#TODO
- Kristin
- Prepared Spells
Intro Description #
- Have everyone say what is new with their character.
Dust motes swirl from around the hoof of the palomino mare as she takes another plodding step up the hillside. Her flanks don’t heave from the exertion of pulling the laden wagon behind her, but it is easy to tell that Shimmer, as she is called, has travelled far and is tired all the same. If it weren’t for the dark clouds piling up in front of the Sword Mountains to the south and spreading overhead from there, the strong silver haired Paladin, Dymphna, sitting in the driver’s seat might have needed to encourage Shimmer more. However the mare could smell the rain storm to come, and as she was young and healthy had picked up her pace several minutes prior knowing that a dry stable and fresh summer hay awaited her at the stable by the Stonehill Inn.
- Have the characters describe where they are and what they are doing.
Indeed as the wagon approaches the final hill before the outskirts of Phandalin the steady breeze suddenly shifts with a gust whispering through the tall grasses to the right of the rutted dirt track and rustling the leaves of the copse of chestnut trees to the left.
Perception DC 15 to spot ambush.
- Roll for initiative
- Describe entering the Stonehill Inn and the subdued atmosphere.
Strong Start #
The party enters Phandalin at sundown to find a subdued commonroom at the inn. Elsa the barmaid flags down Ani to let her know that Sildar disappeared the day after the party left. She heard from a patron the one of the Redbrands was bragging to another Redbrand about how he wasn’t going to be stirring up anymore trouble. Elsa is very worried and pleads with Ani to investigate the old Manor as soon as possible and save Sildar.
Reminders #
- Lionshield Coster
- Have the party describe their Character changes.
- 300gp - From Sildar for Cragmaw and helping when they return with the Redbrands
- Ring user?
Scenes #
- Welcoming Committee - Elsa notices party entering and asks to speak to Maren.
- It was a dark and stormy night.
- Adventure through the cellars.
- Reunion and a warning.
- Glasstaff is reveiled.
- Some kind of reunion.
Secrets and Clues #
- Doppleganger murder
- Glasstaff’s history
- Aldith Tresendar (The Black Hawk) was killed with his famed sword (Talon) beneath the manor.
Fantastic Locations #
Tresendar Manor Ruins: Atop a small hill surrounded by thickets and woods, Crumbled stonework is all that remains of a once large house, Tresendar were minor nobility that ruled this area.1
Tresendar Manor Cellar: Polished marble floor coated in dust and dirt in the corners (paths where ppl have walked) inlaid wh Tresendar Crest 2 (arcana, religion) Crest base. leading to door under stairs, Niche in wall next to doorway under stairs wh statue (arcana, religion) - Statue of Midnight/Mystrainfo , Location aspect3
Built-in Locations #
Stonehill Inn #
In the center of town stands a large, newly built roadhouse of fieldstone and rough-hewn timbers. The common room is filled with locals nursing mugs of ale or cider, all of them eyeing you with curiosity.
This modest inn has six rooms for rent (Sildar Hallwinter takes one). If the characters decide to stay here, see “Food, Drink, and Lodging” in the rulebook for pricing. (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.)
Barthen’s Provisions #
Barthen’s is the biggest trading post in Phandalin. Its shelves stock most ordinary goods and supplies, including backpacks, bedrolls, rope, and rations. The place is open from sunup to sundown. Barthen’s does not stock weapons or armor, but characters can purchase other adventuring gear here, with the exception of items that cost more than 25 gp. (For prices, see “Adventuring Gear” in the rulebook.) Characters in need of weapons or armor are directed to the Lionshield Coster (see that section).
Barthen also mentions that 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. See part 4, the “Wave Echo Cave” section, for more information.
Lionshield 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. (It was attacked and its cargo captured by the Cragmaw goblins.)
In a back room, Linene keeps a supply of armor and weapons, all of which are for sale to interested buyers. (For prices, see “Adventuring Gear” in the rulebook.) 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.
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.
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.
