LMOP notes

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Part 1 Goblin Arrows

  1. Intro of the job and trail travel

  2. Ask players to introduce themselves to each other

  3. Ask marching order

  4. Encounter starts:

As you come around a bend you spot two dead horses sprawled across the road, they are littered with black-feathered arrows and you see two small creatures crouched over the animals.

  • Goblin in road is eating horse, all goblins have filed teeth.

  • Horses belong to Gundren Rockseeker and Sildar Hallwinter

  • Four Goblins hiding in the woods, two with bows two with clubs.

  • There is a Goblin Trail to the east of the road, which the last Goblin standing will flee towards.

Total of 4 Goblins:

Goblins have +6 to stealth

If a goblin is interrogated:

  • Fewer than twenty goblins currently dwell in the lair. 

  • Their leader is a bugbear named Klarg. He answers to King Grol, chief of the Cragmaw tribe, who dwells in Cragmaw Castle. (The goblins can provide basic directions to Cragmaw Castle. It's about twenty miles northeast of the Cragmaw hideout, in Neverwinter Wood.) 

  • Klarg received a messenger goblin from King Grol a few days ago. The messenger told him that someone named the Black Spider was paying the Cragmaws to watch out for the dwarf Gundren Rockseeker, capture him, and send him and anything he was carrying back to King Grol. Klarg followed his orders. Gundren was ambushed and taken along with his personal effects, including a map.

  • The dwarf and his map were delivered to King Grol, as instructed. The dwarf's human companion is being held in the "eating cave"

After Encounter:

The horse’s saddlebags have been looted, nearby lays an empty map case.

There is a trail on the east side

There is a pit trap on the trail, auto discovery if they are looking for traps. If they fail the first person falls into the trap and takes 1d6 damage.

Cragmaw hideout

?. Outside

You can see a narrow path leads into the cave on the east side of the river.

There is a snare in the river near the mouth of the cavern.

Two Goblins in the hollowed out brambles who will ambush if the party is loud.

Cave

Cold, walls are wet, light does not reach very far in.

3. Wolf room

Three Wolves are in this room. They have heavy chains around their neck, which are attached to metal rods, driven into stalagmites in this room.

This room stinks of animals, dung and garbage.

 

Can be tamed with an animal handling check (1d20+WIS) of 15 or higher.

If the wolves are attacked, taunted or see the players they will attempt to break free on a DC 15 Strength check, if they succeed the rods become loose and must succeeded again on a DC 10 strength check.

In the back of the room is fissure that forms a natural chimney, it goes 30 feet up into the Boss Room. Players can attempt to scale this chimney with DC10 Athletics check. If they fail they take 1d6 per ten feet.

Approaching the Narrow passage

Anyone without darkvision needs light to see from this point.

While approaching this passage players can spot the bridge and perform a perception check against a goblin.

If the party is using light or does not stealth the goblin sees them and signals for a flood.

Flood 

The flood threatens all creatures in the tunnel who are not on the bridge or climbing a wall. 

Any creature within 10 feet of the disused passage at area 4 or the steps leading up to area 3 can attempt a DC 10 Dexterity saving throw to avoid being swept away. 

A creature that fails to get out of the way can attempt a DC 15 Strength saving throw to hold on. On a failed save, the character is knocked prone and washed down to area 1, taking Id6 bludgeoning damage along the way. 

4. Narrow passage

A rough steep slope leads up to a narrow ledge.

Any weight in excess of 100 pounds loosens the whole mass and sends it tumbling down to the east. Any creature on the ledge when it falls must make a DC 10 Dexterity saving throw, taking 2d6 bludgeoning damage on a failure, or half as much damage on a success. The creature also falls prone on a failed save.

5.Bridge 

See when approaching the narrow passage. 

Bridge has an AC of 5 and 10HP. 

Players can attempt to climb the 20 feet up with a DC15 dexterity check.

On the bridge is one goblin

6. Goblin Den (Eating room)

5 Goblins

1 Goblin Leader (Goblin with 12 HP)

The standard goblins are tending a fire in the northern portion of the cave.

The leader is on the platform to the south, 

Sildar Hallwinter is held prisoner in this chamber. He is securely bound on the southern ledge of the cavern.  The goblins have been beating and tormenting him, so he is weak and at 1 hit point. 

The goblin leader, Yeemik, is second-in-command. If he sees that the characters are getting the upper hand, he grabs Sildar and drags him over to the edge of the upper level. "Truce, or this human dies!" he shouts. 

Yeemik wants to oust Klarg and become the new boss. If the adventurers agree to parley, Yeemik  tries to convince them to kill Klarg in area 8, promising to release Sildar when they bring back the bugbear's head. 

Sildar warns the characters that they shouldn't trust the goblin. If the characters take the deal, Yeemik tries to force them to pay a rich ransom for Sildar even after they complete their part of the bargain.

If the characters refuse to parley, Yeemik shoves Sildar over the edge and continues with the fight. Sildar takes Id6 bludgeoning damage from the fall.

If he is rescued and healed, Sildar Hallwinter remains with the party but is anxious to reach Phandalin as quickly as possible. He doesn't have any weapons or armor, but he can take a shortsword from a defeated goblin or use a weapon loaned to him by a character.

TREASURE 

Yeemik carries a pouch containing three gold teeth (1 gp each) and 15 sp. Sildar's gear, along with Gundren Rockseeker, was taken to Cragmaw Castle. 

7. Twin Pools Cave

3 Goblins guard this area, plus one more if the bridge goblin spotted them earlier.

The room is filled with large pools of water which is held back by rock dams, a waterfall spills over the edge which feeds the cave river.

8. Boss Room

1 Bugbear (Klarg)

1 Wolf (Ripper)

2 Goblins

Sacks and crates of looted provisions are piled up in the south end of this large cave. To the west, the floor slopes toward a narrow opening that descends into darkness. A larger opening leads north down a set of natural stone steps, the roar of falling water echoing from beyond. In the middle of the cavern, the coals of a large fire smolder. 

If Klarg is warned by the goblins in area 7 that the hideout is under attack, he and his wolf hide behind stalagmites while the goblins take cover behind the piles of supplies, hoping to ambush the characters when they enter the cave

If Klarg and company are not warned about possible attackers, the characters have a good chance to surprise them. The easiest way for the characters to achieve this is to climb the chimney from area 3, since Klarg does not expect an attack from that direction. 

If the wolf is killed, the bugbear attempts to climb down the chimney to area 3 and flee the cave complex. 

Fire Pit.

The hot coals in the central fire pit deal 1 fire damage to any creature that enters the fire pit, or 1d6 fire damage to any creature that falls prone there. A creature can take each type of damage only once per round. 

Natural Chimney. A niche in the western wall forms the top of a shaft that descends 30 feet to area 3. See that area for information on climbing the natural chimney. 

Supplies.

The piles of sacks and crates can provide half cover to any creature fighting or hiding behind them. Most are marked with the image of a blue lion–the symbol of the Lionshield Coster, a merchant company with a warehouse and trading post in Phandalin. Hidden among the supplies is an unlocked treasure chest belonging to Klarg (see the "Treasure" section). Any character who searches the supplies finds the chest. 

