D&D 5E – “Lost Mine of Phandelver” Session 13 Recap

After capturing renegade wizard Glasstaff from a Hobgoblin camp, the party infiltrates the goblin tribe hideout at Cragmaw Castle.

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Damn that Sleep spell!

For the 2nd week in a row a single spell renders a combat encounter completely moot. The fact that my poor NPCs get no Saving Throw is very irksome. Especially since the wizard can scale up its power by expending a higher spell slot. Sleeping a group of foes has become my players’ de facto strategy, and it’s annoyingly effective.

Anyway, this week the party finally traveled to Cragmaw Castle. First, however, I wanted to insert a dangling thread from earlier in the adventure. The Redbrand leader, Glasstaff, AKA Iarno Albrek, had escaped their clutches, and had been on the run ever since.

The published adventure “The Lost Mine of Phandelver” doesn’t explain what happens if Glasstaff escapes the Redbrand Hideout, so I came up with a fun scenario. He found himself in the clutches of Targor Bloodsword, Hobgoblin war band leader, and was trying to seek an audience with King Grol of the Cragmaws. The PCs saw the camp outside of Cragmaw Castle, and formulated a plan of attack. Continue reading “D&D 5E – “Lost Mine of Phandelver” Session 13 Recap”