This adventure was written in a way where you can say, well I don’t like this part, not gonna do it, and it really doesn’t hurt the adventure as a whole. This feels like they are almost three short distinct adventures that tie into a cohesive whole.
— NewbieDM (@newbiedm) September 6, 2020
I think that's fair to say, yeah.
There's a level of modularity to Rime of the Frostmaiden that the writing team really delivered on, while allowing for continuity and cohesive through lines. I particularly like the campaign's opening sequences.
We'll see if y'all agree. 🙂
— Dan Dillon (@Dan_Dillon_1) September 6, 2020
Complete side note: One of my favorite general setting bits is guidance for finding NPC spellcasters (who aren’t statted) in Ten Towns.
That’s helpful for DMs, I’ve found. Not sure who added that in (I’d guess Chris Perkins but am not sure), but it’s a simple winner. And bonus, some guidance on finding common magic items for those players who crave a magic weapon but haven't managed to find one. 😂
— Dan Dillon (@Dan_Dillon_1) September 6, 2020
Yup. A quick check on "Is there an NPC spellcaster to be found here? How many?" Up to you to decide who and what, but also gives you NPC statblock guidance on what sorts of spellcasters can be found.
That goes a long way when your party suddenly needs a remove curse. 😛
— Dan Dillon (@Dan_Dillon_1) September 6, 2020
Contrary to popular memery, we do really dig stories. 🙂
— Dan Dillon (@Dan_Dillon_1) September 6, 2020