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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They rescue Sildar and learn from him that Gundren and his brothers discovered a famous lost mine. The south one is rigged to collapse when a creature weighing more than 50 pounds moves across it.

When the characters find the camp, read the following: He is a goblin, after all. This modest inn has six rooms for rent Sildar Hallwinter takes one. Steep Passage From this point on, characters without darkvision will need light to see their surroundings. Any creature that walks over or through the rubble without avoiding the tripwire triggers a cave-in of wooden beams and heavy stones.

Developments If Klarg is warned by the goblins in area 7 that the hideout is under attack, he and his wolf hide behind stalagmites while the goblins take cover behind the piles of supplies, hoping to ambush the characters when they enter the cave.

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Lost Mine of Phandelver

The characters ohandelver not required to visit all the locations in this section. Fifty yards away, a cave mouth opens up at the bottom of a ravine. By the time they get there, they usually have used some of their resources due to numerous previous combats. Lord Albrek, My spies in Neverwinter tell me that strangers are due to arrive in Phandalin.


The ruins are currently occupied by a mage who is busy exploring the site in the hope of gleaning arcane lore left behind by its builders. The goblins know the location of Cragmaw Castle and can provide directions if they are captured and threatened.

This barracks contains four roughly built wooden bunks, with heaped-up blankets and dirty dishes scattered about.

Phandelvsr carries the axe feels uneasy whenever he or she travels through a forest. The cultists wear black cloaks cut to resemble dragon wings, and black leather masks with stylized dragon horns.

Venomfang phanddelver not want to give up such a promising lair, but if the characters reduce the pf to half its hit points, it climbs to the top of the tower and flies off to loost another day.

Her answer is truthful, and it is all the information Sister Garaele needs for the Harpers to resume their search. In the wake of the natural disaster, a plague of strange zombies swept over the area, killing or driving off those who survived the eruption. Multiply that value by the number of creatures encountered, then divide the total equally among the characters.

The doors can also be wrenched open by brute force with a successful DC 22 Strength check. Abbreviations The following abbreviations are used in this adventure. On the east side of town, the lane opens up to form a small square.

Old Smithy This smithy was abandoned long ago. Roleplaying the Cultists The cultists are not interested in fighting anyone and prefer to be left alone. Barthen pays the agreed amount 10 gp to each character and takes possession of the wagon and its supplies.


The dice are loaded, and the ruffian to which they belong is naturally winning. In addition to the Common tongue, these cultists speak Draconic. If your group is new, be aware that many encounters are deadly to characters of the suggested level.

Goblin Blind When the characters cross to the east side of the stream, they can see around the screening thickets to area 2. Otherwise, the character must succeed on a DC 15 Wisdom Perception check to spot the hidden pit.

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Treasure In the main room, Favric has a small coffer containing tribute for the green dragon: They all wear grimy scarlet cloaks, their sullen stares fixed on you as you approach. Only the ground floor is still sound enough to be habitable. Dragon Cultists A group calling itself the Cult of the Dragon seeks to forge alliances with powerful dragons of the Sword Coast.

A character who succeeds on a DC 15 Intelligence History check recognizes the sword and recalls this lore. This small farmhouse appears to be just another empty home at first glance. Spending a little time in the common room and chatting up the townspeople can provide the characters with a number of good leads to explore in and around town. These are worth 25 gp each to an apothecary or alchemist.

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