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| Best Sellers Rank | 14,157 in Books ( See Top 100 in Books ) 17 in Role-Playing & War Games 54 in Indoor Games 223 in TV, Movie, Game Adaptations |
| Customer reviews | 4.8 4.8 out of 5 stars (7,765) |
| Dimensions | 21.79 x 2.13 x 28.4 cm |
| Edition | Illustrated |
| ISBN-10 | 078696698X |
| ISBN-13 | 978-0786966981 |
| Item weight | 1.17 kg |
| Language | English |
| Print length | 319 pages |
| Publication date | 15 Sept. 2020 |
| Publisher | Wizards of the Coast |
| Reading age | 13 years and up |
T**R
The winter is coming
Visit the frozen north and solve the mystery. This Dungeons and Dragons campaign book brings a whole dunnit style hunt in the frozen tundra. Whilst the book can be run by a skilled DM you will need to do a bit more work to utilise all the suggested weather rules. The story is fun and well written.
A**Y
Great book
Great art work and information for playing ice D&D campaign
M**S
Great
Excellent condition
H**L
Its OK, but needs extra work . . .
I'm about half way through this campaign with a well established group of players. The encounters are reasonable, the artwork is great, the information that's there is clear. This isn't a complete campaign, be prepared to fill a lot of gaps, add short pre-gens in or create your own to aid there storyline and levelling process. Currently well discounted as an older release, it is decent value for money and does make for a solid area to adventure in, just needs that extra input, so may be not for a DM's first campaign.
J**S
Great sourcebook and adventure
Very atmospheric and packed with details so that the DM can tailor this to their own style of play.
F**B
Chilled to perfection...
Fifth Edition D&D goes from strength to strength with this chunky 320-page adventure set in the classic Forgotten Realms location of Icewind Dale. Chris Perkins has conjured a dark, horror-tinged story that sits perfectly in the harsh isolation of its icy setting. It certainly has an much edgier feel to it than the Icewind Dale of the Crystal Shard era. The superb artwork really helps to create that chilling, sinister atmosphere, and the book is well-organised, with a generous 45-page bestiary, too. The structure is loose and follows the tiered flow system of recent D&D publications: there is an overall linear progression to the story, but each stage can be approached in many ways so the players aren’t railroaded into a predefined sequential plot. There’s lots to inspire here, even if you’re not intending running the whole adventure as written - locations, NPCs and adventure threads are all ripe for the picking for creative DMs. All the 5e adventure books have been excellent to date, and Rime of the Frostmaiden is no exception.
A**X
An Inspiring Setting
Surprisingly no transport damage to the book, I suspect a roll of at least 15 with that (perhaps with advantage?). A worthwhile book with fantastic themes surrounding the wilderness and the barren nature of the Icewind dales setting, I'm using the campaign as a reference to help inspire the depth and notions my campaign characters might go to in a setting where the nature of the wider world can be expressed through its strife and characters. Thematic spells and creatures also help introduce new considerations for any GMs looking to expand new possibilities and threats to their own settings or envision during the module!
G**.
This book is BIG
Absolute beast of a book, with loads of really interesting background on IWD. Be careful taking the map out of the back of it, as it can be tricky, but really good quality adventure, looking forward to running it.
O**R
Interesting plot and good old lore sauce icewind dale offers icy conspiracy experience like crystal shard
A**S
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.
A**K
Extremt snabb leverans. Fint förpackat
A**R
So far reading through sound very interesting campaign
R**N
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
Trustpilot
2 weeks ago
3 days ago