This post has potentially manipulated dice roll results.
Krom nods the human, even if the cold does not bother him too much, he knows well his limits and gladly enters the cabin. As he enters the dwarf chants an hymn of healing (Healing word7) in order to close some of the man's wounds.
You quickly move inside and he shuts the door sealing out the cold. His cabin is warm and surprisingly spacious, given its quaint appearance. He puts a brass kettle over his fire and offers you a cup of warm mead to take the bite away.
With some of the worst wounds healed by Krom and Chip he thanks you for the intervention and help.
This man introduces himself as Alvan Shorthelm. He’s a giant of a man, a dark-skinned, tidily shaven, black-haired man with huge muscles standing just shy of six-and-a-half feet tall.
In your conversations with him he explains that he’s the adopted son of Falstaff and Grimelda Shorthelm, two master smiths who live in Hundelstone. He no longer lives with his dwarven parents, but he trains as an apprentice every day with his father or mother in Hundelstone.
Alvan offers you warm furs and a place by the fire to wait out the night during the storm, and in the morning, he can take you to his parents.
Krom finds the man to be a kindred spirit, his one true passion is blacksmithing, particularly the artistry that goes into making a truly exceptional tool or blade.
When you tell him your destination is Icewind Dale Alvan warns you that he’s heard strange tales coming out of Icewind Dale—rumors about eerie auroras and talk of eternal night blanketing the land. "My father, Falstaff, thinks the latest rumors are just talk, and that folk say all sorts of strange things about Icewind Dale but I'm convinced that there’s some truth to these tales and warn you to be on your guard."
Krom will spend a good amount of time showing to Alvan all the weapons, armor and cloaks he made for the members of the Fellowship. The dwarf asks the young man a lot of technical questions about blacksmithing, being very satisfied with the answers, Krom says "Your Father and Mother have taught you well indeed". takes out the Alchemy jug and starts pouring beer for all party members and Alvan. "In our recent travels I managed to acquire some adamantine bars, do you think that I could borrow for a short time your father or mother's forge? I plan to reinforce our lass's plate mail with it. Behind rumors there is always something true, so I will feel better to know that our lass is fighting with an Adamantine Plate instead of her usual armor." asks Krom while taking a big sip of from his Tankard of Plenty.
"I have a feeling that is why we are here. We kind of accepted a job without really knowing what the job was... and I get the feeling that fixing... whatever that is.. is the job." Chip would reply as he gestures broadly with his arms towards the direction of the dale.
"Our Bard is correct. Our 'employer', if you could call that, did not know the nature of our mission either. She did know that it was important and, thus, we are here to investigate whatever is happening in the region." Says Kazri, thinking about her encounter with Sister Garaele. "If you don't mind, can you tell us why do you not live in the town? Or we are in the periphery of Hundelstone."
Rollback Post to RevisionRollBack
Kazri - Level 10 Human Paladin (Oath of the Ancients) - The Tales of the Fellowship of the White Cloaks Droknin Palemane - Level 4 Leonin Barbarian (Path of the Beast) - Where the Cold Winds Blow... A Lost Mines of Phandelver Story Faelan (Cottontail) Whisperwind - Level 3 Ranger (Fey Wanderer) - Zorg's Lost Souls II
"Science is organized knowledge. Wisdom is organized life."
Once the initial tension of whos who and what about is settled, the tension in Rhogar melts in time. At some point Gorrah is summoned back into the material plane for a short introduction. Though beyond that, he had been content to listen to Krom and Alvan talk shop. Which incidently brought a warm smile to his snout in between sips of ale. At the mention of 'Our Bard', both Bronze Dragonborn and blue-scaled Psuedodragon snickered to themselves. Though anyone looks them for answers, they merely shake their heads or try to play down the reaction.
They both tune back in fairly quickly as conversation turned back to their objective, and look expectantly to Alvan.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Rekuberk sips at the nead we they listen. "Well then that should make things more interesting. While I am sick of all the cold if there our quests to be had onward we go."
"Adamantine eh? I'm sure my parents will let you use the forge." He answers Krom. "As for why I live here, its not more than an hour's walk to my parents in Hundelstone. I like the peace and quiet out here, town living just isn't for me."
