Lost Mines of Phandelver

Session 6: Cleanup

Our quartet of adventurers, having just opened the door to a sort of pen for captives, are immediately thrust into action against two Redbrand ruffians here. After easily disposing of the two, the adventurers look around and find three prisoners divided between two cells partitioned by iron bars: Mirna Dendrar and her children, Nars (13) and Nilsa (18). Mirna thanks their rescuers and, unable to provide any monetary compensation, offers the location of a beloved heirloom: an emerald necklace, which she left in her family’s herb and alchemy shop in southeast Thundertree, when she was forced to flee the town as a child after undead overran the area.

Droop, eager to be useful to his rescuers, jumps at the idea to help lead the prisoners safely from the hideout (recalling some more information about a trapped hall and a secret room yet to be encountered). Luckily, having identified the “hall” described to them, Meridan successfully identified the pit trap. Daegras and Sobaka easily jumped the length of the suspicously partitioned floor tiles and Enigrim easily skirted by, though Meridan lost her footing and fell 20 feet to the bottom. Fortunately, her pride was hurt more than her body.

Arriving in a large cellar room next with a cistern next, Sobaka and Meridan take up positions along the landing 15 feet up some stairs as Daegras searches through the kegs and barrels, finding only foodstuffs and other such provisions. Just as he approaches the door by the cistern, three Redbrands burst through, taking Daegras and Enigrim by surprise. Their advantage was short-lived, however, as their tactic proved futile. Once they were cut down, the adventurers checked things out, finding little of interest in the barracks but at least finding a bit of coin on the Redbrands.

Finally, locating the secret passage they were anticipating, they find a short passageway leading back to the crevasse area. Faithfully holding up their end of the bargain, the PC’s drag the bodies of the most recently killed ruffians to the crevasse and throw them in. Immediately, the strange telepathic voice is sent to Daegras and Meradin, thanking them for the delivery but telling them that the rules have change and a new deal has been struck. It asks what the party can do for it — insisting that he currently can feed on a steady supply of prisoners, but this only angers Daegras, and both sides ready for a fight as the nothic steps out of hiding. Though a fierce opponent, however, it was no match against the entire party, and was killed much sooner than the invisible omniscient brain expected.

Sessions 3-5: Phandalin, the Frontier Town

Having just directed the wounded Sildar Hallwinter to await them at the goblin campsite just outside, the party continued to clear the mine of enemies (passing by the wolf den for now). They swiftly trounced all goblins they came across, save for one that managed to dart further in. They finally were ambushed in the final room by several wolves, goblins, and the leader, the ferocious bugbear Klarg wielding a large morningstar. After an arduous skirmish, the party emerged victorious. They returned outside to their new ally in waiting, and set off to Phandalin.

Once at the town proper, Sildar excused himself to the Stonehill Inn to recuperate before securing a loan to pay the adventurers for the escort. Our adventurers proceeded to return their wagonload to Barthen’s Provisions as contracted, then briefly explore the town. They gathered some rumors from the locals — mostly information of the local gang running amok. They also were offered some opportunities to make some coin: to investigate the appearance of undead at the Old Owl Well on behalf of the retired adventurer Daran Edermath, to find out the whereabouts of the legendary tome Bogentle’s Spellbook from the lich Agatha on behalf of Sister Garaele, and to kill the leader of the Redbrands, Glasstaff, on behalf of Halia Thornton.

Sobaka, being a drow elf, thought himself suitable for entrance into the Sleeping Giant tap house, but he is immediately challenged upon entry. Sensing a fight looming with the entirety of the seedy bar patronage — primarily by getting punched at for not leaving — Sobaka grudgingly cut his efforts to assimilate and left.
Meanwhile, Meridan spoke to the hospitable halfling Qelline Alderleaf, who offered to let her friends sleep in her hayloft free of charge, and her son Carp, who pointed out to Meridan the secret entrance to the Redbrands’ hideout beneath Tresendar Manor. Before Meridan departed, Qelline also suggested that she and her friends pay a visit to Reidoth the Druid, who recently set out for the ruins of Thundertree, if they need any help locating any particular locations since he knows every inch of the land.
Upon retiring to the Stonehill Inn for the night, the two made it in time to see that Enigrim Timberbottom had set to perform a night of storytelling for the Stonehill patrons. His performance was relatively good, though he did manage to attract the attention of a couple gnome girls who followed him to his room and spent several hours doing whatever mutually consenting gnomes do.

The next day, the group was confronted by a quartet of Redbrand ruffians who demanded all their items. Refusing, a fight quickly broke out, leaving the party little option but to follow up with the Redbrands.

The party set out for the secret entrance they were told about, finding a couple Redbrands guarding the exit. Meridan charmed the crap out of them and was able to get a bit of information out of them. Fearing punishment of death from their leader Glastaff, the two couldn’t allow the party to freely pass into the hideout, despite Daegras’ pleas for them to surrender and be spared.

