It’s been a while since my last update. Honestly, most of that time went into building and playing through the Redbrand Hideout encounter for the Lost Mine of Phandelver campaign, with quite a bit of downtime between sessions due to scheduling conflicts. In this entry, I want to share some story developments, detail the build process for the encounter map, and reflect on how this experience is shaping my future approach to these kinds of dungeon builds.
From Cragmaw Hideout to Phandalin
When we last left off, my players were returning to Phandalin after clearing out the Cragmaw Hideout and rescuing Sildar Hallwinter. They spent some time resting at the Stonehill Inn, chatting with locals, and gathering information about the looming Redbrand threat in town. They helped Sildar get settled in the Townmaster’s Hall, which felt like a meaningful step in the story. The more they learned about the Redbrands, the more concerned they became.
One memorable NPC, Carp Alderleaf, quickly became a party favorite. I roleplayed him as a brash, energetic youth with big dreams of becoming a great adventurer. Carp was the one who tipped them off about a secret tunnel that the Redbrands used. The players also visited the Sleeping Giant tavern, which I tweaked to include a tense social encounter rather than outright combat. I wanted to build suspense since I knew they were soon headed to the Redbrand Manor itself.
I added some personal touches to the story by giving Grista, one of the Redbrand thugs, a significant other named Brenda. Brenda isn’t inherently evil; she just got caught up with the Redbrands, adding depth to the otherwise villainous group. This helped me show that many Redbrand recruits were just townsfolk looking for a steady income in a struggling community. It gave the players something to think about besides just fighting faceless bad guys.
Starting the Map Build
Once I knew the players were headed to the Redbrand Hideout, I began working on the map build. I try to stay a bit ahead by printing basic tiles and frames for future encounters, so I usually have stock ready. My plans for upcoming areas like Thundertree and Wave Echo Cave will require a lot of plastic terrain pieces, so I wanted to be prepared.
For the Redbrand Hideout, I thought I was ready with enough pieces, but I quickly learned I had underestimated how many parts I’d need. It was a useful lesson in estimating material requirements for modular encounter maps.
The hideout itself is fascinating because it’s built around a natural crevasse running through the middle of the map. This created an interesting blend of organic terrain between more rigid rectangular rooms and hallways. I decided to start building with the crevasse because I have some experience adapting natural features like this using hexagonal tiles. Finishing the crevasse first gave me a clear boundary to attach the more structured rooms and hallways.
To my surprise, I made the crevasse about twice as wide as the original map suggested. I wanted the lower level around the crevasse to feel like its own distinct space, similar to the upper level. This decision caused only minor adjustments to nearby rooms, mostly expanding some by a single row. This worked well because rooms on a hex grid often feel smaller due to the unique shape of hex spaces.
Lower Level Rooms and Stairs
Next, I tackled the lower-level rooms before moving to the upper floor. This helped establish the sizes for the rectangular rooms and allowed me to place the three sets of stairs early on, which I suspected would be tricky to get right.
As I built the lower-level layout, I realized I was short on a particular kind of wall section needed to create the rectangular rooms using hex tiles. To form rooms properly, you need three types of wall segments: flat-to-flat walls that repeat in one direction, and two alternating lengths of point-to-point walls for the other direction. Unfortunately, I ran out of the shorter point-to-point walls at this stage.
I started printing more of those walls, along with the other types, but only enough to continue progressing. I wanted to avoid wasting time printing and painting pieces I might not use later. This approach allowed me to get a better sense of how many of each wall section I’d need to complete the build.
Once I had all the floors and walls assembled, the full layout took shape. I even designed two custom pieces using existing wall models to match textures: a cistern in the large front room and two holding cell doors.
I made a small mistake with the width of the cell doors—they fit the flat-to-flat rows instead of the point-to-point rows. Rather than redesign and reprint, I rotated the holding cell area to fit the doors. This worked fine, and I’ve learned that exact hex counts and room sizes don’t have to be perfect for these encounters. I still try to stay close to the original maps, but feel comfortable fudging room dimensions and orientations when necessary.
Stocking the Map with Scatter Terrain
With the basic build complete, I turned to adding scatter terrain to populate the rooms. I had all these pieces printed and base coated ahead of time, using spray paint for quick coverage. Scatter terrain is so versatile, I usually print a variety of pieces in advance and pull from that collection as needed.
The scatter terrain came from several different sources, and I’ll share details about them later. For now, the various bits of clutter, barrels, crates, and debris helped bring the rooms to life and added visual interest.
