from the dragon, kill Auril, explore the lost city). For the most part, the adventure is easy to DM: the players choose to do X mini encounter, and you can read about X and run it with little preparation, and at least in my case it has gone very well.Cons: for the story to work, the players have to do the warlord first (because he's appropriate for 5th level PCs), kill Auril second (7th level), and go to the lost city (10th level) third--and it turns out it's tough for the DM to make sure they do this in the correct order. The book has NPCs tell the players: "time to go do this," which is a little heavy handed. There are ways for the DM to foreshadow these things to steer them a bit less blatantly, but it is a bit of work. And I'm not sure yet if the lost city part of this is going to feel important, as opposed to kind of an old school dungeon crawl for no better reason than exploration itself. Some players like that, some may not.Verdict: it's not quite as good as my favorite 5e adventures (Strahd and Out of the Abyss) but it is similar in creating a fully imagined world, which is what I value most in these big 5e books. I put it slightly below this top level--it's about as good as Waterdeep, which I loved, and perhaps a little better than Storm King's Thunder, which was inconsistent and clunky but had great moments. And I like it better than Tomb of Annihilation (which for some reason I don't like as well as everyone else), Princes, and Tiamat. Really impressive that Wizards can keep coming up with new & fresh flavors of high fantasy, though I worry what they'll do now that they're running out of fantasy novels to steal from. Great job Chris Perkins & Co.
Eric San Juan
Reviewed in the United States on November 27, 2020
If you are thinking about Rime of the Frostmaiden because you want a complete and coherent campaign between two covers, you might want to look elsewhere.But if you are looking for a sandbox full of encounters and locations in an interesting environment that gets players away from the usual medieval forests, fantasy cities and dank dungeons, this is a good buy, since it's pretty easy to use this as the basis for your OWN campaign.Much like Tomb of Annihilation, I bought this to use as the latter, and I'm happy with the package. When it comes to campaigns, Tomb's campaign is a little more straightforward -- search the jungle, find the city, unlock the tomb, beat the bad guy -- while Rime menders a bit. The opening chapters are just freeform adventures, with a series of one-shot adventures spread throughout the famous Ten Towns. That was, for me, the big selling point.After those low level adventurers, some chapters introduce structure. There is a section where the players are trying to outrace / out-think a dragon rampaging from town to town. There is a mystical lair of the Frostmaiden. Etc. These vary in quality, and the story hooks to ties them all together are *okay*, but any DM worth their salt should be able to make good use of most of them regardless, whether or not they're strictly following this campaign as written.One gripe I do have (and I'm docking a star for this because it's a big enough issue) is that the intended level range of all these encounters is not always clear. This module uses a milestone advancement system, so XP is basically not a factor and therefore encounters are (in theory) not played until certain story milestones are hit. For old school DMs unfamiliar with milestone experience, this means the players don't advance based on earning actual XP over the course of their adventures, they advance when they hit certain story milestones.Any DM getting this to use it as a sandbox has got to keep that in mind. You'll be figuring out the challenge ratings and assigning experience, because this book does not provide that info. (This is why so many others say the encounters are unbalanced.) It makes it a little more difficult to adapt these encounters and locations to other settings or campaigns.The way I assess whether or not I've gotten value from something like this is to see how many nights of adventure I can get out of it for my money. In this case, there are about 25 solid encounters / encounter locations I can drop into my own campaign with minimal modification, which is about a dollar per game night based on the price I paid.That's pretty good, as far as I'm concerned.I don't tend to gravitate towards all-in-one campaigns, preferring sandboxes I can adapt, modify, take from, and use in my own way. That's why I got this, and despite some misgivings about the campaign itself, I'm happy with the sandbox and look forward to my players being dropped in an arctic setting. I can easily get a few months of gaming out of this with my group without actually running the Frostmaiden story.So as a DM who prefers to buy sandboxes, I'm pretty happy. Tomb of Annihilation is a touch better in that regard (as it the Isle of Dread from Goodman Games), but this is a solid piece of work that is welcome on my shelf.