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D&D 5E 5E The Lost Mine of Phandelver - Full

Charwoman Gene

Rogues' Gallery
IC Thread

I am looking for 4-6 brave souls to run through "The Lost Mine of Phandelver."

Character Creation
1st level
Ability scores are determined by 4d6, drop the lowest, 6 times, discard any character without a total +4 ability modifiers
Standard starting equipment for class and background, although equipment can be sold at 50% if you want something out of the ordinary.

Character Hooks
Please pick out one of these hooks, one person per personal goal, but any number of people can use "Meet Me in Phandalin.

General Goal: (Any)
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.

Personal Goal: (Noble background)
Civilize Phandalin -- You were born to a noble family displaced from their lands by the eruption of Mount Hotenow. In the last three or four years, hardy settlers have been rebuilding another ruin near the city: the old town of Phandalin, which orcs sacked five centuries ago. Clearly, what Phandalin needs now is a civilizing influence—someone to take the reins and bring law and order. Someone like you.
You’re not the only one with such ideas. A knight named Sildar Hallwinter recently set out for Phandalin in the company of a dwarf named Gundren Rockseeker. They plan to reclaim an ancient mine and restore Phandalin to a civilized center of wealth and prosperity. Since your goals align, Hallwinter should be willing to assist you.

Personal Goal: (Any)
Teach the Redbrands a Lesson -- You’ve heard that Daran Edermath in the town of Phandalin is looking for people of courage and principle to teach some bullies a lesson. These thugs, the Redbrands, have been throwing their weight around in Phandalin. Putting a stop to their villainy is a worthy goal.
Personal Goal: (Criminal, Urchin, Charlatan background)
Get Your Revenge -- You are a former member of the Redbrands gang in the town of Phandalin. You've left their company, but someone in the Redbrands nearly got you killed, and you sure would like to know who it was. And then you’d like to take your revenge—on that person, on Glasstaff, maybe on all the Redbrands. And you just got a tip that might help you: someone named Halia Thornton also has it out for the Redbrands. She lives in Phandalin, which means showing your face to the Redbrands who still want you dead.
Personal Goal: (Any)
Reconsecrate the Defiled Altar -- Through visions delivered in your trances, your god has called you to a new mission. A goblin tribe has made its lair in an ancient ruin now called Cragmaw Castle, where they have defiled a shrine once sacred to {Insert Deity}. Now dedicated to the vile goblin god Maglubiyet, the altar is an offense to {Insert Deity} that must not stand.
You’re sure {Insert Deity} has greater things in store for you if you can complete this quest. In the meantime, your visions suggest that Sister Garaele—a priest of Tymora, the goddess of luck—can aid you in the town of Phandalin.
Personal Goal: (Any)
Drive Off the Dragon -- The ruins of Thundertree call to you. Your family and their friends once lived in prosperity there, and now they’re reduced to menial labor. The ruins are haunted by ash zombies, and rumor has it a dragon has made its lair in the Old Tower, but those are problems a hero can solve. Slay the dragon, or drive it off, and you’ll prove—to yourself and everyone else—you’re a real hero, destined for greatness.
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41st lv DM
Will we have to play through forming the party? Or can we just get on with the adventure?
I ask because while interested in playing I've no interest in having to become a party 1st. I've stepped away from 3 games now because of this type of opening.


Will we have to play through forming the party? Or can we just get on with the adventure?
I ask because while interested in playing I've no interest in having to become a party 1st. I've stepped away from 3 games now because of this type of opening.

This is why I started my people on a boat and let them do it at their pace before throwing pirates at them.


For LMoP 2nd try: 4D6.HIGH(3) = [4, 6, 2, 3] = 13
4D6.HIGH(3) = [2, 3, 4, 2] = 9
4D6.HIGH(3) = [1, 3, 2, 6] = 11
4D6.HIGH(3) = [5, 4, 4, 5] = 14
4D6.HIGH(3) = [3, 4, 3, 1] = 10
4D6.HIGH(3) = [3, 5, 5, 6] = 16

This is my second try. First try had two 8s and a 9 for a total modifyer of +1. it was gross. This one is...well, it's mostly average, with one decent stat and one ok stat. So I'll live. Perfect for a random lackey who got kicked out of the group.

Still thinking about character concept but leaning heavy towards Fiend Warlock, as I've never done one before. The backstory almost writes itself. Became a Warlock after being kicked out of the Redbrands, making a pact with a Devil to gain power.

But I'll keep thinking. Might do Rogue instead.


I'm thinking a Tiefling Warlock, where he was human before he made the pact, but once he made the pact it turned him into a Tiefling. Can I use the Tiefling Variant where he trades his Infernal Legacy for wings? Cause that would be awesome.


