Lost Mine of Phandelver 5e [ EDIT ]
This game has been retired! That means it's no longer being run.
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Background
More than five hundred years ago, clans of dwarves and gnomes made an agreement known as the Phandelver’s Pact, by which they would share a rich mine in a wondrous cavern known as Wave Echo Cave. In addition to its mineral wealth, the mine contained great magical power. Human spellcasters allied themselves with the dwarves and gnomes to channel and bind that energy into a great forge (called the Forge of Spells), where magic items could be crafted. Times were good, and the nearby human town of Phandalin (pronounced &/7-duh-lin) prospered as well. But then disaster struck when ores swept through the North and laid waste to all in their path.
A powerful force of ores reinforced by evil mercenary wizards attacked Wave Echo Cave to seize its riches and magic treasures. Human wizards fought alongside their dwarf and gnome allies to defend the Forge of Spells, and the ensuing spell battle destroyed much of the cavern. Few survived the cave-ins and tremors, and the location of Wave Echo Cave was lost.
For centuries, rumors of buried riches have attracted treasure seekers and opportunists to the area around Phandalin, but no one has ever succeeded in locating the lost mine. In recent years, people have resettled the area. Phandalin is now a rough-and-tumble frontier town. More important, the Rockseeker brothers—a trio of dwarves have discovered the entrance to Wave Echo Cave, and they intend to reopen the mines.
Unfortunately for the Rockseekers, they are not the only ones interested in Wave Echo Cave. A mysterious villain known as the Black Spider controls a network of bandit gangs and goblin tribes in the area, and his agents have followed the Rockseekers to their prize. Now the Black
Spider wants Wave Echo Cave for himself, and he is taking steps to make sure no one else knows where it is.
Adventure Hook
You can let players invent their own reasons for visiting Phandalin, or you can use the following adventure hook. The backgrounds and secondary goals on the character sheets also provide characters with motivations for visiting Phandalin.
Meet Me in Phandalin: The characters are in the city of Neverwinter when their dwarf patron and friend, Gundren Rockseeker, hires them to escort a wagon to Phandalin. Gundren has gone ahead with a warrior, Sildar Hallwinter, to attend to business in the town while the characters follow with the supplies. The characters will be paid 10 gp each by the owner of Barthen’s Provisions in Phandalin when they deliver the wagon safely to that trading post.
Location
The adventure is set a short distance from 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 settlements surrounded by wilderness and adventure.
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Characters are level 1. Any materials that are beyond PHB are subject to DM permission. Races for this game will be: Hill Dwarf, High Elf, Standard Gnome, Standard Half-Elf, Standard Halfling, & Human (no Variant). Classes with standard core sub later: Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, & Wizard. Religion for this game Forgotten realms deities. Any and all backgrounds will be totally spelled out on the character sheet for this poor DM inspection as who know where they come from sometimes. Character stats are 27 point buy. HP are max at first and the stated average number on later levels. Gear is stating class + background + a trinket.
Players
All players will have 5e experience & knowledge of the system. This is not a beginner's situation. Please note that play is expected to be 1/day posting and such. Otherwise, don't take half a week off between posting.
Roleplaying and Inspiration
One of the things that you can do as the DM is reward players for roleplaying their characters well.
Each of the characters included in this set has two personality traits (one positive and one negative), an ideal, a bond, and a flaw. These elements can make the character easier and more fun to roleplay. Personality traits provide a glimpse into the character’s likes, dislikes, accomplishments, fears, attitude, or mannerisms. An ideal is something that the character believes in or strives for above all else. A character’s bond represents a connection to a person, place, or event in the world— someone the character cares about, a place the holds a special connection, or a treasured possession. A flaw is a characteristic that someone else can exploit to bring the character to ruin or cause the character to act against his or her best interests.
When a player roleplays a negative personality trait or gives in to a drawback presented by a bond or a flaw, you can give that player’s character one inspiration as a reward. The player can then spend it when his or her character makes an ability check, an attack roll, or a saving throw. Spending inspiration gives the character advantage on the roll. A clever player might spend the inspiration to counteract disadvantage on a roll.
A character can have only one inspiration at a time.
Players
All players will have 5e experience & knowledge of the system. This is not a beginner's situation. Please note that play is expected to be 1/day posting and such. Otherwise, don't take half a week off between posting.
Roleplaying and Inspiration
One of the things that you can do as the DM is reward players for roleplaying their characters well.
Each of the characters included in this set has two personality traits (one positive and one negative), an ideal, a bond, and a flaw. These elements can make the character easier and more fun to roleplay. Personality traits provide a glimpse into the character’s likes, dislikes, accomplishments, fears, attitude, or mannerisms. An ideal is something that the character believes in or strives for above all else. A character’s bond represents a connection to a person, place, or event in the world— someone the character cares about, a place the holds a special connection, or a treasured possession. A flaw is a characteristic that someone else can exploit to bring the character to ruin or cause the character to act against his or her best interests.
When a player roleplays a negative personality trait or gives in to a drawback presented by a bond or a flaw, you can give that player’s character one inspiration as a reward. The player can then spend it when his or her character makes an ability check, an attack roll, or a saving throw. Spending inspiration gives the character advantage on the roll. A clever player might spend the inspiration to counteract disadvantage on a roll.
A character can have only one inspiration at a time.
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