You are on page 1of 64
Ivtaopyerion... Running the Advent. Background Overview Adventure Hook The Forgotten Realms. Pagr 1: Gopiin ARROWS. Gobiin Ambush, Cragimaw Hideout Parr 2: PHANDALIN Encounters in Phandalin Important NPCs.. Towa Description. Redbrard Raifans. Redbraud Hideout, Panr 3: Tre Seroea’s Wee. ‘Triboar Trail Conyberty and Agatha’ Lair (1d Owl Watt cs Ruins of Thundertrec ‘Wyvern Tor Cragmaw Castle Part 4: WAVE ECHO CAVE sum ‘Character Level Experience Point Awards Wandering Monsters. General Features Koved Encounters nn Con AppENDIx A: Macic ITEMS. Using a Magio Tem. Trem Descriptions AppENDIXx B: MONSTERS Stalisties Monster Descriptions Ruzes Inpex INTRODUCTION This book is written for the Dungeon Master, It contains a complete DUNGEONS & DRAGONS adventure, a5 well fas descriptions for every creature and magic tem that appears in the adventuce. It also imiroduces the world of the Forgotten Realms, one of the game's most enduring settings, and it teaches you how to ron a D&D game. “The amaller book that accompanies this one (hereafter called “the rulebook") contains the rules you need t ‘aduslicate situations that arise during the adventure. RUNNING THE ADVENTURE Lost Mine of Phandelver is an adventure for four to five characters of Ist level, During the course ofthe adventure, tite characters will advance to Suh level. The adventure is seta short distance fram the city of Neverwinter in the Sword Coast region of the Forgotten Realms setting. The ‘Sword Coast is part of the North—a vast realm of free scitlements surrounded by wilderness and adventure. ‘You don't need to be a Forgotten Realms expert to run the adventure; everything you need to know about the setting is contained in this book Il this is your fest ime running a D&D adventure, read “The Dungeon Master” section; itwill help you better understand your role and responsibilities, The “Backyound” section tells you everything you need to know to set up the acventure. The “Overview” section describes how the adventure is expected to run und gives ‘you a broad sense af whar the player characters should be ‘Going at any given time. ‘THE DUNGEON MASTER The Dangeon Master (DM) has a special role in the Duneons & Deacons game The DM isa referee. When its not clear what ought 10 happen next, the DM decides how to apply the rules and keep the story going. ‘The DM isa narrator. The DM sets the pace of the story and presents the various challenges and encounters the players imist overcome. The DM is the players’ interface to the D&D world, as well as the one who reads and sometimes also writes) the adventure and describes what happens in response to the characters’ actions. ‘The DM plays monsters, The DM plays the monsters and villains the adventurers batele against, choosing their actions and rolling dice for their attacks, The DM also plays the part of all the other characters the players meet in the course oftheir adventures, like the prisoner in the {goblin lair or the innkeeper in town. ‘Who should be the DM for your gaming group? Whoever ‘wants to be! The person who has the most drive (o pull a group logether and start up a game often ends up being the DM by default, but that doesn't have to be the case. ‘Although the DM controls the monsters and villains in the adventure, the relationship between the players and the DM isn't adversarial. The DM's job isto challenge the characters with interesting encounters and tests, keep the game moving, and apply the rules fairly. TThe most important thing to remember aboat being 2 good DM is that the rules are a too! to help you have {good time, The rules aren't in charge. You're the DM— you're in charge of the game. Guide the play experience and the use of the rules so thal everybody has fun. Many players of DUNGEONS & Deacons find that being the DM is the best part of the game. With the information. §n this adventure, you'll be prepared to take on thatrole tor your group, Anh aa Ruuss ro GaMe By ‘As the Dungeon tester, you ore the nal authority hen it comes fo les questions o disputes during tre game. Hereare Somme guidelires to help you ab trate icsues as they come up ‘When in doubt, mate i up! i: batt to keen the ame moving than to get Bogged down nthe les Ws net competition. The DM ‘ant competing against the player charactor, Yaste thereto run the manstos, referee the ‘les, and keen the story moving Ws 8 shared story's :ha group's stony, sole the players “enlvinite the outcome through the ations of their ‘Grivacters.Dinieons & Deacons is about iragination and Coming together to tll a story 254 arous. Lette players Dattcigae nthe stort ling. ‘Be consistent Fyou decide that «roleworks a eartsin way in ‘one scion, make Sure it works thai way the next ret comes into play Make sure everyone is involved, Ensure every character has ‘.cranee to shine fsome players are reluctant te spesk wp, Femembe te ask them what thelr enaracters ate dng. ‘Be fair, Use your powers as Dungeon Master ony far god. ‘Treat the cules andthe players in a far and impart manner uy attention, Make Sure you lock sround the table ‘ccatiorslly to see f the perce f going well If everyone seers to be having fun, relax and keep gomng, the furs waning it might be tie fora brea, 01 you can ry to ven tings up. eT IMPROVISING ABILITY GHECKS ‘he adventure often tells you what ability checks characters might ry in a certain situation and the Difficulty Class (DO) of thase checks, Sometimes adventurers try things that rhe adventure can’t possibly anticipate. Irs up to you to decide whether their attempts are successful. [Fit seems like anyone sliould have an ‘easy time doing it, don't ask for an ability check; just ‘ell the player what happens. Likewise, ifthere’s