"It's a Tatzlwyrm killed just a week ago, but that's not my tale to tell," Replies Oleg. "I heard that a hunter was returning from his hunt, when he was ambushed by it. It slaughtered his dog and would have finished him with its poison breath, but the explorers came upon the scene. They slew the beast and rescued him.
"It was by chance that I was looking to mount the head of one upon the wall, to prove to all newcomers that they're more than a myth to scare children and explain away missing livestock. So I bought it from the explorers, oh Pharasma grant them long lives."
Out of Character: There isn't much to do apart from exploring the rest of the trading post if it interests you, or discover further details about the region by questioning the other people.
Zork thanks Oleg for showing him that. He leaves to question all the guards if they noticed any patterns or clues that could help him find out where the bandits lay. He looks around the trading post to see if he has missed anything and if not he will start back up the road towards Fort Serenko and Restov to where they were and remain hidden to observe who passes.
A roll: 9
The guards mention one last thing, a possible, but unlikely lead. Tarak had actually gone with the exploring group after they defended the fort against a group of bandits that had been raiding Oleg for 3 months. The bandits' path was tracked to a camp about 30 miles away to the south by south-west.
Tarak relives the moment as he describes the area in which he fought the raiders. The camp is near a river, in a shallow section where it spreads into the surrounding ground, creating a small wetland. There were two makeshift watchtowers in the rudimentary camp which housed 8 bandits and their leader, Kressle. The 6 they managed to capture, as well as their leader, were sent to Restov for trial, while 2 weren't captured. Tarak says one of those had drowned.
The prisoners had conflicting views and stories, but one thing was clear. The name of their leader's leader; the Stag Lord.
Zork thought about what he learned and considered that him alone against 8 or 9 others would prove fatal. He also considered others that might want to go with him to fulfill the task - seeing there was no one around maybe he could at least pick them off one by one if they moved far from their camp. Zork decides to make an early trip in the morning to the location the guards described and once in close range he would sit within the bush and observe.
The rest of the day, including your few hours on the wall, passes uneventfully, and dinner is a generous portion of roast rabbit. Oleg and Kesten look over your supplies and deem them fit for the journey. The night is calm and peaceful.
Starday 23 Pharast
Zork heads off on foot, heading in the general direction of south by south-west. There are no clear tracks to follow, having been washed away by the last fortnight's weather. Zork's journey leads him from the grasslands into the forest. Apart from the wild game, he sees little movement in the forest.
In the early afternoon, the weather changes rapidly as a heat wave washes over the land and clears the sky of all cloud cover. Zork is relieved the canopy of the trees shelter him, but towards the afternoon he feels the day's fatigue catch up to him.
Out of Character: You can press onwards, but risk taking non-lethal damage (Doubled every hour) if you fail a Constitution check. One check for each extra hour of travel.
Zork looks for a place he can shelter and possibly make some hidden contraption to shelter for the night.
Survival: 1+5=6 (Where is his survival skills?)
After a hot and tiring day, Zork doesn't have the energy to think about his campsite, apart from the basics. He avoids an anthill and chooses a shallow valley with a slope, unwraps his bedroll and falls asleep.
The night is cold, but not uncomfortably so, and nothing adverse occurs.
Sunday 24 Pharast
Zork packs his things and heads off right away, continuing in a general south west heading, guided by the position of the sunrise. The forest is thick at parts with oak and beech trees densely packed, and elsewhere lie wild bushes, crisscrossed with game trails.
The earth dips then flattens as Zork eventually reaches a river about 50 feet wide. The banks are lined with thorny bushes and the occasional fish splashes downstream. The river itself moves slowly and runs in a mile long arc from the north to the southwest.
Wondering if this is the same river described before Zork will observe the terrain and look for tracks, find some place to observe for a bit while hidden. If no one passes he will continue his journey around the river.
Geography roll: 10