The howling winds die down sometime overnight and when morning co.mes a rare sight of the sun comes into view. Alvan travels with you northward for about an hour to Hundelstone. He’s happy to chat, but his interests are mostly in day-to-day survival—things like trapping, exploring, and wilderness medicine. His one true passion is blacksmithing, particularly the artistry that goes into making a truly exceptional tool or blade. He also explains that the creatures you helped him fight were called Yeti. Yeti are hulking monstrosities that stalk alpine peaks in a ceaseless hunt for food. Their snow-white fur lets them move like ghosts against the frozen landscape. Keen hunter's, their gaze can freeze you in your tracks. But they fear fire
Hundelstone is a small town nestled up against the Spine of the World. Its homes are mostly small, one-story structures with steeply pitched rooves—save for the grand longhouse that belongs to the town’s elder. Most famous for its blacksmithing tradition, a shocking number of its buildings are forges and smithies, including the building that the characters are headed to.
Falstaff Shorthelm is working in his smithy, and greets you tersely as his adopted son introduces you. His eyes light up at the mention Griggle’s adamantine, and sets to work with Krom on it right away helping Krom run the forge and work the adamantine into the armor.
The entire Shorthelm family works through the day along side of Krom. The Shorthelms are kind and hospitable, and ask you about your adventures and your plans for future travels while you're staying in town.
((I have replaced Kazr's armor with adamantine plate))
The Shorthelm's explain that the journey from Hundlestone to Ten-Towns is a northbound trip of about 50 miles through increasingly dangerous arctic terrain. Even following the Ten Trail, the journey is made through difficult terrain, slowing overland travel to a crawl.
Hundelstone fades into the distance behind you as you make your way north on the Ten Trail. The folk in Hundelstone told you that you have a four-day journey ahead of you, if you don’t lose too much time to bad weather. The road stretches out before you, the sky gray with clouds and the ground white with snow. You gather your things and set back out on the road. You travel northward, and the sound of the frigid wind's howling fills your ears. At least, you hope it's just the wind.
(Feel free to RP any other talk with the Shorthelm's but they can't tell you much else of what is going on in Icewind Dale.)
Chill, wet and cold and tired, curled up by the fire and slept the night away. Alvan seemed okay and not a threat. Dangerous yes, but not a threat to them.
The following day he walked along listening to the conversations but but staying pretty quiet. He did enjoy speaking to Alvan about trapping, exploring, and wilderness medicine but dropped out of the conversation when it rolled around to blacksmithing. Chill had little interest in it. He was happy to see Krom getting to use a forge and put those bars to work though.
50 more miles to the Dale. Chill tried to glean as much information about the trail north as he could. He would head into town, while Krom worked the forge, to try and find a map of the area.
Kazri thanks the Shorthelm's family for their assistance in crafting her armor, then she prepares herself for the second part of their journey. She prays to Helm for safe travels.
Rollback Post to RevisionRollBack
Kazri - Level 10 Human Paladin (Oath of the Ancients) - The Tales of the Fellowship of the White Cloaks Droknin Palemane - Level 4 Leonin Barbarian (Path of the Beast) - Where the Cold Winds Blow... A Lost Mines of Phandelver Story Faelan (Cottontail) Whisperwind - Level 3 Ranger (Fey Wanderer) - Zorg's Lost Souls II
"Science is organized knowledge. Wisdom is organized life."
Krom thanks the Shorthelms for their help with Kazri's armor. "You have a nice forge here Falstaff and you know well your craft! If ever find yourself near Axeholm, know that the gates are always open for you, your wife and son. My clan recently reclaimed that fortress so there is still plenty of space."
The dwarf then handles the new armor to Kazri "We have reforged your armour with the most hardest metal that Moradin ever created. You will be able to withstand even the most vicious and strong attack at your vital points. " says Krom "As you can see, we did not change too much the overall design of the armor, but I added some leaves etchings on the shoulder pads and breastplate area. On the back of the breastplate, near your heart, I have etched some dwarvish runes." The dwarf shows them to Kazri "Helm's Bulwark, the name of your armour. Use it well lass."
The next day, Krom bids his farewell to the Shortlhelms and walks northward with the rest of the group. As the wind howls, Krom shifts his grip on the shield and places his hand on the war hammer's handle "Maybe it is just the wind, maybe it is something else. Be on your guard."
