Jehundik Vanyik
Physical Traits:
Healthy
Well Fed
Slightly Road-Weary
Fit
Scabbed cut on left leg,
Skills:
Local Folklore: +5
Woodsmanship: +4
Herbalism: +4
Archery: +2
Spear Fighting: +2
First Aid: +2
Gardening: +2
Possessions:
Sturdy Hunting Bow
Thick Fur Cloak
Sharp Steel Knife
Sharp Aged Steel Short-Sword
Worn Boots
Aged Iron Cap
Several sets of Woodsman's Clothes (including leather belt and cotton trousers and shirt.)
Belted waterskin (full, holding a litre and a half of water)
Hip Quiver (Full)
-Twenty-four ash-tipped arrows.
A Satchel (Full)
-Extra Bowstrings
-flint
-a whetstone
-three days worth of Jerky, dried apple and onions.
-one days worth of edible roots, and wild-fruit.
-Four days worth of Hard Biscuits and Oats
-Nine Rabbit Pelts
-Twenty five feet of straw rope.
-small pouch of poultice herbs (full)
-a large bundle of feathers suitable for fletching
-depleted supply of leaf wrapped tea herbs
-nine silver coins (an eye on one side, a shattered spear on the other)
-Set of Herbalists Tools (Including mortar, pestle, and small blades capable of precisely hooking or cutting under good lighting.)
-A Small Book of Cantrips (read by candlelight)
Rat Sack (empty)
Companions
-Maergor:
Healthy, well fed, lightly bruised, Slightly Road-Weary.
Equipment and Provisions:
-Sharp Iron-headed Spear
-Two Iron-tipped Javelins
-Sharp Short-Hafted Spear-Blade
-A short Sharp Steel Knife
-Cotton Clothing
-Two days worth of Hard-Biscuits and Oats
-Veila
Healthy, well fed, uninjured, Rested.
Equipment and provisions:
-Sharp Iron Hatchet
-A Sharp Steel Dagger
-Ragged Gambeson
-Aged Iron Cap
-Aged Iron Bracers
-four Days worth of Hard Biscuits and Oats
Gimwelf
Healthy, well-fed, uninjured, Rested.
Equipment and provisions:
-Fine Clothing including hat and cloak.
-Sturdy Longsword
-Hunting Bow
-Hip-Quiver (full of steel tipped arrows)
-Six days worth of Hard-Biscuits, Salt Beef and Vegetables.
You waste little time at
The Mage's Bastard, seeing no point to staying here long. You are so very close to your goal, and delay only puts arrival farther into the future. You discuss, in mostly roundabout terms, how the party will split up in the coming days. Veila has been considering joining a trading caravan for a time, to see a little of the world and earn some coin and experience. Maergor is considering a military career apparently, his face is grim as he idly mentions the possibility of becoming a guardsman or caravan guard. Gimwelf plans on seeing more of this part of the world, perhaps joining with the next group of merchants or travellers he comes across, or perhaps even seeking some kind of local employment. It's entirely possible that all three of them may end up joining a caravan together, and you reflect that if that happens it will only be you who will have left the party.
Gimwelf bargains on your behalf for room and board, each of you parting with a pittance for a hard cot and questionable food, but at least it's out of the damp.
...
You depart early the next morning, headed for the town mysteriously mentioned in the final portion of your directions. The road is fresh and well kept, and the rains at their very worst only reach a light drizzle, the clouds often parting to show peeks of clear blue skies. Over the course of the next two and a half days you manage to provide for about half of the party's dietary needs by your own hunting and foraging.
D20+4(
prepared spells)-6(
Novice Conjurer)= 12
Safely out of view of the prying eyes at the inn, you resume your magical studies, though not for very long. You master the use of the third cantrip within the book, and it's struck you that the purpose of this spell might very well be the production of the thick cloying smoke that arises from burning wood faster than it normally would. You also begin practice of the fourth and final cantrip, and you find that it's by far the most difficult, being a more complex version of a spell you've already learned.
Both Veila and Gimwelf observe your magic, and while Gimwelf fails to reproduce any of the cantrips you've taught yourself, Veila has a breakthrough. Mirroring your motions as you attempt to memorize the patterns of the fourth cantrip, she casts it, totally by accident. She launches a great blinding light straight into your face, causing your eyes pain and blinding you for a solid half of a minute before your sight recovers. It may be a fluke, but it's an impressive feat to you all the same.
...
Soon your destination is in sight, a large circular town seated on a hill and encircled by manned wooden walls. Scattered farms dot the lands around the town, though they are disorganized, and seem to be growing food rather than luxury crops. The town is large and well situated, but it's certainly no city.
When you reach the town you are stopped briefly at the gate, where a pair of guards in tabards of gold and red ask you what your business is in the town of Ravok's Roost. The sigil on their Tabards is that of a simple flame, and the men are dressed in the luxury of mail.