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Legend of the Crystal Shard: An Exciting D&D Arctic Adventure in Icewind Dale

A full immersive experience in the arctic fantasy world of Icewind Dale to explore, investigate, and solve the mystery of the Everlasting Winter.
Keith (M.A. Military History)
Average rating:
5.0
Number of reviews:
(361)
Popular
Class

What's included

1 live meeting
1 hrs 30 mins in-class hours per week

Class Experience

This D&D module is a very exciting opportunity for a group of adventurers to start off at level one and earn experience points to advance up to 15th level.

Icewind Dale: Rime of the Frostmaiden is a tale of adventure that revisits the forlorn, flickering candlelights of civilization known as Ten-Towns and sheds light on the many bone-chilling locations that surround these frontier settlements. Threatened by the Frostmaiden’s everlasting night, you must recite ancient rhymes, explore yawning glacial fissures, and discover a secret so old and terrifying few dare speak of it.
What fantastic secrets and treasures are entombed in the sunless heart of the glacier, and what will their discovery mean for the denizens of Icewind Dale?

Students are required to join Roll20 (free) and should have some experience with D&D. If not, please let me know so that we can arrange a time to sort out rules and character creation beyond "Session 0". I share the D&D Monster Manual, D&D Player's Handbook, and Icewind Dale compendium from my Roll20 account with the players. 

Students will be thoroughly engaged in each session as their PC (player character) must explore, role play and solve challenging problems each session. As a member of an adventuring team the student will need to positively interact with other members in order to reach the objective set out by each chapter in the story "Rime of the Frostmaiden"; a story the student gets to write with his team each and every week. 

ALL Sessions will be held in the general order presented below beginning in November as per listed date. 

This is an On-Going Icewind Dale Adventure. The first 9 sessions are themed and called "Chapters" since that is how they present in the one main module, however, there are 12 more modules associated with the Frozen North .... and I have developed several of my own! Depending upon the style of play and session progress of the students there may be delays for the beginning of the next chapter - you know how stubborn those darn yetis can be!

 "Session 0" - Introduction to Icewind Dale, complete character creation, discussion of rules, establish the adventuring team. 
Week 2 - The Adventure Begins! TheTen-Towns of the Frozen North
Week 3 - Icewind Dale Mysteries
Week 4 -  Sunblight and other interesting denizens
Week 5  - Destruction’s Light Far below
Week 6 - Auril’s Abode in the Sea of Moving Ice
Week 7 - The Caves of Hunger
Week 8 - The Ancient Doom of Ythryn
Week 9 - Auril's Rage
Weeks 10 and further will be extended session based upon student interest. 

The above sessions are scheduled with the idea that often players take longer than the prescribed time allocated by the module. So sometimes we may take 2 or 3 sessions to complete one chapter. Upon completion of this module proper, we will be continuing the adventure with many, many other Icewind Dale adventures. 

Many of my ideas for other adventures have been derived from the excellent novels of R.A. Salvatore. He is the author who inspired much of the geography and story used by Dungeon & Dragons.
Learning Goals
Students will learn how to develop their player character (PC) from 1st to 15th level in this exciting module. 
Students will learn important teamwork and team building skills throughout the adventure. 
Students will learn a great deal about surviving and thriving in an arctic environment. 
Students will learn how to role play effectively with their peers, non-playing characters, and other denizens of the Frozen North.
Students will learn how to solve challenging problems during their quest to unravel the mysteries of Icewind Dale.
learning goal

Other Details

Parental Guidance
This is a highly engaging role playing game (RPG)! We follow the Three Pillars of Adventure inherent in all RPGs: exploring the environment, creative role play interactions, and problem solving combat with villains and monsters. Descriptions of fantasy violence will be tempered and appropriate.
Supply List
Students MUST have a ROLL20 (free) account, but the main prerequisite is an active imagination and a desire for adventure.
 2 files available upon enrollment
External Resources
In addition to the Outschool classroom, this class uses:
  • Roll20
Joined September, 2020
5.0
361reviews
Popular
Profile
Teacher expertise and credentials
Master's Degree in History from American Military University
Bachelor's Degree in Education from University of Maine at Farmington
Bachelor's Degree in History from Acadia University (Nova Scotia, Canada)
Over the past 30 years I have taught I.G.C.S.E, A-Level, I.B., and A.P. History throughout the Atlantic region in both private and public school settings. During that time I have instructed students in a variety of rigorous exam subjects . I am a strong advocate of "immersion education" (historic setting RPG) in the Social Studies classroom. My passion is Military History, which I have been enthusiastically studying my entire life. My present RPG classes involve a number of embedded lessons learned (empathy, teamwork, problem solving, decision-making, etc.) through the Three Pillars of Adventure: Exploration, Role-playing, and Fantasy Combat. My Battles & Generals classes are akin to an "On-Going, interactive discussion-based documentary" as one student put it not too long ago....and that seems about right.

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Live Group Class
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$35

weekly
1x per week
90 min

Completed by 10 learners
Live video meetings
Ages: 10-15
3-6 learners per class

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