The Frostmaiden
Outside Context · Dungeon Master’s Guide

Rime of the Frostmaiden: The Ending

Defeating Auril in Ythryn — how I rewrote the finale
⚠ Spoilers for Rime of the Frostmaiden ahead

The published finale is uneven and rushed. So for the last session of our twenty-session campaign, I threw it out — and got the fallen city of Ythryn back up, flying, and carrying the fight to the Frost Maiden on her own island. Here is the whole run: the changes, the encounters, the loot, and every read-aloud.

The fallen city of Ythryn beneath the glacier
“When I was a child, I had no one to play Dungeons & Dragons with. Now I am 46, and I play with my own children. Yes — I built my own players.”
Meet the piplins — my table, all aged 11 to 13. This is the day they finished Icewind Dale.
Introduction
Why I Rewrote The Ending
A flying city is just a better base

In my opinion, the conclusion of Rime of the Frostmaiden, as written in the campaign guide, is uneven and rushed. According to some theories, the “Auril’s Abode” section was meant to be the original end-game area — but the book was thought a little short, so the Caves of Hunger and Ythryn were added later to pad out the campaign and end on a higher-quality dungeon.

Finishing in Auril’s Abode and bypassing this whole area is technically feasible, but it would be a missed opportunity. Ythryn is a magnificent location; discovering the central spire by exploring the city is one of the campaign’s most memorable moments. There are several possible endings here:

If you defeat Auril at her island, restart the mythallar and end the rime through the control weather spell.
If you face Auril here, you can defeat her and complete the rime that way.
If you unleash the tarrasque into Ythryn, you suddenly have a very different problem on your hands.
Option 4: get the city back up and flying, and defeat Auril on her island — probably using the tarrasque, or not; perhaps killing her Roc.

As a Dungeon Master, I felt options 1 and 2 were lacklustre and unexciting — though this might differ for more combat- or RP-focused groups.

◆ From the DM

I recently listened to a brilliant two-hour Rime podcast with a highly skilled, role-play-focused group. Their game ran so differently from mine that it took me a while to work out which part of the book they were even on — it was the ghost story in Lonelywood. Two hours of high-end RP. That same scene took me two minutes, because I’d tied it heavily into the elf zombie in the moose quest.

My DM style resembles the Acquisitions Incorporated “stage” style — high drama, humour, and memorable moments. After all, I DM for children aged 11–13, and D&D is competing with Marvel movies for their attention. So the following breakdown, challenges and style may not suit your table, and that’s fine. For me, the idea of a flying city as a base is fantastic — so I went for option 4.

Icewind Dale: Rime of the Frostmaiden
Icewind Dale: Rime of the Frostmaiden — the official module.
At A Glance
The Changes Summary
The main changes from the written version
1

Staged Boss Fights

All the boss characters have stages of combat broken up with puzzles, roleplaying, and the like — no single slog.

2

The City Flies

The city travels to Auril’s island for the final battle. The party has to restart it, lift it, and pilot it.

3

Auril Is A God

Auril cannot be beaten by the players. She’s a god. You don’t kill her — you break her and drive her from her realm.

4

Expanded Towers

We’ve been using the excellent Expanded Towers of Magic supplement to give the spire’s rooms depth and loot.

5

The Time Crack

A “time crack” at Ythryn’s entrance: entering the vortex rewound time, and its energy was collected into vials. The team can “undo” the last five minutes by smashing one — woven through the Towers of Magic challenges.

The Player’s Challenge This Session

Find the items to restart the city — which naturally involves a confrontation with the Lich in the spire. Get the city aloft and fly it to Auril’s island. Then confront the Frostmaiden and stop the rime — which blasts them back in time, and so we start the next campaign.

Before We Begin
Notes From The Table
This is session 20. The players have made their way through Ythryn and reached the top of the central spire — about to enter the study of the demi-lich.
My players are all level 10 and, in real life, all between 11 and 13 years old. Children will always break scripted, on-rail encounters. As a DM you have to roll with this.
For three of them, this is their fourth campaign — incredibly confident with the mechanics, and clever players. Their classes: Warlock, Wizard, Rogue, Sorcerer, Ranger, and Druid.
I run it on Dynamic Dungeons — theatre-of-the-mind slides plus nicely animated battle maps — on a 32-inch screen that’s actually an old electronic sign repurposed as a table.
All the art is copyrighted by its owners; I spent a lot on images, maps and expansions. Please support the amazing third-party creators who make our games unique and special.
Our Players
The Piplins
Six level-10 heroes — and my own children
Dragonborn Druid
DragonbornDruid
High Elf Sorcerer
High ElfSorcerer
Human Ranger
HumanRanger
Half-Elf Rogue
Half-ElfRogue
Dwarf Warlock
DwarfWarlock

Dragonborn, high elf, human, half-elf, dwarf — a druid, a sorcerer, a ranger, a rogue and a warlock. My own kids, and the heroes of Icewind Dale.

