Re: Chapter 2: The Tribe of the Elk
Clyde takes down a list of the items the adventurers wish to procure and says he should have all on hand by tomorrow morning. He then hands the list to Marta and sends her out to fetch the items.
Eventually, the party turns in for the night for what might be their last night's rest under a solid roof and walls for at least a couple of days. The trek through Bremen's Run begins tomorrow, then the northward journey across the tundra north of Kelvin's Cairn.
***
Date: Eleint 27
Location: The Village of Termalaine
The adventurers wake early in the morning to a snowy morning. Snow flies sideways, swept by the wind, promising a hard day of travel ahead. Hengar is up before the rest, eager to depart soonest. Per arrangement, Clyde and Marta are up early as well with the requested provisions on hand and a warm meal before the party departs. Eventually, the group settles affairs, says their farewells and departs the Eastside. Clyde and Marta watch from the doorstep as the quartet disappears in the swirling snow...
Hengar takes the lead, as he knows the way best, and he asks Arnan to take the rear, to keep Kira and Thane from getting lost of separated. Following Bremen's Run proves to not be very difficult, as it is a relkatively flat stretch of land adjacent to a stretch of forest known as Lonelywood, the last stand of trees before one crosses miles and miles of endless tundra.
Were it not for the weather conditions, snowy and windy, travel across Bremen's Run might not be very difficult. But it proves to be quite so and the adventurers are forced to take frequent breaks in the lee of the nearby trees. Still, it only takes about 3 hours to clear Bremen's Run, veering northward toward the Shaengarne River. Here, away from the windbreak of the forest, the party is assaulted by the frigid gale blowing off the Reghed Glacier. Nothing could have prepared the party for this. All travel prior to this point might as well been a walk in the park, up ahead, lies the main course.
Hengar urges the party forward, encouraging each member to dig deep to put as many miles as possible under their legs. Visibility worsens as the day progresses and there are many stretches where the party must simply stumble forward in white-out conditions following the tracks of the person in front of them. At one point, Hengar produces a rope and has each member take hold of it, just to be sure nobody gets lost.
Hengar slows down to allow everyone to gather on his position. "We. Must. Push. On. Not. Far. Now." he shouts over the howling wind, his hair flying wildly about his face.
Pulling everyone closely into a huddle, he further relays his people have a sod hollow hunting lodge about a mile or so distant. They will camp there for the night, outside the elements. "But we need to make it before nightfall," he adds with a sense of urgency. "Otherwise you may well get to use those brand new tents," he says with a smile.
OOC: Can everyone make an Athletics or Survival check (DC 10) please.