When Kamuk first started this run, I leaned towards completely avoiding all water crossings after the period of mid-morning thaw to noontime. Since slow traveling along the same waterways and in the case of the central forest camp—in-between building sections of the camp— I began paying more attention to Kamuk's surroundings, less for the parts, more for the whole. As in despite periodically checking temperature while trying to divine the change in thaws to solids, "it is cold" never really indicated thaw or freeze as well as time of day, along with the habits particular to the location in question. The section of river adjacent to Kamuk's central forest camp had been rarely frozen, and if so, only from a late point in the evening. This was where it felt, beyond roleplay, the run became a forester/ranger's run in terms of game play. Your dwarf's not much of a ranger if you the player maintain only cursory knowledge of his/her biome.
Anyways, because of those crashes and the importance of getting barrels of booze back to his camp, Kamuk never did get to swap out his old handwear or trade out the bows he had made. He had to make the journey south again, this time to the hilllocks near Matchbolted. Various militia commanders and sheriffs were given bows/crossbows and bone arrows. Kamuk began to collect knives from all 4 metal types that he imagined he might use on a future werebeast. The journey southward had involved a grizzly bear combat and so his shield user advanced to (lvl 5) proficient and his dodger to (lvl 3) competent. Because of this Kamuk decided to follow the smell of death and bug innards to their point of origin which were those unmoving asterisks that dotted the map.