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With the Redbrands dealt with and Glass Staff in Daran's custody the party gear up and head out towards the Old Owl Well. But not before taking a detour towards a spectre named Agatha.
With time of the essence the party chase down Glass Staff. Sildar shows up! But is he friend, or foe? Also, there's a little bonus thanks to listener blametherobot at the end.
Sigg finds a fabled weapon of his people, and the party play rat catcher. Will they ever make it to Glass Staff?
It's a goblin nightmare, with Billy goblin returning from the dead, again. Plus there's all those Bugbears to kill and Iarno to find. Wait... did someone say Iarno?!
The crew venture deeper into the Redbrand hideout after an unexpected trip, and Sigg's anger shows.
Our adventurers venture deeper underneath Tresendor Manor, and something hungry gets inside their heads.
The adventurers come to the realisation that last week's antics have ruined their plans for a stealthy entrance into the Manor. A short rest and some recon later they find themselves entering via the front door.
Our adventurers remember a young boy with a secret, and head out to find him. Lorros also goes hog wild in the woods.
Young Carp is dragged out into the street by a Redbrand, sword in hand, and the adventurers meet the Townsmaster of Phandalin.
The adventurers get to know Phandalin, by meticulously visiting damn near every location they got their eyes on. What do the Redbrands want from them?
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