Lost Mine of Phandelver Campaign Resources

Starter Phandelver

The Lost Mine of Phandelver is the introductory adventure for the 5th Edition Starter Set. It is designed for PC levels 1 – 5 and has a good mix of wilderness, dungeon, and village encounters with a decent story. Before the adventure, I gave my beginner players a brief summary of adventuring and combat basics – Rules FOUR PAGE. I also gave them a Setting Overview for the Forgotten Realms set in the year 1479 DR, the official year of this adventure – FAERUN 1479. However, if you’d rather run this adventure in line with the rest of the 5th Edition adventures, those take place starting in 1492 DR – FAERUN 1492.

What follows is a complete overview of our experience playing this adventure. There are three sections:

The Campaign Diaries – The full Tale of the Saviors of Phandalin as they attempt to collect on a $50 debt.

The Maps – All the maps that I used to run The Lost Mine of Phandelver, including some custom maps. The Player Maps have all hidden locations, traps, and secret areas removed. They are also great for a virtual tabletop.

The Handouts – The module came with one handout to give to the players. I added 10 more. Most handouts provided further motivation for the players to want to hunt down the main villain, Nezzar, since he has no contact with the players until the last chapter. A few set up future adventure hooks. I usually print them using a variety of construction and specialty papers cut to fit my printer. The Handouts can be printed as is or used as a starting point for your own creative spin.

If there is anything else that you think I should have here to help you run your own campaign, please leave a comment.

 

Campaign Diary

LMOP Session01

Session 1 – Our merry band of mercenaries manages to lose their patron in five minutes and violate the Geneva Convention in ten.

 

LMOP Session02

Session 2 – The Mercs with No Name sack a goblin cave, collect some second-hand furniture and find an NPC that I call Captain Exposition.

 

LMOP Session03

Session 3 – The Mercs invade the peaceful village of Phandalin, try to be Murder Hobos, and pick a fight with the local gang of thugs.

 

LMOP Session04

Session 4 – The Mercs storm the Thug Hideout, pet some monsters, obtain the world’s ugliest valet, and play a wild game of Liar’s Dice.

 

LMOP Session05

Session 5 – Gather round while we replay the entire Phandalin section and then go off in search of the creator of the Forgotten Realms.

 

LMOP Session06

Session 6  – The Mercs find the ruined town of Thundertree, the spirit of Ed Greenwood in a batty old druid, and, holy crap, a green dragon!

 

LMOP Session07

Session 7 – We start with a TPK, then battle a very colorful sorcerer and take on the dragon! At level 2! And they steal some dragon eggs.

 

LMOP Session08

Session 8 – The party arrives back in Phandalin to find that everything is not as it seems. Then they trash the only good inn in town.

 

LMOP Session09

Session 9 – During the Festival of Greengrass, the goblin army invades Phandalin. Our heroes risk it all to save the village they call home.

 

LMOP Session10

Session 10 – The newly dubbed Saviors of Phandalin search for the mysterious four-fingered man and find the bum who owes them $50.

 

LMOP Session11

Session 11 – The Saviors finally get to Chapter 5, only to find zero treasure, just strange chucks of humming metal. And a ton of ghouls.

 

LMOP Session12

Session 12 – The Saviors negotiate with Nezzar, the evil puppet master, by stabbing him with a sword. Then evil spider god, Lolth, shows up.

 

LMOP Session13

Session 13 – Having defeated Nezzar, The Saviors continue to search the dungeon, obsessed with finding more mysterious humming metal.

 

LMOP Session14

Session 14 – The thrilling conclusion. The humming metal pays off, secret villains are revealed, and there’s lots of ominous foreshadowing.

 

 

MAPS

 

DM Map of the Exterior Locations

 

Player Map of the Exterior Locations. Locations that need to be found are removed.