Twenty Sessions In
The Road So Far
The stages of our campaign that led to this session
The campaign stages of Rime of the Frostmaiden
Every step of the piplins’ journey through Icewind Dale, mapped.
Act I
The Star Library
◆ From the DM

I begin by welcoming the team back to the table. We haven’t played since before Christmas, so I ask who remembers what happened last — and reward anyone with perfect recall, usually with an inspiration token.

Then I set them loose in the spire’s Star Library, with one job: search it, and find the Scroll of the Comet.

🔭 Challenge · Search the Library
Investigation — Pass: They find the Scroll of the Comet.
Fail: The stacks collapse — DEX saves to avoid falling tomes.
The Scroll of the Comet
The Scroll of the Comet — a 500-foot-radius crater in a page.
▶ The Scroll of the Comet

This ancient parchment is adorned with celestial illustrations and mystical sigils that seem to shift and shimmer like the night sky. The comet creates a 50-foot-deep, 500-foot-radius crater on impact — DC 20 Dexterity save, 30d10 force damage, half on a success.

Act II
Iriolarthas’ Study

A portal drops the party into the lich’s study. He is not here to fight — Vellynne warns, “Be wary, remember last time. Don’t attack him if you can avoid it.” Iriolarthas hums to himself and drifts around the room. The moment a player searches somewhere, he swoops over and quizzes them.

Iriolarthas the lich
Iriolarthas — humming, harmless, and desperate to quiz you.

There are ten searchable areas. Each has a real find — and a gloriously stupid failure. Fail a search (DC 12–15) and you get the joke item instead. Find something real, and the lich rushes in with a puzzle (roll 1d4). Fail three puzzles and he swallows the party into his Living Demiplane for a fight.

The lich's study — battle map
The lich’s study — ten places to search, one demi-plane to avoid.
Frozen Reliquary
Crystal Phylactery

Captures the lich’s essence. Smash it and he cries out — his health is halved.

If they flop the Frozen Rubber Chicken of Cold Clucks.
Eastern Staircase
Spectral Quill-Weaver

A tiny spider construct. Held to the face, it grants a vision of Iriolarthas casting a portal spell.

If they flop a Faux-Spider Bookmark.
Frozen Observatory
Cryptic Map of Ythryn

DC 15 INT to decipher: the wizards could use the obelisk’s power “to turn back time and avert ruin.”

If they flop Celestial Cookie Cutters.
Frozen Library
Mystic Ice Dice

Enchanted dice that grant advantage on any check when rolled. (Also here: a screaming Whispering Snowglobe.)

If they flop “Icicle Juggling for Dummies.”
Arcane Shelves
Oil of Remove Curse

A small vial — DC 15 WIS/INT to identify. Radiates a soft silvery glow across whatever it touches.

If they flop a Soggy Spellbook.
Skeletal Scribe
Scroll of Tarrasque Summoning

DC 10 to notice. Vellynne blanches: once summoned, the Tarrasque is uncontrollable and seeks only destruction.

Warning a great cost comes with using it…
Alchemy Station
Lichbane Tonic

DC 12 Investigation on the alchemical apparatus yields the tonic.

If they flop Faux-Fire Powder.
Sunken Library
Tomes of Weather Magic

The key. Dark rituals tied to the mythallar — the incantation to control it and make the city fly.

No joke here this is the one that matters.
❄ Incantation · To Wake The Mythallar
Aerios stellam, luminis aetheris,
Ventus et caelum, coniungam sibi.
Mythallar, obedi, fervor astralis,
Civitas volat, potentia sine finis.

And the prize behind it all — Iriolarthas’ Staff of Power: ebony wood and enchanted ice crystals, a polished ruby at its pinnacle shifting through fiery hues. The staff is what jams into the mythallar. Break it there, and the city wakes.

