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About to run Lost Mine of Phandelver & I have some questions. May contain spoilers.
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<blockquote data-quote="marcelos" data-source="post: 6488792" data-attributes="member: 6778503"><p>You will not be able to run one part per session, unless your sessions are more than 8 hours long. Some parts take a while to develop.</p><p></p><p></p><p></p><p>I did not allow them to go up there. They climbed and realized that there was a flat and heavy stone blocking the passage.</p><p></p><p>My reasoning was that the boss would never leave this passage unprotected, for his safety and as a means to escape dangerous situations.</p><p></p><p></p><p></p><p>In the case of the goblin sentry, it is a simple passive perception vs. stealth check. The book notes the stealth bonus of the goblin. If the players has a light source, however, I would give advantage to the goblin check.</p><p></p><p>About finding traps, you can also use passive perception, and give bonuses if the players suspect of traps. You can use those opportunities to teach them. But no one wants a group that says "I am looking for traps" every ten seconds.</p><p></p><p></p><p></p><p>I crudely draw maps on a 5mm scale paper to give them a notion of their position. I draw as they advance on the dungeon. You don't need to draw it perfectly, and in most situations you can just describe the layout.</p><p></p><p>Some tips:</p><p>1) Remember that the dungeon is "alive". If some goblin escapes inside it, the locations of the enemies would change. In my case, only two players entered the cave, and the bridge goblin ran, actaving the first flood. The players got out to call the others, and when they came back to the cave there were like six goblins in or below the bridge, with wooden crates as cover and shooting arrows, and one lone goblin at the back giving orders and prepared to run for the boss in case things went badly.</p><p>2) Reward the players when they come up with non-combat solutions. If they come from videogames, they will think that everything is combat. Maybe make the Lords Alliance NPC tell them that they could negotiate with the necromancer, for example.</p><p>3) Adapt the story! If you think that the players would get more motivated or happy with the changes, go for it. In my case, the kid that found the secret entrance to the Redbrands hideout (who is the nephew of the rogue) was actually captured from them and given as a slave to the green dragon. The dragon is curious about a dragon-shaped birthmark on the kid - this creates a strong motivation to fight or negotiate with the venomfang.</p><p>4) If you are into taking the game to a different level, you could look for the digitally projected map (projector on the ceiling pointing to table, and using photoshop masks to show the parts of the map they know). But this is professional DMing <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="marcelos, post: 6488792, member: 6778503"] You will not be able to run one part per session, unless your sessions are more than 8 hours long. Some parts take a while to develop. I did not allow them to go up there. They climbed and realized that there was a flat and heavy stone blocking the passage. My reasoning was that the boss would never leave this passage unprotected, for his safety and as a means to escape dangerous situations. In the case of the goblin sentry, it is a simple passive perception vs. stealth check. The book notes the stealth bonus of the goblin. If the players has a light source, however, I would give advantage to the goblin check. About finding traps, you can also use passive perception, and give bonuses if the players suspect of traps. You can use those opportunities to teach them. But no one wants a group that says "I am looking for traps" every ten seconds. I crudely draw maps on a 5mm scale paper to give them a notion of their position. I draw as they advance on the dungeon. You don't need to draw it perfectly, and in most situations you can just describe the layout. Some tips: 1) Remember that the dungeon is "alive". If some goblin escapes inside it, the locations of the enemies would change. In my case, only two players entered the cave, and the bridge goblin ran, actaving the first flood. The players got out to call the others, and when they came back to the cave there were like six goblins in or below the bridge, with wooden crates as cover and shooting arrows, and one lone goblin at the back giving orders and prepared to run for the boss in case things went badly. 2) Reward the players when they come up with non-combat solutions. If they come from videogames, they will think that everything is combat. Maybe make the Lords Alliance NPC tell them that they could negotiate with the necromancer, for example. 3) Adapt the story! If you think that the players would get more motivated or happy with the changes, go for it. In my case, the kid that found the secret entrance to the Redbrands hideout (who is the nephew of the rogue) was actually captured from them and given as a slave to the green dragon. The dragon is curious about a dragon-shaped birthmark on the kid - this creates a strong motivation to fight or negotiate with the venomfang. 4) If you are into taking the game to a different level, you could look for the digitally projected map (projector on the ceiling pointing to table, and using photoshop masks to show the parts of the map they know). But this is professional DMing :) [/QUOTE]
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About to run Lost Mine of Phandelver & I have some questions. May contain spoilers.
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