You don't think it's safe to enter the town again, and the bandits are sure to be watching the roads the caravans will travel. You are about to leave when you happen to see the torch bearing orphan walking in the vagabond camp. He looks nervous as you approach him, but Mark hands him several copper coins and tells him to deliver a message to his friend that says to watch out and the location where you are going. You want to visit the tinkerer's guild before you leave, but it is well within the walls. You tell yourself you will come back here someday and reunite with Chel.
It is a little difficult to carry everything, but you split the load evenly between the three of you and start walking in the direction of the Elven lands. You make it a good distance before dusk and once again set up your camp. There is snow on the ground, and you end up making room in the tent to accommodate the three of you. It is kind of cramped inside now but Mark says he will either buy a tent or find some way to make one.
You all sit around the campfire and talk about this new change of fate. As you all enter the tent, with the glow mushroom inside for light, you try to train Mavrick, hiding his food in increasingly complicated places to help his intelligence. His eyes are open now, and he's starting to grow some hair. You all sleep well for the night.
You are now in the wilderness and will have to feed yourselves. You personally have only enough food for today, and your companions don't have much either. You have time before you need to start traveling, what would you like to
do?By
mrvent at 2011-06-19
The light blue inverted triangles represent villages. None of them are named on this map, but you know by heart your old home and the nearby human town.
The red X represents your location.
Orange spots represent ruins or interesting locations.
Foothill Village: Your old home, there's no going back now.
Stockton: A Human village, your village used to trade with them frequently. It is your current location. You were told there is an old abandoned prison nearby, perhaps it is worth looking into. A one-eyed Dwarf told you the location of a loot cache in the prison. You have found a hidden spot to camp at night.
Cryptsocks: A Dwarven mountainhome that you were told is incredibly rich but exclusive on who can even enter.
Changedgrove: An Elven settlement that sits at the border between the forest and the plains.
Kilroy, Gnome Tinkerer, Heathy
Max, Dwarf Thief, Has a Cracked Rib, Kind of Drunk
Mark, Human Hunter, a Little Cut Up by otherwise Okay
Mavrick, Smart Baby Giant Rat, Healthy
Healthy
Refreshed and Awake
Alcohol Dependent
Equipped:
Gnome Styled Cloth Clothing
Perfectly Fit Leather Armor
Wooden Walking Stick
Yew Bow (slung over shoulder)
Steel Short Sword (sheathed)
Leather Backpack
Herbal Bag
Leather Quiver
Herbal Bag:
Handful of White Mushrooms, Green Spots (slightly poisonous) (unidentified) x1
Healing Herb Leaf x1
Aloe Leaf x1
Pipeherb Leaves x8
Leather Quiver:
Wooden Steel Tipped Arrows x10
Flint and Steel x1
Flask (6/6) x1
Bronze Knife w/ Wood Handle x1
Five Year Old Small Cloth Map x1
Brass Compass x1
Brass Whistle x1
Small Black Powder Bomb x3
Quart of Rat Milk (7/10) x1
Baby Bottle x1
1 Day of Food
Water Skin (6/6L) (2L/Day)
77 Copper Coins
Key to Chest in Camp
Skills:
You can identify poisons.
You can use a bow.
You can whittle wood skillfully.
You can track animals.
You can identify many plants in the area around Stockton.
You know basic Alchemy.
You know basic mechanics.
You know basic engineering.
You can skin an animal properly.
Crafting:
Wooden Figurine: Small piece of wood
Deadfall Trap: Small sticks, flatish rock, small vines
Javelin: Long thin branch
Walking Stick: Long wide branch
Mechanical Parts: 5 parts for one metal bar
Bear Trap: One metal bar, one pressure plate, one mechanical part
Giant Mouse Trap: One metal pole, one metal bar, one pressure plate, a large wood board, two mechanical parts
Small Black Powder Bomb: One mechanical part, handful of black powder, fuse, wood block or round shell, metal scraps
Gnomish Lighter: One metal bar, piece of flint, piece of steel, flammable gas, wick
Gnomish Switchblade: One bar of metal, one mechanical part, wood or metal for a handle
Dwarven Lantern: one bar of metal, chunk of glass, wick, mechanical part, flammable gas
Mark is a hunter who is traveling with you. You are becoming good friends.
Max Yeskly, Dwarven thief and adventurer extraordinaire. You seem to have a habit of helping him out of tricky situations, while he keeps getting you into them. He is traveling with you.
Stockton:
Chel is a human Tinkerer who has connections within the guild. She is somewhat friendly to you.
Medium Sized Tent
Your Sleeping Bag
Max's Sleeping Bag
Mark's Sleeping Bag
Mavrick's Leaf Pile
Small Wooden Chest (locked)
Wooden Javelins x4
Giant Rat Sized Bear Trap w/ Wooden Parts x4
Healing Tea x2
Silver Coin x1
Silver Flask x1
Silver Rings x3
Large Unreadable Book of Spell x1
Max's Stuff
Mark's Stuff
Jar with Glowing Mushroom
Fire
Wood Pile
There is now a layout of your tent in the camp menu.