TEXT: Not for resale. Permission granted to print or photocopy this document for personal use only.  
   Glasstaff’s Revenge 
  1 
  The Lost Tales of Phandalin 
   
   
   
  Glasstaff’s Revenge 
   
   
  Introduction: This is a side adventure for a party that is currently 
  playing or has completed the starter box.  If the party does not 
  kill Iarno “Glasstaff” Albrek, he either escapes or surrenders. The 
  starter box does not mention what becomes of Glasstaff.  In this 
  adventure, he is out there plotting his revenge against those that 
  disrupted his control of Phandalin.  This module gives the 
  characters a few defense building mechanics to prepare for a larger 
  scale invasion of Phandalin. 
   
   
  A 2-4 hour adventure for 3rd-5th level characters 
   
   
   
    
   
  by JOSH OWENS 
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other 
  Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards 
  of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the 
  express written permission of Wizards of the Coast. 
   
  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, 
  Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   Glasstaff’s Revenge 
  2 
  Glasstaff on the Run 
   
  Depending on how your adventure went, Glasstaff 
  could have either fled before the party would have 
  encountered him, or they fought him to 8 or fewer 
  hit points and he surrendered. 
  Glasstaff’s Ecaped 
   
  If in your starter box adventure, Glasstaff was taken 
  into custody, Sildar Hallwinter had him prisoned in 
  the townmaster’s hall, awaiting transport back to 
  Neverwinter. 
    At some point during your adventure when the party 
  is back in the town of Phandalin, read:  
  In the distance you see Sildar Hallwinter 
  approach you briskly but limping.   
  “Glasstaff escaped!  They abushed our 
  caravan headed towards Waterdeep.  There 
  was at least a dozen Redbrands.  I 
  managed to escape but they shot me in the 
  leg as I fled.  They were yelling, 
  “Glasstaff is coming for you!” 
  Questioning Sildar reveals a few details about the 
  attack. 
   Sildar knew they were the Redbrands because they 
  had the same scarlet cloaks but instead of wearing 
  them, they were wrapped around the hilt of their 
  sword.   
   Once he realized that they were outnumbered 3 to 
  1, he told his entire crew to flee.  Only he and one 
  other guard escaped alive.  There were 4 guards 
  and at least a dozen Redbrands. 
   They were only about 4 hours from Phandalin 
  when the ambush occurred. 
   If the party obtained Glasstaff’s glass staff, Sildar 
  recalls the Redbrands yelling, “He wants his staff 
  back!”  If one of party members kept or killed the 
  mouse, Sildar also heard a Redbrand yell, “and his 
  little mouse too!” 
  Glasstaff Fled 
   
  In the starter box, Glasstaff could have also fled 
  before the party arrived in his room.  If this happened, 
  Sildar Hallwinter approaches the party while they are 
  in town. 
  As you travel through town, you see Sildar 
  Hallwinter wave at you to stop.  You can 
  tell by his expression that he is very 
  distraught. 
  “The Redbrands are still out there.  One 
  of our supply caravans headed towards 
  Waterdeep was ambushed.  Only one of the 
  guards survived.  He said they kept  
  shouting, “Glasstaff is coming for you!” 
  Questioning Sildar reveals a few details about the 
  attack. 
   The guard knew they were the Redbrands because 
  they had the same scarlet cloaks but instead of 
  wearing them, they were wrapped around the hilt 
  of their sword.   
   There were 4 guards and at least a dozen 
  Redbrands. 
   They were about 4 hours from Phandalin when the 
  ambush occurred. 
   If the party obtained Glasstaff’s glass staff, Sildar 
  said the guard also said the Redbrands were yelling, 
  “He wants his staff back!”  If one of party members 
  kept or killed the mouse, he also heard a Redbrand 
  yell, “and his little mouse too!” 
   
  In either Scenario, the party may ask Sildar what he 
  thinks they should do. 
   
   Sildar says that you could always go to the ambush 
  site to look for clues but he would not suggest it.  
  There were so many Redbrands and they could be 
  waiting out there for others to come. 
   He really thinks that you should prepare for an 
  invasion.  He suggests spending the next few days 
  preparing traps.  Based on what the Redbrands 
  were shouting, “Glasstaff is coming for you!” he 
  thinks they probably do not have a lot of time 
  before they return. 
   