After stocking the rooms, I compared the final map with the original layout. The modifications I made, like widening the crevasse and rotating the holding cells, did not detract from the overall feel. The map felt more spacious and natural, with distinct areas that encouraged different styles of gameplay.
Choosing and Painting Minis
The last major piece of the build was selecting miniatures to represent the NPCs and monsters inhabiting the hideout. I used HeroForge to create several customized minis, especially since it’s hard to find good female thug models elsewhere. I wanted unique looks for special characters like Glasstaff and Droop, so I customized their figures to fit their personalities.
The rest of the minis came from WizKids and Duncan Louca collections. My favorite is a large purple fiend figure from Duncan Louca’s range. Although it’s originally a Nightwalker, I scaled it down, painted it with bright colors, and used it as a substitute for the Nothic that normally lives in the crevasse.
This variety of minis added character and excitement to the encounter, helping the players visualize the threats and allies in the Redbrand Hideout.
Redbrand Hideout: Bringing the Encounter to Life
Continuing from the previous entry, I want to delve deeper into the gameplay experience of the Redbrand Hideout encounter and how the map and miniatures influenced the story. Building the physical space was only half the challenge; running the session and seeing how the players interacted with the environment brought everything to life in unexpected ways. This part covers how the players navigated the hideout, how the design choices affected pacing and tension, and the lessons I learned from this experience to improve future encounters.
Navigating the Hideout’s Complex Layout
The Redbrand Hideout’s combination of natural crevices, rectangular rooms, hallways, and stairs created a unique environment for exploration. The wider crevasse added a sense of verticality, which players found interesting as they moved between levels. Because the map included distinct spaces for the upper and lower levels around this crevasse, it encouraged players to think carefully about positioning and movement.
The three staircases were critical choke points and decision spots. Positioning these stairs thoughtfully allowed me to control pacing, forcing players to choose routes carefully or risk alerting enemies below or above. Early on, the players debated whether to split the party or stay together while moving through the hallways and rooms. This debate added tension, with the stairs serving as potential ambush spots.
The modular hex tiles helped keep room sizes feeling natural despite the rectangular layout. While the hex grid can make certain room shapes feel smaller, the combination of organic and rigid spaces helped balance this. The rooms did not feel cramped, and the open areas near the crevasse gave breathing room during combat.
Impact of Scatter Terrain and Props
Scatter terrain pieces such as barrels, crates, tables, and debris helped transform the space from a simple dungeon to a lived-in hideout. The scatter terrain added tactical elements to combat encounters. Players used barrels and furniture as cover or obstacles, and it forced them to think strategically about line of sight and movement.
The cistern in the front large room became an interesting feature during combat, providing a hazard players could use or avoid. I noticed that adding these small details encouraged players to engage more deeply with the environment rather than just focusing on killing enemies.
Props also enriched the storytelling. Having unique details like holding cell doors and clutter helped the players visualize the hideout’s purpose and history. These little touches added layers to the atmosphere without requiring lengthy descriptions.
Running the Encounter: Player Reactions and Strategies
When the players first entered the hideout, they approached cautiously. The combination of tension from the story and the physical layout made the exploration feel more immersive. Because the map’s design incorporated narrow hallways and rooms connected by the stairs, players were constantly on edge, wondering where the next threat might come from.
The secret tunnel Carp Alderleaf mentioned became a critical plot point during the session. Players tried to use it both to surprise the Redbrands and as an escape route. This reinforced the importance of integrating story elements into the map design.
The players also had to deal with the moral ambiguity of some Redbrand recruits. Learning that many were townsfolk looking for steady work added depth to encounters and prompted role-playing moments instead of just combat. The inclusion of characters like Grista and Brenda allowed players to negotiate or choose non-lethal options, which shifted the tone from a straightforward dungeon crawl to a more nuanced story.
Custom Miniatures and Character Identity
The use of customized miniatures had a huge impact on player engagement. By giving special NPCs like Glasstaff and Droop unique appearances, the players found it easier to connect with these characters. Seeing a personalized mini helped distinguish these key figures from generic thugs.
The purple fiend figure used as a Nothic substitute was a particular favorite of mine. It added a visually striking presence to the crevasse, making encounters with the creature memorable. Players reacted strongly to this unusual enemy, which helped raise the stakes during exploration and combat.
Having a variety of minis from different sources added diversity to the look of the Redbrand forces, making the hideout feel like a gathering of mismatched but dangerous individuals rather than a uniform gang.