Treasure

The captured stores are bulky, and the characters will need a wagon to transport them. If they return the supplies to the Lionshield Coster in Phandalin (see part 2, "Phandalin''), they earn a reward of 50 gp and the friendship of Linene and her company. In addition to the stolen provisions, Klarg has a treasure chest that contains 600 cp, 110 sp, two potions of healing, and jade statuette of a frog with tiny golden orbs for eyes (40 gp). The frog statuette is small enough to fit in a pocket or pouch. 

XP

75 Ambush + Finding cave

275 Boss

———-

350 XP

Sildar Hallwinter

  • Kindhearted human male

  • Fifty years old

  • Holds a place of honor in the griffon cavalry of Water deep. 

  • Agent of the Lords' Alliance, a group of allied political powers concerned with mutual security and prosperity. Members of the order ensure the safety of cities and other settlements by proactively eliminating threats by any means, while bringing honor and glory to their leaders and homelands. 

  • Seeking 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.

What Sildar knows if rescued:

  • 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.

  • 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. (It doesn't occur to Sildar immediately, but a captured goblin might also be persuaded to divulge the castle's location.)

After reaching Phandalin

  • Obtains a room at the Stonehill Inn

  • After getting set up in the Inn he spends his time at the Townmaster Hall, to give the quest Finding Cragmaw Castle

Part 2 Phandalin

Phandelver is a small mining town built on the ruins of an ancient city. The town proper sits within the framework of the old city.

Stone foundations for buildings long gone are often overgrown with vines and brambles.

People have been rebuilding the city for 3-4 years, initially started by tales of gold in the Sword Mountains.

The town has no local government and a gang of thugs known as the Redbrand has started to take control. This group is lead by a figure known only as Glass-staff to the townspeople.

Sildar is much more at east in the city limits. Children play on the street as townspeople go about their day.

Locations

Stonehill Inn: Players can stay here, can hear rumors about quests NPCs:Run by Toblen Stonehill.

Barthen’s Provisions: Owner owes players 10GP, can buy supplies NPCs: Owner Elmar Barthen and his two clerks (Ander and Thistle)

Edermath Orchard: Quest: Old Owl Trouble.NPCs: Daran Edermath

Lionshild Coster: Turn in for goods from goblin cave, can buy weapons NPCs: Mastered by Linene Graywind.

Phandalin Miner’s Exchange: Quest: Halia's Job Offer NPCs: Guildmaster Halia Thornton.

Alderleaf Farm Quest: Reidoth the Druid, secret entrance to Tresendar Manor NPCs: Qelline Alderleaf

Shrine of Luck: Quest: The Banshee's Bargain Npcs: Sister Garaele

The Sleeping Giant: Encounter

Townmaster’s Hall: Quest: Ore Trouble, Finding Cregmaw Castle, Finding Iarno Npcs: Harbin Wester-a

Tresendar Manor: Dungeon

Stonehill Inn

Six rooms for rent (Sildar Hallwinter takes one). 

Players can get food, drink and lodging here. (The characters' other alternative for lodging is to camp outside the town, or to persuade a farmer such as Daran Edermath or Qelline Alderleaf to let them sleep in a hayloft.)

Toblen Stonehill

The proprietor is a short, friendly young human male. 

Native of the town of Triboar to the east. He came to Phandalin to prospect, but soon realized that he knew a lot more about running an inn than he did about mining. The new town offered a good opportunity to become established. 

Toblen is upset that the Redbrands have been allowed to terrorize the town, and that Harbin Wester, the townmaster, has done nothing to curtail them. However, he tries not to stir up trouble for fear that the Redbrands might retaliate against his wife and children.

Rumors: 

  • Narth, an old farmer: "Sister Garaele, who oversees the Shrine of Luck, recently left town for a few days, then returned wounded and exhausted." 

  • Elsa, a gossipy barmaid: "Daran Edermath, the orchard keeper, is a former adventurer." 

  • Lanar, a miner: "Orc raiders have been seen on the east end of Triboar Trail. The town master is looking for someone to run them off." 

  • Trilena, the innkeeper's wife: "Thel Dendrar, a local woodcarver, stood up to the Redbrands a ten day ago when they came by his shop and leered at his wife. The ruffians murdered him. Several townsfolk saw it happen. The Redbrands grabbed his body, and now his wife, daughter, and son have gone missing too."

  • Pip, Toblen's young son: "Qelline Alderleaf's son Carp said he found a secret tunnel in the woods, but Redbrands almost caught him." 

  • Freda, a weaver: "The Redbrands hassle every business in town, except for the Phandalin Miner's Exchange. They don't want trouble with Halia Thornton, who runs it." 

Barthen’s Provisions

Barthen's is the biggest trading post in Phandalin. It’s shelves stock most ordinary goods and supplies. It does not stock weapons or armor.

The proprietor is Elmar Barthen, a lean and balding human male shopkeeper of fifty years with a kindly manner. 

Barthen mentions:

Two more Rockseeker brothers, Nundro and Tharden, are camped somewhere outside town. Barthen hasn't seen them in a ten day and expects the brothers to return "any day now" to resupply. What Barthen doesn't know is that Tharden is dead and Nundro is a prisoner in the mine.

Two young clerks (Ander and Thistle) who help load and unload wagons, and who wait on customers when Barthen isn't around.

Quests

Delivering the Supplies.

Barthen pays the agreed amount (10 gp to each character) and takes possession of the wagon and its supplies. 

If the characters tell him of Gundren Rockseeker's capture, Barthen is saddened by the news and encourages the party to find and rescue the dwarf. 

He considers Gundren a friend and was excited by talk of discovering the lost mine of the Phandelver's Pact in the nearby hills. If the party hasn't already learned details of the mine from Sildar Hallwinter, a character who succeeds on a DC 15 Intelligence (History) check can relate the information.

Barthen's News. 

If the characters ask Barthen how business is going, the shopkeeper tells them that the Redbrands are making it hard on everyone, shaking down local businesses and flouting the townmaster's authority.

If the characters seem of a mind to do something about it, he tells them that the Redbrands frequent the Sleeping Giant tap house.

EDERMATH ORCHARD

Daran Edermath is a retired adventurer who lives in a tidy little cottage beside an apple orchard. A fit, silver-haired half-elf well over a hundred years old.

User to serve as a marshal and herald for many years in the lands of the Dragon Coast, far to the southeast. Upon retiring, he returned to the Neverwinter region, his original home.

Though he is no longer active in the order of the gauntlet, he keeps an eye on happenings around Phandalin..

Daran is concerned about the Redbrands, and he would like to see a group of adventurers teach the ruffians a lesson. He tells the characters that it's time someone took a stand against the Redbrands' leader, Glasstaff. Daran knows the Redbrands hang around the Sleeping Giant tap house, but he can also tell the characters that the main Redbrand safe house lies under Tresendar Manor, the ruin at the east edge of town.

