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General Tabletop Discussion
*Dungeons & Dragons
Lost Mines *Spoiler* Glasstaff
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<blockquote data-quote="Tobold" data-source="post: 7079571" data-attributes="member: 6691663"><p>I am planning to play the Lost Mines of Phandelver, but not using the pregenerated characters. Which means that none of my players will have a background already establishing an enmity with Glasstaff. If I play the adventure as written the sequence will most likely go something like this:</p><ul> <li data-xf-list-type="ul">The party rescues Sildar and learns that he is looking for a mage named Iarno Albrek</li> <li data-xf-list-type="ul">The party comes to Phandalin and learns of the Redbrands and their leader Glasstaff. It is unlikely that they will make the connection to Iarno.</li> <li data-xf-list-type="ul">The party attacks the Redbrand Hideout. They take one of the more likely ways instead of finding all the secret doors, so they get to room 11 before room 12. Glasstaff is warned and flees.</li> <li data-xf-list-type="ul">The players only find the letter identifying Glasstaff as Iarno when he is gone.</li> <li data-xf-list-type="ul">Played as written, the players never hear from Glasstaff again.</li> </ul><p>Is it just me or does this make Glasstaff a very uninteresting villain?</p><p></p><p>I was thinking about the following modifications:</p><ul> <li data-xf-list-type="ul">Have Sildar mention that Iarno is carrying a magical staff made out of crystal, so the players have a reasonable chance to make the connection and establish Glasstaff as a traitor.</li> <li data-xf-list-type="ul">Add two Redbrand Ruffians to room 11, feeding the rat. The rat still alerts Glasstaff, but instead of running away, he will join the fight at the very end of the first round.</li> </ul><p></p><p>Alternatively I could add Glasstaff to the adventure somewhere later, e.g. somebody saw him flee in the direction of Thundertree. However I was thinking that the other adventure locations are already well stocked with villains, so I don't really need a recurring one.</p><p></p><p>What do you think? What is the best way to handle Glasstaff? As written, or as "end boss" of the hideout?</p></blockquote><p></p>
[QUOTE="Tobold, post: 7079571, member: 6691663"] I am planning to play the Lost Mines of Phandelver, but not using the pregenerated characters. Which means that none of my players will have a background already establishing an enmity with Glasstaff. If I play the adventure as written the sequence will most likely go something like this: [LIST] [*]The party rescues Sildar and learns that he is looking for a mage named Iarno Albrek [*]The party comes to Phandalin and learns of the Redbrands and their leader Glasstaff. It is unlikely that they will make the connection to Iarno. [*]The party attacks the Redbrand Hideout. They take one of the more likely ways instead of finding all the secret doors, so they get to room 11 before room 12. Glasstaff is warned and flees. [*]The players only find the letter identifying Glasstaff as Iarno when he is gone. [*]Played as written, the players never hear from Glasstaff again. [/LIST] Is it just me or does this make Glasstaff a very uninteresting villain? I was thinking about the following modifications: [LIST] [*]Have Sildar mention that Iarno is carrying a magical staff made out of crystal, so the players have a reasonable chance to make the connection and establish Glasstaff as a traitor. [*]Add two Redbrand Ruffians to room 11, feeding the rat. The rat still alerts Glasstaff, but instead of running away, he will join the fight at the very end of the first round. [/LIST] Alternatively I could add Glasstaff to the adventure somewhere later, e.g. somebody saw him flee in the direction of Thundertree. However I was thinking that the other adventure locations are already well stocked with villains, so I don't really need a recurring one. What do you think? What is the best way to handle Glasstaff? As written, or as "end boss" of the hideout? [/QUOTE]
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