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Ten Towns: Bryn Shander

Updated: Feb 26

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Your party, weary yet determined, mounted a herd of majestic elk, rides through the snow-swept tundra towards civilization. Though the ride cut a lot of time off your journey, it was far from comfortable.


For three relentless hours, the cold wind clawed at every exposed inch of skin, biting deep and reminding you of the dale's unforgiving nature. The elk, wild and untamed, and despite their temporary alliance, moved at a brisk pace that jostled and swayed you uncomfortably atop their broad backs. The unfamiliar sensation of riding such creatures, coupled with the intense cold, tested your endurance to its limits. Each breath of icy air burning your lungs with cold, and despite your layers of clothing, the chill found every opportunity to sting your skin.


The landscape around you was a blur of white and gray, an endless expanse of snow that stretched to the horizon, broken only by the occasional stark silhouette of a distant mountain or a lonely tree bent by the wind. The beauty of the frozen wilderness was stark, awe-inspiring, and utterly merciless.


As the Speak with Animals spell, long expired, leaving you in silence, with only the sound of the Elk's mighty hooves crunching in the deep snow and ice. The elk maintained a brisk pace, their breath puffing out of their nostrils in thick, foggy clouds, until, at last, they halted.


The reason for their stop became apparent: the sight of civilization emerging in the twilight ahead. A walled town sits atop the peak of a windswept hill, its bright lanterns flickering and swaying in the relentless icy wind, casting pools of light that shimmer against the snow. The settlement, one of the fabled Ten-Towns, now just about a mile away.


Without a word or gesture, the elk began to disperse, the lead buck, gazes at Azalie, in silence, but with the understanding that this is as far as they will take you.


The departure of the elk was a solemn moment; they turned back into the wilderness, their forms gradually fading into fields of white. They moved with a grace, disappearing into the tundra from which they had come, leaving no trace of their passage except for the deep impressions left in the snow.


The party completes the final leg of this journey on foot, you trudged towards the walled settlement, the weight of your gear and the depth of the snow making each step more difficult than the last. All you can think about is a warm bed, a hot meal, and shelter from this relentless cold. Snowshoes would make this journey much easier, you think to yourselves.


The walls of the town stand some 30 feet high and are defined by two concentric rings of upright wooden poles, the gap between them filled with dirt and rubble. The outer ring of poles rises above the top of the wall, providing a rampart for defenders stationed on the wood-planked walkway. The wall's hinged gates are 15 feet tall and can be barred from the inside with iron-banded wood beams.


As you enter through the town's gates, you notice the strong walls and the guards keeping a careful watch. This place is tough, just like its people, who manage to keep going despite the deep cold. You quickly notice that Most people who venture outdoors are bundled up in so much cold weather clothing as to be barely recognizable, and they don't stand around long enough for the cold wind to get the better of them.



As the party passes through the imposing gates of the unknown town, their first order of business is clear: find shelter from the relentless cold. The twilight of Icewind Dale casts long shadows across the snow, making the town's lantern-lit streets seem all the more inviting.


The party moves through the bustling streets, as your eyes scan for signs of an inn. Your breath forms clouds of vapor in the frigid air as you exchange brief nods and murmurs with the townsfolk, asking anyone that will engage with you for directions. You're pointed towards The Northlook, known to be both a haven and a hive for adventurers and mercenaries alike. You discover that you entered the town through what is known as the Soutwest Gate, however the Inn is located near the North gate, all the way across town.



The Northlook stands out even from a distance, its windows glowing with life and noise spilling out into the street. The sound of raucous laughter and the occasional clash of tankards suggest a lively atmosphere within. It's exactly the sort of place where a band of adventurers might find both refuge and the whisper of quests yet to come.


As you enter, the warmth hits you like a physical force, driving the chill from your bones. The taproom is alive with the energy of stories being traded over mugs of ale, and the air carries the mix of woodsmoke and hearty fare.


Scramsax, the proprietor, is a lively figure who commands attention by presence alone. The party approaches, he sets down a tankard he's been polishing and leans forward, a hint of a smile playing at the edges of his weathered face.


(Innkeeper, Scamsax of The Northlook)

"Well met, travelers," he greets, his voice carrying the authority of someone who's seen more brawls than most have seen sunrises. "Looks like you've come seeking warmth and perhaps a roof over your heads for the night. You've found the right place. I'm Scramsax. We can accommodate you, for a price. If you're between ventures, I've been known to extend credit...with terms, of course."

Rooms in the Inn cost 6 silver pieces per night, and you must decide how many rooms you are going to need. Once you have decided on how many rooms and who is sharing, you will be billed under "player Tabs"

After securing your rooms, Scramsax adds,

"If you're after work or looking to catch up on the latest rumors, you'll find no better place than right here. Spend some time in the taproom; you never know what you might hear."

The party, having secured their accommodations, settles into their rooms.


(room accommodations at The Northlook)


At this point, you can determine what you want to do next, the inn has the rowdy and busy taproom - a place perfect for gathering information and hearing rumors. You passed a smithy along the way to the Inn, near the center of town. Best you can tell it is called "Blackiron Blades"

Betyond that, you don't have much information about this town called Bryn Shander, one of the ten settlements that make up Ten Towns.


What do you do next?

5 hours have passed

Current Time: 5:16 PM

Date: Seventhhday , 7 , Alturiak , 1742

Temperature: -22°

Current Phase: Exploration


Downtime in Bryn Shander


MEETING SCRAMSAX & CHECKING IN

Azalie looks around and sees the rough and tumbled look of the place. She wipes snow from her fur cloak and opens the button, just enough.



In a sweet flirtatious voice, Azalie asks, "Is there another room available? Something a little more suited," she leans in, her smile widening, "for a woman? I was hoping for a tub."

Scramsax, polishing a glass, doesn't miss a beat. His gaze meets hers, a hint of amusement in his eyes.



