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Wednesday 27 January 2021

Nerdy Gamers - D&D Session 6

24 January 2021

The party

·         Kisandra Starlight – Half-Elf Sorceress (Heather)

·         Barendil Dawnwood – Elf Ranger (Robert)

·         Guillerme don d’Lyonne – Human Paladin (Martin)

·         Friar Buck Norris – Human Cleric (Silas)

·         Nobby Nobbs – Human (probably) Rogue (Tom)

 

Dawn Raid

The adventurers had performed admirably the previous night, quickly and quietly infiltrating Tresander Manor and capturing Glasstaff, the leader of the Redbrand Ruffians – and who, it turned out, was actually Iarno Albrek, the Lords Alliance agent that SIldar Halwinter had been searching for. He had debased himself by working for the elusive Black Spider and terrorising the area around Phandalin with his band of thugs and mercenaries. However, he had been taken into custody and now sat languishing in a jail cell in the basement of the Townmaster’s Hall. The party had effectively cut the head from the snake, but they had agreed with Sildar that they would return before first light to finish the job and eradicate the troublesome Redbrands for good. Sildar met them before dawn in the common room of the Stonehill Tavern.

“Well met my brave fellows,” he said jovially. “I appreciate you only had a short time to rest after last night’s efforts, but I am confident that if we strike now, we should catch the remaining ruffians by surprise and eliminate this threat to Phandalin once and for all. I’m just sorry that I missed out on the fun last night, so I shall accompany you into the den of villainy – if you’ll have me?”

The adventurers nodded enthusiastically, pleased to have such an experienced warrior by their side.

“Then let us go,” Sildar said as he headed towards the door. “And, to be clear, I have determined that, while Iarno will return to Neverwinter to stand trial and be interrogated, these other wretches should pay for their crimes with their lives. Kill them all!”

Brandishing their weapons in agreement with Sildar’s sentiments, Barendil’s new sword shimmered in the torchlight.

“That’s an intriguing weapon master Elf, mind if I have a closer look?” asked Sildar with interest. “Ah, yes,” he continued. “The hilt here closely resembles the coat of arms that was displayed above the entrance to Tresander Manor, before it fell down. I thought it looked familiar. Although I do know some of the history of this region, I suspect that if you took this sword to someone who was more familiar with the area you would find out more – Daran Edermath springs to mind, he used to be an adventurer like you until he took an arrow to the knee. Now he tends a lovely orchard on the western side of the town. Go and see him once this grisly business is done.”

They turned to leave the tavern, but Sildar got their attention again. “One last thing,” he said as he rifled through his pack. “I almost forgot – I got Iarno to draw this last night, it should come in handy.”

He produced a detailed map of the basements under Tresander Manor, that had become the lair of the Redbrand gang. The party were impressed, realising the benefits such a map would bring and surprised that SIldar had convinced Albrek to put pen to paper when he had been so dismissive of them asking the same thing the previous night. Sildar remained tight-lipped about how he had made the wizard more obliging – he muttered something about going to work with a pair of pliers and a hot iron but wouldn’t be drawn further.


Albrek's map of the Redbrand Hideout

Examining the map carefully, the adventurers realised that there had been a degree of luck the previous night to their success in finding Glasstaff’s lair so quickly. No matter, they now had the opportunity to plan their assault and decided to enter through the same secret entrance as last night.

All was quiet in the cavern. The party considered destroying the northern bridge over the chasm to hamper any reinforcements but remembering how easy it was to jump the gap they decided to avoid making any unnecessary noise. They all agreed that the Bugbears likely presented the most pressing threat, and in fact the most likely source of information for their quest. The Bugbears would have to die first.

Though Barendil was keen to simply kick the door in and slay the monsters, other members of the party suggested a more cautious approach that included luring the Bugbears out into the corridor where they could be cut down in turn, perhaps using ranged weapons from the top of the stairs.

“A good plan,” agreed Barendil, reluctantly. He leaned his ear to the door, hearing the distinct and guttural sounds of goblins within, though he could not understand what they were saying. It appeared that not everyone was as asleep as they had been hoping in Tresander Manor, but on the bright side it didn’t seem that anyone had noticed their leader had been taken.

Moving back from the barracks door, Barendil told his companions that he could hear several Bugbears inside. “I’ll go up here into the common room,” the elf said, “catch them in a crossfire when they come out.”

Kisandra managed to stop the ranger with an urgent whisper, insisting that perhaps Barendil should take similar caution with the common room and have a listen at the door. Sure enough, he could hear noise inside – this time, human voices speaking the common tongue. It was apparent that they were playing a game of knucklebones inside, shouting and laughing at each other. It was lucky he didn’t walk straight into the room!  

The party agreed with Barendil about using crossfire to slay the Bugbears, but clearly whoever was in the common room would need to be dealt with first. They used some rope to tie the door handles of the two doors to one another – as they both opened inwards, this would prevent the Bugbears from getting out of their barracks should they hear anything from the common room. The plan was to assault the common room in force from the north door, and as the rest of the party hurried in that direction, Nobby stayed behind to spread a layer of ball bearings on the ground outside the Bugbear barracks, providing additional protection in case the brutes managed to force their way through the door before the adventurers were ready for them.

Everyone was holding their weapons tight, prepared to enter common room, when Friar Buck suddenly suggested peeking into the laboratory to the north of where they were standing. He crept forwards and slowly opened the door. Inside he saw a lot of magical apparatus that he was unfamiliar with, and in the middle of the room a large white rat sitting on the floor. The rat squeaked at the cleric and ran off at top speed towards Glasstaff’s private quarters. Satisfied that there was no threat remaining, Buck returned and (finally) prepared to assault the common room. 

