The Twilight Tundra
- Dungeon Master

- Feb 1, 2024
- 39 min read
Updated: Feb 14, 2024
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Victory, and onward to the Giant's lair
MUTT:
Standard Action: You are casting Vicious Mockery at Yeti
Mockingly

"Looks like your family tree just got a bit shorter!"
The words Mutt spews from Vicious Mockery seem to affect the Yeti`s mind, causing a moment of confusion and distraction and deals 3 points of Psyche damage.
Save vs Vicious Mockery:
Yeti: Failure - caught off-guard by the insults from Mutt`s Vicious Mockery, The Yeti fails to withstand the spell`s psychological impact.
FIzzbum:
Standard Action: You are attacking Yeti with your Bites
In his snow wolverine form, Fizzbum launches at the yeti with fangs out. He digs his teeth into it`s legs, puncturing deep marks into the yeti`s thick hide dealing 4 points of damage!
Bonus Action: You are attacking Yeti with your Claw
Luck was on your side!
KILL SHOT: Fizzbum, in his snow wolverine form, makes a lethal slash across the yeti`s jugular. The sharp claws cut deeply, severing an artery. Blood spurts from the grievous wound as the yeti collapses as Fizzbum deals 5 points of damage, KILLING IT.
UPTHARR:
Standard Action: Save vs. Chilling Gaze
Uptharr: Success - Gathering his inner strength, Uptharr overcomes the paralyzing effect of the Yeti`s Chilling Gaze. With a deep breath and a surge of willpower, he breaks free from the icy grip that had held him immobile.
Move Action: Move - Stands Up From Prone, costing 15 Movement. - With renewed strength, Uptharr forcefully pushes himself up from the ground, shrugging off the Yeti Tykes that had been piled on tip of him (athletics check 20 vs 10, Success)
AZALIE:
Standard Action: You are attacking Yeti Tyke with your Bronze Dagger
Powefully

"SHOO, GO ONE, GET OUT OF HERE!" Azalie runs up on the tyke and smacks it`s butt. She makes a non lethal attack hoping to scare the young ones away. "Sorry guys, I just think they should get a chance at life just like we did."
Luck was on your side!
She rushes towards one of the young creatures and delivers a firm smack to its rear, her action is non-lethal but intended to startle and drive it away. The smack is firm on the blunt end of her dagger, dealing just 1 point of temporary damage. Her intimidation roll of 11 vs. WIS check of 2. She successfully intimidates the Yeti Tyke and it begins to flee.
Back to the Giant's Lair
Mutt face lights up as the yeti tykes begin to scamper off. He growls and shouts after them as they disappear over the snowbank.

"HA! Yes! Run you little bastards! GRAAAH!" Mutt gestures quickly and creates the illusion of a giant hand giving the yetis the middle finger as they run away.
Turning back to the weary and battered group, he beams at them all.
"Gods! Ha! You all! We're alive!!! I could kiss you all!" Mutt rushes over and plants a large kiss right on top of Dorf's gore splattered bald head.
Spitting some of the blood that smeared itself onto his face, he turns and finds Fizz the wolverine.
"And you! You amazing little fuzzbucket! Come here!" Mutt goes to pick up the wolverine but thinks better of it after hearing it hiss and eyeing its sharp teeth and claws. Taking a step back, he chuckles nervously. "Eh...maybe another time."
As Mutt reaches for Wolver-Fizz, a deep growl escapes the animal's throat. Eyes still blazing from the recent combat, he shuffles his furry feet backwards. turns and begins to explore the edges of the battle scene for a scent path to the Giants cave. Stopping by to grab the pack that dropped where he transformed, he circles the fallen enemies snuffling and inspecting them for things he might like. Seeing Dorf getting ready to chop off the head of one of the smaller yeti's he gives a sharp bark and growl, shaking his bright blue head and looking deep in Dorf's eyes. It's obvious that Fizz disapproves of the desecration of animals, enemies or no. Shaking the snow off his fur, he looks at Dorf one last time and begins to use his claws and nose to dig for any frozen plants or roots under the snow, waiting for the party to move out.
Mutt smiles warmly at Azalie and claps a hand on her shoulder. "You are glaeth, Delimbiyra."
Seeing Uptharr in the distance, Mutt smiles and waves him over. "Uptharr! Get over here, Ivae’ess!"
Uptharr, still recovering from the yeti's chilling gaze, moves slowly, stretching his back and arms, his hand occasionally brushing the hilt of his mace as starts going through the corpses with the party, and helping Azalie with removing the pelts and hides
Azalie's eyes dart around as they gather their belongings, her elven senses alert to any movement in the blizzard.
The adrenaline wearing off, the weight of everything seems to hit Mutt all at once. Looking around the party, he seems to take stock and realize how worn, battered and exhausted the group is.
"Gods, everything hurts. Gys sa salen. I feel like I could just lie down and sleep forever." Mutt looks around in all directions wearily. "I don't know how far Azalie and I are going to be able to go without a long rest. I feel like I can barely move. We need to find a safe, warm place to shelter for a while." Mutt walks over and kicks the dead giant. "And now that this fucker and his pets are dead, there's a good chance their cave is empty. It's less than a day away and it should be simple enough to follow their tracks back to the cave. I should be able to make it that far before having to rest."
Mutt looks about at the strewn corpses of the giant, yetis and wolves.
"The other option is we rest here and shelter up amongst the corpses of our rather large friends here. I don't know much about this place, but there's always a chance some kind of scavenger or something comes along looking for a meal or to investigate the piles of large corpses. We're not exactly hidden out here and I'm not sure how well we'll be able to weather the cold as soon as the sun goes down."
Azalie, her voice firm despite the exhaustion evident on her face, addresses Mutt's concern.

"Sheltering amongst the dead may offer some protection from the wind, but it's a temporary measure. We need a secure location to recover fully."
Uptharr nods in agreement, his eyes scanning the horizon.

"The giant's lair will offer more than just shelter. It could hold supplies that we desperately need. Plus, staying out in the open is too risky."
Dorf, still wiping the gore from his axes, chimes in,

"And if we move now, we can reach the cave before complete darkness sets in. I don't like the look of this twilight. It shouldn't be getting dark this soon."
Mutt looks over the party, his eyes lingering on each member before he finally makes the call.