Sleeping Giant Tap House #
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” encounter.
Townmaster’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 “Wyvern Tor” (page 35).
Quest: Finding Cregmaw Castle. After resting at the Stonehill Inn, Sildar Hallwinter establishes himself at the townmaster’s hall. As an agent of the Lords' Alliance, his 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).
Tresendar Manor #
More a ruined castle than a house, Tresendar Manor stands at the east edge of town on a low hillside amid woods and thickets. The ancient manor has long been abandoned, but its cellars have been converted into a Redbrand stronghold. If the characters investigate this place, they find the entrance to the Redbrand hideout.
Potential Monsters #
Potential Treasure #
Satchel @1
healing pot, invis pot, 50gp, ordinary travel clothing.Misc @2
3 dirty scarlet cloaks, Guard 1{ 16sp, 7gp}, Guard 2{12sp, 5gp}, Guard 3{15ep, 2 garnets(@ 10gp ea)}Crypt @4
- 5 platinum signet rings (50gp ea).
- If skeleton mage was befriended & she opens secret closet in crypt.
- Tome of Magic Studies: Wards of the Netheril by Adaîan Tresendar :: A worn and cracked thick brown leather tome in an old Elvish dialect
Quenyan. - 2 pairs of sending stones
- Ring of Time: a silver ring with hourglasses chased around the outside of the band :: 1/d a spellcaster attuned to the ring may use it to cast a spell < lvl 2 that would normally take an action as a reaction.
- Lute of Calming: a finely made lute with ornate filigree around the sound hole. Effects TBD
- Tome of Magic Studies: Wards of the Netheril by Adaîan Tresendar :: A worn and cracked thick brown leather tome in an old Elvish dialect
Weapons @6
12 spears, 6 shortswords, 4 longswords, 6 light crossbows, 8 quivers wh 20 bolts ea.Nothic wooden chest @8
160 sp
120 gp
five malachite gems (15 gp each)
two potions of healing
a scroll of augury
The chest also holds a +1 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 with outspread 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.
Mosk @9
- 33sp
- eyepatch wh semiprecious stones (50gp)
- iron key to locks.
Common Room @10
- Gambling Pot:
- 22ep
- 15gp
- 55sp
- 75cp
- gold earring wh tiny ruby (30gp).
Wizard Workshop @11
- Tome: Urmon’s Adventures - TODO grab the description.
- Miscellaneous - (25gp ea.)
- mercury
- dragon bile
- powdered nightshade
Glasstaff's Quarters @12
- Wooden chest
- TODO
- Glasstaff - Staff of Defense
- Spellbook - A gilt embellished bound red leather tome. Contains the following spells: charm person, magic missile, find familiar, detect magic, unseen servant, comprehend languages, false life, identify, hold person, misty step, suggestion, gentle repose
Ideas
- Ring of time - 2/d cast a spell as a reaction that normally takes an action.
- Lute of Calming
- cloak of prot?
- immovable rod
- headband of intellect
- lantern of revealing
- circlet of memory (add prep spell)
- necklace of adaptation
- portable hole
- quiver of ehlonna
- sending stones
Important NPCs #
Elsa #
Slight southern accent :: NA
Barmaid at Stonehill Inn
❌ Gundren Rockseeker. #
Peregrin Took :: Same
Dwarf Miner. Brother of Nundro & Tharden. Friend of Sildar Hallwinter.
Nundro Rockseeker #
Peregrin Took :: Same
Brother of Gundren & Tharden. Location unknown.
💲 Sildar Hallwinter #
Accent_TBD :: Char_model_TBD
Friend to the Rockseeker brothers. Member of the Lord’s Alliance 3. A kindhearted human male of nearly fifty years who holds a place of honor in the famous griffon cavalry of the great city of Water deep. He is an 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.
💲 Owes party 300gp if they help with Redbrands
Iarno “Glasstaffl” Albrek #
Accent_TBD :: Char_model_TBD
Member of the Lord’s Alliance 3. a short, dark-bearded human wizard in his thirties.
