where the goodly dwarves of Icewind Dale have lived for centuries crafting fine weapons and armor. Looming on the eastern side of the valley lies the Halls of Black Ice, where an evil plagued the mind of many dwarves, culminating in a civil war. Recently, a new foe has found a home in these abandoned halls. With the help of some brave heroes, the dwarves may be able to reclaim these bountiful halls once more.
Little is written about the Dwarven Valley in Icewind Dale: Rime of the Frostmaiden, though it was partially explored in Legacy of the Crystal Shard. This supplement to Chapter 1: Ten Towns and Chapter 2: Icewind Dale provides an expansion of the Dwarven Valley and includes:
As always, it is up to you how much of the content you want to use. It's perfectly fine to use some parts of this supplement while discarding others, or simply let the ideas presented here inspire new ideas of your own.
This supplement assumes a party of 4–6 characters of 3rd level. More powerful parties will have an easier time with the challenges within. Suggestions for scaling for 2nd level characters are presented within.
This Roll20 version of Danger in the Dwarven Valley includes each adventure combined in a Roll20 module!
Addon: This product contains an addon. To add this product to a new or existing game, add via the Game Details Page. On the Game Details page, scroll down to the Game Addons section. Select the desired addon from the dropdown menu and then click add to game. The next time you enter the game, everything from the addon should be available.
Compendium: You can access all of the rules, items, and creatures from this product in the in-app compendium, as well as on the Roll20 web compendium.
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