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Welcome to The Hoarfrost Invasion's source site.

This site is meant for members of David's "The Hoarfrost Invasion" Campaign. The Hoarfrost Invasion is a world-spanning Dungeons & Dragons adventure campaign for characteres of levels 3-15, written and designed by David Hoctor.
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Who We Are

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David
Dungeon Master

Native American Storyteller

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Ander
Father Errodin

Aasimar Cleric: Light Domain

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David
Kuorilin "Quickshield" Belomira

Goliath Paladin: Oath of Glory

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Gerard
Opus Ramathorn

Gnome Wizard: Evoker

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What We Do

Hoarfrost Invasion game room

About The Hoarfrost Invasion: The continent of Ailartsua has been invaded by an evil force that is rapidly spreading from the north; threatening to cover the entire planet in frozen death. The threat is so dire that the great spirits are tampering with time and fate to protect their mother planet. They have found your party to be key threads in the fabric of fate and have decided to gently redirect you down an alternate path, in hopes of stopping the Hoarfrost Invasion. They dare not tamper too strongly with the strands of fate, for fear of worsening affairs, and perhaps even detrimentally alter time and space for ever.

About The Dungeon Master: I began romping through fantastical worlds created in the Dungeons & Dragons universe before many of you actually existed in this one. I still have some of the original war-torn TSR (Tactical Studies Rules, Inc.) D&D books we used in the late 70s and early 80s. I have been a devout participant in the evolution of Gygax and Arneson's original design, through multiple versions and multiple publishers over the years. There was a brief fling with the Pathfinder Roleplaying Game related to the release of D&D 4.0 but D&D 5E and 2024 update have won me back for good!

How We Do It

Character Generation

Species, Class, Equipment, etc.
Limited to the  Player's Handbook 2024 .
Ability Scores
 Standard Array ; you must start with; 15, 14, 13, 12, 10, and 8.
Level
Characters start at level 3.
 Max hit points at new levels. 
Multiclass
No multiclasses until after a character has reached level 5.
Alignment
CG, NG, or LG only.
Starting Wealth
100 GP for character generation only! Your character's starting gp will be set by DM, so spend as much of the 100 GP as you are able when generating your character!
Player Characters
The player characters in the party should be role-played as: good, cooperative, loyal, life-long friends, with shared goals of becoming Heroes to the people... and should they gain wealth, fame, and power along the way all the better!
Starting Background
You all hail from the humble farm town of Small Castle, where you spent your youth as close friends dreaming beneath wide skies and golden fields. Together, you often imagined escaping the rhythms of plows and harvests to seek glory and adventure beyond the horizon, to become heroes whose names would one day be spoken in song.
Nearly three years have passed since those carefree days. Each of you has trained in your chosen path and now, whether guided by sword, spell, stealth, or scripture, fate has brought you home again. You reunite at the Corn Tassel Inn, the very place where you once shared bittersweet farewells, and where your journey now begins anew. The hearth is warm, the table is set, and the future awaits.
The adventure begins with all of you gathered around that same inn table, ready to shape your shared destiny.
The rest of your background is yours to shape. Let your imagination fill in the details and breathe life into a character ready to leave their mark on the world.
Note: As part of your character background,  include at least one or two meaningful connections to Small Castle. These could be a beloved family member, a childhood friend, a loyal pet, a treasured landmark, or even something quirky like a favorite rock or an old scarecrow you used to talk to. These ties will help anchor your character to the world and give depth to your shared story.