The large white rate ran away as soon as Buck looked at it


Common Room Ruffians

Four red-cloaked ruffians sat around a table in the centre of the common room, stacks of coin and knucklebones in front of them. They looked up in surprise as the party burst in through the northern door and fanned out into the room, though picked up the weapons they had close at hand and prepared to fight the intruders.

The adventurers decided to split up and take on the Redbrands up close, one-on-one, to avoid them aiding each other – a brave tactic but one that proved a challenge as these men were tough, grizzled fighters. They attacked mercilessly with heavy blows from their weapons, but the party was inspired by Sildar’s expert swordsmanship as he demonstrated that raw power was nothing without skill behind it. Kisandra remained at the rear, slinging magical attacks at the enemy and finishing off one of the ruffians with a well-aimed fire bolt. Barendil ran a second through with his newly acquired longsword, proving that he was almost as deadly up close as he was at a distance. 

Four Redbrand Ruffians have their game of
knucklebones disturbed by the adventurers

Nobby, meanwhile, was hit by two ringing hammer blows from one of the thugs, knocking the wind out of him. He remembered at that moment that attacking enemies face-to-face, Queensbury rules, really wasn’t his style and so he distracted the thug and slipped backwards into the shadow of a stack of ale barrels at the side of the room. Fortunately, with two of the bastards already dead, Nobby had friends who could continue distracting the ruffian and prevent him being followed. The rogue drew a small tankard from a pocket and drained some ale from one of the kegs before grabbing his shortbow and pulling an arrow from his quiver.  

Guillerme managed to take down the third ruffian with a vicious slice of his glaive, thankful for his protective armour as he saw Barendil had been wounded almost as badly as Nobby. The tankard of ale had appeared to improve the rogue’s aim, and Nobby’s bowshot pierced the throat of the final ruffian, dropping him dead to the floor.

Searching the common room, the only items of value had been on the gambling table and so Nobby scooped up the coins and trinkets, figuring that it didn’t matter who had been ahead in the game as he wouldn’t be collecting his winnings now. He also went round slicing off ears from their defeated enemies, his new habit continuing to grow and being met with mixed feelings by his companions.

As Nobby went about his business, Friar Buck cast a prayer of healing over the party. They had found the battle against the four ruffians to be harder than expected, so a brief respite and some healing was welcomed by all. The noise of the fight didn’t appear to have caused anyone to come and investigate, so the party revisited their plan to deal with the Bugbears in the room to the south. Barendil, Sildar and Guillerme all elected to remain in the common room, using their missile weapons to catch the monsters in a crossfire as Buck, Kisandra and Nobby attacked from up the stairs. Those three made their way back through the cavern to set the trap while the others settled themselves near the southern door. 

It’s a Trap!

With the hallway at the foot of the stairs strewn with ball bearings, Kisandra used her mage hand cantrip to untie the rope from the two doors, allowing Guillerme, Barendil and SIldar to open the common room door and prepare for the ambush. Kisandra and Nobby stood at the top of the stairs, behind the comforting figure of Friar Buck and his shield. Everyone had missile weapons or spells prepared.

Guillerme boldly said he would wake the Bugbears up by throwing a barrel of ale at their door. He strode towards a stack of kegs in the common room, boasting of his strength and bracing himself to lift one of the heavy barrels. Grinning at Barendil, the paladin lifted with all his strength, but the barrel he had chosen was in fact empty and far lighter than he expected. The keg launched upwards into his face, knocking him backwards in surprise and cutting his lip. His companions attempted to stifle their laughter at Guillerme’s discomfort, while he wiped his face with an embroidered handkerchief and moved to check the weight of another barrel. This one was indeed full of ale and Guillerme hefted the keg onto his shoulder, moving to the door and throwing the barrel at the entrance to the Bugbear barracks. The keg smashed into the door with an almighty crash, spilling ale on the corridor floor all over the ball bearings and bursting the door back on its hinges.

Three Bugbears poked their furry heads out to investigate what was going on, and immediately ran into the corridor to attack. Two of them slipped on the wet ball bearings and landed hard on the floor. Barendil saw a small goblin behind them inside the barracks run to the back of the room and hide under a bed. With two of the monsters flat on their backs, the trap was sprung and the party attacked.

Three Bugbears rush out into the corridor,
into the party's carefully laid trap

Although a single Bugbear had managed to maintain his footing on the ball bearing trap and was therefore still presenting a threat to the party, Nobby couldn’t resist his natural inclination to attack a downed opponent and so aimed his shortbow at one of the prone monsters.

Kisandra chose to aim a fire bolt at the standing Bugbear that was preparing looking to advance up the stairs towards them, hitting it squarely in the chest. Guillerme, though unused to the cumbersome crossbow he carried, managed to aim it deftly at the same Bugbear, but hadn’t fully wound back the bowstring and so the shot lacked in power when it did connect with the beast, only causing a slight wound. Barendil rolled his eyes at his human companion, aiming his own longbow with apparent boredom and loosing an arrow straight at the same monster, by now bleeding from several wounds. 

Shaking off the damage, the Bugbear began to stomp towards the stairs but finally lost its footing on the ball bearings and fell to the floor alongside his cohorts. Kisandra took the opportunity to finish him off once and for all, describing magical symbols in the air with her hands before sending an almighty fire bolt down the stairs like a fiery inferno, utterly incinerating the Bugbear. 

Meanwhile, one of the Bugbears on the ground had finally managed to pick itself up and decided to lumber up the stairs – it had received too much damage from the adventurers in the common room and could see a clear challenge being presented by Friar Buck standing at the top of the stairs and calmly tapping his warhammer into the palm of his shield hand. Buck waited patiently while the monster charged up the stairs, using his shield to swat the Bugbear’s vicious axe-swing to one side while he drew back his other arm and swung the hammer in a mighty arc over his head. The head of the weapon crashed squarely down onto the beast’s skull, cracking it like an egg and splattering its meagre brains down upon the stairs. Buck stepped back to the top step again as the body fell down in front of him, returning to his calm demeanour and watching for what the final monster might do.