41st lv DM
"Quote Originally Posted by ccs View Post

Will we have to play through forming the party? Or can we just get on with the adventure?
I ask because while interested in playing I've no interest in having to become a party 1st. I've stepped away from 3 games now because of this type of opening.

This is why I started my people on a boat and let them do it at their pace before throwing pirates at them.

Yeah, that's the opposite of what I want. At least in a PbP game.
I pretty much want "You know each other (or at least have already banded together), relevant bits of your personal backgrounds are already known, & you're now standing outside the dungeon. Go." or some such.


41st lv DM
Count me in.

Unless it turns out we have to RP forming the party 1st....

I'll post a character later tonight.


Throwing in my interest for this as well. Taking the Reconsecrate the Defiled Altar goal. Will roll stats and edit this post a minute.

Edit 1:

Stats: So it took me 3 rolls to get a set that met the standard.
I rerolled the first one because i wouldnt know what to do with a 4...
Stats: 6#4d6k3 16 14 14 7 14 4

The 2nd was just a slap in the face...
Stats: 6#4d6k3 6 9 8 9 13 14

Oh look, usable stats.
Stats: 6#4d6k3 11 14 15 15 8 13

If you would prefer I use the first roll, i'm ok with that. Will slap the 4 in charisma and just wont say much or wear a helmet all the time or something. Anyways moving on.
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Okay, I'd like to post interest as well.
I'm looking at just the standard "Meet me in Phandalin" background. Human Barbarian.

First roll didn't meet the minimum level

Second set did much, much better.
5E The Lost Mine of Phandelver:
4D6.HIGH(3) = [6, 1, 3, 6] = 15
4D6.HIGH(3) = [1, 3, 4, 6] = 13
4D6.HIGH(3) = [6, 3, 6, 5] = 17
4D6.HIGH(3) = [5, 5, 5, 2] = 15
4D6.HIGH(3) = [2, 2, 5, 6] = 13
4D6.HIGH(3) = [2, 3, 4, 2] = 9

Full disclosure: I have played through this adventure before. I was teaching a number of new players and the DM how to play D&D. I'd like a chance to play it again, 'for real' as it were, and believe I can separate in and out of character knowledge. But I will withdraw if you think it an issue.
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Oh yes, good point. I've actually DM'd this adventure for my family. It was the first campaign I did, when I was starting out as a DM. Of course, since my character was a Redbrand, it would make sense that he would know SOMETHING about what's going on, but I won't let it interfere with in character role play. I'll just ask "Would my character know such in such" and if not, I'll play it off. Would that be an issue?

Charwoman Gene

Okay, sources
Characters should be built with the PHB and one other source at max.
All published WotC material is OK
except no Volo's "Monstrous Adventurers"
UA on a case by case basis, each UA article is one source.
UA Ranger pre-approved. No to Mystic and Artificier.

Yes, you can play a winged Tiefling.

Charwoman Gene

I'm fine with people having run the adventure.

I'm planning to start the adventure of right away at the first encounter, so ccs should be happy.

That's 5 adventurers. We can add one more I think.


I plan on making my Tiefling very much a Face, as well as very likely going Pact of the Tome, with Pact of the Chain a close second, really depending on whether we have any other magic users. Level 2 = Mask of Many Faces, to hide his visage from those who would kill him. He'll be an Eldritch Blast sniper in combat, and a deceptive sweet talker out of combat. Bashing things over the head or intimidating them, or even most other skills, are really out of his league.

His goal, actually, is to replace Glasstaff. Literally, put on his face and replace him. His patron, a Devil of the DM's choosing, has hinted that this power is possible (Mask of Many Faces) and everyone knows that this is his goal going in to it.

He's Lawful Evil, but my interpretation of Evil in DND is different than most. Most think Evil is just selfish, and lawful evil is just using the law to be selfish. In my case, I view Evil in DND to simply mean he gives little value to things like Life and Mercy. It's not that he'll betray everyone. If he did that, he wouldn't be trusted, and therefore he'd be weaker. He is not incapable of love or friendship. Nobody is that far gone. He's just...unforgiving. And cold, at times. And sometimes deaf to the cries of the innocent. In his mind, nobody is innocent.

So as for the group, you may decide how your character would take this rogue in magic robes. You know he is a Tiefling, you know he was once a Redbrand, and you know he wants to get revenge on Glasstaff. You also know that so far, he has proven himself loyal to you, so you are reasonably assured he won't stab you in the back.

Stats later.