  Sildar will stay in Phandalin with whatever option 
  the party chooses.  If asked to join them to the 
  ambush site, he says that he does not want to leave 
  town in the event the Redbrands return while the 
  party is gone. 
    The players now have the options to travel to the 
  ambush site, prepare for the invasion or ignore it 
  completely. 
    Glasstaff is preparing to invade Phandalin tonight 
  along with 14 of his Redbrands.  If the party decides 
  to visit the ambush site, they will encounter 6 
  Redbrands and if killed, only 8 remain. Those 8 will 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   Glasstaff’s Revenge 
  3 
  already be attacking the town when the party 
  returns.  If the party decides to stay and prepare for 
  the invasion, all 14 Redbrands will be travelling with 
  Glasstaff but the characters will have the rest of the 
  day to set traps in anticipation of the attack.  You 
  may adjust the number of Redbrands depending on 
  how many people are in the party and what level 
  they are.  The numbers included here should work 
  well for a party of 5 with an average level of 5.  The 
  idea is to present a larger scale battle that would be 
  too hard for the party to take on by themselves, but 
  with the help of built defenses and allies, they should 
  have a medium-hard encounter difficulty. 
   
  The Ambush Site 
   
  Sildar marks on your map where the ambush 
  occurred on the Triboar Trail to Waterdeep.  It takes 
  about 4 hours to arrive at the location. 
  After a few hours of travel, you see two 
  wagons ahead.  One looks to be in good 
  condition.  The other’s wheels appear 
  busted and the sides are broken apart.  
  Various crates and barrels are scattered 
  and spilled around the busted wagon. 
  Two Redbrands ruffians are hiding inside the 
  complete wagon including a Redbrand spy.  Four 
  more are hidden in the woods, two on each side of 
  the road.  If any of the characters approach the 
  wagons, they bust out of the wagon to try to get a 
  surprise attack on the party.  They cannot be 
  surprised. 
   
   
   
  When there is only one Redbrand left, he throws 
  down his weapon and starts yelling. 
  “Wait! Wait!  I give up.  Take everything 
  in the wagons!  Just let me go! 
  When the party attempts to question him, he says. 
  “The wizard promised me a lot of gold.  
  Just give me 50 gp and I’ll tell you what 
  you want to know. 
  If the party attempts to use an Intimidation check, he 
  is able to reveal a bit more. 
   (DC10) Glasstaff promised them 50 gp with extra 
  25 gp for proof of death of each character of the 
  party. 
  “Look, I got no loyalties to that guy.  
  Give me 50 gp and I’ll tell you what he’s 
  got planned.  Throw in another 50 gp and 
  I’ll even fight with you.” 
  If the group passed the difficulty check by more than 
  5 or pays him, the Redbrand reveals the following 
  but he will not travel or fight with the players 
  without getting at least 100 gp. 
  “He wanted us to meet up with him at the 
  edge of town around nightfall.  He didn’t 
  tell us everything he had planned but he 
  didn’t sound happy.” 
  The Redbrand knows nothing more about what 
  Glasstaff has planned.  At this point, the party should 
  realize that even if they leave now, it would be 
  nightfall before they can get back to town.  If the 
  party hired the Redbrand, use the normal stat block 
  for Redbrand ruffian or Redbrand spy  for his stats, 
  depending on who surrendered.  He does have one 
  potion of healing on him. 
    If the party decides to bring back the complete 
  wagon back to town, Elmar Barthen will offer them a 
  50 gp reward for returning the wagon and supplies. 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   Glasstaff’s Revenge 
  4 
  Preparation for 
  Invasion 
   
