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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
- Session 10 Recap
- Session 11 Recap
- Session 12 Recap
- Session 13 Recap
- Session 14 Recap
What happens when the players get ahead of the DM’s preparations? Panic and chaos, mostly.
I’d gotten far enough ahead in prepping “The Lost Mine of Phandelver that I hadn’t had to do any major work in weeks. By ‘major work’ I mean building out the maps in Roll20, finding pics, creating tokens, creating character sheets, etc.
Every week I do about an hour of prep work. This mostly consists of notes to myself regarding the specific section of the adventure we’re in. I like to write out longer dialogue sessions so I don’t have to “um” and “uh” may way through ad-libbing, for example.
Unfortunately due to the general busyness of the holiday season, our sessions finally caught up to me. At the last minute we decided to move our normal Sunday session up a day earlier, and I spent a good chunk of the day making the titular mine – the final area of the adventure.
Wave Echo Cave is a mega-dungeon, a large area with over a dozen rooms with various creatures, loot, and other treasures and dangers. Thankfully I’d already found and downloaded some great-looking battlemaps that someone had created, and had spent the painstaking time to line them up to Roll20’s grid. I still had to get all the tokens placed, roll hit points, set up dynamic lighting, and create a few new character sheets for unique NPCs.
Since the dungeon is a bit open-ended, I felt like I had to do the whole thing just in case. I got about 90% finished and called it good enough. And of course, my players (newly leveled up to 4) stumbled on that last damn 10%. Continue reading “D&D 5E – “Lost Mine of Phandelver” Session 15 Recap”