"Shall we go visit the other locals, and see what they know of ten towns and recent travelers through?"Rhogar invited at least Chip, half-figuring the search would at least provide an opportunity for his fellow dragonborn to trade tales for tales. And if they happen to find someone in Hundelstone to catch the copper's eyes, all the better! As he had not forgotten in the many months Chip's infatuation (or so he saw at the time) with a certain lycanthrope.
Though if denied the company, he simply smiled in understanding prior to begining the search; searching for even rumors among the locals involving travelers, other dangers, and personal relations said to be in Ten Towns.
At the end of the day Rhogar finds a quiet spot for just him and Gorrah, and spends the hours following dinner to sit and meditate with her. All in an effort to commune with Vixix through the bond she shared, and deliver a long overdue report. In his antsyness towards the end of this ritual however, a question goes out. An inquiry into the goings on around home. The slip up is followed by a wince, as the silliness of it settled in mind. Though on the rare occasions the dragonborn, halflings, water genasi that called the fishing town of Ernixix' might run afoul of sahaugin, bad weather, or miserly visitors too stubborn to know when to stop haggling over trade, nothing ever really went bad.
Between Vixix' very presence and the Nimbatuuls spirit, home was almost always at peace.
The next day, Rhogar bids his farewell alongside the others and trails after the other. Despite the discomforts of the journey, it served a desireable distraction from the yet lingering embarassment of his communion the night before. "Ever we shall be I suspect, Master Krom. At least so long as we continue this trek. Ah, if but Brother Vixix were here, this strange weather would be no more in days."
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Rekuberk spends most of his time with the Shorthelms offering to do so e of the heavy lifting or keeping the forge lit so that their work can proceed with as much efficiency as possible. While he does show interest in the work he refrains from doing much more then watching as he knows his hands while strong were more then likely not the best for such a thing. He does note in the future that it would not be a bad thing to see if Krom could teach him the basics.
The next morning he gets his figurine ready incase there is a need for him to take to the air. "It seems that we should perhaps buy more appropriate clothing. So I shall go see what is available before we set off."
(Should have thought to do this sooner but if there is a possibility to do so, Rekuberk is going to purchase winter clothing.)
Chill spends half a day searching Hundelstone for someone who has a map of the Ten Towns. Eventually, in a small shop of curiosities he finds a gnome who has an old map he is willing to part with for no less than 25 gp. He does allow you to see it and though he says he hasn't been to Ten Towns in at least 20 years he is sure the map is accurate enough.
The map is old and tattered with old blood stains.
Rhogar spends a good part of his day seeking out information about Ten Towns. He also spends 17 in silver to get people to talk. He returns to the group having gained the following information:
Most of the ten towns except Bryn Shander are built on the shores of three big lakes. The largest population of knucklehead trout is in Maer Dualdon, the deepest of the lakes. Redwaters, the shallowest lake, almost completely freezes in winter, making the fishing there difficult. Lac Dinneshere catches the worst of the winds blowing off the Reghed Glacier to the east and thus has the roughest waters. Small thermal vents at the bottom of these lakes keep them from freezing completely, even in the coldest winters. Knucklehead trout is a major food source for the people of Ten-Towns, and their hard, smooth bones are tremendously useful. The large, fist-shaped protrusions atop their skulls are well suited to carving, and talented scrimshanders earn a respectable living selling their wares in Bryn Shander and in the south—which is why knucklehead bone is commonly called “white gold” in Icewind Dale.
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. Icewind Dale is a frigid, blighted land.
Rekuburk also heads out and picks up an extra set of winter clothing which costs him 10 gp.
- I have removed those costs from Rekuburk and Rhogars inventory
Chill looks the map over. Having never been to Icewind Dale he had no way of knowing if this old gnomes map was any good. He chooses to accept the map and uncharacteristically he doesn't even haggle over the price and pays the gnome his asking price. He'll also pickup a map case to keep it safe.
Krom nods the human, even if the cold does not bother him too much, he knows well his limits and gladly enters the cabin.
As he enters the dwarf chants an hymn of healing (Healing word 7) in order to close some of the man's wounds.
