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More Secrets

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John Smith
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0% found this document useful (0 votes)
517 views4 pages

More Secrets

Uploaded by

John Smith
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Extra Character Secrets

HESE ARE A FEW EXTRA AND REWORKED • You also have advantage on checks and saves to
secrets. These secrets function like Feats escape or avoid being grappled, restrained, or
with a downside and a lore/backstory tie-in paralyzed.
to Rime of the Frostmaiden. • However, you never rush in without seeing
everything from all angles. You have disadvantage on
Using these initiative rolls.

secrets The player gets a contract based on the organization


they aline themselves to. Can get information or quests
Determine each character’s secret by having that from their contact.
character’s player Roll 2d20 and use the first 2 unique
outcomes 156& under. Or decide to give the secrets to 3. Black Ice
specific players based on their character. Each secret is
broken into three paragraphs. The First part is flavour You stumbled upon a cold glass-like black substance
text, the Second is the feat and the Third is for the DM’s that you have become obsessed with. This substance
eyes only as a guide to integrating this secret into the awakes a craving in you that can only be satiated by
Campaign. finding new pieces of it. You have an eerie aura about
you.
1. A Party of Two
You can use a bonus action (equal to your PB per short
WARNING: This is a major secret, not to be taken rest) to turn your eyes glassy black gaining the
lightly! following:
While on a dare to check out a supposedly haunted • Magical Darkvision of 60 feet, or extending it by 30
house, you are remiss to discover that the place is feet if you already have darkvision for an hour.
haunted. A ghost popped out and possessed you. You • Recklessness: At the start of your turn, you gain
have control over the ghost if you know its name. It is advantage on all weapon attack rolls during that
currently weakened, meaning you have enough will to turn, but attack rolls against you have advantage
control your body…..most of the time. At imperfect times until the start of your next turn.
and at times of weakness, the ghost may take control of • After the duration of this effect has run out roll a d6.
your body for but a few seconds at a time. On a roll of 1, the character must succeed on a
Charisma saving throw.
You gain the following features:
• You are Immune to being charmed and frightened. The character as long as they possess chardalyn has
• Cast Dissonant Whispers (as an action) equal to your an eerie aura about them that gives off an evil presence.
PB. using your CHA as your spellcasting ability The more they have in one place, the stronger the effect.
• The Ghost might take control of your body for at If the character does not collect more of the chardalyn
most a min per day and you do not remember for a while or they have failed a DC 15 Charasim save
anything of this period. If the ghost leaves your body they may go mad losing control of themself and
lose these effects becoming a chardalyn berserker. Until thechardalyn is
removed from their possession or healed magically.
The Player is haunted by Ravisin’s dead sister. The Gains an indefinite Madness. But if the characters
ghost might take control of the character if it comes to inspect it they learn that it can coat a weapon and create
anything that Ravisin did. When confronting Ravisin the a +2 magical weapon.
ghost wants to have a peaceful resolution but if the
character hurts Ravasin the ghost will pop out and 4. Jumping Ship
defend her sister. Use the ghost stat block.
I served aboard Dark Duchess, your reason for serving
2. A Spy on the ship is up to you, a pirate ship from the city of
Luskan. After the vessel got stuck in the ice at the Sea
You secretly work for a clandestine organization of your of Moving Ice, everyone but the captain abandoned the
choosing. You’re loyal to your group at the start of the vessel and fled to Ten-Towns. We got lost in a blizzard
adventure (and are sent to Icewind Dale as part of your along the way. I was the only one who made it this
mission), but it’s up to you how that connection persists haunts me. The ship and its treasure are still out there.
throughout the campaign.
• You know the location of the Dark Dutchess.
As a spy you gain the following: • You have advantage on Overland Travel navigation
• You have advantage on Insight, Stealth, and rolls.
Deception checks vs humanoids.
• You’re proficient with the Disguise Kit.
The character with this secret knows the location of the • You have the option to become either a different race You were abducted by aliens! When and how is up to
Dark Duchess in chapter 2 and can lead the party to it. or (small or medium) beast/monstrosity of CR 2 or you, but the only thing you can recall are tentacled
The character would also know the ship’s layout. This lower from an artic, forest or mountain environment. humanoids thrusting you inside a crimson-tinted crystal
Character will recognize Sephek Kaltro as one of the You gain their abilities as your racial traits and sphere. You woke up sometime later and crawled out of
crew. become awakened. the shattered crystal sphere, to find yourself in the
tundra of Icewind Dale.
5. Littlest Yeti
I was raised by Yeti. Although I relied on my ferocious
guardians for food and warmth and never quite adapted
to the cold.
Ravisin the frost druid reincarnated the character
• I speak Yeti and have an advantage on Charisma and used the awaken spell on them. The
checks made to influence yeti or improve their reincarnated creature recalls its former life and
attitudes and have Keen Smell: “You have advantage experiences. It retains the capabilities it had in its
on Wisdom (Perception) checks that rely on smell.” original form, except it exchanges its original race
for the new one and changes its racial traits
If the party happens upon one or more yetis in the accordingly. They can choose an awakened small or
course of the adventure, this secret might reveal itself. medium beast/monstrosity of CR 2 or lower from an
You can also rule that yeti tykes are friendly toward this artic, forest or mountain environment. They gain
character by default. their abilities as their racial traits but lose the multi-
attack feature if the creature has one. If the player
6. Owlbear Whisperer wants to randomly determine the character’s cause
Owlbears are predisposed to like me. If I am within 10 of death, let them roll on the How I Died table.
feet of an owlbear, I can check to change an owlbear’s
attitude toward me from hostile to indifferent or from
How I Died
indifferent to friendly. d20 How I Died
1-3 I was killed in an avalanche.
• You can understand animals have advantage on 4-5 I was murdered by goblins in the mountains after they
animal handling skill checks ambushed my caravan.
6-8 I got mauled to death by a yeti.
If the character uses this secret to change an 9-10 A white dragon attacked my caravan, and I was slain by
owlbear’s attitude to friendly with a DC 10 Charisma its freezing breath weapon.
(Animal Handling), the owlbear can become the 11-13 I was pulled into a freezing lake by a knucklehead trout
character’s companion and protector, and you can run and drowned before I could be rescued.
the owlbear as an NPC. 14-16 A lottery was recently held in Targos to see who would be
7. Reincarnation sacrificed to the Frostmaiden. I was the unlucky one. I
died of exposure after being stripped down and cast into
WARNING: This is a major secret, not to be taken a snowstorm.
lightly! 17-18 I was killed in Ten-Towns by a lookalike—a doppelganger,
You died and were brought back to life by a human I presume.
druid using the reincarnate spell. You have no idea 19-20 I was killed by a white moose outside Ten-Towns.
what became of the druid, whose name you forgot. You
retain the memories of your previous life, some or all of
which were spent in Icewind Dale. You determine your 8. Revels End Escape Artist
character’s previous race and/or then flesh out the story
You committed a serious crime of your choice resulting
of your previous life.
in being incarcerated within Revel’s End. Somehow, you
managed to escape. Now the guards are keeping an eye
out for you.