The tunnel led to an underground cavern featuring a large 10-foot crevasse. As they entered, the adventurers’ heads became filled with territorial murmurings and demands for food. It soon became apparent that this was an actual creature telepathically communicating with them. Offering to let the creature feast on Redbrand flesh, the creature allowed them passage.
The party soon came across three bugbears torturing a small goblin in a room, who immediately fainted at the sight of the adventurers, who skillfully dispatched the aggressors. Restraining the goblin as a precaution, the characters woke him, who turned out to be nonhostile goblin named Droop who offered to help them navigate the area in return for protection.
The characters proceeded to explore the hideout, coming across a small group of ruffians sitting around a table and gambling noisily who were soon cut down. The next room featured ambelics, retorts, distillation coils, and other alchemical devices stewing and bubbling away, apparently set up to brew potions of invisibility. They also noticed a tome written in Dwarvish, though none of the adventurers were familiar with the language. A curious rat took refuge beneath the table, and after a curiously desperate chase, Enigrim managed to snatch him with the help of a parlor trick and calm the creature. Skeletons.jpg
The next room led to a bedchamber draped with scarlet cloths and furnished with several bookshelves, a small writing desk and matching chair, and a comfortable-looking bed with a wooden chest at its foot left ajar, which contained some valuable gems and a notable sum of coins. They also note the secret door left slightly ajar.
The party passes through the doorway, returning to the north end of the crevasse area and passing through another secret door to a small hallway. They quickly check the armory to the east, then enter the crypt to the south, where three skeletons animate in their presence but are quickly defeated.** Noticing two doors, the group opts to investigate the smaller door on the northern east wall. Stealthily, they open the door — and come face-to-face with another Ruffian, readied to ambush the next person to walk through. . .

Session 2: Spelunking

After a good, rest sleep and meditation, our adventurers decided to follow the path they believe their client had been taken along.

Sobaka, being one of honed reflexes and night perception, took point along the trail, springing 2 traps yet evading both. After 5 miles, they found themselves outside an abandoned mine, with a shallow stream that flows from the cave entrance. Just outside, they caught two goblins off guard—apparently supposed to be guarding the entrance, yet bickering about a hand of cards or something to that extent. Enigrim used a minor illusion to cause a shriek of pain to tear through the sky from within the nearby brush, then extinguishing the campfire flames, causing them to panic and run away—straight into Daegras, where he and the rest of the party proceed to wreck the goblins’ shit.

Carefully moving forward, they spotted a rock trap and manage to evade it, coming to a large, mostly dark area with a waterfall conveniently muffling their sound. In an adjacent storage room across a bridge, they uncover a lever, and soon decide to flip it and reverse it. CREEEEEAAAAAK THWACK A bridge falls down onto a support in the middle of this open area, leading to another passageway. A quick inspection shows no sign of creatures on the other side, so they proceed to the path to the left—upon which another rock trap from above crashes down on the bridge, luckily harming no one. The party continued and came across a room with 6 goblins and none other than Sildar Hallwinter himself, albeit beaten and bloodied, armor and weapon removed. Enigrim attempted to retrieve the prisoner by disguising himself as a goblin, but alas, the larger goblin stood up and challenged him immediately in the goblin tongue, drawing his scimitar at Enigrim’s persistence. Luckily, a much more successful cast of Entangle by Meridan and a beastly set of Magic Missiles to the lead goblin’s face allowed the party to make relatively short work of the small goblin contingent.

After the dust settles, the party approached Sildar, barely conscious from the torture, and gain the information that Gundren was likely kidnapped for his valuable map to a lost location called the Wave Echo Cave. He then asked them to escort him to Phandalin, where he could secure a loan to pay them 50 gp. Agreeing to the offer, they supplied him with a goblin’s used scimitar and asked him to wait outside at the goblin blind just outside the mine.

Session 1: The Adventure Begins

Neverwinter, also known as the City of Skilled Hands or The Jewel of the North, is a metropolis located along the shore of Sword Coast North. It was here that the drow Sobaka d’Arumn, the dragonborn Daegras Peaceblade, and the gnome Enigrim Timberbottom were dilly-dallying and shilly-shallying of their own accords, having not yet been acquainted with each other. That is, until, they each accepted an offer from their dwarf patron friend, Gundren Rockseeker, to escort a wagon of mining supplies and food to Barthen’s Provisions, a trading post in the frontier town of Phandalin, where the owner would pay each of them 10 gold pieces each upon arrival. Gundren was clearly excited and more than a little secretive about his reasons for the trip, saying only that his brothers had found “something big.” Knowing Gundren to be honest, even if entrepreneurial to a fault, our adventurers each had accepted his offer. Gundren then set out ahead of the party with his warrior escort Sildar Hallwinter on horses, citing that he needed to arrive early to “take care of business.”

Meanwhile, the druid Meridan Silvermoon had begun her own trek on behalf of her elders who had translated a strange omen in the night sky, which indicated that she would be instrumental in saving the area from being drained by evil creatures by overhunting and overharvesting. She set out southwest from the Neverwinter Wood, following the directions given to her by her elder druids.

The caravan guards had spent the last few days following the High Road south from Neverwinter, and had just recently veered east onto the Triboar Trail and have yet to encounter any trouble, but stay alert because this territory can be dangerous—bandits and outlaws have been known to lurk along this trail.

About a half a day along the Triboar Trail, the caravan party comes around a bend in the road and spots two dead horses sprawled 50 feet ahead, blocking the path, each with several black-feathered arrows sticking out of it. The woods pressed close to the trail here, with a steep embankment and dense thickets on either side.

Sobaka hopped down from the wagon once halted, and immediately proceeded to investigate the horses, finding that the saddlebags have been looted. Unfortunately, four goblins were hiding in the woods, waiting to ambush anyone who approached the horses. Luckily, stealth was Sobaka’s forte, and the goblins were unable to catch him off guard, though they fought fiercely.

Hearing the sound of battle further ahead, Meridan rushed ahead to investigate, finding our adventurers in the midst of battle with the goblins. Not being one to generally trust strangers, she attempted to restrain everyone, though only one goblin failed to escape. After the players yelling that they’re not the enemy—and being attacked by one of the goblins—she finally pitted in against the goblins. After a short battle (where Enigrim either displayed a worrisome lack of battle experience or was simply having an off-day), the party made a full rest before continuing their journey.


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