Orro waits for the answer, and if none is forthcoming, asks once again about missing people. Where Gundren is. What he's up to here. If he's with the Redbrands. Who, where, and what the Black Spider is. Where Wave Echo Cave is. If he knows of the party.
His questioning is unrelenting and kind of boring, in fact. You almost forget he's speaking. But he is, very intently.
In a much more friendly and polite manner, Glasstaff would begin to answer your questions:
He would not be able to give much information about Gundren. The wizard did know of his kidnapping in order to retrieve the map to Wave Echo Cave, but the dwarf was never actually brought to Phandalin.
Glasstaff’s only goal here in Phandalin was to distract the town (and other prospectors), so The Black Spider could pursue his search of Wave Echo Cave without competition. He does not know where it is, but seems confident enough that the Black Spider is getting closer by the day.
The wizard would tell you he doesn’t know much about The Black Spider other than that he is a dark elf. They rarely communicate by more than just letter, and other than that The Black Spider looks to exploit the Forge of Spells for his own gain, Glasstaff can’t give much more info.
Lastly, the wizard gives a small chuckle when you ask about if the Black Spider knows of your group. He tells you that yes, he does, and that your group has caused quite the setback to The Black Spider; you are growing on his priority list to get rid of.
"If this, spider, is coming to town, I say we wait for him to come to us." Duncan says, setting his glaive aside and beginning to tie up the wizard. He then adds, "We should also take our new friend here back to town."Tying up the wizard he asks him, "Is there anything else we should know about in these caves? Any treasures you or the bandits have stashed away?"
Kayassa makes note of what she is told by her new "friend", doing her best to convince him to come back to the tavern with them for a drink to commentate their new friendship.
Glasstaff lightly struggles as you put on the bonds. Someone please roll a persuasion check to convince the wizard to allow this to happen (with advantage because he is charmed).
He also gives a small chuckle in response to the questions of treasure. “Now where would be the fun in telling you that! Wouldn’t it be far more fun if we instead went to search for it together?” The wizard quips. (Again, I will have the persuasion check from above serve to help this as well). “Like a small treasure hunt, my good people. Then perhaps we may return to town for a commemorative drink. I would be happy to join!”
The charm person spell has obviously played a large toll on the wizard. His personality has almost changed completely, but in Glasstaff’s eyes, you can still see the cunning and ruthlessness from before.
Glasstaff gives in to the bonds, allowing the group to tie him up, but says no more on the topic of treasure. “Ah, what’s the fun in that!” The wizard chuckles. “Where to? Well that’s for you to decide, my friend.”
At this point, it would have been around 5-10 minutes for the interrogation to take place. That means you have around 50 minutes left while Glasstaff is charmed, but also means you have around 30 minutes of duration for the charmed thug back in the barracks.
I have updated the map to include Glasstaff’s quarters (which have not yet been fully explored), and there is also the second secret door in area 7 that allegedly leads to the prisoners. What would you like to do?
Even though Glasstaff is being 'friendly', Duncan is treating him as an enemy captive, and not so gently pushes the wizard to follow as he leads toward where the prisoners are said to be held.
This post has potentially manipulated dice roll results.
Kayassa will go towards the wizard's room to see if she can find anything of interest for herself or her patron, checking for traps before she tears the place apart to check every nook and cranny.
Kayassa: the room does not appear to be trapped at all. On top of that, with the help of the rest of the group, in this room, you find several things of interest:
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.
On the desk, you find various papers and notes are stacked neatly on the desk, mostly consisting of written orders to apothecaries and alchemists in nearby settlements for potion making materials. However, on top of that, there is also a letter:
Kayassa reads the letter and finds it boring before she passes it around for the others to look over. She seems to be more in search of interesting things.
If Kayassa finds nothing else of interest she will be all for taking the wizard to whatever count as the proper authority in Phandalin. After that she will be all for finding Gundren.