"A tub, you say? Well, we do have something that might interest you. Our finest suite, 'The Frostwarden's Rest.' It's the best room in the house, equipped with everything you might need to warm up and relax."
Azalie, a bit taken aback by her own forwardness, fumbles slightly,"Actually, I'm willing to pay well for a room with a tub. No servants, or bathers."

Persuasion Roll: 7

"No need for blushes, miss. 'The Frostwarden's Rest' comes with a private tub, a cheese tray to satiate any hunger, luxurious robes, and an assortment of soaps and lotions to pamper yourself. It's designed for those seeking privacy and comfort. All for 4 gold pieces a night, and the privacy is yours; no attendants will disturb you unless requested."
Azalie, relieved and impressed: "That sounds perfect, thank you. I appreciate the privacy. Here are the 4 gold pieces."
Scramsax accepts the payment with a nod: "Excellent choice. You'll find the room to your liking, I'm sure. The tub's been praised by many a weary traveler for its restorative qualities. And the view from the window is quite spectacular, overlooking the snowy landscape of Bryn Shander."
"It sounds like just what I needed. Thank you, Scramsax.", says Azalie with a smile.
"You're welcome. Enjoy your stay, and should you need anything, just let me know. 'The Frostwarden's Rest' is at the end of the hall, to the left. I trust it will more than meet your expectations." as he takes the gold and hands Azalie an ornate key to her room.

With that, Azalie heads to her luxurious accommodation, looking forward to a soothing bath and a comfortable night's rest in "The Frostwarden's Rest."


(Azalie's room)


Fizz has never been so cold in his entire life! The 2 hours of comfort in Fizz-Elk mode quickly faded as he trudged the final hour to the town, following in the wake of Mr. Uptharr and the sled.

Walking into the tavern full of life and warmth feels like heaven. After hearing the cost of a basic room from Scramsax he reaches into his pouch, counts out the silver pieces and hands them over with a grateful smile.



"Perfect! That sounds like a dream."


"Fizz ya want to bunk together?"
"As long as there's a fireplace, I'll sleep 20 to a room if I have to! Gracious I've never been so cold!!!", says fizz with a grin.
"I'll get the room Mr. Dorf! I've got a little extra coin from our first stop that I managed to save, and hopefully our sled full of toys brings us a few returns."

With key in hand, Fizzbum excitedly makes his way upstairs to find his room. Upon entering, he quickly unrolls his bedroll in the warmest corner he can find, near a small but sturdy wooden table. He unpacks his gear with care, arranging his little trinkets and treasures in a creative line around his sleeping area, making the space his own.


Fizzbum, talking to himself in a mix of excitement and exhaustion:

"What a trip! I'd say it's been quite a success so far! I've seen Elk, Wolverines, Marmots, Big Yeti's, Small Yeti's, sparkle fish..."

He continues to list every creature and plant he's encountered, counting them off on his fingers, lost in the wonder of his adventures.

Realizing his stomach's rumbling, he exclaims,

"I'm Hungry! Dorf, want a bite?!" Not waiting for a response, he jokes to himself, "Oooo, a bite! That's a Wolv-Fizz joke!" With a laugh, he heads downstairs, eager for food and warmth.

Once downstairs, Fizzbum orders dinner and an ale, finding a cozy spot by the fire. He devours his meal with gusto, then sits back, lost in thought as he gazes into the flames. Memories of his journey and his home swamp mingle with the crackling of the fire.

After a moment, curiosity gets the better of him, and he hops up, approaching Scramsax at the bar with a couple of flowers in hand.

Fizzbum:



"Mr. Scramsax, sir, these lands have been quite the adventure for me. I've collected some interesting bits and bobs along the way. Do you know where I might find a trading post to buy and sell goods? And, uh, maybe an alchemy shop for supplies? I've got a few ideas brewing, and I could use some extra ingredients."

Scramsax, polishing a glass, looks down at the gnome and the flowers with a mixture of interest and amusement.



"Ah, For trading goods, you'll want to visit the marketplace in the morning. There's a stall there run by a fellow who trades in all manner of things. As for an alchemy shop, there's one on the eastern edge of town. The owner's a bit eccentric, but she knows her potions and herbs. Should have what you need."

Fizzbum's eyes light up with anticipation, and he thanks Scramsax enthusiastically before returning to his seat by the fire, his mind already racing with plans for the next day.


Dorf goes upstairs with Fizzbum to put his stuff in his room. Then he helps Uptharr get all their stuff off the sled and into the rooms. He takes off his nice warm yeti suit, and his extra set of clothes, settling his cloak back around his shoulders for a little extra warmth he locks his door and heads back downstairs for some food.


He grabs a seat next to Fizz and orders some food and ale and settles down to some serious eating. He polishes off the first plate and decides on another. He can’t believe how much the cold took out of him the last few days.


Sitting by the fire he scans the room with interest looking at the variety of characters gathered. Bet we could find something fun to do in this town. He listens for the innkeepers reply to Fizz wanting to unload some of his treasure from the adventure.


Mutt steps into The Northlook with a beaming smile and takes a deep, satisfied breath. The noisy din of the common room and the smell of old, spilt ale and closely packed sweaty bodies wrap around him like a familiar blanket.




“Hah! By the gods, we made it! There is no place in Faerun quite like a tavern. No matter the look or location, these places just feel like home.”
Mutt looks down at Dorf and beams.
“I’ll tell you mate, if every tavern in the world were like one, no one would feel unwanted. Find us a table and I’ll get us a round. First one’s on me!”

Mutt gives Dorf a wink and walks over to Scamsax.

