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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
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