• No one can keep you chained down, you can use the
bonus action to make a Dexterity (Sleight of Hand)
check, use your thieves’ tools to disarm a trap or
open a lock, or take the Use an Object action.

The player knows the layout of the first level of the


prison and the location of the prison. The guards of the
prison will immediately recognize them.

9. The Abducted
You may play as any race with this secret. When you The player can choose to feast on a non-humanoid
emerged, you discovered you have a new psionic power: corpse, but they regain half the total hit points and must
• Mind Tickle: As an action, you magically emit make a DC 15 CON save or they gain the Poisoned
psychic energy in a 30-ft cone. Each creature in that condition for 1 hour.
area must make a DC {8 + PB + Int }, Intelligence
saving throw or be stunned until the end of its next 11. The Farseer
turn. However, when you use this feature you must You came into possession of an ancient book or other
also make the save, and suffer the same item etched with arcane glyphs. Every time you open or
consequence for a failure! You can use this feature a touch it, you feel eldritch knowledge touch your mortal
number of times per day equal to your mind. You feel compelled to keep the item close at all
Proficiency Bonus. times. Ever since you obtain this item you have gotten
dreams of a great big city under the ice.
The character with this secret knows of the crashed
nautiloid in chapter 2 and can lead the party to it. The • You gain the Eyes of the Rune Keeper invocation
trauma of being held captive by the illithids prevents the (Comprehend language) and the Eldritch Sight
character from remembering events before the crash. A invocation (cast Detect Magic at will)
greater restoration spell removes this trauma, allowing • However, any time you invoke one of your above
the character to remember details about the illithids as invocations, you must make a DC 15 WIS saving
well as the location of the nautiloid when it crashed. throw. On a failed save, you take 3d6 psychic
10. The Cannibal damage as your mind struggles with the
forbidden knowledge.
You were the last survivor of an intense survival • You gain advantage in Wisdom Saving throws.
situation somewhere on the Spine of the World. You
were forced to eat one another to stay alive. By the time They get periodic visions while taking long rests of
you have been rescued or escaped yourself, you were Netherese Necropolis and clues to find it.
the sole survivor On the plus side, you’ve acquired a
taste for human flesh!
12. The Favored
WARNING: This is a major secret, not to be taken
You gain the following ability: lightly!
• By spending 15 minutes you can feast on a You have been blessed by Auril , the Frostmaiden. Do
humanoid corpse that has been dead no longer than you worship or fear her? While many in Ten Towns
1 hour. Eating a corpse allows you to regain a show fealty out of fear and respect, few openly worship
number of hit points. Roll a number of Hit Die (as if the Frostmaiden. Those who do are often given a wide
Short Resting) equal to half your character level berth. Some are turned to in times of need, while others
rounded up. A corpse can only be consumed once to are blamed. You bare the kiss of the Frostmaiden
regain hit points. You can choose to feast on a non- invisible to all except to all who follow Auril.
humanoid corpse, but you regain half the total hit
points and must make a CON save or gain the Seen as you are blessed, the cold never bothers you
Poisoned condition for 1 hour. After feeding, you anyway. You gain the following features:
gain a Well Fed die. • You’re Resistened to cold damage.
• You can expend the die at any time to roll an • But Vulnerable to fire damage.
additional d6 whenever you make an ability check. • Your vulnerability makes you afraid of fire. If you
attack roll, or saving throw. You can wait until after take fire damage or start your turn within 5 feet of a
you see the result, but before the DM declares it a source of flame, you must make a DC 15 WIS save
success or failure. You can store a number of Well or become Frightened until the end of
Fed die equal to your Proficiency Bonus. However, if your next turn.
you roll a 1 on your Well Fed die, you are overtaken
by the Curse of the Wendigo. Auril might take a liking to this character when
meeting her on her island and gain immunity to the
If the player rolled a 1 on the Well Fed die, you are cold. If the party succeeds in killing Auril, the benefits of