“My good man! A round of your second cheapest ale and two booster seats for my party over there. We’re also in need of a hot meal so whatever you have hot and ready to…”

Mutt stops halfway through his thought and peers quizzically as Azalie walks up to Scamsax and unbuttons her top button just enough. Watching her stumble through her flirtation attempt, Mutt winces inside and tries to put on a reassuring smile for his traveling companion while waiting for her to secure a room. Once she retreats, Mutt turns back to Scamsax.

"Ahh, I'll also take a room if there's one available. If not, the common room will suit just fine."

Mutt looks back to the room and looks back to Scamsax with a confident smile.

"What this room could use is some lively entertainment! Now, it just so happens I'm a singer of songs, a teller of tales, a belter of ballads, and a weaver of myths. I'd be happy to perform for your customers and keep the lovey spirit of your taproom going! All I ask is a place to lay my head, a hot meal and whatever coin your customers feel like contributing for my performance. What do you say?"

Persuasion Roll: 14

Mutt's enthusiasm fills the space as he approaches Scramsax, his offer hanging in the air. Scramsax, for a moment, seems to be weighing the proposition, his eyes scanning the bustling room.




"I appreciate the offer, truly. This place does love its music and tales. However, I've already got a bard booked for tonight's entertainment. These evenings can get a bit rowdy, and it's best to go with what's already planned."

Mutt's smile doesn't waver, though there's a hint of disappointment in his eyes.



"Of course, of course, I understand. No harm in asking, right? How about during the day then? I could provide some midday melodies for your patrons. A little light entertainment to brighten the dreary hours?"

Scramsax pauses, considering, then nods.

"That could work. Perform during the day, and we'll see how it goes. If the crowd takes to you, maybe we can talk about those evening slots. As for a room, we've got one left. It's yours for 5 silver pieces. Includes a hot meal, but any coin from performing will be up to the generosity of the patrons."

Mutt extends his hand in agreement.

"A fair deal, Scramsax. You won't regret it. I'll bring a bit of warmth and cheer to the midday crowd."
"We'll see. Start tomorrow, and remember, keep it light. The night's for the hard drinking and the rowdy songs. The day's for soothing souls and nursing hangovers."

Mutt nods, a grin spreading across his face as he heads back to join Dorf, ready to share the news and enjoy the rest of their evening with a round of the second cheapest ale and the prospect of a warm meal.


As the group settles into the warmth of The Northlook, Uptharr's solemn demeanor sets him apart. After ensuring the sleigh is properly unloaded and their gear is secured, he turns to his companions, a sense of purpose in his gaze.



"Friends, I must take my leave for the evening. The journey here, though fraught with peril, has been blessed by the guidance of my god. I intend to spend the remainder of this night in prayer, offering thanks for our safe arrival and seeking wisdom for the path ahead."

Dorf, amidst the process of securing a table, looks up with a nod of understanding

Mutt, still buzzing with the energy of the room, claps Uptharr on the shoulder,



"May your prayers bring us good fortune, mate. We'll be here, making merry in your stead!"
Fizzbum, looks up mischievously and pipes up, "Can you ask for a bit warmer weather? Just a tad? No? Well, worth a shot!"

With a gentle chuckle, Uptharr makes his way to Scramsax to secure his accommodations.



"Good innkeeper, I require a room for the night. Something simple will suffice. Six silver pieces, I believe?"


Scramsax, handing over the key, nods, "That's right. You'll find it ready and waiting. Peaceful and quiet, just how a man of faith might like it."
"Thank you, Scramsax. Your hospitality is much appreciated. Should my companions inquire, let them know I am in my prayers.", replies Uptharr with a gracious nod.

With a final nod to his friends and a brief exchange of farewells, Uptharr heads to the stairs to find his room, leaving the lively atmosphere of the taproom to be alone with his thoughts and the presence of his deity. The door to his room closes with a soft click.


Four Days in Bryn Shander

Over the span of four days in Bryn Shander, the party integrates into the routines of this icy town. The cold bite of the air becomes familiar, and the ever-present twilight becomes the norm.

Each day, they venture out from the warmth of The Northlook, their base of operations, to gather supplies, information, and looking for a sense of belonging in this harsh land.


Mutt plays during the days, as agreed upon with Scramsax at The Northlook, his music becoming more and more popular in the afternoons. His performances, while not flawless, carry the sincerity of a true bard. His songs are filled with tales of distant lands and brave deeds, encourage the patrons. By the second afternoon, his audience grows, drawn in by the brief escape from their worries. Scramsax, initially hesitant, acknowledges Mutt's contribution with a nod of approval, eventually offering him a coveted slot to play on Ninthday, 19th of Alturiak, 1742.


As they mingle, trade, and listen, the party pieces together the bleak story of Icewind Dale's plight. The endless winter, a curse laid by the Frostmaiden Auril, has ensnared the land in ice and despair. The blizzards that howl through the Spine of the World, the sun that refuses to rise, and the aurora that dances mockingly in the sky—all are attributed to her wrath.


Sacrifices to Auril

The sacrifices made by the townsfolk of Ten-Towns, desperate attempts to appease or at least survive another day under Auril's cold gaze, paint a picture of a community on the brink. In Bryn Shander, the lottery, a grim gamble of life against death, is both horrifying and fascinating. Before the new moon, one unlucky person whose name is drawn is sacrificed at nightfall. The ill-fated soul is stripped bare and either tied to a post or sent into the tundra to die. Accusations of rigged lotteries are common but usually not acted upon.


SMITHY:

At the BlackIron Blades smithy, you can have armor repaired. The cost for repair varies by armor type and condition. To repair armor, you must leave the armor with the smithy, and pick it up when it's finished. The smithy will tell you the price, and how long it will take before it's ready for pickup.