The party finishes their rapid investigation of the wizards quarters before continuing to make their way through the cave complex. Following Duncan who continues to keep a close eye on Glasstaff, the party returns to the other secret door that leads towards what you were told were the crypts.
You then enter a small hallway with a door about 10 feet in front of you, and a locked door directly to the left of the group.
The map has been updated to include this new room. What would you like to do?
Orro waits for the answer, and if none is forthcoming, asks once again about missing people. Where Gundren is. What he's up to here. If he's with the Redbrands. Who, where, and what the Black Spider is. Where Wave Echo Cave is. If he knows of the party.
His questioning is unrelenting and kind of boring, in fact. You almost forget he's speaking. But he is, very intently.
In a much more friendly and polite manner, Glasstaff would begin to answer your questions:
He would not be able to give much information about Gundren. The wizard did know of his kidnapping in order to retrieve the map to Wave Echo Cave, but the dwarf was never actually brought to Phandalin.
Glasstaff’s only goal here in Phandalin was to distract the town (and other prospectors), so The Black Spider could pursue his search of Wave Echo Cave without competition. He does not know where it is, but seems confident enough that the Black Spider is getting closer by the day.
The wizard would tell you he doesn’t know much about The Black Spider other than that he is a dark elf. They rarely communicate by more than just letter, and other than that The Black Spider looks to exploit the Forge of Spells for his own gain, Glasstaff can’t give much more info.
Lastly, the wizard gives a small chuckle when you ask about if the Black Spider knows of your group. He tells you that yes, he does, and that your group has caused quite the setback to The Black Spider; you are growing on his priority list to get rid of.
What would you like to do?
Alton Thorngage- (Klein’s One Shot String Adventure)
Holden Stonefist-(A Tale of Mercenaries)
Fenrick Wolfsbane- (Icewind Dale: Rime of the Frostmaiden)
DMing-Ctleath13’s Lost Mines of Phandelver and Ctleath13’s Out of the Abyss
"If this, spider, is coming to town, I say we wait for him to come to us." Duncan says, setting his glaive aside and beginning to tie up the wizard. He then adds, "We should also take our new friend here back to town." Tying up the wizard he asks him, "Is there anything else we should know about in these caves? Any treasures you or the bandits have stashed away?"
PbP 🎲: Tyekanik; Moneo Noree; Korba Muris; & occasional DM:
Kayassa makes note of what she is told by her new "friend", doing her best to convince him to come back to the tavern with them for a drink to commentate their new friendship.
Glasstaff lightly struggles as you put on the bonds. Someone please roll a persuasion check to convince the wizard to allow this to happen (with advantage because he is charmed).
He also gives a small chuckle in response to the questions of treasure. “Now where would be the fun in telling you that! Wouldn’t it be far more fun if we instead went to search for it together?” The wizard quips. (Again, I will have the persuasion check from above serve to help this as well). “Like a small treasure hunt, my good people. Then perhaps we may return to town for a commemorative drink. I would be happy to join!”
The charm person spell has obviously played a large toll on the wizard. His personality has almost changed completely, but in Glasstaff’s eyes, you can still see the cunning and ruthlessness from before.
What would you like to do?
Alton Thorngage- (Klein’s One Shot String Adventure)
Holden Stonefist-(A Tale of Mercenaries)
Fenrick Wolfsbane- (Icewind Dale: Rime of the Frostmaiden)
DMing-Ctleath13’s Lost Mines of Phandelver and Ctleath13’s Out of the Abyss
"I'd love a treasure hunt," Orro says. "Where to?"
(We just need to look for the prisoners, right?)
Persuasion: 21
Vulmar is simply content to listen and observe as the interrogation continues. His friends were quite persuasive.
Another medical problem. Indefinite hiatus. Sorry, all.
Glasstaff gives in to the bonds, allowing the group to tie him up, but says no more on the topic of treasure. “Ah, what’s the fun in that!” The wizard chuckles. “Where to? Well that’s for you to decide, my friend.”
