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Icewind Dale: Heart of Winter
No sooner were the Ten-Towns saved from an ancient evil than a new threat emerged from the North, bring-
ing with it a barbarian army that threatened to overwhelm the Dales. The brave party of companions, fresh
from their victory in the Spine of the World, traveled to the small logging community of Lonelywood, directly
in the path of the barbarian army. Attempting to stop the coming invasion, the party traveled to the barbarian
camp as diplomats, attempting to negotiate peace between the Ten-Towns and the northern tribes - only to
discover that their mission was a failure before it had even begun. The leader of the army, a great warrior
named Wylfdene, had returned from the dead to reclaim the North for his people - and destroy the Ten-
Towns at any cost. From these uncertain beginnings, the party began a perilous quest throughout the North to
search for clues to the terrible force behind the barbarian horde - and a way to stop it before the Ten-Towns
were destroyed.
Icewind Dale: Trials of the Luremaster
A halfling wanderer by the name of Hobart Stubbletoes appears in the town of Lonelywood - and brings with
him a fantastic tale of lost treasure and untold riches, all for the taking for any band of adventurers brave
enough to follow him to an ancient castle far to the south. After agreeing to the treasure hunt, the band of
adventurers find themselves trapped in an ancient fortress - and at the mercy of an evil challenge by a venge-
ful spirit, a challenge that has led many other bands of adventurers to their graves.
ICEWIND DALE II
A generation after the events of Icewind Dale finds a new band of unlikely heroes in the port town of Luskan -
and down on their luck. Not long after their arrival in Luskan, however, the party hears of work to be found
in one of the Ten-Towns - the port city of Targos, which is being threatened by a goblin army that has poured
down from the North. This goblinoid army has overwhelmed Bremen and is making its way southwards,
destroying everything in their path. The Lord of Targos, Ulbrec Dinnsmore, has sent out a call for soldiers
and mercenaries from Luskan and Neverwinter to help defend the town. While the prospect of riches is slight,
the promise of adventure is not, and the band soon decides to set sail on the last ship for Targos, a vessel by
the name of the Wicked Wench.
When the game begins, your band has just sailed into the Targos Docks and stand on the decks of the Wicked
Wench, speaking to the captain, Hedron Kerdos.
Targos
During your voyage on the Wicked Wench, the captain, Hedron Kerdos, has been able to fill you in on some
of the background of Targos - to “let ye know what yer in fer,” as he phrased it. He didn’t seem to think you’d
be staying long after he sailed into port and you saw the town.
According to Hedron, Targos is one of the “Ten-Towns” of Icewind Dale. Situated on the southernmost shore
of Maer Dualdon, Targos is a modest fishing settlement on its way to becoming a prominent community in the
Dale. While the “town” is far from rivaling the burgeoning metropolises that can be found along the Sword
Coast to the south of the Spine of the World Mountains, its location has given the town a distinct advantage
over its sister towns. High cliff walls form a protective cove that shelter the town’s fishing vessels from the sav-
age winter storms that plague the region. Additionally, the deep waters of the natural harbor allow for the
construction of larger ships, which, in turn, have made Targos a leading contender in the race for dominance
of the fishing industry. Already, the town’s considerable fleet lands more knucklehead trout than the collective
catches of all the other fishing villages combined.
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IWD2 PDF Manual 4/28/03 12:22 PM Page 30