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November 4th
Idle Champions: Icewind Dale, Part 2 
Posted in Idle Champions.

The Champions are relieved to finally reach Ten-Towns after becoming lost in the snow -- but not everything is as it seems in the Rime. We find ourselves in Lonelywood, one of the northernmost settlements of Icewind Dale, giving us pause as to just how lost we truly were...

Note: you will need to have completed the previous two Icewind Dale: Rime of the Frostmaiden Adventures, The Giant's Bane Tavern and The Everlasting Rime, in order to access these new Adventures.




Moose Tracks

We are well and truly lost in the Rime, and find ourselves in Lonelywood. Relieved to have found some semblance of civilization, the Champions are immediately beseeched by the speaker of Lonelywood to help with a moose problem...
  • Variant: An Awakened Axe — Enter Ten-Towns and help chase down some local wildlife while being chased by an Awakened Axe Beak! A Frost Druid has awakened an axe beak to carve through us. The awakened axe beak arrives in each area with 5 armored hit points, and deals damage equal to 50% of your Champions' max health.
  • Reach area 250.

Civilization

We helped Lonelywood, now we find our way into Termalaine. Hearing of some issues with the gem mine, the Champions head out to explore it, and find some kobolds working the mine.
  • Variant: Trench Coat Run — Head to - wait - is that... three kobolds in a Trench Coat? Kobolds in a trenchcoat attack in each area. Once initially defeated, the kobolds spill out of the trenchcoat, creating three new enemies!
    • As a kobold in a trenchcoat, they move 100% faster.
    • After the kobolds fall out of the trenchcoat, they each deal 300% additional damage.
    • Only Champions with DEX score of 14 or higher can be used.
  • Reach area 275.


See the in-game Change Log for more information, including a full list of changes and fixes included in this update.