I’ve been playing Dungeons and Dragons … well, for a really long time now. First with the pen and paper basic red box, throwing around some dice with my buddies, then I picked up video games when they started coming out, starting with Pools of Radiance, and moving on down. I played Neverwinter Nights – the original one on AOL as well as BioWare’s version – one might say that I’m as familiar with Faerûn and Toril as I am with North America and Earth.
And next month, on May 13th, I’ll be able to wander into Icewind Dale once again!
This module plays heavily into the Icewind Dale Trilogy written by R. A. Salvatore, taking place shortly after the events in The Legacy of the Crystal Shard. It contains iconic locations such as Dwarven Valley, Caer-Konig, and Icewind Pass, and introduces two new factions; The Ten-Towners and the Arcane Brotherhood.
- Black Ice: Scattered throughout Icewind Dale, it is the fusion between the sentient Crystal Shard called the Crenshinibon and the surrounding ice of the area. Black Ice has become a major resource within Icewind Dale and players will fight over, harvest, and shape the most powerful gear in the game out of it.
- Open World PvP: Players can enter areas flagged for PvP and earn Black Ice at a faster rate, but will run the risk of being slain by members of the opposing faction.
- New PvE Campaign: New quest lines and Boons will be introduced, as well as the new open world PvE quests called Heroic Encounters which can include over a dozen players at a time.
- New Hunter Ranger Paragon Path: There is a new Paragon Path for the Hunter Ranger class called the Pathfinder. It will open up brand new At-Will, Encounter, and Daily powers, as well as three new Class Features and three new Feats.