Under Chase's care, Klarg wakes up just as the goblins finish loading everything onto the wagon. He seems confused about why he's not being let go. "You brought Klarg to cave, why do you take Klarg away again?"
"Klarg has some people to apologize to, and questions to answer, back in Phandelin. If you pray to the gods you should take this trip back to make peace with them. Klarg I'll try to give you justice, but you need to answer to those you've wronged." With that Chase pulls the bugbear to his feet, "Let's go."
Klarg still appears confused about why you wouldn't just interrogate and kill him on the spot, but he's quick to accept his current situation. After a short while he lies down in the wagon and even dozes off. You leave behind Big Sneeze and her reduced band of goblins. They watch you leave from the cave mouth.
The way back to Phandalin is clear. The sun sets about an hour before you arrive. The Alderleafs' house is dark when you bring the wagon to their barn. Being respectable, hardworking halflings, they are probably already asleep, as you see no lights in their house.
The Stonehill Inn, on the other hand, is hopping with drinks and hot food still being served. A large fire burns in the fireplace, illuminating and warming the dining area, where regulars and a selection of other townsfolk revel. Mrs. Stonehill is behind the bar; Mr. Stonehill is busy in the kitchen. The inn is abuzz with news that acclaimed thespian Rendall Whittemore (he/him) will be performing in Phandalin tomorrow evening, in the Townmaster Hall.
Passing a DC 10 Intelligence (History) check (made with advantage if you have the Entertainer background) means you've heard of Rendall; a 15 means you've seen him perform. You would know:
10: Rendall is human man, and a talented performer based in Waterdeep. He tours small towns like Phandalin up and down the Sword Coast. He has a very large repertoire of plays, poems, and stories.
15: He's known to enjoy drinking and gambling before and after his shows. He has great stage presence, but he sometimes forgets his lines. You can expect the Townmaster Hall's assembly hall to fill up completely when he performs tomorrow evening.
Regarding what you want to do with Klarg, John knows where Mayor Wester keeps the keys to the jail cells under Townmaster Hall (they hang from a hook at the bottom of the basement stairs, just out of any prisoner's reach). Mayor Wester is currently playing poker with Sildar and a few miners if you want to ask for official permission.
If you do, a sufficiently persuasive argument without a roll or a DC 10 Charisma (Persuasion) check (made with advantage if you tell Sildar that Klarg is the prisoner) results in the following:
"A bugbear, you say?" replies Mayor Wester. "You're certainly welcome to use a jail cell; they're empty right now." A flash of worry appears on his face as he sets down his ale. "We've never locked up a bugbear before. You didn't find it here in town, did you?"
Linene Graywind is sitting with Halia Thornton at the bar; Ms. Graywind won't be able to pay your reward until she's inspected the recovered goods in the morning, but she'll offer buy you all a round if you tell her the job is done.
OOC:
Let me know if there's anyone you want to talk to in particular or anything you want to do tonight.
Image:
Having read through Phandelver and Below, I have no intention of using its substantive content at this time, but it's got a lot more pictures than the original LMOP. They don't always match up with how I imagine things, but I'll be including them where applicable. This one is titled: "Phandalin’s locals heartily welcome friendly visitors"
John would not wait to ask permission not wanting to risk the bugbear causing a panic if seen out in the open.
"Let's lock this thing up we can tell the Mayor after I know where the keys to the jail are. Um I'll keep guard too till the town sets their own.... Just in case"
John would lead Kalag the cells (with support please) then sit at the top of the stairs to the basement as the others go give their report.
Vasha guides the wagon carefully onto Alderleaf’s farm, ensuring it’s secured and in a spot that’s easy to guard, though he doesn’t feel the need to stand watch himself. He pats the side of the wagon as if to say goodbye and turns toward the heart of Phandalin, the anticipation of finding Linene Graywind in his mind.
At the inn, he accepts a free round of ale, raising it in a silent toast before nursing it slowly and eating his rations with practiced efficiency. The drink loosens the tension in his muscles, but he remains wary, choosing only water or any additional free drinks offered to him.