"Alright, let's head for the cave. We'll follow the tracks I found. (Survival Roll: 18) Everyone stay alert and close—we don't know what else calls this tundra home."
With a collective sense of resolve, the party gathers their gear, casting one last wary look at the frozen battlefield before turning to follow the tracks leading towards the promise of refuge in the Frost Giant's lair.
Mutt walks over and retrieves his pack where he dropped it in the snow. Hoisting it onto his back, he grimaces under its added weight.
Mutt looks again and smiles wearily at the group. "Gods, I'm impressed with us all. When we make it to Ten Towns, first round of drinks is on me!"
The Icy Tundra and the eerie twilight
Following Mutt's & Azalie's guidance, the party embarks on their journey towards the Frost Giant's cave, navigating through the strong winds and snow that shows no sign of abating. The sun, which had barely risen, now begins its descent, never climbing higher than the horizon, casting the world in a perpetual twilight. This eerie, dim light adds an otherworldly feel to their trek, the landscape a blur of white and gray shadows in the limited visibility.
The party trudges through the deep snow, their steps heavy and labored. The cold bites at their faces, and their breaths form small clouds of vapor that quickly dissipate in the frigid air. The howling wind carries with it a biting chill, making every step a battle against the elements.
As they make their way, the party can't help but notice the strangeness of the daylight – or the lack thereof. They remember the days being shorter in this region, but this seems unnatural, almost as if the sun itself is reluctant to shine upon this frozen, desolate landscape. The perpetual twilight lends a sense of unreality to their surroundings, as if time itself is suspended in this icy wilderness.
Every so often, they glance back at the trail left by the giant, wolves, and yeti, the deep impressions in the snow serving as a stark reminder of the battle they had just endured. Mutt & Azalie, despite their exhaustion, keeps a steady pace forward, their survival skills ensuring they do not lose their way.

The cold seeps into their bones, unrelenting and merciless, as they press forward. Conversation is minimal, conserved energy focused on the task at hand – reaching the cave before "nightfall", if night can even be distinguished in this land of endless dusk.
As they journey, the realization dawns on them that they are venturing deeper into a land where the normal rules of day and night do not apply. They need to find shelter, warmth, and rest.

The party, weary and cold from their journey through the snowy tundra, finally reaches the cave of the fallen Frost Giant. As they approach, the cave mouth looms before them, a gaping entrance over 15-20 feet high, framed by the jagged teeth of stalactites and stalagmites.
Inside, the main chamber of the cave opens up, a large, dome-like space that served as the giant's living quarters. Makeshift furniture crafted from rough-hewn wood and crudely shaped stone is scattered haphazardly around, giving the chamber a lived-in but chaotic feel. Debris litters the floor, remnants of the giant's daily existence, with bones, discarded hides, and broken tools contributing to the detritus.

Despite the mess, the keen eyes of the party quickly discern that not everything here is refuse. In the corners of the cave, piled haphazardly, are items that could hold some value—implements, containers, perhaps even treasures, waiting to be sifted from the chaos.
The cave is shielded from the wind, but still bites with the chill of the frozen Icewind Dale. The party quickly sets to work building a fire. and they coax flames from the kindling, and soon a comforting blaze crackles in the fire pit, casting flickering shadows on the walls and driving away the chill.

Before long, the scent of cooking meat fills the air, a welcome change from the biting cold outside. They shed their wet and cold gear, exchanging it for warm, dry clothing bringing relief to their numbed bodies.
The party will rest in this cave, to recover from their harrowing ordeal.
The party will rest here for at least 16 hours, to end the exhaustion and recover their wounds and magic.
It took one hour to harvest the pelts and get moving from the battle field, approx. one hour to reach the giant's cave, and another hour to get situated and build a fire.
Please use your next posts to describe what you are going to be doing over the next 16 hours and what your plans are going to be beyond the rest.
Make sure you include skill rolls, for any specific tasks that you want to accomplish during this rest.
Note: After your next posts that cover the next 16 hour rest, I will award 300 free time for everyone, but not until after the 16 hours have passed.
This next segment is mostly downtime, and flavor posts and planning.
3 hours have passed
Current Time: 2:31 PM
Date: Fifthhday , 5 , Alturiak , 1742
Temperature: 20°
Current Phase: Long Rest
The Long Rest in the Giant's Lair
After Azalie gets a chance she changes into a fresh set of clothes. Oh what she'd give for a warm bath. She's grateful that she has a change of clothes. She situates her wool scarf around her face and shoulders to warm her cold nose,

"Wow everyone." Azalie takes a deep breathe and blows the hair hanging in her face. "Did we actually just survive? And! We have all our body parts."
Her voice getting softer at the end of her sentence. She stops to take in the warmth of the fire crackling in front of her. The cave is so beautiful and the light of the fire dances off the glossy icy mites and tites.
"Thank you everyone for giving those little fur balls a chance. Maybe they will never approach a humanoid again." Azalie hums lightly as she continues to comb her hair, eyes closed and a joyful smile. "Hey Mutt, do you know any good tunes, maybe a tale?"
Azalie is amazed at how efficient this team has become. She starts to fall asleep in the chair she picked to sit in. YAWN
"I'm going to get some sleep. Wake me in the morning Fizz. I want to do some searching before we head out." Azalie keeps an ear open.
Uptharr, adding another log to the fire, turns towards Azalie with a gentle smile,

"Indeed, we've survived. It's the strength within us and the unity among us that saw us through. These battles... they forge us, not just as warriors but as comrades. Rest well; you've earned it. And those yeti tykes... perhaps they've learned a little more respect, and will think twice before hunting our kind again."
Dorf lets out a large sigh once the fire is lit, he drops his pack and stretches wearily. He lightly explores his wounds excited to see what the scars will look like later. He then pulls out the 45 lbs of firewood he has been carrying and adds it to the pile near the fire. He then rummages through the containers in the corner of the room and finds one that he can meltdown some snow in and puts it near the fire. He then stretches out to rest, mumbling,

”wake me when it’s my turn to wa…..zzzzzzz.”
Fizzbum just barely made it into the cave. HIs tough wolverine form had left him an hour before they reached the cave, and the deep wound he received from the wolf re-opened immediately, bleeding down the front of his vest. He was so grateful when Dorf started the fire he almost cried, and as he warmed, he did what he could to staunch the blood flow from his wound, pressing some salve inside his cloth bandage. This was NOT what he had imagined his adventure would have been like in the frozen north. Yeti's and Giants were definitely far removed from the creatures he was hoping to study, but thankfully he had seen the wolverine on their caravan journey. His mind spun in amazement at the transformation, and he was so fascinated by this new druid power he had achieved. He had heard of the shapeshifting abilities at the druid council, but he never expected to achieve them himself so soon in his training. Even now, the feel of the speed and power of the wolverine remained fresh in his memory, and goose bumps raised on his arms at the thought of doing it again. After taking a moment to recover, Fizz pulled out his bedroll and blanket, making a small nest by the fire where he could curl up and sleep. Snoozing briefly, he was awakened by the smell of roasting meat and joined the party as they feasted and drank. Mutt's voice was so soothing as he spoke to the party it didn't take long for Fizz to nod back off to sleep, warm for the first time in forever!
Mutt almost collapses in relief as the party renters the cave. He can’t remember ever feeling as exhausted as he does right now. Every step is an effort, his legs feeling like iron weights. Once they determine the cave is secure, Mutt wastes no time in gathering rocks to make a fire ring and starts stacking wood to make a fire. Using his tinderbox, he blows the embers until they catch into a growing fire before unpacking his cooking supplies and throwing some of the raw steaks he collected over the flames. Soon the cave is filled with the crackling and glow of a warm fire and the smell of roasting meat. Mutt sprinkles a generous dash of salt over each steak and lets them slowly cook to a golden brown before sharing with the group (cooked meat dropped to treasure). After Mutt finishes cooking the steaks, he grabs several handfuls of fresh snow and begins melting it to refill his empty water skins.
His hunger and thirst satisfied for the moment, Mutt sighs in contentment and unrolls his bedroll and blanket near the fire. He smiles and turns to the group.

