Penumbra deftly dispatches another one of the redbrands, leaving one facing the group. Seeing that he is outnumbered and, frankly, outclassed, the greasy man drops his short sword and surrenders. (Combat over if you choose. 60 XP each!)
All three Redbrands wear belt pouches holding treasure. The first holds 16 sp and 7 gp; the second, 12 sp and 5 gp; and the third, 15 ep and two garnets (10 gp each). Additionally, three dirty scarlet cloaks hang from the bunks.
Jewelry: 3 platinum signet rings (50 gp ea) 5 malachite gems (15 gp ea) 3 gold teeth (1gp ea) 1 Jade frog statuette (40 gp). 2 Garnets (10 gp ea)
Equipment: 2 short swords (20 gp, ea)
Previously Awarded: Potion of Healing – Rand Potion of Healing – Penumbra Potion of Healing - Bankur Scroll Augury - Bankur Talon, +1 long sword – Rand 50 gp each reward for clearing goblins - All 10 gp each reward for returning shipment - All Knucklebone Dice (One Charlatan’s die, one regular) - Penumbra
Tidbits:
Quilline pulls Rand aside while Carp is giving his directions and says, "If you truly be adventurers, then you should visit my old friend Reidoth the druid, since there’s not an inch of the land he doesn’t know. Reidoth recently set out for the ruins of a town called Thundertree, just west of the Neverwinter Wood. It's about fifty miles northwest of Phandalin, but I can give you directions so you can easily find the place, if you want."
Sildar: Of course, this means driving out those Cragmaw goblins, too. I will give you a 500 gp reward if you locate Cragmaw Castle and defeat or drive off the tribe’s chieftain.”
Sildar: “I also mean to find Iarno Albrek, a fellow member of the Lords’ Alliance,” he continues. “I questioned several locals today, only to learn that he disappeared while exploring the area around Tresendar Manor about two months ago, shortly after arriving in Phandalin. I ask you to investigate the manor and the surrounding area to find and bring back Iarno — or what’s left of him, if something killed him. Iarno is a short, dark-bearded human wizard in his thirties.
The three Rockseeker brothers (Gundren, Tharden, and Nundro) recently located an entrance to the long-lost Wave Echo Cave, site of the mines of the Phandelver’s Pact.
More than five hundred years ago, clans of dwarves and gnomes made an agreement known as the Phandelver’s Pact, by which they would share a rich mine in a wondrous cavern known as Wave Echo Cave. In addition to its mineral wealth, the mine contained great magical power. Human spellcasters allied themselves with the dwarves and gnomes to channel and bind that energy into a great forge (called the Forge of Spells), where magic items could be crafted. Times were good, and the nearby human town of Phandalin (pronounced fan-duh-lin) prospered as well. But then disaster struck when orcs swept through the North and laid waste to all in their path. A powerful force of orcs reinforced by evil mercenary wizards attacked Wave Echo Cave to seize its riches and magic treasures. Human wizards fought alongside their dwarf and gnome allies to defend the Forge of Spells, and the ensuing spell battle destroyed much of the cavern. Few survived the cave-ins and tremors, and the location of Wave Echo Cave was lost.
Klarg, the bugbear who leads this goblin band, had orders to waylay Gundren. Sildar heard from the goblins that the Black Spider sent word that the dwarf was to be brought to him. Sildar doesn’t know who or what the Black Spider is.
Gundren had a map showing the secret location of Wave Echo Cave, but the goblins took it when they captured him. Sildar believes that Klarg sent the map and the dwarf to the chief of the Cragmaws at a place called Cragmaw Castle. Sildar doesn’t know where that might be, but he suggests someone in Phandalin might know.
Sildar’s contact in Phandalin is a human wizard named Iarno Albrek. The wizard traveled to the town two months ago to establish order there. After the Lords’ Alliance received no word from Iarno, Sildar decided to investigate. Sildar tells you that he intends to continue on to Phandalin, since it’s the nearest settlement.