Doldek accepts Lenine's drink graciously, although he spends most of the evening somberly staring into it. "What is our next move?" He will ask any of his compatriots willing to listen. "Upon learning of the location of Cragmaw Castle we should depart immediately...In the meantime, should we investigate these red-caped mercenaries that Big-Sneeze acknowledged? I must declare, they could sabotage our efforts in ways we can hardly anticipate."
Chase locks Klarg in the cell, gets a large meal at the Stonehill, returns to set up a seat and small table just out of Klarg’s reach, “Where is Cragmaw castle? Who is ‘Spider’? What do you know about the Redcloaks?” If Chase believes his answers he slides over the meal, if not he leaves it there and heads to join the others.
Nyli joins the others in the tavern and they sort out the treasures and coin they found. She accepts the free drink, but once it is gone she takes her leave and heads off to check on Sister Garaele.
A flash of worry appears on his face as he sets down his ale. "We've never locked up a bugbear before. You didn't find it here in town, did you?"
”Wasn’t aware any resided in or near town. Do you have any staying nearby?”
insight 23
Mayor Wester averts his eyes; his gaze drifts up towards the ceiling where it stays. "Of course not!" he declares, his words slurring slightly. "That would be a serious problem which I, as mayor, would be obligated to solve. But if you have seen the bugbears—excuse me, I mean if you have seen any bugbears nearby—please be discreet about reporting them to me." [OOC: Deception: 7 --> There's a 100% chance Mayor Wester knows of Bugbears in town.]
John and Chase bring Klarg to the basement of the Townmaster Hall, where the cells are. To stay out of his reach, you have to sit near the front of the other cell. However, taken out of his element and pleasantly surprised that he's being given a bed and a meal, Klarg is actually pretty compliant. "Cragmaw Castle is in the woods up north," he says. "From my cave, you walk until you see a big beech tree, then turn right and follow this stream for half a day. . ." He gives you general directions to the castle.
"Spider is dark elf who came to visit a few times since fall," Klarg continues. "There were a few of them, all called Spider. Klarg doesn't like lady spider, but Grol said be nice to them. Red Capes, Grol also told Klarg to be nice to. Klarg doesn't know why he should be nice to humans and dark elves, but Grol is the smart one; knows best he does."
Just before you leave, Klarg says one more thing: "Do not think Klarg is traitor for telling you these things. Grol likes visitors; he likes intruders even more. And even if Grol says be nice to allies, Klarg doesn't care. Klarg would rather slaughter all who aren't Cragmaw."
After Vasha stops the wagon, Dunkin leads the ox into the barn, putting some fresh hay in the feed box, and rubbing the beast down.
“I’ll meet’ ya at the Stonehill Inn after I’m done here,” he tells the others.
After his companions leave, he decides to take a look around the barn and hay loft, recalling that another Druid used to reside there. Perception 13
The oxen luxuriate in Dunkin's care. They seem to be quite happy.
Dunkin finds hanging from an exterior wall of the barn a birdhouse made of walnut with dovetail construction. Rather than a hole for entry, it has a tiny door on a hinge, which is unlocked. Inside are a table, chairs, and bed, perhaps originally from a dollhouse. It's even got shutters, which have been shut and latched from the inside. Scratch marks on the barn wall indicate that squirrel lived here, the very clean interior of the birdhouse suggests that this squirrel was very neat and orderly.
Nyli joins the others in the tavern and they sort out the treasures and coin they found. She accepts the free drink, but once it is gone she takes her leave and heads off to check on Sister Garaele.
The Shrine of Luck is empty; Nyli finds Sister Garaele next door in her home. Sister Garaele opens the door. Instead of her usual vestments, she's wearing an olive-green tunic. "Oh Nyli, how nice of you to stop by. How was your day?" She steps back from the doorway. "Oh, please come in. I just finished making dinner; would you like to join me?" Inside, Garaele's cottage is unlit. With her Darkvision, Nyli sees a table set for one, on which sits a wooden bowl filled of spinach and chopped radishes. There is no other food in sight.
Sister Garaele offers Nyli a choice of water, tea, or white wine.
