Jehundik Vanyik
Physical Traits:
Healthy
Well Fed
Well Rested
Fit
Uninjured
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
-two days worth of Jerky, dried apple and onions.
-Four days worth of Hard Biscuits and Oats
-Twenty five feet of straw rope.
-small empty pouch
-depleted supply of leaf wrapped tea herbs
-thirteen silver coins (an eye on one side, a shattered spear on the other)
-three copper coins (a pointing hand 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)
1d20+4(
Prepared Spells)-5(
amateur conjurer)+2(
ample time for practice)+2(
collaborative environment)= 10
It requires you to spend another day in practice, but you develop a bit of a rehearsed routine in the casting of each of your five cantrips one after another, from the order of least to most difficult. You can cast each with relative reliability, though not with gauranteed success. That would likely require the very sort of disciplined training you seek, rather than your self taught smattering of magical talent.
1d20-2(
very little bartering experience)= 12
You see to selling many of your valuable trade goods, in preparation for any future need for coin, and manage to secure prices that you consider fair from the local merchants in exchange for the furs, feathers and healing herbs. This leaves you at a surplus even with the coin you spent on lodging, but not a large one. With coin in your pocket, spells in your head and a little more air in your bag you set for the tower after giving a farewell to your former companions.
...
You waste little time on the road, and make better time than you ever have on your previous travels. It is as if the stars are aligning as you draw closer to your goal. Though you were told the tower was well over a day's walk away you sight it's heights when it is but scant afternoon. As the tower comes into view it becomes clear just how impressive a structure it is, and it could be considered an understatement to say that it is easily the largest building you have ever seen. It's made mostly of smooth black stone blocks, but also interspersed with blocks that would appear to be made of bronze, reflecting sunlight with great intensity and making the tower seem a series of great shining beacons in the daylight. The tower is particularly broad for a tower, almost seeming to be a great keep that stretches up farther than any keep has a right to. On the upper levels great balconies sit like scaffolds, far too large to be military in purpose.
As you get closer you see that a small town sits around the tower, encircled itself by a low stone wall. When you finally reach the iron-barred gate the sun has begin to set, and you have not tired of the sight of this wonder of construction on the hours of your approach. Guards dressed the same as the two gate-guards at Ravok's Roost call down to you from the gatehouse upon your arrival, asking you your business.