Welcome to the Frozen North

Thank you for being part of this game!  All monies made from this game will directly benefit schools in Nepal and Uganda that my wife and I set up.  The schools now operate independently of my wife and me.  There are still wages to be paid, books to be purchased and lunches to be made, and this is where your money will go.  Thank you for being a Meaningful Gamer!

Cold open

Our adventure opens as follows:

Icewind Dale has become trapped in a perpetual winter. Ferocious blizzards make the mountain pass through the Spine of the World exceedingly treacherous, and this land has not felt the warmth of the sun in over two years. In fact, the sun no longer appears above the mountains, not even in what should be the height of summer. In this frozen tundra, darkness and bitter cold reign as king and queen. Most dale residents blame Auril the Frostmaiden, the god of winter's wrath. The shimmering aurora that weaves across the sky each night is said to be her doing-a potent spell that keeps the sun at bay.

Dalefolk live in a scattering of settlements known as Ten-Towns. The drop-off in caravans coming from the south and travel between settlements in this never-ending winter has left everyone feeling isolated. Although each town has resolved to appease the Frostmaiden with sacrifices of one kind or another, no respite from winter's fury seems forthcoming. For adventurers such as yourselves, Ten-Towns is a place to test one's mettle and, in the spirit of heroes who have come before, leave one's mark on this frigid, blighted land.

Depending on where you grew up, or how you got to the North, your PC will have certain knowledge about the area.  We will sort this out in the Session Zero.

Starting Location

You’ll be starting in the town of Bryn Shander.

Bryn Shander is a walled town perched atop a cold, lonely, wind-lashed hill. Bright lanterns suspended over narrow streets twist in the wind and add flecks of color to the town's otherwise drab surroundings.

The friendliness in this settlement has dwindled of late. Auril's unyielding winter has greatly reduced the number of visitors to Bryn Shander, and local trade is suffering for it, eating away at the locals' sense of humor and goodwill. Still, there is no safer place in Icewind Dale to spend coin or spend the night.

The walls of the town stand some 30 feet high and are defined by two concentric rings of upright wooden poles, the gap between them filled with dirt and rubble. The outer ring of poles rises above the top of the wall, providing a rampart for defenders stationed on the wood-planked walkway. The wall's hinged gates are 15 feet tall and can be barred from the inside with iron-banded wood beams. These gates are closed when it's dark outside-which is to say more often than not.

Cold-Hearted Killer

Your party begins in the Northlock Tavern in Bryn Shander

Just another gruesome day in Ten-Towns: howling wind, bitter cold, foul tempers, and snowdrifts big enough to bury a herd of moose. But today the local tavern is abuzz with news about a series of recent killings. Before the murders, the only question on everyone's mind was, "Will summer ever return to Icewind Dale?" Now the question is, "Will I be the killer's next victim?" Nothing breeds fear and paranoia like a murderer with no face.

Three cold-blooded murders have been committed in the past month: a halfling trapper in Easthaven, a human shipbuilder in Targos, and, three days ago, a dwarf glassblower in Bryn Shander. Each victim was found with a dagger of ice through the heart.

What's the connection? The drunken lot huddled in the tavern offers no credible ideas, but sitting apart from them is an elderly shield dwarf with a nasty scar across her nose who looks like she has something worth knowing. She's been smoking her pipe and eyeing you ever since you walked in.

Further info to get started

Previous
Previous

Frightened Duergar

Next
Next

Mad Mage - Episode 2