Sneak Peak of Phandelver and Below: The Shattered Obelisk

Phandelver is back with a new Lovecraftian-inspired adventure, Phandelver and Below: The Shattered Obelisk

The Lost Mines of Phandelver has become one of the most popular D&D adventures ever. First appearing in the D&D Starter Set, during COVID lockdown Wizards made the adventure a free download on D&D Beyond. Now, that classic adventure is the starting point for a full hardcover adventure called Phandelver and Below: The Shattered Obelisk.

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The PaB:TSO campaign is designed for players level 1-12, and starts with TLMoP, but the new book reworks TLMoP somewhat. New art is added, such as Agatha, and a map for the goblin ambush. Some plot hooks are streamlined and others are added to draw players into the larger mystery. A few original NPCs have also been reworked, with some switching gender or races.

The shattered obelisk mentioned in the book's title is one of several Netherese obelisks mentioned at various times throughout D&D's history. In PaB:TSO the obelisk's “weird, nefarious magic” is being co-opted by a group of villains.

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One of the many reasons for the popularity of TLMoP is that it's a relatively family friendly adventure, and the violence in it can be eased when running it for younger players. PaB:TSO is designed as a slow-burn cosmic horror adventure that starts in the charming town of Phandelin and then gradually draws the players into the horror rising from below. To navigate between family friendly and cosmic horror PaB:TSO has a sliding scale for the horror, and DMs have an optional subsystem they can use to adjust the level of corruption a ritual causes.

DMs are also given options as to how to handle PaB:TSO if the group has already played TLMoP. Players could continue their original characters and get a refresher to then start with the new material or could start over with new characters in the reworked original adventure. There's a distinct end point to the old material and starting point for the new material to allow DMs to handle it however they want.

“I think everybody's answer is going to be different mand there may be some groups who actually want to do it both ways, so it's important to read over that introduction because it does break down and spell out, this is specifically what we've done, this is what's different, and then here's what the new stuff is,” said Amanda Hamon, lead designer for PaB:TSO.

A lot of guidance is also provided in regard to backgrounds you can take specifically for this adventure, and how they'll be relevant throughout the adventure. However, taking a feat or a specific feat is not necessary at all.

PaB:TSO also includes advice on how to dial back and adjust the horror for your group's play style, which could be handy because the last chapter is not family friendly as written and would need to be adjusted for a family campaign. Another option would be to just run the first three chapters for kids and save the rest for the adults.

It's definitely a “read it before you run it” campaign, said Hamon. A session zero is also recommended.
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The art for the new, higher levels of the campaign definitely indicates horror and becomes more grim as the adventure moves along. Art director for PaB:TSO Bree Heiss said that one creature, the Encephalon, has been nicknamed “brain spewing baby monster.” The art, by Hinchel Or, for that creature certainly looks like it could set off someone with trypophobia.

But it's not all grim and gross. Art early in the book establishes Phandalin as a cozy town players will want to save. The NPC artwork I saw from Robson Michel and Couple of Kooks was great.
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Also on the less grim side is a gnome archaeologist the players will run into at a certain point. In the game his official name is Rivibiddel, but the designers tended to call him “Indiana Gnome.”

Hamon and Heiss referred to themselves as “Team Weird” and their enthusiasm for horror, strange, unworldly creatures, and especially cosmic horror came through during the press event. Hamon added that PaB:TSO “may be the strangest adventure we [the D&D team] has ever done.”
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Other examples of some of the “gross” creatures “Team Weird” made for PaB:TSO are the Oculorb, a creature made of eyes (and artist Brian Velenzuela had each eye show a different emotion), and a cloaker mutate that has a dwarven skull fused to it. The latter is getting a mini and is an example of how they reworked some already established monsters. Another mutate is the FleshMeld, and that name alone explains why you don't want to meet one in a dark dungeon.

Why revisit Phandelver? “There was a strong desire from a lot of folks in the studio to preserve The Lost Mine of Plandelver in a hardcover book because it was just in a booklet in the Starter Set,” said Amanda. “It's not quite the same as having a hardcover book on the shelf for perpetuity. We wanted to preserve, and quite frankly, update, that adventure to have that longevity and staying power.”

Hamon added that in expanding TLMoP into a full campaign, they also wanted to take the plot to places no one would expect. While they're giving out some hints in the press preview and art, they were also very careful to avoid key points to keep the players on their toes while moving from the earlier content to the brand new stuff so players have the surprise of the unknown.

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The alternative cover, available through game and hobby stores, actually provides some hints. Both Hamon and Heiss said if you look closely and “Where's Waldo?” the alt cover by DZO you can find creatures and clues to the adventure. That cover's metallic inks also convey a sort of otherworldly green that both women said was a recurring theme in the adventure. The alternate cover and its shade of almost slimy green was inspired by a lot of vintage horror novel covers.

TLMoP had a lot of language geared toward beginning players and even beginner DMs to get them used to how things work in D&D. PaB:TSO does not have that language because it's a successor to The Starter Set. Instead, PaB:TSO is designed to be a the perfect second adventure for people becoming comfortable or already comfortable with D&D.

