D&D 5E “Storm King’s Thunder” Session 19 Recap

We reach level 6 and journey south along the Long Road to find Triboar devastated from a recent Giant attack.

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Previously on “Storm King’s Thunder”

We were tired, hungry, and in T.I.M.’s case, severely wounded when we emerged from the caves of the Zhentarim outpost.

We had cleared the entire outpost. The final attack from a venomous giant spider had humbled our elated mood. T.I.M. showed no pain, despite his nasty limp from the spider’s venom.

We were in no mood when we found the gates of Xantharl’s Keep closed. Bryseis knocked on the door and a voice rang out, “Go away interlopers, we know what you did!”

“Damn it,” I muttered. 

“I told you we shouldn’t have let some go,” Bryseis glared at us, her demonic eyes burning with annoyance. “We should’ve killed them all.”

She turned her attention to the gruff voice beyond the gate. “What is it you think we did?” she snarled.

“Alicia told us – you killed all the Zhentarim. They were our lifeblood, you’ve doomed us! Go away!”

“We freed you from the Zhentarim,” I replied, wearily.

“You think you’re heroes, but a lot of those folks lived here. They had families! You’re not welcome here.”

“To hell with this town,” I sighed. But I thought of Millie, the undercover Harper agent who had helped give us some information.

Bryseis brazenly called out to the guard that we needed to speak to the barmaid. It felt horribly suspicious to me, but money greased the palms of the guard and he went to fetch her.

Millie emerged several moments later and we told her everything, about Xelan’s death, the ledger that revealed all their payments and book keeping, and the letter that revealed the Weevil’s next stop – Neverwinter. She was grateful for the assistance, agreeing to ride north to try and uncover more of the Neverwinter hideout.

We had other plans. The Giant attacks weren’t about to stop so we could follow the damn Weevil all over the country. We saddled the horses and turned south, riding a few miserable miles before collapsing into our tents for some much needed rest. A long road lay ahead of us.
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Roll20 Review: Lost Mine of Phandelver

Welcome to another Roll20 Review, my written and video series in which I review the paid modules available for sale at Roll20. A review copy of the module was provided.

Dungeons & Dragons Fifth Edition does a lot of things really well. The easiest to highlight is the Starter Kit intro adventure, “Lost Mine of Phandelver,” first published in 2014.

LMoP does an excellent job introducing newcomers to D&D while still providing a memorable and fun adventure full of exotic creatures, locations, and twists. It’s correctly hailed as one of Wizard of the Coasts’ best ever starter adventures.

When Roll20 acquired the license to create official D&D 5E modules, adapting the “Lost Mine of Phandelver” was a no-brainer. The adventure includes some annoying challenges to overcome, particularly as it was originally released before basic 5E content we now take for granted, such as the Player’s Handbook and Monster Manual.

The Roll20 module fixes most of these issues while providing as streamlined a process as possible to jumping into your first D&D adventure with a virtual tabletop.

Continue reading “Roll20 Review: Lost Mine of Phandelver”