UPDATE AFTER RUNNING THE MODULE IS BELOW THE REVIEW
Rime of the Frostmaiden sets out to create a modern horror module for Dungeons & Dragons 5th Edition, and it does so with style and unmistakable passion for its influences. With inspiration stemming from John Carpenter’s The Thing, H. P. Lovecraft’s At the Mountains of Madness, and Ridley Scott’s Alien (among others), it succeeds at blending shades of dread, horror, isolation, and paranoia with good old-fashioned DND adventure. The result is a dark mix of fun for horror buffs and classic adventure fans alike.
From a DM’s perspective, the book is a polished, well-organized toy box of exciting things to pick and choose from. Adventure hooks, side quests, player secrets and more, all come in various flavors of horror and adventure. It’s also got a sense of humor, which crops up from time to time to give the story some welcome levity. This is a book that had me brainstorming fun ways to use its content, rather than wondering how I would make it work.
Some new things in the book that I like:
- The “player secret” mechanic is a welcome addition. This is something DMs usually have to home brew to get players invested in a new adventure setting. Having the options pre-made and tailored to the story, plus suggestions on how to use those secrets later on, is just good design. I hope this continues with further modules
- Lots of new monsters. The bestiary section of the book contains dozens of new monsters to spring on veteran DND players. Let’s be honest: there’s nothing better than facing something brand new and terrifying
- A handful of magic items and spells are also new, but didn’t wow me as much. Most of the magic items seemed made to help players survive the terrain, and the 3 new spells were level 1, 7, and 9, so only one will be available for the majority of the adventure. There are a couple of scrolls I won’t spoil that are amazing over-the-top items, though
Without getting into spoilers, I’ll say that I also appreciate the sort of “epilogue” options, which tee up a continued adventure should your group choose to keep going.
A few months ago when I learned what this book was going to be (horror in the tundra inspired by some of my favorite movies & stories), I was definitely excited. I’m happy to say the book lives up to the hype and then some, harkening back to the stylized horror and epic scale of Curse of Strahd (which makes sense, thanks to Chris Perkins’ writing on both). I can’t wait to visit the frozen wastes of Icewind Dale and see what’s trapped in the ice...
****UPDATE AFTER RUNNING THE MODULE FOR 6+ MONTHS****
Full disclosure, my group (which finished Descent into Avernus) ran out of steam on this one and we did not get past the first Icewind Dale section of the adventure. Here’s why:
After running this module, I would have to amend my review to 3 stars at most. There is a major problem with the module that, if run as written in the book, causes problems from the first session and can ruin momentum and motivation right away.
Part of the setup for RotF is that the towns are practicing human sacrifice to appease the Frostmaiden. There’s no info on why they do this other than superstition, so right away when the characters are supposed to work with the town officials and townsfolk, the party distrusts and actually antagonizes them.
The town officials and townsfolk are the key to many quests, but right off the bat, the party is not motivated to help anyone. This means you’ll need to quickly backpedal and/or homebrew a cult or something that’s forcing the townsfolk to perform human sacrifices.
Also, the Frostmaiden isn’t part of the immediate action for a VERY long time in the book. Essentially, she is not present or a threat until the late game. If you want to keep her relevant, make a cult serving her that is forcing the human sacrifices.
From the format of the book, it seems like RotF would be better for higher level players, and the campaign should start after all the running around Icewind Dale, maybe in the Sunblight chapter.
In order to keep things interesting, I had to do a lot of homebrew and alterations. It got to be too much work for me, and the group was already kind of down on the adventure anyway.