The following day (Ches 10, 1481 DR) brings clear skies and a chilly breeze. At the Lionshield Coster, Linene Graywind greets Vasha, Chase, and anyone else who's come to collect the reward. "I appreciate your returning my missing shipment, even if it has become a jumbled mess," she says. "I don't have a hundred gold coins on me; unless you will accept store credit, I must write you a bill of exchange." After a minute, she hands you a slip of paper with the seal of the Phandalin Miner's Exchange authorizing Guildmaster Thornton to pay 100 Gp from Linene's account.
If you take the bill of exchange to the Miner's Exchange, Guildmaster Thornton looks it over with a magnifying glass, nods, and retrieves 100 Gp from the vault, weighs it in front of you, and hands it over. She then brings out an additional 180 Gp and repeats the procedure. "It is convenient that you came," she says. "This is from Sir Hallwinter, who stopped by earlier this morning." She encourages all present (except Chase) to join the guild (for a 50 Gp fee).
When Chase asks to exchange coins for gemstones, she invites him into the back room. The back room of the miner's exchange is lined with shelves and filing cabinets. One wall is dominated by a very large, iron safe. A few potted plants are the only decoration. A Flying Snake rests in a birdcage in the corner.
Without fuss, Halia gives Chase however many banded agates (worth 10 Gp each) he wishes to exchange. She says, "The real reason I asked you here is to speak in private. I can see you have a lot of money coming in. I thought perhaps you would be interested in seeing my special collection." She bends down and opens a smaller combination safe under a desk, careful to block Chase's view of the combination with her body. She pulls out a tray, on which rest a pair of potions, one red, the other amber. Also present are two arrowheads. On a second trip, she retrieves a greatsword and a dagger, both of which appear to be of dwarven make. All of these items cause Chase's skin to tingle slightly, a sign that they radiate magical energy. She explains, "I acquired these from business associates of mine. They are available for purchase. For the right price, I can see about finding other items of a similar nature. Please take a look."
She describes any item Chase asks about and gives a price:
If identified, DC 25 Intelligence (Arcana) check reveals:
These items are genuine, but have a very subtle and mostly harmless curse added.
OOC:
I forgot that Sildar had promised you 30 Gp each to capture Klarg.
Linene or Halia will buy the frog statue for 40 Gp.
Guildmaster Thornton is pretty much offering to sell magic items to members of her guild. She can get any magic item in the DMG, but if she doesn't already have it in the Exchange (see above), it will take up to 5 days to arrive. Prices are vary but generally they will be:
Vasha listens to Guildmaster Thornton’s offer, a faint smile playing at the corners of his mouth. With a respectful nod, he speaks in a smooth, low voice, “Generous as your offer is, I’ll have to pass. My family back home could use the gold more than I could use membership.” The sincerity in his eyes is clear as he pockets his share of the reward, glancing around at the others who fought by his side.
“I’ll let the others know what you said,” he adds, adjusting the strap of his greatsword as he shifts his weight. When Chase disappears into the back room, Vasha steps toward the door, pausing briefly. He turns his head slightly over his shoulder, giving a parting nod to those remaining. Without another word, he strides out into the crisp morning air, the clinking of coins in his pouch a reminder of the responsibility he carries beyond the borders of Phandalin.
At the inn, Dunkin arrives in time to overhear Mayor Wester's thinly veiled lie about bugbears, and the hairs on the back of his neck rise. "Bugbears in town," he thinks? "Maybe we made a mistake bringing Klarg here."
Dunkin makes a note to talk to his companions the next morning. He thinks Doldek is right. Perhaps they should deal with the trouble at hand before King Grol and Cragmaw Castle. "Wasn't there another saloon in town, one known to be a Redbrand hideout," he silently wonders.
After a restful night at the inn, and a full breakfast, Dunkin catches up with Chase and Vasha as they head to the Lionshield Coster the following morning. "Friends, you heard Mayor Wester's lie as clear as I did. I think we should route these Redbrands out, and any other bugbears they're hiding, and then head to Cragmaw castle. What do you think, and by the way, Chase, what did the guildmaster tell you in the back room?"
At the inn, Dunkin arrives in time to overhear Mayor Wester's thinly veiled lie about bugbears, and the hairs on the back of his neck rise. "Bugbears in town," he thinks? "Maybe we made a mistake bringing Klarg here."