The final Bugbear eventually found its feet as well and followed in the footsteps of its companion by charging up the stairs, which were now glazed with goblinoid brains. Nobby drew his bowstring but his fingers, slick with sweat, slipped off the string and he somehow managed to get his arms tangled up in the bow. Ignoring the commotion behind him, Buck once again waited patiently for his second victim to get within striking distance and launched another devastating warhammer attack against the foe. This strike wasn’t quite so well-placed, glancing off the Bugbear’s round head and hitting its shoulder, probably dislocating the arm from within its socket. Before he could line up a second attack, Sildar Halwinter poked his head around the corner below, aimed his crossbow up the stairs and fired a bolt straight up that pierced the Bugbear’s spine and dropped it, dead, at Buck’s feet.

With the Bugbears dispatched, Nobby busied himself retrieving his ball bearings and picking the corpses clean – he seemed to be the only one not bothered by the stench of the dead Bugbears. In fact, it was suggested that perhaps they improved his own natural aroma. The largest Bugbear had a pouch containing some coin and a large iron key. Tossing the key to Kisandra, she tried it in the door to the Bugbear barracks and found it worked. The large monster also had a black eyepatch, encrusted with jewels, which Nobby gleefully ripped from its head. He wasn’t a doctor, but he couldn’t see anything wrong with the beast’s eye underneath the patch, so he assumed it was just a cosmetic item – one that he thought was rather fetching so he placed it over one of his own eyes, not caring about the hygiene implications of sharing body jewellery with a Bugbear. The rogue grinned a yellow-toothed grin to his companions, trying his best to look dashing in his new eyepatch but finding the rest of his face let the side down somewhat.

Droop

The group walked into the Bugbear barracks, looking around at the four rough wooden bunks and piles of fetid leftovers and rags on the ground. The stench was not pleasant. They could see two little green legs poking out from under the farthest bed and hear some snivelling and sniffing coming from there. Kisandra waved the others back and walked over to the bed, seeing that there was no threat here and perhaps some kindness would help the party gather some information from this scared little goblin. Barendil had little interest in being involved with talking to the creature and decided he would be better employed at the top of the stairs, acting as a lookout – he was well aware that they had only explored around half the Redbrand hideout so far.

Kisandra spoke soothingly to the goblin, convincing him that the Bugbears were dead and he could come out safely.

“Bugbears dead? Good, good, they nasty,” said the goblin as it wiped snot from its nose. “Me Droop, Droop be good, don’t hurt Droop!”

“Don’t worry, we won’t hurt you, come out here and tell us all about it,” cooed Kisandra.

Droop crawled from under the bed and climbed up to sit on the mattress, not realising how comical he looked as he swung his legs because his feet couldn’t reach the floor. Pulling himself together, he told Kisandra about the abuse he suffered from the Bugbears on a daily basis and how he was glad they were dead. She asked him about the Redbrand hideout and if he had any more information about it, but he had never been allowed to leave the barracks or mix with the humans, so he didn’t know anything.

Guillerme decided he didn’t trust the goblin whatsoever and had had enough of this nice gentle approach, so he stomped into the room, attempting to intimidate the diminutive greenskin. Attempting to scare the goblin, who was less than half his height, the paladin bent forwards with his glaive held over his shoulder and a stern look on his face, but the heavy weapon overbalanced him and caused him to stumble forwards. Droop giggled with delight as the human stumbled, thinking it some sort of game. Kisandra waved him back and Guillerme, mumbling to himself, returned to the corridor outside the barracks.

Continuing with her questioning, Kisandra discovered that Droop had come from Castle Cragmaw with the Bugbears, but that he was more of a butler and cook than a soldier. He couldn’t direct the party to the castle himself, but he knew it was to the north of Phandalin, in the forest. He said that other goblin soldiers would know, and that they were often patrolling the wildlands around the human town. He also mentioned that the Bugbears knew where the castle was but, without realising the irony, said that they might have difficulty divulging that information in their current state…  

Again, they pressed him for a location of the castle, but he simply did not know. He tried to show enthusiasm so that they would know that he was trying to be helpful and hopefully not splatter his brains across the bed. Buck knelt in front of the goblin and gently asked how far the castle was. Droop didn’t know about distances, so the Friar tried another tack and asked how many sleeps it had taken to get to Phandalin. The goblin grinned and said it was two sleeps. This was at least some useful information for them to use in their quest.

The party agreed to let the goblin live as he could prove useful in the future but decided he might also be a liability for the moment, so they locked him in the barracks using the Bugbears’ iron key. As they left, they could see the sad little droopy face as the goblin sat swinging his legs on the side of the bed and tapping his hands on his thighs. 

Weird Science

Returning to the cavern, Barendil informed them that there had been no enemy movement – apparently they were still undetected, which was useful. Referring to their map, they decided to head north and take a closer look at the laboratory that Buck had peeked in earlier, to see if there was anything useful to recover.

There was no sign of the rat as they walked into the laboratory, but Kisandra was more interested in the various distillation coils, tubes and beakers on the workbench in the middle of the room. Based on the equipment set-up, she immediately identified that Albrek must have been attempting to brew a potion of invisibility, though it seemed that he had not completed it yet.

A large bookcase filled the far wall and Buck was scanning the tomes there to see if anything might be useful. One well-worn book caught his eye, and he showed it to Kisandra. It was a journal written in Dwarvish and described the journey of an adventurer named Urnon in his attempts to find the Lost Mine of Phandelver and the Forge of Spells. The adventurers were already well acquainted with much of the history that was detailed within the book, but one entry about the mace ‘Lightbringer’ caught Buck’s attention in particular. This magical mace had been commissioned by priests of Lathander, God of Dawn, but had been lost when Wave Echo Cave had fallen. Surely finding such a treasure would be a blessing, if it were still located in the region.