Resources

House Rules

Encumbrance:
No encumbrance or coin weight within reason.
Healing:
A Healing Kit is needed for all healing so characters must stock up on the Healing Kit Components that fill it.
Short Rest: Healing Kit Components are needed to use Hit Dice. A player consumes 1sp of components per Hit Dice for levels 1-5 and 1gp of components per Hit Dice for levels 6+. Players should keep a separate collection of purchased tokens that represent what they have spent on their Healing Kit Components and remove the tokens as the components are used.
Long Rest: Healing Kit Components are needed to recover health points after a long rest. If healing is needed a player consumes one component (two if bloodied) per long rest.
Stabilizing Downed Character: You must use an action and expend a healing kit component to stabilize an unconscious creature that has 0 Hit Points.
Camping:
Characters do not sleep in their armor or with weapons equipped!
Heroic Inspiration:
DM may reward players with inspiration dice for especially entertaining and/or clever roleplay, teamwork, and creative planning.
If you have Heroic Inspiration, you can expend it to reroll any die immediately after rolling it, and you must use the new roll. If you gain Heroic Inspiration but already have it, it’s lost unless you give it to a player character who lacks it.
Leveling:
Leveling is milestone based, and characters receive  Max Health when leveling. 
Magic:
  • A Wizard, Bard, Druid, Ranger record their spells in written form. They may only learn spells they encounter in the world (usually through research, luck, or loot). They have no limit to how many spells they can add to their spellbook. (Further details below)
  • Clerics and Paladins memorize their spells (prayers). They can choose any available class specific spell to pray and meditate for when leveling. Their repertoire can contain spells equal to their prepared spell level plus their proficiency level. So, a level 5 character can have 3 additional spells in their repertoire beyond their prepared spell limit. (Further details below)
  • Sorcerer and Warlock: No changes.
  • Class Features that give special abilities happen automatically at level, for example at level 3 when Clerics gain Channel Divinity, they automatically are gifted Divine Spark and Turn Undead from their god(s). If, however, the Class Feature grants spells (usually via Subclasses), those spells must still be added to their repertoire or spellbook in the regular fashion. For example, at level 5 Clerics with the Life Domain Subclass may prepare Mass Healing Word and Revivify, these spells must still be gained through further tithing, prayer, and meditation in a temple or church. The strength of the feature is that thereafter they will always have the listed spells prepared, ensuring they always have certain spells ready.
Wizard (Bard, Druid, and Ranger):
Prepared Spells of Level 1+ must come from the Wizard’s spellbook. If another Wizard feature gives spells that are always prepared, those spells don’t count against the number of spells the Wizard can prepare with this feature, but those spells otherwise count as Wizard spells. Whenever they finish a Long Rest, they can change their list of prepared spells, replacing any of the spells there with spells from their spellbook.
The spells a Wizard adds to their spellbook as they gain levels can only be gained through magical research, including but not limited to; researching a particular spell in a capital city library, learning from a higher-level wizard, or studying scrolls found during their adventures. If magical research avenues are not available after leveling, they must wait until they become available before they are able to expand their spellbook.
Copying a Spell into the Spellbook. When you research a level 1+ Wizard spell, you can copy it into your spellbook if it’s of a level you can prepare and if you have time to copy it. For each level of the spell, the transcription takes 2 hours and costs 50 GP. Afterward you can prepare the spell like the other spells in your spellbook.
Cleric & Paladin:
Prepared Spells of Level 1+ must come from the Cleric or Paladin’s repertoire. A repertoire is a set of memorized spell prayers. If another Cleric or Paladin feature gives spells that are always prepared, those spells don’t count against the number of spells they can prepare with this feature, but those spells otherwise count as Cleric or Paladin spells. Whenever they finish a Long Rest, they can change their list of prepared spells, replacing any of the spells there with spells from their existing repertoire.
The spells a Cleric or Paladin adds to their repertoire as they gain levels can only be gained through further tithing, prayer, and meditation in a temple or church.
Adding a Spell to Their Repertoire. When you research a level 1+ Cleric or Paladin spell, you can add it to your repertoire if it’s of a level you can prepare and if you have spent the time and tithe to learn it. For each level of the spell, the memorizing takes 2 hours and costs 50 GP. Afterward you can prepare the spell like the other spells in your repertoire.
Pets:
Combat: Rather than direct combat, the pet can instead use the Help Action to give the player (or an ally) advantage on an attack roll or ability check once every 10 rounds.
Hit Point Formula: HP = Natural or [Player Level × 2 + Constitution Modifier], whichever is higher.
Armor Class Formula: AC + owner’s proficiency bonus to represent training.
Coin In Ailartsua: Only gold and silver are used for coins. 1 gold coin = 10 silver coins.
Final Jeopardy: ( Cue theme music ) Occasional challenges will have time limits to help keep the fantasy of danger and excitement alive. In these unique instances if the GM feels too much time is being spent deliberating on actions he may bump up enemies initiatives.

Conduct

Golden Rule:  Games are inclusive and everyone is expected to treat all others with respect. 
Don't Split the Party: Unless your solution to a challenge demands it, parties should make an effort to stay together. If party characters must split up then it is up to individual groups to regroup as soon as possible so that other players are not left waiting.
Come Prepared: Your DM puts many hours into preparation for each game session. Please make sure you arrive with your characters leveled and ready to play. You MUST familiarize yourself with all your character's capabilities.
Note:  If minors are present profanity and adult topics will be avoided. 

Venue

Location: Smoke free environment (inside and outside) at Dungeon Master's Home, Alexandria, KY
Food: Snacks and drinks will be provided. If more staple food is ordered everyone participating is expected to cover their part.
Attendance: Session Time: 7-11pm every other Tuesday.
We ask that all players make every effort to attend scheduled sessions. Your presence helps maintain momentum, story continuity, and shared enjoyment for the entire group. That said, we understand that real life—especially family—always takes precedence over gaming. If you know you'll be unable to attend a session, please notify the group as soon as possible. Early notice allows the DM and other players to adjust plans accordingly and ensures the story keeps flowing smoothly for everyone.
Thank you for being a considerate and committed member of the group!

