When you wake up in the morning after sleeping through most of the day and the whole night (those who sleep, anyway), you feel refreshed and no longer aching from the long, wet walk down from the Dreadwood Trading Post.
You decide to spend y our morning better getting to know Saltmarsh, and discover a nice little place called the Feet Up Inn, as well as Radric’s General Store.
As he’d requested, you all joined Hunlaf at the funeral for his eldest son, Cynfrith. Arriving at the cemetery, you overhear Hunlaf comforting his wife, Nisha, saying things like “Don’t worry, honey, he’s just taking it very hard.” You asked and were told that he was referring to his young son, Arnal, who you were told was not present at the funeral.
Afterwards, you decided to question Hunlaf and his wife some more regarding the cargo he’d been transporting and the arrangements he’d made with his employer. You learned only that he meets up with his employer shortly after the new moon each month, and that they meet by the river at the north edge of town. His employer gives him information about when and where to find the wagon, but does not reveal his identity at all.
It’s nearly a month until the next new moon.
You then left Hunlaf to explore the town and get to the bottom of the skeletal warriors. Town Hall proved fairly fruitless, as the councilors were not even present, as they apparently meet only once per season under normal circumstances.
You then visited Commander Walthas Kang at the barracks. He was a bit more helpful than the guards at the Town Hall, but mostly offered general knowledge. When prompted, he said he would keep you all in mind if he needed some sort of external strike force.
You then set off for the lavish mansion of Lord Mayor Erolin Timertikos, but noticed activity in the town before you could arrive. You realized that the people of the town seemed to be alarmed and cooperating to some end. A messenger hurrying toward you explained that Hunlaf’s young son, Arnal, had gone missing. He urged you to go to the Feet Up Inn with him, which you did.
Once there, you learned that while the town was being searched door-to-door, Hunlaf had become very worried that his son may have gone east to a “haunted house” (he’s skeptical of it’s nature), which he’d been obsessing over for some time now. Or, as Hunlaf had initially suspected, he might have gone up toward Burle to see where his brother died or to avenge him.
Knowing that none in the town would travel to the well-feared haunted house, he asked you directly to help him by visiting this house and searching for the boy. You agreed to do so, and he then gave you some donated coins (50gp each) to outfit yourselves before setting off if the door-to-door search should come up empty-handed.
When that search did indeed prove fruitless, you set off on rented-horseback, arriving at the house in roughly an hour. It is just before suppertime.
Approaching the house, Taryn heard strange noises coming from the ajar front door. Bursting in, he was faced with four goblins and a hefty bear on a leash.
The bear immediately escaped, and the party valiantly defeated the goblins.
You received a few silver for each of the goblins (totaling around 20sp?), and Taryn and Varis each spotted that the “leader” had a heavily-weighted scimitar pommel. Checking it out, you discovered a 25gp ruby hidden in the pommel of the scimitar.
You each received 40xp for defeating the goblins and avoiding the bear.