Lost Mine of Phandelver is an adventure for four to five characters of 1st level. During the course of the adventure, the characters will advance to 5th level. Starter Set - Lost Mine of Phandelver - Download as PDF File .pdf) or read online. 5th Edition D&D. Hello, folks! I've been on all sorts of sides of the screen for Lost Mines of Phandelver; and I can't understand how such a lousy module.
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Mar 7, [PDF] D&D 5e - Lost Mine of kipentoriber.tk - Free Download PDF. Running the Adventure Lost Mine of Phandelver is an adventure for four to five characters of 1st level. During the course of the adventure, the characters will. Bookmark Lost Mine of Phandelver ().pdfApr M. Bookmark Lost Mine of Phandelver kipentoriber.tk M. Bookmark Lost Mine.
If he sees that the characters are getting the upper hand, he grabs Sildar and drags him over to the edge of the upper level. Yeemik wants to oust Klarg and become the new boss. If the characters take the deal, Yeemik tries to force them to pay a rich ransom for Sildar even after they complete their part of the bargain. Sildar takes ld6 bludgeoning damage from the fall, which is enough to drop him to 0 hit points.
Roleplaying Sildar Sildar Hallwinter is a kindhearted human male of nearly fifty years who holds a place of honor in the famous griffon cavalry of the great city of Waterdeep. Members of the order ensure the safety of cities and other settlements by proactively eliminating threats by any means, while bringing honor and glory to their leaders and homelands. Sildar met Gundren Rockseeker in Neverwinter and agreed to accompany him back to Phandalin. Sildar hopes to learn what happened to Iarno, assist Gundren in reopening the old mine, and help restore Phandalin to a civilized center of wealth and prosperity.
Sildar provides the characters with four pieces of useful information: Sildar heard from the goblins that the Black Spider sent word that the dwarf was to be brought to him. Sildar believes that Klarg sent the map and the dwarf to the chief of the Cragmaws at a place called Cragmaw Castle.
The wizard traveled to the town two months ago to establish order there. He offers to pay the party 50 gp to provide escort. Although he has no money on him, Sildar can secure a loan to pay the characters within a day after arriving in Phandalin. Developments If he is rescued and healed, Sildar Hallwinter remains with the party but is anxious to reach Phandalin as quickly as possible.
Treasure Yeemik carries a pouch containing three gold teeth 1 gp each and 15 sp. Here are some tips to help you run an NPC party member: They are the protagonists of the adventure. Also, look for things that the NPC can do besides fighting. For example, an NPC might stabilize a dying character, guard a prisoner, or help barricade a door. The characters receive less XP as a consequence. Consequently, an NPC should remain with the party only as long as doing so makes sense for those goals.
This cavern is half filled with two large pools of water. A narrow waterfall high in the eastern wall feeds the pool, which drains out the western end of the chamber to form the stream that flows out of the cave mouth below. Low fieldstone walls serve as dams holding the water in. A wide exit stands to the south, while two smaller passages lead west.
The sound of the waterfall echoes through the cavern, making it difficult to hear. Three goblins guard this cave. If the goblin in area 5 spotted the characters and warned the goblins here, they are ready for trouble. Therefore, as soon as a fight breaks out here, one goblin flees to area 8 to warn Klarg. The goblins built simple dams to control the flow of water through the heart of the complex. If the goblin sentry in area 5 has called for the goblins here to release a flood, one or both of the pools are mostly empty and the stream is flowing unimpeded.
Sacks and crates of looted provisions are piled up in the south end of this large cave. To the west, the floor slopes toward a narrow opening that descends into darkness.
A larger opening leads north down a set of natural stone steps, the roar of falling water echoing from beyond. In the middle of the cavern, the coals of a large fire smolder. Klarg the bugbear shares this cave with his mangy pet wolf.
Ripper, and two goblins. The bugbear is filled with delusions of grandeur and views himself as a mighty warlord just beginning his career of conquest. The goblins under his command resent his bullying. Fire Pit. The hot coals in the central fire pit deal 1 fire damage to any creature that enters the fire pit, or ld6 fire damage to any creature that falls prone there.
A creature can take each type of damage only once per round. Natural Chimney. A niche in the western wall forms the top of a shaft that descends 30 feet to area 3. See that area for information on climbing the natural chimney. The piles of sacks and crates can provide half cover to any creature fighting or hiding behind them. Most are marked with the image of a blue lion— the symbol of the Lionshield Coster, a merchant company with a warehouse and trading post in Phandalin.
Any character who searches the supplies finds the chest. Developments If Klarg is warned by the goblins in area 7 that the hideout is under attack, he and his wolf hide behind stalagmites while the goblins take cover behind the piles of supplies, hoping to ambush the characters when they enter the cave.
If Klarg and company are not warned about possible attackers, the characters have a good chance to surprise them. The easiest way for the characters to achieve this is to climb the chimney from area 3, since Klarg does not expect an attack from that direction.
If the wolf is killed, the bugbear attempts to climb down the chimney to area 3 and flee the cave complex. Treasure The captured stores are bulky, and the characters will need a wagon to transport them.