Roll 1d4
The Lich’s Little Games
He interrupts every find with one of these

1 · Dancing Statues — mimic the animated statues’ routine with enthusiasm and style. 2 · Giggling Gargoyles — tell jokes to three stone gargoyles until they laugh. 3 · Riddles. 4 · Find the Penguin / Dingbats — visual and word puzzles at the table.

A Few Of The Riddles

“In the morning I’m so soft that feathers are tough. In the afternoon I roar like a mighty storm. What am I?” (Snow.)

“The more you take, the more you leave behind. What am I?” (Footsteps.)

“I have keys but no locks, space but no room; you can enter but can’t go inside. What am I?” (A keyboard.)

Find the Penguin puzzle
Challenge 4 — find the penguin among the toucans.
You Don’t Have To Kill Him
The Lich’s Hoard
◆ From the DM

Killing the lich isn’t a necessity. My team got him down to 10 HP and then made a deal with him — likely because I played him friendly-crazy, and they found him funny. They did, however, make him hand over the following loot.

Soulfrost Amulet
Wondrous Item

Advantage on saves against necrotic damage; once per day, a burst of cold energy within 10 feet.

Frostforged Blade
+2 Longsword

+1d6 cold damage; once per day, Frost Strike forces a CON save or the target is restrained for a minute.

Aurora Veil Cloak
Wondrous Item

Advantage on Stealth in snow and ice; once per day, cast Invisibility for one minute.

Frozen Tear Ring
Ring

Advantage on saves against charm; once per day, cast Hold Person without a spell slot.

Crystal Phylactery
Crystal Phylactery
smash it, halve his health
Frostforged Blade
Frostforged Blade
fire and frost, fused
An enchanted relic
A Watch-Fire Relic
ever-shifting fiery hues
Act III
She’s Here

While the party loots the lich, Vellynne takes the Scroll of Tarrasque and the Scroll of the Comet, places the Spectral Quill-Weaver’s web over her face — and collapses to her knees, writhing. Ask the players: how do you help her? She rises with the answer.

Vellynne

“I know how to defeat the Frost Maiden… We need to restart the city! Quickly — one of you grab the Staff of Power, we must go to the mythallar!”

▶ Perception · The Cold Arrives

A sudden chill has seized the air. Icy gusts blowing through the doors have extinguished the flames in the room; frost patterns have adorned every surface.

Out on the balcony: a battle at the city’s entrance, icy fog on the walkway, magic lights flashing, swords ringing. “Avarice is fighting her!” A huge explosion — DEX saves to stay upright. Then the scramble down the tower: “How does everyone get down?” Set the DC by their answers — teleport, levitate, leap, turn into birds. Reward the clever ones.

Act IV
The Mythallar & The Rise
The party at the Ythryn Mythallar
The Ythryn Mythallar — jam the Staff of Power into the heart of the city.
◆ From the DM

I was running out of time here, so I dropped the Tomb Tapper encounter and instead ran an RP challenge: some “force” holding the players back from the Mythallar. It turned out to be great fun — one player used items from earlier sessions, including the squid gloves (suckers and all) they’d looted from the pirate adventure.

▶ At The Mythallar

As the power of the Mythallar of Ythryn courses through your minds, an overwhelming surge of arcane energy engulfs your consciousness — a vast tapestry of ancient magic unfurling within you, whispers of long-forgotten spells resonating in your thoughts.

A magical force holds them back from the slot. Each player spends a skill or an item to push forward — STR, DEX, a spell — until they can jam the staff in and break it. An enormous thud; sudden silence; then light plays across the whole chamber. Vellynne: “Now command it to rise!” The scroll-bearer reads the comet into the sky:

❄ Incantation · The Comet
Trail of stardust, weave the night’s art,
Ignite the heavens, a celestial heart.
Ephemeral messenger, traverse the space,
In the mortal gaze, leave your ethereal trace!

The comet materialises and streaks across the firmament; the cavernous ceiling of ice is blown apart and melted. Ythryn tears free of the glacier and flies — leaving Auril and Avarice behind. Vellynne, holding up the tarrasque scroll: “Now let’s fly to Auril’s island and drop this on it!”

