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Running "The Lost Mines of Phandelver"
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<blockquote data-quote="Xeviat" data-source="post: 7171199" data-attributes="member: 57494"><p>My players decided to rest after the ambush. Two of them dropped and they were out of spell slots, all slots used for healing (Bard and Druid). They avoided the traps along the hidden trail no problem. The ranger and rogue got the jump on the goblin lookouts, so they were no problem, but I had the wolves attack when they saw people sneaking in (passive Perception +5 from keen smell and hearing makes hard targets to sneak by). The fight was tough for them, so they pulled back for a short rest.</p><p></p><p>4 of the 5 players are new to D&D. I'm trying to go easy on tactics on them, while also trying to keep their minds open and not restricted to their character's abilities and proficiencies (my sister thought her Druid couldn't use stealth because she didn't have proficiency in it, for instance). I haven't had so many new players for a while.</p><p></p><p>Letting the Goblins let the players get away once would be good. They don't have any small characters so they're not going to be able to get up the slope to the barracks first so they might run into Klarg first. </p><p></p><p></p><p>Sent from my iPhone using Tapatalk</p></blockquote><p></p>
[QUOTE="Xeviat, post: 7171199, member: 57494"] My players decided to rest after the ambush. Two of them dropped and they were out of spell slots, all slots used for healing (Bard and Druid). They avoided the traps along the hidden trail no problem. The ranger and rogue got the jump on the goblin lookouts, so they were no problem, but I had the wolves attack when they saw people sneaking in (passive Perception +5 from keen smell and hearing makes hard targets to sneak by). The fight was tough for them, so they pulled back for a short rest. 4 of the 5 players are new to D&D. I'm trying to go easy on tactics on them, while also trying to keep their minds open and not restricted to their character's abilities and proficiencies (my sister thought her Druid couldn't use stealth because she didn't have proficiency in it, for instance). I haven't had so many new players for a while. Letting the Goblins let the players get away once would be good. They don't have any small characters so they're not going to be able to get up the slope to the barracks first so they might run into Klarg first. Sent from my iPhone using Tapatalk [/QUOTE]
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Running "The Lost Mines of Phandelver"
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