You quickly move inside and he shuts the door sealing out the cold. His cabin is warm and surprisingly spacious, given its quaint appearance. He puts a brass kettle over his fire and offers you a cup of warm mead to take the bite away.
With some of the worst wounds healed by Krom and Chip he thanks you for the intervention and help.
This man introduces himself as Alvan Shorthelm. He’s a giant of a man, a dark-skinned, tidily shaven, black-haired man with huge muscles standing just shy of six-and-a-half feet tall.
In your conversations with him he explains that he’s the adopted son of Falstaff and Grimelda Shorthelm, two master smiths who live in Hundelstone. He no longer lives with his dwarven parents, but he trains as an apprentice every day with his father or mother in Hundelstone.
Alvan offers you warm furs and a place by the fire to wait out the night during the storm, and in the morning, he can take you to his parents.
Krom finds the man to be a kindred spirit, his one true passion is blacksmithing, particularly the artistry that goes into making a truly exceptional tool or blade.
When you tell him your destination is Icewind Dale Alvan warns you that he’s heard strange tales coming out of Icewind Dale—rumors about eerie auroras and talk of eternal night blanketing the land. "My father, Falstaff, thinks the latest rumors are just talk, and that folk say all sorts of strange things about Icewind Dale but I'm convinced that there’s some truth to these tales and warn you to be on your guard."
Krom will spend a good amount of time showing to Alvan all the weapons, armor and cloaks he made for the members of the Fellowship. The dwarf asks the young man a lot of technical questions about blacksmithing, being very satisfied with the answers, Krom says "Your Father and Mother have taught you well indeed". takes out the Alchemy jug and starts pouring beer for all party members and Alvan. "In our recent travels I managed to acquire some adamantine bars, do you think that I could borrow for a short time your father or mother's forge? I plan to reinforce our lass's plate mail with it. Behind rumors there is always something true, so I will feel better to know that our lass is fighting with an Adamantine Plate instead of her usual armor." asks Krom while taking a big sip of from his Tankard of Plenty.
"I have a feeling that is why we are here. We kind of accepted a job without really knowing what the job was... and I get the feeling that fixing... whatever that is.. is the job." Chip would reply as he gestures broadly with his arms towards the direction of the dale.
"Our Bard is correct. Our 'employer', if you could call that, did not know the nature of our mission either. She did know that it was important and, thus, we are here to investigate whatever is happening in the region." Says Kazri, thinking about her encounter with Sister Garaele. "If you don't mind, can you tell us why do you not live in the town? Or we are in the periphery of Hundelstone."
Kazri - Level 10 Human Paladin (Oath of the Ancients) - The Tales of the Fellowship of the White Cloaks
Droknin Palemane - Level 4 Leonin Barbarian (Path of the Beast) - Where the Cold Winds Blow... A Lost Mines of Phandelver Story
Faelan (Cottontail) Whisperwind - Level 3 Ranger (Fey Wanderer) - Zorg's Lost Souls II
"Science is organized knowledge. Wisdom is organized life."
Once the initial tension of whos who and what about is settled, the tension in Rhogar melts in time. At some point Gorrah is summoned back into the material plane for a short introduction. Though beyond that, he had been content to listen to Krom and Alvan talk shop. Which incidently brought a warm smile to his snout in between sips of ale. At the mention of 'Our Bard', both Bronze Dragonborn and blue-scaled Psuedodragon snickered to themselves. Though anyone looks them for answers, they merely shake their heads or try to play down the reaction.
They both tune back in fairly quickly as conversation turned back to their objective, and look expectantly to Alvan.
When you realize you're doing too much: Signature.
Rekuberk sips at the nead we they listen. "Well then that should make things more interesting. While I am sick of all the cold if there our quests to be had onward we go."
"Adamantine eh? I'm sure my parents will let you use the forge." He answers Krom. "As for why I live here, its not more than an hour's walk to my parents in Hundelstone. I like the peace and quiet out here, town living just isn't for me."