Before leaving the laboratory, Nobby and Kisandra looked through the equipment for anything of value. The only items that were small enough to easily carry and were potentially valuable were three small bottles of reagents: mercury, dragon bile and powdered nightshade. Kisandra told the thief that these could be worth some coin to the right alchemist or apothecary, but that nothing else in the room was worth taking. 

Armed to the Teeth

Following their investigation of the laboratory, the adventurers figured that they had cleared everything in the hideout west of the Nothic chasm. Pleased with themselves, they moved through the storeroom and headed for the armoury that was through one of the secret doors that Albrek had noted on his map. The armoury door was locked, but the key from the Bugbears opened it with no trouble.

Inside, the adventurers found a plethora of weapons – enough to arm a sizeable force of ruffians should they decide to attack the town en masse. It appeared that Sildar had been right to move in and quash this threat with no delay before they could recruit enough warriors to use all the weapons in the armoury. The adventurers took a selection of weapons from the racks, in particular additional quivers of crossbow bolts. Behind the door was a line of red cloaks hanging on the wall and Nobby suggested they take some of these cloaks as potential disguises. Barendil dismissed the idea of playing ‘dress-up’ and walked out of the armoury without taking anything – he had his trusty longbow and new longsword, and nothing was going to cover up his ancestral green elven cloak. Deciding enough time had been wasted, the elf ranger stalked into the crypt without a backward glance.

Tales from the Crypt

The rest of the party donned their red cloaks and chose their weapons without paying much attention to the grumpy elf walking off, until a few seconds later when they heard him running back along the corridor and ducking into the storeroom opposite.

“Skeletons!” he shouted, “the crypt is swarming with undead!”

Barendil had been surprised by three animated skeletons in ancient armour and mouldy rags, carrying notched weapons that still seemed to retain their sharpness despite their obvious age. The ranger had not been expecting such a welcoming party in the crypt and it was only thanks to his elven reactions that he was able to quickly jump back and get away to warn the others. 

Three skeletons surprise Barendil as he enters the crypt

The three skeletons shambled out of the crypt after Barendil, but thanks to his warning the rest of the party was ready for them. Sildar Halwinter took action first and ran forwards, aiming a slash of his longsword at each of the two skeletons in front of him but found his sword passed between the animated bones hitting nothing. Still, he distracted the skeletons long enough for Kisandra to draw arcane energy to herself and prepare a fire bolt spell. She poked her head round the corner from the armoury, letting the magical bolt fly with a WHOOOOMPF that hit a skeleton square in the chest and exploded it outwards in a shower of bone shards right in front of Sildar. The warrior nodded his appreciation to the sorceress.

Friar Buck then stepped forward, raising his divine symbol and murmuring a prayer. With a faint glowing nimbus emanating from his hands, the others could see one of the skeletons jerkily stop in its advance and turn, walking directly away from the cleric. The single remaining skeleton ignored the divine influence and looked prepared to swing its ancient sword, though before it could both Barendil and Nobby shot arrows at the undead monstrosity. Somehow, both archers managed to fire their missiles straight through the same gap in the skeleton’s rib cage, managing only to tear some of the already ruined clothing that it still wore.

The shambling skeleton looked down at its rib cage as the arrows passed through it. If a skull could look surprised then it probably would have, but as it was the impassive bone visage didn’t change and the creature finally swung its ancient sword at Sildar. Though the blow was quicker than they expected, the party watched impressed as the experienced warrior parried the blow with ease. Guillerme rushed forward to stand by the agent of the Lords Alliance, though in his eagerness he failed to connect a blow to the skeleton in front of him, and his frantic swing threw Sildar’s concentration such that he accidentally stabbed Guillerme in the leg when he tried to thrust at the skeleton. Though he apologised profusely, Sildar still didn’t like the way that Guillerme had been portraying himself as a senior member of the Lord’s Alliance and was amused by the young paladin’s clumsiness so couldn’t help a small half smile forming on his lips.

Seeing his companions struggling to land a blow on the skeleton in front of them with their blades, Buck stepped forwards, wielding his warhammer with confidence – this was the correct weapon to use against the brittle bones of an ancient skeleton. His warhammer knocked the head clean from the skeleton’s shoulders and smashed the skull to dust against the wall. The cleric grunted in satisfaction.

Barendil saw the effectiveness of Buck’s attack and so his next arrow hit the one remaining skeleton squarely in the back of the head, likewise knocking it from its shoulders and dropping the rest of the monster into a pile of bones on the floor.

“Thank you for your mage craft in helping to deal with these horrors,” said the elf to Buck with a gracious bow.

Dusting themselves down, the adventurers moved into the crypt as a group, more cautiously than before. This caution was well rewarded as they noticed the lids of the three sarcophagi in the room were slowly scraping open, and three more skeletons were pulling themselves up and out of their tombs!

Three more skeletons rise from their tombs to attack the adventurers!

Guillerme bravely went to move forwards to show Sildar what he could really do and hopefully prove his place within the Lord’s Alliance, but somehow Sildar’s foot got caught up with Guillerme’s leg. No one was sure whether it was accidental or by design, but either way the paladin fell and landed hard on the ground. Ignoring Guillerme’s clumsiness, Kisandra sent a fire bolt streaking through the crypt, hitting one of the newly emerged skeletons in the shoulder and turning it on the spot before Barendil loosed another accurate arrow to knock its head off, as he had done with the previous monstrosity.

Meanwhile, Guillerme stopped gnashing his teeth in frustration and leapt to his feet, even more determined to show Sildar what he was made of. This time, the paladin married his upward motion perfectly with the swing of his glaive, rising up and slashing the weapon right through the skeleton in front of him, slicing it into two halves that fell apart into two piles of bones at his feet. He turned with a satisfied smile to Sildar, looking for approval from the more experienced warrior. Sildar, however, was too busy moving forwards to attack the final skeleton to acknowledge Guillerme’s efforts, though they did not go totally unnoticed.

