You Draw Attention…

You make enough noise to draw the attention of three Redbrand ruffians who sneak into the room from Area 2, hoping to catch you off guard.

You can find their stats on page 61 of the Lost Mine of Phandelver adventure booklet.

Make Dexterity (Stealth) checks for each Redbrand opposed by your character(s) Wisdom (Perception) check.

If any Redbrand wins, that particular Redbrand gains a surprise round.

Combat begins as normal.

If you defeat two of the ruffians, click here

If there is a clear path between the last remaining ruffian and the southwest corner of the room, the redbrand flees towards that corner… and opens a secret door which leads to Area 8.

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If victorious, decide what you will do with the ruffians before clicking this spoiler box:

Possible actions and outcomes

1. Search the ruffians you have defeated

In total, you find 12gp, 15ep 28sp and two garnets worth 10gp each.

2. Interrogate any ruffians you have captured

Instead of killing them, you may have opted to spare the life of some or all of the ruffians you have defeated in the hopes you can get some information out of them.

If so, consider what questions you might ask the Redbrands and choose the approach you are most likely to use from the list below, then click here.

a). Charm any Redbrand you have captured

This is a good way to get some useful information from the Redbrands. A Redbrand under the influence of a charm spell will cooperate fully.

b). Persuade (or threaten) them to reveal what they know.

Make a DC 10 Charisma (Intimidation) check or a DC 15 Charisma (Persuastion) check, depending on your approach.

c). Find a suitable prison for the ruffians you have defeated.

Going back to town and asking around, you learn that there is a small jail in the ‘Townmaster’s Hall’, so scroll down to the relevant section in this article.

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