In addition to the stolen provisions, Klarg has a treasure chest that contains cp, sp, two potions of healing, and a jade statuette of a frog with tiny golden orbs for eyes 40 gp. The frog statuette is small enough to fit in a pocket or pouch. The next stage of the adventure takes place in Phandalin. The adventurers should have plenty of reasons to visit the town: Awarding Experience Points Exploring the Cragmaw hideout and defeating Klarg and his allies completes a story milestone.
Award each character XP. This should provide enough XP for the characters to attain 2nd level. Level advancement rules for characters are provided on loose sheets included in this set. Hand these sheets to the players, and allow them to advance their characters to 2nd level before continuing the adventure.
Starter Set - Lost Mine of Phandelver
The characters will earn experience points based on the monsters and traps they overcome, the NPCs they interact with, and the goals they accomplish. If the adventurers come up with a nonviolent way to neutralize the threat that a monster poses, award them experience points as if they had defeated it.
However, the same ore horde that sacked the mines at Wave Echo Cave laid waste to the settlement, and Phandalin was abandoned for centuries. In the last three or four years, hardy settlers from the cities of Neverwinter and Waterdeep have begun the hard work of reclaiming the ruins of Phandalin. A bustling frontier settlement has grown up on the site of the old town, and is home now to farmers, woodcutters, fur traders, and prospectors drawn by stories of gold and platinum in the foothills of the Sword Mountains.
Unfortunately, more than a few bandits and brigands have settled here as well, taking advantage of the fact that the area has no local lord or authority to chase them off. A gang known as the Redbrands has controlled Phandalin for the past two months, extorting and bullying everyone in town. The gang is led by a mysterious figure known to the townsfolk as Glasstaff.
When the characters first arrive in Phandalin, read: The rutted track emerges from a wooded hillside, and you catch your first glimpse of Phandalin.
The town consists of forty or fifty simple log buildings, some built on old fieldstone foundations. More old ruins — crumbling stone walls covered in ivy and briars — surround the newer houses and shops, showing how this must have been a much larger town in centuries past. Most of the newer buildings are set on the sides of the cart track, which widens into a muddy main street of sorts as it climbs toward a ruined manor house on a hillside at the east side of town.
As you approach, you see children playing on the town green and townsfolk tending to chores or running errands at shops. Many people look up as you approach, but all return to their business as you go by. If Sildar Hallwinter is with the party, add: Sildar seems much more at ease. During this part of the adventure, the characters can visit the various locations in Phandalin and talk to the NPCs there.
The town is small enough that it takes only a few minutes to stroll from one end to the other. Some locales the characters should visit include the following: If the characters retrieved the stolen goods from the Cragmaw hideout, they might want to return them to the rightful owner.
If the characters have Sildar Hallwinter with them, the knight suggests heading for this inn to find lodgings. If the characters are otherwise looking for a place to eat and sleep, they discover that the Stonehill appears to be the best available option. Your goal is to present several scenes in which the adventurers walk into a store or saloon and meet the people there.
By interacting with these NPCs, the adventurers learn what the NPCs need or what information they want to share, then can move on to the next location.
These scenes are a series of roleplaying encounters that take place over the course of a couple of days of game time. To begin, ask the players where they want to go and what they want to do in town. Where do you want to go? By visiting the inn, the characters learn what other places they should visit. Sooner or later, the adventurers run into the thugs who run Phandalin. All you need to do is choose when the ruffians appear.
After the characters have had a chance to visit several locations in town and talk to the townsfolk, they might decide to go looking for the Redbrands. Alternatively, if the characters are reluctant to seek out the ruffians, the Redbrands can come looking for them at a time of your choosing.
Finding Cragmaw Castle. The characters might want to seek out Cragmaw Castle to find and rescue Gundren Rockseeker. Most of the townsfolk are preoccupied with the Redbrands. Qelline Alderleaf, Sildar Hallwinter, and Halia Thornton can offer suggestions on how the party might find someone who knows the location. Imagine how they might react to the characters, and strive to be realistic. Scowl, smile, snarl, flutter your eyelashes, pout, cross your eyes, rub your hands together— what- ever it takes to make your NPCs come to life.
Borrow distinctive speech patterns from real life, movies, and television. Adjust the volume as appropriate. An NPC can be loud, soft-spoken, or something in between.
Let the players steer the inter- actions with the NPCs. The characters have no reason to fight ordinary wr. Hence, no game statistics are provided for them.
If statistics become necessary, use the commoner sta: Town Description Phandalin is small, so the characters can visit multiple locations and NPCs throughout a given day.
The following sections detail specific locations in town. Stonehill Inn In the center of town stands a large, newly built roadhouse of fieldstone and rough-hewn timbers. The common room is filled with locals nursing mugs of ale or cider, all of them eyeing you with curiosity. This modest inn has six rooms for rent Sildar Hallwinter takes one. The proprietor is a short, friendly young human male named Toblen Stonehill.
Toblen is a native of the town of Triboar to the east. He came to Phandalin to prospect, but soon realized that he knew a lot more about running an inn than he did about mining. The new town offered a good opportunity to become established. Toblen is upset that the Redbrands have been allowed to terrorize the town, and that Harbin Wester, the townmaster, has done nothing to curtail them.