Friar Buck pushed forwards next to Sildar, following up with his own swing of his mighty warhammer, bringing it up through the rib cage of the skeleton. As the weapon tore through the undead creature’s rib cage it tinkled a sound like a glockenspiel as it broke through each rib in turn, making a surprisingly tuneful final note to the battle. The party looked around the crypt at the piles of bones, ancient weapons and moulding clothes with satisfaction. There was nothing of value to recover, and no ears on the skulls for Nobby, but it had been a successful battle against the undead. Sildar gave the briefest of pats on Guillerme’s shoulder before walking ahead to check for other foes.

Imprisoned

Referring back to Albrek’s map, the adventurers could see that a door in the corner of the crypt led to a dungeon. The adventurers went and opened the door, peering inside to see that there was a cell to the northern side of the room that contained a small boy, and another cell to the south housing a woman and a girl. Two Redbrand guards lounged in the centre of the room between the two cells, surprised to see several people in red cloaks walking in through the door.

“What are you doing here?” demanded a blonde-haired thug.

We’ll discover the answer in the next chapter of the adventure…

Two Redbrands stand guard over three prisoners
in the Tresander dungeon

Next - Session 7 

Friday 15 January 2021

Nerdy Gamers - D&D Session 5

10 January 2021

The party

·         Kisandra Starlight – Half-Elf Sorceress (Heather)

·         Barendil Dawnwood – Elf Ranger (Robert)

·         Guillerme don d’Lyonne – Human Paladin (Martin)

·         Friar Buck Norris – Human Cleric (Silas)

·         Nobby Nobbs – Human (probably) Rogue (Tom)


A Christmas Reward

The adventurers stepped through Santa’s portal and into the warm glow of sunlight, back in the mortal plane at White Willow Farm. A scattering of snowflakes and a faint voice on the wind followed them as the portal closed behind them with a tinkle.

“Thank you again, brave adventurers,” they heard. “You displayed kindness when first you entered the Christmas Realm, freely giving to a blind man you did not know. I now repay that kindness as you leave my realm. We shall meet again, I am sure.”

Placed neatly beside the farmhouse gate were five finely wrapped presents, each addressed to one of the party. They eagerly ripped open the wrapping paper and examined the contents Santa had gifted to them… 

Each member of the party received a
personalised gift from Santa

Return to Phandalin

Feeling exhausted from their adventures in the snowy landscape of Santa’s Christmas Realm, the adventurers chose to remain at White Willow farm for the night. The farmer was more than happy to provide them with a sumptuous dinner and lodging, feeling that the arcane energies that had been plaguing his farm were dissipating now that their quest was complete.

Bidding goodbye to the farm in the morning, the party left the wagon with its rightful owner and walked the trail back to Phandalin. They passed the time by recounting what they had learned so far in their travels and discussing the paths that lay open before them. Nobby, having a calculating mind that was good at remembering strategies and plans, recalled their quests:

  • Discover the location of Cragmaw Castle
  • Identify the Black Spider and put a stop to their scheming
  • Find the wizard Iarno Albrek, a missing member of the Lord’s Alliance
  • Investigate the surrounding wilderness to find the location of the Rockseeker Brothers’ camp
  • Visit a banshee named Agatha, near the ruins of Conyberry Town, and ascertain the location of Bowgentle’s spellbook for Sister Garaele at the Shrine of Luck
  • Deal with Orc raiders on the Triboar Trail
  • Clean up the town of Phandalin by dismantling the Redbrand Ruffian gang
  • Enquire at the Miner’s Exchange as to why they had not been subjected to attacks by the Redbrands

All agreed that saving the town from the predations of the Redbrands was a high priority, but Kisandra in particular was keen to take the fine silver comb to the banshee, as Garaele had tasked her. The opportunity to discover something was too good to pass up, and she reasoned that they may discover something that would aid them in their other tasks.

The group agreed on the plan but stopped in at Barthen’s provisions as they passed through the town, enquiring after the Rockseeker brothers – they had not yet returned to Phandalin for restocking, and were now a few days overdue. Barthen figured the dwarves could look after themselves, but he did admit that he was a little worried for their safety.

Sildar Halwinter, after a good shave and
change of clothes, catches up to the party
to discuss their progress

As the group walked towards the edge of the town to head onto the Triboar Trail, they heard a familiar voice behind them. It was SIldar Halwinter, though he looked like a new man since they last saw him after the rescue from the goblin cave – he had shaved his matted hair off entirely and replaced the grubby loincloth with a fine set of clothes. He was impressed to learn of their exploits in White Willow Farm and concurred with their assessment of priorities, though he did reinforce the importance of dealing with the Redbrand threat as soon as they returned from the banshee lair. Sildar let the group know that he could be found in an office within the Townmaster’s Hall, where he had requisitioned some space to work from and continue investigating the disappearance of Iarno Albrek. The mage had last been seen somewhere in the vicinity of Tresander Manor, the large ruined house where the ruffians had run off towards after the unpleasant business in the Sleeping Giant taproom a few nights before. 

Making a House Call

The adventurers travelled along the Triboar Trail, heading east as they had been directed. As they walked, they could see the snow-capped tip of Icespire Peak in the distance of the Sword Mountains to the southeast, the enormous mountain unmistakable even at this distance. Further along, and closer to the trail, a large rocky promontory rose out of the foothills that were overlooked by the majestic mountains. The tor was still some distance from the trail though, the best part of a day’s march through wild and hilly ground, but it was a clear landmark in the wilderness.