Ythryn emerges from the glacier
Ythryn tears free of the ice and takes to the sky.
Act V
Flying To The Island

Keeping a city aloft is a team effort. Rotate the players through checks — whoever’s free, whatever fits the fiction. A menu to draw from:

Arcana to stabilise the matrix · Perception to spot hazards · Investigation for malfunctions · Survival to navigate · Dexterity saves for sudden shifts · Engineering/INT for propulsion · Charisma to rally the inhabitants · History for aerial lore · Persuasion to coax the wards · Nature to harness the wind.

Icewind Dale region map
The route to Auril’s island — the Icewind Dale region, mapped.
Act VI
The Frost Maiden, In Four Forms
Auril

“Pathetic mortals! You dare defile my realm with your feeble attempts at summoning chaos? Your powers belong to me, woven into the very essence of Ythryn. Prepare for the wrath of the Frostmaiden!”

Auril, the Frostmaiden
Auril, the Frostmaiden — a god you cannot kill, only break.
Form IThe Mirror of Shadows

As the first form nears defeat, Auril reaches for the Rogue — the one who completed the Rite on her island and has heard her voice ever since. “Forest, come to my aid!” She’s whisked into a fractured reflection where a voice urges her to abandon her friends.

The counter is positive memories: “Team — what good memories of this last year can you recall? I need at least three.” Channel them, and Forest shatters the reflection. A DEX check catches a shard — Mirror’s Insight: once per encounter, summon a spectral image to distract Auril, granting the whole party advantage.

◆ From the DM

Forest is our Rogue — she had completed the Rite of Auril on the Frostmaiden’s island, and had been hearing her voice ever since. So when Auril called out for her, it landed. Watch the player’s eyes: once the charm breaks, they stop glowing blue.

Auril · Second Form

“Behold the majesty of winter incarnate, for I am the Frost Maiden, unbound by mortal constraints. Embrace the eternal frost, for in my second form, I am the harbinger of your demise!”

Form IISplit & Isolate

She teleports the party into solo trials. Escape the Rift: a slippery ice bridge over a chasm — Acrobatics to cross, DEX saves each square or fall prone, falling icicles and patrolling ice elementals. Reach the far side to unlock a portal back.

Survive the Avalanche: a steep snow slope with the wall of white coming down. Roll initiative; move at half speed, sprint on an Athletics check; DEX saves each round against the avalanche; assist each other for advantage; reach the escape point to teleport back to the fight.

Auril · Third Form

“Behold my descent — not into defeat, but into a form more insidious. I am the eternal winter, and in my weaker guise, you shall discover the true extent of your folly.”

❄ Desperation Unleashed — the air itself freezes
Glacial UprisingReaction · DC 17 DEX

When a creature enters or starts its turn within 20 ft, she summons a shard of ice — 4d8 piercing and restrained until the start of its next turn on a fail.

Winter’s GraspLegendary · DC 18 STR

Target a creature within 60 ft; on a fail, restrained until the end of its next turn.

Frost NovaLegendary · DC 19 DEX

Ice explosion in a 20-ft radius — 8d6 cold and pushed 10 ft on a fail; half and no push on a save.

The Fourth Form Begins To Rise
Cast The Tarrasque
Vellynne

“Quickly — cast the Tarrasque spell!”

💀 Forbidden Incantation · The Tarrasque
By the abyssal depths where shadows twist,
In echoes of torment and darkness persist.
With a voice of thunder, a roar of the abyss,
I beckon thee, Tarrasque, arise from the chasm’s kiss.
The Tarrasque rises
Uncontrollable and seeking only destruction — it materialises on Auril’s island.
▶ It Answers

The very fabric of the world seems to warp and twist. The Tarrasque materialises in a violent eruption of otherworldly energy, its gargantuan form rising from the ground, scaled hide covered in ethereal energies that writhe and flicker like dark flames. It unleashes a bestial roar — and the landscape buckles beneath its colossal weight.

Her Dying Breath
Winter’s Requiem
▶ The World Freezes

The entire city of Ythryn is encased in an ethereal frost, a crystalline cocoon that spreads rapidly from the epicentre of Auril’s demise. Nothing can move except Auril. She laughs. Frozen players can only watch as she cackles with glee…

…and then she is slammed by a giant iron golem. It crashes through her icy shield and carries them both over the city’s edge. “Metal meets frost, plunge into chaos; destiny intertwined in descent!” The golem gives a thumbs-up as it falls.