“I am truly grateful to whatever brought the five of us together. I thought that frozen tundra was going to be my final resting place today but thanks to you all, I’m able to share “a Mutt’s Tale” with you. In honor of our felling of the giant today, it only feels right to tell you all the story of the half-orc girl Too-too-moo and the giant.”
As Mutt begins his tale, the flickering light of the fire casts dancing shadows across the walls of the icy cave, creating an almost mystical setting. The party gathers closer, their faces illuminated by the warm glow, as they listen intently, they finally get a decent rest since they left on this expedition to the North. Mutt's voice is rich and captivating, and he tells his story with hand gestures that cast shadows with the soft crackle of the fire.
Mutt smiles at the party as his story concludes and leans back on his bedroll. He glances at the the Halfling barbarian clutching his teddy bear, diminutive and ever curious gnomish druid, the flighty and resourceful elf ranger and the graying but stoic Paladin and grins.
“You know, we may not be the most likely grouping of folks to come together but we make a really good team. I don’t know what reasons you all were traveling to Ten Towns, but I’m thinking we should stick together even after we get to town. I bet we could make some decent coin and have some good times to boot! I mean, we have to stick together for at least bit after getting to town right? After all, I owe you all a drink!”
Mutt lays down on his bedroll and places his hands behind his head as he prepares to take a much needed rest.
“Of course, if we do decide to stick together, we’re going to need some kind of traveling troupe or adventuring group name…”
Mutt sits in silence for several moments in thought as he begins to drift off to sleep. Suddenly sitting bolt upright, he grins with his eyes wide.
“I’ve got it! The Howlbears! It’s got a bit of each of us in it. Dorf’s teddy bear, my musical howling, the wise owl for Azalie, the owlbear for animal loving Fizz and…and…well I’m sure there’s something in there of Uptharr too.”
Satisfied with his ability to come up with a group name, Mutt leans back on his bedroll and is quickly fast asleep.
The party spends the next 16 hours resting in the Giant's cave. They discover that this was indeed the cave they originally awoke in two days ago. They find the chasm, and the area of the cave that the Yeti's were kept. The party is able to go through the giant's treasure horde...if you can call it treasure. Most of his stash is old useless junk, but you are able to find a lot of useful things strewn about. You bring all of the most useful items into a large pile, and go through it carefully.
The party spends most of their time crafting, and foraging outside for short periods of time. You find that despite this hostile environment, it's not completely devoid of life. Snowshoe rabbits and wild turkeys roam the tundra along with other wildlife.
One curious item that Azalie discovers in the giant's treasure horde is a fairly heavy locked chest. The chest, appears to be an old wooden chest, but is surprisingly strong. You have not found any keys that fit this box,
Mutt also discovered a curious old map, it appears to be an older map of the North, Icewind Dale. You think that this map will help you in navigating once you are back outside in the Tundra. (Advantage on all Skill Challenge checks for Navigating the Icy Tundra)
You have two main options from here:
Stay in the cave longer
Head back into the Tundra and complete your skill challenge. (From there you can try and location Ten Towns, or a different destination)
To Do List:
300 Free Time awarded
Stars awarded
Thirst set to 0 (Making water from snow)
Everyone, make sure you eat, as 16 hours has passed.
Make sure you finalize spells before I change game phase
What does the Party do next?
16 hours have passed
Current Time: 7:31 AM
Date: Sixthhday , 6 , Alturiak , 1742
Temperature: 20°
Current Phase: Long Rest
The Eerie twilight that never ends
During the 16 hour rest
Amidst the scattered array of trinkets and treasures littered throughout the giant's cave, Fizzbum, the party's inventive Gnome Druid, can't hide his excitement. His eyes light up as he navigates through the hoard, marveling at the potential wealth lying unclaimed.

"So many fun things in here! It would be great if we could get some of this back to town and sell it!" he exclaims with a childlike wonder, his mind already calculating the possibilities.
His attention quickly shifts as his mind starts to visualize how he could build a sled among the pieces of clutter. Spying some old pieces of wood and metal in a corner he exclaims!
"Oh look! Pieces to a sled! We could put this together and haul our loot to boot!" Fizzbum announces, gathering the components busily, not really waiting for anyone in particular to answer.

"I can take the time to work on the sled with you Fizz. Can someone attempt to open this treasure box I found in the giant's stash?" Azalie always wanted to know the art of lock picking. She still has many things to learn. "If we can't get it open, then I say leave it behind. Nothing is worth our lives."

During the night as the party is resting, Azalie looks out the cave opening into the darkness. The wind is howling past, the light seems to be afraid of the cold. Azalie feels a shiver from her toes to her nose. She is so glad she made this Winter coat. She knows it will keep her warm because Azalie hates the cold.
As she keeps looking outside the cave. She’s confused. It should be daytime, at least a little sunlight should be making it through.
“What is going on here?” Azalie tries to determine why the sun isn’t out.

Azalie and Mutt both peer out into the twilight, watching the wind whip snow across the hillsides.
Mutt pauses and seems to consider the outside sky for the first time. “You’re right…the sun should have come up by now.”
As Mutt and Azalie take a moment, they stand at the mouth of the cave, gazing out into the vast, wind-swept tundra. The sky is dark, and by their assessment, it should be light at least until early evening, even if just twilight. But the sun only was up for 2 hours at best, casting an eternal twilight over the icy landscape. Neither of them understand why the day remains dim. After a time, Mutt remembers the map he found earlier and turns it over to Azalie.
"Azalie, you think you can use this to help get us to Ten Towns?"
Mutt reveals a crumpled map from the debris of their giant captor's hoard. The map, though worn, could offer guidance through the perilous Tundra of Icewind Dale towards the relative safety of Ten Towns.

