
note: Recap below got a little long, so I'll make another post containing backstory in the book that you found in the manor... and other developments. Treasure
Treasure/Reward
Value (gp)
Eliminate Redbrands (Sildar)
200
Fancy eyepatch
50
33 sp
3.3
75 cp, 55 sp, 22 ep, 15gp
32.25
3 Rare reagents (alchemy supplies)
75
180 sp, 130 gp
148
2 peridots (15gp each)
30
1 pearl
100
16 sp, 7 gp
8.6
12 sp, 5 gp
6.2
15 ep
7.5
2 Garnets (10gp each)
20
3 Platinum Signet Rings
150
30 Beaver pelts (2 gp each)
60
Total
890.85
Each
296.95
Player Total: 302 gp, 9 sp, 5 cp This includes 200 gp from Sildar for removing the Redbrands from town, 75 gp for alchemy supplies in the wizard's workshop, and 60 gp from selling off a stack of (stolen) beaver pelts in the manor hideout. If you want to keep anything (ie, signet ring, beaver pelt), just subtract that amount from your part of the gold. Experience
Encounter
#
Monster
XP (Each)
XP (Total)
1
4
Redbrand Ruffians (Sleeping Giant)
100
400
2
1
Redbrand Ruffian (Sir Rando)
100
100
3
1
Goblin
50
50
4
1
Nothic
450
450
3
Bugbears
200
600
5
4
Redbrand Ruffians (Drunk)
100
400
6
2
Redbrand Ruffians (Prison Guards)
100
200
3
Prisoners (alive!)
100
100
7
3
Skeletons (not alive)
50
150
8
1
Pit Trap
100
100
9
3
Redbrand Ruffians
100
300
Total
2850
Session XP Each: 950 XP Total: 1167 (950 + 217) (Level 3) Recap Session 2 found our party back at the inn, resting up and waiting to scope out Tresendar Manor under the cover of night. Victor, the paladin, decided that his new band of fellows didn't quite live up to his exacting moral code and decided to head back to Neverwinter to find more work there. The rogue grew bored sitting around all day and convinced the party's wizard to join him in a drinking contest. By nightfall, they both lost, and so were unable to remain conscious for the Manor raid. Feeling a bit less up to 'storming the castle', as it were, with their now-smaller team, our brave adventurers decided to instead check out what was happening on the known Redbrand haunt, The Sleeping Giant. Upon arrival, they found a group of Redbrands out front ready to taunt them, not letting them get inside to scope things out. But these fellow severely underestimated our heroes. The warlock, Erdan, braved the lot of them, stepping into the middle of the bunch to cast out deadly black tentacles, injuring them all, before falling himself before their blades. But the lot of them was quickly dispatched, and the group moved back to the inn to lick their wounds - somehow feeling just a bit stronger and more powerful, despite the wounds. The party waited until morning, refreshed by a hearty breakfast - given free by the innkeeper. Apparently, word had already travelled about their dispatching of the Redbrands at the 'Giant', and folks were happy to see someone finally getting back at them. After a quick chat with the innkeep, the still smaller party - Oren and Ezra were quite hung over from their bout of drinking from the previous day, and Oren seemed convinced that the best thing for it was to drink some more, to head off the terrible hangover he was already starting to feel - decided to swing by the Townmaster's Hall to check in with the local government official. At the Hall, they found Sildar, hard at work trying to find a way to keep the town protected, for which he asked the party's help. He offered gold if the party was able to deal with the Redbrands, and asked them to keep looking for Gundren and the Cragmaw Castle - also offering gold if they could drive the Cragmaws from the area. He gave a little more background on Wave Echo Cave, more on that below. They also briefly discussed Tresendar Manor. Sildar mentioned that his current position was briefly held by a man named Iarno Albrek, who went missing investigating around the manor and asked them to look into it and report if they found anything about his whereabouts. The party brought up the idea of refurbishing the manor for their own uses, which Sildar seemed amenable to if they'd be willing to use it to help house a militia to protect the area. The Townmaster, Harbin Wester, while not seemingly working with or for the Redbrands, was quick to try to steer the adventurers away from causing any trouble with that - he seemed frightened of reprisals for the characters attack on them at the Giant the night before. He offered an alternative, paying, job looking into reports of a band of Orcs out east on the Triboar Trail. The adventurers assured him