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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.