Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*Dungeons & Dragons
About to run Lost Mine of Phandelver & I have some questions. May contain spoilers.
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Jaelommiss" data-source="post: 6488851" data-attributes="member: 6775925"><p>Run the adventure at the speed that the players clear the content. If they progress slowly then take more than one session per part. If they find a way to get what they need/want from that part in the first five minutes, be ready to let them move on. Ultimately your players will decide on how fast you go through the adventure.</p><p></p><p></p><p></p><p>There is nothing wrong with letting them climb up and take on the 'boss'. I think that the module gives you advice on what checks the players need to succeed on to climb up. Make sure that they remember that they are (most likely) not there to kill the goblins, but to find out what happened to Gundran and Sildar, and rescue them if possible. Only Sildar is in the cave, and he's as far away from room 8 as it is possible to get, so climbing up doesn't really help them achieve their goal (not that they know this). </p><p></p><p></p><p></p><p>The goblin is there because it makes sense for the goblins to have a sentry posted. This isn't a video game where monsters are only placed in predetermined groups for players to kill, but instead a world that you as a DM need to bring to life. Giving goblins a degree of self preservation and taking actions to protect themselves is how the module helps you acomplish this. If the goblin escapes, then they set off a trap to get rid of the intruders. When the intruders come back they do it again. If they come back a third time, I imagine that they would let the other goblins in the cave know and set up ambushes.</p><p></p><p>In any case, the cave is dark and only those with Darkvision will be able to see the goblin on the bridge at a distance. By the time players get close enough with a torch the goblin will have run off. I think there is also a Perception check mentioned in the module. Anyone scouting ahead would get to make this check. I agree with you that asking for a roll tips them off that there is something to look for. One way to avoid this is to have all the players roll five perception checks before the cave, write down their results, and then use those numbers without telling them that they are making the check.</p><p></p><p></p><p></p><p>My only advice is don't use maps if you don't want to. If the players want a map, let them create it themselves based off of your descriptions. </p><p></p><p>Since they are coming from WoW it would be a good idea to let them know that they will get butchered if they try to fight their way through everything. Sitting in a goblin cave for an hour (short rest) is almost certainly to get them discovered. Sleeping outside the cave (long rest) without moving a distance away and hiding is probably going to have the same result. Ultimately they will ignore you and learn the hard way, but its still a good idea to give them a chance.</p><p></p><p>Something else I would suggest is avoid having intelligent creatures make obviously suicidal actions. A goblin will not run in to attack the armouerd dwarf with a massive axe if she can instead hide in the trees and shoot arrows in relative safety. After seeing his friends slaughtered, the last goblin will try to run away or surrender instead of fighting to the death. If given a chance, he might later try to escape his bonds and run home to warn his family. Keep the creatures' goals in mind when you make them act. The goblins want to steal supplies, so they might damage the wagon before running off. A smashed wheel should suffice. They'll come back later to steal everything when its dark. If the players left to get help, take it all. If they stayed to guard the wagon, stage an ambush, possibly even capture them. Give them a way to escape from inside the goblin cave. Show them that the world is inhabited by real creatures instead of faceless monsters and your players will be drawn in.</p></blockquote><p></p>
[QUOTE="Jaelommiss, post: 6488851, member: 6775925"] Run the adventure at the speed that the players clear the content. If they progress slowly then take more than one session per part. If they find a way to get what they need/want from that part in the first five minutes, be ready to let them move on. Ultimately your players will decide on how fast you go through the adventure. There is nothing wrong with letting them climb up and take on the 'boss'. I think that the module gives you advice on what checks the players need to succeed on to climb up. Make sure that they remember that they are (most likely) not there to kill the goblins, but to find out what happened to Gundran and Sildar, and rescue them if possible. Only Sildar is in the cave, and he's as far away from room 8 as it is possible to get, so climbing up doesn't really help them achieve their goal (not that they know this). The goblin is there because it makes sense for the goblins to have a sentry posted. This isn't a video game where monsters are only placed in predetermined groups for players to kill, but instead a world that you as a DM need to bring to life. Giving goblins a degree of self preservation and taking actions to protect themselves is how the module helps you acomplish this. If the goblin escapes, then they set off a trap to get rid of the intruders. When the intruders come back they do it again. If they come back a third time, I imagine that they would let the other goblins in the cave know and set up ambushes. In any case, the cave is dark and only those with Darkvision will be able to see the goblin on the bridge at a distance. By the time players get close enough with a torch the goblin will have run off. I think there is also a Perception check mentioned in the module. Anyone scouting ahead would get to make this check. I agree with you that asking for a roll tips them off that there is something to look for. One way to avoid this is to have all the players roll five perception checks before the cave, write down their results, and then use those numbers without telling them that they are making the check. My only advice is don't use maps if you don't want to. If the players want a map, let them create it themselves based off of your descriptions. Since they are coming from WoW it would be a good idea to let them know that they will get butchered if they try to fight their way through everything. Sitting in a goblin cave for an hour (short rest) is almost certainly to get them discovered. Sleeping outside the cave (long rest) without moving a distance away and hiding is probably going to have the same result. Ultimately they will ignore you and learn the hard way, but its still a good idea to give them a chance. Something else I would suggest is avoid having intelligent creatures make obviously suicidal actions. A goblin will not run in to attack the armouerd dwarf with a massive axe if she can instead hide in the trees and shoot arrows in relative safety. After seeing his friends slaughtered, the last goblin will try to run away or surrender instead of fighting to the death. If given a chance, he might later try to escape his bonds and run home to warn his family. Keep the creatures' goals in mind when you make them act. The goblins want to steal supplies, so they might damage the wagon before running off. A smashed wheel should suffice. They'll come back later to steal everything when its dark. If the players left to get help, take it all. If they stayed to guard the wagon, stage an ambush, possibly even capture them. Give them a way to escape from inside the goblin cave. Show them that the world is inhabited by real creatures instead of faceless monsters and your players will be drawn in. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
About to run Lost Mine of Phandelver & I have some questions. May contain spoilers.
Top