“I am going to do my best to get us there.” Azalie takes the map from Mutt and starts looking it over.
There’s a lump in her throat. She’s navigated before but this icy tundra isn’t what she expected. There are crevasses, snow drifts with no land below them, and many formidable foes. Not to mention the blistering wind, 20 below temps…Azalie hates the cold!
As Azalie looks at the group she quickly realizes that she’s a ranger. “Oh!” She slaps her forehead with her palm. Looking embarrassly towards everyone she responds with a giggle, “eh. Uh. What a stupid question. sighs Let’s get to it.”
Near the end of the 16 hour rest, as morning dawns, although the sky remains black, with only a hint of light at the horizon.
Azalie chimes in as her and Fizz finish the sled.
“Bears, we should start getting ready to leave. Let’s finish up our tasks and help Fizz load the sled.” Azalie kicks the small, yet heavy, chest. “We should open this here. It’s too heavy to carry with the provisions. Who’s got some lock picking skills?”
Dorf sits down in front of the chest and starts by picking one of the ones he found fishing first. He looks the lock over first for traps. (Perception roll) Then gets out his lock picks and carefully gets to work.

“I’m a little rusty at lock picking but I’ll give it a go.”
Perception Roll: 3 - Dorf kneels before the rusty chests with a scrutinizing gaze. Despite his best efforts, his attempt to detect any hidden traps is less than successful, his attention perhaps dulled by the cold or the recent skirmishes.
"Doesn't look like there's anything tricky about these chests, at least not that I can see," he says, a hint of doubt on his voice, "But then again, I might as well be looking with my eyes closed. Let's just be ready for anything."
Sleight of hand: Take 10 - Dorf slowly works with a steady hand on the locks of the chests he salvaged from the icy river. Using his sleight of hand skills and taking 10, he methodically picks the locks of the two submerged trunks. To his relief, no traps are set off during this work. His efforts succeed as the lids creak open, revealing their concealed contents. Inside the first chest, a waterlogged hemp sack with 62 silver coins. The second chest yields an old, soaked scroll, unreadable by Dorf, but possibly useful to other party members.
(Dorf, the treasure was added to your inventory)
Dorf is unable to pick the lock of the chest from the Giant's horde.
Mutt’s face lights up as he pulls an iron flask from a pile of discarded belongings. He shakes the flask and unscrews the top before taking a whiff of its contents. The sharp smell of spirits fills his nose and he smiles as he takes a swig from the flask. The liquid burns going down and a warmth begins to spread through his stomach. Mutt screws his face up a bit and whistles. He turns the flask over in his hand appraisingly.

“Woo! I don’t know who this used to belong to but I like their taste. Anyone else want a nip?”

"I'll pass. I was hoping for a puff of skunkleaf but I broke my pipe when I fell back on my butt." Azalie still has a bruise of that one.
The party loads up their sled, and gathers up everything they are able to before preparing for the Icy Tundra.
To Do:
Decide who is carrying the sled
Load up the sled with everything you want to take with you. Leave everything else in the treasure page.
Decide what you are doing with the locked trunk from the giants horde. (keeping or leaving)
Make sure you have all your correct equipment equipped such as winter coats and other warm clothing. This is important for making CON checks.
Once you are ready, the skill challenge will begin and you'll be in the tundra.
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Skill Challenge #1 : Determining Location and Direction Toward Ten Towns
Before embarking on their journey to Ten Towns, the party must first determine their current location and the correct direction to head in. This initial phase is critical to ensure they do not wander aimlessly into the tundra, risking their lives and resources.
To complete this skill challenge, you need 3 successful checks.
Skills you can use:
Survival (Hard)
Nature (Moderate )
History (Moderate)
Perception (Moderate)
Choose 3 party members to make these checks.
Use of Map: Enhances the Survival check by providing a visual aid and reference points, whomever rolls this check can do so with advantage.
Magic: You may use magic to aid others in their skill checks if you wish.
Constitution Check (DC 15): Everyone must also make a constitution check to endure the cold. If you have a Winter Coat, you have advantage on this check. If you have paired the winter coat with specific other items as identified on the item, you may have auto-success on this check.
1 hour has passed
Current Time: 7:31 AM
Date: Sixthhday , 6 , Alturiak , 1742
Temperature: 13°
Current Phase: Exploration
The Strange Chest and Skill Challenge #1
Before the party sets out, they turn their attention to the strange locked trunk that Azalie found in the giants horde.
Getting frustrated with the large chest Dorf gets his war pick and swings the sharp point into the lock.

“If sleight of hand won’t do it, brute force should!” Dorf swings with all his might.
Dorf chops at the trunk. Strangely, his axes seem to have no effect on the old rusty box. Not even a scratch.
Mutt is immediately intrigued by the impervious trunk. Rubbing his chin thoughtfully he pulls a set of lock picks from his pack.

“Let me have a crack at that thing. Hey Fizz, you think I could get a touch of your guidance? Butcher, you uh, have examined that trunk. Maybe you can give me hand.”
Mutt's examination of the old trunk transitions from casual interest to intense scrutiny as he discovers subtle runes encircling the lock, this revelation piques his curiosity and caution. The faintly glowing inscriptions indicate a magical trap, intricately designed to deter or punish intruders. Mutt concludes that disarming the trap and unlocking the chest are tasks that surpass his current capabilities. Whomever locked this box, didn’t want it opened by just anyone.
Mutt examines the runes and his eyebrows raise in surprise.
“Let’s uh, be careful with this one. Give me some more time with this box to see if we can even move it.”
Mutt gets comfortable and shakes out his wrists before starting to ritual cast Detect Magic.
It takes 10 minutes to cast Detect Magic. As he finishes his spell on the ancient trunk, a soft but unmistakable blue aura envelops it, signaling the presence of abjuration magic—a protective spell meant to shield or conceal.

“Well if we can’t open it I think it’s worth taking with us on the sled. I took some other things out of my pack I’d like on the sled as well if there is room.”
Dorf notices that the giants frosty maul didn’t make it on the sled so he slings it over his shoulder,
“this thing looks like it will fetch a pretty penny in town, think I’ll hold onto it.”
Preparing to head out:
Mutt looks over the gear the group has stored on the sled and glances around the room for anything else that might be worth grabbing. Sighing heavily, he sighs and shakes his head. No point in focusing on items left behind. The main thing is just getting to Ten Towns alive. He double checks his pack and makes sure all his bedroll and blanket are secure before hoisting the pack over his shoulders. Grunting under the weight of his gear he makes a mental note to try and find a bag of holding before too long. He glances at the seeming perpetual twilight and hums nervously to himself. Something is off, but he isn't sure quite what. It's like the sky is just...wrong.
Shaking the thoughts of foreboding that threaten to creep into his head, he forces a smile and pats Azalie on the shoulder.

