D&D 5E – “Lost Mine of Phandelver” Session 10 Recap

The party battles a dragon and survives, then travels across the Neverwinter Wood to speak with an Elvish banshee.

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Watch our sessions live on my YouTube channel every Sunday night beginning at 9:30pm Central. Subscribe and catch up on previous episodes!

Dragon fight!

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”

D&D 5E – “Lost Mine of Phandelver” Session 8 Recap

The party cleaves a path through the Western half of Thundertree’s denizens of blights, zombies, and giant spiders.

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Time for another session of pure hack and slashery! The dungeons included in “Lost Mine of Phandelver” are lengthy enough that they often take us two to three sessions to get through (our sessions are aprox. 2-3 hours). It was no different here as the party took out the entire Western half of Thundertree – four combat encounters.

We had yet to explore the concept of an outdoor dungeon, so Thundertree was a fun change of place. It’s a bit trickier from a DM point of view, however, as the PCs have more freedom of movement. I am also still new to using Dynamic Lighting in Roll20, being a recent subscriber. I ended up using a combination of Dynamic Lighting with buildings and trees along with Fog of War to hide areas in the distance until the party got closer.

It worked pretty well, and my players delighted at being able to suss out line of sight by themselves, as well as communicating to each other number of foes inside a building.

The party trekked North, following the Locate Plants spell cast by Reidoth. The druid had tasked them with cleansing Thundertree of its zombie and plant life in a single day while he cast a ritual. I managed an extraordinary stealth check on the half dozen Twig Blights hiding in some ruined cottages, despite Kalinaar rolling 20 (non-crit) for Perception. I got off lots of furious little swipes in my surprise round, then was quickly cut down by a barrage of blows from the PCs. By the time it was my turn again, I had only a single Blight left. Having hordes of little guys is a neat change of pace and has the sinister side effect of making my players a bit too cocky. Continue reading “D&D 5E – “Lost Mine of Phandelver” Session 8 Recap”

D&D 5E – “Lost Mine of Phandelver” Session 7 Recap

We reach 3rd level and travel North to the haunted ruins of Thundertree.

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Watch our sessions live on my YouTube channel every Sunday night beginning at 9:30pm Central. Subscribe and catch up on previous episodes!

My players were all very organized this week, and did the brunt of the level up work before we got together for our Sunday evening session. All we had to do was roll for Hit Points and go over any and all new abilities. Level three grants an advanced path for most Player Characters. It’s a cool difference in fifth edition that helps cut down on the insane amount of multi-classing that took place in previous editions. For example, a rogue can become an Arcane Trickster, letting them earn some magic spells without having to multiclass as a wizard or sorcerer.

Kalinaar became an Oath of Vengeance Paladin (continuing with the Judge Dredd concept), Miri learned the Path of the Elements to gain some powerful new attacks, and Kethra took the aforementioned Arcane Trickster specialty to gain some magic versatility. Oh and Talus got access to level two spells.

This was an interesting session. For the first time since the PCs were ambushed by goblins, they’re given a choice of where to go and what to do. Technically they could’ve done this upon reaching Phandalin (thus skipping the Redbrand Hideout), but they correctly decided to help the town out of its primary problem before tackling on the myriad of quests they received from the townsfolk. I’m glad they did, as the Redbrand Hideout is definitively designed to be a balanced level two dungeon, while these other areas are definitely made for level three PCs. Continue reading “D&D 5E – “Lost Mine of Phandelver” Session 7 Recap”