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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Search the history of over billion web pages on the Internet. Running the Adventure Lost Mine of Phandelver is an pjandelver for four to five characters of 1st level. During the course of the adventure, the characters will advance to 5th level. The adventure is set a short distance from the city of Neverwinter in the Sword Coast region of the Forgotten Realms setting. The Sword Coast is part of the North— a vast realm of free settlements imnes by wilderness and adventure.

The DM is a referee.

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The DM is a narrator. The DM sets the pace of the story imnes presents the various challenges and encounters the players must overcome. The DM plays monsters. The DM plays the monsters and villains the adventurers battle against, choosing their actions and rolling dice for their attacks.

The DM also plays the part of all the other characters the players meet in the course of their adventures, like the prisoner in the goblin lair or the innkeeper in town. Who should be the DM for your gaming group? Whoever wants to be!

The most important thing to remember about being a good DM is that the rules are a tool to help you have a good time. Guide the play experience and the use of the rules so that everybody has fun. Here are some guidelines to help you arbitrate issues as they come up. When in doubt, make it up! It’s a shared story.

Let the players participate in the storytelling. Imnes you decide that a rule works a certain way in one session, make sure it works that way the next time it comes into play. Make sure everyone is involved.

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Ensure every character has a chance to shine. If some players are reluctant to speak up, remember to ask them what their characters are doing. Use your powers as Dungeon Master only for good. Treat the rules and the players in a fair and impartial manner.

Make sure you look around the table occasionally to see if the game is going well. If everyone seems to be having fun, relax and keep going. If the fun is waning, it might be time for a break, phxndelver you can try to liven things up. Improvising Ability Checks The adventure often tells you what ability checks characters might try in a certain situation and the Difficulty Class DC of those checks.

Otherwise, answer these three simple questions: Use the descriptions of the ability scores and their associated skills in the rulebook to help you decide what kind of ability check to use. Then determine how hard the task is so that you can set the DC for the check. Or higher the DC, the more difficult the task. An easy task requires a minimal level of competence or a modicum of luck to accomplish. A moderate task requires a slightly higher level of competence to losg. A character with a combination of natural aptitude and specialized training can accomplish a moderate task more often.

Hard tasks include any effort that is beyond the capabilities of most people without aid or exceptional ability. Even with aptitude and training, a character needs some amount of luck— or a lot of spe- cialized training— to pull off a hard task.


The outcome of a successful check is usually easy to determine: Glossary The adventure uses terms that might be unfamiliar to you. A few of these terms are described here. For descriptions of rules-specific terms, see the rulebook. This term refers to the adventurers run by the players. A group of characters or adventurers is called a party.

This term refers to characters run by the DM. This read-aloud text is offset in boxes. Boxed text is most commonly used to describe rooms or present bits of scripted dialogue. Any monster or NPC phajdelver is likely to be involved in combat requires game statistics so that the DM can run it effectively.

These statistics are presented in a format called a statistics block, or stat block. In the Forgotten Realms, a week is ten days long and called a tenday. Each month consists of mjnes tendays— thirty days total.

The difficulty of encounters (based on EXP) from DMG is highly overestimated.

Magic Items and Monsters Whenever the text refers to a magic item, its name is presented in italic type. For a description of the item and its magical lowt, see appendix A. Abbreviations The following abbreviations are used in phande,ver adventure. In addition to its mineral wealth, the mine contained great magical power.

Human spellcasters allied themselves with the dwarves and gnomes to channel and bind that energy into a great forge called the Forge of Spellswhere magic items could be crafted.

But then disaster struck when or swept through the North and laid waste to all in their path. A powerful force of ores reinforced by evil mercenary wizards attacked Wave Echo Cave to seize its riches and magic treasures. Human wizards fought alongside their dwarf and gnome allies to defend the Forge of Spells, and the ensuing spell battle destroyed much of the cavern.

Few survived the cave-ins and tremors, and the location of Wave Echo Cave was lost. For centuries, rumors of buried riches have attracted treasure seekers and opportunists to the area around Phandalin, but no one has ever succeeded in locating the lost mine. In recent years, people have resettled the area. Phandalin is now a rough-and-tumble frontier town. More important, the Rockseeker brothers— a trio of dwarves phandeover have discovered the entrance to Wave Echo Cave, and they intend to reopen the mines.

