12 Glasstaff's Quarters
If the characters approach this room through the secret passage from area 7, they can surprise the leader of the Redbrands-Iarno "Glasstaff" Albrek. Otherwise, his rat familiar warns him of any who approach through area 11, and he flees before the characters arrive.
The walls of this bedchamber are covered with drapes of scarlet cloth. The furnishings include a small writing desk with matching chair, a comfortable-looking bed, and a wooden chest at the foot of the bed.
If larno is surprised, add the following paragraph:
Sitting at the desk is a short, dark-bearded human male in robes, studying a tome. He wears a princely mantle of ermine. A beautiful glass staff leans against his chair, within easy reach.
If the rat in area 11 warns him that trouble is approaching, larno the evil mage grabs his staff of defense (see appendix A) and the scrolls in his chest (see the "Treasure" section), and flees through the secret door in the northeast corner of the room.
In his haste, larno leaves behind a letter from the Black Spider (see the "Developments" section) and neglects to make sure the secret door is closed all the way.
Characters gain advantage on ability checks made to find the slightly ajar secret door (see "Advantage and Disadvantage" in the rulebook). For more information on secret doors, see the "General Features" section (page 20).
If he manages to escape, larno flees to area 1 (through areas 7 and 8) and grabs the satchel hidden in the cistern there. If the nothic is still alive in area 8, larno instructs it to waylay any pursuers. If the characters catch up to him, larno quaffs the potion of invisibility in the satchel and flees the hideout. At your discretion, he could reappear
later in the adventure.
ROLEPLAYING IARNO
- A former member of the Lords' Alliance, larno seized an opportunity in Phandalin to line his own pockets. Originally tasked with setting up a constabulary, the mage instead assembled a group of outlaws and local ruffians to secure his own position in town.
- larno knew of the Black Spider through his contacts in the Lords' Alliance and brokered a meeting. The drow promised to share the secrets and wealth of the Forge of Spells with the wizard in exchange for his help and loyalty.
- larno puts on airs of gentility and courteous manners, addressing his ruffians as "my good gentlemen," and referring to sordid acts such as kidnapping or arson as "that unpleasant little business" or "those unfortunate events."
- He refers to the characters as "guests" and expresses regret that he cannot provide suitable entertainment for their visit.
- Beneath his genteel demeanor, however, larno is just as thuggish and arrogant as any Redbrand outlaws.
- He values his life more than anything, and he remains a model prisoner in the hopes that the Black Spider will somehow learn of his predicament and "arrange for his freedom."
- The Black Spider is a drow (dark elf). The Black Spider sent three bugbears to help larno keep the population of Phandalin under control, but the Redbrands have managed without them. The bugbears know the way to Wave Echo Cave, but larno does not.
- The Black Spider is searching Wave Echo Cave for the Forge of Spells. Dwarves and gnomes of the Phandelver's Pact used the magical forge to fashion powerful magic items.
- No other members of the Lords' Alliance know of Iarno's betrayal.
- If larno is taken into custody, Sildar Hallwinter arranges to have the wizard incarcerated in the townmaster's hall until he can be safely transported back to Neverwinter. Whether larno stands trial for his crimes is beyond the scope of this adventure.
- The Black Spider is too preoccupied to meddle in the wizard's fate.
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