However, he tries not to stir up trouble for fear that the Redbrands might retaliate against his wife and children. Spending a little time in the common room and chatting up the townspeople can provide the characters with a number of good leads to explore in and around town.
NPCs present in the Stonehill Inn and the rumors they pass on include: The townmaster is looking for someone to run them off. The ruffians murdered him. Several townsfolk saw it happen. The Redbrands grabbed his body, and now his wife, daughter, and son have gone missing too. These leads should point the characters toward opportunities for adventure in and around Phandalin. In addition, any NPC at the inn can tell the characters that the Redbrands frequent the Sleeping Giant tap house at the east end of town— and that the ruffians are trouble.
Its shelves stock most ordinary goods and supplies, including backpacks, bedrolls, rope, and rations. The place is open from sunup to sundown. Characters in need of weapons or armor are directed to the Lionshield Coster see that section. The proprietor is Elmar Barthen, a lean and balding human male shopkeeper of fifty years with a kindly manner.
Delivering the Supplies. Barthen pays the agreed amount 10 gp to each character and takes possession of the wagon and its supplies.
Barthen also mentions that two more Rockseeker brothers, Nundro and Tharden, are camped somewhere outside town. Barthen f s News.
If the characters seem of a mind to do something about it, he tells them that the Redbrands frequent the Sleeping Giant tap house. Edermath Orchard Daran Edermath is a retired adventurer who lives in a tidy little cottage beside an apple orchard.
A fit, silver- haired half-elf well over a hundred years old, Daran is a fighter who served as a marshal and herald for many years in the lands of the Dragon Coast, far to the southeast.
Upon retiring, he returned to the Neverwinter region, his original home. Daran is a member of the Order of the Gauntlet, a devout and vigilant group that seeks to protect others from the depredations of evildoers. The order is always vigilant, ready to smite evil, enforce justice, and enact retribution against any who try to subjugate or harm others. Though he is no longer active in the order, he keeps an eye on happenings around Phandalin.
He is happy to trade news with fellow adventurers, especially those who appear to hold to these virtues. Daran is concerned about the Redbrands, and he would like to see a group of adventurers teach the ruffians a lesson.
Daran knows the Redbrands hang around the Sleeping Giant tap house, but he can also tell the characters that the main Redbrand safe house lies under Tresendar Manor, the ruin at the east edge of town. Old Owl Trouble. Daran has heard stories from prospectors in the hills northeast of Phandalin that someone is digging around in the ruins known as Old Owl Well. More disturbingly, several prospectors have reported being chased from the area by undead.
Daran knows that the ruins are an old watchtower of an ancient magical empire known as Netheril, and he worries that dangerous magic might be dormant there.
Joining the Order of the Gauntlet If the party deals with the Redbrands and investigates Old Owl Well, Daran Edermath privately approaches certain members of the group to urge them to join the Order of the Gauntlet. He speaks with those who exemplify the virtues of the order, such as honor and vigilance.
If a character agrees, Daran awards the person the title of Chevall. Lionshield Coster Hanging above the front door of this modest trading post is a sign shaped like a wooden shield with a blue lion painted on it. This building is owned by the Lionshields, a merchant company based in the city of Yartar, over a hundred miles to the east. They ship finished goods to Phandalin and other small settlements throughout the region, but this outpost has been hard hit by banditry.
The most recent Lionshield caravan due in Phandalin never arrived. It was attacked and its cargo captured by the Cragmaw goblins. PART 2: O'- '.. Town i Green Lineric s. Woodworker i KV In a back room, Linene keeps a supply of armor and weapons, all of which are for sale to interested downloaders.
Among those with whom she refuses to do business are the Redbrands. She warns the characters that the ruffians are trouble and advises them to avoid the Sleeping Giant tap house. Recovered Goods. If the characters return the stolen goods found in area 8 of the Cragmaw hideout or if they left the goods but reveal where they can be found , Linene gives them a reward of 50 gp and promises to help the adventurers any way she can.
In the absence of any local lord or authority, the exchange also serves as an unofficial records office, registering claims to various streams and excavations around the area. The exchange is a great place to meet people who spend a lot of time out and about in the countryside surrounding Phandalin.
The guildmaster is an ambitious and calculating human woman named Halia Thornton. She is also an agent of the Zhentarim, a powerful organization that seeks to exert secret control over the North through wealth and influence. She suggests the goblin might know the location. She leverages this information to try to persuade the characters into helping her deal with the Redbrands. If approached by characters she believes she can control, Halia explains that the Redbrands are a problem.
She tells how the ruffians loiter around the Sleeping Giant tap house and have a base under Tresendar Manor, on the east edge of town. A DC 1 5 Wisdom Insight check indicates she has ulterior motives for wanting the Redbrand leader dead. Joining the Zhentarim If the party disposes of the Redbrand leader, Halia Thornton approaches certain members of the group to urge them to join the Zhentarim. Even if the party wipes out the Redbrand gang, Halia might still extend the offer in an effort to gain friends and spies within the party.
If a character agrees, Halia gives the individual the title of Fang. Alderleaf Farm A wise female halfling of forty-five, Qelline Alderleaf is a pragmatic farmer who seems to know everything that goes on in town. He is enchanted by the idea of being an adventurer and says that he was playing in the woods near Tresendar Manor when he found a secret tunnel in a thicket. Carp thinks that the bandits have a secret lair under the old manor house.
