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Phandelver and Below: The Shattered Obelisk DM Guide & Walk-through for Redbrand Hideout

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Redbrand Hideout DM Guide

The Redbrand Hideout reveals that the gang’s leader, Iarno “Glassstaff” Albrek, has been taking orders from a mysterious figure called the Spider—the same person directing the goblins elsewhere in the adventure. The hideout also contains prisoners, evidence of the Spider’s plans, and clues pointing toward the Forge of Spells.

This guide focuses on running the dungeon smoothly, giving players meaningful choices, and managing encounters and rewards.

General Running Tips

  • The hideout’s ceilings are generally 10 feet high. Its rooms are lit by oil lamps, and ordinary doors are unlocked unless noted otherwise.
  • Secret doors are easier to find when players specifically say they are searching the walls.
  • Redbrands may reveal that prisoners are held near the old crypt and warn of a “hideous eye monster.” This may make players fear a beholder, but the creature is actually a nothic.
  • The party may enter through the cellar or use a secret tunnel that leads to the natural cavern.

Areas and Encounters

  • R1 — Cellar and cistern: A 10-foot-deep cistern contains a hidden satchel with gold, an invisibility potion, a healing potion, and common clothes. It serves as Glassstaff’s emergency escape kit. Noise can alert the Redbrands in R2.
  • R2 — Barracks: Three Redbrands are here. Their cloaks can support disguises later in the dungeon. The guide recommends simplifying their scattered coins into roughly 20 gp total, plus two garnets.
  • R3 — Trapped hallway: A concealed pit collapses under a creature or object weighing more than 100 pounds. A DC 15 Perception check spots it; characters can edge around it with a DC 10 Acrobatics check. Falling characters take 2d6 damage.
  • R4 — Tresendar crypt: Six skeletons appear like suits of armor and attack if the party approaches the doors to R5 or R6. Red cloaks and the password “Ilar” can let characters pass, though the adventure doesn’t clearly explain how players are meant to learn the password. One sarcophagus contains a silver bracelet worth 140 gp.
  • R5 — Holding cells: Three Redbrands guard the Dendrar family. The cages can be unlocked with thieves’ tools or forced open with a difficult Athletics check. Mirna Dendrar can point the party toward a family heirloom left in Thundertree, creating a later adventure hook.
  • R6 — Armory: The guide suggests upgrading the jeweled shortsword to a +1 shortsword if that better suits the party’s progression. The finely made matched crossbows can sell for twice the usual price.
  • R7 — Storeroom: A secret door leads to supplies stolen from travelers. The notable treasure is 40 beaver pelts worth 2 gp each. The guide recommends ensuring players discover this or another secret route so the dungeon does not stall.
  • R8 — Natural cavern: Sarak the nothic uses telepathy and unsettling behavior to frighten the party, but is unlikely to threaten a whole group alone. One bridge collapses under more than 50 pounds, and either end of a bridge can be dislodged. A fall deals 2d6 damage. The cavern’s chest contains coins, potions, malachite, and Talon, a +1 longsword associated with the local hero Aldith Tresendar.
  • R9 — Bugbear barracks: Four bugbears are bullying Droop, a goblin scavenger. Their leader, Nosk, carries a key that opens locked doors in the hideout. Droop can become a temporary companion if the party chooses to protect him. Red cloaks may also let the party bluff the bugbears.
  • R10 — Common room: Four intoxicated Redbrands are gambling at knucklebones. The party may try to pass as new recruits or join the game, but a fight is likely if they need to continue through the room. The table holds coins and a valuable jeweled earring.
  • R11 — Wizard’s workshop: Glassstaff is attempting—and failing—to make an invisibility potion. A journal provides background on the Forge of Spells and mentions the Lightbringer mace, which can be found later in the campaign. Alchemical ingredients are also available for sale. Glassstaff’s invisible quasit familiar can warn him telepathically if the party enters through the workshop.
  • R12 — Glassstaff’s quarters: If warned, Glassstaff is likely to escape through secret passages, retrieve his cistern satchel, and use the invisibility potion. If surprised, he fights until badly injured, then may surrender. A letter from the Spider links him to the threat against the party and confirms his identity as the Lord’s Alliance wizard Sildar is seeking. His papers and chest provide further treasure, including spell scrolls. Capturing him also gives the party the option to take his Staff of Defense and turn him over to Sildar.

Completion and Progression

After the hideout is cleared, the party completes Chapter 2 and reaches level 3, gaining subclass features and, for spellcasters, second-level spells. The guide recommends tailoring treasure to the group—for example, adding a useful magic weapon—and deciding whether the party would enjoy bringing Glassstaff to trial.

Featured Gamer and Source

  • Gamer/creator: Dad the Dungeon Master
  • Game/source: Phandelver and Below: The Shattered Obelisk, Redbrand Hideout; also references Lost Mine of Phandelver for the creator’s earlier DM experience.

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