◆ From the DM

It’s the iron golem who was missing a head back in the Caves of Hunger — my team saved it and helped it regain its head. If that hadn’t happened, I’d have used Oyaminartok, the goliath werebear, from an earlier chapter. Either way: a callback the table earned, arriving at the exact moment all hope is lost.

But the frozen city loses its buoyancy. With a mournful groan, Ythryn begins to fall. Vellynne: “If only we had more time!” — and someone remembers the time vial. “This is not enough to save the whole city. Wait — the Obelisk! Grab the staff!”

Act VII
The Obelisk
The frozen island of Auril
Time bends and folds around the Time Obelisk at the city’s heart.
▶ A Silent Pact

In that fleeting exchange, unspoken camaraderie and resolve pass between them — a silent pact forged in the crucible of their quest. With a final nod, they unleash the Staff of Power’s potential. The air crackles, the obelisk resonates, time bending and folding around them. With a flash, the entire city vanishes.

Ythryn plunges backward in time, its history unfolding in reverse — a kaleidoscopic tapestry of ages. And each of the heroes blacks out.

“You find, somehow, that you are all now younger. Much younger. Thirteen years younger.”

They wake with their armour hanging off them, sizes too large. The city around them is brand new — and the frozen figures are, on closer inspection, people. The orb glows and answers Vellynne’s question:

The Professor’s Orb

“You’re still in the flying city of Ythryn. Only you’ve travelled into the past. Two thousand years into the past — to the time of the Netherese wizards!”

… and … scene!
The Rime Lifts
How The Realm Thawed
The closing slides — where the cold once ruled
◆ From the DM

I love Fallout: New Vegas and 4. One of the best things about them is the ending slides that outline what happened and the impact the players had on the world. So I made my own for Icewind Dale — and read the accompanying text aloud.

Icewind Dale reborn
The frost recedes, the passes reopen, and Icewind Dale rejoins the world.
Auril faces the Tarrasque
❄️

Auril’s Fate

The Tarrasque’s rampage triggers avalanches that bury her sanctuaries. She flees the island — some say to the Underdark, others to another dimension.

Ten Towns thaws
🏠

Ten Towns

The rime curse lifts. Frozen lakes thaw, trade routes reopen, and the isolating cold gives way to a communal warmth.

The Frozen Sea warms

The Pirate Queen

The Frozen Sea warms and marine life returns. News of the heroes reaches a humble inn, and her heart swells with pride.

Sunblight

Sunblight

Warmth returns to the stone halls. The duergar shed their icy obedience and become guardians of Icewind Dale.

Lonelywood rebuilds
🌳

Lonelywood

Speaker Nimsy Huddle leads the rebuild. The tale of their saviours becomes cherished folklore.

The Northern Lights over Icewind Dale
🌌

Icewind Dale

Passes reopen, communities reconnect, and the Northern Lights dance over a land reborn in resilience and hope.

“It’s been a long time coming, but our challenging and fun campaign has finally finished. Or has it?”

We’re taking a two-month break before a few one-shots — then building up to a new campaign in the summer.