that they were more than a match for the Redbrands and left him to fret over what would happen. The party scoped out the Sleeping Giant some more, trying to see if any other Redbrands were around, before searching the town for a Redbrand to interrogate, and then murder. The got some information on what to expect when entering the manor - including the fact that there was a back entrance hidden in the woods to the south of the manor. It was that route that the adventurer's decided on, waiting for the cover of night again to explore the Manor. In the woods to the south of the manor they found a rough-hewn tunnel leading under the hill. It opened into a large, unfinished cavern with a crevassed running down the middle, and finished hallways branching off. Down a set of stairs, the party found a barracks room with three bugbears torturing a rather scared goblin. The party had previously stripped the Redbrands of their red cloaks, and were wearing them now, so the Bugbears assumed the adventurer's were part of the gang. The party decided to join in the fun of haranguing the goblin, but removed him from the room to interrogate him, before killing him outright (the poor thing). It turned out that Zix had had something itching at the back of his mind since entering the cavern, and with the dead goblin at his feet, he learned its source - a large eyed creature called a Nothic peered over his shoulder, hungry for the fresh meat they delivered right to him. He devoured the goblin while the party tried to reason with him, promising more fresh meat. Leaving him to his meal, they then convinced the bugbears back in the barracks that the nothic had gone crazy and killed their goblin 'friend', ruining all the fun, and it was threatening to come over them next. The lead bugbear took up the charge to investigate, and upon seeing the dead goblin, attacked the nothic. Our heroes stood by and watched a few turns of the battle as the bugbears and nothic softened each other up, before stepping in themselves to clean up the bugbears still standing. They then moved on to take out four rather drunk Redbrands who were busy gambling with each other in the common room, before moving on to discover a wizard's workroom and bedroom, but with no wizard to be found. Atimus noticed an interesting tome written in Dwarvish that he took for further study. A few secret doors later, the party found their way into an armory room full of various weapons, and the Tresendar family crypt - with three skeletons watching their moves. A room off the crypt turned out to be a jail, containing the family of the missing woodcarver and two Redbrands, quickly dispatched. But when trying to take the prisoners from their cells, the skeletons attacked, almost killing the mother and successfully dropping Atimus. It looked like they were quickly heading towards a TPK before Erdan remembered he was carrying a potion of healing and was able to revive the cleric, turning the tide of battle against the two skeletons who were apparently immune to his attempts at turning. With one skeleton run off to who knows where, and the family safely on their way back to town, our intrepid explorers took on the remaining rooms of the hideout, carefully avoiding a pit trap in a hallway outside the crypt... well, mostly avoiding. Warlocks aren't known for being nimble, and Erdan quickly found his life flashing before his eyes on his way down to the bottom of a deep pit, where that brief spark went out... again. Luckily, Zix had some rope, and Atimus had a healing spell to revive him and they were able to explore a storage room with a cistern and a doorway up to the surface, and small store room containing three more sleepy Redbrands who were set on fire, interrogated, and promptly murdered. With the hideout well stocked with fresh bodies, the adventurers decided to head back to the inn to draw up blueprints for its rebuilding and divvy up their hard earned loot. A few scars worse for the wear, but they now felt even more powerful, each gaining strange new insights, unlocking previously unknown abilities, causing a hushed silence from the folks at the inn when they returned, so transformed did they appear... well, that and the blood stains, the bags full of loot, the manic, murderous lust in their eyes... When the townsfolk learned that the Redbrand threat was no more, much rejoicing was had. Sildar came down from his room to congratulate the trio, obviously impressed with their ability.