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SH D&D5 Lost Mine of Phandelver & Beyond!
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<blockquote data-quote="mikeawmids" data-source="post: 7473137" data-attributes="member: 6776411"><p><u>Session Two</u></p><p></p><p>The heroes cross the bridge where the lookout had been positioned (until Elgin shot him in the face). They enter a smoky cavern teeming with yet more goblins. Amongst the sea of snarling green faces, the heroes spot the familiar visage of Sildar Hallwinter, battered and bloodied but apparently alive. The goblin chieftain agrees to release the bodyguard if the party kill Klaarg and deliver his head. Conveniently, the party have already slain Klaarg and Korbin pops back to dismember the bugbear’s corpse. Inconveniently, the goblins decide not to honour their bargain and attack the heroes anyway. None of the goblins live long enough to regret this hasty decision. The party rescue Sildar and recover the stolen trade goods from the depths of the cave.</p><p></p><p>The heroes recover their wagon and continue on to Phandalin. They secure lodgings at the Stonehill Inn and deliver the trade goods to a man called Barthold who runs the general store. The merchant warns the group to watch out for the Redbrands, a gang of roguish ruffians terrorising the township. This becomes a common theme with almost everyone the party interact with until they decide to do something about it. Everyone in town knows that the Redbrands hang out in the Sleeping Giant tavern, but a retired adventurer living on an outlying farm reveals that their real base of operations is hidden in the cellars of the old, abandoned Tresandor Manor on the outskirts of the village.</p><p></p><p>Elgin approaches the Redbrands, claiming he represents the Zhentarim and wants to discuss business with their boss. His criminal background and surly demeanour sells the story and the thugs lead him to their lair. Reaching the entrance, the Redbrands insist on putting a bag over Elgin’s head, so that he does not learn the secret route they take to reach Glasstaff. Elgin well remembers what happened the last time he allowed himself to be blindfolded and swore never to let that happen again. As the thugs fumble with the bag, he slowly slips his daggers from his belt and lunges for the nearest opponent. His blades sink deep into the man’s side, inflicting a mortal wound. The other Redbrand calls for help and a further three ruffians emerge from an adjacent guard room to help subdue the truculent gnome. Elgin is knocked unconscious and dragged away….</p><p></p><p>Several hours pass and the rest of the heroes realises that something has gone wrong. The approach the ruins of Tresandor Manor and find the not-very-well-hidden entrance to the secret basement. Someone has made an effort to clear up the blood from Elgin’s ill-fated scuffle, but enough bloody footprints remain to lead the heroes to the hidden door in the western wall. This leads to a large, underground cavern split by a deep, dark crevasse. The crevasse is spanned by a pair of rickety wooden bridges. Knolan hears a scratchy voice in his head, begging for food. The party cannot spot the creature, but it claims that is can be sustained by either fresh meat or dark secrets. Without waiting for permission, the unseen creature starts rifling through Knolan’s memories and picks out a few juicy morsels. <em>Knolan experiences a flashback from his youth, of the jealousy he felt when his older brother became an adventurer and no longer had any time for him. He remembers the shame of cutting the straps on his brother’s shield and hearing how it had failed at a crucial moment, resulting in serious injury for his brother and the death of a party member he had been defending.</em> The unseen creature seems pleased with this secret and directs the party toward the secret door leading to the prison.</p><p></p><p>The heroes find the secret door where their sinister benefactor promised it would be and warily advance along the dark passage beyond. They enter a crypt littered with bones that immediately reform into argumentative skeletons! The heroes defeat the skeletons but make enough noise doing so that they alert the Redbrands in the next room, who prepare a hasty ambush. Knolan and Korbin are both incapacitated in the melee, leaving just Gemma standing when the dust settles. The prison contains two locked cells; one is occupied by a weeping woman and her two traumatised children, the second is occupied by her dead husband’s body and a battered gnomish rogue. Gemma melts through the bars with acid splash and releases the prisoners. Knolan and Korbin regain consciousness and the group unsteadily stagger back to Phandalin to recover.</p><p></p><p><em>(I realised later that the fight with the Redbrands had been so tough because I accidentally read their AC as 16 instead of 14). </em></p><p></p><p>However, the party are unable to enjoy the benefits of a long rest as a group of four Redbrands come looking for them in the middle of the night and smash their way into the Stonehill Inn in pursuit of revenge for their fallen brothers!</p></blockquote><p></p>
