D&D 5E Phandelver first game experience


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Session #14

https://app.box.com/s/hujoflf1sm101qto17m9tf8c2rw3h106



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I do think I've decided to now link the shenanigans in the Mine and the beholder to the plot of White Plume Mountain. How, exactly, I'm not sure.
 

I do think I've decided to now link the shenanigans in the Mine and the beholder to the plot of White Plume Mountain. How, exactly, I'm not sure.
I'm running this as an intro to a sandbox campaign set in Nentir Vale. I like the tie to Thunderspire Labyrinth. Some of my players played that, the Redbox, Keep on the Shadowfell and Reavers of Harkenwold (10 years in game time have passed and those PCs are now NPCs). For our game Black Spider is a corrupted Mage of Saruun trying to reopen demon well. He needs the party to activate an item with the forge, hence the kidnapping of Gundren. Once they activate it he will either swwop in to take it or barter for it with Gundren's life. The party has found one necromantic alter at Old Owl Well tied to the Skull and KotS (there are other alters for them to find and cultists trying to activate them...at which point they will become undead producing keeps) and they will find a tie to the elves from RoH in Thundertree. Also looking to tie in H3 since we never played that one but I dont know yet. 2 or 3 leads is more than enough for any sandbox game imxp.
 

I'm running this as an intro to a sandbox campaign set in Nentir Vale. I like the tie to Thunderspire Labyrinth. Some of my players played that, the Redbox, Keep on the Shadowfell and Reavers of Harkenwold (10 years in game time have passed and those PCs are now NPCs). For our game Black Spider is a corrupted Mage of Saruun trying to reopen demon well. He needs the party to activate an item with the forge, hence the kidnapping of Gundren. Once they activate it he will either swwop in to take it or barter for it with Gundren's life. The party has found one necromantic alter at Old Owl Well tied to the Skull and KotS (there are other alters for them to find and cultists trying to activate them...at which point they will become undead producing keeps) and they will find a tie to the elves from RoH in Thundertree. Also looking to tie in H3 since we never played that one but I dont know yet. 2 or 3 leads is more than enough for any sandbox game imxp.

I really enjoyed Thunderspire when I ran it for 4e. Eventually I'll get around to reposting all the sessions on my blog. I think I want to tie in something at Wyvern Tor and Cragmaw Castle to White Plume Mountain, as well as The Seven Pillar Hall. The more the set pieces are interconnected the easier the players will be able to stay involved. And I should keep the Forge of Spells involved as well so everything is just a logical extension of what has come before and not a whole new arc of "stuff to do".
 

I just had a wicked wicked idea. In our campaign world a group of heroes helped a dwarf "merchant" retrieve a necromantic artifact from some goblin bandits. That lead one group to KotS to find the source of the artifact (they were eventually slain in the Shadowfell) and another group was to escort the dwarf to a stronghold in the east where the Skull could be safely kept. This lead them to Harkenwold where they got involved in the resistance to the Iron Circle. The dwarf was slain by an assassin. The party got distracted by a side quest into Thunderspire to rescue some noble captives after which they finished the delivery of the Skull but learned the dwarf's soul was trapped in the Shadowfell so they journeyed there by way of Evard's Manse of Shadow to free him...then 4e ended and we set the campaign aside for the playtest and Dragonspear Castle...so wicked idea: the party is now contemplating seeking the advice of the original party's wizard who has since become a recluse in "the tower of green flame" in Harken...what if in speaking to him he realizes that the dwarf that he helped 10 years ago was the same dwarf the current party is helping.... (I could just see some of my players' minds blowing). I have no idea why this mysterious dwarf keeps showing up and getting parties of adventurers started on their careers...could be something evil....could be some Gandalf/Elminster style meddling....hmmmm
 

Session #15

https://app.box.com/s/1w6fswqz11qlu6fgxmfmeemfo0dr7noi

So I'm in the process of incorporating Return to White Plume Mountain from 2e with Lost Mine of Phandelver. My plan is that the Black Spider was "cursed" by a Keraptis-imprint and was seeking further knowledge and secrets in the region. Helping the beholder in Mideon was just a stepping stone, for by giving it the Forge of Spells the beholder would in turn help the Black Spider find the weapons of power, at least one of which the Beholder claimed to already know the location (Frostrazor).

During his time spent deciphering an old history book, the Black Spider learned of the mountain and the history, and also copied several spell fragments that were actually K-Imprints. This cursed him with a partial copy of the wizard's psyche. Anyone who reads (or maybe even TOUCHES) one of these spell translations has to make a save or be automatically infected (this solves the problem of PCs refusing or neglecting to memorize a spell, which is likely) and immediately draws them into the adventure / drama - "OH CRAP, I HAVE A WEIRD TATTOO AND A NEW SPELL. WHAT IS HAPPENING TO ME??"

The journal that they will find next session in the possession of the Red Wizard necromancer was actually stolen from the Black Spider, and it will be a daily/weekly journal from the drow wizard detailing the history of White Plume Mountain, his search for the artifacts, his meeting the beholder Xezzlolmax, the BS hiring the Redbrands in Phandalin, his kidnapping of Gundren from Neverwinter and the quest for the Forge of Spells to trade with the Beholder for information regarding the weapons of power, Frostrazor, Whelm, Wave and Blackrazor.

I'm just spelling it out here in this thread to further cement it in my own head so it will flow more smoothly as I explain it to players. Giving them a journal with handwritten explanations by a foe they've already slain (and who is reanimated as an undead servant by the beholder mage) will draw them into the story far better than giving them no reason at all to find the Mountain (which is very, very close to The Mine That was Lost But is Now Found of Phandelver)

LASTLY - Sildar Hallwinter and Gundren are about to return from Neverwinter with a regiment of 20 heavily armed soldiers to take the mine by force, but how that will play out I have no clue.
 
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