Dunkin makes a note to talk to his companions the next morning. He thinks Doldek is right. Perhaps they should deal with the trouble at hand before King Grol and Cragmaw Castle. "Wasn't there another saloon in town, one known to be a Redbrand hideout," he silently wonders.
After a restful night at the inn, and a full breakfast, Dunkin catches up with Chase and Vasha as they head to the Lionshield Coster the following morning. "Friends, you heard Mayor Wester's lie as clear as I did. I think we should route these Redbrands out, and any other bugbears they're hiding, and then head to Cragmaw castle. What do you think, and by the way, Chase, what did the guildmaster tell you in the back room?"
"Between Nyli's map and Klarg's directions I know how to get us to Cragmaw Castle and if Gundren's still alive, I feel like we absolutely need to move quick to rescue him. I heard the Mayor's deception and yes this town needs a good cleansing but the first things first I'll execute Klarg if Sildar agrees before we head out should send a clear message to the mayor and the red cloaks. I'm a newly appointed member of the miner's guild a membership which carries some perks it seems. Let's just say you should join or let me know if you're looking for anything in particular I can probably arrange to purchase it for you Dunkin." True to his word Chase seeks out Sildar about a lawful execution, and fills him in about the Mayor's scandalous indiscretions.
After an evening sipping tea with Sister Garaele, and a good night's rest, Nyli seeks out Chase. "Have you given any more thought to Sister Garaele's request? I would like to deal with it sooner rather than later, but it may have to wait until we have rescued Gundren."
”Yes look at our map it looks like Cragmaw is here and Sister Garaele’s quest takes us here so perhaps we deal with her mission on our way to rescue Gundren, if that works.” Chase hopes Nyli is agreeable as he believes her skills will be needed if Rockseeker is locked up or being used as bait, something feels off to Chase but he waits to witness more before speaking up.
"I would not have expected Klarg to break so quickly. This is most fortunate for our efforts to rescue Gundren. And yet departing with all necessary haste leaves us ignorant and vulnerable to potential Redbrand treachery. Unless...Has our duplicitous mayor learned of the directions that Klarg has provided? Suppose we notify him of our plans, only to provide him with a different destination."
Chase finds Sildar in the Townmaster Hall, just upstairs from where Klarg is being held. Sildar listens intently to Chase's information about Mayor Harbin Wester. He sighs. "Please don't judge him too harshly," he says. "Harbin has told me about the bugbears in town. It seems there are three of them, at least, in with the Redbrand gang. Harbin's been appeasing those scoundrels ever since they murdered my friend Iarno, the sheriff. Not this time!" Sildar raises his voice. He's recovered significantly from his condition when you found him as Klarg's prisoner. "A public execution would do good, show the people of Phandalin that law and order still reigns here. More importantly, Klarg needs to pay for what he did to Gundren, to all the innocent people he's harmed, and to me. On the other hand, a public execution could also incite the Redbrands to violence." Sildar looks at the floor. "It was wise to bring that awful bugbear in secretly. I will convince the mayor to go through with an execution, but we will need you and your companions present to provide security, if it be public."
OOC:
Please let me know how you choose to proceed. It looks like you're deciding between going to Cragmaw Castle (with a possible detour to complete Garaele's errand), going after the Redbrands, and executing Klarg.
I would like nothing more than to turn this campaign into Prisons and Prosecutors, but that's not what you all signed up for. Klarg doesn't have a right to a trial, or any legal protections at all, really. Sildar's planning to kill Klarg himself, with no due process, at some point in the next ten days. You all would have to intervene if you want a different outcome, and you must be present if you want the execution to be public.
On that note, there are no official guards in Phandalin. It's really only Sildar who's in the Townmaster Hall and can keep an eye on Klarg.
Garaele's errand would take you east of the Cragmaw Castle, to Conyberry. Although it's slightly out of the way, approaching Cragmaw Castle from the east could keep you out of the densest parts of the forest for the start of the journey. If you travel at fast speed, you can get to Conyberry by the end of the day, and reach the castle by afternoon on the following day. Going straight to Cragmaw Castle will take at least until night, maybe longer depending on how well you navigate Neverwinter Wood. It would be a survival check to see how long it takes, with a failure meaning you'd reach the castle by afternoon tomorrow, assuming you stop and rest. I can post the map if that would help, but essentially taking the direct route has the potential to save you up to 18 hours, but it also means risking more random encounters, etc..