 

DM Map Dungeon 1: Cragmaw Hideout

 

Player Map Dungeon 1: Cragmaw Hideout

 

DM Map: Village of Phandalin

 

Player Map: Village of Phandalin

 

DM Map Dungeon 2: Redbrand Hideout

 

Player Map Dungeon 2: Redbrand Hideout

 

DM Map: Ruins of Thundertree

 

Player Map: Ruins of Thundertree

 

DM Map Dungeon 3: Cragmaw Castle

 

Player Map Dungeon 3: Cragmaw Castle

 

DM Map Dungeon 4: Wave Echo Cave

 

Player Map Dungeon 4: Wave Echo Cave

 

Battle Map: Stonehill Tavern (Used during the Doppelganger Ambush)

 

Battle Map: Village of Phandalin (Used during the Goblin Siege of the town)

 

HANDOUTS

 

LMP Handout1 Wanted Poster
Handout 1: Wanted Poster outside Townmaster Hall

 

LMP Handout2 1st Spider Letter
Handout 2: First Black Staff Letter, found in Redbrand Hideout (only handout in the printed adventure)

 

LMP Handout3 Dragon Cult Diary
Handout 3: Dragon Cult Diary, found in Thundertree. These dragons are found throughout Tales From the Yawning Portal, except the Blue, who is in the novel Godcatcher.

 

LMP Handout4 2nd Spider Letter
Handout 4: Second Black Staff Letter, found after Doppelganger Ambush

 

LMP Handout5 Ancient Wave Echo Map
Handout 5: Ancient Map of Lost Echo Mine. Given by Sildar following Doppelganger Ambush. If compared with the real dungeon, the risen water level might help party find ways to bypass certain areas. Dwarven runes translate to: Phandelver Forge of Spells

 

LMP Handout5 Ancient Wave Echo Map Raw
I did not hand this out but, I used this as my source for the previous handout, in case you wanted to make your own ruined map. 

 

LMP Handout6 Kill Everyone
Handout 6: Found on Hobgoblin General following Goblin Siege of Phandalin

 

LMP Handout7 Spiders Map Drow
Handout 7: Black Spider Map of Lost Echo Mine, found on Black Spider’s desk. Written in Drow.

 

LMP Handout8 Spiders Map English
Handout 7A &7B: Same map written in phonetic Drow and English. Skill checks required to translate.

 

Phandelver lock correct
Handout 8: Puzzle Key (solved), found throughout the final dungeon, usually on the skeleton of a wizard. Made with cut wood blocks, spray-painted silver, with model paint details. Crest is the symbol for the Netherese, a future villain. Used to unlock a magical door.

 

Phandelver lock wrong
This is what the solved puzzle looks like when reversed. Yes, it can be solved, but not the way the players think and not for several adventures later, so I won’t spoil it here.

 

LMP Handout10 Dwarven Map book
Handout 9: Book Cover Map found in Mormesk’s chamber. I designed the map to wrap around a real book to disguise the fact that it was a map and to allow for the players to find a second, hidden handout inside.

 

LMP Handout10 Dwarven Map common
This is the translated version of the map that will lead to the Dwarven ruin of Khondrukar. Starting at Blasingdell (an unknown location) and following a series of standing stones to a place called Green River, then to a mountain range, the Five Watchers, and finally to a peak called “Blacktooth”. This will be used when the players go through the Forge of Fire in Tales From the Yawning Portal.

 

LMP Handout10 Dwarven Map clean
Here is a clean version of the map for you to add your own names and descriptions to.

 

LMP Handout9 Mormesk Diary
Handout 10: Mormesk’s final journal entry. This was hidden inside the previous book handout, waiting for the players to find. Mormesk gives lots of cryptic clues to his history and his plans, and delivers a strange prophecy of the future, or maybe the past. Or maybe it’s both.

 

Magic Items
Not a handout per se. Just showing off some of the other props given to my players. Clockwise from the top: The Zeitbrille (Goggles of Glory?), Chuy the Flying Leopard Figurine of Wondrous Power, Tymora’s Fortune – the “Lucky” Coin, and inspiration tokens.

 

That’s it. After 20 sessions that took over a year to complete, we finally concluded the epic Lost Mine of Phandelver. (We played every other week for only 2 hours per session, the limit of a kid’s D&D focus)

We hope that you have as much fun and excitement when you run this adventure. Feel free to use any, all, or none of these extras that I used to run the adventure. Hopefully, you can use them to inspire your own epic adventure.

As always, it’s better to show than tell, and Game On!