no way anyone could accomplish the task, jus tell the plaverit Soesn't work. Otherwise, answer these three simple questions: + What kind of ability check? + How hard isi”? + What's the result? ‘Use the deseriptions ofthe ability scores and their ‘associated skills in the rulebook to help you decide what kind of ability check o use. Then determine how hard the task is s0 that you can set the DC for the check. The higher the DC, the more difficult the task. The easiest way ro seta DCis to decide whether the asks difficulty is easy, ‘moderate, or hard, and use these three DCs: + Easy (DC 10). An easy task requires a minimal level of competence of a modicum of hick to accomplish. + Moderate (DC 13). A moderate task requires a slightly higher level of competence to accomplish. A character ‘with a combination of natural aptitude and specialized training can accomplish a moderate task more often ahaa not. + Hard (DC 20), Hard tasks include any effort that is, beyond the capabilities of most people without aid or exceptional ability Even with aptitude and training, a character needs some amount of luck or a lot ot spe alized training to pull ofa hard task. ‘The outcome of a successful check is usually easy to determines the character succeeds at whatever he or she ‘sel out to accomplish, within reason. T's usually equally easy to gute out what happens when a character fails a check: the chasaeter simply doesa't succeed. GLossary ‘The adventure uses terms that might be unfamiliar to you. [A few of these terms are described here. For descriptions of rules specitie terms, see the rulebook, Characters. This term refers tothe adventurers sun by the players. They are the protagonists in any D&D. adventure. A group of earacters or adventurers is, called a party Nonplayer Characters (NPCs). This term refers (© characters run by the DM, How an NPC behaves is. dietated by the adventure and by the DM. Boxed Text. At various places, the adventure presents, descriptive text thas meant to be read or paraphrase! aloud to players. This readaloud text is offsct in boxes, ‘Boxed text is most commonly used to describe rooms or ‘present its of seripted dialogue Stat Block. Any monster o NPC thats tikely tobe jnivolved in combat requites game statistics Go that the DM ean ruin it effectively, These statistics are presented in a format called a sfatistics block, or stat block. You'l find the: stat locks needed for this adventure in appendix B. ‘Teaday. In the Forgotten Realms, a week is ten days Jong and called a zenday. Each month consists of three tendays- thirty days total. Macic IreMs nD MonsTers Whenever the text refers to «magic item, ts nae prescated in falc type. Por a deacrotion ofthe hes and its magical properties, ce appendix A. ‘Similarly, whenever the adventure text presents a creature's name in bold type, that'sa visual eve directing ‘you to the creature's game statistics in appendix B. ABBREVIATIO! “The following abbreviations are used in this adventure. LC = Dificulty Claes ap— gold ieee(s) sp~silerpiece(3) 2 copper plecets) BACKGROUND Move than five hundred years ago, clans pf dwarves and gnomes made an apreenient known as the Phandeleers Pact, by which (hey would share a rich mine in a wondrous éavern known as Wave Echo Cave. In addition o its ‘mineral wealth the mine contained great magical power. Human speensters allied themselves with te dwarves and gnomes to channel and bind that eneray into a great forge (called the Forge of Spells), where magic items could be crafted. Times were good, and the neazby bumas town of Phandalin (pronounced fazrdutslin) prospered as wel. But then disaster struck when orcs awept through the ‘North and lai waste tall in their path ‘A powerful force of ores reinforced by ell mercenary wizards attacked Wave Echo Cave to seize its ices and thaiic treasures, Human wizards fought alongside their twat and anome ales to defend the Forge of Spells and the ensuing spell battle destroyed much ofthe eavers Few survived the cavesins and tremors and the location of Wave Echo Cave was ost For cenlusies, rumors of buried riches have attracted treasure sockers and opportuatsts to the area around Phandalin, bt no one has ever sueceesid in locating the lost mine. In recent years, people have resettled the area Phundain is now a rough and-tumble frontier town. More Important, the Rockseeker broters—a trio of dwarves — have discovered the entrance to Wave Echo Cave, and they imend to reopen the wines. Unfortunately for the Rockseekers, they are not the only ‘ones interested in Wave Echo Cave. A uysterious villain ‘known as the Black Spider controls a nerwork of bandit ange and goblin ribes in the area, and his agents have followed the Rockseekers 1 their prize. Now the Black Spider wants Wave Echo Cave for hirasel, nde is taking sleps to make suze no oue else knows where itis. OVERVIEW Lost Mine of Phandelver's divided into four parts. In part 41, *Goblin Arcows,” the adventurers are on the road to the town of Phandalin when they stumble into a goblin ambush. They discover that the goblins (who belong to che (Cragmave tribe) have captured their dwarf fiend Guncren FRocksecker and his esvort,a human warrior named Sildar Hallwinter: The characters must deal with the ambushers and then follow their trail buck to the goblins’ hideout. ‘They rescue Sildar and leara from him that Gundren ‘and his brothers discovered a famous fost sine. Sildar knows only that Gundren and his map have been taken somewhere called *Cragmaw Castle: In part 2, “Phandlalin,” the charactors arrive in Phandalin to fad it tesvorized by the Redband: XP experience points p= platinum piece(e) ep elecirum piscols) pang

You might also like