Session 04: A Mysterious Figure in Phandalin Report
General Summary
GOBLIN HIDEOUT
Though Dakari went down, the party decides to continue their pusuirt of Klarg the Bugbear.
The party fights hard taking down Klarg, his pet wolf and the few goblins that were with him.
In a search of the area, they discover a chest with a logo of the Lionshield Coster on it.
Varis decides to take Klarg's head as a trophy and they had back to Yeemik to see if they might learn more information
Unfortunately, Yeemik doesn't have other info so the party decides to head back to Phandalin
LIONSHIELD COSTER, PHANDALIN
Despite a tense last encounter with Linene Graywind, Varis decides to talk to her about the supplies they found in the cave. She is quite thankful and offers the party 50gp if they return them.
BARTHEN'S PROVISIONS, PHANDALIN
In order to get the supplies from the goblin hideout, the party rents a cart for a day from Elmar Barthen for 15gp.
The party set out to the cave, got everything and then returned to the village
The supplies were given to Linene and the cart also returned
STONEHILL INN, PHANDALIN
After a busy day, the party takes their rest back at the inn
Early in the morning a mysterious figure approaches the groups in their sleeping area
The figure tells the party to be very careful with Sildar Hallwinter as he shouldn't be trusted. Some insight checks reveal that maybe this character shouldn't be trusted. He makes his leave
Back downstairs for breakfast, the party also asks Pip Stonehill if he'll help them find Carp Alderleaf who he mentioned previously. The party wants to know more about the secret tunnel
ALDERLEAF FARM, PHANDALIN
Pip helps take them to Alderleaf Farm where they meet Qelline Alderleaf and her son Carp.
Carp is quick to talk about the tunnel but his mom is surprised to hear about his sneaking about
Quelline does know about the Redbrand bandits in the area but also mentions that she has a druid friend who might be helpful if the party needs more information
TRESENDAR MANOR
Carp leads the party towards the forest east of his home and then towards the tunnel
Dakari loses his bearings a bit but Nyx is able to get in
Zephyr stealthily heads up through the tunnel to scout ahead.
A mysterious voice enters the minds of the party wondering who has come to its lair
As they slowly move further in, the hungry nothic is hungry so Varis decides to feed it Klarg's head which keeps it passive
Zephyr continues to try and stealthily search further by heading west from the larger chamber the nothic is in
As Zephyr approaches a door at the end of the hall he can hear goblin language that appears to be tormenting someone