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With the extra funds from the platinum, Durgan decides to buy a better trained mount, perhaps a light war horse (With bags and a riding saddle).
Durgan also has a search for two trustworthy mercenaries, preferably from a guild or company.
A light war horse with tack, saddle and saddle bags will cost you 250 gold if you want to go that route.
The person who directs you to the tavern where some hired henchmen can be bought will tell you that there is no such thing as a trustworthy sell sword. Once you get to the tavern it appears to be a rough and unkept tavern on the villages poorer district. You can hear lots of loud music and laughter coming from inside. Walking into the tavern the inside is bigger than the outside makes it appear and it is over half filled with men and women.
That price is good and paid for from the sale of the bow, with coin to spare.
Durgan thinks better of his plan to hire more guards. This was certainly not the place he had in mind. Not willing to look suspicious, he orders a drink and downs it before he leaves for the night. Surely there won't be a need for more men...
***
The next morning, Durgan kisses Sessativa goodbye and heads to the temple riding his horse and with all his equipment in his backpack. He also knocks on Zork's inn door to wake him on the way out.
Once the priests and mules are gathered he leads everyone out the East gate towards adventure.
The tavern owner tells you that you need need to buy everyone a round of drinks as you are new in here. The cost is four gold. Do you pay the gold?
The next morning you are at the temple ready to go as the two selected priests come from around the temple leading five mules. They walk up to you and tell you that they are prepared to head out. You can see one mule packed down with a lot of items. The other four have three empty chests each.
Durgan tells the owner that he's being ridiculous, and leaves without a drink. He looks back as he heads home, slightly paranoid.
"We are ready," Durgan says. "I hope these animals can traverse the forest and won't get spooked by the lingering evil of undeath. Let's go!"
Out of Character: Sorry for skipping ahead like that. I just assumed too much.
Out of Character: Not a issue for skipping ahead. Doing a bit of back tracking can add to the adventure at times. Plus helps fill in the blanks during a paly by post game.
In Character: The day is windy but warm as you head out of the town on your way back towards the old temple you found. The day passes uneventful as you make it to the first way station for the night.
Durgan talks freely with Zork and the clerics as they walk. Durgan however is mounted on his horse, he will save his energy for the return journey.
The horses and mules are tied up outside, and whomever is on watch will sit at the doorway to watch them. Zork takes first watch, one of the clerics second, Durgan third, and the other cleric fourth.