Challenges and Adjustments During Play
Despite careful planning, some challenges arose during the session that required on-the-fly adjustments. The rotation of the holding cell area worked well, but players tried to use the wider crevasse space in ways I hadn’t anticipated. This forced me to improvise with encounter pacing and enemy placement.
Another surprise was how the players made heavy use of the vertical space created by the crevasse and stairs. They coordinated attacks from different floors, which changed combat dynamics. It was a good reminder that adding vertical elements in a dungeon can increase tactical complexity and player creativity.
I also realized that tracking movement and line of sight on a hex grid can slow down play if not managed carefully. To keep things moving, I simplified some rules and focused more on storytelling than strict grid mechanics. This balance worked well for my group, but it might differ with other players.
Reflections and Future Improvements
This Redbrand Hideout encounter reinforced several important lessons for me as a game master and map builder. First, a flexible map design that blends organic and structured spaces can enhance immersion and gameplay variety. Second, investing in scatter terrain and props adds tactical depth and helps players connect with the environment.
The use of customized miniatures is a powerful tool for bringing NPCs to life, and I plan to continue using this approach for key story figures. However, I also need to be mindful of the time and resources needed for printing and painting these minis.
From a gameplay perspective, introducing vertical elements like crevasses and stairs adds excitement but requires careful preparation to avoid confusion. Simplifying movement and combat rules on a hex grid is important to maintain pace.
Finally, integrating story elements like secret tunnels and morally complex NPCs helped transform what could have been a standard dungeon crawl into a richer narrative experience. I want to keep exploring ways to weave story and map design more closely.
Looking Ahead: Thundertree and Wave Echo Cave
With the Redbrand Hideout behind me, I’m already thinking about future builds like Thundertree and Wave Echo Cave. These areas will be even bigger and more complex, requiring large amounts of printed tiles and walls. The lessons learned about estimating material needs and balancing organic and rigid elements will be invaluable.
I also want to experiment more with multi-level designs and verticality, perhaps incorporating more detailed terrain features like broken walls, collapsed floors, or natural caves. This will create diverse environments that challenge players and keep encounters fresh.
In addition, I plan to develop more customized minis for unique characters and monsters, pushing the boundaries of personalization to deepen player engagement. Finding efficient workflows for printing, painting, and assembling these pieces will be a priority.
Above all, I want to maintain a strong connection between map design, storytelling, and player choices. The Redbrand Hideout showed me how powerful this connection can be in making encounters memorable and meaningful.
Redbrand Hideout: Final Reflections and Mastering Encounter Dynamics
As the Redbrand Hideout campaign reaches its conclusion, I want to share my final reflections on running this encounter and what I’ve learned about mastering the dynamics of complex dungeon spaces. This chapter will focus on how the hideout challenged both the players and me as a game master, how the layered design affected storytelling and tactics, and how I plan to use these insights in future adventures. The journey through the hideout has been rewarding in many ways, offering lessons in preparation, improvisation, and player engagement.
The Challenge of Balancing Exploration and Combat
One of the most interesting aspects of the Redbrand Hideout was striking the right balance between exploration and combat. The layout with its mix of narrow hallways, multiple rooms, and a central crevasse naturally lent itself to suspenseful exploration. Players had to carefully decide where to proceed next, often pausing to listen for enemies or to plan their approach.
This cautious exploration was rewarded by the story elements I had integrated, such as the secret tunnel and the morally conflicted Redbrand recruits. It gave players a reason to slow down and consider non-combat solutions. When combat did occur, the environment provided many opportunities for tactical positioning. The scattered terrain and narrow corridors limited easy movement, making flanking maneuvers and choke points critical.
However, balancing exploration and combat is always tricky. At times, the slow pace of movement through the hallways caused some players to lose interest, while others thrived on the suspense. Going forward, I want to experiment with pacing techniques to keep all players engaged, perhaps by introducing timed events or environmental hazards that encourage quicker decisions.
Verticality and Multi-Level Design Impact
The vertical nature of the hideout, with its two levels separated by the wide crevasse and multiple staircases, was a defining feature. It allowed for interesting tactical scenarios, such as enemies attacking from above or below, and players needing to coordinate movements across levels. This verticality added realism to the setting and forced players to think in three dimensions rather than just moving in a flat plane.
