Chp 3 Silverhalls
The merchants were traveling to Siverhall and they had pickup the Southern mercenary as a guard. The road to Silverhall has a bandit problem. But they thought if they traveled fast and with a heavily armed/armored warrior on a war horse, normal bandits would leave them alone. They weren't expecting a hobgoblin raiding party this far from hobgoblin territory. So when the hobgoblins said surrender, they did hoping an escape or ransom might be possible. But the hobgoblins didn't like how the mercenary was looking at them and the hobgoblins killed him. The merchants will give you the mercenaries mw half-plate armor and mw lance for saving them. He didn't have family or friends as far as they know. You secure the prisoners in the merchants wagon and take them to the authorities in Silverhall.
After selling the loot and dividing the gold Bobble, Conan and Makoto get 782gp each. The group keeps a potion of cure moderate wounds (2d8+3), a wand of cure light wounds (35 charges; 1d8+1), alchemist’s fire (6), tanglefoot bags (2), caltrops and a smokestick. Not included in total, take if you want - all med size; 100 arrows, 20 bolts(Light), a buckler and a spell component pouch.
So you have arrived in Silverhall, you know this was Diridon's destination, but you don't know why he came here. What do you do?
This message was last edited by the GM at 10:25, Mon 11 May 2020.