Redbrand: "Our leader is a human wizard known only as Glasstaff, because his magic staff is made of glass. His chambers are in the western end of the stronghold. Also, I think he takes orders from a mysterious figure called the Black Spider. I hear this Black Spider hired us to frighten off adventurers like you and intimidate the locals for some reason.
Mirna: I know where a valuable family heirloom is hidden. When I was a young girl, my family and I fled from the town of Thundertree after undead overran the place. My family had an herb and alchemy shop in the southern part of Thundertree, and my mum used to keep an emerald necklace hidden beneath a section of storage shelves. Although I never dared to return and retrieve it, if you find it it's yours.
"Hmm. What do we do with this guy? We could take him back to the cell, but that means going back over the pit. Should we just tie him up here?"
Rand gathers the valuables and looks the room over. As he sees the red cloaks, something dawns on him. "Do you think if we were wearing cloaks, that these redbrands might think we are one of them? I don't know why I didn't think about that earlier"
”Sounds like a plan it may cause them to falter for a moment.” Valefor makes his way into the room to get a good look at one of the dead red brands faces and grabs one of the dirty cloaks.
Rand follows Valefor's lead and takes one of the nasty cloaks and as he fastens it in place, he says, "This is definitely not my style, but I guess I can lower my standards for the sake of the group."
"Well, for one, we do not know his story. While unlikely, perhaps he was forced to join the Redbrands against his will. Secondly, this man has honorably surrendered, so it seems inappropriate to kill him in cold blood. I have no doubt that he will be hanging from a noose in a week, but I do not recall being given the authority to hold field trials and execute justice. Now, if he attempts to escape, or makes any sort of noise to attract attention, that's an entirely different matter."
"Agreed friend Rand, we should take this man and his compatriot in the cells to those that enforce justice in this area to decide his fate. It is not for us to kill someone that has surrendered."
Glaring down at the man Bankur continues "Unless of course he gives us trouble, then we will send him for the gods to decide his final fate. I think tying him up and leaving him in this room while we finish our business should be adequate."
Bankur nods at Rand's red cloak idea, grabs one of the red cloaks and throws it over his shoulders.
Bankur, Rand and Valefor put on the three shabby red cloaks. The group ties and gags the ruffian to the bunk bed, double-checking the knots and the frame of the sturdy bed to ensure the man can't escape. (What's next? Any more examinations of the barrels and crates or water cistern? Go through the secret door Penumbra found? Go upstairs? Or go back somewhere else? Also, are you changing the marching order?)
(There were only 3 cloaks in the room. The 2 guards in the cells each wore one, and there were some in the armory. So it's still only Bankur, Rand and Valefor with cloaks right now.)
As the group walks towards the secret door, Penumbra looks into the cistern. This rectangular reservoir is clean and filled with cold, fresh water. It is 10 feet deep with a rim 2 feet higher than the surrounding floor (so that the bottom of the cistern is 8 feet below the floor). Drain pipes from the roof of the old manor above fill the cistern with water. She spots a satchel hanging from a submerged rope attached along the south wall of the cistern, about 2 feet below the surface of the water.
If you pull the satchel out:
The satchel hidden in the cistern is waterproof and contains a potion of healing, a potion of invisibility, 50 gp, and a clean set of ordinary travel clothing.
Opening the secret door reveals a dark passage and a cool flow of air. A quick walk reveals the passage leads to the southeastern portion of the crevasse room.
Seeing the rope in the cistern that Penumbra located, Bankur says "Excellent find friend Penumbra! That makes me think that we should backtrack and check the barrels and crates that are in the room we just left before moving on. Perhaps there are clues about this place to be found in them..."
(Not sure how to handle checking for traps on the crates and barrels. I'd like to check the contents of all of them but don't want something blowing up in my face. Do we have to check each one for traps individually? I'm just ignorant of the rules on this part and don't want to assume anything.)
(I usually will play it that each major grouping of crates/barrels/stuff could warrant a separate Perception check to detect traps. In this case, I'd say one check for each room is sufficient. Anyone can check for traps..****y someone with thieves' tools can attempt to disarm them. Funny thing, though - you don't need proficiency with them that I can tell!)