He can take the characters to the tunnel or provide them with directions to the location. The tunnel leads to area 8 in the Redbrand hideout.
Reidoth the Druid. Qelline is a longtime friend of a druid named Reidoth. The ruins are about fifty miles northwest of Phandalin, and she provides directions so the characters can easily find the place. It is dedicated to Tymora, goddess of luck and good fortune. The shrine is in the care of a scholarly acolyte named Sister Garaele, a zealous young elf who despairs of ever ridding Phandalin of the Redbrands.
Sister Garaele is a member of the Harpers, a scattered network of adventurers and spies who advocate equality and covertly oppose the abuse of power. The Harpers gather information throughout the land to thwart tyrants and any leader, government, or group that grows too strong.
They aid the weak, the poor, and the oppressed. Sister Garaele regularly reports to her superiors on events in and around Phandalin.
They wanted her to persuade a banshee named Agatha to answer a question about a spellbook. Garaele sought out Agatha in her lair, but the creature did not appear for her. Garaele desires an intermediary to bring Agatha a suitable gift, a jeweled silver comb, and persuade the creature to tell what she knows about the location of a spellbook belonging to a legendary mage named Bowgentle.
She offers the quest to the characters and offers them three potions of healing as payment for their efforts. She speaks with those who exemplify the virtues of the network and possess a desire to enact positive change through information and secrecy. If a character agrees, Sister Garaele awards the individual the title of Watcher. It is frequented by Redbrand thugs and operated by a surly female dwarf named Grista.
Posted on a board next to the front door is a notice written in Common. It reads: Those of a mind to face the ore menace should inquire within. Phandalin has no functioning government, but the townsfolk elect someone to serve as townmaster each year. The townmaster serves as a judge in minor disputes and keeps any records that need to be kept. The current townmaster is a male human banker named Harbin Wester— a fat, pompous old fool.
The jail consists of two cells, and Harbin carries keys to the cell doors. Ore Trouble. Harbin is looking for someone to head east on the Triboar Trail, where travelers have reported trouble with a band of ores near Wyvern Tor.
He offers gp to any group that can take care of the problem. As such, he wants to find the lost mine of Wave Echo Cave and help the Rockseeker brothers put it back into production, believing that bringing prosperity to the region will help civilize the town.
Sildar also encourages the characters to keep up the pressure on the Cragmaw goblins. Finding Iarno. The Redbrands call him that because he carries a glass staff. Once he learns the truth about Iarno, Sildar expresses a desire to have the wizard captured and transported to Neverwinter to face the judgment of a higher authority. He speaks with those who exemplify a desire for the security of civilization through action. If a character agrees, Sildar Hallwinter awards the individual the title of Cloak.
Tresendar Manor More a castle than a house, Tresendar Manor stands at the east edge of town on a low hillside amid woods and thickets. The ancient manor has long been abandoned, but its cellars have been converted into a Redbrand stronghold. If the characters investigate this place, they find the entrance to the Redbrand hideout. This can happen in a number of different ways: Run this encounter as the characters are leaving one of the locations in the town.
Starter Set - Lost Mine of Phandelver
Confrontation If the characters confront the Redbrands at the Sleeping Giant, read: The Sleeping Giant is a ramshackle taproom at the east end of town. Four human ruffians linger on the covered porch, perched on empty ale barrels or leaning against the wall.
They all wear grimy scarlet cloaks, their sullen stares fixed on you as you approach. One of the thugs spits on the ground. What do you want, puppies? Come here to bark at us? As you head back into the street, you see four armed ruffians waiting for you.
All of them are humans wearing grimy red cloaks, their hands on their weapons as they watch you. One of the ruffians spits on the ground.
Give us your stuff, and be on your way. The group consists of four Redbrand ruffians. If three of them are defeated, the last one flees toward Tresendar Manor. Developments Redbrands who are captured or charmed by the characters can impart useful information. If the characters kill the ruffians, most members of the town are grateful. One exception is the townmaster, who fears Redbrand retaliation. Awarding Experience Points Divide XP equally among the characters if the party defeats the ruffians.
Do the Players Need Direction? The next time the characters return to Phandalin, make it clear that the Redbrands are causing even more trouble, and that they need to be dealt with.
Before the manor was ruined, its cellars served as safe storage for food and water in the event that the estate was attacked, while an adjoining crypt provided a resting place for the deceased members of the Tresendar family.
The Redbrands have since expanded the cellars to suit their own purposes, adding slave pens, workshops, and barracks. If the characters begin their search at Tresendar Manor, they enter the dungeon in area 1. If they instead follow Carp Alderleaf to the secret tunnel the lad found, they enter the dungeon by way of area 8.
General Features The hideout consists of well-built dungeon chambers with flagstone floors and walls of dressed stone blocks. The western end of the complex is lower than the eastern end, with stairs leading down as the characters explore. Passages and chambers are 10 feet high unless otherwise indicated. All doors are made of wood with iron handles, hinges, and built-in locks.