Enhancing Immersion

In role-playing games, immersion refers to a player’s ability to fully engage with the world and their character within it, to momentarily set aside reality and feel present in the story. It’s that sense of “being there,” when your focus shifts from the real world to the fictional one, and you experience the events of the game as if they were truly unfolding around you.
Immersion can take many forms. It might be a moment of strong emotional connection to your character’s journey, a vivid mental picture of the world being described, or a deep sense of agency in shaping the narrative. It often includes a suspension of disbelief, a connection to the story, and an active presence in the game’s environment. Ultimately, the level of immersion in RPGs is a subjective experience, what draws one player in may not have the same effect on another. Some thrive in rich dialogue and character acting, while others find immersion through tactical decision-making or problem solving. All are valid.
Dungeons & Dragons is especially unique in that it blends Theater of the Mind (imagination-driven storytelling) with Tactical Combat (grid- or map-based strategy). Each group decides how much emphasis to place on each aspect. Immersion doesn’t mean acting all the time or delivering Oscar-worthy monologues. It simply means participating in a shared world where your character’s choices, actions, and personality matter. Every player brings something unique, so dive in at your own comfort level and have fun building the story together.
Below are some suggestions to help deepen immersion across the three major aspects of tabletop roleplaying. These tips will not only enrich your own experience but also contribute to a more vivid and engaging game for everyone at the table.

Enhancing Immersion in the Three Pillars of Gameplay

  1. Combat- Engaging Through Action: Combat includes all moments where your character engages in battle using attacks, spells, or abilities.
    • Plan Ahead: Think through your character’s next move while others are taking their turns. This keeps combat flowing and minimizes downtime.
    • Know Your Character: Be familiar with your character’s traits, features, spells, and abilities. The more you know, the more confidently and creatively you can act.
    • Narrate Your Actions: Describe what your character does based on your dice rolls. This adds flavor and helps bring the battle and your character to life. These descriptions enrich the game for everyone at the table. You can choose how detailed or theatrical you want to be, there’s no “correct” level of narration, and different situations may inspire different levels of narration. Here’s are examples showing two valid but different styles of narration:
      • Example 1: Simple and Efficient: It’s Sarah’s turn. Her fighter, Flora Stabbington, is surrounded by three Kobold soldiers. Sarah says, “Flora swings her axe at the one in front of her.” She rolls and hits. Sarah adds, “Flora hits and deals 6 damage.” This straightforward approach is quick, clear, and effective, ideal for fast-paced turns or when you're still getting into your character.
      • Example 2: Descriptive and Immersive: It’s Sarah’s turn. Her fighter, Flora Stabbington, is surrounded by three Kobold soldiers. Sarah says in character, “Keeping an eye on the Kobolds flanking me, I focus on the one directly ahead. I raise my axe and swing with all my might, aiming for the gap in his armor at the elbow.” She rolls and hits. Sarah continues, “My axe bites into the joint of his sword arm, drawing a deep gash. He takes 6 damage.” This more vivid narration adds drama and cinematic flair and can enhance the shared storytelling experience at the table.
  2. Exploration- Interacting with the World: Exploration involves navigating the environment, searching for clues, uncovering secrets, and making decisions in the world around you.
    • Tactical Movement with Roleplay: In combat, movement may be measured and strategic but still try to describe how your character moves or interacts with the environment to enhance the story.
    • Contribute to Worldbuilding: Outside of combat, embrace opportunities to engage with the environment. Add flavor to your actions, ask questions, and build on the world the DM presents. Treat exploration as a collaborative act of discovery.
  3. Roleplaying- Living Through Your Character: Roleplaying is the heart of character-driven storytelling: making decisions, forming relationships with players and NPCs, and expressing your character’s voice.
    • Think, Act, and Speak in Character: Embrace your character’s mindset and voice, even if only occasionally or partially. Roleplaying adds emotional weight and depth to the story.
    • Use Dialogue with NPCs: Whenever possible, speak in-character when interacting with non-player characters. This can make even minor moments memorable.
    • Balance Spotlight Time: Immersive roleplay should enhance the experience for the whole table. While some moments may center on one character, ensure that everyone gets a chance to participate meaningfully. While the DM may aim to create an immersive world where actions have weight and storylines evolve naturally, the experience should still be engaging for all players, not just one. For example:
      • A DM may prefer that spellcasters don’t automatically receive new spells upon leveling. That kind of instant progression might feel disconnected from the world’s logic. However, swinging the pendulum too far the other way by devoting an entire game session to a Wizard’s solo journey through the capital’s arcane academy, tracking down lost scrolls, consulting elusive scholars, and transcribing spells over several in-game days, can leave the rest of the party sidelined. That’s where collaboration comes in. Instead of playing out every moment in real time, the wizard’s player might say: “Archon is eager to learn the spell Fireball. He’ll spend downtime at the Academy researching the spell, bribing clerks, purchasing rare inks, and paying for assistance. I’ll deduct 50 gold to reflect those efforts.” This approach honors the world’s realism and the player’s roleplaying investment, while keeping the game’s pace engaging for the entire group. It’s not about eliminating depth; it’s about sharing the spotlight and creating a world where everyone has time to shine.

The Journey So Far

Calendar

 Current Chapter 

NPCs So Far

Questions or Comments?

Get In Touch

Alexandria, KY 41051
Email Me
Shared with current players only

The Previous Groups:
Hoarfrost Invasion Group 2014-2017 | Hoarfrost Invasion Group 2018-2021

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