<div class="floatleft">(https://i.pinimg.com/originals/99/de/80/99de80dd4fb18a5a2b5229f5fe73ae72.jpg)</div><span class="bbc_size" style="font-size: 24pt;"><strong><span class="bbc_font" style="font-family: impact;">Twin Oxenbridge</span></strong></span><br/>Human Wizard 1<br/><hr/><br/>Twin bowed to Amelia and went off to inspect the horses.<br/><br/>Meanwhile, Clara stripped the late changeling who impersonated the half-orc Burdock.  She found:<br/><br/>1. Dirty chainmail, still serviceable;<br/>2. A longsword, well-kept;<br/>3. A shield, with three dents, heavy, but not burdensome;<br/>4. A single handaxe (you recall he threw another handaxe at Kathra already);<br/>5. An explorer's pack, all in a canvas backpack (which contains a bedroll, a mess kit, a tinderbox, 10 torches, 7 days rations, a half-full waterskin, and 50 ft. of hemp rope;<br/>6. And a folded note.<br/><br/>Clara, upon opening the note, you see a rough drawing of a map of the area you are currently in.  In the center of the map, a single word written in blood: "dwarf."<br/><br/>Rat, removing the saddlebags from around the horse's torsos is simple enough.  Using a long stick and a rock, the PCs are able to lift the horses enough to work the leather saddlebags from under the large creatures' corpses.  Moving the horses off of the road isn't too difficult either, but tiresome.  First, the party had to point the horse's hooves in the direction they wanted to drag it, and then, with a PC grabbing a hoof each, the party pulled the creatures to the side.<br/><br/>Before Twin could identify the saddlebags, Rat had found that one of the saddlebags had Gundren's initials on the flap.  However, given how they were unstrapped, and how dirty they were inside, it was safe to assume that they had already been rummaged by the goblins.<br/><br/>"Looks like they've been pilfered," Twin said, wrinkling his nose.<br/><br/>Amara, as the party moved the horses, you were able to inspect the wounds.  You assume that at least six archers, working together, were able to bring the horses down.  Additionally, you discover a broken goblin arrow, too.  Amara, you inspect the end of the arrow, but you can't match it to any of the shafts in either of the horses.  You realize that someone who had been hit by this arrow broke the shaft, leaving the feathered end here.<br/><br/>Kathra, the horses are cold to the touch, but you don't think that they've been dead for more than half a day.<br/><br/>Lynarra, you recall that one of the goblins fled northbound, so you started your search on the north side of the road.  Initially, you're unable to find a track to follow, until you come upon a steel buckle.  You inspect it, look yonder, and then notice broken shrubs, some blood on the leaves, and the start of a trail.  You get the impression that whoever left this buckle didn't do so on accident.  They purposefully left a trail.