At this point, it would have been around 5-10 minutes for the interrogation to take place. That means you have around 50 minutes left while Glasstaff is charmed, but also means you have around 30 minutes of duration for the charmed thug back in the barracks.
I have updated the map to include Glasstaff’s quarters (which have not yet been fully explored), and there is also the second secret door in area 7 that allegedly leads to the prisoners. What would you like to do?
Alton Thorngage- (Klein’s One Shot String Adventure)
Holden Stonefist-(A Tale of Mercenaries)
Fenrick Wolfsbane- (Icewind Dale: Rime of the Frostmaiden)
DMing-Ctleath13’s Lost Mines of Phandelver and Ctleath13’s Out of the Abyss
Even though Glasstaff is being 'friendly', Duncan is treating him as an enemy captive, and not so gently pushes the wizard to follow as he leads toward where the prisoners are said to be held.
PbP 🎲: Tyekanik; Moneo Noree; Korba Muris; & occasional DM:
Orro suggests someone check the quarters as they walk to the area where the captives are supposed to be.
Kayassa will go towards the wizard's room to see if she can find anything of interest for herself or her patron, checking for traps before she tears the place apart to check every nook and cranny.
Investigation: 24
Kayassa: the room does not appear to be trapped at all. On top of that, with the help of the rest of the group, in this room, you find several things of interest:
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.
On the desk, you find various papers and notes are stacked neatly on the desk, mostly consisting of written orders to apothecaries and alchemists in nearby settlements for potion making materials. However, on top of that, there is also a letter:
Alton Thorngage- (Klein’s One Shot String Adventure)
Holden Stonefist-(A Tale of Mercenaries)
Fenrick Wolfsbane- (Icewind Dale: Rime of the Frostmaiden)
DMing-Ctleath13’s Lost Mines of Phandelver and Ctleath13’s Out of the Abyss
(Does she share the note?)
(Let’s assume for simplicities sake that all the information shared is known by the entire group)
Alton Thorngage- (Klein’s One Shot String Adventure)
Holden Stonefist-(A Tale of Mercenaries)
Fenrick Wolfsbane- (Icewind Dale: Rime of the Frostmaiden)
DMing-Ctleath13’s Lost Mines of Phandelver and Ctleath13’s Out of the Abyss
Kayassa reads the letter and finds it boring before she passes it around for the others to look over. She seems to be more in search of interesting things.
(So what’s the plan?)
Alton Thorngage- (Klein’s One Shot String Adventure)
Holden Stonefist-(A Tale of Mercenaries)
Fenrick Wolfsbane- (Icewind Dale: Rime of the Frostmaiden)
DMing-Ctleath13’s Lost Mines of Phandelver and Ctleath13’s Out of the Abyss
If Kayassa finds nothing else of interest she will be all for taking the wizard to whatever count as the proper authority in Phandalin. After that she will be all for finding Gundren.
Duncan pushes the captive wizard towards where the prisoners are said to be held.
PbP 🎲: Tyekanik; Moneo Noree; Korba Muris; & occasional DM:
(Alright, sorry for the delay. Here we go.)
The party finishes their rapid investigation of the wizards quarters before continuing to make their way through the cave complex. Following Duncan who continues to keep a close eye on Glasstaff, the party returns to the other secret door that leads towards what you were told were the crypts.
You then enter a small hallway with a door about 10 feet in front of you, and a locked door directly to the left of the group.
The map has been updated to include this new room. What would you like to do?
Alton Thorngage- (Klein’s One Shot String Adventure)
Holden Stonefist-(A Tale of Mercenaries)
Fenrick Wolfsbane- (Icewind Dale: Rime of the Frostmaiden)
DMing-Ctleath13’s Lost Mines of Phandelver and Ctleath13’s Out of the Abyss