I like pre published modules, especially because I find in them something that I can add to my homebrew games. So I tend to buy most of them and run them once or twice to get the hang of the mood, the difficulty etc.
The lost mine of Phandelver to this day is by far the most played module I have ever run. It is my go to for all new players, players that want to dip their toes in the ocean called dungeons and dragons. But also a starting adventure for many of my parties through the years no matter their expertise.
It is easy, it has a nice, simple and straight forward story, plenty of hooks to base entire campaigns after it is done and it has beautiful art, maps etc. The starting village and the npcs can be used with ease for many sessions after you have cleared the wave echo cave and the general foundation of the story is perfect for all kinds of future plot arcs.
What do you need?
- Red wizards of Thay asking favours and raising zombies? CHECK
- Camp filled with Orcs ready to raid and pillage? CHECK
- A green dragon claiming ruined villages and being worshiped by cultists? CHECK
- Mysterious treasure maps? CHECK
- Powerful banshee with the power to foresee the future or past? CHECK
- Magical forge to establish a trading house ( or at least the beginning of it!) CHECK
- A castle for your players? CHECK
- Goblins? Hobgobblins? Drow? Undead? Spectators? Flameskulls? Owlbears? did I mention a GREEN DRAGON? CHECK CHECK And CHECK AGAIN.
So this is the two part walkthrough for the game masters that have not run it yet. I strongly advice you to do so, and especially if you are new to the game and you have always wanted to convince your friends to start rolling dice, go with the Mines you cannot go wrong!
Part 1 of the review:
Part 2 of the review:
What is your go to adventure for your table? What is the one adventure you have run so many times that probably you cannot remember the original story too clear with all the bits and pieces you have added all those years to it?
The lost mine of Phandelver to this day is by far the most played module I have ever run. It is my go to for all new players, players that want to dip their toes in the ocean called dungeons and dragons. But also a starting adventure for many of my parties through the years no matter their expertise.
It is easy, it has a nice, simple and straight forward story, plenty of hooks to base entire campaigns after it is done and it has beautiful art, maps etc. The starting village and the npcs can be used with ease for many sessions after you have cleared the wave echo cave and the general foundation of the story is perfect for all kinds of future plot arcs.
What do you need?
- Red wizards of Thay asking favours and raising zombies? CHECK
- Camp filled with Orcs ready to raid and pillage? CHECK
- A green dragon claiming ruined villages and being worshiped by cultists? CHECK
- Mysterious treasure maps? CHECK
- Powerful banshee with the power to foresee the future or past? CHECK
- Magical forge to establish a trading house ( or at least the beginning of it!) CHECK
- A castle for your players? CHECK
- Goblins? Hobgobblins? Drow? Undead? Spectators? Flameskulls? Owlbears? did I mention a GREEN DRAGON? CHECK CHECK And CHECK AGAIN.
So this is the two part walkthrough for the game masters that have not run it yet. I strongly advice you to do so, and especially if you are new to the game and you have always wanted to convince your friends to start rolling dice, go with the Mines you cannot go wrong!
Part 1 of the review:
Part 2 of the review:
What is your go to adventure for your table? What is the one adventure you have run so many times that probably you cannot remember the original story too clear with all the bits and pieces you have added all those years to it?