"So, you ready to lead us on out of here, Delimbiyra? Don't worry. I'm sure if we start to lose the trail, you or Fizz can ask a reindeer for directions."
Mutt chuckles to himself and secures his cloak around his shoulders and waits for the rest of the group to be ready to move out. He starts to softly sing a calming tune of a knight lost in the desert that manages to find his way home to his true love.
"I'll scout a little bit ahead and help look for any landmarks from the map."
Azalie puts in her yeti coat. She wraps her warm wool scarf around her head and face. Her longbow at the ready.

“Let’s head out everyone. Make sure to bundle up. It’s cold.” Azalie shivers just at the thought, however, her coat keeps her warm.
Azalie squints her eyes to get her bearings. This perpetual night sky is throwing her eyesight off a bit. “Keep your guard up."
RESULTS:
Skill Challenge #1 : Determining Location and Direction Toward Ten Towns
Dorf:
Perception Check 19: Success
With a keen eye and Perception, Dorf significantly aids the party's navigation through the icy tundra. His attentiveness allows him to spot a series of barely visible markers that had been obscured by snowfall, which align with old travelers' paths through this frozen wasteland. Recognizing these markers, it helps Azalie with getting their coordinates on her map.

"Alright, everyone, keep close. I've spotted something." He points towards the distant markers, barely visible against the stark white of the snow.
FIZZBUM:
Nature Check Natural 20: Success
Fizzbum's skill in Nature greatly aids the party amidst the vast icy tundra. he discerns patterns in the frost and identifies specific flora that only grows near certain landmarks, effectively pinpointing their location on the map.

"The tundra might seem silent and empty, but it speaks to those who listen. Let's keep moving, friends. Nature's given us a sign, and I'd hate to keep her waiting."
MUTT
History Check 22: Success
Mutt's impressive recall of History proves invaluable as the party navigates the icy tundra. Drawing upon his knowledge of the region's lore, he recalls tales of ancient landmarks and the paths that connect them, identifying a series of stone markers that are remnants of a long-forgotten trail used by the early settlers of the area.

"Listen up, everyone. These markers we've been seeing? They're not just random stones; they're part of an ancient trail used by the first settlers of Icewind Dale. I have heard stories about the old paths crisscrossing these lands, paths that may lead us to Ten Towns."
AZALIE
Survival Check 5: Failure
Misreading the natural signs and perhaps overestimating the stability of a snow-covered path, Azalie inadvertently leads the group into a precarious area thick with hidden crevasses and unstable ice. The party finds themselves slowed by the need to backtrack and navigate out of the hazardous zone, costing them valuable time and energy.

As Azalie realizes her mistake, she turns to the group with a look of concern and says, "I'm sorry, everyone. I thought this path looked promising, but it seems I've led us into a bit of a tricky spot. These snow drifts are more treacherous than they appeared."
Enduring the Cold: CONSTITUTION CHECKS
Azalie: Fail (roll of 4)
Mutt: Success (Roll of 15)
Fizzbum: Success (Roll of 21)
Uptharr: Success (Natural 20)
Dorf: Success (Auto Success due to clothing)
Results of Skill Challenge #1
After a grueling 12-hour trek through the endless twilight of the tundra, where darkness and a perpetual dusk shrouded the parties path. the party finally gains an understanding about their location. The journey was extremely slow and difficult, pulling a heavy sled piled with their essential supplies, was very taxing. Azalie, in particular, felt the weight of the difficult journey more than the rest, gaining a point of exhaustion. Despite these hardships, The party does feel some relief knowing at least the general area they are in.
After hours of navigating the treacherous icy expanse, the party stumbles upon a old cabin that may offer shelter from the harsh conditions of the tundra. You don't see any signs of anyone.
The structure appears worn by time and the elements, with weathered wood planks and a sagging roof blanketed in a thick layer of snow, suggesting it has been uninhabited for seasons.

At this point, the party has several options:
Investigate the Cabin
Search the Surrounding Area
Continue On
Set Up Camp Outside
Experience Awarded
Stars Awarded
What do you do?
12 hours have passed
Current Time: 8:31 PM
Date: Sixthhday , 6 , Alturiak , 1742
Temperature: -15°
Current Phase: Exploration
The Old Cabin
Dorf looks around at his weary companions as he sets the sled down and stretches sore muscles.

”Let’s check out the cabin, I for one would love to be inside an actual structure for the night, even if it’ looks like that.”
Dorf cautiously approached the cabin, looking for footprints or any other evidence of habitation or danger.
Mutt breathes a sigh of relief as the cabin comes into view.

“This seems like a good place to rest for the …night? Day? I’m actually not sure what time it’s supposed to be. In any case, this seems like a place other folks would be likely to try and make camp in. Let’s see if anyone else is home.”
Mutt peers towards the structure looking to see if he see any signs of other occupants.
Fizzbum looks up from where he was making his 17th snowball of the trip, to see the cabin emerge from the frozen forest.

"Hey! That looks like a good place to sleep for the night. We should definitely sleep there tonight." Fizzbum tries to whistle a happy tune, but his lips are mostly frozen after their elongated trek through the frozen landscape. "I just hope the large hairy creatures that live here are the friendly sort! If there's any woodland creatures, maybe I should talk to them first."
Fizzbum pulls his cloak a bit tighter, and squints his eyes as he looks for signs of human or animal activity. Specifically looking for animal tracks, worn paths leading toward the cabin, signs of recent fire, and any sleds or gear.
Fizzbum will volunteer to scout the cabin in Fizz-Marmot form!
Despite looking around the cabin for tracks, this cabin has very few tracks of any kind around it. It has been untouched for quite some time.
Azalie is just as happy as her friends, to find the cabin. She’s not been leading them through the snow very well. They were lost for hours. Her little blue friend is starting to look freezer burned.

“I think you’re both right. This is a nice surprise.”
Azalie is a little more worried than her team. Ice Giants and Yetis are simple. Strength and brawn, however humans, that’s a different story. Azalie has met some very different humans in her travels.
“Everyone stay close. We want to be ready for anything.” The hair on Azalie’s arm raise in anticipation. She just needs to calm down.
She looks at Mutt with a forced smirk, “Mutt, do you want to knock on the door? Hopefully this isn’t deaths door.” She winks and nods in hopes to get a chuckle.
She’s trying to crack jokes to make herself feel more secure. Trust isn’t her thing. She waits for a reaction. “That was lamanwa.” Azalie says quietly.
As Azalie suggests Mutt knock on the front door to see if anyone is home, Mutt gives off a chilly chuckle and nods.