[B]Name:[/B]       Evelyn Fisher
[B]Class:[/B]      Barbarian 1         [B]Size:[/B]       Medium (5'11", 155 lb)
[B]Race:[/B]       Human               [B]Gender:[/B]     Female
[B]Background:[/B] Sailor              [B]Alignment:[/B]  Neutral 
[B]Prof:[/B]       +3                  [B]XP:[/B]         0 / 300

[B]AC:[/B] 17           [B]Init:[/B] +4       [B]Speed:[/B] 30'

[B]HP:[/B] 15           [B]HD:[/B] 1d12

[B]Str:[/B] 16 +3       [B][x]  save: [/B] +5
[B]Dex:[/B] 18 +4       [B][ ]  save: [/B] +4
[B]Con:[/B] 16 +3       [B][x]  save: [/B] +5
[B]Int:[/B] 10 +0       [B][ ]  save: [/B] +0
[B]Wis:[/B] 14 +2       [B][ ]  save: [/B] +2
[B]Cha:[/B] 14 +2       [B][ ]  save: [/B] +2

[B]Attack                Bonus   Damage[/B]
Greatsword             +5     2d6+4
Greatsword, raging     +5     2d6+6
Shortbow               +6     1d6+4     range: 80/320
Club                   +5     1d4+3


[B][ ][/B] +4 Acrobatics
[B][ ][/B] +2 Animal Handling
[B][ ][/B] +0 Arcana
[B][x][/B] +5 Athletics
[B][ ][/B] +2 Deception
[B][ ][/B] +0 History
[B][ ][/B] +2 Insight
[B][ ][/B] +2 Intimidation
[B][ ][/B] +0 Investigation
[B][ ][/B] +2 Medicine
[B][x][/B] +2 Nature
[B][x][/B] +4 Perception
[B][ ][/B] +2 Performance
[B][ ][/B] +2 Persuasion
[B][ ][/B] +0 Religion
[B][ ][/B] +4 Sleight of Hand
[B][ ][/B] +4 Stealth
[B][x][/B] +4 Survival

[B]Features and Traits:[/B]
Rage (2/long rest)
 - Advantage on strength checks, strength saves
 - +2 melee weapon damage
 - reistance to b/p/s
 - 1 minute
Unarmored Defense

Armor (Light, Medium)
Weapons (Simple, Martial)
Navigator's Tools
Vehicles (Water)

[B]Equipment:                Cost  Weight[/B]
Greatsword                         6lb
Club                               2lb
Shortbow                           2lb     
 - arrows (20)             1gp     1lb
Explorer's Pack                   59lb
Silk Rope (50')                    5lb
Common Clothes                     3lb
Belt Pouch                         1lb

[B]Total Weight:[/B] 79lb / 240lb unencumbered
[B]Money:[/B] 10 gp 0 sp 0 cp

[sblock=Background]Personality Trait: I'm driven by a wanderlust that led me away from home.
Ideal: Destiny. Nothing and no one can steer me away from my higher calling.
Bond: I idolize heroes of the old tales and measure my deeds against theirs.
Flaw: Once someone questions my courage, I never back down no matter how dangerous the situation.


Forty years ago, a young woman left her tribe on the icy tundra of Icewind Dale and set out on a vision quest. The old magic sang to her and she journeyed wherever it led, even when it sent her to the soft lands of the south. She journeyed to the city they call Neverwinter, and there her travels ended. She met a man, not a tribesman, a city dweller. And not a warrior, a fisherman. But we cannot control the desires of our hearts, and so in Neverwinter she stayed. She wed the fisherman and bore his child, but she never forgot her homeland or her tribe.

The fisherman's son was a fisherman, too. Shrewd, but unimposing, he made a fine business man in this city of stone streets and stone buildings. His mother mourned for what was not, and longed for a child to follow in her footsteps, one she could teach the songs of her people. But no such child came. In time the fisherman's son married a woman like himself, soft from city living, and they provided for their family not with courage and strength, but with their minds and their ink pens.

Then, the child Evelyn was born to the fisherman's son and his wife. She grew quickly, strong like the spring shoots that must take hold before the snows return. Evelyn's grandmother watched over her and smiled a secret smile. The girl child was strong of body, but stronger of spirit. Her tutors despaired and declared her unteachable, even as her grandmother sang to her of the north and her blood. She learned much at her grandmother's knee. The old magic was not for her, she would be no shaman. But still the north ran in her blood, strong and fierce. She would be a warrior.

