Jehundik Vanyik
Physical Traits:
Healthy
Well Fed
Well Rested
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
Aged Steel Short-Sword (with rat-fur grip)
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 (just over half 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 venison for one person.
-Twenty five feet of straw rope.
-small pouch of poultice herbs (full)
-some feathers suitable for fletching
-leaf wrapped tea herbs
- ten silver coins (an eye on one side, a shattered spear on the other)
-two copper coins (a hand pointing 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, uninjured, well rested.
Equipment and Provisions:
-Iron-headed Spear
-Two Wooden Fishing Spears
-A short Steel Knife
-Cotton Clothing
-Three days worth of Venison for one person.
-Veila
Healthy, well fed, uninjured, well rested.
Equipment and provisions:
-Iron Hatchet
-A Steel Dagger
-Ragged Gambeson
-Iron Cap
-Iron Bracers
-three Days worth of Venison for one person.
The Inn is a rather large building, mostly wooden in construction, but bits and pieces of it seem to be made from cobblestone, much the same make as from the road itself. The Inn appropriately is named "the Cobblestone". Kellay spends some time negotiating with the Inn's owner Mashira, a tall dark-skinned woman with a ready smile and calloused hands. Both are shrewd negotiators, but clearly friendly with eachother, and by the time Kellay has sold her his ale both seem pleased with the transaction. Kellay also takes the time to get you and your companions a fair price for cots and meals in the common room.
Once that is accomplished Kellay is kind enough to escort you around town as you conduct your business. All of you leave your weapons at the tavern however, Kellay explains that it is not legal for travellers to wander around within the town walls while armed. Kellay shows you to the various merchants who might be interested in your goods, and from the kind words he shares with many of them you can tell that he wasn't lying when he mentioned his name held weight within the community, and it certainly does not seem to hurt your dealings with the various merchants within town. The candles, furs and spearheads seem a welcome enough commodity, though the other rusty bits of iron make the local blacksmith wrinkle his nose distastefully before admitting he can probably scrub them and melt them down for the metal. When the bartering is all done, you find yourself with five more silver pennies, with each of your companions having claimed one each from their share of the found metal. In addition to the silver you also get two tiny copper coins, each you are told, are worth very little, a half-day's wage for a cheap laborer at best.
While trading with the blacksmith you see his store of arms and armour, most of which that he admits he did not make himself. You learn then that armour is expensive, you could probably afford a gambeson, or a set of bracers, or maybe trade in your current cap for a more functional helmet, but all of those would cost between five and seven silver pennies even at generous prices. The blacksmith tells you that you are free to think the decision over and that he will hold to the prices he has promised you. A donkey or mule is similarly prohibitively expensive. A dozen silver pennies for the privilege of taking a donkey that the local stable owner admits to being uncooperative, though he also offers feed for it. Veila and Maergor are willing to pay their share as well, however, in exchange for the mutual promise that whoever claims it at the end of the journey is willing to buy out the others shares of the animal.
...
When your initial bartering is done with you return to the inn to regroup, eat and decide on what purchases to make for the rest of your journey. Kellay continues to be helpful, entertaining your questions and offering his advice. You learn that the next leg of your journey looks to be a week long at the most, perhaps half that if you choose to take the path through the nearby swamp rather than around it. He warns against that if you can avoid it however, as the locals in the swamp are thought to practice questionable sorceries and cooperate with evil creatures. He admits that doing so is by no means certain death, as he knows merchants who trade with the swamp-folk and travel their paths regularly.
When you ask about the legality of hunting Kellay tells you that in the local area you need to seek permission from the local baron so that he can tax your hunting, and that the penalties for breaking those rules vary depending on where you poach, but he also tells you that you're actually on the border of the kingdom, and that continuing along your planned path will take you outside the purview of the local rule of law within a day or two of travel. He grins in mockery as he intones that you will soon be within the realm of sorcerers and spirits.
During your conversation you see to a few small matters. Sharpening your sword and seeing to the cut on your leg, which looks mostly healed, and doing so cleanly.
GM NOTE
Plan on adding another in town update, but wanted to break it up a little. Will take into account suggestions that are still relevant after that update.