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___ > ## Glasstaff (Iarno Albreck) >*Medium humanoid (elf), neutral evil* > ___ > - **Armor Class** 14 > - **Hit Points** 30 > - **Speed** 30 feet >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|9 (-1)|14 (+2)|11 (+0)|17 (+3)|12 (+1)|11 (+0)| >___ > - **Saving Throws** Int +5, Wis +3 > - **Skills** Arcana +5, History +5 > - **Senses** passive Perception 11 > - **Languages** Common, Draconic, Dwarvish, Elvish > - **Challenge** 1 (200 XP) > ___ >***Spellcasting.*** Glasstaff is a 4th level spellcaster that uses Intelligence as its spell casting ability (spell save DC13; +5 to hit with spell attacks). Glasstaff knows the following spells from the wizard's spell list: > * Cantrips (at will): *light, mage hand, shocking grasp* > * 1st level (4 slots): *charm person, magic missile* > * 2nd level (3 slots): *hold person, misty step* > > ***Rat Help.*** Glasstaff's familiar, Rat, can observe events while Glasstaff is not present and Glasstaff can see what is happening. Rat can take the Help action giving Glasstaff advantage on attacks. > ### Actions > ***Quarterstaff.*** *Melee Weapon Attack:* +1 to hit, reach 5 feet, one target. *Hit:* 3(1d8-1) bludgeoning damage. A former member of the Lords' Alliance, Iarno 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. Iarno 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. Iarno is keen on alchemy and is trying to learn the skill of making potions. He has devoted a lot of his resources to his workshop and the ingredients, but he is not all that good at it. He hopes the Forge of Spells will help him to master this. Iarno 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, Iarno is just as thuggish and arrogant as any Redbrand outlaws. If threatened, Iarno uses his staff of defense to cast mage armor on himself. He then casts offensive spells at enemies he can see. Iarno's stat block contains a list of the spells he has prepared. For descriptions of those spells and their effects, see the rule book. Iarno uses the shield power of his staff for added protection. If he is reduced to 8 or fewer hit points and has no avenues of escape, Iarno surrenders. 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." If he is questioned while in captivity, Iarno relates the following information, all of which is true: * The Black Spider is a drow (dark elf). * The Black Spider sent three bugbears to help Iarno keep the population of Phandalin under control, but the Redbrands have managed without them. The bugbears know the way to Wave Echo Cave, but Iarno 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. Various papers and notes are stacked neatly on the desk, mostly consisting of Iarno's written orders to apothecaries and alchemists in nearby settlements for more materials for his workshop. The characters also find a letter signed with the Black Spider's symbol: *Lord Albrek, My spies in Neverwinter tell me that strangers are due to arrive in Phandalin. They could be working for the dwarves. Capture them if you can, kill them if you must, but don't allow them to upset our plans. See that any dwarven maps in their possession are delivered to me with haste. I'm counting on you, larno. Don't disappoint me.* If Iarno 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. Iarno is not likely to stand trial with what he knows. Either Vhalak or Halia will pay him a visit to ensure he doesn't talk.