(Note: You can use retro-active posting to leave armor for repair over the last four days you have been in the town)


INVESTIGATION RESULTS:


Mutt: 13


Over the four days in Bryn Shander, Mutt's investigation uncovers several pieces of information:

First Day: Between the chords of his Lute and the murmurs & whisperings of the tavern's patrons, he picks up on the general mood of the town. There's a lot of concern about the unending winter and whispers of Auril the Frostmaiden's wrath. He keeps a watchful eye, always feeling like Hagag could walk in at any moment. He asks around but no one seems to have seen anyone fitting her description.

Second Day: In the marketplace, he successfully finds a vendor that can replenish his cooking supplies. The vendor talks a lot about the increased difficulty in obtaining goods. In his search for healing potions, Mutt learns from the local alchemist that the demand has surged as accidents and yeti attacks have become more frequent.

Regarding the missing caravan, a trader recalls hearing rumors of a group caught in a blizzard weeks back, though details are scarce. The trader suggests checking with the town's guards for more official information. He hint that any survivors or their belongings might have been brought to Bryn Shander.

Third and Fourth Days: Mutt's reputation begins to grow, as he performs during the days, gaining a few locals that begin to come to all his shows. From a mix of sources he talks with, he pieces together that there indeed was a caravan that didn't arrive as expected. No survivors found, but he hears rumors that some items may have been recovered on the road that belonged to the caravan. The items are currently stored in a warehouse, a lead that could connect back to the journal the party found. Mutt also wonders if the missing caravan is the caravan he was traveling in!


Dorf: 18


Over the course of four days in Bryn Shander, Dorf's high investigation roll, leads him to a peculiar and intriguing discovery inside The Northlook tavern. He learns about a legendary catch but also a whimsical enchantment that has captivated the patrons of the Northlook. Here's a summary of his activities and findings:

Day 1 & 2:  Upon arrival, Dorf spends his first day mostly in The Northlook's common Taproom. His notices a battle-scarred knucklehead trout, Ol' Bitey, mounted above the hearth. As Dorf spends more time near Ol' Bitey, he witnesses the fish turning and snapping at patrons who venture too close. The novelty of the apparent enchantment piques his interest further.




Day3-4: Dorf spends much of his third and fourth days learning various tales and legends from the locals, piecing together the story of Ol' Bitey's capture They hauled Ol' Bitey to the Northlook in the hope of having it cooked for them, but Scramsax bought it from them and had it stuffed instead. Years later, some prankster wizard cast a spell on the stuffed fish so that it turns and snaps at any creature that comes within 5 feet of it. Occasionally, seemingly at random, Ol' Bitey sings a song instead. The song it sings says:

There's a place I like to go

Farther up the river's flow;

Where it is, I do not know;

Must be under all that snow.


FIZZBUM: 5


Over the course of four days in Bryn Shander, Fizzbum embarks on a quest for knowledge and secrets within the town. Here's a brief account of what Fizzbum "discovers":

Day 1: Fizzbum becomes convinced that the statues around town are enchanted and come to life at night to guard the town from unseen threats. He spends an entire night watching out his window at a statue of a local fisherman, only to fall asleep and wake up to find the statue unsurprisingly unchanged.

Day 2: Fizzbum stumbles upon a local cat with peculiar markings and begins to suspect that the cat is might be a shapeshifter like himself, spying on the town. He spends hours following the cat around, talking to it, hoping it understands him, much to the cat's annoyance.

Day 3: He hears tales of a ghost haunting the alleyways of Bryn Shander. So he heads out in the afternoon, Armed with a lantern and a makeshift "ghost detector" crafted from utensils, Fizzbum embarks on a ghost hunt. His "investigation" leads to only a startled snow hare.

Day 4: Fizzbum spends his day "interviewing" various rodents the town square. with boundless enthusiasm, he attempts to communicate with them, believing these creatures may know something important. His investigation turns up nothing.


AZALIE: Take 10


Over the course of four days in Bryn Shander, Azalie takes a practical approach to learn the key places in the town as well as learning some navigational information.

Day 1: Azalie first goes to Blackiron Blades, the only smithy and gear supplier in town. She meets Garn the Hammer, who she finds doesn't quite earn the respect of seasoned warriors for his blade-making skills. It has become somewhat a topic of jest, aimed at anyone using Garn's blades,

Day 2: As a practical ranger, Azalie explores the range of cold weather gear, rations, ice picks, and snowshoes. and some very nice cold weather clothing. She makes a mental note to herself on how she might tailor her own outfit in the future based on the patterns she sees.

Day 3-4: As a ranger, she wants to understand the lay of the land, Azalie inquires about the routes connecting Bryn Shander to the surrounding towns. She learns of the Eastway to Easthaven and paths to Caer-Dineval, Good Mead, Targos, and Termalaine. She also learns of travel times and where to buy mounts or dogsleds to help cross the tundra more swiftly.

She feels confident that she could easily navigate to any of these towns without risk of becoming lost.


Three Dwarves: Quest to find the missing sled

On the evening of the fourth day, as the party enjoys another night in the warmth of The Northlook's taproom, the door swings open, admitting a gust of frigid air and three stout figures. Dwarves, their breaths visible in the cold air, stomp snow from their boots and survey the room before making their way towards the party's table. The taproom, filled with conversations, clanking of cups and rowdy bursts of laughter, seems to quieten just a tad as the dwarves approach.



Hruna, the apparent leader of the trio, steps forward. She clears her throat, her voice raspy from the cold or perhaps from years of shouting over the din of a forge.


Korux follows closely behind Hruna, his presence is silent, like falling snow. His gaze is steady and cold, not something you would expect in such a cozy setting. His hands, partially hidden beneath the folds of his thick cloak, are missing three fingers, likely lost to frost bite. His face, scarred and also frostbitten, tells volumes about the harsh cold he's endured. Despite his silence and weathered appearance, He carries an intimidating strength in his stance.


Storn, on the other hand, appears unsettled and distracted. His eyes dart about, scanning the room, then the windows, as if expecting the glass to shatter by some unknown threat. His jitteriness is distracting, a stark contrast to the loud atmosphere of the tavern. Every so often, his gaze shifts upwards.



