| DM Scallywag |
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Apologies again for the delays. Now we begin.
“GOLD OFFERED TO ANY BRAVE ENOUGH INVESTIGATE HAUNTED HOUSE NEAR SALTMARSH!”
“Inquiries answered at The Wicker Goat Tavern in Saltmarsh. Seek out the barkeep for more details.”
“Reward provided by Anders Solmor."
So reads a posting that has appeared in several inns and taverns in and near the fishing village of Saltmarsh along the southern coast of Keoland.
The parchment is crisp and white and the ink appears barely dried.
The promise of gold is too good to resist. Some of you may be strangers to the area, but your inquiries have revealed that this Anders Solmor is a local merchant of considerable wealth and a member of the town council.
Some of you are locals and are intrigued by the work offered. The fact that the reward is backed by Anders is especially attractive. He’s young and brash, but he has a keen mind for business, which guarantees the reward will be good.
You find yourself at The Wicker Goat this cloudy midday. The mood is sour again today, and rumblings among the dwarves and humans at the sparsely-occupied tables is the catch has been poor again.
You approach the barkeep, a greying gentleman of a strong build whom some of you recognize as Lankus Kurrid, a retired officer. You exchange your pleasantries and ask about the posting. He points to a door down the back hallway and tells you that Anders will be there shortly to answer all questions. He suggests the daily fish stew and a cold ale would make a fine lunch while you wait.
You look around the room and see several other individuals who don’t appear to be part of the regular crowd, and you hear a baby fussing from one of the tables, not something usual for any tavern.
Depending on your temperament, this may be a good time to quietly dine and wait for Anders to arrive, or perhaps to ask some questions of these other strangers. Perhaps they've heard something.
Now is a good time to get to know one another while you wait for your host to arrive.