This post has potentially manipulated dice roll results.
Bankur walks back into the room with the cistern and, while rubbing his chin thoughtfully, begins a thorough examination of the barrels and crates for traps.
Bankur searches thoroughly, but finds no traps. The barrels contain salted pork and beef, flour, sugar, apples, and ale. Nothing out of the ordinary, and apparently the redbrands' supplies for their hideout... (the barrels and crates in the bunkroom contain similar provisions, and are also not trapped.)
"We should let Sildar know that these provisions are down here when we get back to town, they can be disturbed amongst the townsfolk." Penumbra says when she sees the contents of the barrels.
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Penumbra deftly dispatches another one of the redbrands, leaving one facing the group. Seeing that he is outnumbered and, frankly, outclassed, the greasy man drops his short sword and surrenders. (Combat over if you choose. 60 XP each!)
All three Redbrands wear belt pouches holding treasure. The first holds 16 sp and 7 gp; the second, 12 sp and 5 gp; and the third, 15 ep and two garnets (10 gp each). Additionally, three dirty scarlet cloaks hang from the bunks.
Love God. Love Others. Any Questions?
Party Loot:
Party Gold:
PP:
GP: 132
EP: 15
SP: 415
CP: 600
Jewelry:
3 platinum signet rings (50 gp ea)
5 malachite gems (15 gp ea)
3 gold teeth (1gp ea)
1 Jade frog statuette (40 gp).
2 Garnets (10 gp ea)
Equipment:
2 short swords (20 gp, ea)
Previously Awarded:
Potion of Healing – Rand
Potion of Healing – Penumbra
Potion of Healing - Bankur
Scroll Augury - Bankur
Talon, +1 long sword – Rand
50 gp each reward for clearing goblins - All
10 gp each reward for returning shipment - All
Knucklebone Dice (One Charlatan’s die, one regular) - Penumbra
Tidbits:
Quilline pulls Rand aside while Carp is giving his directions and says, "If you truly be adventurers, then you should visit my old friend Reidoth the druid, since there’s not an inch of the land he doesn’t know. Reidoth recently set out for the ruins of a town called Thundertree, just west of the Neverwinter Wood. It's about fifty miles northwest of Phandalin, but I can give you directions so you can easily find the place, if you want."
Sildar: Of course, this means driving out those Cragmaw goblins, too. I will give you a 500 gp reward if you locate Cragmaw Castle and defeat or drive off the tribe’s chieftain.”
Sildar: “I also mean to find Iarno Albrek, a fellow member of the Lords’ Alliance,” he continues. “I questioned several locals today, only to learn that he disappeared while exploring the area around Tresendar Manor about two months ago, shortly after arriving in Phandalin. I ask you to investigate the manor and the surrounding area to find and bring back Iarno — or what’s left of him, if something killed him. Iarno is a short, dark-bearded human wizard in his thirties.
(I've adjusted everyone's XP on your character sheets - 770 XP for the original 4, and a little less for our newest addition. =)
Love God. Love Others. Any Questions?
"Hmm. What do we do with this guy? We could take him back to the cell, but that means going back over the pit. Should we just tie him up here?"
Rand gathers the valuables and looks the room over. As he sees the red cloaks, something dawns on him. "Do you think if we were wearing cloaks, that these redbrands might think we are one of them? I don't know why I didn't think about that earlier"
”Sounds like a plan it may cause them to falter for a moment.” Valefor makes his way into the room to get a good look at one of the dead red brands faces and grabs one of the dirty cloaks.
Rand follows Valefor's lead and takes one of the nasty cloaks and as he fastens it in place, he says, "This is definitely not my style, but I guess I can lower my standards for the sake of the group."
Salty Joe looks over to the tied up Redbrand "Why are we keeping this scumbag alive?"
I got alot a doods
"Well, for one, we do not know his story. While unlikely, perhaps he was forced to join the Redbrands against his will. Secondly, this man has honorably surrendered, so it seems inappropriate to kill him in cold blood. I have no doubt that he will be hanging from a noose in a week, but I do not recall being given the authority to hold field trials and execute justice. Now, if he attempts to escape, or makes any sort of noise to attract attention, that's an entirely different matter."
