adventurous challenging dark emotional informative inspiring reflective tense medium-paced
Plot or Character Driven: A mix
Strong character development: Yes
Loveable characters: Yes
Diverse cast of characters: Complicated
Flaws of characters a main focus: Complicated
adventurous challenging dark funny mysterious tense medium-paced
Plot or Character Driven: Plot
Strong character development: Yes
Loveable characters: Yes
Diverse cast of characters: Yes
Flaws of characters a main focus: Complicated

Loved the frozen setting. Auril's aesthetic is so cool. The game ran great.

Rime of the Frostmaiden has some fun modules, but they are tenuously connected (at best) and make for an absurdly overstuffed whole. Stopping the titular Auril is such a small part of the book, and while her encounters are interesting, they aren't even written as the climax. Rather than pretending this is an adventure with one overarching plot, it makes more sense to think of it more as a settings sourcebook with lots of material to create a custom adventure or campaign.
adventurous mysterious tense medium-paced
Plot or Character Driven: A mix
Strong character development: N/A
Loveable characters: Complicated
Diverse cast of characters: Complicated
Flaws of characters a main focus: Complicated

As far as horror adventures go, it's aimed too squarely at the middle of the road. But I get it. D&D is intended to be a broadly accessible game, and suitable for kids. Had just hoped for more with nods to At the Mountains of Madness and John Carpenter's The Thing. Both are off the mark. It's more relatable to a darkened version of Frozen.

Local nerd prepares for D&D game
adventurous

 
I am finally able to review this! I’ve been running the campaign for close to two years now and we’re going into the finale in July (which is not in the book). I replaced the Icewind Dale setting with Eiselcross from Wildmount. Nothing major was changed but I thought I’d mention it. 

This cannot be run as written; it is a poorly conceived adventure and needs a lot of help from third party material. It felt more like random encounter after random encounter rather than a complete adventure. If you are looking for snowy side quests or ideas then grab a few from here and re-jig as necessary. 

The main problem is how disjointed it is. It takes the players from levels 1-15. The first half/early levels are spent wandering around Ten Towns and doing quests. I kept referring back to spring never having come, never ending winter, it was colder, food was scarce etc and my players did not care. They were happy dicking around Ten Towns. 

Ten Towns is problematic. I would grab either an expanded version of them or write your own as some of the stuff included in the book did not make sense or was unnecessary. Looking at you incest town. 

The middle part has nothing to do with the main plotline. It’s essentially a side quest to grind levels. The players had no motivation to engage with it. It was mostly dungeon crawls, fortresses, nothing unusual or special. 

My players had a lot of fun in Ythryn, though mine was Aeor and I took a lot of inspiration from what was done in Critical Role. They did not enjoy hitting specific locations to find bits of poetry. Again, they weren’t fully interested in the plot. 

There were fun elements but get third party stuff to help restructure it and make Auril an interesting BBEG. Her stat block was a joke. If your characters are level 15 when they encounter her, she won’t be a challenge at all. 

The art work was amazing. I loved flicking through this book because it was so colourful. It does add depth to a tundra/snow setting, the monsters are fun, and you can transplant the dungeon crawls into other settings. The maps were really good as well so the locations could be useful in other campaigns. 

I would definitely run it again but I would make changes before we even start. 

Also, if your players/characters like animals ignore the awakened animals part because that is all they will focus on. 


Does a lot of things right. Easy to pick up hours before a game, rarely sets up the DM for failure, varied encounters. Sometimes the story feels like two very different ideas crammed together, but the world is well established. Worth running!

I'm far from an expert as I only got into D&D properly this year but this is the book I've enjoyed the most and the only one I've read cover to cover. Art direction-wise it's phenomenal both in its consistency, colour schemes and evocation of the hostile snowy setting. I'm so excited to use a lot of the stuff in here and there's a good cross section of various types of horror in here too, as well as some excellent character secrets to incorporate. That said, it definitely doesn't seem suitable as a first campaign if you're running it straight from the book as you'd have to make a lot of tweaks to keep people alive, or run it as a high risk game with lots of backup characters/helpers. The back half of the campaign seemed less interesting to me too, unless you can maneauver all your pieces into an epic crescendo, so that may require some work, but overall it's been incredibly useful for getting the imagination going. And it's pretty hard to argue with something that reveres The Thing and contains Snowy Owlbears, Baby Yetis, and 3 Kobolds in a trenchcoat really.
adventurous challenging dark emotional funny hopeful inspiring lighthearted mysterious reflective tense medium-paced
Plot or Character Driven: Plot
Strong character development: Yes
Loveable characters: Yes
Diverse cast of characters: Yes
Flaws of characters a main focus: No

I had a blast running this for a party of five friends over 3 years. The book provides an excellent base on which to build a fully fleshed out adventure. I sometimes found it a little light on details, but that gave me a chance to try my hand at creating maps, encounters and magical items to help fill in the gaps. It was a lot of work, but totally worth it in the end.