That said, managing multi-level encounters on a hex grid added complexity. Tracking movement, line of sight, and initiative across floors required constant attention and occasionally slowed down the game. While the hex grid made the organic shapes of the crevasse look natural, it also complicated room measurements and wall placements.
To improve future multi-level encounters, I plan to develop clearer visual aids and simplified movement rules. Using miniatures that can be placed on raised platforms or stands might help convey vertical relationships better. Also, setting clearer guidelines for what counts as cover or line of sight when dealing with stairs and ledges could streamline gameplay.
Player Choices and Moral Complexity
One of the most rewarding outcomes from this encounter was how player choices were influenced by the deeper story woven into the map. The Redbrand gang was not just a faceless enemy; the inclusion of characters like Grista and Brenda, and the revelation that many recruits were townsfolk seeking work, created layers of moral complexity.
Players were faced with difficult decisions, such as whether to use lethal force or attempt diplomacy. These choices enriched roleplaying and deepened investment in the campaign world. The secret tunnel also played a pivotal role, giving the players an alternative approach that could lead to stealth or surprise attacks.
This experience has reinforced the value of designing encounters that are more than just combat challenges. Giving players reasons to interact with the environment and NPCs beyond fighting makes the story more compelling. For future encounters, I want to integrate more dynamic NPCs with personal motivations and opportunities for negotiation or alliances.
Custom Miniatures and Visual Storytelling
The customized miniatures contributed significantly to the atmosphere and player immersion. Having distinct models for key NPCs helped the players remember who was who and added personality to encounters. The Nightwalker substitute with a colorful paint job became an iconic part of the hideout, making combat against that creature memorable.
This use of minis supports visual storytelling by providing clear, tangible representations of characters and threats. It also helps with tactical clarity, as players can see where important figures are positioned and plan accordingly.
However, creating and painting custom minis is time-consuming. Balancing the effort required with the benefits is an ongoing challenge. To manage this better, I plan to develop a streamlined process for customizing minis, possibly by focusing only on the most significant characters. I will also experiment with modular painting techniques to speed up the process.
Lessons Learned in Preparation and Adaptability
The Redbrand Hideout build taught me important lessons about preparation and flexibility. Despite careful planning, unexpected player actions required improvisation. For example, the decision to widen the crevasse and rotate the holding cells worked well overall, but some player strategies forced on-the-fly changes to enemy placement and encounter pacing.
Being ready to adjust maps, NPC behavior, and story beats during the session is crucial. While I want to be faithful to the original design, accommodating player creativity is equally important for fun and engagement. I now appreciate the value of having modular components and versatile terrain that can be rearranged as needed.
Material preparation also presented challenges. Underestimating wall segments and the amount of scatter terrain needed slowed progress. For future builds, I will aim to produce a larger initial stockpile of components to avoid such bottlenecks.
Enhancing Player Immersion Through Environment
The Redbrand Hideout’s environment played a central role in immersing players in the story. Details like the cistern, holding cells, scattered debris, and varied wall textures created a believable hideout. The players often commented on how these elements made the setting feel “alive” rather than just a static battleground.
This immersion encourages players to explore and interact with the environment creatively. For example, using barrels for cover or finding secret passages enhanced engagement. I plan to continue investing in detailed scatter terrain and props to enrich future maps.
Additionally, environmental storytelling through subtle clues or NPC placement can guide players without heavy narration. For instance, finding letters or personal items can hint at NPC motivations or upcoming plot points.
Preparing for Larger and More Complex Encounters
Looking ahead, I anticipate that future encounters like Thundertree and Wave Echo Cave will be significantly larger and more complex. The lessons from the Redbrand Hideout will inform how I approach these challenges.
Managing scale will require better planning of printed components, as well as storage and transport considerations. I also want to maintain a balance between organic natural areas and structured interiors, using modular designs to adapt maps easily.
The addition of more vertical elements, multi-level spaces, and dynamic terrain features will provide varied gameplay experiences. However, this will also require improved rules for movement, visibility, and combat across different elevations.
I will also explore technology aids, such as digital maps or augmented reality overlays, to help visualize complex spaces without slowing down play.
Conclusion:
The Redbrand Hideout served as a pivotal point in the overall campaign, connecting earlier storylines and setting the stage for later adventures. It showed how encounter maps can be more than tactical challenges—they can be storytelling devices that shape player experience and investment.
Integrating environment, NPCs, story arcs, and player choices into a cohesive whole is both a challenge and a joy. I look forward to applying these principles to future encounters, continually refining my approach to create memorable and engaging gameplay.