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Also contains:
  • A bestiary with more than 20 new creatures featuring psionic magic, mutates, and more
  • New consumable metamagic items and duergar magic
  • A double-sided poster map with the Phandalin region on one side and the town of Phandalin plus multiple dungeons on the other
Phandelver and Below: The Shattered Obelisk is available in stores on September 19. Pre-orders of the digital copy through D&D Beyond, by itself or as part of the combo, will receive digital access on September 5.
 

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Beth Rimmels

Beth Rimmels

Whizbang Dustyboots

Gnometown Hero
Well, the goblin ambush was fairly criticised for causing many TPKs, and especially for an adventure whose main goal is introducing newbies to the game, it can be pretty difficult.
Huh. I've run it multiple times and it was always kind of a cakewalk, even with newbies. What's causing the TPKs? (Maybe I'm running it too easily or maybe I have some crazy Delta Force players.)
But I think other encounters were also rather odd. The flameskull in Wave Echo Cave felt a bit tougher than I'd expect when I was a player. My party nearly TPK'd when we fought Venomfang, and I was the sole survivor and I downed the dragon after hiding in the house and slinging cantrips after I had wasted all my spell slots with single-digit HPs remaining.
The nothic is also a lot tougher than player characters are typically able to handle at that level. Any time I've run it as a hostile encounter, players had to run for cover. Playing it like Gollum works, too, but that should be explicit guidance for the new DMs.
 

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Retros_x

Explorer
Well, the goblin ambush was fairly criticised for causing many TPKs, and especially for an adventure whose main goal is introducing newbies to the game, it can be pretty difficult.

But I think other encounters were also rather odd. The flameskull in Wave Echo Cave felt a bit tougher than I'd expect when I was a player. My party nearly TPK'd when we fought Venomfang, and I was the sole survivor and I downed the dragon after hiding in the house and slinging cantrips after I had wasted all my spell slots with single-digit HPs remaining.

Don't get me wrong, I think LMoP is a fantastic adventure. Its balance is certainly not as bad as its contemporaries, HotDQ and RoT. But I think a repass on some encounters and explicitly telling DMs how they can add alternate lose conditions to some fights would be more helpful.
I think the encounters with flameskull and Venomfang are fine as they are in terms of mechanics and are actually the only memorable ones, my party talked about them months later. The big problem is that for a beginner adventure they give the DM not really good tips how to handle deadly encounter, telegraphing the difficulty or as you write yourself alternate lose (or win) conditions.
 

FitzTheRuke

Legend
I think the encounters with flameskull and Venomfang are fine as they are in terms of mechanics and are actually the only memorable ones, my party talked about them months later. The big problem is that for a beginner adventure they give the DM not really good tips how to handle deadly encounter, telegraphing the difficulty or as you write yourself alternate lose (or win) conditions.
That was all that was needed - advice for new DMs regarding "Not all encounters should be fought to the bitter end" AND "These encounters are probably of that sort" AND "Here's what to do if your players try... and fail."
 


Ondath

Hero
Huh. I've run it multiple times and it was always kind of a cakewalk, even with newbies. What's causing the TPKs? (Maybe I'm running it too easily or maybe I have some crazy Delta Force players.)
I actually joined my LMoP group after they had been through the goblin ambush, but reading the encounter (and knowing the swinginess of early levels), I'm guessing that if the goblins manage to sneak on the party, them getting a full surprise round would probably put most parties in a bad spot.
Hmm.

This looks good, however, it's an extremely weird choice for them to do this to a family friendly adventure. The fact that they're aware of it, put in sliding scales to adjust for and then still ultimately say "but you can't finish the adventure in family friendly mode" makes me think that maybe they could have gone the cosmic horror route with a different adventure instead.

Over and over again, it doesn't feel like there's a responsible grown-up in charge over at WotC.
Where does it say that the level of weirdness can be dialed up or down? The promotional material I've seen seems to indicate that things will progressively get weirder the deeper the players delve into the mystery of the obelisk, but I haven't seen any indication that it can be increased or reduced according to a table's tastes.

+1 on LMoP not being the most obvious choice for a cosmic horror adventure, though.
 

Parmandur

Book-Friend
Huh. I've run it multiple times and it was always kind of a cakewalk, even with newbies. What's causing the TPKs? (Maybe I'm running it too easily or maybe I have some crazy Delta Force players.)
Mainly, the swinging of die rolls. If the Goblins roll luckily at first, and the PCs fall flat, that figt can go South real fast.
 

Xamnam

Loves Your Favorite Game
Huh. I've run it multiple times and it was always kind of a cakewalk, even with newbies. What's causing the TPKs? (Maybe I'm running it too easily or maybe I have some crazy Delta Force players.)
Tells you to check for surprise, four of the the starter set characters have a passive perception of 13, the other one has 10, the goblins have a +6 to stealth, and two hits can do enough damage to knock down anyone. The fighter has the most HP at 12, and the goblins do 1d6+2. A powerful enough crit can do it in one. You could theoretically have two party members down before they can even respond, worse if you have poor initiative. A little bit of poor luck at the start can really snowball that one.
 




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