They are unlocked unless the text states otherwise. A door can also be broken down with a successful DC 20 Strength check. Secret Doors. Secret doors are made of stone and blend in with the surrounding walls. Spotting a secret door from a distance of no more than 10 feet without actively searching for it requires a passive Wisdom Perception score of 15 or higher, whereas a character who takes the time to search the wall can find the secret door with a successful DC 10 Wisdom Perception check.
Secret doors swing open on hidden iron hinges and are not locked. Most areas are brightly lit by oil lamps in wall sconces, refilled every few hours as needed.
What the Redbrands Know If the characters charm or successfully question any of the Redbrands, they can learn the location of their hideout under Tresendar Manor as well as the following useful information: The Black Spider has sent bugbears to reinforce the Redbrands and provide extra muscle see area 9. Cellar Any exploration of the manor grounds finds it deserted, but with plenty of tracks leading to a stone staircase just off the empty ruin of a large kitchen.
At the bottom of the stairs stands an unlocked door with a cellar beyond. When the characters open the door, read the following: The door opens onto a five-foot-wide landing fifteen feet above a large cellar, with stone steps descending to the floor in two short flights.
Another door stands beneath the stairs to the north. A large stone cistern occupies the western part of the room, whose walls are lined with kegs and barrels. This room appears to be a large storage cellar, exactly the sort of thing one might expect to find beneath an old manor.
The Redbrands want to keep their base of operations hidden, so other than the barrels filled with fresh provisions, nothing in this room gives away their presence. The barrels contain salted pork and beef, flour, sugar, apples, and ale. Moving barrels around to thoroughly search them is a noisy activity that attracts the attention of the Redbrands in area 2. This rectangular reservoir is clean and filled with cold, fresh water.
It is 10 feet deep with a rim 2 feet higher than the surrounding floor so that the bottom of the cistern is 8 feet below the floor. Drain pipes from the roof of the old manor above fill the cistern with water.
A waterproof satchel hangs from a submerged rope attached along the south wall of the cistern, about 2 feet below the surface of the water.
Secret Door. A secret door is located in the southwest corner of the room. Developments No monsters or villains are found in this area, but the ruffians in area 2 take notice if the characters make a lot of noise here.
If the ruffians fight in this area and two are defeated, the last ruffian might reveal the secret door by fleeing in that direction.
Documents Similar To Starter Set - Lost Mine of Phandelver
Treasure The satchel hidden in the cistern is waterproof and contains a potion of healing, a potion of invisibility, 50 gp, and a clean set of ordinary travel clothing. This is a getaway kit that larno keeps here in case of an emergency. This barracks is a good place to lie low after shaking down local miners and fur traders. Two double bunks stand against the wall near the door, while barrels and crates fill the southern half of the chamber.
Three Redbrand ruffians are resting in this room. If they hear a good deal of noise in area 1 including loud voices or barrels being rolled around , they prepare themselves for a fight and try to surprise intruders. The barrels here contain similar provisions to those in area 1. Treasure All three Redbrands wear belt pouches holding treasure.
The first holds 16 sp and 7 gp; the second, 12 sp and 5 gp; and the third, 15 ep and two garnets 10 gp each. Additionally, three dirty scarlet cloaks hang from the bunks. The Redbrands dug out the dirt beneath the stone floor, creating a hidden pit trap. Thick dust covers the flagstones of this somber hallway.
The walls are decorated with faux columns every ten feet, and the double doors at the west end of the hall are sheathed in copper plate, now green with age. A relief carving of a mournful angel graces the doors. The pit trap in the middle of the hallway is hidden under a false floor consisting of loose stone tiles laid atop breakaway timbers.
The tiles and timbers collapse under or more pounds of weight. A character searching the hall for traps can spot the covered pit with a successful DC 15 Wisdom Perception check. A successful check also reveals narrow ledges on the north and south sides of the pit.
A creature attempting to skirt around the pit using one of these ledges must succeed on a DC 10 Dexterity Acrobatics check. A creature that triggers the trap or fails the Dexterity check to skirt around the edge of the pit must attempt a DC 1 5 Dexterity saving throw to catch the edge. On a failed save, the creature falls 20 feet to the dirt floor of the pit, taking 2d6 bludgeoning damage and landing prone.
Awarding Experience Points Divide XP equally among the characters if the party avoids or survives the pit trap.
Tresendar Crypts The elders of the long-gone Tresendar family were once laid to rest in this mausoleum. Three large stone sarcophagi stand within this dusty crypt, and propped up against each sarcophagus is a human skeleton clad in bits of rusty mail.
False columns along the walls are carved in the image of spreading oak trees. The double doors in the southeast corner are sheathed in tarnished copper plate. The stone lid of each sarcophagus is carved to depict the person entombed within— two human males and one human female, all of noble bearing. Developments Fighting in this room alerts the Redbrands in area 5 that trouble is on the way. Treasure Amid the bones in each sarcophagus is a platinum signet ring 50 gp.
Awarding Experience Points Divide 1 50 XP equally among the characters if the party defeats the skeletons. Slave Pens For the past two months, the Redbrands have been capturing travelers in the area and holding them in these pens until they can be sold into slavery. This long room is partitioned into three areas, with iron bars walling off the north and south. Filthy straw lines the floors of those cells, the hinged doors of which are secured by chains and padlocks.
