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Lost Mine of Phandelver tips n tricks
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<blockquote data-quote="evilbob" data-source="post: 6568470" data-attributes="member: 9789"><p>Keep in mind that the castle is no joke. The goblin cave isn't any joke either if you've only got 3 players, but the castle needs people to be level 2 minimum, and even then it can get them. Level 3 makes a HUGE difference. My players were level 2 and barely made it through the last couple of rooms (they skipped all the rest). (For some reason they also skipped most of the cave and were barely level 2 when they got there.)</p><p></p><p>As someone mentioned, the orcs are also no joke. Those guys can wreck a low-level party.</p><p></p><p>Most of my changes came from the stuff the adventure left out - like why WAS that necro there, really? What DID happen to the banshee? (Make SURE THEY DO NOT FIGHT IT.) But I think that's part of the intention of the writers - leave those bits open for you. One thing that made no sense was one of the "former adventurers" sending you off on a quest he's clearly qualified to help you with but otherwise not offering. Had to make up some stats for that guy fast.</p><p></p><p>I also had the druid statted up just in case the dragon wiped the party, so he could come in and at least evac. Fortunately he didn't have to, but obviously the dragon is no joke. Having the druid tell the party it's a green dragon and getting some rolls to know "protection from poison" is amazing will have a huge effect.</p><p></p><p>They should really be level 4 by the time they get to the final cave as well. At least, just as a rule of thumb. Taking it super-slow they might be ok, but if they charge right in it can go badly. Then again, if you have 4 or 5 players, you can take more liberties. The DMG acts like 3 players = 5 players and it couldn't be more wrong.</p></blockquote><p></p>
[QUOTE="evilbob, post: 6568470, member: 9789"] Keep in mind that the castle is no joke. The goblin cave isn't any joke either if you've only got 3 players, but the castle needs people to be level 2 minimum, and even then it can get them. Level 3 makes a HUGE difference. My players were level 2 and barely made it through the last couple of rooms (they skipped all the rest). (For some reason they also skipped most of the cave and were barely level 2 when they got there.) As someone mentioned, the orcs are also no joke. Those guys can wreck a low-level party. Most of my changes came from the stuff the adventure left out - like why WAS that necro there, really? What DID happen to the banshee? (Make SURE THEY DO NOT FIGHT IT.) But I think that's part of the intention of the writers - leave those bits open for you. One thing that made no sense was one of the "former adventurers" sending you off on a quest he's clearly qualified to help you with but otherwise not offering. Had to make up some stats for that guy fast. I also had the druid statted up just in case the dragon wiped the party, so he could come in and at least evac. Fortunately he didn't have to, but obviously the dragon is no joke. Having the druid tell the party it's a green dragon and getting some rolls to know "protection from poison" is amazing will have a huge effect. They should really be level 4 by the time they get to the final cave as well. At least, just as a rule of thumb. Taking it super-slow they might be ok, but if they charge right in it can go badly. Then again, if you have 4 or 5 players, you can take more liberties. The DMG acts like 3 players = 5 players and it couldn't be more wrong. [/QUOTE]
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