"Guid evenin' tae ye. I'm Hruna, an' these be me mates, Korux an' Storn. We've caught wind o' yer tunes an' spied ye wanderin' about these last few days. We're in a spot o' bother, an' ye seem the sort tae handle yerself. How's about ye fancy a wee bit o' adventurin', eh?"



Uptharr, with a raised eyebrow turns toward Hruna, "Well met! We might be interested, What sort of adventure do you have in mind?"


Hruna leans closer, lowering her voice, "We're the last standin' o' a crew o' dwarves charged wi' deliverin' a sled o' iron ingots tae Bryn Shander. A yeti caught us unawares an' slew a member o' our band. The rest o' us ran fer our lives as the yeti tore Oobok apart, limb from limb. Now, we be needin' someone brave enough tae go back an' retrieve the sled fer us. Fer yer troubles, we're offerin' each o' ye a gemstone worth fifty gold pieces. The friendship o' the dwarves o' Icewind Dale can be a mighty boon in these frostbitten times. Ye'll be needin' snowshoes tae make the journey swift."

Hruna looks at her companions for a moment as she awaits the party's response.


For responding to the Dwarves, you can use the blog post or the in-character chat.


Other Options after speaking to the Dwarves:


  1. RETRO ACTIVE ACTIONS: You can include other retro-active details in your post as well, of things you want to have done during the four days in the town. (Subject to DM approval)

  2. STAYING LONGER IN TOWN: If you decline the dwarves, and want to stay in town, Decide what you want to do in town, along with a relevant skill roll based on what you are doing. Include how long you intend to stay in town and a summary of what you are wanting to accomplish.

  3. LEAVE TOWN: Decide if you want to leave Bryn Shander and if so, where you would be off to next.

  4. CUSTOM CHOICE: If none of the above, then explain what you do next.


DM NOTES TO PLAYERS

480 Free Time awarded: (Note, If you have over 600 free time on my next post, your free time will be reset to 600

Stars Awarded


Hunger and Thirst: Make sure you eat and drink to bring your characters into compliance for hunger and thirst. You can use the tavern or you can eat your food in your inventory. Please note: This is the last chance to eat food that is set to spoil. (it will spoil at my next post, so make sure you use all food at 0% now)


Player Tabs: Everyone has tabs they need to pay

AZALIE - you were charged 4 GP for the luxury room for the first night, you need to indicate if you stayed in that room all four nights, or if you switched to a cheaper room at some point. Once you tell me I'll send the rest of your tab.

FIZZBUM - I need to know if you paid for all four nights for you and Dorf. I am charging only 6 SP for the first night until I know if you are paying for all, or some.



What do you do next?

4 days have passed

Current Time: 6:16 PM

Date: Firstday , 11 , Alturiak , 1742

Temperature: -26°

Current Phase: City


Helping the Dwarves recover their sled


During the time in Bryn Shander (Retro Actions)


Fizzbum:

The morning before Fizzbum attempted to bust the Ghost with his brand-new detector that he was SURE would work fantastically well, he had a delicious breakfast at the inn then set out into town to find the Alchemist that Scramsax had suggested. Getting to the shop, Fizz wanders for a minute before seeing the proprietor of the shop! Eccentric Scramsax said... Well except for the face tattoos, and a strange smoke cloud that seemed to follow her around the shop she seemed completely normal to him. Pulling up an old dried stump for a seat, Fizz proceeds to show her some of his favorite mushrooms from his pouch and introduces her to Lumpy who came out of cold hibernation the 2nd night at the inn. Results of Fizz's Investigation:

Fizzbum's morning quest leads him to a fruitful encounter at the alchemist's shop, a place as enigmatic as its proprietor, Elara, a Wood Elf from the south. With a successful investigation roll of 17, he not only finds the rare herbs and ingredients essential for his concoctions but also establishes a rapport with the alchemist, whose eccentricity is marked by face tattoos and a persistent smoke cloud.

>>> Reputation @ Bryn Shander increases <<<

Fizzbum's enthusiasm bubbles over as he steps into the alchemist's shop, greeted by the intriguing sight of the shopkeeper amidst a swirling smoke cloud. He can't help but beam at the eccentricity before him, finding it not only normal but endearing.



"Good day to you! I've been told you're the one to see for all things alchemical. I'm Fizz, and this," he gestures to the small creature peeking from his pouch, "is Lumpy. We've come in search of rare herbs and the like. Also, I've got these mushrooms and was wondering if you've got any special recipes they might fit into?"



"Ah, a fellow enthusiast of the natural world! Welcome, Fizz, and Lumpy too, my name is Elara. Let me see those mushrooms. Ah, these are quite potent for several remedies and brews. I do have a recipe for a mushroom-based elixir that enhances one's connection to nature. Very handy for a druid like yourself."

The shopkeeper, with a warm smile, leads Fizz through her collection of herbs, explaining their properties and several recipes. Fizz gains some understanding of some new recipes and scribbles some notes in his alchemical book.


Fizzbum smiles, "Thank you for sharing your knowledge and your shop with me. Lumpy and I are ever so grateful. I would love to take you to lunch or dinner later, but first, I've got an afternoon filled with ghost hunting. Yes, there's never a dull moment with me!"

Elara accepts Fizz's offer of a meal for later that evening and agrees to meet him at the The Northlook. (Player tab sent)


Repairs at Blackiron Blades

Dorf, recognizing the wear and tear his adventures have inflicted on his trusty equipment, decides it's time for professional care. He heads to Blackiron Blades and meets with Garn the Hammer, where the clang of hammer on anvil greets him like an old friend. With a nod of respect to the smith, he entrusts his gear for a day's worth of repair, hoping the skilled hands of the craftsman can restore their former glory.