GM Info
A former member of the Lords' Alliance, Iarno 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.
Iarno 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.
Iarno 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, Iarno is just as thuggish and arrogant as any Redbrand outlaws.
If threatened, Iarno uses his staff of defense to cast mage armor on himself. He then casts offensive spells at enemies he can see. Iarno’s stat block contains a list of the spells he has prepared. For descriptions of those spells and their effects, see the rule book. Iarno uses the shield power of his staff for added protection.
If he is reduced to 8 or fewer hit points and has no avenues of escape, Iarno 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 he is questioned while in captivity, Iarno relates the following information, all of which is true:
- The Black Spider is a drow (dark elf).
- The Black Spider sent three bugbears to help Iarno keep the population of Phandalin under control, but the Redbrands have managed without them.
- The bugbears know the way to Wave Echo Cave, but Iarno 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 item
Droop #
dobby :: dobby
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 (as explained in the rulebook). Droop knows the general layout of the Redbrand hideout, as well as the location of its secret doors and traps. 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. 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. Characters might be inclined to keep Droop around for a while. See the “NPC Party Members” sidebar (page 11) for advice on how to run Droop as a member of the party.
❗ Nezznar the Black Spider #
Accent_TBD :: Char_model_TBD
Harbin Wester #
Belle’s feather :: 👈
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.”
Toblen Stonehill #
Accent_TBD :: Char_model_TBD
The proprietor is a short, friendly young human male named Toblen Stonehill. Toblen is a 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.
Trilena Stonehill #
Accent_TBD :: Char_model_TBD
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.” (Unknown to Trilena and the other townsfolk, the Redbrands took Thel’s wife and children to their secret hideout.)
Pip Stonehill #
panic and pain as kids from Hercules :: 👈
Says: “Qelline Alderleaf’s son, Carp, said he found a secret tunnel in the woods, but Redbrands almost caught him.” (See the “Alderleaf Farm” section for more information.)
Elmar Barthen #
Accent_TBD :: Char_model_TBD
Proprietor of Barthen’s Provisions A lean and balding human male shopkeeper of fifty years with a kindly manner
Daran Edermath #
Accent_TBD :: Char_model_TBD
A fit, silver- haired half-elf well over a hundred years old, Daran is a fighter who served 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.Daran is a member of the Order of the Gauntlet, a devout and vigilant group that seeks to protect others from the depredations of evildoers.
💀 Halia Thornton #
Accent_TBD :: Char_model_TBD
💀 Ran the Miner’s Exchange in Phandalin. Died with a miner just outside of town.
💲 Linene Graywind #
Accent_TBD :: Char_model_TBD
a sharp-tongued human woman of thirty-five. She knows that bandits have raided Lionshield caravans, but she doesn’t know who is responsible.
💲 Recovered Goods. If the characters return the stolen goods found in area 8 of the 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.
Qelline Alderleaf #
Accent_TBD :: Char_model_TBD
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.
Quest
Carp Alderleaf #
Accent_TBD :: Char_model_TBD
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 8in the Redbrand hideout.
👍 Sister Garaele #
Accent_TBD :: Char_model_TBD
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.
💀 Thel Dendrar #
NA :: NA
Thel Dendrar Dead woodcarver - killed by Redbrands
🆘 Mirna Dendrar #
Accent_TBD :: Char_model_TBD
The three human commoners imprisoned here are 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, for defying them. (His corpse can be found in area 8.) That night, the gang returned and abducted the family from their home in Phandalin. The gang plans to sell the family into slavery.
The Dendrars are grateful to the characters for rescuing them, but they can’t provide much information about the Redbrand hideout. All they know is that the boss is a wizard (though they haven’t met him and don’t know his name), and that he has “tall, furry monsters with big ears” (bugbears) working for him.
Side Quest
King Grol #
Accent_TBD :: Char_model_TBD
❌ Vyerith #
Accent_TBD :: Char_model_TBD
