Nelly, once you’re certain that no goblins are circling back and no arrows are waiting to fly, you allow yourself a moment to breathe before turning your attention to the scene around you.
It doesn’t take long to realize
the goblins have been using this place to stage ambushes for some time.
The ground is scarred with old scuffs and trampled brush, and faint drag marks cut across the dirt—too deliberate to be coincidence. On the north side of the road, partly concealed behind dense thickets, you spot
a narrow trail leading northwest. Although you're not a Hunter, the signs are clear even to you: at least
a dozen goblins have passed back and forth along it repeatedly. More unsettling still are
the marks of two human-sized bodies dragged away from the dead horses at some earlier time.
You can also identify the horses as belonging to
Gundren Rockseeker and
Sildar Hallwinter. The horses have been dead for about a day, and the saddlebags have been looted.
Searching the fallen goblins turns up exactly what you’d expect—and probably nothing you would want:
- 2 wicked
daggers (1d4+DEX, Melee, Piercing, Light, Thrown 4, sells for 1 gp each)
- 3
shortbows, with quivers and plenty of black arrows (1d6+DEX, Ranged, Piercing, 2-handed, Range 12, sells for 12 gp each)
- Moldy bread (technically food; it may disagree and fight back. Can't be sold).
- Broken human and dwarven teeth, forcibly removed. (Assorted and unsettling dental trophies. Can't be sold)
- Slug Farm (Jar of slimy, wriggling slugs. Can't be sold)
- An empty
leather map case (sells for 1 gp)
- Small, cheap, and smelly hides (They smell of rot. Can be sold for 2 gp if cleaned and you succeed on an Influence check after arriving in Phandalin. Inconvenient until then).
OOC:
Alex, Nelly, Igrem, what do you do?