---
product_id: 213310448
title: "Icewind Dale: Rime of The Frostmaiden (D&D Adventure Book) (Dungeons & Dragons)"
brand: "dungeons & dragons"
price: "€ 65.03"
currency: EUR
in_stock: true
reviews_count: 10
category: "Dungeons & Dragons"
url: https://www.desertcart.ie/products/213310448-icewind-dale-rime-of-the-frostmaiden-d-and-d-adventure
store_origin: IE
region: Ireland
---

# Level 1-12 adventure scope Epic frozen tundra setting Detailed maps & guides Icewind Dale: Rime of The Frostmaiden (D&D Adventure Book) (Dungeons & Dragons)

**Brand:** dungeons & dragons
**Price:** € 65.03
**Availability:** ✅ In Stock

## Summary

> ❄️ Conquer the Frost, Command the Adventure!

## Quick Answers

- **What is this?** Icewind Dale: Rime of The Frostmaiden (D&D Adventure Book) (Dungeons & Dragons) by dungeons & dragons
- **How much does it cost?** € 65.03 with free shipping
- **Is it available?** Yes, in stock and ready to ship
- **Where can I buy it?** [www.desertcart.ie](https://www.desertcart.ie/products/213310448-icewind-dale-rime-of-the-frostmaiden-d-and-d-adventure)

## Best For

- dungeons & dragons enthusiasts

## Why This Product

- Trusted dungeons & dragons brand quality
- Free international shipping included
- Worldwide delivery with tracking
- 15-day hassle-free returns

## Key Features

- • **Shape Your Own Fate:** Non-linear quests and strategic dilemmas empower players with meaningful choices and dynamic storytelling.
- • **Join a Legendary Legacy:** Venture through iconic Ten Towns and locations made famous by Drizzt Do’Urden and the Companions of the Hall.
- • **Dive Into a Chilling Saga:** Explore Icewind Dale’s brutal winter wilderness with a gripping narrative that spans levels 1-12.
- • **Master the Art of Survival:** Navigate isolation, paranoia, and deadly cold with comprehensive DM rules tailored for icy tundras.
- • **Unlock Legendary Treasures:** Discover rare magic items, lost spells, and hidden secrets buried deep within the glacier’s heart.

## Overview

Icewind Dale: Rime of the Frostmaiden is a hardcover Dungeons & Dragons adventure book for characters level 1-12, set in the frozen North of Faerun. Featuring detailed maps, immersive quests, and unique winter survival mechanics, it invites players to explore the iconic Ten Towns, face deadly cold, and uncover ancient magical secrets. Published by Wizards of the Coast in September 2020, this campaign blends rich storytelling with strategic gameplay, perfect for both new and veteran DMs seeking a fully realized, chilling fantasy experience.

## Description

Product Description Feel the cold touch of death in this adventure for the world's greatest roleplaying game. Beneath the unyielding night sky, you stand before a towering glacier and recite an ancient rhyme, causing a crack to form in the great wall of ice. Beyond this yawning fissure, the Caves of Hunger await. And past this icy dungeon is a secret so old and terrifying that few dare speak of it. The mad wizards of the Arcane Brotherhood long to possess that which the god of winter's wrath has so coldly preserved--as do you! What fantastic secrets and treasures are entombed in the sunless heart of the glacier, and what will their discovery mean for the denizens of Icewind Dale? Can you save Ten-Towns from the Frostmaiden's everlasting night? Brave the frozen North of Faerun in this Dungeons Dragons adventure for characters level 1-12. Explore the frontier of Icewind Dale! Maps and guides will aid you on your journey through a land of isolation, paranoia, and deadly cold. Venture into the Ten Towns and other beloved locations made famous by Drizzt Do'Urden and the Companions of the Hall. Encounter the hazards of a frozen wilderness. This book provides DMs with rules for running adventures in icy tundras and wintery climes. Discover long-lost treasures, magic items, and long-forgotten spells in the icy depths of a truly unforgettable Dungeons; Dragons adventure. About the Author Wizards D&D Team

Review: A fresh and fully realized world--one of the better 5e adventures - 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.
Review: Another fantastic campaign! - Can't wait to get a group for this! Solid for beginners and experienced d&ders!

## Features

- Brave the frozen North of Faerun in this Dungeons & Dragons adventure for characters level 1-10
- Explore the frontier of Icewind Dale! Maps and guides will aid you on your journey through a land of isolation, paranoia, and deadly cold.
- Venture into the Ten Towns and other beloved D&D locations made famous by Drizzt Do'Urden and the Companions of the Hall.Discover long-lost treasures, magic items, and long-forgotten spells in the icy depths of a truly unforgettable Dungeons & Dragons adventure.
- Icewind Dale: Rime of the Frostmaiden, the newest set of randomly sorted monsters and characters in our exciting line of D&D miniatures, Icons of the Realms.

## Technical Specifications

| Specification | Value |
|---------------|-------|
| ASIN | 078696698X |
| Customer Reviews | 4.8 4.8 out of 5 stars (7,846) |
| Date First Available | June 14, 2020 |
| Is Discontinued By Manufacturer | No |
| Item Weight | 2.58 pounds |
| Item model number | September 2020 Book |
| Language | English |
| Manufacturer | Wizards of the Coast |
| Product Dimensions | 8.58 x 0.84 x 11.18 inches; 2.58 Pounds |
| Release date | September 15, 2020 |
| Type of item | Hardcover |

## Images

![Icewind Dale: Rime of The Frostmaiden (D&D Adventure Book) (Dungeons & Dragons) - Image 1](https://m.media-amazon.com/images/I/41IumYqwczL.jpg)
![Icewind Dale: Rime of The Frostmaiden (D&D Adventure Book) (Dungeons & Dragons) - Image 2](https://m.media-amazon.com/images/I/51-ObscP4wL.jpg)
![Icewind Dale: Rime of The Frostmaiden (D&D Adventure Book) (Dungeons & Dragons) - Image 3](https://m.media-amazon.com/images/I/514jWyHs-dL.jpg)
![Icewind Dale: Rime of The Frostmaiden (D&D Adventure Book) (Dungeons & Dragons) - Image 4](https://m.media-amazon.com/images/I/51Tc0SljA9L.jpg)
![Icewind Dale: Rime of The Frostmaiden (D&D Adventure Book) (Dungeons & Dragons) - Image 5](https://m.media-amazon.com/images/I/51jkazLkUwL.jpg)

## Customer Reviews

### ⭐⭐⭐⭐⭐ A fresh and fully realized world--one of the better 5e adventures
*by A***S on December 31, 2020*

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.

### ⭐⭐⭐⭐⭐ Another fantastic campaign!
*by C***Y on December 6, 2025*

Can't wait to get a group for this! Solid for beginners and experienced d&ders!

### ⭐⭐⭐⭐⭐ DND book
*by D***N on December 2, 2025*

Love this module. A great classic adventure!

## Frequently Bought Together

- Icewind Dale: Rime of the Frostmaiden (D&D Adventure Book) (Dungeons & Dragons)
- D&D BALDURS GATE DESCENT INTO AVERNUS
- TOMB OF ANNIHILATION

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*Last updated: 2026-03-01*