A pair of disheveled human women are held in the cell to the south, while a human boy is confined to the north. All are dressed in plain gray tunics and have iron collars fitted around their necks. A heap of discarded clothing is piled carelessly against the far wall.
If they hear fighting in area 5, they take up positions against the wall near the door, then try to surprise intruders. The captives are too intimidated to shout warnings or call for help. The heap of clothing belongs to the various captives who have been housed here over the last two months— at least a dozen people to judge by the size of the pile.
Cell Doors. The doors can also be wrenched open by brute force with a successful DC 22 Strength check. Captives The three human commoners imprisoned here are Mirna Dendrar and her two teenage children, thirteen-year-old Nars and eighteen-year-old Nilsa. His corpse can be found in area 8. That night, the gang returned and abducted the family from their home in Phandalin.
The gang plans to sell the family into slavery. Side Quest: Mima's Heirloom. Though her family has nothing to offer as a reward, Mirna tells the characters that she might know where a valuable heirloom is hidden. When she was a young girl, she and her family fled from the town of Thundertree after undead overran the place. Her family had an herb and alchemy shop, inside which a case containing an emerald necklace was hidden beneath a section of storage shelves.
She never dared to return and retrieve it. The shop was in the southeast part of Thundertree. If the characters decide to explore the ruins of Thundertree, see part 3 of the adventure. Divide XP equally among the characters if the Dendrars make it back to town alive. Armory The door to this room is locked from the outside. Across from the locked door is a secret door that leads to area 7. Racks of weapons line the walls of this chamber, including spears, swords, crossbows, and bolts.
A dozen dirty red cloaks hang from hooks by the door. The Redbrands have ambitious plans to expand their numbers in the near future, so they have been stockpiling arms and armor. The weapon racks hold twelve spears, six shortswords, four longswords, six light crossbows, and eight quivers holding twenty crossbow bolts each.
Storeroom and Work Area In this chamber, the Redbrands take stock of their stolen wares, either shipping them out through the cavern to the south or packaging them for storage in the stronghold. Several barrels are stored against the walls here, along with a number of empty crates, straw for packing, hammers, pry bars, and nails.
The cavern continues for some distance to the south. You can make out several passages that open up offthe larger cavern, and what looks like a deep pit or crevasse in the floor. This room contains two secret doors, one leading to area 6 and the other to area They were looted from a caravan on the Triboar Trail a few days ago. Crevasse The characters arrive here by one of three routes: The passage is an excellent way to smuggle people or goods in and out of Phandalin without being seen, and is thus perfect for a gang of slavers and thieves.
A cold breeze fills this large natural cavern, carrying with it the faint scent of decaying flesh. A crevasse divides the cavern and is flanked by two rough stone columns that support the twenty-foot-high ceiling. Two arched wooden bridges span the chasm.
These bridges are made of wooden planks and have no rails. The south one is rigged to collapse when a creature weighing more than 50 pounds moves across it.
A character next to the bridge can discern that the construction is faulty with a successful DC 15 Intelligence Investigation check. Any creature can use an action to dislodge one end of either bridge, dropping it into the crevasse.
This steep-sided fissure is 5 to 10 feet wide and 20 feet deep. Its rough walls are easily climbed without an ability check. The bottom of the crevasse feels unnaturally cold.
When viewed with a detect magic spell, the area emanates a faint necromantic aura. The magic causes all organic matter in the crevasse to age and decompose at half the normal rate.
Currently heaped at the bottom among broken and well- gnawed bones is the half-eaten body of Thel Dendrar, the woodcarver of Phandalin who was murdered by the Redbrands.
The outlaws left his corpse here for the nothic to feed on. Treasure The nothic keeps its hoard in a battered wooden chest hidden in a cubbyhole at the bottom of the crevasse, under the north bridge. The creature, lured by a faint magical effect emanating from the crevasse, was occupying the area when the Redbrands moved in.
Iarno managed to strike a bargain with the monster, convincing it to help guard the stronghold in exchange for treasure and the occasional gift of fresh meat. Still, the nothic is untrustworthy. The nothic lurks near the west ends of the two bridges. The nothic communicates using telepathy. When roleplaying the nothic, consider speaking in whispers and throwing in some mad cackles and bits of gibberish. Nothic PA RT 2: The chest contains sp, gp, five malachite gems 15 gp each , two potions of healing, and a scroll of augury.
It once belonged to a great knight named Aldith Tresendar, known as the Black Hawk. A character who succeeds on a DC 15 Intelligence History check recognizes the sword and recalls this lore. Sir Aldith died fighting off the ores that attacked through the hidden caverns below his manor.
Talon was lost here until the nothic found it. Awarding Experience Points Divide XP equally among the characters if the party defeats the nothic or negotiates a truce with it. Guard Barracks A character who listens at this door with a successful DC 10 Wisdom Perception check hears several gruff voices issuing demeaning commands in the Goblin tongue.
The bugbears here are bullying their goblin slave. This barracks contains four roughly built wooden bunks, with heaped-up blankets and dirty dishes scattered about. A strong smell of unwashed bodies and rotten meat fills the air. Three tall, furry humanoids are lounging among the mess, barking orders at a sad little goblin that demeans itself for their amusement. Your sudden appearance causes the goblin to faint. Three bugbears and one goblin are present.