“Right. Be right back. Don’t be too far behind just in case, eh?” Mutt winks and starts to creep towards the cabin
Mutt extends a gloved hand towards the weathered door of the cabin, hesitating for a brief moment. After a moment, he raps firmly yet respectfully on the sturdy wooden surface, the sound echoing slightly in the cold, silent air surrounding them. The act of knocking breaks the eerie quiet of the tundra, But after a few moments, it becomes clear, there is either no one home, or whomever is home is not answering.
As Mutt's knock echoes unanswered, Uptharr steps forward, his voice steady,

"The silence is an answer in itself. The light shines on us, we should consider shelter like this to be a blessing, but let us proceed with caution." Uptharr draws his mace, as he waits for Mutt to open the door.
Mutt nods in agreement, his hand still on the door handle,

"Agreed. Let's be cautious. There's no telling what we might find inside, but shelter and rest are too precious to pass by."
Mutt slowly pushes the door open, the door creaking on its hinges, breaking the silence. The interior of the cabin slowly reveals itself through the widening crack, the dim light from Uptharr's lantern outside casting long shadows across the dusty and icy floor. The air inside is stagnant, filled with the scent of old wood and a faint mustiness.
The first glimpse into the cabin shows a meagerly furnished space, with a stone fireplace cold and dark against one wall, a few pieces of simple, handmade furniture scattered around—a table, chairs, and a couple of shelves—all coated in a thick layer of dust and snow. Cobwebs dangle from the wooden beams overhead, and a few utensils and personal belongings lie scattered.

As the party cautiously enter the cabin, it reveals a scene that has been untouched for some time. Dust covers the sparse furnishings.
It's only upon deeper inspection that the grim reality becomes apparent. In a far corner of the single-room cabin, they find the huddled forms of a family—a mother, father, and child . The scene is heart-wrenching; the family is found huddled near the fireplace, likely in their final moments trying to share warmth as they succumbed to starvation and the freezing temperatures.
After you are satisfied that the area is secured, you are able to build a fire in the firepalce and enjoy the warmth that the shelter of the cabin provides. After an hour or so, the interior of the cabin is a comfortable 70 degrees. Using your bedrolls and blankets you are able to set up comfortable beds around the fireplace, and the cabin's kitchen functions well to cook up some dinner as you prepare to rest for the night.
Long Rest;
After long rest solitude of the cabin, the party considers their options in the morning.
Options from here to head to Ten Towns.
You could travel east, to find the main road that leads north to Ten Towns. Finding the road, shouldn't be too hard now that you know your location. It's about 8-10 miles east of this cabin, and would take a good day or two in the tundra conditions to reach.
You could head due north from the cabin, according to the map, there is a small forest a few miles north, about 5-6 miles from here. You could reach the forest probably in 12 hours and hope to find a place to set up camp near the woods.
The party must discuss and decide their next course of action. Either choice has its challenges, and pros and cons.
Long Rest Complete
Stars & Free Time Awarded
What do you do next?
9 hours have passed
Current Time: 5:31 AM
Date: Seventhhday , 7 , Alturiak , 1742
Temperature: 70°
Current Phase: Long Rest
Rest at the Cabin, and onward to the road.
THE PREVIOUS NIGHT (Flashback)
Paying respects to the deceased family
While warming up by the fire Dorf looks at the remains of the poor family that passed away. Once warm he grabs a piece of firewood and takes it about 50’ from the cabin and builds a fire on the ground after scraping away as much ice and snow as he can. (Attempting to thaw the ground enough to dig and give them at least a shallow grave.) He then blesses them in the afterlife and then starts looking around the cabin for evidence of what they were doing out here. He wonders what could have possibly gotten a man to bring his wife and child to such a desolate place. Mining? Definitely not farming out here.
Dorf gains +1 Inspiration + 15 Luck
Azalie watches as Dorf carefully makes space for a grave. She goes out to join him. Her thoughts wondering if this was a family like hers. Attacked and left to be just memories. She attempts to hold back the tears as Dorf blesses them.
Standing quietly near, Azalie sees the halfling as a towering hero. His might is driven by his enormously tender heart. She wonders how many tears he shed in the orphanage. She knows he shed those tears for others, not himself.
She notices Fizz running about, looking for those odds...wondering if he finds ends too. Fizz is a brave warrior. Being able to shape shift isn't an easy task. It takes great wisdom of an animal, and compassion for the it's soul. She often thinks about being an animal. She would be a falcon, soaring in the air, seeing the world from high.
Mutt is one to keep close. He's smart, quick witted, and hiding something. She knows that Mutt is totally capable of leading the team. He has proven his abilities many times. She is grateful that he is more human hearted then elven.
Elves can be demanding, desensitized, deliberately damaging. All for the fight. Azalie isn't worried about what he's hiding, she's hiding much too. Still waiting for the right moments to bring up her past, and what she holds for the future. Her past comes with consequences.
Azalie looks around the cabin, wanting to find a small momentum of the family. Maybe they have kin that will miss them dearly. The chances of finding someone that knows this family is slim. Her finding her family is even more slim.
Mutt's Tale
While Azalie and Dorf bury the remains of the family, Mutt hangs a small pot by the fire and skewers several hunks of raw meat onto a spit. Rummaging deep into his pack, he pulls out his now meager pouches of spices and sprinkles them over the meat and into his small pot of stew. He sighs heavily as he replaces the spice pouch back into his pack and mutters to himself.