Quest: Old Owl Trouble. 

  • Daran has heard stories from prospectors in the hills northeast of Phandalin that someone is digging around in the ruins known as Old Owl Well. 

  • Several prospectors have reported being chased from the area by undead. 

  • He asks the characters to visit the ruins, a couple days march north east of Phandalin, and find out who's there and what they're up to. 

  • Daran knows that the ruins are an old watchtower of an ancient magical empire known as Netheril, and he worries that dangerous magic might be dormant there.

JOINING THE ORDER OF THE GAUNTLET

A devout and vigilant group that seeks to protect others from the depredations of evildoers. The order is always vigilant, ready to smite evil, enforce justice, and enact retribution against any who try to subjugate or harm others. 

If the party deals with the Redbrands and investigates Old Owl Well Daran invites them to join. If a character agrees, Daran awards the person the title of Cheval.

OLD OWL WELL

Built thousands of years ago by a long-vanished empire, the Old Owl Well is a ruined watchtower that now consists of little more than a few crumbling walls and the broken stump of a tower. In the tower's courtyard stands an old well that still delivers clean, fresh water.

  • Crumbling ruins of an old watchtower standing amid the rugged hills. 

  • The place is so old that the walls are only mounds of rubble enclosing a courtyard of sorts, adjacent to the broken stump of an old tower.

  • A colorful tent has been set up in the middle of the courtyard, but no one is in sight.

Lies in the wild and rugged hills south of the Triboar Trail. The site is relatively easy to find, and any NPC in Phandalin can provide directions to the ruins.

Recently, prospectors in the area have noted that someone has set up a campsite at Old Owl Well, and that undead guardians have been posted to keep intruders out .

The ruins are currently occupied by a mage who is hoping to glean arcane lore left behind by its builders. 

The characters can enter the first site from any direction, either following old footpaths or scrambling up the slope and finding a gap in the surrounding walls of rubble.

Twelve zombies lurk inside the crumbled shell of the old watchtower and can't be seen from outside. However, any character with a passive Wisdom (Perception) score of 10 or higher smells a deathly odor wafting from the tower's direction. 

Approaching the tower or tent

The zombies shamble out of the tower. If a battle erupts, Hamun Kost, the evil mage, emerges from his tent and asks, "What is the meaning of this?"

If any character attempts to talk to Kost, even by calling out a greeting or answering his questions during combat, he temporarily calls off his zombies. 

Hamun Kost

A stout, red-robed figure with sallow skin, a shaved scalp, and a black tattoo on his forehead.  

  • A character who succeeds on a DC 10 Intelligence (Arcana) check recognizes Kost's tattoo as a necromantic symbol. 

  • The tattoo on the head represents a wizard's school of magic. Kost's school is necromancy

  • A successful DC 10 Intelligence (History) check verifies the garb as that usual for Thay, a land far to the east where wizards pattern their flesh with tattoos. 

The Red Wizard is not particularly aggressive, and he is willing to strike a deal that advances his interests at the same time it helps the characters. 

Kost stays tight-lipped about the reason for his presence in the region. He is willing to provide information the party needs if it does a favor for him. 

  • He wants the orcs at Wyvern Tor removed, since they have scouted out his camp and seem inclined to cause trouble.

  • He wants to ask a question of Agatha the banshee: "What is the name of the wizard who built the tower at Old Owl Well?" Kost won't risk the banshee's anger, but the characters could ask the question for him. (Agatha knows the name: Arthindol.)

TREASURE

Hamun Kost's tent contains a comfortable traveling suite, including a cot, a chair, a writing desk, supplies, and a chest of clothes. In the chest is a leather bag containing 35 sp, 20 ep, 20 gp, 5 pp, one pearl (100 gp), a potion of healing, a scroll of darkness in a bone tube, and a tiny jeweled box (25 gp) containing a ring of protection from ancient Netheril.

AWARDING EXPERIENCE POINTS

If the party parleys with Hamun Kost and reports back to Daran. 

200XP / 6 = 34

If the party defeats Hamun Kost and his zombies.

800XP / 6 = 134 

Lionshead Coster

Hanging above the front door of this modest trading post is a sign shaped like a wooden shield with a blue lion painted on it.

This building is owned by the Lionshields, a merchant company based in the city of Yartar, over a hundred miles to the east. They ship finished goods to Phandalin and other small settlements throughout the region, but this outpost has been hard hit by banditry. 

The most recent Lionshield caravan due in Phandalin never arrived. 

The master of the Phandalin post is a sharp-tongued human woman of thirty-five named Linene Graywind. She knows that bandits have raided Lionshield caravans, but she doesn't know who is responsible. 

In a back room, Linene keeps a supply of armor and weapons, all of which are for sale to interested buyers. Linene has a few scruples, however, and won't sell weapons to anyone she thinks might be a threat to the town.

Among those with whom she refuses to do business are the Redbrands. She warns the characters that the ruffians are trouble and advises them to avoid the Sleeping Giant tap house. 

Recovered Goods If the characters return the stolen goods found in Cragmaw hideout (or if they left the goods but reveal where they can be found), Linene gives them a reward of 50 gp and promises to help the adventurers any way she can.

PHANDALIN MINER'S EXCHANGE

The Miner's Exchange is a trading post where local miners have their valuable finds weighed, measured, and paid out. 

In the absence of any local lord or authority, the exchange serves as an unofficial records office, registering claims to various streams and excavations around the area. There isn't any real gold rush in Phandalin, but enough wealth is hidden in the nearby streams and valleys to support a good number of independent prospectors. 

The exchange is a great place to meet people who spend a lot of time out and about in the countryside surrounding Phandalin. 

Halia Thornton

The guildmaster is an ambitious and calculating human woman named Halia Thornton. She has attempted to establish the Miner's Exchange as the town governing authority, she acts as more than a simple merchant. 

She is an agent of the Zhentarim, a powerful organization that seeks to exert secret control through wealth and influence. Halia is working slowly to bring Phandalin under her control, and can become a valuable patron to the characters if they don't cross her.

Halia doesn't know the location of Cragmaw Castle, but she has heard that the Redbrands have a goblin minion serving them. She suggests the goblin might know the location. She leverages this information to try to persuade the characters into helping her deal with the Redbrands.

Quest: Halia's Job Offer. If approached by characters she believes she can control, Halia explains that the Redbrands are a problem. She tells how the ruffians loiter around the Sleeping Giant tap house and have a base under Tresendar Manor. She then offers the characters 100 gp to eliminate the Redbrand leader, whom the outlaws call Glasstaff, and bring her any correspondence found in the leader's quarters. 

Halia doesn't reveal that she wants to take over the Redbrand operation herself. A DC 15 Wisdom (Insight) check indicates she has ulterior motives for wanting the Redbrand leader dead.

JOINING THE ZHENTARIM

If the party disposes of the Redbrand leader, Halia approaches certain members of the group to urge them to join the Zhentarim. She speaks with those who have interest in wealth and power. Even if the Redbrand gang is destoyed, Halia might still extend the offer in an effort to gain friends(and spies) within the party. If a character agrees, Halia gives the individual the title of Fang.

