D&D 5E Lost Mines *Spoiler* Glasstaff

I had the same reaction to the weak characterization of Iarno/Glasstaff, and modded the adventure quite a bit to compensate for that and some other changes. Here's how I handled Glasstaff. Once my group finishes up LMoP in the next few weeks, I'll share a more comprehensive write-up of all of the changes I made to the campaign as written.

In the Gobin hideout right after the ambush, I added a (loosely defined) puzzle. There was a path behind a waterfall at the end of the main hallway, and a small room behind the waterfall. The room had a small stonework pedestal in it, with an empty spherical space at the top, obviously meant to hold something. There was a small opening through the cave ceiling directly above the pedestal. When the party defeated Klarg, they looted two cloudy looking glass orbs (one red, one purple), that the party identified were roughly the same size as the pedestal. Both orbs glowed with a faint magical energy. When they placed either stone on the pedestal, it had a magic effect. as described below:

  • When the purple orb was placed, a beam of light from the ceiling opening came down through the stone, and lit up engravings that wound their way down the pedestal. The stone then projected an image onto the back of the waterfall (think the hologram at the beginning of A New Hope), and the party saw an image of what appeared to be a wizard with a covered face and a glass staff giving the goblin leader (Klarg) instructions on how/where to capture and transport Gundren and his entourage, and to stop anyone that may come looking for him.


  • When the red orb was placed, it worked in reverse. The pedestal started glowing from the bottom up, and shot a red beam of light through the opening in the ceiling (essentially giving the goblins a way to trigger an alarm/alert Glasstaff in Phandalin). The party could get some insight into the purpose of this orb through a successful arcana check. My PCs chose to place it anyway, and it gave Glasstaff and his Redbrands in Phandalin a warning that something had gone wrong with the ambush. Several PCs, including one who had met the party shortly before the ambush, noted that they could visibly see the light in the scy from the direction that the party came from after tracking down the goblin cave.

The other affect of these orbs was that, since the party chose to take them with them, I had Glasstaff do a sort of scrying on them at the start of the next session as the group approached Phandalin. I had the sorceress who was holding the orbs experience a dream/vision during their long rest after clearing the hideout where she was in a place vaguely reminiscent of the astral plane, and the red orb was emanating a light. She could tell something was using it to track them but couldn't disable it. As a hooded figure (that they recognized as glasstaff/the mage from the projection in the cave) floated towards her reaching out for the orb, I had her experience a wild magic roll and wake up :D

This all helped to build up Glasstaff up at least a little bit as a threat and get them familiar with his likeness before they ran into him.

I also made sure that when they rescued Sildar, he mentioned that his colleague Iarno Albrek had been stationed in Phandalin and may be able to help them. When iknvestigating Phandalin, NPCs would relay that they knew Iarno but he mostly kept to himself, and hadn't been seen for some time. His disappearance roughly coincided with the Redbrands increasing their presence in Phandalin, but I didn't make a big deal out of that. It was just mentioned in passing.

I don't know that I'd recommend this for everyone, but I ignored the guidance in the book and did not have Glasstaff escape when the party alerted his familiar in the Redbrand hideout. Instead, I had him prepare a spell and get the jump on the party. It was fairly deadly (3/6 PCs went down), but they subdued him after a few rounds of combat. In his quarters, they found several notes and a map to Cragmaw addressed from Nezznar to Iarno, making the Iarno/Glasstaff connection. I thought that it might make sense for him to use a cheesy name like "Glasstaff" to intimidate the Redbrands who followed him, but wouldn't make much sense with someone more powerful like the Black Spider.

Given that he was a pretty low level wizard, I also had Iarno be of interest to the black spider because he was providing alchemy support and potions to support his attack on wave echo cave. This seemed like a better motivation to make Iarno valuable to the spider, and allowed some minor hooks to a few other plots that emerged with my PCs.

The party intimidated Iarno enough to start spilling the beans on everything he knew, so before he had a chance to escape the Black Spider had him assassinated by one of the dopplegangers before he could give up more of his plan. Had it gone differently, there may have been opportunity for him to escape and become a recurring villain. In hindsight, that could have been especially cool with some of the Foil rules from the recent UA. I'll likely try that next time I run this, depending on how things play out with the PCs.
 
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I don't know that I'd recommend this for everyone, but I ignored the guidance in the book and did not have Glasstaff escape when the party alerted his familiar in the Redbrand hideout. Instead, I had him prepare a spell and get the jump on the party. It was fairly deadly (3/6 PCs went down), but they subdued him after a few rounds of combat.

Did you change his spell list for that? As written his only damage spells are magic missile and shocking grasp, and I can't imagine how he would down 3 out of 6 PCs with that. Giving him spells like Burning Hands or Scorching Ray would make him far more dangerous. Hold Person would work if he wasn't fighting alone.
 

When I ran it the group chose to kill rather than capture redbrands. I had Glass Staff show back up using his true name, with a dead body and a story about how the body was actually "Glass Staff" and he had been keeping Iarno as a prisoner but was able to escape and kill him with most of the redbrands gone.

This put a "secret agent" in play and could go a lot of ways from there.
 

Did you change his spell list for that? As written his only damage spells are magic missile and shocking grasp, and I can't imagine how he would down 3 out of 6 PCs with that. Giving him spells like Burning Hands or Scorching Ray would make him far more dangerous. Hold Person would work if he wasn't fighting alone.

Roger that. I don't have the modded stat block in front of me, but I'm ~90% sure that I changed the spell list to give him burning hands. It seemed reasonable as a first level spell, and with the larger size of my group I wanted to give him some AOE damage that wasn't included in his spell list as written.
 

Oh, I should add that we did not use the pregens either. The Sildar hook after he was rescued was good enough and I set Glasstaff up as a petty power hungry wizard with a bunch or thug henchmen who fell for a drow's tale of easy money
 


Mine did, too. Then they took him down pretty quickly and handed him over to Sildar.

Well that would seem easy enough...but he has Misty Step. Hence my thread about using it to escape from manacles....hehe.

I still want to make it a challenge. My idea is that even in manacles, he can use MS to get away from the party and then move and Dash to open a door or two. He will try to alert the drunk Redbrands gambling in the barracks. The are poisoned and will have disadvantage but DC 10 seems reasonable to me. I imagine if the Redbrands are alerted to intruders, one of he them might alert the bugbears...
 

My players punked him pretty hard as he tried to flee, so he surrendered and they promptly put him in prison.

Later I had Halia Thornton (who the players didn't know was a Zhent agent) drop him a teleport spell scroll so that he could escape, but only into the clutches of the Zhentarim. He has been a willing ally of the Zhents ever since then, on the run, but still helping to maneuver the chess board...as it were...
 

I have run it several times. If the players follow the rumors from the child Pip, they enter through the tunnel. That means the first thing they encounter is the Nothic, who I thought was the most interesting thing in here. I play the Nothic as insane, intelligent and always hungry. It feels that Glasstaff hasn't been holding up his end of the bargain to provide fresh meat. Between truesight, wierd insight and the 3d6 rotting gaze it is pretty intimidating in negotiations. I have it throw out a partially eaten arm between it and the party, screech "Does that look fresh to you?" and then hit the arm with a rotting gaze. The sight of the arm withering, turning black and developing boils usually prevents parties from doing anything rash. It will tell them about the secret door back entrance into Glasstaffs room in exchange for "fresh meat". Glasstaff fits the bill. If the party is willing to provide lots of fresh meat (many bodies) it will trade Talon to them.

Glasstaff doesn't last long if surprised.
 

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