The goblin, Droop, falls unconscious at the sight of the party, but another creature can use an action to wake him. Otherwise, Droop remains unconscious for Id 10 minutes. The bugbears work for the Black Spider and were sent here to help larno keep the Redbrands and the citizens of Phandalin in line.
The leader is named Mosk. He wears a jeweled eye patch even though he has both his eyes. The bugbears avoid the human members of the Redbrands. If the characters are wearing scarlet cloaks taken from elsewhere, the bugbears assume that they serve larno. If you don t think the players are doing a great job roleplaying the deception, you can have the character who is doing most of the talking make a DC 15 Charisma Deception check to convince the bugbears to do what the party wants.
Roleplaying Droop The goblin, Droop, is not a threat to the party. He has been cowed by the bugbears and follows their orders until someone stronger comes along. If he regains consciousness during combat, Droop hides and avoids the fight. He is such a coward that if he is ordered to fight, he does so with disadvantage as explained in the rulebook. Droop knows the general layout of the Redbrand hideout, as well as the location of its secret doors and traps.
Some of the details might be confusing or mixed up. He is a goblin, after all. If the bugbears are dispatched, Droop tries to ingratiate himself with the party. He also knows that Cragmaw goblins patrol around Phandalin, and he suggests the characters might be able to capture a patrol to learn more about the castle. Characters might be inclined to keep Droop around for a while. Developments The bugbears are the only ones in the Redbrand hideout who know the location of Wave Echo Cave.
A character who interrogates a captured bugbear can pry the information loose with a successful DC 15 Charisma Intimidation check. Treasure Mosk carries a belt pouch containing 33 sp and wears an eye patch made of black leather set with semiprecious stones 50 gp. He also has an iron key that locks and unlocks all the doors in the Redbrand hideout. Awarding Experience Points Divide XP equally among the characters if the party defeats the bugbears.
Common Room This area serves as the headquarters and meeting room for the Redbrands. When there is no official business to discuss, it doubles as a common room where the stronghold guards can relax while off duty. A character who listens at the door with a successful DC 10 Wisdom Perception check hears the villains within engaged in a game of knucklebones.
This makes for a mysterious rattling sound, followed by shouts and groans and a sudden gabble of voices as wagers are paid. If the characters burst into the room, they automatically surprise its occupants. Several worn tables and chairs are scattered around this large room.
Wooden benches are drawn up against walls decorated with draperies of brown and red, and several ale kegs are propped up and tapped. Four tough-looking human warriors wearing scarlet cloaks are gathered around one of the tables. A stack of coins and trinkets is heaped upon the tabletop between them. The dice are loaded, and the ruffian to which they belong is naturally winning.
All four have been drinking heavily, and they are poisoned see the appendix in the rulebook for the effects of being poisoned. The Redbrands immediately recognize characters wearing scarlet cloaks as impostors. Treasure The wealth in the room is all on the table, having been bet in the game. The total amounts to 75 cp, 55 sp, 22 ep, 15 gp, and a gold earring set with a tiny ruby 30 gp. Awarding Experience Points Divide XP equally among the characters if the party defeats the Redbrands in this room.
Iarno has left his rat familiar here to watch for intruders. The rat shares a telepathic bond with its master, and it sends a brief warning message to Iarno as soon as it detects intruders. The rat moves at a speed of 20 feet and has AC 10, 1 hit point, and no effective attacks. If the rat is killed, it disappears. If the characters leave the rat unharmed, it follows them around as though curious or hungry. It might even feign affection for a character who feeds it, though it remains absolutely loyal to Iarno.
Books and Notes. Iarno is trying to master the art of brewing potions and concocting alchemical mixtures. The books and notes scattered around the room are basic texts on alchemy. Among the books is a tome written in Dwarvish. The journal of an adventurer named Urmon, it describes the history of the Lost Mine of Phandelver and the Forge of Spells.
The mace was lost when Wave Echo Cave and its mine vanished from history. Treasure Most of the materials in this room have no value, but three small bottles hold rare reagents: These are worth 25 gp each to an apothecary or alchemist. Otherwise, his rat familiar warns him of any who approach through area 11, and he flees before the characters arrive. The walls of this bedchamber are covered with drapes of scarlet cloth. The furnishings include a small writing desk with matching chair, a comfortable-looking bed, and a wooden chest at the foot of the bed.
If Iarno is surprised, add the following paragraph: Sitting at the desk is a short, dark-bearded human male in robes, studying a tome. He wears a princely mantle of ermine. A beautiful glass stafFleans against his chair, within easy reach.
If he manages to escape, Iarno flees to area 1 through areas 7 and 8 and grabs the satchel hidden in the cistern there. If the nothic is still alive in area 8, Iarno instructs it to waylay any pursuers. If the characters catch up to him, Iarno quaffs the potion of invisibility in the satchel and flees the hideout.
At your discretion, he could reappear later in the adventure. Originally tasked with setting up a constabulary, the mage This room appears to be a wizard's workshop. A rat scurries across the floor and takes refuge under a large worktable set up with alembics, retorts, distillation coils, and other alchemical devices, all of it stewing and bubbling away.