Presently, the group arrived in Conyberry, or what was left of it. The village had been largely reclaimed by the surrounding vegetation, with few structures remaining. A clear trail led to the north, into the forest, and the adventurers followed this towards where they expected to find the banshee’s lair. As they walked through the forest, the trail wound back and forth, deeper into the trees, while wines and moss were draped more heavily on the branches. The air was noticeably colder than it had been in the ruined village and, as the party rounded a final bend in the trail, they saw a screen of warped branches ahead which were woven into a domelike shelter in the shadows. A low doorway led inside.

Before entering the dwelling, Guillerme distributed sealing wax from his pack as Nobby had heard of the dangerous and deafening wails that banshees were known for. Kisandra was less keen to block up her ears for fear it would hamper her ability to converse with the spirit… Still, after examining the entrance for traps and finding none, Kisandra stepped through into the dome with Guillerme beside her for protection. The remaining adventurers shuffled in behind.

Within, the structure was sparsely but tastefully furnished. Both Kisandra and Barendil recognised fine elven handiwork in the furniture. As they examined their surroundings, they all felt a chill in the air and a powerful feeling of dread before the banshee herself materialised before them. She appeared as a pale elf, her hair and robes waving in a spectral wind. She might have been beautiful once…

Agatha the banshee

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

Holding her nerve, Kisandra followed the instructions from Sister Garaele, complimenting the evil spirit and speaking to her vanity. Upon the production of the wondrous silver comb, the banshee’s face became far less fierce and she almost smiled.

“Very well,” said Agatha, “I know that you seek many things. Ask me one question and I shall give you one answer.” 

Carefully keeping to task, Kisandra boldly asked the location of Bowgentle’s spell book. Agatha thought for a moment and told them that she had not seen that particular book for nigh on 100 years, but she remembered trading it to a necromancer named Tsernoth from the city of Iriaebor. She didn’t know what had happened to it in the intervening years.

With their question answered, the banshee vanished from sight. Nobby suggested poking around the contents of the dwelling, which was not a popular suggestion with the rest of the group. Barendil was particularly vocal about not angering the ancient spirit and stalked outside without a backward glance. Kisandra stayed behind while the others left, in a futile attempt to convince the rogue to leave well enough alone. It was only when Nobby felt icy fingers encircling his neck that he realised the banshee was still present and capable of guarding her possessions – no matter how much he enjoyed the thrilling sensation, he was well aware that Agatha was not playing and would gladly kill him should he disturb her sanctuary further. Finally, he relented and left the banshee lair with the others, beginning the two-day march back to Phandalin to inform Garaele of the information they had acquired. 

Adventurers About Town

Sister Garaele was more than pleased to hear the information gleaned from Agatha about the possible location of the spell book. She revealed to the party that she was an agent of the Harpers, a secretive society that prizes balance and fairness for all and has an appreciation for the natural order of things. The Harpers work in the shadows to thwart tyrants and any leader or group that becomes too powerful – as everyone knows, power corrupts. Working in individual cells, the agents of the Harpers aid the weak, the poor and the oppressed. Thanks to the information the party has gleaned, Garaele will be able to pass on a solid lead to her counterparts in the Iriaebor region, who will be able to continue the search for the powerful spell book.   

Pleased with their efforts to help the young elf, the adventurers walked over to the townmaster’s hall to discuss plans with Sildar on how to tackle the Redbrand threat. Sildar explained to them that the last couple of days had seen excessive displays of force by the ruffians across the entire town, though the Miner’s Exchange remained unharmed. He was unsure how the Exchange had remained safe, and suggested that the Mining Guild leader needed investigating.

Sildar was still very concerned about the wellbeing of Iarno Albrek, having not heard anything from the man. He gave the adventurers a more full description of Iarno – a slight wizard with a short black beard, in his thirties so not old for a wizard. He was beginning to fear the worst.

Additionally, Sildar reminded the adventurers about the necessity of finding Cragmaw Castle. He offered a 500 GP reward for finding the goblin base of operations and removing the threat, reassuring the party that he would continue to investigate the best he could but that they should keep their eyes open for any clues during their adventures.

Finally, the group discussed their plans for attacking Tresander Manor, suggesting that they go and reconnoitre the Redbrand base that afternoon and return at night to deal with the ruffians. Barendil asked Sildar if he would lend his aid to the party, to which he confirmed that he would join them and watch their flanks to make sure nobody followed them into the manor once they had completed their reconnaissance.

With that, the group left Sildar to continue his work and stepped next door to the office of the townmaster, Harbin Wester. As they entered the room, they saw a wanted poster on the wall that was seeking adventurers to deal with Orc trouble at Wyvern Tor, located just to the southeast of the Triboar Trail, not far from Conyberry. A 100 GP reward was offered for the Orcs’ heads.

Harbin himself was interested in the snatches of conversation he had heard through the walls regarding the assault on Tresander Manor, though he counselled against it.

“Don’t stir up trouble!” said the townmaster. “They’re just a mercenary company, that’s all…”

As they talked to Harbin, the adventurers quickly realised he was entirely blinkered to what was going on in his town. Whether he was complicit in the activity or simply incompetent was less clear, but either way they did not want him to know the details of their plan lest the Redbrands caught wind of it and were able to prepare their defences. Friar Buck therefore distracted the man by talking about the wanted poster; Harbin was much more vocal about wanting the clear and obvious threat of the Orcs to be resolved.

“Consider your Orc threat resolved,” declared Buck, snatching the wanted poster from the wall. “We leave tonight for Wyvern Tor.”  

Of course, this was a lie. The adventurers had every intention of dealing with the Orc threat, but not until the Redbrands had been defeated and the town was a safe haven. The lie was unconvincing, but Harbin had believed the lies he told himself about the Redbrands for so long that he readily accepted this new deception. He seemed pleased as the party strode from his office and, once they were gone, busied himself with the mountain of paperwork on his desk with some degree of contentment.   