The howling winds die down sometime overnight and when morning co.mes a rare sight of the sun comes into view. Alvan travels with you northward for about an hour to Hundelstone. He’s happy to chat, but his interests are mostly in day-to-day survival—things like trapping, exploring, and wilderness medicine. His one true passion is blacksmithing, particularly the artistry that goes into making a truly exceptional tool or blade. He also explains that the creatures you helped him fight were called Yeti. Yeti are hulking monstrosities that stalk alpine peaks in a ceaseless hunt for food. Their snow-white fur lets them move like ghosts against the frozen landscape. Keen hunter's, their gaze can freeze you in your tracks. But they fear fire
Hundelstone is a small town nestled up against the Spine of the World. Its homes are mostly small, one-story structures with steeply pitched rooves—save for the grand longhouse that belongs to the town’s elder. Most famous for its blacksmithing tradition, a shocking number of its buildings are forges and smithies, including the building that the characters are headed to.
Falstaff Shorthelm is working in his smithy, and greets you tersely as his adopted son introduces you. His eyes light up at the mention Griggle’s adamantine, and sets to work with Krom on it right away helping Krom run the forge and work the adamantine into the armor.
The entire Shorthelm family works through the day along side of Krom. The Shorthelms are kind and hospitable, and ask you about your adventures and your plans for future travels while you're staying in town.
((I have replaced Kazr's armor with adamantine plate))
The Shorthelm's explain that the journey from Hundlestone to Ten-Towns is a northbound trip of about 50 miles through increasingly dangerous arctic terrain. Even following the Ten Trail, the journey is made through difficult terrain, slowing overland travel to a crawl.
Hundelstone fades into the distance behind you as you make your way north on the Ten Trail. The folk in Hundelstone told you that you have a four-day journey ahead of you, if you don’t lose too much time to bad weather. The road stretches out before you, the sky gray with clouds and the ground white with snow. You gather your things and set back out on the road. You travel northward, and the sound of the frigid wind's howling fills your ears. At least, you hope it's just the wind.
(Feel free to RP any other talk with the Shorthelm's but they can't tell you much else of what is going on in Icewind Dale.)
Chill, wet and cold and tired, curled up by the fire and slept the night away. Alvan seemed okay and not a threat. Dangerous yes, but not a threat to them.
The following day he walked along listening to the conversations but but staying pretty quiet. He did enjoy speaking to Alvan about trapping, exploring, and wilderness medicine but dropped out of the conversation when it rolled around to blacksmithing. Chill had little interest in it. He was happy to see Krom getting to use a forge and put those bars to work though.
50 more miles to the Dale. Chill tried to glean as much information about the trail north as he could. He would head into town, while Krom worked the forge, to try and find a map of the area.
Kazri thanks the Shorthelm's family for their assistance in crafting her armor, then she prepares herself for the second part of their journey. She prays to Helm for safe travels.
Kazri - Level 10 Human Paladin (Oath of the Ancients) - The Tales of the Fellowship of the White Cloaks
Droknin Palemane - Level 4 Leonin Barbarian (Path of the Beast) - Where the Cold Winds Blow... A Lost Mines of Phandelver Story
Faelan (Cottontail) Whisperwind - Level 3 Ranger (Fey Wanderer) - Zorg's Lost Souls II
"Science is organized knowledge. Wisdom is organized life."
Krom thanks the Shorthelms for their help with Kazri's armor. "You have a nice forge here Falstaff and you know well your craft! If ever find yourself near Axeholm, know that the gates are always open for you, your wife and son. My clan recently reclaimed that fortress so there is still plenty of space."
The dwarf then handles the new armor to Kazri "We have reforged your armour with the most hardest metal that Moradin ever created. You will be able to withstand even the most vicious and strong attack at your vital points. " says Krom "As you can see, we did not change too much the overall design of the armor, but I added some leaves etchings on the shoulder pads and breastplate area. On the back of the breastplate, near your heart, I have etched some dwarvish runes." The dwarf shows them to Kazri "Helm's Bulwark, the name of your armour. Use it well lass."
The next day, Krom bids his farewell to the Shortlhelms and walks northward with the rest of the group. As the wind howls, Krom shifts his grip on the shield and places his hand on the war hammer's handle "Maybe it is just the wind, maybe it is something else. Be on your guard."
