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Restored Redbrand Hideout Requests?

I've had several people mention wanting a restored Redbrand Hideout in the past, and I'd like to go ahead and make that, so I'm opening up suggestions for what you would like to see fill the space(s) below the old Tresendar Manor.

A couple of questions from me:

1. Do we want to make it self-sufficient, meaning that it would stand on its own whether the Tresendar Manor was restored or not?

2. Do we want the cave to remain, but potentially be repaired (chasm filled in, etc...) or do we want to assume that they finish building real walls and floors over/around it, so it just becomes part of the finished structure?

3. What purposes would you like to see for the various rooms, if any? (i.e. should the jail/prison stay a prison, crypt stay a crypt, etc...)

Let me know!

Jeff @ Morvold

Restored Redbrand Hideout Requests?

Comments

Oh okay... gotcha. Sorry, I don't do a whole lot with Patreon. Yeah, seems Agatha's is in another pack. Thank you.

ChrisMSK

On the front page of the Patreon is a pinned post with links by Tier for every released map. Agatha's lair might be in a support pack of several maps, but if you search that pinned post for it or phandelver maps, you should see links for every Tier that lead to the download post.

Jeff Todd

I guess I wasn't seeing that link.. Thank you. Was also looking for and found Agatha's Lair, but I seems locked behind another tier? Not sure I'm navigating this site quite correctly.

ChrisMSK

There's a .dd2vtt file for this in the regular ZIP file. These links lead you to the post that has the URL for the ZIP file -- did you download that? Restored Redbrand Hideout - Click your Tier! Tier 1 - https://www.patreon.com/posts/64504331 Tier 2 – https://www.patreon.com/posts/64504381 Tier 3 - https://www.patreon.com/posts/64504409 Tier 4 - https://www.patreon.com/posts/64504431

Jeff Todd

Should be one. I can double check for you.

Jeff Todd

So there's no dd2vtt of the basement available?

ChrisMSK

The ship maybe sailed on this one, but this is what I'd sent for ideas last year: https://imgur.com/5upWA84

Psykoholic

My particular preference especially assuming a campaign acquires this early on is that they would need the base to become self-sufficient, temporarily, assuming that they would eventually repair the manor if and when funds become available. Constructing a proper manor above will cost MUCH more than simply outfitting an already functional area below, so I would think most parties would do both, over time. Then the basement becomes backup/hiding/visitors area; an overflow for above. But, there are certain things that make sense to remain down there, such as an alchemy lab. Having things that are potentially dangerous below ground makes sense. So I would leave that there, and Glasstaff's becomes just a large ornate study and small library for doing non-experimental research as potions brew nearby. The cold storage should certainly remain, but the chasm area could be squared off, but the chasm not filled, but in fact widened (less crevasse like more like a long, rectangular pit) with stairs added to reach it easily That is valuable and useful and I wouldn't see why you would want to get rid of it. My players used it as such. ;-) I would convert the catacombs to a generic temple. For sure. Perhaps a multiple diety temple with several altars where the coffins are. Most parties worship several different deities. Having once place they can come is useful for such a small footprint. Or one large shrine where they can place multiple small tributes / symbols. I can see a reason for wanting a jail, so I would keep that. In fact it could double as a secure storage area, such as for treasure vault. In my party they've done exactly that, and have hidden the door with a permanent major image off the Temple, and have a few constructs inside as guards if somebody does find their way in, and the treasure all lies BEHIND the bars, as another last line of defense (and another Major Image hides the entire northern half, with a fake treasure pile to the south). Turning that into a secret room makes a lot of sense if making it a vault. It's in a fantastic location for a secret room, plus guarded by a pit trap which I would keep. I would keep the common area for what it is, but expend it out to the west to add a kitchen/prep area, with a door between (or simply make it larger). It makes sense to have a dedicated kitchen/prep area, and that it be near or part of the common room. However, I don't want to lose the bedroom to the south, or lab to the north to get it. Definitely not. ;-) My biggest advice though is tread lightly and if possible export a version without items baked in. Let people put in their own stuff and the players make it their own. That's my big issue with everybody's take on the Tresendar Manor Restored approach; they're great but how that would get laid out is very different based on party size and makeup. If there's a blank version, then people can do what they want. They can "copy" entire rooms like like in from the "full" map, and populate areas they don't like with their own assets. Genius. So in summary: - coffin / tomb area becomes a Temple - jail becomes vault with secret door, and I would even keep the bars/cells. Think Fort Knox / Federal Reserve. There are still "cages" once you're in the vaults. - chasm area and the chasm itself are squared off, cleaned up, well lit, but lower area remains with stairs going down for access to cold storage. - secure door added to the south leading out of the hideout in the chasm area, perhaps with small guard area. - glasstaff quarters becomes a study / small library - the combo storage room / bedroom becomes just a bedroom. - area of storage north of chasm area becomes a smithy / workshop! - armory remains, but cleaned up and better organized with better storage - the first room with the aquaduct gets better / more organized storage, so that it has easy access from the manor above, and takes on the storage from the other two areas. The Hideout had too much storage areas taking up too much space throughout. Consolidate it to free up space. - expand the common area to the west to include a kitchen / food prep area - everything else I would just clean up. Hopefully that sparks some ideas! ;-)

Ryan Rogers

In one campaign I ran the party turned the old Manor into a adventurers League. Containing a small chapel magical Workshop blacksmith anything a normal adventuring party would need within reason. They turn the crevasse into a sparring pit. Rebuilt the top up into three stories with adjoining suite style rooms for parties to hunker down for the night. The main floor of the manor was turned into a tavern and a portion of the funds given back to the community

Justin Chase

1. Yes I belive it should for various groups have differnt needs 2. I would say refubish the rooms but leave the cave the same besides the bridges, giving them a nice fix up in line with the rest of the stone design and for safety reasons. 3. The space seems like its best suited as a prison and large storage space or vault for a party's treasure so I think the prison definitly stays with storage being the rooms closest to the entrances and any potential vault be futher away.