Considering the wounds he has suffered recently, Vasha would express interest in a healing potion and possibly the poison resistance potion.
When everyone is ready, he will drive the wagon back towards Phandalin, hoping to make it by nightfall or shortly after.
"Klarg has some people to apologize to, and questions to answer, back in Phandelin. If you pray to the gods you should take this trip back to make peace with them. Klarg I'll try to give you justice, but you need to answer to those you've wronged." With that Chase pulls the bugbear to his feet, "Let's go."
John nods at Big sneeze. "I'll be keeping my eye out for you." He then turns to leave waiting for the others by the entrance not a fan of dark caves
Klarg still appears confused about why you wouldn't just interrogate and kill him on the spot, but he's quick to accept his current situation. After a short while he lies down in the wagon and even dozes off. You leave behind Big Sneeze and her reduced band of goblins. They watch you leave from the cave mouth.
The way back to Phandalin is clear. The sun sets about an hour before you arrive. The Alderleafs' house is dark when you bring the wagon to their barn. Being respectable, hardworking halflings, they are probably already asleep, as you see no lights in their house.
The Stonehill Inn, on the other hand, is hopping with drinks and hot food still being served. A large fire burns in the fireplace, illuminating and warming the dining area, where regulars and a selection of other townsfolk revel. Mrs. Stonehill is behind the bar; Mr. Stonehill is busy in the kitchen. The inn is abuzz with news that acclaimed thespian Rendall Whittemore (he/him) will be performing in Phandalin tomorrow evening, in the Townmaster Hall.
Passing a DC 10 Intelligence (History) check (made with advantage if you have the Entertainer background) means you've heard of Rendall; a 15 means you've seen him perform. You would know:
10: Rendall is human man, and a talented performer based in Waterdeep. He tours small towns like Phandalin up and down the Sword Coast. He has a very large repertoire of plays, poems, and stories.
15: He's known to enjoy drinking and gambling before and after his shows. He has great stage presence, but he sometimes forgets his lines. You can expect the Townmaster Hall's assembly hall to fill up completely when he performs tomorrow evening.
Regarding what you want to do with Klarg, John knows where Mayor Wester keeps the keys to the jail cells under Townmaster Hall (they hang from a hook at the bottom of the basement stairs, just out of any prisoner's reach). Mayor Wester is currently playing poker with Sildar and a few miners if you want to ask for official permission.
If you do, a sufficiently persuasive argument without a roll or a DC 10 Charisma (Persuasion) check (made with advantage if you tell Sildar that Klarg is the prisoner) results in the following:
"A bugbear, you say?" replies Mayor Wester. "You're certainly welcome to use a jail cell; they're empty right now." A flash of worry appears on his face as he sets down his ale. "We've never locked up a bugbear before. You didn't find it here in town, did you?"
Linene Graywind is sitting with Halia Thornton at the bar; Ms. Graywind won't be able to pay your reward until she's inspected the recovered goods in the morning, but she'll offer buy you all a round if you tell her the job is done.
OOC:
Let me know if there's anyone you want to talk to in particular or anything you want to do tonight.
Image:
Having read through Phandelver and Below, I have no intention of using its substantive content at this time, but it's got a lot more pictures than the original LMOP. They don't always match up with how I imagine things, but I'll be including them where applicable. This one is titled: "Phandalin’s locals heartily welcome friendly visitors"
”Wasn’t aware any resided in or near town. Do you have any staying nearby?”
insight 23
John would not wait to ask permission not wanting to risk the bugbear causing a panic if seen out in the open.
"Let's lock this thing up we can tell the Mayor after I know where the keys to the jail are. Um I'll keep guard too till the town sets their own.... Just in case"
John would lead Kalag the cells (with support please) then sit at the top of the stairs to the basement as the others go give their report.
Vasha guides the wagon carefully onto Alderleaf’s farm, ensuring it’s secured and in a spot that’s easy to guard, though he doesn’t feel the need to stand watch himself. He pats the side of the wagon as if to say goodbye and turns toward the heart of Phandalin, the anticipation of finding Linene Graywind in his mind.
