Your loot:
A mercurial greatsword, worth 450 GP.
A mercurial Longsword, worth 300 gp
A pair of long, shadowy maniples. They strengthen all Mysteries that force a saving throw by 2, and they are worth 2000 GP
A bolt of white dragonhide. You could keep it, because dragonhide, or sell it. You think it will bring about...2050 gp.
Info time!
Lantern's Light is one of the 13 major cities of Blackmoor, ruled by his Iron Grace, Protector of all, slayer of Aberrations, The knight of the iron glacier, the Archbaron of Blackmoor. He dwells in the center frigid swamps, In His castle built of ice. 12 barons rule over the other towns, and owe fealty, taxes, and allegiance to Him. Lantern's Light is middling, on the northern area of the marsh. The local sources of power are the Baron (LN influence) The Drow food merchants (LE Influence) and the Church of Hextor (LE influence). Backstabbing, treachery, and plotting is rife, as both sides try to outmanuver the other without drawing the Baron's Ire. Although Hextor's influence in the world is insufficent to cast spells, he is more than happy to nurture Cultists in their stead. Although their rule is tyrannical, Lantern's Light has never been pillaged, raided, or burnt by forces unknown. This safety has created a lucrative, and heavily taxed trading post for drow murchants to vend giant spider silks, edible funguses such as cave wheat, and other neccesities.