The presence of the Redbrand ruffians in Phandalin should carry real weight at your table. They are not disposable mooks meant to be cut down and forgotten on the way to a side quest. Driving them out should feel less like clearing a dungeon and more like breaking the grip of a gang that has terrorized a vulnerable community. When the Redbrands are finally defeated, the collective sense of relief should be palpable.

Phandalin isn’t a town of heroes. It’s a frontier settlement of farmers, miners, and a handful of shopkeepers trying to survive on the edge of civilization. At the time of the events of Lost Mine of Phandelver, the town has no constabulary, no standing militia, and certainly no one equipped – martially or charismatically – to stand up to a gang of thirteen armed brutes intent upon running roughshod over the populace.

It is in that vacuum that the Redbrands thrive.

These aren’t drunken thugs with clubs. They’re experienced intimidators, proficient with their weapons, and willing to use wanton violence to impose their will upon Phandalin. A commoner – whose idea of self-defense might be a dagger, a scythe, or a handaxe – would likely find the prospect of staring down a ruffian clad in boiled leather with a sword in-hand terrifying.

The mechanics alone paint the picture. Imagine what something like the Redbrand’s multiattack feature and shortsword proficiency looks like narratively: multiple precise strikes for the ruffian versus a single, desperate swing for the unarmored commoner who may or may not have proficiency with the weapon they’re holding.

Worse still are the rumors. Thel Dendrar – the woodworker who stood up to the Redbrands when they harassed his wife – is thought to have been murdered by the ruffians. His wife and children have since disappeared. Whether the details are fully true hardly matters; fear does the heavy lifting. Once the prospect of violence without consequences menaces the community, resistance has the potential to collapse.

That doesn’t mean the residents of Phandalin aren’t biding their time, awaiting opportunities to change their circumstances. But after seeing what Thel Dendrar’s pluck has earned him, no one is willing to openly oppose the Redbrands. And so they await opportunities or saviors.

One might wonder why Sister Garaele or Daran Edermath aren’t those saviors.

It might be the case that the situation in Phandalin could actually be worse for the townsfolk without either Garaele or Daran present.

Garaele, while not outwardly perceived to be martial in her duties as a priestess, is the closest thing to medical care in the town – which could also include ruffians in need of those services.

And while Daran Edermath, known to be a former adventurer, might not be able to handle a mob of thirteen ruffians on his own – the Redbrands likely understand that his skill with a blade could take a few of them into the next world with the old adventurer, if it came to that.

And so, the townsfolk seek out people like Garaele and Daran to shield them, if only temporarily, from the gaze of the gang that terrorizes the town. Things are bad in Phandalin, but they could be worse – and likely remain that way until someone takes charge of the situation.

The town needs heroes. Give the players at your table the context of the situation they are walking into when they arrive in Phandalin so that they have a reason to become the heroes.


If you’d like to support my work, please consider checking out my free/pwyw supplements for Lost Mine of Phandelver and Dragon of Icespire Peak over on Dungeon Master’s Guild!

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