Group of thugs, vandalizing Phandalin.
Character Block and stats HERE.
They have two hideouts, at:
Tresendar Manor
Sleeping Giant
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 the street. Run this encounter as the characters are leaving one of the locations in the town.
Developments Redbrands who are captured or charmed by the characters can impart useful information. (See the “What the Redbrands Know” sidebar below.) Townmaster Harbin Wester won’t want to keep Redbrand prisoners until he knows the whole gang has been defeated, but the characters can easily persuade or intimidate him into locking up any prisoners they capture for at least a few days. If the characters kill the ruffians, most members of the town are grateful. One exception is the townmaster, who fears Redbrand retaliation. Harbin doesn’t punish the characters but warns them not to cause trouble.
WHAT THE REDBRANDS KNOW
If the characters charm or successfully question any of the Redbrands, they can learn the location of their hideout under Tresendar Manor as well as the following useful information:
The leader of the Redbrands is a human wizard known as Glasstaff, so named because his magic staff is made of glass. (Only Iarno Albrek and the Black Spider know Glasstaff’s real name.) Glasstaff’s chambers are in the western end of the stronghold (see areas 11 and 12).
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 (see area 9).
The lower part of the complex is guarded by a hideous “eye monster” (see area 8).
The Redbrands have a handful of captives in a holding area “near the old crypts,” which are guarded by skeletons (see areas 4 and 5).
Developments Redbrands who are captured or charmed by the characters can impart useful information. (See the “What the Redbrands Know” sidebar below.) Townmaster Harbin Wester won’t want to keep Redbrand prisoners until he knows the whole gang has been defeated, but the characters can easily persuade or intimidate him into locking up any prisoners they capture for at least a few days. If the characters kill the ruffians, most members of the town are grateful. One exception is the townmaster, who fears Redbrand retaliation. Harbin doesn’t punish the characters but warns them not to cause trouble.
WHAT THE REDBRANDS KNOW
If the characters charm or successfully question any of the Redbrands, they can learn the location of their hideout under Tresendar Manor as well as the following useful information:
The leader of the Redbrands is a human wizard known as Glasstaff, so named because his magic staff is made of glass. (Only Iarno Albrek and the Black Spider know Glasstaff’s real name.) Glasstaff’s chambers are in the western end of the stronghold (see areas 11 and 12).
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 (see area 9).
The lower part of the complex is guarded by a hideous “eye monster” (see area 8).
The Redbrands have a handful of captives in a holding area “near the old crypts,” which are guarded by skeletons (see areas 4 and 5).
DO THE PLAYERS NEED DIRECTION? After the “Redbrand Ruffians” encounter, the players should feel it’s time to deal with the rest of the gang. If they aren’t clear that investigating the Redbrand hideout should be their next move, have one of the NPCs they’ve already met in town make the suggestion directly and point them toward Tresendar Manor. If the players want to follow other leads in the area, it’s okay to move on to part 3 of the adventure and let the ruffians wait. The next time the characters return to Phandalin, make it clear that the Redbrands are causing even more trouble, and that they need to be dealt with.
Comments