  If the party decides to stay and prepare for the 
  attack, Sildar has some suggestions on the best way 
  to defend the town. 
  “I think you’re making the right 
  decision.  Based on what we know, I 
  expect Glasstaff to invade at any moment.  
  We need to prepare a defense.  Check 
  Barthen’s Provisions.  I’m sure they have 
  a few things that we can make into traps.  
  Alderleaf farm may be able to give us 
  some help as well. I also have a few new 
  recruits that we will have to train hard 
  and fast.  They are not ready to fight 
  yet but if we spend the entire day with 
  them, they may just help us get through 
  this.  Ultimately, I’ll follow your lead 
  on this as you’ve dealt with their kind 
  many times now.” 
  Nightfall will arrive in 8 hours so time is very limited.  
  Everything the characters decide to do will be 
  recorded in time blocks.  If you have 4 characters in 
  your party, each character would have 8 time blocks 
  for a total of 32 before the invasion occurs. 
  Sildar looks up at the sun and says, 
  “Hurry now.  Get us ready.  You’ve got 
  about 8 hours until nightfall.  I will be 
  out back of the townmaster’s hall working 
  with our new recruits if you want to join 
  me.” 
  At this point, the characters can split up to work on 
  various things in the town.  The things that Sildar 
  suggested will be presented here but allow your 
  group to come up with a plan of defense on their 
  own and determine an appropriate length of time 
  these actions would take.  This is a good time to 
  allow them make use of their tool proficiencies. 
    After each hour, Phandalin’s town bell will ring.  
  You should then summarize the previous hour’s 
  events and results and say how many hours are left 
  until nightfall. 
  Soldier Training 
  You find Sildar in the field behind the 
  townmaster’s hall.  He is demonstrating 
  an attack in front of a small group of 
  young onlookers.  He waves to you and 
  motions to the recruits. 
  There is one recruit for each member of the party.  
  They currently start out with the basic recruit stat 
  box but for each hour that is spent training with 
  them, they will get a bit stronger.  If a recruit does 
  not get any training, they cannot be used in battle. 
    For each hour of training, the character performs a 
  Wisdom check with a DC10.  On a failed check, the 
  recruit gains 1 permanent hit point.  On a successful 
  check, the recruit gains 2 permanent hit points.  
  Characters proficient with the Survival skill 
  performs checks with advantage.  For each critical 
  success, the trainee gains double the amount of hit 
  points that they would have gotten for that hour of 
  training.  For each critical failure, the recruit gains 
  no hit points. 
  CALCULATING RECRUIT TRAINING 
  One of the party members, Duball Jassan decides to spend 
  the entire 8 hours training a recruit.  He rolls the following 
  survival checks and adds his proficiency bonus, 
  (12,6,20,14,18,1,8).  The new recruit gains a total of 12 extra 
  hit points,  (2,1,4,2,2,0,1). 
  Have the players describe the training they are 
  providing for each recruit and then based on the die 
  result, provide an explanation of the recruit’s 
  progress. 
  Building a Defense 
   
  Barthen’s Provisions 
  If any of the characters visit Barthen’s Provisions, 
  Elmar Barthen greets them and says that he’s heard 
  the news of the impending attack.  He is willing to 
  help in any way possible and hands the party a scroll 
  of glyph of warding. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   Glasstaff’s Revenge 
  5 
  As Elmar Barthen hands you the scroll, he 
  says, “I found this a few weeks ago and 
  really didn’t know what to do with it.  
  Hopefully, you can use it and help you in 
  your preparations.  Also, take up to 25 
  gp worth of items at no charge.  We 
  cannot repay you enough for what you are 
  about to do.  I’m sure that I’ve got a 
  few items that may be of help to you.” 
  The shop has everything in the adventuring gear 
  section of the rulebook and player’s handbook that 
  costs 25 gp or less along with 2 alchemist’s fire that 
  the party can purchase. 
    Spending time at Barthen’s Provisions takes 1 time 
  block. 
   
   
  Alderleaf Farm 
  If the character’s visit Alderleaf, Qelline Alderleaf 
  tells them she has a plan of defense.  She says that 
  she has a large supply of timber cut from the forest 
  beside her farm and thinks that can be used to build 
  a few archery posts to take out attackers as soon as 
  they are spotted trying to come into town. 
    Archery posts can be built up to 4 levels.  For every 
  2 hours of work, the character performs a Strength 
  check with a DC10.  On a successful check, the post is 
  built to the next level, starting at level 1.  A character 
  proficient with Carpenter’s Tools performs the check 
  with advantage.  The following table displays the 
  features of each level. 
  Archery Posts 
  Level 1 – Room for one character or 
  recruit to attack with a ranged weapon 
  with advantage. 
  Level 2 – Room for one character or 
  recruit to attack with a ranged weapon 
  with advantage at ½ cover. 
  Level 3 – Room for one character or 
  recruit to attack with a ranged weapon 
  with advantage at double distance and ½ 
  cover. 
  Level 4 – Room for two characters or 
  recruits to attack with a ranged weapon 
  with advantage at double distance and ½ 
  cover. 
  There is enough timber to make as many posts as 
  there are party members.  Multiple party members 
  can work together on building one level of the 
  archery post to allow for a better chance of success.  
  Archery posts can hold player characters or recruits. 
   
