Side Quests
Search the man, the cart, and then wheel it (the cart) back to town and sell it :)
Roll Perception checks.
for the man
Roll: 1d20+11
14 = 3[d20]+11
For the cart
Roll: 1d20+11
12 = 1[d20]+11
(I see the low rolls are back…)
The wolfwere had a bastard sword. There is a locked strongbox in the wagon. The key is on the wolfwere. Teak will notice that the wagon wheel is easily reattached. The wagon is drawn by a draft horse. In the trees, the party will find the half eaten body of a human merchant.
The strongbox holds 148 GP, 359 SP, seven gems worth a total of 400 GP,, a potion of cure serious wounds, and a potion of lesser restoration.
Is it a regular bastardsword? I guess we have now a wagon to reach our destination ;-)
After a quick burial of the merchant, the party can proceed.
The party soon comes to Fort Fendowar. The party can stop here for supplies, but there is little to see here. The fort is like a small town, with few resources. A mile before the fort, the road turns south, heading into the swamp, and closer to your destination. It is now evening time, and the party must rest for the night. At dusk, the party hears some grunting noises coming off to the side.
DM: Does the party do anything?
What kind of grunts?
Well we can investigate. Just hope those are no pigs or a couple in heat!
