Lost Mine of Phandelver: Episode 1
We tried Shadowrun. Shadowrun tried us. We failed.
So on to easier RPG action: It’s the Dungeons & Dragons 5E starter set: “Lost Mine of Phandelver!”
Our intrepid party consisted of:
Kosef: The human noble played by Tyler
Arimita: The halflfing rogue played by Sam
Ikius: The elf wizard played by Jeremy
Karnass: The dwarf cleric played by Kerri
Helma: The human archer played by Leah Rae
Willaby: The dragonborne ranger played by Ryan
Shred: The half-orc barbarian played by Tahj
The party was hired to escort a wagon of goods to Phandalin, but goblins had a different idea. Swords clashed. Map cases emptied. Arrows flew. Many of them hit Willaby, whom Karnass correctly assumed would be just fine without healing spells.
Having defeated the Goblins, the team took one captive. Balthazar the Whisperer proved a fine prize, as he led the party to a goblin cave where they bested wolves, the darkness, and even a surprise flood.
Our heroes met their first real challenge in the deepest reaches of the goblin cave. Klarg from Accounting plotted an ambush, but the evil bugbear was bested by Ikius’ mighty volley of magic missiles.
With Klarg out of the way, the party rescued the mercenary Sildar from the goblin cave and gathered up loot for the trip to Phandalin.
Level Up
As a result of their valiant efforts, the party gained 350 XP apiece and the following powers:
Kosef: Max HP boosted to 23 (+11), hit dice increased to 2d10, and gained Action Surge (one additional combat action on top of your regular action per rest)
Arimita: Max HP boosted to 15 (+6), hit dice increased to 2d8, and gained Cunning Action (take a bonus action on each turn in combat: dash, disengage, or hide)
Ikius: Max HP boosted to 15 (+7), hit dice increased to 2d6, prepared spells increased to 5, spell slots increased to three Level 1 slots, gained Evocation Savant (half the time and gold to copy a spell into your book) and Sculpt Spells (protect friendly creatures from your own area effect spells)
Karnass: Max HP boosted to 22 (+11), hit dice increased to 2d8, prepared spells increase to 5, spell slots increased to three Level 1 slots, gained Channel Divinity (once per rest, you can use a turn to activate either Turn Undead or Preserve Life. Turn Undead forces any undead within 30 feet of you that fails a Wisdom saving throw to spend 1 minute moving as far from you as it can. Preserve Life splits 10 HP of healing among any creatures you choose, up to half each’s Max HP.
Helma: Max HP boosted to 22 (+10), hit dice increased to 2d10, gained Action Surge (one additional combat action on top of your regular action per rest)
Willaby: Max HP boosted to 20 (+9), hit dice increased to 2d10, gained two spell slots for Spellcasting and can choose two Ranger spells, and gained Fighting Style (a boost to your ranged attack, armor defense, or dual-wielding melee attack)
Shred: Max HP boosted to 25 (+11), hit dice increased to 2d12, gained Reckless Attack (trade disadvantage on your defense for advantage on your attack for a turn) and Danger Sense (advantage on Dexterity saving throws you can see)