At the inn, he accepts a free round of ale, raising it in a silent toast before nursing it slowly and eating his rations with practiced efficiency. The drink loosens the tension in his muscles, but he remains wary, choosing only water or any additional free drinks offered to him.
After Vasha stops the wagon, Dunkin leads the ox into the barn, putting some fresh hay in the feed box, and rubbing the beast down.
“I’ll meet’ ya at the Stonehill Inn after I’m done here,” he tells the others.
After his companions leave, he decides to take a look around the barn and hay loft, recalling that another Druid used to reside there. Perception 13
His check complete, Dunkin heads to the inn for an ale, some food, and a story.
As he walks he thinks, “We need to finish this Klarg thing and get to Cragmaw Castle. It sounds like that’s where Gundren is.”
Doldek accepts Lenine's drink graciously, although he spends most of the evening somberly staring into it. "What is our next move?" He will ask any of his compatriots willing to listen. "Upon learning of the location of Cragmaw Castle we should depart immediately...In the meantime, should we investigate these red-caped mercenaries that Big-Sneeze acknowledged? I must declare, they could sabotage our efforts in ways we can hardly anticipate."
Insight 12
Chase locks Klarg in the cell, gets a large meal at the Stonehill, returns to set up a seat and small table just out of Klarg’s reach, “Where is Cragmaw castle? Who is ‘Spider’? What do you know about the Redcloaks?” If Chase believes his answers he slides over the meal, if not he leaves it there and heads to join the others.
Nyli joins the others in the tavern and they sort out the treasures and coin they found. She accepts the free drink, but once it is gone she takes her leave and heads off to check on Sister Garaele.
Nyli Bemblade - Gnome Arcane Trickster
Portia Thornleaf - Halfling Rogue
Mayor Wester averts his eyes; his gaze drifts up towards the ceiling where it stays. "Of course not!" he declares, his words slurring slightly. "That would be a serious problem which I, as mayor, would be obligated to solve. But if you have seen the bugbears—excuse me, I mean if you have seen any bugbears nearby—please be discreet about reporting them to me." [OOC: Deception: 7 --> There's a 100% chance Mayor Wester knows of Bugbears in town.]
John and Chase bring Klarg to the basement of the Townmaster Hall, where the cells are. To stay out of his reach, you have to sit near the front of the other cell. However, taken out of his element and pleasantly surprised that he's being given a bed and a meal, Klarg is actually pretty compliant. "Cragmaw Castle is in the woods up north," he says. "From my cave, you walk until you see a big beech tree, then turn right and follow this stream for half a day. . ." He gives you general directions to the castle.
"Spider is dark elf who came to visit a few times since fall," Klarg continues. "There were a few of them, all called Spider. Klarg doesn't like lady spider, but Grol said be nice to them. Red Capes, Grol also told Klarg to be nice to. Klarg doesn't know why he should be nice to humans and dark elves, but Grol is the smart one; knows best he does."
Just before you leave, Klarg says one more thing: "Do not think Klarg is traitor for telling you these things. Grol likes visitors; he likes intruders even more. And even if Grol says be nice to allies, Klarg doesn't care. Klarg would rather slaughter all who aren't Cragmaw."
The oxen luxuriate in Dunkin's care. They seem to be quite happy.
Dunkin finds hanging from an exterior wall of the barn a birdhouse made of walnut with dovetail construction. Rather than a hole for entry, it has a tiny door on a hinge, which is unlocked. Inside are a table, chairs, and bed, perhaps originally from a dollhouse. It's even got shutters, which have been shut and latched from the inside. Scratch marks on the barn wall indicate that squirrel lived here, the very clean interior of the birdhouse suggests that this squirrel was very neat and orderly.
The Shrine of Luck is empty; Nyli finds Sister Garaele next door in her home. Sister Garaele opens the door. Instead of her usual vestments, she's wearing an olive-green tunic. "Oh Nyli, how nice of you to stop by. How was your day?" She steps back from the doorway. "Oh, please come in. I just finished making dinner; would you like to join me?" Inside, Garaele's cottage is unlit. With her Darkvision, Nyli sees a table set for one, on which sits a wooden bowl filled of spinach and chopped radishes. There is no other food in sight.