"Agreed friend Rand, we should take this man and his compatriot in the cells to those that enforce justice in this area to decide his fate. It is not for us to kill someone that has surrendered."
Glaring down at the man Bankur continues "Unless of course he gives us trouble, then we will send him for the gods to decide his final fate. I think tying him up and leaving him in this room while we finish our business should be adequate."
Bankur nods at Rand's red cloak idea, grabs one of the red cloaks and throws it over his shoulders.
Bankur, Rand and Valefor put on the three shabby red cloaks. The group ties and gags the ruffian to the bunk bed, double-checking the knots and the frame of the sturdy bed to ensure the man can't escape. (What's next? Any more examinations of the barrels and crates or water cistern? Go through the secret door Penumbra found? Go upstairs? Or go back somewhere else? Also, are you changing the marching order?)
Love God. Love Others. Any Questions?
Salty Joe steals a cloak from a dead Redbrand and pulls the hood up to hide his features. "Lets check out the secret door"
I got alot a doods
Rand nods in agreement with Salty Joe. "Sounds like as good a place to go next as any other. I will go wait by the door while you all finish up."
(I'm happy to take point again)
”Agreed - let us check the secret door next.” Bankur falls in next to Rand.
"Unless these scum employ Tieflings I don't think the cloak will help me blend in, but I can stay hidden behind the rest of you."
While the group moves towards the second door Penumbra takes a moment to inspect the cistern.
Perception: 21
As we move forward Penumbra will take the rear and try to stay hidden behind the rest of the party
(There were only 3 cloaks in the room. The 2 guards in the cells each wore one, and there were some in the armory. So it's still only Bankur, Rand and Valefor with cloaks right now.)
As the group walks towards the secret door, Penumbra looks into the cistern. This rectangular reservoir is clean and filled with cold, fresh water. It is 10 feet deep with a rim 2 feet higher than the surrounding floor (so that the bottom of the cistern is 8 feet below the floor). Drain pipes from the roof of the old manor above fill the cistern with water. She spots a satchel hanging from a submerged rope attached along the south wall of the cistern, about 2 feet below the surface of the water.
If you pull the satchel out:
The satchel hidden in the cistern is waterproof and contains a potion of healing, a potion of invisibility, 50 gp, and a clean set of ordinary travel clothing.
Opening the secret door reveals a dark passage and a cool flow of air. A quick walk reveals the passage leads to the southeastern portion of the crevasse room.
Love God. Love Others. Any Questions?
Seeing the rope in the cistern that Penumbra located, Bankur says "Excellent find friend Penumbra! That makes me think that we should backtrack and check the barrels and crates that are in the room we just left before moving on. Perhaps there are clues about this place to be found in them..."
(Not sure how to handle checking for traps on the crates and barrels. I'd like to check the contents of all of them but don't want something blowing up in my face. Do we have to check each one for traps individually? I'm just ignorant of the rules on this part and don't want to assume anything.)
(I usually will play it that each major grouping of crates/barrels/stuff could warrant a separate Perception check to detect traps. In this case, I'd say one check for each room is sufficient. Anyone can check for traps..****y someone with thieves' tools can attempt to disarm them. Funny thing, though - you don't need proficiency with them that I can tell!)
Love God. Love Others. Any Questions?
Bankur walks back into the room with the cistern and, while rubbing his chin thoughtfully, begins a thorough examination of the barrels and crates for traps.
(Perception check: 23)
Bankur searches thoroughly, but finds no traps. The barrels contain salted pork and beef, flour, sugar, apples, and ale. Nothing out of the ordinary, and apparently the redbrands' supplies for their hideout... (the barrels and crates in the bunkroom contain similar provisions, and are also not trapped.)
Love God. Love Others. Any Questions?
"We should let Sildar know that these provisions are down here when we get back to town, they can be disturbed amongst the townsfolk." Penumbra says when she sees the contents of the barrels.