# Ice W W
## Character Creation
Before starting the adventure, consider spending your first game session helping your players create characters. Were the characters born and raised in Icewind Dale, or do they hail from distant lands? How long have they known each other? What secrets are they hiding? The following sections can help you answer these questions.
### Character Backgrounds
The *Player's Handbook* contains character backgrounds that are well suited for this adventure. If your players are having trouble fleshing out their characters' backgrounds with details about Icewind Dale, share the suggestions from the Character Hooks Tied to Backgrounds table with them.
##### Character Hooks Tied to Backgrounds
| Background | Character Hook |
|---------------|------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
| Acolyte | Auril the Frostmaiden, the god of winter's fury, has cast an evil spell over Icewind Dale. You can bring hope and faith to the people of Ten-Towns or, even better, free them from winter's cold embrace in the name of your god. |
| Charlatan | Your cons and deceptions nearly got the better of you. You needed to disappear for a while, and Icewind Dale was the perfect place to do so. Nothing could prepare you for the cold and the dark desolation, but at least there's money to be made. |
| Criminal | You are wanted for crimes in the cities of Luskan and Mirabar, but no one will think to look for you in Ten-Towns, the cold heart of Icewind Dale. Thankfully, nobody in Ten-Towns cares who you are—or what you've done. |
| Entertainer | You came to Icewind Dale three years ago seeking inspiration for a new song or poem, drawn by tales of the land's harsh beauty and the legendary exploits of Drizzt Do'Urden. Since then, Auril the Frostmaiden has cast an evil spell over the dale, preventing you from returning home. |
| Folk Hero | Your name is synonymous with heroism throughout Ten-Towns. Did you save a fisher who fell into the ice, scare away a yeti armed with only a fishing pole and a basket, or beat a drunk goliath at arm wrestling? |
| Guild Artisan | You came to Icewind Dale to start a business. Your shop was doing well until Auril the Frostmaiden cast her evil spell to banish the sun. Now, businesses throughout Ten-Towns are suffering, yours included. To avoid hardship, you might need to supplement your income. |
| Hermit | You've never felt at ease in civilized society, and there's no place farther from the trappings of civilization than Icewind Dale. This is a land without pretense, and the people of Ten-Towns pay you little mind. To them, you're just another silly old fool. |
| Noble | Your wealthy grandfather or grandmother sent you to Icewind Dale to learn a hard lesson. Perhaps the cruel indifference of this frozen land will prepare you for the cruel indifference of Waterdeep's politics. |
| Outlander | You're a child of the icy wilderness, born and raised in one of the Reghed tribes. Imagine, after following herds of migrating **reindeer** your whole life, getting a taste of what life in Ten-Towns has to offer. |
| Sage | You came to Icewind Dale in search of ruins and artifacts left behind by the giants who ruled the ancient empire of Ostoria. To find even one Ostorian relic would fulfill a lifelong dream and make your rivals back home green with envy. |
| Sailor | You've sailed ships up and down the Sword Coast, but a shipwreck made you reevaluate your life choices. Two years ago, you headed north, bought a house and a fishing boat in Ten-Towns, and became a fisher. You were told that the summers here are beautiful, but you have yet to see one. |
| Soldier | You are a soldier of Ten-Towns, trained to fight orcs and other threats lurking in the Spine of the World mountains. Auril the Frostmaiden has cast an evil spell over Icewind Dale, and you struggle to see how your soldier's training can save this land from so terrible a doom. Still, you are not about to give up on the people of Ten-Towns. |
| Urchin | Because you grew up in Ten-Towns, your familiarity with the residents makes you useful to Harper spies and Zhentarim bounty hunters who are looking for criminals and other ne'er-do-wells hiding in your midst. Ratting out these newcomers keeps coin in your pockets. |
### Goliath Player Characters
All the character races presented in the *Player's Handbook* are well suited for this adventure, as are goliaths—tall, strong folk who live in the mountains. Appendix C includes a description of goliaths and their traits, if you want to allow them in your game.
### Starting Equipment
All characters begin the adventure with a free set of cold weather clothing in addition to the starting equipment they receive from their class and background choices. See "Winter Survival Gear", for more information about cold weather clothing.