ALDERLEAF FARM

A wise female halfling of forty-five, Qelline Alderleaf is a pragmatic farmer who seems to know everything that goes on in town.

She is a kind host, and is willing to let the characters stay in her hayloft if they don't want to stay at the Stonehill Inn.

Carp's Story.

Qelline's son, Carp, is a spirited and precocious halfling lad of ten years. He is enchanted by the idea of being an adventurer and says that he was playing in the woods near Tresendar Manor when he found a secret tunnel in a thicket. 

A couple of "big ugly 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. Carp thinks that the bandits have a secret lair under the old manor house. 

He can take the characters to the tunnel or provide them with directions to the location. The tunnel leads to area 8 in the Redbrand hideout.

Quest: Reidoth the Druid

Qelline is a longtime friend of a druid named Reidoth. If she figures out that the characters are looking for specific sites in the area, such as Cragmaw Castle or Wave Echo Cave, she suggests that they visit Reidoth and ask for his help, "since there's not an inch of the land he doesn't know." 

She tells the characters that Reidoth recently set out for the ruins of a town called Thundertree, just west of the Neverwinter Wood. 

The ruins are about fifty miles northwest of Phandalin, and she provides directions so the characters can easily find the place. If the party pursues this quest, see "Ruins of Thundertree." 

SHRINE OF LUCK

Phandalin's only temple is a small shrine made of stones taken from the nearby ruins. It is dedicated to Tymora, goddess of luck and good fortune.

The shrine is in the care of a scholarly acolyte named Sister Garaele, a zealous young elf who despairs of ever ridding Phandalin of the Redbrands. 

Sister Garaele is a member of the Harpers, a scattered network of adventurers and spies who advocate equality and covertly oppose the abuse of power. 

The Harpers gather information throughout the land to thwart tyrants and any leader, government, or group that grows too strong. They aid the weak, the poor, and the oppressed. Sister Garaele regularly reports to her superiors on events in and around Phandalin.

Quest: The Banshee's Bargain

Recently, Garaele's superiors asked her to undertake a delicate mission.They wanted her to persuade a banshee named Agatha to answer a question about a spellbook. Garaele sought out Agatha in her lair, but the creature did not appear for her. 

Garaele desires an intermediary to bring Agatha a suitable gift, a jeweled silver comb, and persuade the creature to tell what she knows about the location of a spellbook belonging to a legendary mage named Bowgentle. 

Sister Garaele believes that a character who flatters Agatha's vanity might be able to trade the comb for an answer. She offers the quest to the characters and offers them three potions of healing as payment for their efforts.

Sister Garaele will sell the party potions if they do her this favor. She has 4 healing potions 50GP each.

JOINING THE HARPERS 

If the party helps Garaele learn the fate of Bowgentle's spell book, the elf privately approaches certain members of the group to urge them to join the Harpers. She speaks with those who exemplify the virtues of the network and possess a desire to enact positive change through information and secrecy. If a character agrees, Sister Garaele awards the individual the title of Watcher.

CONYBERRY AND AGATHA'S LAIR

The town of Conyberry was sacked by barbarians years ago and now lies in ruins. The Triboar Trail runs right through the abandoned town, providing an easy landmark for locating the lair of the banshee Agatha. 

From the ruins of Conyberry, an old trail leads northwest into Neverwinter Wood. Agatha's lair is a few miles outside town. 

Leaving the town:

  • The forest grows dark and still 

  • Heavy vines and thick layers of moss drape the branches

  • The air is noticeably colder than it was in the ruined village. 

  • A screen made from the warped branches of trees standing close together, woven into a domelike shelter in the shadows. A low doorway leads inside.

If the characters exercise caution and remember what they've come for, they will be able to speak with the banshee. 

A home of sorts is sheltered within the dome of woven branches. It is sparsely furnished with chests, shelves, a table, and a reclined couch, all of it old and of elven craft. 

Agatha senses the characters' intrusion and manifests shortly after they enter her home.

Effects of manifestation:

The air grows cold, and a powerful feeling of dread grips you.

A cold, pale light flickers in the air, rapidly taking on the form of a female elf, her hair and robes waving in a spectral wind.

 She might have been beautiful once, but a hateful expression twists her features now. 

"Foolish mortals," she snarls. "What do you want here? Do you not know it is death to seek me out?"

If the characters are rude, disrespectful, or threatening, Agatha scowls and disappears. She does not attack them, nor does she return if the characters call out to her.

DEALING WITH AGATHA 

If the characters are respectful and polite, Agatha can be persuaded to help them with a successful DC 15 Charisma(Persuasion) check. If that player role plays the encounter well, allow him or her to make the check with advantage. If any character has Sister Garaele's silver comb and presents it to Agatha as a gift, the check is automatically successful.

The ghostly figure smiles with cold amusement. "Very well," she says. "I know that you seek many things. Ask me one question, and I will give you an answer." 

If the characters ask about Bowgentle's spellbook, Agatha tells them that she traded the book to a necromancer named Tsernoth from the city of Iriaebor more than a hundred years ago. She does not know what became of the book afterward.

Her answer is truthful, and it is all the information Sister Garaele needs for the Harpers to resume their search.

AWARDING EXPERIENCE POINTS

The characters gain experience for successfully persuading Agatha to answer a question. If they do, divide 200 XP equally among the characters.

TOWN MASTER'S HALL

The townmaster's hall has sturdy stone walls, a pitched wooden roof, and a bell tower at the back. 

Posted on a board next to the front door is a notice written in Common. It reads: "REWARD: Orcs near Wyvern Tor! Those of a mind to face the orc menace should inquire within." 

The notice bears the town's seal and an indecipherable signature. Phandalin has no functioning government, but the townsfolk elect someone to serve as town master each year. The townmaster serves as a judge in minor disputes and keeps any records that need to be kept. 

The current town master is a male human banker named Harbin Wester a fat, pompous old fool. Completely intimidated by the Redbrands, he claims that they're "just a mercenary guild, and not all that much trouble, really."

The townmaster's hall has a small but serviceable jail in the cellar. The jail consists of two cells, and Harbin carries keys to the cell doors.

Quest: Orc Trouble 

Harbin is looking for someone to head east on the Triboar Trail, where travelers have reported trouble with a band of orcs near Wyvern Tor. He offers 100 gp to any group that can take care of the problem. If the party pursues this quest, see "WyvernTor" (page 35).

Quest: Finding Cregmaw Castle 

Sildar Hallwinter’s goal is to bring law and order to Phandalin. As such, he wants to find the lost mine of Wave Echo Cave and help the Rockseeker brothers put it back into production, believing that bringing prosperity to the region will help civilize the town.

Sildar also encourages the characters to keep up the pressure on the Cragmaw goblins. He offers the party a 500 gp reward if they can locate Cragmaw Castle and defeat or drive off the tribe's chieftain. 

