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Four Redbrand ruffians are drinking and playing mace named Lightbritiger was commissioned by priests
knucklebones when the characters enter. The game isn't of Lathander, the god of dawn, from the rnages working
far from turning acrimonious, as most of them do. The with the gnomes and dwarves of the Phandelver's Pact.
dice are loaded, and the ruffian to which they belong is The mace was lost when Wave Echo Cave and its mine
naturally winning. All four have been drinking heavily, and vanished from history. (Characters might find the mace in
they are poisoned (see the appendix in the rule book for the part 4, "Wave Echo Cave.")
effects of being poisoned).
The Redbrands immediately recognize characters DEVELOPMENTS
wearing scarlet cloaks as impostors. However, fast- Because larno and his rat familiar share a telepathic bond,
talking characters might still be able to pass themselves the mage (in area 12) knows the characters are coming
off as "new recruits," especially if they offer to join the and has time to prepare for them.
game. If you don't think the players are doing a great job
roleplaying the deception, you can have the character TREASURE
who is doing most of the talking make a DC 10 Charisma Most of the materials in this room have no value, but three
(Deception) check to fool the Redbrands. small bottles hold rare reagents: mercury, dragon bile, and
powdered nightshade. These are worth 25 gp each to an
TREASURE apothecary or alchemist.
The wealth in the room is all on the table, having been bet
in the game. (Knocking over the table or mixing up all the 12. GLASSTAFF'S Q'-U_A_R_T_E_R_S _
enemies' loot is a great way to distract them for a short If the characters approach this room through the secret
time.) The total amounts to 75 cp, 55 sp, 22 ep, 15 gp, and passage from area 7, they can surprise the leader of the
a gold earring set with a tiny ruby (30 gp). Redbrands-Iarno "Glasstaff" Albrek. Otherwise, his rat
familiar warns him of any who approach through area 11,
AWARDING EXPERIENCE POINTS and he flees before the characters arrive.
Divide 400 XP equally among the characters if the party
defeats the Redbrands in this room.
The walls of this bedchamber are covered with drapes of
11. WIZARD'S WORKSHOP scarlet cloth. The furnishings include a small writing desk
Faint bubbling and dripping sounds can be heard through with matching chair, a comfortable-looking bed, and a
either door of this room with a successful DC 15 Wisdom wooden chest at the foot of the bed.
(Perception) check.
If larno is surprised, add the following paragraph:
This room appears to be a wizard's workshop. A rat scurries
across the floor and takes refuge under a large worktable Sitting at the desk is a short, dark-bearded human male in
set up with alembics, retorts, distillation coils, and other robes, studying a tome. He wears a princely mantle of ermine.
alchemical devices, all of it stewing and bubbling away. A beautiful glass staff leans against his chair, within easy
Bookshelves are crowded with sheaves of parchment and reach.
strange-looking tomes.
If the rat in area 11 warns him that trouble is approaching,
larno has left his rat familiar here to watch for intruders. larno the evil mage grabs his staff of defense (see
The rat shares a telepathic bond with its master, and it appendix A) and the scrolls in his chest (see the
sends a brief warning message to larno as soon as it "Treasure" section), and flees through the secret door
detects intruders. The rat moves at a speed of 20 feet and in the northeast corner of the room. In his haste, larno
has AC 10, 1 hit point, and no effective attacks. If the rat is leaves behind a letter from the Black Spider (see the
killed, it disappears. "Developments" section) and neglects to make sure
If the characters leave the rat unharmed, it follows them the secret door is closed all the way. Characters gain
around as though curious or hungry. It might even feign advantage on ability checks made to find the slightly ajar
affection for a character who feeds it, though it remains secret door (see "Advantage and Disadvantage" in the
absolutely loyal to Iarno, rulebook). For more information on secret doors, see the
Books and Notes. larno is trying to master the art of "General Features" section (page 20).
brewing potions and concocting alchemical mixtures. The If he manages to escape, larno flees to area 1 (through
books and notes scattered around the room are basic texts areas 7 and 8) and grabs the satchel hidden in the cistern
on alchemy. Any character proficient in Arcana can see there. If the nothic is still alive in area 8, larno instructs it
that larno's apparatus appears to be set up to brew potions to waylay any pursuers. If the characters catch up to him,
of invisibility-not that he has succeeded so far. larno quaffs the potion of invisibility in the satchel and
Among the books is a tome written in Dwarvish. The flees the hideout. At your discretion, he could reappear
journal of an adventurer named Urmon, it describes the later in the adventure.
history of the Lost Mine of Phandelver and the Forge of
Spells. (Share the information in the first and second ROLEPLAYING IARNO
paragraph of the "Background" section if you have not A former member of the Lords' Alliance, larno seized
already done so.) In addition, Urmon records that a magic an opportunity in Phandalin to line his own pockets.
Originally tasked with setting up a constabulary, the mage
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PART 2: PHANDALlN

