I had an important quest before we could settle for the evening. Striking a deal with the innkeeper, I have been able to order a small sign to go with my alms box and be put up on display at the Inn. It will give the people of Phandalin a chance to contribute to the construction of a shrine to the Raven Queen and thus help them in times of sorrow.
Once that was set in motion, our group could settle down for our evening meal. The others wanted to play a game of cards, but the memories of how I helped Fern Thistlefoot skin people are still too fresh and so I abstained. Instead, the others called over a gnome traveller who had just arrived, something that it would turn out was a very thing. Tymora's shrine here seems to benefit us.
This gnome, Ellywick, told us she was in Phandalin to look for her cousin, Arakaia. By the sounds of it, this cousin might be the same gnome friend of Qelline Alderleaf who joined the Redbrands and then disappeared when she tried to leave. As it seems likely the cousin is dead, I don't want to alarm our new acquaintance unduly. There's no use in thinking of a departed loved one as less just because of a mistake they tried to rectify. Death is a fact either way.
We convinced Ellywick that since the Redbrands was likely the best clue to find her cousin anyway, it was a good idea for all of us to investigate their lair together. And as morning broke, we headed for the secret passage that Carp Alderleaf and Pip Stonehill had shown us the day before.
The narrow tunnel took us to a natural cavern, lit by lanterns along the walls. The middle of the cavern and chasm splitting most of it, with narrow bridges to cross. We decided to head into a side passage to make sure we weren't ambushed from every side.
After a quick battle with three bugbears, we got ourselves a little prisoner, the goblin Dorryl. I don't trust the little creature, but he seems terrified enough that at least some of what he says likely resemble the truth. If it stays that way and he doesn't betray us, I'll try to make his death swift and painless.
A couple of pieces of information the goblin gave us are worth noting. He pointed towards an area that is supposed to have undead skeletons, something that needs to be rectified. There are also prisoners somewhere in that direction, which might be good news for Ellywick. Dorryl also said that the cavern where we entered there is usually some beast with one eye, four legs and about the size of a tiefling. The beast can use telepathy and I would suspect that means other telepathic abilities. I need to know more to make a good guess as to what it might be. There is apparently also a wizard or other magic user, though I highly doubt the goblin's ability to understand what's what even if he knows the truth. This wizard, Glasstaff, has been feeding the monster bodies so that the monster would let them be here. We'll see how it all first together.
The room close to where we found Dorryl and the bugbears (remind me not to suggest that as a band name to Hurgh) was a relaxation room for some of the bandits. Information that the goblin gave us that also turned out to be correct. With a little trickery, we managed to surprise the four of them in there and bring the death they deserved.
With all of that, we're in some need of rest before we can even think of facing the monster in the cavern or the wizard.