Bookshelves are crowded with sheaves of parchment and strange-looking tomes. The Black Spider sent three bugbears to help Iarno keep the population of Phandalin under control, but the Redbrands have managed without them. The bugbears know the way to Wave Echo Cave, but Iarno does not.
Lord Albrek, My spies in Neverwinter tell me that strangers are due to arrive in Phandalin. They could be working for the dwarves.
See that any dwarven maps in their possession are delivered to me with haste. Whether Iarno stands trial for his crimes is beyond the scope of this adventure.
It contains sp, gp, and a silk pouch containing five carnelians 10 gp each , two peridots 15 gp each , and one pearl gp. It also contains two magic items that Iarno brought with him from Neverwinter: Iarno also wields a staff of defense see appendix A. At some point during part 2, the characters are likely to advance to 3rd level, so make sure the players are keeping track of their XP. The drow promised to share the secrets and wealth of the Forge of Spells with the wizard in exchange for his help and loyalty.
Beneath his genteel demeanor, however, Iarno is just as thuggish and arrogant as any Redbrand outlaws. If threatened, Iarno uses his staff of defense to cast mage armor on himself. He then casts offensive spells at enemies he can see. For descriptions of those spells and their effects, see the rulebook.
Iarno uses the shield power of his staff for added protection. If he is reduced to 8 or fewer hit points and has no avenues of escape, Iarno surrenders. In this part of the adventure, the characters follow up on existing leads and lines of inquiry.
The characters are not required to visit all the locations in this section. Depending on which NPCs the characters met and which quests or clues they picked up, some or all the following information might be known to them: Each of these possible quests has its own section in this part of the adventure.
The characters can remain in Phandalin long enough to rest up and download supplies. The area gains its name from an old trail that runs from the distant town of Triboar to the east, winding westward about one hundred miles through the abandoned village of Conyberry, then running north of Phandalin on its way to the High Road along the coast.
Around midday, you break for lunch under a lonely tree. There, the rogue finds a small rock that looks like a grinning face, but otherwise you see nothing out of the ordinary. As can be seen on the regional map on page 5, some of these areas are a good forty to fifty miles apart, requiring several days of marching overland to travel to the next adventure site. Travel Time. Assume that the party travels twenty-four miles per day over a period of ten hours.
The characters must rest for eight hours per day, with the remaining six hours consisting of making and breaking camp, preparing meals, and a little bit of foraging or hunting as the opportunity permits.
When the party camps, ask which characters are on watch. This information is important if the party encounters something dangerous. The Triboar Trail is not safe. As the adventurers travel throughout this area, they might stumble across hungry beasts, greedy bandits, or vicious monsters.
Check for encounters once during the day and once at night by rolling a d On a roll of , an encounter takes place. Roll a dl2 and consult the Wilderness Encounters table to determine what the party meets. When an encounter occurs, and the adventurers gain XP if they defeat the monsters. Multiply that value by the number of creatures encountered, then divide the total equally among the characters.
These flying predators drain the blood of their victims and are drawn to the light of campfires at night. These undead humans hunger for living flesh. The ogre is looking for an easy kill. It is too stupid to flee once combat is joined. When the characters enter the shelter, read the following: A home of sorts is sheltered within the dome ofwoven branches.
It is sparsely furnished with chests, shelves, a table, and a reclined couch, all of it old and of elven craft. The air grows cold, and a powerful feeling of dread grips you. A cold, pale light flickers in the air, rapidly taking on the form of a female elf, her hair and robes waving in a spectral wind.
She might have been beautiful once, but a hateful expression twists her features now. Do you not know it is death to seek me out? She does not attack them, nor does she return if the characters call out to her. The goblins know the location of Cragmaw Castle and can provide directions if they are captured and threatened. Each one carries a pouch containing ldlO cp. This squad of hobgoblins is actively seeking the adventurers, hoping to collect on a bounty. These scouts are part of the band currently based at Wy vern Tor.
Part 2 is how it actually went down in game. Venomfang — Amazing post on how to run Venomfang in the town of Thundertree and turn it into a very memorable encounter. Transition into Princes of the Apocalypse: Good basis for tying LMoP into other adventures as well. Mike Schley — Artist of the maps included in the book.
He has high resolution downloads available on his website for a reasonable price. Cragmaw Hideout — Various Cragmaw Hideout maps. Artists unknown. Mappy — A pack of a few maps from a user over at the ProFantasy forums.
Pack 1 — Collection of maps in the same style. Found these in various places. Artist unknown.A pair of disheveled human women are held in the cell to the south, while a human boy is confined to the north. The ancient manor has long been abandoned, but its cellars have been converted into a Redbrand stronghold. Its shelves stock most ordinary goods and supplies, including backpacks, bedrolls, rope, and rations.
Here are the steps you should follow to run it effectively: Adjust the volume as appropriate. On a check result of , the character neither gains nor loses ground; on a result of 5 or less, the character falls and takes ld6 bludgeoning damage per 10 feet fallen, landing prone at the base of the shaft. Six goblins inhabit this den, and one of them is a leader with 12 hit points. Otherwise, answer these three simple questions: