Have the goblins harass this poor soul to give the characters something else to protect than their own hides. You may want to get your characters to second level as soon as you can, even as early as the middle of the Cragmaw Hideout.
There's also nothing stopping you from starting them at second level. Those extra hit points and hit dice of healing will help them significantly when facing off against the foes in the first chapter of this adventure. You can level them to third level when the story dictates it normally and everything works out well after that.
Lost Mine of Phandelver is a series of small sandboxes stacked together. This is a fantastic opportunity to practice the art of the lazy dungeon master. Part 1, the Cragmaw Hideout, is a great dungeon sandbox with multiple paths and multiple ways to defeat its enemies. Instead of pushing the players down one particular path, relish in their discussions about which way to go and improvise as they take their chosen path.
You'll likely want to avoid any elaborate battle maps for this dungeon and instead use a blank flip mat to draw out rough locations as the players choose a direction. If you pre-build parts of the dungeon, you're more likely to consciously or subconsciously lead them that way. Instead, relax and let them choose whatever path they want. You will also want to consider how the goblins react to the approach taken by the characters.
It's a great time to see through the eyes of the goblins. As the characters invade their secret headquarters, the goblins act as they would in reaction to this. Part 2 and part 3 of the adventure expand the sandbox considerably. There are tons of things to do both inside and outside Phandalin. Feel free to let the group decide whether to stay inside the town and deal with the Redbrands or to leave the city and deal with some of the interesting locations found in part 3.
The characters should be free to leave and return to Phandalin as they choose, though the plots of the Redbrands may escalate if not taken care of. Part 4 returns us to a sandbox dungeon delve. Again, give your players the freedom to choose whatever path they want to explore the dungeon. Wave Echo Cave is big so don't feel like the characters have to explore every nook and cranny. If it starts to get stale, cut off certain passages or remove redundant monsters to keep the pace moving well.
If they happen to go straight to the boss, let them do so. There are two dopplegangers in this adventure, Vhalak and Vyerith. Both of them work for the Black Spider and are written in at specific locations in the adventure. Designed for players. This deluxe box contains rules and advice to help Dungeon Masters run games for adventurers of levels 1— It also includes useful DM tools such as a Dungeon Master's screen with tables and rules printed on the inside , die-cut terrain tiles and monster tokens, and fold-out battle maps.
Each book has the most recent text updates and errata. Designed for one-to-five players, this boxed game contains everything needed to start playing. Each book has the most recent text updates and errata. All three books and the screen feature a foil-paper cover that distinguish them at your table.
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