Unfortunately for the Rockseekers, they are not the only ones interested in Wave Echo Puandelver.

A mysterious villain known as the Black Spider controls a network of bandit gangs and goblin tribes in the area, and his agents have followed the Rockseekers to their prize. Now the Black Spider wants Wave Echo Cave for himself, and he is taking steps to make sure no one else knows where it is.

Overview Lost Mine of Phandelver is divided into four parts. They discover that the goblins who belong to the Cragmaw tribe have captured their dwarf friend Gundren Rockseeker and his escort, a human warrior named Sildar Hallwinter. They rescue Sildar and learn from him that Gundren and his brothers discovered a famous lost mine.

A number of interesting NPCs can also be found in Phandalin, laying the hooks for short adventures in part 3. The Redbrands try to run the characters out of town, so the characters return the favor and storm the Redbrand lair.

The clues the characters picked up in Phandalin can lead them to spy on a mysterious wizard at the ruins of Old Owl Well, seek the advice of a dangerous banshee, oust a band of ores lurking at Wyvern Tor, and investigate the ruins of the town of Thundertree.


Several of these leads point to Cragmaw Castle, which is the stronghold of King Grol, leader of the Cragmaw goblins.

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Here the characters discover that the Black Spider is a drow adventurer named Nezznar, and that the Cragmaw goblins work for him drow are elves who hail from a realm deep underground.

Nezznar the Black Spider is there with his loyal followers, exploring the mines and searching for the legendary Forge of Spells. The adventurers have the opportunity to avenge Gundren Rockseeker, to ensure the prosperity and security of Phandalin by clearing the rich mine of its monsters, and to put an end to the troublemaking of the Black Spider— if they can survive the dangers of the Lost Mine of Phandelver.

Adventure Hook You can let players invent their own reasons for visiting Phandalin, or you can use the following adventure hook. The backgrounds and secondary goals on the character sheets also provide characters with motivations for visiting Phandalin. Meet Me in Phandalin. The characters are in the city of Neverwinter when their dwarf patron and friend, Gundren Rockseeker, hires them to escort a wagon to Phandalin.

Gundren has gone ahead with a warrior, Sildar Hallwinter, to attend to business in the town while the characters follow with the supplies. The Forgotten Realms Just like a fantasy novel or movie, an adventure is set in a larger world.

In fact, the world can be anything that the DM and players can imagine. It could be a swords-and- sorcery setting at the dawn of civilization, where barbarians battle evil sorcerers, or a post-apocalyptic fantasy where elves and dwarves wield magic amid the wreckage of a technological civilization.

In the Realms, knights dare the crypts of the fallen dwarf kings of Delzoun, seeking glory and treasure. Clerics in the service of gods wield mace and spell, questing against the terrifying powers that threaten the land. Wizards plunder the ruins of the fallen Netherese empire, delving into secrets too dark for the light of day.

Dragons, giants, demons, and unimaginable abominations lurk in dungeons, caverns, ruined cities, and the vast wild places of the world. On the roads and rivers of the Realms travel minstrels and peddlers, merchants and guards, soldiers, sailors, and steel-hearted adventurers carrying tales of strange, glorious, faraway places.

Good maps and clear trails can take even an inexperienced youth with dreams of glory far across the oost. Thousands of restless would-be heroes from backcountry farmsteads and sleepy villages arrive in Neverwinter and the other great cities every year in search of wealth and renown.

Fell magic, deadly monsters, and cruel local rulers are all perils that you face when you travel in the Forgotten Pphandelver. The regional map shows just a tiny part of this vast world, in a region called the Sword Coast.

This is a region of adventure, where daring souls delve into the wreckage of ancient strongholds and explore ruins of long-lost cultures. Amid a wilderness of jagged, snow-capped peaks, alpine forests, lawlessness, and monsters, the coast holds the greatest bastions of civilization, including the coastal city of Neverwinter.

Roleplaying and Inspiration One of the things that you can do as the DM is reward players for roleplaying their characters well. Each of the characters included in this set has two personality traits one positive and one negativean ideal, a bond, and a flaw. These elements can make the character easier and more fun to roleplay.