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We played the final session of our Lost Mine of Phandelver campaign this weekend. It was a longer session than usual, which was devoted. 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. Lost Mine of Phandelver is an introductory adventure for 1st to 5th level characters included in the Dungeons.


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Beyond that, go with the flow. Preparation is key to handling what unpredictable insanity the party will end up doing.

Lost Mine of Phandelver | D&D 5th Edition Wikia | FANDOM powered by Wikia

Dungeon Masters purchasing this module can use it to run the adventure with very little prep, other than reading through the adventure in advance. The contents of the story are indexed and linked, where appropriate. The terrain came out when the combat began.

The undead minis represented two more bugbears; if a lost mines of phandelver mini was slain, I replaced the undead with the slain mini to make it work better.

The distinguishing feature of this combat were the cramped quarters everyone lost mines of phandelver fighting in. With spaces occupied by allies counting as difficult terrain, it was very difficult indeed for the party to get into the room; especially after the bugbears trapped them at the doorway.

The paladin was hit by a critical hit, which lost mines of phandelver a LOT of damage, and the cleric was hard-pressed to keep the paladin alive!


I made sure in later lost mines of phandelver that the corridors were wider. The next fight was in a split-level cave. I expected most of the combat to take place down below, anyway. That sent most of the ghouls scuttling off, and the adventurers were easily able to deal with lost mines of phandelver rest — although the paladin spent a turn paralysed!

My players grew to hate stirges. The book handles this very well so the DM never has to think about it.

Topic: D&D5e Postmortem – Lost Mines of Phandelver | UCL Science Fiction and Fantasy Society

So lost mines of phandelver is so well sorted for you. Everything is logical and well laid out, and the book is short enough that I read it twice before starting the campaign then only ever used it for the maps because it was that easy to remember everything.

As written, The Black Spider is boring.

Fortunately, the whole adventure still works well using him just as the connecting tissue between problems. As written there are two doppelgangers working for The Black Spider, but they just act as his messengers.

This is a waste.

Most of the NPCs are quite flat. It's specially hard if one player goes alone to check the horses. That said, goblins are dumb - so don't instantly target the party's Wizard or whoever is easier lost mines of phandelver kill.

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They are also lazy and hard to coordinate even lost mines of phandelver a leader, so by themselves they probably shouldn't be hitting the same target, while the players should be focus firing.

The main hardship from this fight is the surprise and hiding, once the goblins are spotted, 7 HP under a 15 AC is quick-to-die.

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All the encounters inside the cave can be done in a way that the players have the surprise attack.