Tresander Manor

Continuing their narrative of chasing down the Orcs at Wyvern Tor for the benefit of any potential spies, the party decided to leave Phandalin by the Triboar Trail to the north and swing round in the countryside to arrive back at the foot of the hill on which Tresander Manor stood. Looking up, they could see that the large manor was largely in ruins, with the main entrance on the western side largely collapsed. A clear set of wide steps on the east led down into cellars under the ruined building, which presumably was where the Redbrands were hiding.

Barendil decided to get a better look, moving the party around to the south side of the hill and within the cover of a copse of trees. His keen elf eyes spotted a number of footprints going in and out of a small door at the base of the hill – some sort of side entrance to the cellars. The rest of the party bravely remained in the treeline while they allowed Barendil to move forwards to investigate further, Kisandra whispering an incantation and sending a glowing mage hand forward to open the door for her companion just in case there was a trap. Nothing happened as the door creaked inwards and the adventurers assumed that the Redbrands simply relied on the door remaining hidden to avoid trespassers – something that was clearly ineffective when an experienced wood elf tracker like Barendil was seeking entry.

Peering into the open doorway, Barendil saw a rough-hewn passage extending beyond the range of his darkvision. Everything appeared to be quiet, so he motioned for the others to join him and they began walking in through the secret entrance. Soon, the passage opened up into a natural cavern. There was a cold breeze, and the scent of decaying flesh filled the air. The large cavern was bisected by a crevasse that cut through from north to south and was spanned by two wooden bridges, one to the north and one to the south. Two large stone columns supported the roof of the cavern some 20 feet above the adventurers’ heads.

As they entered the cavern, each member of the party felt a tugging sensation in the back of their mind, as if they had walked into a room to find something but forgotten what it was they were looking for. The sensation heightened as they spread out from the passageway, with some thoughts forming in their minds, completely unbidden.

“Oh Barendil, why do you always have to rush into battle without thinking of the consequences?”

“Orphaned Kisandra, nobody wanted you, how sad.”  

Feeling more than a little uneasy, the adventurers spotted a rangy and pale creature crawling up the opposite wall, looking at them with interest but keeping its distance and ensuring one of the large pillars was between it and the party to partially obscure it. Barendil thought it resembled a vampire, but there was something strange about this creature and it acted like no vampire he had ever heard of.

A gangling creature could be seen
crawling up the wall

“Nobby, Nobby, Nobby, you filthy boy, you enjoyed that banshee’s grip didn’t you…”

It seemed as if the creature was able to pluck the most miserable thoughts from the adventurer’s subconscious and shine a light on them. Why it was doing this, they couldn’t say, but Kisandra decided to try and communicate with the beast.

“What are you doing here? What do you want?” she called out across the cavern.

“Food…” came the telepathic reply.

Buck opened up some of his rations and threw some food at the creature, which it gobbled with obvious glee.

“Mmmmmm, more nicer than from that Glasstaff,” thought the beast.

“Who is Glasstaff?” Kisandra asked, “Is he your master?”

“He in charge, him give food. More food!”

After throwing more rations to the creature, it told them that Glasstaff was located in the western end of the basement complex. Looking around the cavern, the adventurers could see four exits – two on the western side of the crevasse (where they stood) and two on the east. Each of the exits showed the rough, natural stone walls giving way to more regular masonry and well laid paving stones. Three of the exits were corridors leading away, while the exit ahead on the northern wall of the east side of the cavern was a larger opening and they could see numerous sacks and crates in what looked to be a storeroom.

While the creature was eating the rations that Buck had thrown to it, Barendil began moving towards the closest bridge to get across to where it was. Kisandra had a magic missile spell prepared as she was feeling more and more uncomfortable about this fell looking creature that could apparently read their minds, but before she could decide whether to loose the arcane bolts there was a loud crack as the bridge collapsed under Barendil’s weight. The elf attempted to leap to safety but he fell down into the crevasse, landing hard on the ground among piles of bones and half-eaten corpses.

From his new vantage point, Barendil could see a chest located at the far end of the crevasse, under the northern bridge, invisible to onlookers from above. He picked himself up off the ground and walked towards the potential treasure, but just as he reached his hand out to open it he was stopped by a telepathic screech.

“Mine!” came the head-splitting thought, causing Barendil to retract his hand momentarily.

But, as the creature skittered towards the lip of the crevasse looking agitated, the party decided to take matters into their own hands and sprung into action – whether to protect Barendil or the treasure chest was a little unclear.

Nobby held his rapier aloft and charged along the western side of the room, crossing the northern bridge without incident and attacking the creature from behind. Meanwhile, Buck and Guillerme both leapt across the crevasse, just making the other side without incident, and moving in to surround the creature. Barendil began to climb the crevasse to assist his companions but Buck called down that he should at least investigate the chest first. Within the unlocked box was a selection of coins, two healing potions and a scroll. But the thing that took the elf’s eye was the fine longsword, with a hilt wrought into the shape of a bird of prey with its wings outstretched. He grabbed the loot and moved to help the rest of the party.

Kisandra’s magic had severely weakened the creature while Barendil was climbing the rock wall, and with the rest of the group surrounding it they mercilessly cut the wretched beast to pieces.

Glasstaff

After being told by the creature that Glasstaff, the leader of the Redbrands, was located in the western end of the complex, the party decided to investigate the eastern passages. They began by walking through the opening in the northern wall, into the apparent storeroom, to investigate the crates and sacks that were there. Most of the goods were standard supplies, so the adventurers replenished their rations, but they did spot a collection of beaver pelts that Nobby mentioned were relatively valuable to the right person.

There appeared to be no exits from this storeroom so the party turned to leave, but something caught Barendil’s sharp eyes. Slight inconsistencies in the brickwork made him take a closer look, and upon inspection he discerned two secret doors, one heading west and one east. Neither appeared to be locked and so they opened the western door, finding a small passage leading down some steps to the north. At the bottom of the steps was another secret door leading onwards to the west, which the elf gently pushed open.

