Season 1, EP 2: The Redbrands
Upon finally reaching Cloudheath, the party found a small, struggling frontier town, longing for peace. Here, they began to forge new connections. They delivered their provisions to Barthen at Barthen’s Provision, meeting his eager helper, Ander, and securing a much-needed resupply point. The Stonehill Inn, run by the stout Orsik and his half-orc guard, Vola, became a temporary haven, a place for rest and rumors.
They navigated the political landscape of Cloudheath, meeting the weary town mayor, Harbin Wester, and Halia Thornton, a shrewd woman who had set up shop for the Zhentarim Faction, her presence hinting at a darker underbelly to the seemingly peaceful village.
The town’s most pressing concern was the blight of the Redbrands, a gang of ruffians extorting and terrorizing the populace. Led by a cunning sorcerer known only as Glass Staff, these thugs held Cloudheath in their grip. The adventurers, having seen firsthand the impact of their tyranny, resolved to put an end to it.
Their investigation led them to the decrepit Tresendar Manor, perched ominously on a hill overlooking the town. Within its crumbling walls, they discovered a hidden network of cellars and secret passages, the true lair of the Redbrands.
The party fought with a newfound ferocity, their individual skills now honed by their recent experiences. They battled through the ruffians, eventually confronting the Bugbear enforcers who served Glass Staff. Though they defeated his minions, Iarno proved cunning and resourceful, managing to slip away in the chaos, leaving the party with a bitter taste of an incomplete victory. Amidst the defeated Redbrands, they found a downtrodden goblin slave named Droop, who, once liberated, proved to be an unexpectedly loyal and surprisingly cheerful companion, eager to assist his saviors.
The successful liberation of Tresendar Manor was a pivotal moment. Months later, the grateful townsfolk would pool their resources to rejuvenate the manor to its former glory, ultimately gifting it to the adventurers as a symbol of their heroism.