"Look, Zork," The captain sighs, "I can't just send anyone out there. I need experienced veterans, those that have been with us longest, and those with proven loyalty to Restov. If you don't like sitting around though, there is someone you can see. I know Kesten Garess is stationed to the west in Oleg's Trading Post. He is looking for a defector by the name of, err, Sneeg, if I remember."
"Before you ask, yes he is from House Garess, one of Brevoy's major families. But he is exiled from them. He hasn't made any moves into the wilderness since he has no lead and not enough men. Go to him and offer your services. Be wary on the road, make the trip in a day if you can."
"Thank you captain, I shall not disappoint."
During the day Zork will head deliberately off the road towards Oleg's Trading Post to speak to Sneeg keeping on the lookout for any strangers and hiding if he can.
Out of Character: Sneeg has defected from the army and is still at large, sorry if that wasn't clear. I take it you meant Garess?
Zork heads off in the midmorning, following the road but marching through grass for cover. Progress is slow due to the grass and the road is empty. Fort Serenko shrinks into the distance and the empty grasslands lie ahead, populated by a hut or house occasionally, but only to the north of the road.
After 6 hours (With rests) you have covered about 14 miles, and there's no sign of a building on the road. Even peering as far as you can, there's only a single farmstead to the north of the road, definitely not a trading post. The sun is starting to get low in the sky and the air gets chilly.
Note: Yes, Zork is going to see Kesten Garess.
Zork decides to look for somewhere with cover that he can rest for the night without having to worry about being attacked. He will then eat some of his food.
While the plain is featureless apart from the road, Zork manages to find a tiny grove of bushes to offer some protection. He has a meal before bed, but the might soon becomes unbearably cold.
Roll Survival, that's 1d20 + your survival skill.
Zork is forced to light a fire, and he suspects it could attract people or animals to his location. But it is the only option for the night, least he freeze.
Oathday 21st of Pharast
Zork opens his eyes to the cloudy sunrise and the smell of burning grass. He bolts up and sees his campfire embers have blown northwards and lit patches of grass on fire. It has spread slowly since the ground is damp, but there are 3 patches roughly 5 feet in diameter that are burning.
Zork will immediately try to put out the fires.
Note: I guess I roll dice with survival bonus to see if I am successful? Just guessing how this works. If not, please ignore my roll result: 8.
Note: What is "Oathday 21st of Pharast"?