#### Trinkets
*Appendix A* provides a table of trinkets appropriate for characters who start their adventuring careers in Icewind Dale. A player whose character has a trinket can roll on this table instead of the Trinkets table in the *Player's Handbook*.
##### Forgotten Realms Races
| Race | Realms Version |
|:---------------:|:---------------------:|
| Dwarf, hill | Dwarf, gold |
| Dwarf, mountain | Dwarf, shield |
| Elf, high | Elf, moon or sun |
| Elf, wood | Elf, wild or wood |
| Halfling, stout | Halfling, strongheart |
##### How I Died
| d20 | How I Died |
|:-----:|-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
| 1–3 | I was killed in an avalanche. |
| 4–5 | I was murdered by goblins in the mountains after they ambushed my caravan. |
| 6–8 | I got mauled to death by a yeti. |
| 9–10 | A white dragon attacked my caravan, and I was slain by its freezing breath weapon. |
| 11–13 | I was pulled into a freezing lake by a knucklehead trout and drowned before I could be rescued. |
| 14–16 | A lottery was recently held in Targos to see who would be sacrificed to the Frostmaiden. I was the unlucky one. I died of exposure after being stripped down and cast into a snowstorm. |
| 17–18 | I was killed in Ten-Towns by a lookalike—a doppelganger, I presume. |
| 19–20 | I was killed by a white moose outside Ten-Towns. |
***Ring Hunter.*** You might decide that the lost ring sought by this character is lodged inside Ol' Bitey (see "Ol' Bitey"). Otherwise, the character can try to fish it out of Maer Dualdon (see Fishing for Knucklehead Trout). Each time a party member cuts open a trout pulled from this lake, there's a 1 percent chance that the fish has the signet ring lodged inside it.
***Runaway Author.*** Worshipers of Asmodeus send three **bearded devils** (whose fiendish features are cloaked by cold weather clothing) to kill the character who has this secret. If the characters visit Caer-Dineval, the Knights of the Black Sword (see "Knights of the Black Sword"), as followers of Levistus rather than Asmodeus, might warn the characters that an attack on one of them is imminent and even offer sanctuary in Caer-Dineval's keep.
***Slaad Host.*** The exact timing of the slaad tadpole's birth is deliberately left vague, although there are a few places in the adventure where the text suggests that the emergence might occur then and there. See the slaadi entry in the *Monster Manual* for more information about red slaad eggs and slaad tadpoles. Any magic that can cure a disease can end this threat, provided the cure is administered before the **slaad tadpole** bursts from the character's chest.
***Spy.*** Harpers assigned to Icewind Dale can't rely on much support from the organization, so they are expected to look after themselves. Beldora, the character's Harper contact in Bryn Shander, is a chaotic good human **spy** who can help steer the adventure by sharing rumors and providing helpful advice.
### Bremen
törp talajkutatók
Maer Dualdon nyugati partján
a Shaengarne folyó szájánál
utolsó két hónapba kutatócsapatok megtalálni a leaderjüket aki túl öreg és elfelejtette, hogy került oda
### Bryn Shander
Első stop legtöbb látogatónak
Egy elfalazott falu egy hideg, magányos, széllökte dombon
### Caer-Dineval
egy kis erőd van ott
eddig egy kis komppal jutottak be, de bezárták 2 hónapja
### Caer-Konig
egy kis kempnek kezdődött egy csapat hegymászóknak
palánkokkal elzárták majd később egy kőkastély került oda amit elvesztettek az orcok által
kompot itt is bezárták
egy remény tartja őket ott a végtelen sör ami valahogy nem fogy el
### Dougan's Hole
legbezártabb falu
nem szeretik a látogatókat
beltenyésztés sok problémát okoz
### Easthaven
mintha a múltba lépnénk
kereskedők paradicsoma ami sok irigységet okoz
### Good Mead
mézsör paradicsoma
nagyon sok méh
fő kiszállítók
### Lonelywood
egy nyugis favágó/halászváros
sok nagyon shady bűnözőt vonzz be a hely
könnyű barátokat szerezni de ne hozzuk fel a múltjukat
### Targos
Elfalazott falu, a kikötőbe
halászok
### Termalaine
szépségértékelő telepesek
drágaköveket bányásznak