Sister Garaele offers Nyli a choice of water, tea, or white wine.
The following day (Ches 10, 1481 DR) brings clear skies and a chilly breeze. At the Lionshield Coster, Linene Graywind greets Vasha, Chase, and anyone else who's come to collect the reward. "I appreciate your returning my missing shipment, even if it has become a jumbled mess," she says. "I don't have a hundred gold coins on me; unless you will accept store credit, I must write you a bill of exchange." After a minute, she hands you a slip of paper with the seal of the Phandalin Miner's Exchange authorizing Guildmaster Thornton to pay 100 Gp from Linene's account.
If you take the bill of exchange to the Miner's Exchange, Guildmaster Thornton looks it over with a magnifying glass, nods, and retrieves 100 Gp from the vault, weighs it in front of you, and hands it over. She then brings out an additional 180 Gp and repeats the procedure. "It is convenient that you came," she says. "This is from Sir Hallwinter, who stopped by earlier this morning." She encourages all present (except Chase) to join the guild (for a 50 Gp fee).
When Chase asks to exchange coins for gemstones, she invites him into the back room. The back room of the miner's exchange is lined with shelves and filing cabinets. One wall is dominated by a very large, iron safe. A few potted plants are the only decoration. A Flying Snake rests in a birdcage in the corner.
Without fuss, Halia gives Chase however many banded agates (worth 10 Gp each) he wishes to exchange. She says, "The real reason I asked you here is to speak in private. I can see you have a lot of money coming in. I thought perhaps you would be interested in seeing my special collection." She bends down and opens a smaller combination safe under a desk, careful to block Chase's view of the combination with her body. She pulls out a tray, on which rest a pair of potions, one red, the other amber. Also present are two arrowheads. On a second trip, she retrieves a greatsword and a dagger, both of which appear to be of dwarven make. All of these items cause Chase's skin to tingle slightly, a sign that they radiate magical energy. She explains, "I acquired these from business associates of mine. They are available for purchase. For the right price, I can see about finding other items of a similar nature. Please take a look."
She describes any item Chase asks about and gives a price:
If identified, DC 25 Intelligence (Arcana) check reveals:
These items are genuine, but have a very subtle and mostly harmless curse added.
OOC:
I forgot that Sildar had promised you 30 Gp each to capture Klarg.
Linene or Halia will buy the frog statue for 40 Gp.
Guildmaster Thornton is pretty much offering to sell magic items to members of her guild. She can get any magic item in the DMG, but if she doesn't already have it in the Exchange (see above), it will take up to 5 days to arrive. Prices are vary but generally they will be:
Vasha listens to Guildmaster Thornton’s offer, a faint smile playing at the corners of his mouth. With a respectful nod, he speaks in a smooth, low voice, “Generous as your offer is, I’ll have to pass. My family back home could use the gold more than I could use membership.” The sincerity in his eyes is clear as he pockets his share of the reward, glancing around at the others who fought by his side.
“I’ll let the others know what you said,” he adds, adjusting the strap of his greatsword as he shifts his weight. When Chase disappears into the back room, Vasha steps toward the door, pausing briefly. He turns his head slightly over his shoulder, giving a parting nod to those remaining. Without another word, he strides out into the crisp morning air, the clinking of coins in his pouch a reminder of the responsibility he carries beyond the borders of Phandalin.
At the inn, Dunkin arrives in time to overhear Mayor Wester's thinly veiled lie about bugbears, and the hairs on the back of his neck rise. "Bugbears in town," he thinks? "Maybe we made a mistake bringing Klarg here."
Dunkin makes a note to talk to his companions the next morning. He thinks Doldek is right. Perhaps they should deal with the trouble at hand before King Grol and Cragmaw Castle. "Wasn't there another saloon in town, one known to be a Redbrand hideout," he silently wonders.
