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
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 (mostly full)
-Extra Bowstrings
-flint
-a whetstone
-three days worth of Jerky, dried apple and onions.
-one days worth of edible roots, and wild-fruit.
-two days worth of venison for one person.
-Four days worth of Hard Biscuits and Oats
-Twenty five feet of straw rope.
-small pouch of poultice herbs (full)
-some feathers suitable for fletching
-leaf wrapped tea herbs
-nine silver coins (an eye on one side, a shattered spear on the other)
-one copper coin (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:
-Sharp Iron-headed Spear
-Two Iron-tipped Javelins
-A short Sharp Steel Knife
-Cotton Clothing
-one days worth of Venison for one person.
-Three days worth of Hard-Biscuits and Oats
-Veila
Healthy, well fed, uninjured, well rested.
Equipment and provisions:
-Sharp Iron Hatchet
-A Sharp Steel Dagger
-Ragged Gambeson
-Iron Cap
-Iron Bracers
-one Days worth of Venison for one person.
-Five Days worth of Hard Biscuits and Oats
Gimwelf
Healthy, well-fed, uninjured, well-rested.
Equipment and provisions:
-Fine Clothing including hat and cloak.
-Sturdy Longsword
-Hunting Bow
-Hip-Quiver (full of steel tipped arrows)
-Eight days worth of Hard-Biscuits, Salt Beef and Vegetables.
Accepting the company of the travelling bard you set off the following morning. Following the road around the swamp as you had planned. Gimwelf seems disappointed you won't be providing him the opportunity to meet with the swamp people, but he's unwilling to travel alone into their territory, so he accepts the decision in stride. Your other companions meanwhile, are relieved that you will not be taking what could be a dangerous shortcut.
The weather is exceedingly lovely for the next few days, and the lack of rain and mud means that you make good time, and that the company's spirits remain high. It's not uncommon for Gimwelf to strum a tune on his lute as you walk, and the two of you are mutually surprised by one another's knowledge of folklore. He notes that the versions of some of your stories seem older and perhaps even more accurate than the versions he knows, while he in turn shares with you a variety of newer tales and songs you've never heard before.
At rest though, your talk turns towards magic. You learn that the cantrip he demonstrated back at the tavern is the only bit of magic he knows, but it's still one bit of magic you wouldn't otherwise have access to and so you have him attempt to teach it to you. In exchange, you demonstrate the cantrips that you have learned, and allow him a peek at your notebook, the contents of which you have only half-mastered. Veila observes the exchanges, learning what she can from your sharing of novice conjuration.
D20-7(
little practice or training in any magic+)+1(
assistance of somewhat helpful tutor)= 13
TEACHING CHECK D20+4(
prepared spells-6(
Novice Conjurer)= 11
You have functionally instant success with the cantrip after Gimwelf has shown you how to cast it, and he's a little amazed at how quickly you master it's use over the coming days. The breakthrough has left you more confident in your abilities as a conjurer, and Veila too seems to have learned a little from the exchange. The bard however, fails to learn a new spell, though not through the fault of your own tutelage.
As you reach territory where you can be a little more confident about the legality of hunting, rather than having Gimwelf help you you set him to teaching Veila how to read. He's brought a pair of books with him, which he uses to help her in this endeavor. You prove to be successful enough hunting on your own to justify the arrangement, and your foraging goes equally well. The time spent with Veila also gives her an excuse to keep an eye on him and judge his intent, and her reading skills improve quickly, already she recognizes large portions of the alphabet.
You notice that Maergor keeps his distance from the bard, perhaps distrustful of his cheery quick-to-smile nature.
...
On your fourth night of travel, as the embers begin to die just a little too low you hear a terrible keening sound emerge from the swamp, awaking the entire party. Twice more the keening echoes into the lonely night, each time a little louder, and probably a little closer too. The sound is so shrill and painful that if it continues it will likely make sleep impossible, and worse, what if whatever makes the noise is a threat?