“Better get to Ten Towns soon. Supplies are getting low.”
He rolls out his bedroll and sets up near the cooking food so he can turn and stir as needed. He takes out his lute and strums an absentminded tune, just something to counter the creaking of the cabin or the howling of the frozen wind outside. As Azalie and Dorf return from their task, Mutt removes the freshly roasted meats and offers them to the group. He places an extra portion near where the remains of the family were huddled up as an offering and gives a silent word of thanks for the use of their cabin. He’s heard too many stories of restless and irritable spirits that are angered by the living trespassing on their domain. As the party settles in and begins eating, Mutt smiles at the party and glances around the empty spaces in the cabin.
“As a way of thanking the folks for the use of their cabin, I want to tell one of the stories I used to love as a kid. I think the young one would have liked it. This ‘Mutt’s Tale’ is called ‘King of the Cats’.”
Mutt proceeds to tell the story in front of the flickering fire in the fireplace as the party listens, cuddled up in their bedrolls with hot food and dry clothes.
Mutt chuckles as he ends his story and looks back to where they found the family huddled together. He nods solemnly before turning back to his dwarven stew and stirring it in silence.
After paying respects to the family, the party enjoys the warmth of the fireplace and the shelter of the cabin. Civilized acomodations for a change are a welcome respite from the conditions they have been in.
Azalie sighs and finishes up her crafting and searching. She rolls out a bed and lays down to recover some strength. She wants to get an early jump. She has an idea where they are headed. North it is. Do we go back to the trail, or trudge up our own path?
Azalie gains +15 luck
Azalie's exhaustion expires.
The night at the cabin
The night in the cabin offers the party a chance to rest, in relative comfort after the long day out in the Tundra. After performing the solemn task of burying the deceased family, Azalie and Dorf return to the warmth of the cabin, their spirits lifted slightly by their act of respect and kindness. The act of burying the family, was physically taxing, but well worth it, allowing the party to rest more comfortably through the night.
The cabin, feels like a sanctuary, providing shelter and a momentary sense of safety as the winds howl softly outside.
You find a lot of provisions in the cabin that are useful, and you gather what you can. (these were the items left as treasure, the party took what they could use)
The Family Journal
As the party settles into the cabin for the night, they discover a worn, leather-bound journal nestled near the deceased family, the pages are brittle from the frost and age. The journal, penned with a shaky hand, tells the heart-wrenching tale of a family seeking refuge from the turmoil that had engulfed their home village. It talks about the increase in Giant activity, and many villagers left to find refuge at other towns and villages. The entries, written by the father, detail their hopeful journey to this cabin, believed to be a temporary haven until they could make their way north to Ten Towns, that the father indicated is over 20 miles from the cabin. This cabin, belonged to the family for several generations, and was last inherited by this family, according to the writings. The writer of the journal mentions how proud he is that he owns such a great property.
(This journal is not added as a treasure item, this information is for story flavor, but if anyone wishes to take the journal, just ask)
The initial entries are filled with optimism about starting anew. However, as the days turn into weeks, the tone shifts to one of desperation. The harshness of what the writer keeps calling "eternal winter" made hunting and traveling far more difficult. The family struggled to ration their dwindling food supplies, their entries becoming more sporadic.

The father writes of their attempts to forage and hunt, but the relentless cold and lack of experience in such an unforgiving environment lead to failure. Illness begins to take its toll, further weakening the families ability to gather food. The journal's final entries are heartbreaking, as the father describes their fading hope and the realization that they may not survive. He writes of his deep love for his family, his regret at not being able to protect them, and his hope that their spirits will find peace.
The last entry is a farewell, a message to anyone who might find the journal, urging them to remember his family not for their tragic end, but for their attempt to live freely and peacefully.
The Morning planning
As dawn breaks around 8:00 AM, the sun once again, just barely crests the horizon, casting a soft light through the frosty window, the party gathers around the modest wooden table for a breakfast and to discuss their plan to reach Ten Towns. Azalie spreads the map out on the table, points to the river half a mile south of the cabin.

"Following the river west gives us direction and we will have less chance of getting lost again," she says.

Fizzbum nods in agreement, adding, "It's a risk, but it beats getting lost in this endless white, besides the animals near the river may be much more interesting. Lets just be on our guard."

Mutt chimes in with a supportive smile, "The river's path is our best bet. It's like a guide through all this snow."
Uptharr offers a prayer for their safety and success on the journey ahead.
Their decision made, the party packs up the sled, ready to leave the cabin behind and head south to meet up with the river.

8:30 AM As the morning light tries to break over the horizon, casting a pale glow across the snow-blanketed tundra, the party busies themselves with loading their sled. Each member contributes, carefully packing their supplies and securing them to ensure nothing important is left behind. With a final check of their equipment, they set out into the cold once again. the cold air biting at their faces, as the eternal twilight over the landscape seems to be against them. They set off towards the south, following Azalie's lead toward the icy river. It takes them about an hour to reach the river bank, around 10:00 AM in the morning.. The ice on the river is too thin to walk on in most areas, but there are places where the ice is thick enough to hold your weight.
The Elk encounter
After about 2 hours march (12 pm), As the party makes their way along the icy river's bank, the quiet crunch of snow underfoot is suddenly accompanied by the soft sounds of movement ahead. Through the mist and the sparse tundra brush, they spot a herd of over 25 elk, majestic and cautious, gathered along the river bank under the light of the twilight sky.
The party slows, keeping their distance, not wishing to startle the magnificent creatures. Azalie, with her keen ranger instincts, gestures for the group to halt and observe in silence, recognizing the rare beauty of the moment. The elk, sensing the presence of the adventurers, lift their heads in unison, their breath visible in the cold air.

How do you wish to interact with the herd of elk? They are approximately 90-150 feet ahead of you.
The cold is extremely bitter, but at least the storm has stopped. The air is cold and fairly still this morning, at a freezing 22 degrees below zero.
What do you do next?
6.5 hours have passed
Current Time: 12:01 PM
Date: Seventhhday , 7 , Alturiak , 1742
Temperature: -22°
Current Phase: Exploration
The Elk Herd
Mutt stands in silent awe at the herd of elk. Having very little experience with these types of animals, he looks to Azalie and Fizz for guidance on what they should do.
Standing back by the sled, Mutt rubs his hands together to try and generate warmth before he remembers the small flask. Taking a large swig, he winces as the spirit’s familiar warmth spreads through his belly. Coughing slightly, he smiles and offers Uptharr a pull from the flask.

“Want a little something to help with the cold?”
Uptharr, standing silent for a moment in awe of the herd, takes the flask from Mutt, nods and takes a pull.
Azalie stands gazing at the elk herd. She knows that they are loyal and stubborn animals. She's always wanted to raise one of her own. They weigh up to 700 lbs, fighting to keep their family members.

"I want to see if I can communicate with them. I feel like they can help us." Azalie wants to cast, Speak with animals. "Fizz, can you cast some guidance on me? I want the best chance at this. This cold is going to kill us. We need to speed up."
Fizzbum stares in awe at the beautiful Elk excitedly whispering to himself about Bucks vs. Doe ratio, how tiny hoofs stay on top of the snow, and whether they decorate the antlers for Christmas. Finally hearing Azalie's question about the guidance, he reaches back and wiggles his fingers at her. Something like a spider web shoots from his fingers and hits her in the chest disappearing quickly, but the spell seems to have worked properly.
(Fizzbum casts Guidance on Azalie)
Dorf states in awe with his mouth agape at the majestic creatures. He look over to Fizz and asks,

