[Rime of the Frostmaiden] Reworking Auril and the ending of the campaign — looking for DM feedback
Massive spoilers for Icewind Dale: Rime of the Frostmaiden and the Mistborn trilogy.
I'm currently running Icewind Dale: Rime of the Frostmaiden with a fairly big change to the story behind the campaign. Most of the adventure is still recognisable: Ten-Towns, the Everlasting Rime, the duergar, Sunblight, the chardalyn dragon, Auril, Solstice, the Caves of Hunger and Ythryn are all still there. I've mainly changed how those things connect to each other.
The idea is heavily inspired by Mistborn, especially the Lord Ruler/Well of Ascension/Ruin twist. I wanted Auril to spend most of the campaign looking like the obvious villain, while the players slowly discover that there was another reason behind what she's doing. She isn't secretly good, though. She's still willing to condemn Icewind Dale to eternal winter and kill anyone who gets in her way. The difference is that she knows something the players don't.
A thousand years before the campaign, Auril was part of an adventuring party with four other people: Kael, a wizard; Thane, a barbarian; Maelis, a cleric; and Lyss, a rogue. They came to Icewind Dale because something strange was happening there, and eventually discovered that it wasn't a magical phenomenon but the work of Vecna.
Long before Netheril, an ancient civilisation called the Weavers created a network of obelisks capable of manipulating or rewriting parts of history. Vecna eventually learned how they worked and used that knowledge against the Weavers, effectively erasing their civilisation from history. Much later, he turned his attention to Icewind Dale.
Auril and her companions confronted him, but the fight went badly. Her companions died one by one, and Auril eventually managed to use one of the obelisks to imprison Vecna. She doesn't fully understand what the obelisk is or who created it. She only knows that Vecna is trapped because of it and that interfering with it could release him.
So she stayed and guarded the prison for a thousand years.
The reason the Everlasting Rime begins now is that Vecna has finally managed to exert a small amount of influence outside his prison. He can't possess people or control them directly, but he can plant ideas through dreams, visions and whispers. People start becoming interested in Netheril and rumours about something buried beneath the Reghed Glacier, and Auril realises that sooner or later someone is going to reach the obelisk.
Her solution is to freeze Icewind Dale and make the entire region effectively uninhabitable. From her perspective, sacrificing the Dale is preferable to risking Vecna's release. The sacrifices in Ten-Towns are separate from this; Auril doesn't demand them and doesn't really care about them. They're simply something desperate people do because they think they can appease her.
The players don't know any of this. For most of the campaign, Auril is simply the villain. They should have every reason to want to defeat her, and they aren't wrong to do so. The twist is that after killing her, they discover that they haven't actually solved the underlying problem.
I've been building towards this with fragments of a diary written a thousand years ago by one of the adventurers who originally confronted Vecna. The fragments are found out of chronological order, and the writer isn't identified. Early on, the players only learn that a group of adventurers came to Icewind Dale because they were investigating something with a will of its own. Over time they learn the names Kael, Thane, Maelis and Lyss, but not the identity of the fifth member. The final fragment is only found after the players interact with the obelisk.
At the same time, they find a pendant that belonged to Lyss, revealing that Auril was the person who wrote the diary. The idea is that this should recontextualise most of what they've seen throughout the campaign without turning Auril into a misunderstood hero.
I've also connected the duergar plot to this. In my version, I'm replacing Asmodeus with Vecna. The Netherese discovered the obelisk long after the Weavers disappeared and built Ythryn around it. They experimented with the strange material associated with it and eventually created chardalyn. It's not the same material, but it's connected closely enough that Vecna can exert a small amount of influence through it.
Xardorok doesn't know Vecna exists. He hears whispers through the chardalyn and assumes they're coming from a goddess. He believes he's being guided towards something powerful beneath the glacier, which he thinks is the source of Auril's power. In reality, Vecna is manipulating him because his actions help push people towards Ythryn. Vecna doesn't particularly want Xardorok to reach the obelisk himself; he'd much rather the PCs eventually get there and release it.
I'm keeping Chapter 2 relatively sandboxy, although I'm using some locations to introduce Netheril, chardalyn, the duergar and Auril's reputation, and others to develop the PCs and their backstories. I'm also removing the time travel from Ythryn because it doesn't really fit with the new ending. Iriolarthas is still there, but he's been in magical stasis since the fall of the city and wakes up when the players disturb him.
The campaign ends with the players reaching the obelisk and facing essentially the same choice Auril faced a thousand years earlier: they can release its power, ending the Everlasting Rime but freeing Vecna, or someone can take on Auril's role as guardian and keep Vecna imprisoned while the winter continues. Only after they make contact with the obelisk do they get the final diary fragment and understand what Auril was actually trying to do.
I'm mostly looking for feedback from people who have actually run Rime of the Frostmaiden. Does this seem compatible with the structure and lore of the adventure, or are there things in the original campaign that I've overlooked which would make these changes difficult to pull off? Does the Auril/Vecna connection work for you? Does tying chardalyn and Xardorok to Vecna feel coherent, or does that stretch things too far?
I'm also curious about the ending. Do you think the choice between releasing Vecna and continuing the Rime feels like an interesting dilemma, or would one option be obviously preferable to the other for most groups?
My main concern is whether this twist would actually work at the table.
More specifically:
- Does the Vecna/Auril connection feel coherent, or does it feel too convoluted?
- Would the players have enough information to understand the final twist without figuring it out too early?
- Does replacing Asmodeus with Vecna in the Xardorok/chardalyn plot make sense?
- Do you think the final choice is genuinely difficult, or is one option obviously better?
- Is there anything in Rime of the Frostmaiden that you think this adaptation would accidentally break?
I'm particularly interested in feedback from people who have run the adventure, because I want to preserve as much of its structure as possible while changing the meaning of the central story.
Thanks!