[QUOTE="mikeawmids, post: 7473137, member: 6776411"] [U]Session Two[/U] The heroes cross the bridge where the lookout had been positioned (until Elgin shot him in the face). They enter a smoky cavern teeming with yet more goblins. Amongst the sea of snarling green faces, the heroes spot the familiar visage of Sildar Hallwinter, battered and bloodied but apparently alive. The goblin chieftain agrees to release the bodyguard if the party kill Klaarg and deliver his head. Conveniently, the party have already slain Klaarg and Korbin pops back to dismember the bugbear’s corpse. Inconveniently, the goblins decide not to honour their bargain and attack the heroes anyway. None of the goblins live long enough to regret this hasty decision. The party rescue Sildar and recover the stolen trade goods from the depths of the cave. The heroes recover their wagon and continue on to Phandalin. They secure lodgings at the Stonehill Inn and deliver the trade goods to a man called Barthold who runs the general store. The merchant warns the group to watch out for the Redbrands, a gang of roguish ruffians terrorising the township. This becomes a common theme with almost everyone the party interact with until they decide to do something about it. Everyone in town knows that the Redbrands hang out in the Sleeping Giant tavern, but a retired adventurer living on an outlying farm reveals that their real base of operations is hidden in the cellars of the old, abandoned Tresandor Manor on the outskirts of the village. Elgin approaches the Redbrands, claiming he represents the Zhentarim and wants to discuss business with their boss. His criminal background and surly demeanour sells the story and the thugs lead him to their lair. Reaching the entrance, the Redbrands insist on putting a bag over Elgin’s head, so that he does not learn the secret route they take to reach Glasstaff. Elgin well remembers what happened the last time he allowed himself to be blindfolded and swore never to let that happen again. As the thugs fumble with the bag, he slowly slips his daggers from his belt and lunges for the nearest opponent. His blades sink deep into the man’s side, inflicting a mortal wound. The other Redbrand calls for help and a further three ruffians emerge from an adjacent guard room to help subdue the truculent gnome. Elgin is knocked unconscious and dragged away…. Several hours pass and the rest of the heroes realises that something has gone wrong. The approach the ruins of Tresandor Manor and find the not-very-well-hidden entrance to the secret basement. Someone has made an effort to clear up the blood from Elgin’s ill-fated scuffle, but enough bloody footprints remain to lead the heroes to the hidden door in the western wall. This leads to a large, underground cavern split by a deep, dark crevasse. The crevasse is spanned by a pair of rickety wooden bridges. Knolan hears a scratchy voice in his head, begging for food. The party cannot spot the creature, but it claims that is can be sustained by either fresh meat or dark secrets. Without waiting for permission, the unseen creature starts rifling through Knolan’s memories and picks out a few juicy morsels. [I]Knolan experiences a flashback from his youth, of the jealousy he felt when his older brother became an adventurer and no longer had any time for him. He remembers the shame of cutting the straps on his brother’s shield and hearing how it had failed at a crucial moment, resulting in serious injury for his brother and the death of a party member he had been defending.[/I] The unseen creature seems pleased with this secret and directs the party toward the secret door leading to the prison. The heroes find the secret door where their sinister benefactor promised it would be and warily advance along the dark passage beyond. They enter a crypt littered with bones that immediately reform into argumentative skeletons! The heroes defeat the skeletons but make enough noise doing so that they alert the Redbrands in the next room, who prepare a hasty ambush. Knolan and Korbin are both incapacitated in the melee, leaving just Gemma standing when the dust settles. The prison contains two locked cells; one is occupied by a weeping woman and her two traumatised children, the second is occupied by her dead husband’s body and a battered gnomish rogue. Gemma melts through the bars with acid splash and releases the prisoners. Knolan and Korbin regain consciousness and the group unsteadily stagger back to Phandalin to recover. [I](I realised later that the fight with the Redbrands had been so tough because I accidentally read their AC as 16 instead of 14). [/I] However, the party are unable to enjoy the benefits of a long rest as a group of four Redbrands come looking for them in the middle of the night and smash their way into the Stonehill Inn in pursuit of revenge for their fallen brothers! [/QUOTE]
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