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Session 004: Confronting the Redbrands

April 7, 2025

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1 Tarsakh 1471 (Day 6)

Morning


Redbrand Hideout

  • The Party enters into a large, dark cavern with 30’ – 40’ ceilings and a large open crevasse in the middle
    • The crevasse is ~20ft deep with a bottom hidden in the dark and smells of shit and carrion
    • While The Party investigates the cavern, they hear a chittering, hissing noise but cannot place its location
    • Suddenly The Party members have brief, uncontrollable memories flow into their minds
  • The Party comes across of room with several Redbrand Ruffian drinking and playing dice
    • "Rig" attempts a discrete parlay, but the Redbrand Ruffian are in no mood to converse [Combat Encounter Begins]
  • Common Room/Guard Barracks Combat Encounter
    • "Rig"  surprises 4  Redbrand Ruffians in the Common Room
      • Rig Surprise Round: "Rig"  captures the nearest Ruffian in a fishing net
    • While trying to gain tactical advantage on the Ruffians, "Rig"  gains the attention of 3 Bugbears in the adjacent Guard Barracks
    • Sildar displays his fighting style as brutally efficient – leading with a longsword attack and following up with a shield bash
    • Rig, Vala, and Sildar quickly dispatch the Redbrand Ruffians while Orthanc bottles the 3 bugbears in their room by filling the doorway
      • The bugbears furiously attack Orthanc and try to overrun him to attack the rest of The Party
      • Orthanc displays a remarkable capacity as a meat wall, holding in plae the 3 bugbears working together against him
      • Sildar finds a flagon of wine and pours a horn for himself and Vala, who relax in the Common Room
      • "Rig"  and Vala attempt to communicate to Orthanc through his rage so "Rig"  can help dispatch the bugbears, but he is too enraged
        • Vala pours "Rig" a horn of wine and invites her to join Sildar and herself.
      • Orthanc methodically hacks the bugbears to death, ending the combat encounter
  • The Party investigates the Guard Barracks where they overheard the bugbears taunting and assaulting an unknown NPC
    • The Party finds Slûûp an adult male goblin, cowering on the floor, tangled in a shit and blood covered blanket, and begging to not be beaten further
      • Slûûp is very small (like the runt of the litter), albino, looks malnourished and like he’s been repeatedly beaten and tortured
      • Slûûp quickly ingratiates himself with The Party, referring to them as his “new masters”
    • The Party leaves Slûûp in the Common Room, ordering him to gather and organize the loot from their battle with The Redbrands and bugbears
  • "Rig"  attempts to kick in the door where she suspects Glasstaff to be hiding, but suddenly re-experiences the memory she had previously: the sea salt and honey smell of her mother’s hair
  • Vala experiences her previous memory of her first day of training as a seer with her grandmother, Edda Everfall
  • The memories are accompanied by telepathic communication from something calling itself “The Guardian of Tresendar Manor
    • Offers information and recommends that "Rig"  not kick in the door
    • Made an agreement with "Glasstaff" and The Redbrands to let them use its space, but wants to bargain with The Party
    • Claims to have been residing in and guarding the caverns since the original fall of the manor, hundreds of years ago
    • “Tastes” the memories of others to make contact and communicate
  • Orthanc resists the telepathic bond and does not understand that the absence of awareness in the other party members who are communicating
    • Slûûp sneaks out of the Common Room to scout the unknown entity
      • Identifies it as a Nothic – a twisted aberration created when a wizard or sorcerer is overcome trying to cast powerful, difficult spells
      • Describes them as sentient and capable of negotiation, but they can also be extremely chaotic, unpredictable, and potentially very dangerous
  • The Nothic offers to help The Party by if they provide it with plenty of fresh corpses to feed on
    • "Rig"  and Sildar throw 2 Redbrand Ruffian corpses into the crevasse
      • Glasstaff hid something at the cellar entrance
      • The hallway is trapped
      • Guards were told by Glasstaff to stay out of the north storage room
      • The door "Rig"  was going to kick in goes to Glasstaffs Workshop
    • After the transaction, The Nothic leaps into the crevasse and begins feeding
  • The Party advances to the room north of the crevasse and Vala uncovers and opens a secret door
    • The door opens to a small hallway with stairs going down
    • At the bottom of the stairs, Vala detects magic beyond the left wall, finds a secret door but cannot open it The Party fails to notice anything at the end of the stairs
    • Orthanc stays at the door while the rest of The Party returns to the Wizard’s Workshop door
  • Vala, "Rig", and Sildar enter the Wizard’s Workshop, which is filled with notes, scrolls, book, and arcane instruments, and a potion being brewed
    • "Rig"  notices a small, black rat, sitting up on its hind legs and staring at the only other door in the room
    • The rat notices Sildar and dashes under the door to the next room
    • A voice behind the door greets his “guests” and invites them in