Day 6 (part 2):
It was a mess, though we made it out alive. I was knocked cold, and came to just in time to bandage up Daar. We managed to take a prisoner; questioning him we found out the Redbrands and Glasstaff (a wizard with a glass staff… humans have no imagination), are settled in the decrepit Tresendar Manor on the edge of town. Some skillful questioning led us to find a secret entrance to the manor in the nearby woods. And I got a fancy red cloak. Maybe Daar can clean it for me later.
I am glad the group was convinced to avoid the town and camp out… we took out 8, but there are still 6 Redbrands on the road plus likely another dozen somewhere in town.
Day 7 (part 1):
The night went by uneventfully, and we enter the manor.
Mudd tried to befriend that Redbrand we captured, with poor effect I think. I am glad we tied him up instead of killing him or letting him follow us; that would have been foolish.
The tunnel is dark, and we find ourselves facing off with a Nothic. We have no quarrel with it, and it seems merely hungry. We reached an accord that it can keep the dead of the Manor after we are through with them.
We crawled through the underground rooms, first finding a miserable looking goblin, Droop, who has ended up being very helpful. He knows his way around the place fairly well… a little too well, but so far he has not lead us astray.
Bugbears and drunken Redbrands and frail skeletons… not much of interest or danger so far. The wizard may prove to be the most exciting so far, but from his lab I was disappointed. Alchemy… how boring. The handful of locks and hidden doors were absurdly basic in their construction. Maybe the books I found will help out if we continue travelling the woods further west and further from what I am familiar with.
Maybe I can do something interesting with a crossbow mechanism… I will go grab one from the Redbrands we killed if I have a chance. Another note, I wonder how strong Daar’s acid spit is?