On a different day, Mutt follows suit, his equipment similarly bearing the marks of their travels. He makes his way to the same smithy, the warmth of the forge a stark contrast to the chill of Icewind Dale. Handing over his gear, he exchanges a few words of gratitude, leaving them in the capable hands of the smith.

>>> Repairs completed, Tabs have been sent <<<


During one of the days in Bryn Shander



Dorf asks: "Fizz could you make me 3 arcane dust out of some of the stones I gave you? I’m also looking for a dragon dust and a quicksilver. If you happen to have or can make those I’d love to buy them from you."

Well Mr Dorf! If you happen to find a dragon that we can get some scales from, I can grind them up into dust for ya!! I saw a dragon once! Of course that’s a swamp dragon and they are much smaller than mountain dragons! I thought it was a super sally-mander when I first saw it, but it didn’t have those roundy eyes like sally-manders do! Oh do know that sally-manders only breath in the water!?? Not this big fella! He opened his mouth and ate a monkey right up!! And not the little naked butt ones either!! This was a big orange one! Did you know that the big orange ones can hang by one finger…..(Fizz continues on about monkeys)

Dorf quietly takes the potion that Fizz extends to him absentmindedly as he rambles on about naked buttmonkeys….


Back to the Current time:


Responding to the Dwarves

Mutt pauses tuning his lute and looks up with a mixed sense of curiosity and suspicion as the dwarves enter the tavern. He listens with quiet interest as Hruna makes her plea for help getting their sled back.


As Uptharr greets the dwarves and indicates they may be interested in assisting, Mutt curses inwardly to himself. "That paladin is too damn trusting! They don't know a thing about these dwarves. For all they knew, this could be a ruse to get them out in the open and rob them blind or leave them for dead out of sight of the town."

As Mutt listens to their story he looks for any signs they may not be telling the truth. (Insight roll made: 7 total) Mutt plasters on a smile, puts his lute away and goes to stand next to Uptharr.



"You all look half frozen and in some places, completely frozen." Mutt tries not to stare at Korux's missing digits. "Have a seat and a bowl of my dwarven stew. I just finished this batch." Mutt reaches behind where he props his pack up in the common room and pulls out three bowls of dwarven stew "Now then, before The Howlbears commit to helping get your shipment back, we need to ask you a few questions. Where were you coming from? In what direction and how far out of town did you leave your sled and poor, uh... Oobok was it? What did the yeti look like? When you last saw it, was the sled still in working order? How were you pulling it? Would we need to bring the sled back as well or just the ingots? How many ingots are we talking about here?"

Mutt offers the stew with a warm gesture, and Hruna, after a moment's hesitation, accepts, signaling to Korux and Storn to do the same. They gather around, grateful for the warmth of the stew and the company. Mutt's inquiries are met with a thoughtful nod from Hruna as she prepares to share their tale.



"Aye, 'tis a cold that clings to yer bones, it does. Thanks fer the stew, lad. Warms the innards, it does. Now, tae yer questions. We were on our way from the depths o' Kelvin's Cairn, a trek 'bout half the distance back tae Bryn Shander, so 'bout 6-7 miles northeast o' here, give or take. Poor Oobok, aye, that was 'is name. Brave soul, lost tae the beast."

She takes a moment, her expression hardening at the memory before continuing.

"That yeti, a massive brute it was, covered in snow and ice, with eyes like the deepest pits. Saw it last, we did, standin' guard by our sled, as if it claimed it fer itself. The sled was still whole, but we dared not tarry to inspect closer. 'Tis sturdy, built tae withstand much, but whether it's been tampered with since, I cannot say."

Scooping another spoonful of the stew, she adds:

"Ye'll be needin' that sled, fer sure, tae haul back the ingots. We're talkin' 'bout a load o' 600 pounds, give or take, spread 'cross 'bout 120 ingots. Too much fer carryin' without the sled, that's fer certain."

With a resolute nod, she concludes:

"Me and me mates here, we'll guide ye to the spot. Not just fer Oobok's sake, but fer the good o' Bryn Shander and all who rely on the iron from Blackiron Blades. 'Tis a heavy load, in more ways than one, but together, we'll see it done."

Azalie stays quiet and aware. She isn’t too sure if they are friend or foe. Mutt feeding them seemed to be a good idea. Lead with kindness.

Azalie’s hand is still under her cloak, firmly gripping her dagger.

She stays silent and doesn’t interrupt Mutt. He seems to be handling this well. She keeps a steady eye on the jumpy dwarf. He seems a bit, off.

Azalie thinks to herself, “Why would they need so much iron. For building, armor, weapons” she stays alert.



"Ohhh.. poor Oobok. That sounds horrible!" Fizzbum says softly in the general direction of the Dwarves. Fizzbum looks around at his companions as the Dwarves stand and wait for an answer. "Well look at them! They're nearly as frozen as we were when we first came in. I'd say we're all toasted up now, and ready to get back out there! And we can't let that mean ol' Yeti get any of our Elk friends out there now can we! Mr. Fluffy Toes told me, (That's a translation by the way, his Elk name is much harder to pronounce - Fizz explains to the group) that the Yeti's pick off at least 1 of the young ones every month!"

Dorf:

After spending the last few days fishing and catching up on curing and crafting some of the yeti skins Dorf is enjoying time by the fire with his friends when the dwarves enter and approach. He listens intently to their story caressing his hatchets when the yeti comes into play. He then looks closer at the dwarves

(Perception/Insight roll: 13) With a keen eye, Dorf scrutinizes the dwarves, his perception honed his experience as a barbarian. Despite their rugged appearance and bulging muscles suggesting a life of hard labor, subtle cues—a certain hesitancy in stance, hands more accustomed to picks and shovels than swords and shields—lead Dorf to conclude they are indeed miners, not warriors. Their tale of fleeing the yeti, while initially puzzling, begins to make sense as he observes them. His initial judgement, possibly a stereotype, as dwarves are known to be warriors, but these three he determines are not.