Sildar suggests the party might find the castle by searching the lands around the Triboar Trail for more raiding parties (see "Wilderness Encounters" in the "Triboar Trail" section of part 3)

Quest: Finding Iarno 

After questioning several locals, Sildar learns that larno Albrek, a fellow member of the Lords' Alliance, disappeared while exploring the area around Tresendar Manor about two months ago, shortly after arriving in Phandalin. 

Sildar asks the characters to investigate the manor and the surrounding area to find and bring back larno-or what's left of him, if something killed him. 

Sildar describes larno as "a short, dark-bearded human wizard in his thirties." Unknown to Sildar, larno created the Redbrands, installed himself as their leader, and took the alias Glasstaff to conceal his identity. (The Redbrands call him that because he carries a glass staff.) 

Once he learns the truth about larno, Sildar expresses a desire to have the wizard captured and transported to Neverwinter to face the judgment of a higher authority. Regardless of Iarno's fate, Sildar rewards theparty with 200 gp for eliminating the Redbrand threat.

JOINING THE LORDS' ALLIANCE

If the party eliminates the goblin threat from Cragmaw Castle or uncovers larno's treachery, Sildar Hallwinter privately approaches certain members of the group to urge them to join the Lords' Alliance. He speaks with those who exemplify a desire for the security of civilization through action. If a character agrees, Sildar Hallwinter awards the individual the title of Cloak.

Wyvern Tor

This crag is a prominent landmark in the rugged hills northeast of the Sword Mountains, and is easily visible from twenty miles away. People traveling along the Triboar Trail in the vicinity of Conyberry catch glimpses of Wyvern Tor to the south as they go. The tor was formerly the home of a large and dangerous nest of wyverns, but a band of bold adventurers dealt with the monsters years ago. Though the wyverns never returned, other creatures lair here from time to time. 

Wyvern Tor's current squatters include a band of orcs and their ogre ally.

The orcs are scouts of the Many Arrows tribe. These orcs often roam into the more civilized areas of the North, spying out human settlements, waylaying travelers, and looting and plundering as opportunities present themselves. Stories of new settlers near Phandalin and renewed traffic along the old Triboar Trail drew this band to the area. Their leader is Brughor Axe-Biter-a savage brute who is more interested in murdering and looting than scouting.

ORC CAMP

Wyvern Tor is a sizable hill, with miles of rugged terrain on its flanks and slopes. Searching for the hidden orc camp takes time. The party can attempt one DC 15 Wisdom (Perception) check or DC 10 Wisdom (Survival) check per hour to find the camp, made by the character leading the way.

When the characters find the camp, read the following: The faint smell of smoke hangs on the air as you ascend a rugged ridge on the lower slopes of the hill. Fifty yards away, a cave mouth opens up at the bottom of a ravine. Hunkered down by a boulder twenty yards outside the cave, keeping watch, is a single orc.

If the characters can quietly and expeditiously take out the lone ore, they have a chance to surprise the ores in the cave. If the sentry spots the characters sneaking up, or if it is not silenced during the surprise round, the ore retreats back to the cave to warn the others.

The marauders in the cave include Brughor Axe- Biter (an ore with 30 hit points), six ordinary ores, and a filthy ogre named Gog. Gog fights until slain, while the ores fight until Brughor is killed, at which point any remaining ores flee.

TREASURE

Brughor's band plundered several homesteads farther north on their way to Wyvern Tor. An unlocked treasure chest in the cave holds 750 cp, 180 sp, 62 ep, 30 gp, and three vials of perfume (10 gp each).

AWARDING EXPERIENCE POINTS

Defeating the monsters at Wyvern Tor completes a quest given to the party by Townmaster Harbin Wester in Phandalin, and it delivers on a promise to Hamun Kost at Old Owl Well. Divide 1,250 XP equally among the characters if the party deals with the ores and the ogre.

The Sleeping Giant

This rundown tap house is a dirty, dangerous watering hole at the end of Phandalin's main street. It is frequented by Redbrand thugs and operated by a surly female dwarf named Grista. If the characters choose to visit the place, run the "Redbrand Ruffians"

REDBRAND RUFFIANS

Within a day or so of the adventurers' arrival in Phandalin, a confrontation with the Redbrands becomes inevitable.

This can happen in a number of different ways:

  • After speaking with a number of NPCs in town, the characters decide to confront the Redbrands at the Sleeping Giant tap house.

  • The characters decide to investigate Tresendar Manor. Skip the encounter and go straight to "Redbrand Hideout."

  • If the characters show no interest in the Redbrands, a gang of the ruffians seeks them out and picks a fight in street. Run this encounter as the characters are leaving one of the locations in the town.

Encounter

5 Redbrand Ruffians

When only one remains, he flees towards Tresendar Manor.

WHAT THE REDBRANDS KNOW

  • The location of their hideout under Tresendar Manor

  • The leader of the Redbrands is a human wizard known as Glasstaff, so named because his magic staff is made of glass.

  • Glasstaff's chambers are in the western end of the stronghold 

  • A mysterious figure called the Black Spider has hired the Redbrands to frighten off adventurers and intimidate the locals, for reasons unknown. 

  • The Black Spider has sent bugbears to reinforce the Redbrands and provide extra muscle 

  • The lower part of the complex is guarded by a hideous "eyemonster"

  • The Redbrands have a handful of captives in a holding area "near the old crypts," which are guarded by skeletonstime to searchthe wall can find the secret door with a The 

Redbrand Hideout

Before the manor was ruined, its cellars served as safe storage for food and water in the event that the estate was attacked, while an adjoining crypt provided a resting place for the deceased members of the Tresendar family. 

Any exploration of the manor grounds finds it deserted, but with plenty of tracks leading to a stone staircase just off the empty ruin of a large kitchen. At the bottom of the stairs stands an unlocked door with a cellar beyond. 

  • If the characters begin their search at Tresendar Manor, they enter the dungeon in area 1. 

  • If they instead follow Carp Alderleaf to the secret tunnel the lad found, they enter the dungeon by way of area 8.

GENERAL FEATURES

The hideout consists of well-built dungeon chambers with flagstone floors and walls of dressed stone blocks. The western end of the complex is lower than the eastern end, with stairs leading down as the characters explore. 

Ceiling: Passages and chambers are 10 feet high unless otherwise indicated.

Doors: All doors are made of wood with iron handles, hinges, and built-in locks. They are unlocked unless the text states otherwise. Iarno Albrek (area 12) and a bugbear named Mosk (area 9) each carry an iron key that can lock or unlock every door.

A locked door can be picked with thieves' tools and a successful DC 10 Dexterity check. A door can also be broken down with a successful DC 20 Strength check.

Secret Doors. Secret doors are made of stone and blend in with the surrounding walls. Spotting a secret door from a distance of no more than 10 feet without actively searching for it requires a passive Wisdom (Perception) score of 15 or higher, whereas a character who takes the the time to look requires a successful DC 10Wisdom (Perception) check.  Secret doors swing open on hidden iron hinges and are not locked.

Light. Most areas are brightly lit by oil lamps in wall sconces, refilled every few hours as needed.

