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- Session 1 Recap
- Session 2 Recap
- Session 3 Recap
- Session 4 Recap
- Session 5 Recap
- Session 6 Recap
- Session 7 Recap
- Session 8 Recap
- Session 9 Recap
Our adventure, “The Lost Mine of Phandelver,” includes a rather powerful, and optional, foe – a young green dragon. Even a young dragon is a nearly insurmountable obstacle for a party of 3rd or 4th level heroes. I think that Wizards of the Coast felt compelled to include at least one dragon in their starter adventure, possibly as an example that some foes might just be too strong to tackle.
My players were not overly fond of having a super powerful enemy on the board, however. Since they’d left the cultists in Thundertree alive I devised a role-playing scene between the cultists, dragon, and players to try and make the encounter a bit more interesting (the adventure gives me nothing for the dragon other than a name).
To add some tense flavoring I had the cultists and dragon speak draconic, which only the party’s dragonborn could understand. I whispered the translations to him, and I grew worried that I was leaving everyone else out. They said they enjoyed the tension and were constantly “waiting for the bomb to drop.”
Kalinaar the paladin had his own speech alongside Favric, the cultist leader. The cultists had acted friendly and waved the PCs into the dragon’s tower, only to offer them as further reward to the dragon in exchange for his allegiance. I had both Favric and Kalinaar roll Persuasion checks, and Favric won. The cultists fled the building and the dragon attacked the PCs, starting with his devastating acid breath. Continue reading “D&D 5E – “Lost Mine of Phandelver” Session 10 Recap”