Kieran McKenzie

I was just thinking about trying to add either a horse stable or paddock to the Tresendar property. The group I play with started with LMoP and are close to finishing Tyranny of Dragons. We use Tresendar as a base of operations and have had it rebuilt over the past 18 months. We also have several horses and were thinking of building something onsite for them, or taking over on of the ranches in Phandalin.

VegasRatt

For example resurection doesn't cancel magical curses put on resurected creature. But maybe if casted in a place like this it could lift minor curses?

Dawid Sikora

2. It's necromancy magic but the cool feature is it speeds up the decay process - which means one could easily have a place to put all their waste as it will disappear fairly quickly Also as it's necromancy aura it could definitely buff necromancy spells. Remember that spells like Revify and Resurection are necromancy spells - this could be a very good spot to make these spells stronger/easier to use there.

Dawid Sikora

My players are committed to acquiring and fixing up Tresendar so I'd definitely make use of this. 1. Doesn't need to be on its own. Anyone that's willing to live in a basement under a ruined house is probably okay with it in its current state. 2. The cave is fine as-is structurally. Gives it a sort of batcave entrance/exit. If it is re-walled or filled in, that's fine too. Up to you. 3. DEFINITELY have the crypt stay a crypt - a cleric of myrkul cleaned up just the crypt part and has been very clear with the party that it must remain. The jail doesn't make sense off of the crypt - that could be a shrine or additional crypt space (also there's a jail in the townmaster's hall). Other that, I'd just suggest giving reasons for the characters to spend time there: a generic (adaptable) shrine, a library, treasure room, and/or a small bar/tavern area with a tiny stage. None of these are musts, but they'd probably make it interesting. I think the focus should be to make it adaptable.

B

deffinetly don't fill the chasm in. build over it but leave it there. a secret tunnel under your spiffy new manor? yes please. make the cave part less cave and more majestic ballroom etc.

adamarie wallis

I think definitely keep the chasm but spruce it up a bit, maybe a shrine down there. As for the room, keep the crypt but probably change the jail. Every good building needs a laboratory of some kind.

James P

Definitely make it self-sufficient. The chasm could be built over and used as cold storage because of the magic in it.

Malthan

What i think would be real cool for the basement would be the following: 1) hidden library or room for a magic user 2) separate rooms for a wine cellar, vegetable cellar, and other such cold rooms for keeping spoilables. 3) butler's pantry 4) kennel 5) guard room, barracks, and prison. Size depending on if you fix up the manor or not.

Mark Shaver

I meant a remodelled/renovated cavern (e.g., chasm filled in / renovated rooms etc) but having a version without much in terms of furnishings/room contents so that it could be used flexibly.

Tom Herrington

Would love to see some rooms based around 'professions.' Somewhere to cultivate herbs, mix potions, a forge. The big inside cave could be repurposed as a cool interior farm with the stream running through!

Connor Koch

Sure, do you mean an empty version of the whole lower level, or just the room or rooms repurposed from the cavern (if we don't leave it a cavern).

Jeff Todd

Hey Brian -- if you don't mind. I'm sure I have it, but Patreon's message system isn't the easiest to search. Thanks!

Jeff Todd

My thoughts on standing alone was thinking that the lower level is pretty much already constructed, whereas the top would require a lot more work to restore -- so there may be parties that restore the hideout, but don't get to restoring the manor.

Jeff Todd

I don't think it should 'stand on its own' considering it's literally Tresendar Manor's cellar. But I like the idea of remodeling the crevasse to be another part of the cellar. Maybe use it as a wine cellar or storage for food stuffs. As far as the rooms, maybe a crypt, a secondary kitchen. Maybe a prison cell. You could also make servants' quarters.

Darwyn1

I had previously sent you a message with a remodeled floor plan with room designations. If you want me to resend it I can. Thanks for doing this I have been hoping you would do this for a while.

Brian the Lion

I was toying with the idea of having Halia Thornton take over the Manor as an extended base of operations for the Zhentarim, so was going to reskin the cavern system as a storage space/warehouse with the Manor rebuilt above it for living quarters and trading emporium. I had assumed the chasm would be filled in, but potentially could be a sort of walk-in fridge if the necromantic aura lingers! If possible I think an 'empty version' of the rebuilt cavern system would give flexibility for DMs to make up room uses later on?

Tom Herrington

I'm not sure anyone would want to repair it with a giant necromancer crevasse in the middle of the building but this got me thinking maybe when my group gets back something will open up out of the crevasse!

Adrian

My players wanted to turn it into a fixer upper and use it as their base of operations at the same time training guards to secure phandalin. so maybe the lower caves would be a combat training arena of sorts?

Lorenzo Ibay


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