1. CELLAR

When the characters open the door, read the following:

The door opens onto a five-foot-wide landing fifteen feet above a large cellar, with stone steps descending to the floor in two short flights. 

Another door stands beneath the stairs to the north. A large stone cistern occupies the western part of the room, whose walls are lined with kegs and barrels.This room appears to be a large storage cellar, exactly the sort of thing one might expect to find beneath an old manor. 

Other than the barrels filled with fresh provisions, nothing in this room gives away their presence. The barrels contain salted pork and beef, flour, sugar,apples, and ale. 

Moving barrels around to thoroughly search them is a noisy activity that attracts the attention of the Redbrands in area 2.

if the characters make a lot of noise here the ruffians in area 2 take notice. They attempt to, gain surprise. The last ruffian might reveal the secret door by fleeing in that direction.

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. 

A waterproof satchel hangs from a submerged rope attached along the south wall of the cistern, about 2 feet below the surface of the water. It's not visible from above the water, but can be found with a successful DC 15 Wisdom (Perception) check or automatically by a character probing the cistern with a pole or jumping in. 

The satchel contains a potion of healing, a potion of invisibility, 50gp, and a clean set of ordinary travel clothing. This is a getaway kit that Iarno keeps here in case of an emergency.

2. BARRACKS

Most of the Redbrands human members have lodgings in Phandalin. This barracks is a good place to lie low after shaking down local miners and fur traders.

This appears to be a storeroom pressed into service as living quarters. Two double bunks stand against the wall near the door, while barrels and crates fill the southern half of the chamber. 

Total of 4 Rebrands

TREASURE

All three Redbrands wear belt pouches holding treasure. The first holds 16 sp and 7 gp; the second, 12sp and 5 gp; and the third, 15 ep and two garnets (10gp each). 

Additionally, three dirty scarlet cloaks hang from the bunks.

AWARDING EXPERIENCE POINTS

400XP / 6 = 67

3. TRAPPED HALL

This area was part of Tresendar Manor's original cellars. The Redbrands dug out the dirt beneath the stone floor, creating a hidden pit trap

  • Thick dust covers the flagstones of this somber hallway. 

  • The walls are decorated with faux columns every ten feet

  • Double doors at the west end of the hall are sheathed in copper plate, now green with age. 

  • A relief carving of a mournful angel graces the doors.

The pit trap in the middle of the hallway is hidden under a false floor consisting of loose stone tiles laid atop breakaway timbers. The tiles and timbers collapse under 100 or more pounds of weight. 

A character searching the hall for traps can spot the covered pit with a successful DC 15 Wisdom (Perception) check. A successful check also reveals narrow ledges on the north and south sides of the pit. 

A creature attempting to skirt around the pit using one of these ledges must succeed on a DC 10 Dexterity(Acrobatics) check. A creature that triggers the trap or fails the Dexterity check to skirt around the edge of the pit must attempt a DC 15 Dexterity saving throw to catch the edge. 

On a failed save, the creature falls 20 feet to the dirt floor of the pit, taking 2d6 bludgeoning damage and landing prone.

AWARDING EXPERIENCE POINTS

100XP / 6 =17

4. Tresendar Crypts

The elders of the long-gone Tresendar family were once laid to rest in this mausoleum. 

  • Three large stone sarcophagi stand within this dusty crypt

  • Propped up against each sarcophagus is a human skeleton clad in bits of rusty mail. 

  • False columns along the walls are carved in the image of spreading oak trees.

  • The double doors in the southeast corner are sheathed in tarnished copper plate.

Total of 3 Skeletons

The three skeletons are animated and attack any creature that comes within 10 feet of the door leading to area 5 or the door leading to area 6, unless that creature is wearing the scarlet cloak of the Redbrands or speaks the password "Illefam" (the name of an ancient elven nation, which once spread across much of the Sword Coast).

Fighting in this room alerts the Redbrands in area 5 that trouble is on the way.

Sarcophagus

The stone lid of each sarcophagus is carved to depict the person entombed within-two human males and one human female, all of noble bearing. If opened, the tombs contain mostly moldering bones and scraps of clothing, in each sarcophagus is a platinum signet ring (50 gp).

AWARDING EXPERIENCE POINTS

150 XP / 6 = 25

5. SLAVE PENS

For the past two months, the Redbrands have been capturing travelers in the area and holding them in these pens until they can be sold into slavery.

This long room is partitioned into three areas, with iron bars walling off the north and south. Filthy straw lines the floors of those cells

The hinged cell doors are secured by chains and padlocks.

A heap of discarded clothing is piled carelessly against the far wall.

A pair of disheveled human women are held in the cell to the south, while a human boy is confined to the north. All are dressed in plain gray tunics and have iron collars fitted around their necks. 

The captives are too intimidated to shout warnings or call for help. The heap of clothing belongs to the various captives who have been housed here over the last two months, at least a dozen people to judge by the size of the pile.

Total of 2 Redbrand ruffians 

They spend most of their time taunting the hapless prisoners. If they hear fighting in area 5, they take up positions against the wall near the door, then try to surprise intruders. 

Cell Doors. The cell doors feature simple locks requiring thieves' tools and a successful DC 10 Dexterity check to pick. The doors can also be wrenched open by brute force with a successful DC 22 Strength check.

CAPTIVES

Mirna Dendrar and her two teenage children, thirteen-year-old Nars and eighteen-year-old Nilsa. A few days ago, the Redbrands murdered Mirna's husband, Thel  (His corpse can be found in area 8.) , for defying them. Then later returned and abducted the family.

All the captives know is that the boss is a wizard and that he has "tall, furry monsters with big ears"(bugbears) working for him.

The gang plans to sell the family into slavery.  

Side Quest: Mirna's Heirloom. 

Though her family has nothing to offer as a reward, Mirna tells the characters that she might know where a valuable heirloom is hidden.When she was a young girl, she and her family fled from the town of Thundertree after undead overran the place.

Her family had an herb and alchemy shop, inside which a case containing an emerald necklace was hidden beneath a section of storage shelves. She never dared to return and retrieve it. The shop was in the southeast part of Thundertree. If the characters decide to explore the ruins of Thundertree, see part 3 of the adventure.

AWARDING EXPERIENCE POINTS

For defeating the ruffians:

200XP / 6 = 34

If the Dendrars make it back to town alive

100XP / 6 = 17

6. ARMORY

The door to this room is locked from the outside. Across from the locked door is a secret door that leads to area 7.

Racks of weapons line the walls of this chamber, including spears, swords, crossbows, and bolts. A dozen dirty redcloaks hang from hooks by the door. 

The Redbrands have ambitious plans to expand their numbers in the near future, so they have been stockpiling arms and armor. 

The weapon racks hold twelve spears, six shortswords, four longswords, six light crossbows, and eight quivers holding twenty crossbow bolts each.

7. STOREROOM AND WORK AREA

In this chamber, the Redbrands take stock of their stolen wares, either shipping them out through the cavern to the south or packaging them for storage in the stronghold. 