  Random Traps 
  The group may have many other ideas for creating 
  traps.  Assign an appropriate amount of time for 
  each of these.  Smaller tasks should just take an hour 
  but larger tasks could take 2-4 hours. 
   
  The Final Hour 
  The town bell rings signaling the end of 
  the day.  After the echoing sounds of the 
  bell, there is only complete silence.  It 
  is too dark to continue any preparation 
  of any kind and now it is just a waiting 
  game.  The taverns are empty as they 
  townsfolk knew what was coming. 
  Once the bell for the 8th hour has rung, provide a 
  summary of all of the accomplishments the group 
  has created during the day, how many new recruits 
  will they be able to use, how many new archery 
  posts are available and what kind of traps have been 
  laid. 
    Have them establish a plan of action, such as having 
  a lookout at an archery post with a signal whistle to 
  alert the rest of group.  They may decide to assign 
  recruits to various parts of town.  Glasstaff is ready 
  to attack with his gang of Redbrands.  There is really 
  only two ways to launch a full-scale attack into town, 
  from the north road or south road.  Depending on 
  how Glasstaff escaped in your campaign could 
  determine where he attacks. If he fled before being 
  encountered, then he may be more inclined to attach 
  from the south, but he escape as a prisoner on the 
  way to Waterdeep, he is probably outside of town to 
  the north.   It’s your choice to determine which area 
  he attacks to best fit your story. 
   
  Glasstaff’s Return 
   
  Glasstaff comes flying into town by using his fly spell.  
  His Redbrand thugs are running behind him.  Two of 
  the thugs are carrying torches and they set fire to the 
  first building they came to.   Glasstaff also sets fire to 
  anything he can with his fire bolt cantrip.  Glasstaff 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   Glasstaff’s Revenge 
  6 
  attacks the first person to oppose him with his 
  fireball spell.   
    This gives you some options as to how to introduce 
  him into town.  If he gets to set fire to a building 
  before anyone sees him, the smell and sight of smoke 
  would begin to fill the air.   There could also be 
  players or guards stationed in areas that would see 
  Glasstaff fly into town.  If the player’s had set traps, 
  some of these could kill some Redbrands in one hit, 
  quickly reducing the odds.  Archery posts should 
  also allow characters or recruits to see and attack 
  from a longer range that they would be able to 
  before.  Hopefully, the players will feel gratification 
  of seeing results of all the work they had done prior 
  to the battle. 
    If the party visited the ambush site, then he has just 
  arrived in town a few minutes before they do.  The 
  first building will have just caught on fire when they 
  arrive. 
  The players should have some allies to help them, 
  including Sildar, recruits or the Redbrand from the 
  ambush sight. 
  When Glasstaff first sees the characters, he screams. 
  “There you are!  I am taking back what is 
  mine.  There will be no mercy.  You die 
  tonight.  Phandalin is mine! 
    Glasstaff has two Potions of Invisibility on him and 
  immediately quaffs one before rolling initiative after 
  the characters find him.  He allows his Redbrands to 
  fight for a few rounds before reappearing by 
  attacking with his Fireball spell. 
    Glasstaff does not quit fighting until he dies or is 
  unable to continue.  If the players had not found it 
  before, he has his Staff of Defense on him when 
  defeated.  He also has a Scroll of Fly, 40 gp, and 20 sp.  
  Each Redbrand has 25 gp.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   Glasstaff’s Revenge 
  7 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   Glasstaff’s Revenge 
  8 
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Adventures/D&D 5E Adventures/[Lost Mines Of Phandelver]/Additional Suppliments/Glasstaffs_Revenge.pdf