After a restful night at the inn, and a full breakfast, Dunkin catches up with Chase and Vasha as they head to the Lionshield Coster the following morning. "Friends, you heard Mayor Wester's lie as clear as I did. I think we should route these Redbrands out, and any other bugbears they're hiding, and then head to Cragmaw castle. What do you think, and by the way, Chase, what did the guildmaster tell you in the back room?"
"Between Nyli's map and Klarg's directions I know how to get us to Cragmaw Castle and if Gundren's still alive, I feel like we absolutely need to move quick to rescue him. I heard the Mayor's deception and yes this town needs a good cleansing but the first things first I'll execute Klarg if Sildar agrees before we head out should send a clear message to the mayor and the red cloaks. I'm a newly appointed member of the miner's guild a membership which carries some perks it seems. Let's just say you should join or let me know if you're looking for anything in particular I can probably arrange to purchase it for you Dunkin." True to his word Chase seeks out Sildar about a lawful execution, and fills him in about the Mayor's scandalous indiscretions.
After an evening sipping tea with Sister Garaele, and a good night's rest, Nyli seeks out Chase. "Have you given any more thought to Sister Garaele's request? I would like to deal with it sooner rather than later, but it may have to wait until we have rescued Gundren."
Nyli Bemblade - Gnome Arcane Trickster
Portia Thornleaf - Halfling Rogue
”Yes look at our map it looks like Cragmaw is here and Sister Garaele’s quest takes us here so perhaps we deal with her mission on our way to rescue Gundren, if that works.” Chase hopes Nyli is agreeable as he believes her skills will be needed if Rockseeker is locked up or being used as bait, something feels off to Chase but he waits to witness more before speaking up.
Once the guards replace him John goes to find the others telling them of the details Katlag gave him.
"I would not have expected Klarg to break so quickly. This is most fortunate for our efforts to rescue Gundren. And yet departing with all necessary haste leaves us ignorant and vulnerable to potential Redbrand treachery. Unless...Has our duplicitous mayor learned of the directions that Klarg has provided? Suppose we notify him of our plans, only to provide him with a different destination."
Chase finds Sildar in the Townmaster Hall, just upstairs from where Klarg is being held. Sildar listens intently to Chase's information about Mayor Harbin Wester. He sighs. "Please don't judge him too harshly," he says. "Harbin has told me about the bugbears in town. It seems there are three of them, at least, in with the Redbrand gang. Harbin's been appeasing those scoundrels ever since they murdered my friend Iarno, the sheriff. Not this time!" Sildar raises his voice. He's recovered significantly from his condition when you found him as Klarg's prisoner. "A public execution would do good, show the people of Phandalin that law and order still reigns here. More importantly, Klarg needs to pay for what he did to Gundren, to all the innocent people he's harmed, and to me. On the other hand, a public execution could also incite the Redbrands to violence." Sildar looks at the floor. "It was wise to bring that awful bugbear in secretly. I will convince the mayor to go through with an execution, but we will need you and your companions present to provide security, if it be public."
OOC:
Please let me know how you choose to proceed. It looks like you're deciding between going to Cragmaw Castle (with a possible detour to complete Garaele's errand), going after the Redbrands, and executing Klarg.
I would like nothing more than to turn this campaign into Prisons and Prosecutors, but that's not what you all signed up for. Klarg doesn't have a right to a trial, or any legal protections at all, really. Sildar's planning to kill Klarg himself, with no due process, at some point in the next ten days. You all would have to intervene if you want a different outcome, and you must be present if you want the execution to be public.
On that note, there are no official guards in Phandalin. It's really only Sildar who's in the Townmaster Hall and can keep an eye on Klarg.
Garaele's errand would take you east of the Cragmaw Castle, to Conyberry. Although it's slightly out of the way, approaching Cragmaw Castle from the east could keep you out of the densest parts of the forest for the start of the journey. If you travel at fast speed, you can get to Conyberry by the end of the day, and reach the castle by afternoon on the following day. Going straight to Cragmaw Castle will take at least until night, maybe longer depending on how well you navigate Neverwinter Wood. It would be a survival check to see how long it takes, with a failure meaning you'd reach the castle by afternoon tomorrow, assuming you stop and rest. I can post the map if that would help, but essentially taking the direct route has the potential to save you up to 18 hours, but it also means risking more random encounters, etc..