The walk out of Gulgar's fortress takes place pretty much as Duffy wrote out. On your way through Mulmaster, you drop a line with Miss Verone to say that Gulgar is dead, and she smiles and assures you she'll pass the word to the Harpers. (Averron, your last set of traps collapsed part of the cavern under Gulgar's fortress - there isn't much real estate on level four left to trap!)
So ... I'm going to use the magic of exposition to move things along. After an uneventful four day trip, you come to Hillsfar, which is not very friendly to non-humans. You hang out in a tavern there called the Twisted Tusk. You have seven days to scribe scrolls, shop, get an animal companion, etc.
You're a relatively low level party and no one in town knows you very well, so there are limits in what you can get. Specifically: Non-magic items from the PH are available, at cost. You can buy masterwork items, potions up to 3rd level and scrolls up to 3rd level at the costs listed in the DMG. Magic weapons, armor or shields are avaible up to +1 in power and will cost 25% MORE than what's in the DMG. Misc. magic items and wands will be available up to 1,000 g.p., but again the cost is 25% MORE than what's in the DMG. No magic rings, no rods, no staffs. And you don't know anyone who can make you a "custom built" item.
Every magic item in the DMG is fair game (within the limits I just laid out). If you want to get something from another book, send me an email or post it to the blog.
You'll get more opportunitites to get better items if you stay in Hillsfar longer and make a name for yourself. Perhaps an adventure in the area?