This area is the north end of a large natural cavern, but it has been finished with dressed stone block walls and a flagstone floor. Several barrels are stored against the walls here, along with a number of empty crates, straw for packing, hammers, pry bars, and nails.The cavern continues for some distance to the south. 

You can make out several passages that open up off the larger cavern, and what looks like a deep pit or crevasse in the floor. This room contains two secret doors, one leading to area 6 and the other to area 12. 

TREASURE

Most of the provisions and goods here aren't valuable, but lying among them are thirty beaver pelts (2 gp each). They were looted from a caravan on the Triboar Trail a few days ago.

8. CREVASSE

The rough-hewn passage to the south which continues off the map for about one hundred feet and emerges from a tunnel in the woods south of Tresendar Manor  is an excellent way to smuggle people or goods in and out of Phandalin without being seen, and is thus perfect for a gang of slavers and thieves.

A cold breeze fills this large natural cavern, carrying with it the faint scent of decaying flesh. A crevasse divides the cavern and is flanked by two rough stone columns that support the twenty-foot-high ceiling. Two arched wooden bridges span the chasm.

The guardian of this cave is a nothic. An insane subterranean monster that hungers for flesh. The creature, lured by a faint magical effect emanating from the crevasse, was occupying the area when the Redbrands moved in. 

Iarno managed to strike a bargain with the monster, convincing it to help guard the stronghold in exchange for treasure and the occasional gift of fresh meat. Still, the nothic is untrustworthy.The nothic 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 (see the creature's stat block) to discern the characters' secrets.

The nothic communicates using telepathy. If detected,it prefers to negotiate and isn't above betraying the Redbrands for the right incentive, such as the promise of food. When roleplaying the nothic, consider speaking in whispers and throwing in some mad cackles and bits of gibberish. Also be sure to mention that the creature isn't actually talking but rather filling the characters' heads with its foul murmurings and demands for food. 

The nothic knows everything the Redbrands know. 

These bridges are made of wooden planks and have no rails. The south one is rigged to collapse when a creature weighing more than 50 pounds moves across it. A character next to the bridge can discern that the construction is faulty with a successful DC 15 Intelligence(Investigation) check. 

Any creature can use an action to dislodge one end of either bridge, dropping it into the crevasse.

Crevasse 

Steep-sided, 5 to 10 feet wide and 20 feet deep. Its rough walls are easily climbed without an ability check. A creature that falls into the crevasse takes 2d6 bludgeoning damage and lands prone in a jumble of rubble that is difficult terrain 

The bottom of the crevasse feels unnaturally cold. When viewed with a detect magic spell, the area emanates a faint necromantic aura. The magic causes all organic matter in the crevasse to age and decompose at half the normal rate. 

Currently heaped at the bottom among broken and well-gnawed bones is the half-eaten body of Thel Dendrar, the woodcarver of Phandalin who was murdered by the Redbrands. The outlaws left his corpse here for the nothic to feed on.

TREASURE

The nothic keeps its hoard in a battered wooden chest hidden in a cubbyhole at the bottom of the crevasse, under the north bridge. The chest can't be seen from the edge of the crevasse, but is obvious to any character who descends the fissure. 

The chest contains 160 sp, 120 gp, five malachite gems (15 gp each), two potions of healing, and a scroll of augury.

The chest also holds a +l longsword in a silver-chased scabbard. The sword is inscribed with the name "Talon,"and its hilt is worked in the shape of a bird of prey without spread wings. It once belonged to a great knight named Aldith Tresendar, known as the Black Hawk. A character who succeeds on a DC 15 Intelligence (History) check recognizes the sword and recalls this lore.

Sir Aldith died fighting off the orcs that attacked through the hidden caverns below his manor. Talon was lost here until the nothic found it.

AWARDING EXPERIENCE POINTS

450 XP / 6 = 75

9. GUARD BARRACKS

Listening at the door with a successful DC10 Wisdom (Perception) check reveals several gruff voices issuing demeaning commands in the Goblin tongue.  The bugbears are bullying their goblin slave, Droop. 

This barracks contains four roughly built wooden bunks, with heaped-up blankets and dirty dishes scattered about. A strong smell of unwashed bodies and rotten meat fills the air. 

Total of 3 bugbears and 1 goblin 

The goblin, Droop, falls unconscious at the sight of the party, but another creature can use an action to wake him. Otherwise, Droop remains unconscious for 1d10  minutes.

The bugbears work for the Black Spider and were sent here to help Iarno keep the Redbrands and the citizens of Phandalin in line. The leader is named Mosk. He wears a jeweled eye patch even though he has both his eyes because he thinks its fancy.

The bugbears are the only ones in the Redbrand hideout who know the location of Wave Echo Cave. They won't willingly divulge this information, since they fear the Black Spider more than they fear the characters.

The bugbears also know the location of Cragmaw Castle, but again, they don't share this information readily. A character who interrogates a captured bugbear can pry the information loose with a successful DC 15 Charisma(Intimidation) check.

The bugbears avoid the human members of the Redbrands. If the characters are wearing scarlet cloaks taken from elsewhere, the bugbears assume that they serve Iarno. DC 15 Charisma (Deception) check to convince the bugbears to do what the party wants.

ROLEPLAYING DROOP

The goblin, Droop, is not a threat to the party. He has been cowed by the bugbears and follows their orders until someone stronger comes along. If he regains consciousness during combat, Droop hides and avoids the fight. He is such a coward that if he is ordered to fight, he does so with disadvantage. 

He doesn't think to offer up the information, but if prompted, he reveals as' much as he can remember in an attempt to be useful to the party. Some of the details might be confusing or mixed up. He is a goblin, after all.If the bugbears are dispatched, Droop tries to ingratiate himself with the party. 

Droop knows 

  • The general layout of the Redbrand hideout, as well as the location of its secret doors and traps. 

  • He doesn't remember the route to Cragmaw Castle, but he knows it's up north, in the forest. 

  • He also knows that Cragmaw goblins patrol around Phandalin, and he suggests the characters might be able to capture a patrol to learn more about the castle. 

AWARDING EXPERIENCE POINTS

600XP / 6 = 100 

10. COMMON ROOM

This area serves as the headquarters and meeting room for the Redbrands. When there is no official business to discuss, it doubles as a common room where the stronghold guards can relax while off duty.

A character who listens at the door with a successful DC 10 Wisdom(Perception)check hears the villains within engaged in a game of knucklebones. This makes for a mysterious rattling sound, followed by shouts and groans and a sudden gabble of voices as wagers are paid. 

Several worn tables and chairs are scattered around this large room. Wooden benches are drawn up against walls decorated with draperies of brown and red, and several ale kegs are propped up and tapped

burst into the room

automatically surprise its occupants..

Total of 4 Redbrand Ruffians

Four tough-looking human warriors wearing scarlet cloaks are gathered around one of the tables playing knucklebones and drinking. A stack of coins and trinkets is heaped upon the tabletop between them. The game isn't far from turning angry and bitter, as most of them do. The dice are loaded, and the ruffian to which they belong is naturally winning.

