Review: Lost Mine of Phandelver on Fantasy Grounds Classic

DM Greg here with another Dungeons and Dragons adventure review for use on Fantasy Grounds Classic.

The Lost Mine of Phandelver (LMoP) was the first game module I ran on Fantasy Grounds back in November 2019. As a matter of fact I still have the module loaded as my party, at the time of this writing, is still adventuring in the same area utilizing the same maps and continuing to interact with the NPC’s they met from their early interactions. If anyone is familiar with the physical copy of the module it includes pre-generated characters, fold out maps, an adventure campaign and setting, as well as some dice and quick start rules. The digital copy faithfully incorporates all of that into Fantasy Grounds (when counting the free 5e SRD rules and dice in the application).

The Campaign Setting

The setting for LMoP is a small mining town of Phandalin nestled on the Sword Coast between Neverwinter Woods and the Kryptgarden Forest along the Triboar Trail. The party has been hired by Gundren Rockseeker to escort a caravan of supplies from Neverwinter to Phandalin. Obviously thing don’t go as planned but the details and maps of the area really lays the groundwork for my ongoing campaign. The Sword Coast and Phandalin maps are excellent, nothing was lost in their resolution when loaded into Fantasy Grounds.

The Adventure

*Spoilers*

The adventure has 3 main parts. First, an intro escort mission that turns into a rescue mission that took us one session to complete. Next, the exploration of Phandalin and introduction to a handful of NPC’s along with a bunch of side quests that took us 4 sessions. And finally, the investigation and subsequent dungeon crawl of Wave Echo Cave, again 2 more game sessions.

The encounters formatted for Fantasy Ground is pretty much the standard I hold all other module to. The enemy tokens are pre-placed on the map and combat is logical and properly loaded every time.

Going Forward

After completing the module my players PC’s were all at level 5. Since then I have been adding to the intro adventure by running adventures found within Tales From the Yawning Portal and modules that Wizards released as add ons to Dragons of Icespire Peak. The world building has been very rewarding to me as a DM as again, LMoP laid excellent groundwork for my ongoing campaign.

Cheers,

DM Greg

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Virtual Kobold Con 2020 DDHC-TYP The Sunless Citadel 05/01/20-05/03/20

Ever consider running the adventure The Sunless Citadel in an Adventurers League format? I had the opportunity to DM it on Fantasy Grounds as a three part session over the course of May 1st through the 3rd at Virtual Kobold Con.

First off, Virtual Kobold Con was the result of a regional convention having to cancel their whole event and go online due to COVID-19. They were recruiting GM’s to run games over any virtual tabletop (VTT) to include; Fantasy Grounds, Roll 20, Tabletop Simulator, and even Zoom.

I saw a recruitment post on the Fantasy Grounds Adventurers League Forum looking for DM’s for the event. I felt this was exciting as I would be able to run multiple AL games over the course of one weekend. Then the light bulb came on. Why not run one of the D&D campaigns as an AL legal DDHC over the the three days?

After weighing some of the pro’s and con’s I decided to go with The Sunless Citadel out of Tales From the Yawning Portal (TYP). My rational is as follows:

  • First, I only wanted to run the adventure over three sessions. A full campaign book would have had me at my computer non-stop all weekend.
  • Second, The Sunless Citadel’s adventure kept the entire party in the same Tier if I required them to start at level 1.

After skimming through the adventure I felt if my table had 7 Tier 1 players there would be no problem getting through all the content. As it turned out our Friday and Saturday session took 4 hours a piece. Sunday was wrapped up in about 2 hours, but there was a little content in the dungeon the party decided to skip. I think 6 party members would have used up the entire 12 hours I blocked out.

It was a great decision to run the the module over 3 sessions. It was an even better decision to host a game at Virtual Kobold Con as the players at my table were phenomenal. There was the risk of not keeping all 7 through all 3 days the party was able to stick together all three days. It would not have been as much fun for me without them!

I look forward to playing at this event again next year!

Cheers,

DM Greg

Krogan Warbrew DDAL09-02 Stopped at the Gate

I got my second Adventurers League game on Fantasy Grounds with Krogan Warbrew last night. This time I was able to find a game through the Fantasy Grounds: Adventurer Discord server.

This adventure was run by one of the channels moderators and was mostly theater of the mind. So far the season 9 AL content has been a little slow for me as a player. I would prefer a little more combat and less “retrieval/investigation” quests. All in all I feel like the storyline is building up to something super exciting.

You can view Krogan’s AL log here: https://www.adventurersleaguelog.com/users/3670/characters/58646

Krogan Warbrew DDAL09-01 Escape From Elturgard

I played in my first Adventurers League game on Fantasy Grounds last night as a player. It was part of the Virtual Gary Con going on this weekend. First off it was a great time. The DM was excellent and the party worked really well with each other and were engaged in voice on Discord. We did a lot of theater of the mind utilizing Fantasy Grounds for dice rolls and a couple of tactical maps.

The adventure was DDAL09-01 Escape From Elturgard. I played as a level 1 Dwarf Cleric named Krogan Warbrew utilizing the Forge Domain from Xanathars Guide to Everything. I believe it was a 5 part module that we were able to complete right at the 4 hour mark.

The highlight of Krogann’s adventure was on the final encounter. The party was investigating a murder in the middle of the night. Krogan, who had been woken from a deep slumber, was walking around the camp with his warhammer, shield, and nothing on but his small clothes. Upon discovering the perpetrator, and walking around almost naked for an hour, Krogan had had enough. He dropped his shield to wield his warhammer in 2 hands, channeled Searing Smite into his holy weapon, and utilized his inspiration to critical hit the final boss pumping in 25 points of damage. It was the kind of dice roll every player dreams of! Upon smiting his foe Krogan stood over his vanquished enemy raising his warhammer in salute to the god Moradin and started gyrating wildly in exultation, waving his banana hammock in all its glory.

Here is link to my AL player log: https://www.adventurersleaguelog.com/users/3670/characters/58646