Appendix · Reference
Items & Stats
The homebrew loot and Auril’s escalation, in 5e format
Scroll of the Comet
Scroll, legendary
Celestial illustrations and shifting sigils that shimmer like the night sky. When invoked, a comet is called down from the heavens.
Effect A 50-ft-deep, 500-ft-radius crater. Each creature within must make a DC 20 Dexterity save — 30d10 force damage on a fail, half as much on a success. All structures and unattended nonmagical objects in the crater are destroyed.
Scroll of Tarrasque Summoning
Scroll, artifact (cursed)
Arcane runes crawl across the parchment around a horrifying illustration of the world-devouring Tarrasque.
Warning Reading it summons the Tarrasque — uncontrollable, seeking only destruction. Wielding such magic risks entire civilisations and draws the attention of powerful entities.
Crystal Phylactery of Iriolarthas
Wondrous item, very rare (requires attunement)
An exquisite crystal that captures the essence of the lich. Attuning grants potent bonuses, but risks the lich’s dark influence.
If Smashed Iriolarthas cries out and attacks — his hit points are halved.
Soulfrost Amulet
Wondrous item, rare (requires attunement)
Houses a captured wraith’s essence. You have advantage on saving throws against necrotic damage.
1/Day Release a burst of cold energy, dealing damage to all creatures within 10 feet.
Frostforged Blade
Weapon (longsword), +2, rare
Forged from enchanted ice, its blade shimmers with an ethereal cold.
Damage 1d8 slashing +2, plus 1d6 cold on a hit.
Frost Strike · 1/Day As an action, the target makes a DC 15 Constitution save or is restrained for 1 minute (repeat the save at the end of each of its turns).
Aurora Veil Cloak
Wondrous item, rare (requires attunement)
Its patterns mimic the northern lights. You have advantage on Dexterity (Stealth) checks in snowy or icy environments.
1/Day Cast Invisibility on yourself; it lasts 1 minute.
Frozen Tear Ring
Ring, rare (requires attunement)
A ring shaped like a frozen teardrop. You have advantage on saving throws against being charmed.
1/Day Cast Hold Person without expending a spell slot.
Living Demiplane Key · Petrifying Gaze Amulet
Wondrous items, uncommon & rare (amulet requires attunement)
Won inside the Living Demiplane. The Key opens a portal back to the study.
Amulet Contains a crystallised nothic’s eye; once, the wearer can activate it to turn a creature in line of sight to stone.
Auril, the Frost Maiden — Run As Four Forms
Use her Rime of the Frostmaiden stat block as the base. She cannot be permanently killed — each “defeat” transitions to the next form.
Form I · Mirror of Shadows She pulls the Rogue into a fractured reflection. Counter it with positive memories; a caught shard grants Mirror’s Insight — 1/encounter, summon a spectral double to give the party advantage.
Form II · Split & Isolate She teleports the party into solo trials: Escape the Rift (ice bridge; Acrobatics + DEX saves; ice elementals) and Survive the Avalanche (Athletics sprint; DEX saves each round).
Form III · Desperation UnleashedGlacial Uprising (Reaction): a creature that enters/starts its turn within 20 ft makes a DC 17 DEX save or takes 4d8 piercing and is restrained until the start of its next turn. Winter’s Grasp (Legendary): a creature within 60 ft makes a DC 18 STR save or is restrained until the end of its next turn. Frost Nova (Legendary): 20-ft radius, DC 19 DEX save or 8d6 cold and pushed 10 ft (half, no push on a save).
Form IV · Winter’s Requiem Her dying breath freezes the whole city solid — broken only when the iron golem slams her over the edge.
At The Table
Creature Roster
Run these from their official stat blocks
Auril, the FrostmaidenRime of the Frostmaiden — plus the homebrew escalation above
Iriolarthas, the demilichRime of the Frostmaiden — played friendly-crazy, non-hostile
Ice ElementalsMonster Manual — patrol the Glacial Rift in Form II
The TarrasqueMonster Manual — summoned in the finale, uncontrollable
Iron GolemMonster Manual — the party’s restored ally (or Oyaminartok, the goliath werebear)
Living Demiplane guardians ×3DM’s choice of creatures
Avarice & VellynneRime of the Frostmaiden NPCs — at the gate, and your guide
For The DM
Handouts & Maps
Full-resolution downloads for your own table

Tip: if a file opens in a new tab instead of downloading, right-click it → “Save Image As”.

🎲
Another Dispatch · Free Module

Convention Chronicles #1

Want something lighter for your next session? A comedic Level-9 one-shot that drops into any campaign — foam swords, a cosplay tournament, and Hype instead of HP. Free PDF.

Grab it free
With Thanks
Art & Credits
All images are copyrighted by their owners. I spent a lot on images, maps and expansions — please support the amazing third-party creators who make our games unique and special.
Auril & the official coverIcewind Dale: Rime of the Frostmaiden © Wizards of the Coast
Ythryn, the sunken city (hero)r/RimeoftheFrostmaiden →
The Scroll of the Cometr/RimeoftheFrostmaiden →
The lich’s study battle mapr/RimeoftheFrostmaiden →
Crystal Phylactery, Frostforged Blade & the watch-fire relicbyanel · DeviantArt →
Ythryn emerging from the glacierr/RimeoftheFrostmaiden →
The Icewind Dale region mapcalthyechild · DeviantArt →
“Auril faces the Tarrasque” (epilogue)ArtStation →
Icewind Dale glacier (epilogue band)Toby Harriman · Flickr →
The campaign flowchart & the piplins’ portraitsThe author’s own
The Fallout-style ending slidesThe author’s campaign deck
From my table to yours — be well, and have fun.