-
Wizkids
-
-
-
-
-
-
-
-
This horror-fantasy adventure takes heroes to the frigid wastes of Icewind Dale as a divine evil descends upon land, threatening the Forgotten Realms with eternal night. Your characters begin their adventures in the isolated settlement of Ten-Towns, an aptly named group of ten nearby towns that have banded together in an enduring alliance to survive the dangers of Icewind Dale.
320-page hardcover adventure
This story will feature icy environmental danger, modular adventures that can be played separately or together as an overarching story, and over 50 new creature stat blocks, including multiple for Auril the Frostmaiden, a lesser god whose schemes will place the characters—and all of Icewind Dale—in mortal peril.
As you explore beyond Ten-Towns, a tale of dark fantasy terror unfolds. Eternal night blankets Icewind Dale, and the amoral and power-hungry Arcane Brotherhood seeks to exploit this chaos to unearth and claim a dark and twisted power deep beneath this frozen land.
This is not the first time we’ve seen the Arcane Brotherhood at work in fifth edition D&D. Adventurers who have been with this edition since the beginning may recognize some of their members. You may have allied with the clever and wide-eyed dragon scholar Maccath the Crimson in Rise of Tiamat, done battle with Turbulence and Vengeance, the Horned Sisters in Dungeon of the Mad Mage, and seen fireballs slung from the Hosttower of the Arcane in defense of Luskan in Storm King’s Thunder.
These ambitious wizards have lurked in the background for long enough—now, characters will be faced with their true might directly as the Arcane Brotherhood seeks to break into the Caves of Hunger. What secrets lurk within the heart of this glacier, and can you uncover them before the Brotherhood gets to them first? As apocalyptic night descends upon the frozen north, you might be tempted to do anything in order to survive.
Near Mint condition cards show minimal or no wear from play or handling and will have an unmarked surface, crisp corners, and otherwise pristine edges outside of minimal handling. Near Mint condition cards appear 'fresh out of the pack,' with edges and surfaces virtually free from all flaws. '
'Lightly Played condition cards can have slight border or corner wear, or possibly minor scratches. No major defects are present, and there are less than 4 total flaws on the card. Lightly Played condition foils may have slight fading or indications of wear on the card face. '
'Moderately Played condition cards have moderate wear, or flaws apparent to the naked eye. Moderately Played condition cards can show moderate border wear, mild corner wear, water damage, scratches , creases or fading, light dirt buildup, or any combination of these defects. '
'Heavily Played condition cards exhibit signs of heavy wear. Heavily Played condition cards may include cards that have significant creasing, folding, severe water damage, heavy whitening, heavy border wear, and /or tearing. '
'Damaged condition cards show obvious tears, bends, or creases that could make the card illegal for tournament play, even when sleeved. Damaged condition cards have massive border wear, possible writing or major inking (ex. white-bordered cards with black-markered front borders), massive corner wear, prevalent scratching, folds, creases or tears. '
'