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Dungeons & Dragons D&D RPG ICE WIND DALE RIME OF THE FROST MAIDEN HC: Rime of the Frostmaiden D&d avonturenboek

23,99€ 46,12€
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Productdetails

  • Afmetingen verpakking (l x b x h): 2,0 x 21,6 x 27,8 cm
  • Verpakkingsgewicht: 1,16 kg
  • Land van herkomst: Verenigde Staten
  • Kleur: meerkleurig


Productbeschrijving

Voel de koude aanraking van de dood in dit avontuur voor's werelds beste rollenspel.
Onder de onverzettelijke sterrenhemel sta je voor een torenhoge gletsjer en reciteer je een eeuwenoud rijm, waardoor er een scheur ontstaat in de grote ijsmuur. Achter deze gapende spleet wachten de Caves of Hunger. En voorbij deze ijzige kerker ligt een geheim dat zo oud en angstaanjagend is dat maar weinigen erover durven te spreken. De gekke tovenaars van de Arcane Brotherhood verlangen ernaar om datgene te bezitten wat de god van de wintertoorn zo koel heeft bewaard, net als jij! Welke fantastische geheimen en schatten liggen begraven in het zonloze hart van de gletsjer, en wat betekent hun ontdekking voor de bewoners van Icewind Dale? Kun jij Ten-Towns redden van de eeuwige nacht van de Frostmaiden?
Trotseer het bevroren noorden van Faerun in dit
Dungeons & Dragons-avontuur voor personages van niveau 1-12.
Ontdek de grens van Icewind Dale! Kaarten en gidsen helpen je op je reis door een land van isolatie, paranoia en dodelijke kou.
Bezoek de Ten Towns en andere geliefde
D&D-locaties die beroemd zijn geworden door Drizzt Do'Urden en de Companions of the Hall.
Maak kennis met de gevaren van een bevroren wildernis. Dit boek biedt DM's regels voor het organiseren van
D&D-avonturen in ijzige toendra's en winterse klimaten.
Ontdek lang verloren gewaande schatten, magische voorwerpen en lang vergeten spreuken in de ijskoude diepten van een werkelijk onvergetelijk
Dungeons & Dragons-avontuur.

Veiligheidswaarschuwing

Niet geschikt voor kinderen jonger dan 3 jaar


Roy Franken
1 augustus 2025
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
Oğuz Çınar
15 juni 2025
Interesting plot and good old lore sauce icewind dale offers icy conspiracy experience like crystal shard
Anonymous
7 juni 2025
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.
Customer
4 mei 2025
So far reading through sound very interesting campaign
Jasmynn Trahan
23 februari 2025
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
Alex
9 januari 2025
Las settings que ofrece este libro son una gozada para tanto inspirarte como jugar la aventura que plantean