Session Two

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Session Two: Taking Back Phandelin from the Redbrands

Part I: Getting the Band Back Together


Following the burning of the Sleeping Giant, the Redbrands commenced a weeklong
terror upon the townsfolk of Phandelin. This is predicated on the presumption that
the burning was caused by someone witnesses saw fleeing the scene, and who the
Redbrands assume are protecting.
The townsfolks have called the reign of terror “The Red Revenge”. Several locations
have been burned and several townsfolks have disappeared. These include:
- Townsmaster’s Hall (Harbin Wester has been taken captive)
- Harbin Wester’s House
- Elima Barthen
- Alderleaf Farm ((Quinlin Alderleaf has been taken captive; Verm has been left
alone. Carp is MIA but will encounter with players).
- Shrine of Mysteries: A pile of rocks, now toppled, by Guide Garaele (dark-
skinned older human woman). The Guide is currently taken captive. Secretly
was feeding information to the Order of the Silver Hand, Boreblug (who is
missing).

At the beginning of the game, resolve the last in-game week:


1) Start with Recent Redbrands Recruits:
Following that eventful first evening, Astrid, Cellara, and Thick Thott are accepted
into the fold, but suspicion remains following the burning of the Sleeping Giant. The
players answer to a orc female Redbrand Lieutenant, Korga Zumbug, who remains
skeptical of the adventures’ intentions. Consequently, she has not told the
characters the location of the secret entrance to the Redbrand’s hideout in
Tresendar Manor.
Over the course of the week, the adventurers perform several activities to gain
additional information from the Redbrands (see Secrets)
 Adventuers can choose help burn the village (requires no check, all secrets
will be given).
 Adventuers can choose to accompany the Redbrands on the terror (Stealth or
Sleight of Hand, or Social Check, DC 15)
 Adventuers can choose not to burn the village (requires no check but can
scout facilities on successful Stealth DC 10).
Secrets Known by Redbrands:
 Glasstaff: The leader of the Redbrands is a human wizard known as Glasstaff,
so named by his magic staff made of glass. Glasstaff chambers are in the
western end of the stronghold (R12)
 The Spider: A mysterious figure called the Spider hired the Redbrands to
frighten off adventurers and intimidate the locals for reasons unknown.
Glasstaff knowns that this is to keep people away from the local Phandelver
Mine (Wave Echo Cave).
 Complex Guardian: Rumours of a “one-eyed monster” that resides in the
lowest part of the complex.
 Map: If the adventurers gain the trust of the Redbrands, they will be given
information on the Redbrands hideout.
 Prisoners: Several prisoners reside in the complex following the Revenge,
including the town master, those listed as missing, and a male human named
Fig (Fig has the map to Wave Echo Cave).
Players should also be motivated to contact the rest of the party to gain entrance
into the hideout.
2) Regarding Other Characters:
Following the first events, Zayden, Zane, and Adyln will remain in the town. The
next week will include a combination of intelligence gathering, plotting to overthrow
the Redbrands, and gain entry into the Redbrands hideout.
The adventurers may have several interactions with several remaining villagers:
 Carp Alderleaf: “Scary bandits came out of the tunnel when he was there and
met with a pair of Redbrands. They didn’t see him, but it was close. Thinks
that they have a secret lair under the mansion. There was also this weird
glowing goblin thing.”
o Social check (Persuasion, Intimidation) DC 10 to gain trust.
o If the characters begin their search at Tresendar Manor, they enter the
hideout in area R1. If they instead follow Carp Alderleaf to the secret
tunnel the lad found, they find the hideout via area R8.
 Boreblug: “I’ve had enough of these damn scum in my village. Its time to
take it back.”
o Social check (Persuasion, Intimidation) DC 16 to lead fight and distract
Redbrands.
o Will Result in Redbrands guards (4 guards’ upper level) leaving.
o Will also know of the Spider and the hiring of a Goliath gang
 Umelli: “The brigands were asking about what was in these hills. Rumours of
something underground.”
The adventurers can also scout out the Tresendar Manor, locating the secret doors
within the ruins and not requiring a DC 10 Wisdom check.
Part II: Tresendar Manor
More a castle than a house, Tresendar Manor at the east edge of town on a low
hillside amid woods and thickets. The ancient manor has long been abandoned, only
a series of grey dusty ruins, but its cellars have been converted into a Redbrand
stronghold.
 Passages and chambers are 10ft high unless otherwise indicated.
 Doors made of wood, with iron handles and hinges. Can be picked with
thieves tools and DC 15 DEX check or broken with DC 20 Strength (Athletics).
 DC 10 Wisdom (Perception) check for secret doors.
 Lights are oil lamps.
Redbrand Hideout Locations
Enemies:
No enemy will attack the characters if they are donning Recloaks. The only
creatures that will attack onsite are the Goliaths in R9, or any other creature that is
provoked.
 R2 – Three Redbrands, if they hear noise in R1, they prepare to attack.
 R4 – 4 Living Armours. Will remain in R4, Redbrands in R5 will be alert if
activities occur.
 R5 – Three Redbrands. Will jump into R4 after 2 rounds.
 R8 – Ssarnak: A subterranean monster that hungers for flesh—a nothic
named Ssarnak—guards this cave. Lured by a faint magical effect emanating
from the crevasse, the creature was occupying the area when Glasstaff
moved in. Glasstaff struck a bargain with the monster, convincing it to help
guard the stronghold in exchange for treasure and the occasional gift of fresh
meat. Ssarnak is untrustworthy but loyal enough, for the moment. Ssarnak
normally lurks near the west ends of the two bridges. If it notices intruders
entering the cave, it hides behind one of the large stone columns and
watches them, attempting to use its Weird Insight to discern the intruders'
secrets. Ssarnak communicates via telepathy. If detected, it prefers to
negotiate and will betray the Redbrands for the right incentive, such as the
promise of food.
 R9 – 3 goliath warriors, lead by Nosk, and one goblin, Droop.
 R10 – Common room has two Redbrand ruffians and two human bandits
Part III: Glasstaff and the Wizard’s Workshop
The room appears to be a wizard’s workshop. A large worktable is set up with
alembics, retorts, distillation coils, and other alchemical devices, all of them stewing
and bubbling. Bookshelves and desks are crowded in sheaves of parchment and
strange-looking tomes.

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