For some time, she tried to be her father's daughter. She worked the boats and learned the songs of the water, but even these proved too weak to quench the need that drove her. Unable to face the quiet life of the city or the sea, she strapped on her blade and found herself work that would take her away from Neverwinter and into the wilderness to the east - into adventure.[/sblock]

[sblock=Appearance]Ms. Evelyn Fisher is a barely leashed tigress of a woman. At first glance, she might seem as any other young lady of Neverwinter. She is fairly attractive, with close cropped blonde hair, intense dark eyes and an athletic build. But nothing so overly remarkable that she would stand out amid the crowds of the city if you were to observe her standing in front of you. Do not be deceived, however. When she moves, her true power and grace shine through. Hidden muscles bunching and sliding underneath a plain blouse and trousers reveal the elegant killing machine concealed within.[/sblock]

[sblock=Rolls]5E The Lost Mine of Phandelver:
4D6.HIGH(3) = [6, 1, 3, 6] = 15
4D6.HIGH(3) = [1, 3, 4, 6] = 13
4D6.HIGH(3) = [6, 3, 6, 5] = 17
4D6.HIGH(3) = [5, 5, 5, 2] = 15
4D6.HIGH(3) = [2, 2, 5, 6] = 13
4D6.HIGH(3) = [2, 3, 4, 2] = 9
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Salazar Blacktalon
Half Elf
Folk Hero


Salazar is tall for a half-elf at just over six feet and has a muscular build weighing in at just over 200 lbs. He has a sharp featured yet youthful face, with a burn scar staring at the base of his neck and running down to his foot. It has caused him to loss some of his mobility but none of his strength.
Salazar wears a smile almost everywhere he goes along with his chain mail and black traveling cloak.

AC 18 (chain mail, shield)
Initative 0
Speed 30
HP 13
Flail +5 to hit, range 5ft, 1d8+3 bludgeoning
Javelin +5 to hit, range 30/120ft, 1d6+3 piercing [/sblock]

[sblock=Ability Scores]
Strength 16 (+3)
Dexterity 10 (0)
Constitution 16 (+3)
Intelligence 14 (+2)
Wisdom 12 (+1)
Charisma 14 (+2) [/sblock]

[sblock=Saving Throws]
Strength +3
Dexterity +0
Constitution +3
Intelligence +2
Wisdom +3
Charisma +4 [/sblock]
Acrobatics +0
Animal Handling +3
Arcana +2
Athletics +5
Deception +2
History +2
Insight +3
Intimidation +2
Investigation +4
Medicine +1
Nature +1
Perception +1
Performance +2
Persuasion +4
Religion +2
Sleight of Hand +2
Stealth +2
Survival+3 [/sblock]

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools, Smith tools, Land vehicles
Languages Common, Elvish, Dwarvish [/sblock]

Divine Sense – As an action, you can open your awareness to detect strong evil or powerful good. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 ft of you that is not behind total cover. You know the type of any being whose presence you sense but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desectrated, as with the hallow spell.
You can use the feature a number of times equal to 1+ your Charisma modifier. When you finish a long rest, you regain all expended uses.

Lay on Hands – your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total of hit points equal to your Paladin level x5.
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize on poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single lay on hands, expending hit points separetly for each one.

Darkvision-You can see in dim light within 60ft of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Fey Ancestry-You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Rustic Hospitality-since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.[/sblock]


Defining event – I stood alone against a terrible monster.
Personality Trait – When I set my mind to something, I follow through no matter what gets in my way.
Ideal-Destiny. Nothing and no one can steer me away from my higher calling.
Bond – I worked the land, I love the land, and I will protect the land
Flaw –I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure. [/sblock]

[sblock=Equipment:] Flail, Shield with Holy symbol on the front, 5 javelins, chain mail, explorers pack (backpack, bedroll, mess kit, a tinderbox, 10 torches, 10 days of rations, a waterskin and 50 ft of hempen rope, smiths tools, a shovel an iron pot, a set of common clothes and a belt pouch, 10 GP, 0 SP,0 CP [/sblock]

Salazar was born and raised a poor only child in the town of Thundertree. His father was a wood elf who decided to settle in Thundertree where he met Salazar’s mother. Sadly Salazar’s father was killed in a bar fight before he was able to marry Jackalyn but after she had become pregnant. Salazar endured a childhood of bullying disrespect but over time he overcame the judgment of the town by his affability and skill.

At a young age Salazar began to train as an apprentice black smith and happily served his master until Mount Hotenow erupted and cast the surviving inhabitants of Thundertree as refugees. Salazar risked his life dragging the body of his master from the flames and ashes suffering burns along the left side of his body.

Salazar has dreamt of returning to Thundertree and driving off the Dragon and Zombies that have taken residence there. Salazar knows he is destined to bring glory back to Thundertree and he will do it by will alone if need be.


Salazar ability scores attempt 1: 4D6.HIGH(3) = [3, 1, 6, 6] = 15
4D6.HIGH(3) = [3, 1, 6, 3] = 12
4D6.HIGH(3) = [4, 6, 5, 2] = 15
4D6.HIGH(3) = [3, 6, 3, 3] = 12
4D6.HIGH(3) = [3, 5, 4, 5] = 14
4D6.HIGH(3) = [4, 3, 3, 2] = 10
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