While Mutt and Hruna are talking, Dorf pulls on his full yeti suit and says,” did he look like this?” And starts stomping around growling and doing his best yeti imitation.

As Dorf dons his full yeti suit and begins his raucous impersonation, stomping and growling around the tavern, the atmosphere and mood shifts. Hruna, Korux, and Storn watch in a mix of disbelief and rising offense. The humor Dorf intended falls flat, eclipsed by the raw memory of their recent loss. Hruna's expression hardens, her brows knitting together in a frown, as she recalls the grim fate of Oobok at the hands of a real yeti. Korux, usually stoic, displays a rare flicker of irritation, his eyes narrowing slightly at the spectacle. Storn, already jittery, seems momentarily taken aback, his fear of yetis momentarily reignited by the lifelike imitation before rationality takes over.


The dwarves exchange looks, their shared grief and unease momentarily bubbling to the surface. It's clear they find little amusement in the reminder of their harrowing experience, underscoring the yeti's threat isn't a matter for jest within their hearts.


>>> Reputation With Clan Battlehammer decreases by 3 <<<


Mutt listens to Hruna intently, his face attempting to betray no emotion. As he sees Dorf dancing around in his Yeti suit, he quickly tries to reset the mood and take the Dwarves attention back to the quest at hand.



“Assuming we’re able to find and retrieve your sled quickly, how long would it take to get the shipment back here? We have an important engagement on Ninthday that cannot be missed.”

Hruna, still with a look of disgust on her face, replies to Mutt: "If ye be quick about it, an' wit' no unforeseen troubles, ye might make it back in 'bout half a day. We dwarves ken the land well, an' wit' our guidance, we'll see ye there an' back swift as can be. Time's of the essence, but we understand ye have yer own commitments. We'd not be askin' if we weren't in a dire strait."

The Party discusses their plan

Mutt scratches his chin in thought .

“Right. Give us a moment, will you?”

Mutt motions for the party to huddle up near his performance corner in the tavern and whispers so only the party can hear.

“What do we think? I have inherent trust issues so I don’t know if I’m fit to judge whether these dwarves are on the level. How do you all feel?”


“I’m not scared of yetis” Dorf says while slices slivers off the table with his yeti claw gloves…..

Mutt looks down at Dorf.

“You know you’re probably going to have to pay for tha…you know what? Never mind. So that’s one vote to help the dwarves (I think). Anyone else?”


Azalie chimes in, “I’m on the same page as you, Mutt, although, Dorf has some pretty good character skills.” Azalie looks at Dorf as he keeps watching in symbols on the table. “We don’t need the money but the backing of a dwarf hoard. Well that’s special.”
"It’s well known that if you are accepted by a dwarf as a friend, it’s a lifetime pact... so try not to irritate them, Dorf"


Mutt listens to the group and nods. Looking to Uptharr, Mutt chuckles.

“And I assume your vote is to help them too, eh?”

Not even waiting for the Paladin to answer, Mutt shrugs and looks to Azalie.

“I hope you’re right and these dwarves are telling the truth. Having any kind of friends out here would be a good idea. And the way I look at it, if that giant didn’t kill us, I don’t think three dwarves with barely a dozen fingers between them will do it. All right then, I’m in."

As the conversation winds down and the party commits to aiding the dwarves, Mutt conveys their decision with a nod to Hruna,

"We'll help you find your sled, recover the ingots, and hopefully bring back Oobok's remains. It's the right thing to do."


Hruna, visibly relieved and grateful, looks towards her companions before turning her gaze out the window into the dark, icy twilight.

"Thank ye, truly. We're much obliged. Best we leave come mornin', right early at 8:00. The tundra's a cruel mistress, but she gives us a bit o' twilight come early afternoon. 'Tis the best time for trackin' and movin', it is."
She then explains their preparations, "We'll be bringin' along two sled dogs to haul back what we find. They're strong and know the way of the snow well." Hruna reaches into her pocket and pulls out four bloodstones, handing one to each of the party members as a token of their agreement. "A pre-payment, for yer troubles. We meet come the mornin', ready to face the cold together."
The dwarves stand, with expressions of appreciation. "We'll see ye at first light. Thank ye, for not just yer help, but for showin' compassion to strangers in need." With a final nod, they make their way to the door, glancing back at the party, a silent promise of the venture to come.

>>> Reputation with Clan Battlehammer increases +1 <<<


The Morning of the quest

As dawn breaks over Bryn Shander, casting a pale light that barely distinguishes itself from night, the party gathers at the East Gate, their breaths visible in the frigid air. Hruna, accompanied by Korux and Storn, joins them, her gaze fixed on the distant silhouette of Kelvin's Cairn. She points in its direction, her voice firm despite the cold,


Hruna looks at the sky, as the morning sun breaks.

"Tha' way, towards Kelvin's Cairn. We be cuttin' straight through the heart o' the tundra, 'bout halfway 'tween here an' the Cairn, it be. This 'ere light's as good as it gets, an' the dark'll be on us quick as a blink. Best be prayin' to yer gods we don't run afoul o' no foul weather, aye."

The adventurers, prepared for the trek, have chosen their mounts wisely. Azalie, Dorf, Fizzbum, and Uptharr, with an understanding of the terrain's demands, secure Axe Beaks, large and sturdy birds known for their ability to navigate the snowy landscape. Their equipment securely fastened, they find their travel eased by these formidable creatures.

Mutt, opting for a different approach, purchases a sled and two dogs, his mind on the practicality of their return laden with iron ingots.


The dwarves, hardy and resilient, set out on foot, their own sled dogs in tow, accustomed to the harsh conditions of Icewind Dale. Despite their slower pace of one mile per hour on the east road, their spirits remain unbroken.


