Buttercup
Princess of Florin
I also wonder why your DM is doing this. If I were going to test a character, I certainly wouldn't make it for 2 years!
Anyway, I don't think it's likely that your character will survive, but if you mean to try, rather than tearing up your character sheet as BlackMoria said, then here are some suggestions.
First, go to your local library and get a copy of the children's novel My Side of the Moountain by Jean Craighead George. It's the story of how a 12 year old boy lived in the wild for a year. You'll get some good ideas for your character, and you can read it in an evening. For example, this kid burns out the insides of a rotten tree and uses the hole as shelter.
Anyway, here are some other thoughts.
1. Can you call a familiar? If you can, you want one of two sorts. Either you want one that can fight for you (how about a badger?) or you want one that can scout for you, such as a hawk. It will be essential for you to have warning of 'visitors' so you can climb a tree and hide.
2. Have more than one shelter. Build a platform in a tree and weave some wind screens out of boughs. This will be a good hiding place from most wild animals, but it will be cold and uncomfortable. I don't think you can manage to dig a complete tunnel, but surely you could dig a substantial hole which could be concealed with leaves, branches, slabs of stone, snow or what have you. Then, by all means do the hollow tree thing I mentioned above. Put some dried nuts, berries and a water container in each place, so you can survive there for a day or two.
3. Set snares and build traps. You need to catch a deer so you can use the antlers & bone to make implements, the hide for blankets, clothing & shoes, dry the meat, use the bladder and stomach for waterskins, and so forth. I think I read somewhere that an animals brains, if rubbed into the hide, will result in a supple, waterproof piece of tanned leather. Actually, you need to catch several deer. And waste nothing. If you don't need all of the bones right away, scrape them clean and put them on a tree platform to store them.
4. I agree that Herbalism is Herbalism. Your character should look for, collect and dry herbs to fight pain & infection, as well as to season food, repell insects, perhaps even poison arrowheads.
5. Is there a clay deposit beside the stream? If there is, make a few pots in your fire. They won't be beautiful, or even watertight, but they'll suffice to boil things in.
6. Here's a list of the implements your character should make from deer bone & antlers: Arrowheads and spearpoints, choppers, scrapers, eating utensils, a plate from the pelvis, a fish hook and a sewing needle, and then carve the rest into beads which you can decorate and use as trade goods if you run into any humanoids who don't kill you faster than you can strike up a conversation.
7. Your character could also try to make the glade seem haunted. Judicious use of ghost sound, dancing lights, mage hand and prestidigitation should go a long way toward scaring away stupid orcs. Also, once your character is raggedy looking and dressed in skins, he or she can use the herbalist skill to the benefit of any friendly humanoids.
The odds aren't that good, but who knows, you just might make it!
Anyway, I don't think it's likely that your character will survive, but if you mean to try, rather than tearing up your character sheet as BlackMoria said, then here are some suggestions.
First, go to your local library and get a copy of the children's novel My Side of the Moountain by Jean Craighead George. It's the story of how a 12 year old boy lived in the wild for a year. You'll get some good ideas for your character, and you can read it in an evening. For example, this kid burns out the insides of a rotten tree and uses the hole as shelter.
Anyway, here are some other thoughts.
1. Can you call a familiar? If you can, you want one of two sorts. Either you want one that can fight for you (how about a badger?) or you want one that can scout for you, such as a hawk. It will be essential for you to have warning of 'visitors' so you can climb a tree and hide.
2. Have more than one shelter. Build a platform in a tree and weave some wind screens out of boughs. This will be a good hiding place from most wild animals, but it will be cold and uncomfortable. I don't think you can manage to dig a complete tunnel, but surely you could dig a substantial hole which could be concealed with leaves, branches, slabs of stone, snow or what have you. Then, by all means do the hollow tree thing I mentioned above. Put some dried nuts, berries and a water container in each place, so you can survive there for a day or two.
3. Set snares and build traps. You need to catch a deer so you can use the antlers & bone to make implements, the hide for blankets, clothing & shoes, dry the meat, use the bladder and stomach for waterskins, and so forth. I think I read somewhere that an animals brains, if rubbed into the hide, will result in a supple, waterproof piece of tanned leather. Actually, you need to catch several deer. And waste nothing. If you don't need all of the bones right away, scrape them clean and put them on a tree platform to store them.
4. I agree that Herbalism is Herbalism. Your character should look for, collect and dry herbs to fight pain & infection, as well as to season food, repell insects, perhaps even poison arrowheads.
5. Is there a clay deposit beside the stream? If there is, make a few pots in your fire. They won't be beautiful, or even watertight, but they'll suffice to boil things in.
6. Here's a list of the implements your character should make from deer bone & antlers: Arrowheads and spearpoints, choppers, scrapers, eating utensils, a plate from the pelvis, a fish hook and a sewing needle, and then carve the rest into beads which you can decorate and use as trade goods if you run into any humanoids who don't kill you faster than you can strike up a conversation.
7. Your character could also try to make the glade seem haunted. Judicious use of ghost sound, dancing lights, mage hand and prestidigitation should go a long way toward scaring away stupid orcs. Also, once your character is raggedy looking and dressed in skins, he or she can use the herbalist skill to the benefit of any friendly humanoids.
The odds aren't that good, but who knows, you just might make it!