This door opened onto a plush bed chamber. Somehow, the adventurers had stumbled their way directly to Glasstaff’s private quarters! A comfortable bed sat in one corner with a large chest at its foot, while a mage with a wide-brimmed red hat and a long grey robe with a black beard poking out of a high collar sat at a writing desk against the wall. He looked up in surprise at the intrusion, snatching up his staff which looked like it was made of smoky glass and jumping to his feet, knocking the chair backwards onto the ground. 

Glasstaff, in a haughty and condescending voice, managed to ask, “What are you doing here?” before the adventurers leapt to the attack.

Iarno Albrek, AKA Glasstaff, in his private
chambers beneath Tresander Manor
Kisandra probed the evil mage’s defences while Barendil rushed into the room, so intent on attacking that he tripped over his own feet and landed on the flagstones at the wizard’s feet. Guillerme, concerned for the normally agile elf, cast a Shield of Faith on his companion to protect him from the inevitable retaliation while he picked himself up.

Buck and Nobby moved forward to engage the wizard at close combat, but as their weapons got close a bright light emanated from his staff and rebounded one of the attacks away, though one managed to draw blood. The mage drew energies into himself and teleported across the room, out of reach of the warriors, while he prepared another spell to try and hold them in place. That spell fizzled into nothing, however, while Kisandra’s retaliatory Witch Bolt made use of the weaknesses she had detected in his defences and crackled through the bed chamber, arcing into the mage’s chest and dropping him to his knees.

“Stop, stop!” he cried out in pain. “I surrender!”

The adventurers moved quickly to bind the mage’s hands behind his back with strong shackles, sitting him on the bed before questioning him.

“I am Iarno Albrek,” the mage began, “and, yes, I have been running these Redbrands for some time now… The Lord’s Alliance pay is so dismal, and the Black Spider offered so much… a man of my talents deserves far more than the tight-fisted lords of the lands were willing to pay!”

Surprised at this revelation, the party realised the value of bringing this man back to SIldar Halwinter alive, despite Friar Buck voicing his opinion that they should mete out swift justice in the form of a hammer to the head there and then. Kisandra and Guillerme wanted justice as well but, thinking with cooler heads, they managed to calm the cleric.

Barendil, after his find in the crevasse, was thinking of the potential fortune that could be lying elsewhere in the basement of the manor house. When he demanded Albrek draw a map of the complex, the mage laughed at him.

“Really, my dear elf, you stand in my bed chambers, me who is Lord of this Manor, and you ask me that? You are almost touching the finest wooden chest one can acquire in the city of Neverwinter, and you ask me where the treasure is? Really, I thought elves wiser than that.”

With a scowl, Barendil threw open the chest and discovered a cache of some of the finest jewels and trinkets that the Redbrands had stolen over the months of their terrorisation of the town. Two scrolls caught his eye, but he could not make sense of the words scrawled on the page. He moved to hand them to Kisandra, expecting that they needed a magical eye to read properly, but the sorceress was preoccupied with the smoked glass staff that had given Albrek his moniker. She hefted the weight of the staff and could feel the power emanating from it and, based on Albrek’s use of the staff during their brief fight, she could tell there were hidden secrets to be unlocked. 

Correspondence from the
Black Spider to Glasstaff

Looking around the rest of the bed chamber, the party spotted a letter on the writing desk, addressed to Iarno. It appeared to be from this elusive Black Spider that they had been hearing about – a malevolent figure in the background who had been weaving a web of intrigue that they had been stumbling into time and again as they adventured around Phandalin. The letter made it clear that the Black Spider was aware of the adventurers and their quest to help Gundren Rockseeker and find the Lost Mine of Phandelver.

Crumpling the note in his hand, Buck turned to the mage sitting calmly on the bed and asked, “Who is this Black Spider then? What does he want?”

“He is a Drow,” Albrek replied, raising his eyes to stare back at the cleric. “A Dark Elf. I agree, it’s odd that one of his kin would operate alone here in the surface world, but he has been driven to find Wave Echo Cave and explore the Phandelver Mine. Perhaps he wants to use the magical artefacts contained there for some schemes back in the Underdark… I don’t know, he never told me. All he wanted was for me to keep the local population under control while he searched for the mine.”

“So where is this mine?” demanded the Friar. “And what do you mean, ‘control’?!”

“Ah, now, what I wouldn’t give to know the location myself!” chuckled Iarno, with a lustful look in his eyes. “Imagine the wonders that one could find in that mine… But myself and my associates have been well paid for our part, so I can’t really grumble. The Black Spider did send a few Bugbears of the Cragmaw Tribe to assist, but we didn’t need them. They should still be here somewhere…”

Having had enough of the wizard’s pretentious rambling, and realising that the hour was drawing late, the party decided to extract him and return to SIldar Halwinter with their captive. They carefully retraced their steps, avoiding any remaining enemies in the manor basement, and emerged back into the forest to the south of the manor. 

They delivered Iarno Albrek to Sildar at the townmaster’s hall, with the Lord’s Alliance agent being more than a little surprised that his colleague had been the one causing the trouble in the town. He locked Albrek in a jail cell in the cellar of the hall and suggested the adventurers get some rest.

“We can interrogate him more tomorrow if need be, but ultimately he will be taken to Neverwinter to answer for his crimes,” he assured them. “But our main concern now is to end the threat to the town once and for all, and like with a den of rats I imagine another of those bandits will simply rise to fill the void of power with their leader gone. But if we deal with them before the break of dawn, we might be able to surprise them before they realise Iarno is gone. Get some rest now and let’s reconvene early in the morning.”

With that, the adventurers returned to the tavern for a quick rest, satisfied with their night’s work.  

Next - Session 6 ⏩