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Kuldahar - expanded maps and content for Rime of the Frostmaiden


Kuldahar Title

Deep in the Spine of the World lies a refuge of warmth. Kuldahar and the Great Oak stand in perpetual summer in the face of the Everlasting Rime. A malevolent force works to undermine this bastion of hope, maneuvering in the shadows to corrupt the ancient tree. Can the party uncover the source of this evil and put an end to it, or will everyone freeze to death in the icy grip of the Frostmaiden's wrath? 

A Rime of the Frostmaiden Adventure

After chapter 4 Destruction’s Light of Icewind Dale: Rime of the Frostmaiden, many of the Ten-Towns settlements are likely obliterated, causing a refugee crisis. Even if Bryn Shander stands, there is little hope for the people of Ten-Towns to survive as resources dwindle.

The 2000 video game Icewind Dale features Kuldahar, a small hamlet located in the Spine of the World, south of Ten-Towns in the Icewind Dale region of Faerûn. Kuldahar is most notable for the massive oak tree that stands in the middle of it and radiates a circle of warmth, keeping the inhabitants in eternal summertime. Until now, the Ten-Towners were too proud to leave their respective towns for this haven. But in the wake of Destruction’s Light, this location makes for an ideal place for refugees to venture to.

This supplement provides a new explorable location, Kuldahar, as well as an exciting adventure that culminates in a mini-dungeon against the forces of Auril. This adventure is meant to be playable at levels 6–7, immediately following chapter 4 and before the party begins chapter 5. 

 This adventure also includes:

  • Adventure Hooks, that meld with the story of Rime of the Frostmaiden to get your players to this location.
  • A Dungeon and VTT-Ready Color Maps, custom-made for Kuldahar and an icy dungeon. 
  • Custom Character Art, evocative art for the main NPCs to use as player handouts.

Adventure Summary

The party is informed about Kuldahar, a hamlet on the northern slopes of the Spine of the World Mountains. Next, the party escorts a group of refugees from Ten- Towns across the tundra. Upon reaching Kuldahar, the party must plead for sanctuary before the druid council, but soon they are asked to investigate an issue regarding the Great Oak. Within the Great Oak, the party discovers clues about someone sabotaging the heartstone gem, which provides protective warmth for the city. After bringing this information to the archdruid, the party returns to discover that the heartstone gem has been stolen by Eirlys, a secret druid cultist of Auril on the Kuldahar council, who plans to use the heartstone gem to summon a terrible frost salamander. The party must track Eirlys back to her lair and overcome several challenges, culminating with an epic battle with Eirlys and her frost salamander. Once defeated, the heartstone gem can be returned to Kuldahar. 

first page of Kuldahar

fifth page of Kuldahar featuring a location map

kuldahar page 8 featuring an ice dungeon

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Reviews (1)
Discussions (1)
Customer avatar
Michael R May 31, 2023 2:03 am UTC
I was one of the playtesters and thoroughly enjoyed it. The sense of urgency that the module has definitely led to a good balance of resource use between the fights and escaping the cave.

For anyone looking to have their Rime campaign explore the relationships between Auril and her rival deities, this module pairs well with Sea of Moving Ice, Gods of Fury, which focuses on Auril's former allies with whom she used to fight against Silvanus and co. So you can use this module as a place to insert lore to lead to the temple in that module. A a Silvanus druid could spout lore or point out an etching on the inside of the Oak giving information about devotees of Silvanus combating the Fury gods' by sinking a temple.

With Auril now firmly at odds with the other Gods of Fury, perhaps your party could seek power and information there to aid in her defeat?
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File Last Updated:
May 30, 2023
This title was added to our catalog on May 30, 2023.