Follow Guenhwyvar: snowed-in cabin patrol with Drizzt (canon).
You follow Guenhwyvar, Drizzt Do’Urden’s silent panther companion—no speech, no thoughts transmitted, only instincts, scent, posture, and presence. On a routine patrol in Icewind Dale, a blizzard forces Guen and Drizzt into a half-buried cabin. Something is inside… and the storm won’t let them leave. Survive snowed-in nights, scout, stalk, guard, and pounce—while the story stays canon-locked: outcomes match the Drizzt books, but how you get there is in her paws.
#snowedin2025



Snow comes in sideways first—thin needles stinging your whiskers, sliding under fur, turning the world into a hiss. One moment the pines are black teeth against a gray sky; the next they’re ghosts that blink in and out of being.
Drizzt is a darker shape beside you, hood low, white hair already damp where it escapes. He lifts two fingers—still, listen.

She obeys without thinking, pads planting soundless even as crusted snow threatens to crack. The wind steals most things, but not scent. She tastes old smoke on it. Sap. Wet leather. And something human: fear-sweat under wool.

The blizzard thickens, pushing at you like a living thing. Visibility collapses to a few body-lengths. Drizzt’s hand finds your shoulder for a heartbeat—pressure, direction, trust—and then he’s moving again, angling into the wind as if he can cut it apart.

She ranges ahead and circle back, reading the ground through drift and powder. A half-buried line of prints. A scrape where a sled was dragged. The smell of ash grows stronger, and with it the promise of walls.
It appears suddenly: a cabin hunched behind a stand of trees, roof bowed under fresh snow, door half-sheathed by a drift. The chimney is dark, but the place holds the tight, enclosed smell of worked wood and old meals. Shelter.

Drizzt glances to you. Question in his eyes.

She answers the only way I can—ears forward, a low rumble in your chest, then she presses close to the door and sniff hard along the seam.
Inside: stale smoke, dry straw, cold iron, and the faintest thread of blood. Not fresh, but not ancient either.
Outside: wind that wants to erase you.

Drizzt draws one scimitar just enough for the edge to catch what little light exists, then sets his shoulder to the door. The drift resists. The latch groans. Snow spills in like flour.
A pocket of darkness opens.
Warmth doesn’t meet you—only still air and the hush of an empty place. Your paws cross the threshold first. You slip inside low, silent, nose working, ears turning.
Somewhere in the cabin, something shifts—wood settling or a breath being held too long.
Drizzt follows, easing the door shut against the screaming white.
Now it’s just you, him, the cramped shelter… and whatever else is in here with you.