As they leave Bryn Shander behind, the vast expanse of the tundra stretches out before them, a seemingly endless blanket of snow under the twilight sky. Azalie, with her newfound knowledge of the east road, engages Hruna in a discussion about the Eastway to Easthaven, seeking to understand more about their path and the land that surrounds them and what dangers she may be able to share.


Their journey is marked by the crunch of snow underfoot and the soft sounds of the Axe Beaks, with the occasional bark from the sled dogs interrupting the quiet. The cold is relentless, but the party presses on. Those wearing cold weather clothing are fully protected from the biting cold.


The Blizzard:

The journey towards Kelvin's Cairn begins under the dim twilight that passes for day in Icewind Dale. As you travel, the party and their dwarven guides make steady progress across the tundra. The Axe Beaks, with their riders, and Mutt's sled, pulled by eager dogs, continue steadily, guided by Hruna's confident directions. The landscape around you is a vast expanse of white, interrupted only by the occasional dark outline of a distant hill or the shadow of a passing cloud.


As you travel, the party exchanges stories and observations, your breaths visible in the cold air. Azalie, with her keen eyes, scans the horizon, while Dorf and Fizzbum discuss the flora and fauna they hope to encounter. Uptharr offers silent prayers for your safety and success. The mood is one of cautious optimism, tempered by the knowledge of the dangers that lie ahead.

However, a few hours into your trek, the sky begins to darken ominously. Hruna and her companions grow visibly concerned, their eyes frequently turning skyward.

"Weather's comin' off the Cairn," Hruna remarks, her voice tense.

Despite the worsening signs, you press on.



As you near your destination, only about a mile from where the sled was lost, the conditions deteriorate rapidly. A fierce blizzard envelops you, reducing visibility to a mere 30 feet and the howling wind makes communication difficult.

Caught in the blizzard's grip, you face a critical decision. Hruna, through gritted teeth, yells out, "We be needin' tae hunker doon or risk gettin' lost in this roarin' fury. Cannae risk anyone gettin' separated, aye. An' keep yer eyes peeled fer Yetis! They've got eyes tha' see right through blizzard weather, an' they fancy attackin' their prey amidst the storms!"

OPTIONS:

As the wind howls around you, each member of the party weighs their options.

  1. To stay put and wait out the blizzard, risking the loss of precious time and possibly the ingots, or

  2. to brave the storm and press on, putting your faith in your navigator and your own resilience against the elements.


As the weather swirls around you, you must decide how you proceed. The Fierce storm all but erases the road, and begins to permeate into your clothing, as well as your eyes.


Fizzbum, you are not able to see well as you have no goggles. The rest of you that are wearing the cold weather clothing, are protected with your goggles. Dorf, your skull mask does not protect your eyes from the blizzard, so you also need to make a CON check.


ACTIONS REQUIRED:

>>> Fizzbum, please make a CON check (with advantage) <<< (To endure the cold)

>>> Fizzbum, please make a SURVIVAL check <<< (Being able to see during blizzard)

>>> Dorf, please make a SURVIVAL check <<< (Being able to see during the blizzard)

This check only determines if you are able to see in the blizzard. If you fail this check, you have disadvantage on anything requiring you to be able to see until the blizzard ends.


>>> Tabs are due to feed Axe Beaks <<

>>> Tabs are up to pay vault fee (this does not have to be paid until you return to Bryn Shander, but can be paid anytime <<<

>>> Mutt, please drop 1 raw, or cooked meat, or fish for each dog <<<


Decide how the party will proceed.

What do you do next?

19 Hours have passed

Current Time: 1:16 PM

Date: Secondday , 12 , Alturiak , 1742

Temperature: -28°

Current Phase: Exploration


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Mutt’s concern over the darkening weather drops into fear as the storm begins to rage around them. The pit of Mutt’s stomach drops as he hears the panic in Azalie’s voice. He quickly ties the rope around his waist and passes the remaining length to the person nearest to him.


“Stout! Ipa! WHOAH! Come here!”


Mutt calls the sled dogs to him and keeps a tight grip on their leads. He looks around quickly for any sign of natural cover they may be able to use (will make a perception roll when the server is up).

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Dorf
27 feb

Dorf is embarrassed when he sees how his stunt backfired. He takes his yeti helmet off while Mutt keeps talking to the dwarves.


On the journey Dorf tries to talk to the dwarves to apologize but soon realizes they want nothing to do with him. So he instead tries to make friends with their 2 dogs. (Maybe they will come around when they see he isn’t all bad.)


Dorf tries to get comfortable in his saddle but can’t quite get the feel of the birds uneven gait. So he just settles in for the ride as best he can. Scanning the countryside he marvels in the stark beauty of the tundra and mountains. He watches the dogs running and thinks…


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Azalie
Azalie
27 feb

Azalie starts realizing the severity of the situation. She knows blizzards can kill more living beings then any dangerous animal. The shifty wind will confuse them, people will get lost. There is very little room for error here.


Azalie starts listing what's the safest move. She has 100' of hemp rope. She screams out to the others "WE SHOULD ALL HOLD ON TO THE ROPE!!!" struggling to get her voice over the howl of the wind, she shouts louder. "MMMMMUUUUUTTTTTTTTT! WE SHOULD STOP AND GATHER THE ANIMALS! DO YOU SEE ANY COVER?"


Azalie thinks she sees a large boulder or outcroppings that can help shield them from the increasingly deadly blizzard.

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Dorf
26 feb

While wandering the town Dorf keeps an eye out for any alchemy shops as well as a jewelry shop. He wants to particularly find a ring or bracelet that would reflect upon his favorite past time, fishing.

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Dorf
23 feb

Dorf pulls on his full yeti suit and says,” did he look like this?” And starts stomping around growling and doing his best yeti imitation.

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