"Shall we go visit the other locals, and see what they know of ten towns and recent travelers through?" Rhogar invited at least Chip, half-figuring the search would at least provide an opportunity for his fellow dragonborn to trade tales for tales. And if they happen to find someone in Hundelstone to catch the copper's eyes, all the better! As he had not forgotten in the many months Chip's infatuation (or so he saw at the time) with a certain lycanthrope.
Though if denied the company, he simply smiled in understanding prior to begining the search; searching for even rumors among the locals involving travelers, other dangers, and personal relations said to be in Ten Towns.
At the end of the day Rhogar finds a quiet spot for just him and Gorrah, and spends the hours following dinner to sit and meditate with her. All in an effort to commune with Vixix through the bond she shared, and deliver a long overdue report. In his antsyness towards the end of this ritual however, a question goes out. An inquiry into the goings on around home. The slip up is followed by a wince, as the silliness of it settled in mind. Though on the rare occasions the dragonborn, halflings, water genasi that called the fishing town of Ernixix' might run afoul of sahaugin, bad weather, or miserly visitors too stubborn to know when to stop haggling over trade, nothing ever really went bad.
Between Vixix' very presence and the Nimbatuuls spirit, home was almost always at peace.
The next day, Rhogar bids his farewell alongside the others and trails after the other. Despite the discomforts of the journey, it served a desireable distraction from the yet lingering embarassment of his communion the night before. "Ever we shall be I suspect, Master Krom. At least so long as we continue this trek. Ah, if but Brother Vixix were here, this strange weather would be no more in days."
When you realize you're doing too much: Signature.
Rekuberk spends most of his time with the Shorthelms offering to do so e of the heavy lifting or keeping the forge lit so that their work can proceed with as much efficiency as possible. While he does show interest in the work he refrains from doing much more then watching as he knows his hands while strong were more then likely not the best for such a thing. He does note in the future that it would not be a bad thing to see if Krom could teach him the basics.
The next morning he gets his figurine ready incase there is a need for him to take to the air. "It seems that we should perhaps buy more appropriate clothing. So I shall go see what is available before we set off."
(Should have thought to do this sooner but if there is a possibility to do so, Rekuberk is going to purchase winter clothing.)
Chill, I need an Investigation roll
Rhogar, I need a persuasion roll
Rekuburk - you all have cold weather clothing from the gnomes in Gnomengarde from when you went to hunt the white dragon.
Investigation 16
Chill spends half a day searching Hundelstone for someone who has a map of the Ten Towns. Eventually, in a small shop of curiosities he finds a gnome who has an old map he is willing to part with for no less than 25 gp. He does allow you to see it and though he says he hasn't been to Ten Towns in at least 20 years he is sure the map is accurate enough.
The map is old and tattered with old blood stains.
(Sorry meant extra just incase it was needed.)
Persuasion: 24.
(Totally best not to ask the gnome why there's blood stains on the map. Everything is fine~)
When you realize you're doing too much: Signature.
Rhogar spends a good part of his day seeking out information about Ten Towns. He also spends 17 in silver to get people to talk. He returns to the group having gained the following information:
Most of the ten towns except Bryn Shander are built on the shores of three big lakes. The largest population of knucklehead trout is in Maer Dualdon, the deepest of the lakes. Redwaters, the shallowest lake, almost completely freezes in winter, making the fishing there difficult. Lac Dinneshere catches the worst of the winds blowing off the Reghed Glacier to the east and thus has the roughest waters. Small thermal vents at the bottom of these lakes keep them from freezing completely, even in the coldest winters. Knucklehead trout is a major food source for the people of Ten-Towns, and their hard, smooth bones are tremendously useful. The large, fist-shaped protrusions atop their skulls are well suited to carving, and talented scrimshanders earn a respectable living selling their wares in Bryn Shander and in the south—which is why knucklehead bone is commonly called “white gold” in Icewind Dale.
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. Icewind Dale is a frigid, blighted land.
Rekuburk also heads out and picks up an extra set of winter clothing which costs him 10 gp.
- I have removed those costs from Rekuburk and Rhogars inventory
19
Chill looks the map over. Having never been to Icewind Dale he had no way of knowing if this old gnomes map was any good. He chooses to accept the map and uncharacteristically he doesn't even haggle over the price and pays the gnome his asking price. He'll also pickup a map case to keep it safe.
((Costs deducted from his sheet))