 All four have been drinking heavily, and they are poisoned. The Redbrands immediately recognize characters wearing scarlet cloaks as impostors. However, fast-talking characters might still be able to pass themselves off as "new recruits," especially if they offer to join the game. 

If you don't think the players are doing a great job roleplaying the deception, you can have the character who is doing most of the talking make a DC 10 Charisma(Deception) check to fool the Redbrands.

TREASURE

The wealth in the room is all on the table, having been bet in the game. (Knocking over the table or mixing up all the enemies' loot is a great way to distract them for a short time.) The total amounts to 75 cp, 55 sp, 22 ep, 15 gp, and a gold earring set with a tiny ruby (30 gp).

AWARDING EXPERIENCE POINTS 

400XP / 6 = 67

11. WIZARD'S WORKSHOP

Faint bubbling and dripping sounds can be heard through either door of this room with a successful DC 15 Wisdom(Perception) check. This room appears to be a wizard's workshop.

A rat scurries across the floor and takes refuge under a large work table set up with alembics, retorts, distillation coils, and otheral chemical devices, all of it stewing and bubbling away. 

Bookshelves are crowded with sheaves of parchment and strange-looking tomes. larno has left his rat familiar here to watch for intruders.The rat shares a telepathic bond with its master, and it sends a brief warning message to larno as soon as it detects intruders. 

The rat moves at a speed of 20 feet and has AC 10, 1 hit point, and no effective attacks. If the rat is killed, it disappears. If the characters leave the rat unharmed, it follows them around as though curious or hungry. It might even feign affection for a character who feeds it, though it remains absolutely loyal to Iarno.

Books and Notes

larno is trying to master the art of brewing potions and concocting alchemical mixtures. The books and notes scattered around the room are basic texts on alchemy. Any character proficient in Arcana can see that larno's apparatus appears to be set up to brew potions of invisibility-not that he has succeeded so far.

Among the books is a tome written in Dwarvish. The journal of an adventurer named Urmon, it describes the history of the Lost Mine of Phandelver and the Forge of Spells. (Share the information in the first and second paragraph of the "Background" section if you have not already done so.) In addition, Urmon records that a magic mace named Lightbriniger was commissioned by priests of Lathander, the god of dawn, from the mages working with the gnomes and dwarves of the Phandelver's Pact.

The mace was lost when Wave Echo Cave and its mine vanished from history. (Characters might find the mace in part 4, "Wave Echo Cave.")

TREASURE

Most of the materials in this room have no value, but three small bottles hold rare reagents: mercury, dragon bile, and powdered nightshade. These are worth 25 gp each to an apothecary or alchemist.

12. GLASSTAFF'S QUARTERS

If the characters approach this room through the secret passage from area 7, they can surprise the leader of the Redbrands-Iarno "Glasstaff" Albrek. Otherwise, his rat familiar warns him of any who approach through area 11,and he flees before the characters arrive.

The walls of this bedchamber are covered with drapes of scarlet cloth. The furnishings include a small writing desk with matching chair, a comfortable-looking bed, and a wooden chest at the foot of the bed.

Total of 1 Evil Mage

If threatened, larno uses his staff of defense to cast mage armor on himself. He then casts offensive spells at enemies he can see

If he is reduced to 8 or fewer hit points and has no avenues of escape, larno surrenders. He values his life more than anything, and he remains a model prisoner in the hopes that the Black Spider will somehow learn of his predicament and "arrange for his freedom." 

If larno is surprised, add the following paragraph:

Sitting at the desk is a short, dark-bearded human male in robes, studying a tome. He wears a princely mantle of ermine. A beautiful glass staff leans against his chair, within easy reach.

If the rat in area 11 warns him that trouble is approaching, larno flees through the secret door in the northeast corner of the room. In his haste, larno leaves behind a letter from the Black Spider and neglects to make sure the secret door is closed all the way. 

Characters gain advantage on ability checks made to find the slightly ajar secret door. If he manages to escape, larno flees to area 1 (through areas 7 and 8) and grabs the satchel hidden in the cistern there. 

If the nothic is still alive in area 8, larno instructs it to waylay any pursuers. If the characters catch up to him, larno quaffs the potion of invisibility in the satchel and flees the hideout. At your discretion, he could reappear later in the adventure.

ROLEPLAYING IARNO

A former member of the Lords' Alliance, larno seized an opportunity in Phandalin to line his own pockets. Originally tasked with setting up a constabulary, the mage instead assembled a group of outlaws and local ruffians to secure his own position in town.

larno knew of the Black Spider through his contacts in the Lords' Alliance and brokered a meeting. The drow promised to share the secrets and wealth of the Forge of Spells with the wizard in exchange for his help and loyalty.

larno puts on airs of gentility and courteous manners, addressing his ruffians as "my good gentlemen," and referring to sordid acts such as kidnapping or arson as "that unpleasant little business" or "those unfortunate events." He refers to the characters as "guests" and expresses regret that he cannot provide suitable entertainment for their visit. 

Beneath his genteel demeanor, however, larno is just as thuggish and arrogant as any Redbrand outlaws.

What larno knows

  • The Black Spider is a drow (dark elf).

  • The Black Spider sent three bugbears to help larno keep the population of Phandalin under control, but the Redbrands have managed without them. 

  • The bugbears know the way to Wave Echo Cave, but larno does not.

  • The Black Spider is searching Wave Echo Cave for the Forge of Spells. 

  • Dwarves and gnomes of the Phandelver's Pact used the magical forge to fashion powerful magic items. 

  • No other members of the Lords' Alliance know of Iarno's betrayal.

Iarno’s Desk

Various papers and notes are stacked neatly on the desk, mostly consisting of larno's written orders to apothecaries and alchemists in nearby settlements for more materials for his workshop. 

The characters also find a letter signed with the Black Spider's symbol, hand it out.

If larno is taken into custody, Sildar Hallwinter arranges to have the wizard incarcerated in the townmaster's hall until he can be safely transported back to Neverwinter. Whether larno stands trial for his crimes is beyond the scope of this adventure. The Black Spider is too preoccupied to meddle in the wizard's fate.

TREASURE

At the foot of Iarno's bed is a sturdy, unlocked wooden chest holding the best pickings of the Redbrands' loot over the last two months. It contains 180 sp, 130 gp,and a silk pouch containing five carnelians (10 gp each), two peridots (15 gp each), and one pearl (100 gp). 

It also contains two magic items that larno brought with him from Neverwinter: a scroll of charm person and a scroll of fireball. larno also wields a staff of defense (see appendix A).

AWARDING EXPERIENCE POINTS

Slays larno Albrek

200XP / 6 = 34

Capture larno and deliver him to Sildar Hallwinter 

400XP / 6 = 67

 Lord Albrek,

 

My spies in Neverwinter tell me that strangers are due to arrive in Phandalin. They could be working for the dwarves. Capture them if you can, kill them if you must, but don't allow them to upset our plans. 

See that any dwarven maps in their possession are delivered to me with haste. I'm counting on you, larno. 

Don't disappoint me. 

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