” could you change into one of those?
Or maybe we could get one to pull our sled?”
Azalie closes here eyes as she prepares to speak with these majestic beasts. She takes one final deep breath, then she casts "Speak with Animals" on herself, her Elven voice murmuring the words to this ancient spell. Beside her, Fizzbum casts "Guidance," his fingers wiggling in the air before a subtle, spider-web-like magic shoots towards Azalie, enveloping her in a brief, shimmering light that seems to disapate into her chest.
As she steps forward with a handful of freshly picked berries that she found foraging near the cabin, the quiet of the tundra is momentarily interrupted by a soft sound next to her that draws her attention. It's the gentle nuzzle against her hand—a small elk, a yearling by the looks of it, boldly approaches and takes one of the berries from her palm. The young creature's green eyes, bright and unafraid, gaze up at Azalie from under a tuft of red hair on his head, before it bounds off to join the rest of the herd. It is at this time that the party notices Fizzbum is strangely absent.
Fizzbum uses Wild Shape to transform into a young elk.
The herd of elk, initially taken aback by the sudden appearance of this new, seemingly young member, quickly accept Fizzbum in Elk form.
Fizzbum as a young elk among them, reassures the herd of the party's peaceful intentions.
After Fizzbum's approach into the herd, and as they begin to trust the party, the rest of the herd begins to inch closer to Azalie, their movements are cautious yet curious as More elk join the herd. The lead buck, with a crown of impressive antlers, steps forward, locking his gaze with Azalie's in a silent exchange of trust. Azalie stands still, her hand outstretched, offering a gesture of peace. The buck cautiously approaches, sniffing the air, before finally coming close enough to inspect her hand, and then quietly taking the rest of the berries.

The Buck Encounter
As she offers berries from her pack, she gently asserts,
"We are friends and safe."
The lead buck allows Azalie to touch him, an act of trust that seems almost sacred under the vast Twilight sky.
(Animal Handling Check: Natural 20)
"Where are you going?", she asks, as their trust builds.
The buck, in his simple understanding, responds in a deep voice

"We stay in the Valley. Safe from cold."
Azalie, encouraged by the exchange, asks further about their safety,
"What have you noticed? Enemies, danger, spaces that are safe?" Her hands move gently over the buck's fur.
The buck, now surrounded by his herd, shares some impressions of their experiences, "Night brings danger and cold. Stay close to river. Avoid deep snow. Watch for big two-legs."
Azalie then poses her question about the sun and the weather, the surrounding elk begin to close in, their curiosity piqued by the topic.
"Have you noticed anything strange? The sun and the weather?"
"Dark long. Colder too. Don't know why," he says, his thoughts are a bit fragmented with a sense of confusion among the herd.
The elk's response lacks any useful detail, but confirms Azalie's suspicions about the strangeness of the sky and this perpetual twilight.
"Do you know where the town is? Where more of my kind gathers?", says Azalie, pointing to her legs and then to her companions.
The lead buck instinctively steps back, a hint of apprehension in his movements. Azalie senses his discomfort, and quickly reassures,
"It's ok. We aren't going to hurt you."
Many of the elk respond at once, but the lead Elk speaks to her, "Two-legs places, we avoid. Danger. Far where cold wind comes strongest."
Azalie discerns the buck's perspective, and gets his meaning; the town lies in the direction from which the coldest winds blow, she understands the Buck means, to the North. It is clear by the Elk's responses that they Instinctivly avoid human settlements.
Azalie then gestures to the sled the party is pulling, "Will you help us? We just need to get the sleigh closer to town."
After a moment of contemplation, the buck nods at Azalie, showing his willingness to assist, "We help. Pull sleigh. But not near two-legs places. Stay in wild lands. No two-legs roads."
He then emits a series of low calls, and a few other sturdy bucks from the herd approach. "We carry on back. Take you towards cold wind place. Not too close. We walk where ground is ours."
The male bucks approach Mutt, Uptharr, Azalie and Dorf.
Animal Handling Check waived: Due to the level of trust, anyone in the party may mount and ride on an Elk buck, without making an Animal Handling roll. However, if you wish to do anything besides simply ride as a passenger, a roll will be required.
Movement Speed: While riding the Elk, and while the Elk pull the sled, you can move at 5 mph through the tundra (off road).
Fizzbum can remain in his Elk form for 2 more hours, after that he will need to either ride on an Elk or use Wild Shape again.
Please indicate in your next posts, what your character does (riding an elk or not, any more dialogue, and any other intentions)
What do you do or say next?
15 minutes have passed
Current Time: 12:16 PM
Date: Seventhhday , 7 , Alturiak , 1742
Temperature: -22°
Current Phase: Exploration
Player Replies Below


“Mutt! Dorf!” Azalie yells to her friends in excitement. “Just jump on, lean forward, and keep your legs tight to their shoulders. Azalie’s smile can be heard but not seen. Icicles hang from her nose.
“You’re in for a treat. “Azalie positions herself on the bull elk. She leans a little left and reaches out to pet the beast.
She whispers to the elk, “Ni 'lassui En, my friend. Let us make haste. I really need a bath.” As the elk starts to move, Azalie can feel him building up strength. She can’t help but to laugh out in joy.
“
Dorf approaches the smallest of the bucks that came forward. He first bows before the giant beast then gently attempts to climb on top of the magnificent animal. He looks excited as he grips Mr Wiggles with one hand and an antler with the other.
Mutt slowly lowers the flask from his lips as the elks begin to approach.
“Uh…Azalie? They’re getting closer…”
Mutt stands his ground apprehensively as the large 700 pound animal with spears on its head approaches. Seeing they mean him no harm, Mutt puts the flask away and slowly reaches a hand out to pat the neck of the elk that approached him. Smiling in silent wonder at the beast, he looks over and sees Azalie leap gracefully onto the back of the bull elk she was talking to.
“Wait! Azalie! Are we supposed to ride these things?!”
Mutt looks nervously at the animal and its lack of stirrups, footholds or other things that might make it easier to climb up.…
Fizzbum stares in awe at the beautiful Elk excitedly whispering to himself about Bucks vs. Doe ratio, how tiny hoofs stay on top of the snow, and whether they decorate the antlers for Christmas. Finally hearing Azalie's question about the guidance, he reaches back and wiggles his fingers at her. Something like a spider web shoots from his fingers and hits her in the chest disappearing quickly, but the spell seems to have worked properly.
(Guidance on Azalie)
As Azalie steps forward with a handful of berries, her eyes focused on the Herd she hears an odd sound from Fizzbum's direction. Suddenly a soft pair of lips nuzzle her hand and take a couple of berries. A small Elk…
Azalie stands gazing at the elk herd. She knows that they are loyal and stubborn animals. She's always wanted to raise one of her own. They weigh up to 700 lbs, fighting to keep their family members.
"I want to see if I can communicate with them. I feel like they can help us." Azalie wants to cast, Speak with animals. "Fizz, can you cast some guidance on me? I want the best chance at this. This cold is going to kill us. We need to speed up."
Azalie only has 10 minutes to talk to them. She thinks hard...
"We are friends and safe.
*feeds them 5 berries from her pac
"Where are you going?"
*attempts to touch them…