The Frozen Necromancer is a three-part adventure for Fifth Edition that takes player characters from levels 1 to 4. This adventure is the first in a storyline of four modules called The Demonplague that can be used as an entire campaign that takes characters from level 1 to 20. The entire adventure (or just pieces, characters, or encounters from The Frozen Necromancer) can be dropped into any fantasy setting with minimal changes
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Athan_untapped has played this adventure and would recommend it.
I've been running this adventure for the past 2 years, the party is somewhere about 60% of the way through the entire Demonplague adventure; mind you I mean the entire adventure parts 1-4 and I've added a bit of homebrew content to personalize it for my party of 6. That's one of the great things about Demonplague; it has a simple plot that players will be able to understand and know who the enemies are, and it is open enough that you can add and alter things easily. The first part, The Frozen Necromancer, is really just an introduction to the setting (a valley that can be dropped most game worlds, mine is in the Spine of the World of Faerun) and the 'starting town' which, coincidentally, is pretty much the only town and likely to be your party's home unless they are the type to strike out on their own and go base-building... which coincidentally this module also can easily be modded to include; if you want to use content from Strongholds and Followers the first dungeon the party is expected to go to is a fort and could easily be used as a starter base, or swapped out for another that you like better.
Here's a simple and easy vouch for this adventure; the writer, James Introcasso, is now in a leadership position under Matt himself at MCDM.
So the first part is introduction and a bit of dungeon-hopping to save people, with an optional but possibly fun bit of small-town political intrigue. Second part is more dungeon-hopping, collecting plot coupons in MCDM terms. Third part is a hexcrawl. Fourth part is a megadungeon.
SPECIFIC TO THIS PART; Icefall is the introduction and is a strong start for a campaign. The A plot mostly revolves around travelling to different small-medium sized dungeons saving people from an ancient necromancer who has some pretty great old-school art and an even cooler old-school name; Ralekai Gravemore. Could easily be swapped out for Kalarel the Vile if you really want to. The town, Tomar's Crossing, offers a solid B-Plot of small town political intrigue; a natural disaster has changed the fates of a lot in the valley and especially for Tomar's Crossing which finds itself the only inhabitable settlement left standing. But it really is opt-in, so if your players REALLY do not want to engage with politicians and whatnot they can avoid it like the plague and things will settle themselves without bothering your players overmuch. My players leaned hard into the election process, and did everything they could to influence things enough to effectively hand-pick the council, but there was definitely a point where things didn't go exactly their way, they dealt with it, and they made it clear that they wanted very much to be done with the politics, and that worked just fine. The one bit of warning I have is that there is no specific guidance for how individuals will react or what they might do if the party actively opposes or endorses them, which is great if you like just having characters that can be allies or villains with motivations/goals and improving their responses, but not so great if you would like some help determining such things. Also, keep in mind that while it is certainly political intrigue that does not mean the sophisticated court intrigue of great nations that might come to mind when you think 'D&D political intrigue'... this is a small village that has now suddenly become a medium-sized town.