Hello, folks! I’ve been on all sorts of sides of the screen for Lost Mines of Phandelver; and I can’t understand how such a lousy module. Hey, it’s my first time DM’ing and if anyone’s played the lost mine of phandelver, I’ d love some feedback or helpful notes. Thanks:). Lost Mine of Phandelver is an adventure for four to five characters of 1st level. During the course of the adventure, the characters will advance.
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This small house appears to be in better condition than the ruined and dilapidated structures nearby. They are the protagonists of the adventure.
The difficulty of encounters (based on EXP) from DMG is highly overestimated.
That way, you could wear both groups of minws down, and clean up the other group if the party didn’t want to side with the Goblin boss. If Klarg and company are not warned about possible attackers, the characters have a good chance to surprise them.
But then disaster struck when ores swept through the North and laid waste to all in their path. I don’t see how they can win.
Three bugbears and one goblin are present. She offers the quest to the characters and offers them three potions of healing as payment for their efforts. If the characters take the deal, Losst tries to force them to pay a rich ransom for Sildar even after they complete their part of the bargain. The blights attack until destroyed. Nezznar the Black Spider is there with his loyal followers, exploring the mines and searching for the legendary Forge of Spells.
Dusty old furnishings such as simple wooden chairs and tables remain in most intact buildings. Cracked and uneven flagstones conceal a dirt floor underneath.
I have never run that module but, never underestimate your players Any creature that walks over or through the rubble without avoiding the tripwire triggers a cave-in of wooden beams and heavy stones.
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Wizards plunder the ruins of the fallen Netherese empire, delving into secrets too dark for the light of day. Keep ideas in mind for how to “nudge” the party from one location to the next in an order that won’t cause them great pain. The easiest way for the characters to achieve this is to climb the chimney from area 3, since Klarg does not expect an attack from that direction.
The party can attempt one DC 15 Wisdom Perception check or DC 10 Wisdom Survival check per hour to find the camp, made by the character leading the way. The next stage of the adventure takes place in Phandalin. General Features The hideout consists of well-built dungeon chambers with flagstone floors and walls of dressed stone blocks. The large pools in area 7 have collapsible walls that can be yanked out of place to release a surge of water down the main passage of the lair.
Also, it’s a Boss Fight, it’s supposed llost be hard. Daran knows the Redbrands hang around the Sleeping Giant tap house, but he can also tell the characters that the main Redbrand safe house lies under Tresendar Manor, the ruin at the east edge of town.
I have had many escape seemingly impossible circumstance on many, many occasions.
Rollback Post to Revision RollBack. If the character fails to notice the trap, he or she triggers the snare and must succeed on a DC 10 Dexterity saving throw.
Lost Mine of Phandelver
Three wolves are confined here. The Triboar Trail is not safe. Additionally, three dirty scarlet cloaks hang from the bunks.
Overview Lost Mine of Phandelver is divided into four parts. Toblen is a native of the town of Triboar to the east. A dirt road hugs the base of the hill and wends its way between old stone houses, many of which are roofless ruins with interiors open to the weather. When the characters inspect the scene closer, read the following: Awarding Experience Points Divide XP equally among the characters if the party defeats the bugbears. The body is shriveled up and sucked dry, but appears to have been a male elf.
A character who succeeds on a DC 15 Intelligence History check recognizes the sword and recalls this lore.
Full text of “dnd-5ed-adv-lost-mine-of-phandelver”
The tor was formerly the home of a large and dangerous nest of wyverns, but a band of bold adventurers dealt with the monsters years ago. This barracks contains four roughly built wooden bunks, with heaped-up blankets and dirty dishes scattered about. Roll a dl2 and consult the Wilderness Encounters table to determine what the party meets. An easy task requires a minimal level of competence or a modicum of luck to accomplish.
The dusty plaster and rubble in front of the door leading to area 8 conceals a copper tripwire connected to linchpins hidden in the ruined ceiling. In fact, the world can be anything that the DM and players can imagine. Toward that end, four cultists recently tracked a green dragon to Thundertree see area 7 and are waiting for the right moment to approach the dragon and broker an alliance.
A larger opening leads north down a set of natural stone steps, the roar of falling water echoing from beyond.
The DM plays monsters. In the Forgotten Realms, a week is ten days long and called a tenday. Their wooden doors are swollen and require a successful DC 10 Strength check to force open.
Webs stretch across the lane, from the building to the trees on the north side of the road. This bridge spans the passage 20 feet above the stream. Treasure Phandlver satchel hidden in the cistern is waterproof and contains a potion of healing, a potion of invisibility, 50 gp, and a clean set of ordinary travel clothing.