overtaken by the Curse of the Wendigo. They this secret are lost. The symbol of the Frostmaiden is
immediately transform into a terrifying bipedal beast visible to all followers of Auril. If Sephek Kaltro sees the
(use the yeti statblock), gaining 6d10 temporary hit character, with this secret, he acts friendly toward the
points, and begin attacking the nearest living creature, character and will not attack this character unless they
with no regard for former allies. Use the player’s provoke him.
statblock and takes control, though the player can roll
attacks. The transformation lasts as long as you have
the temporary hit points, or until you are rendered
unconscious. Afterwards, you gain a level of Exhaustion.
13. The Host 15.The Marked
Shortly before you started your adventuring career you You were marked by the Children of Auril from a lottery
were attacked by a monstrous creature, which in a town (Bryn Shander, Targos or Easthaven). You
implanted a larva inside you. You can feel it growing packed your bags and grab what you can and is now on
each day and fear that when it bursts forth, it will maim the run to escape your fate. You know that none has
or kill you, and possibly everyone around you too. escaped the Mark of Auril and you know the Children of
Auril are after you.
The larva grants your body regenerative properties
when your adrenaline is pumping. • Thanks to your necessary resourcefulness, you gain
• You gain Symbiotic Regeneration: After taking Cunning Action (as per the Rogue feature, Dash/
damage. if you still have at least 1 hit point, you can Disengage/Hide as a Bonus action).
use your reaction to gain 1d(your class hit die)CON Watch your back
temporary hit points. You can use this feature a
number of times per Long Rest equal to half your At some point, Sephek Kaltro will hunt, attack and try
Proficiency Bonus (rounded up). to kill the character who has this secret. If any of the
Children of Auril see this character they send guards
The exact timing of the slaad tadpole’s birth is after them.
deliberately left vague, although there are a few places
in the adventure where the text suggests that the 16. Understud y of Avarice
emergence might occur then and there. See the slaadi Before setting off on your own, you apprenticed under
entry in the Monster Manual for more information about Avarice the albino tiefling wizard. She used you for
red slaad eggs and slaad tadpoles. Any magic that can experiments and her malice nearly got the best of you.
cure a disease can end this threat, provided the cure is You left before she could kill you. You are frightful of
administered before the slaad tadpole bursts from the Avarice.
character’s chest.
• You gain one cantrip from the Wizards spell list,
14. The Liar using Intelligence as your spellcasting ability.
WARNING: This is a major secret, not to be taken • You are Proficient in arcana skill checks.
lightly!
The player will immediately recognize the handy
You are a Doppelganger, currently taking the shape of
work of Avarice. The player will know her basic plan.
a ‘Character name’. Your motivations for doing so are
They will also know what the Arcane Brotherhood is
entirely up to you Killed them and took their place?
about and know the other members and the members of
Merely imitating? Did so at their request? You do not
the character.
possess any of your racial traits, but you retain your
class features.
Credits
You gain the following features regardless of your form: These secrets were inspired by:
• Darkvision out to 60 feet
• Cast Detect Thoughts at will (as an action). using • No Fun Allowed’s ‘Added Secrets for Rime of the
your INT as your spellcasting ability Frostmaiden’ Link
• Shapechanger. The doppelganger can use its action • RogueWatson ‘Crafting Icewind Dale’series Link
to polymorph into a Small or Medium humanoid it • Sly Flourish – The Lazy Dungeon Master’Rime of
has seen, or back into its true form Its statistics, the Frostmaiden’series Link
other than its size, are the same in each form Any • A post by u/SnobgoblinDND on r/
equipment it is wearing or carrying isn’t rimeofthefrostmaiden Link
transformed. If you’ve ever reduced to 0 hit points,
you revert to your true form while unconscious

The true form of the one the player is imitating might


come back as an interaction. The nature of this
interaction is depended on the player.

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