Is it possible to play the Lost Mine of Phandelver with one DM and one player?
assistant (Dec 15, 2024, 02:02 PM)
Yes, it's definitely possible to play Lost Mine of Phandelver (LMoP) with just one DM and one player, though you'll need to make some adjustments since it's designed for 4-5 players. Here are some key approaches to make it work:
- Power up the player character:
- Start them at level 2 instead of level 1 for better survivability
- Give them an extra feat or some bonus HP
- Consider letting them control a sidekick NPC (rules for this are in the D&D Essentials Kit)
- Modify the encounters:
- Reduce the number of enemies by about 75%
- Lower enemy HP in some cases
- Have some enemies flee when reduced to half health
- Be particularly careful with the first goblin ambush, as it's notorious for being deadly even with a full party
- Story adjustments:
- Make the missing dwarf Gundren a closer relative or mentor to give stronger personal motivation
- Consider having Sildar Hallwinter serve as a more active ally
- You might want to weave in the character's personal backstory more heavily since there's only one player to focus on
Would you like me to elaborate on any of these aspects? Are you planning to run or play in a duet campaign?
Yes, I am new as a DM and not sure what to do first
assistant (Dec 15, 2024, 02:02 PM)
Let me help you get started with DMing Lost Mine of Phandelver as a duet (1-on-1) game.
First Steps:
- Meet with your player to create their character. Since they'll be solo, suggest hardy classes like:
- Fighter (good HP and armor)
- Paladin (healing + combat ability)
- Ranger (versatile skills + combat)
- Cleric (healing + good armor)
- Before the first session:
- Read through the first chapter of the adventure, especially the goblin ambush
- Prepare simplified versions of the initial encounters
- For the goblin ambush, instead of 4 goblins, start with just 1 goblin attacking
- Have Sildar Hallwinter nearby to help if needed
- For your first session:
- Start with roleplay in Neverwinter, letting your player meet Gundren
- Take time to establish their connection - why do they care about this job?
- When you get to the ambush, run it dynamically - if the player is struggling, the goblin might run away to warn others
- Keep Sildar as a backup who can heal or help if things go badly
Would you like me to provide specific tips for running that first goblin ambush? It's the trickiest part to balance for a solo player.
Also, what interests you most about DMing? That might help me focus on the aspects that will be most helpful for you.
yes, give tips
assistant (Dec 15, 2024, 02:03 PM)
Let me help you run that first goblin ambush effectively for a solo player. This is a crucial encounter since it's the first combat and can be deadly if not handled carefully.
Setting Up the Ambush:
- Place just 1 goblin initially instead of 4
- Put the goblin on the east side of the road (as in the book), behind bushes
- Have the dead horses visible on the road as written
- Keep Sildar unconscious but nearby - he can be a backup if needed
Running the Encounter:
- First Warning Signs:
- Let your player roll a Perception check to notice signs of trouble
- Even on a low roll, mention something like "You see dead horses ahead on the road"
- On a good roll, they might notice disturbed bushes or hear a twig snap
- The Initial Attack:
- If the player investigates carefully, give them advantage on avoiding surprise
- Have the goblin fire one arrow from hiding
- The goblin should use their Nimble Escape bonus action to hide after attacking
- Making it Dynamic:
- If the player is doing well, the goblin might stay and fight
- If the player is struggling, the goblin could flee toward the hideout
- If the player gets critically injured, Sildar could suddenly regain consciousness and help
- Reward Smart Play:
- If they think to stealth approach, reward that
- If they use the terrain or come up with clever ideas, give them advantage
- Remember they can try to capture or interrogate the goblin
- After the Fight:
- Let them find tracks leading to the hideout
- Have healing potions on one of the dead horses (not in the original, but helpful for a solo player)
Would you like me to also cover how to handle the follow-up - either tracking the goblins or investigating the ambush site?
My son wants to play along in Lost Mines of Phandelver with his own made character. See this sheet. He is not very experienced in D&D but has a rich fantasy. What do you recommend?
assistant (Dec 15, 2024, 04:34 PM)
Ah, now I can see the character - "Coid the Galaxy," a level 6 Dragonborn Sorcerer! This is quite an interesting and creative character with a rich backstory about being cursed by a void mage. However, there are a few things to consider for Lost Mine of Phandelver:
- Level Adjustment:
- LMoP is designed for levels 1-5, starting at level 1
- Your son's character is level 6, which would make many encounters too easy
- I'd recommend either:
- Scaling down the character to level 1 or 2
- Or adjusting all the encounters up to match a level 6 character
- Character Complexity:
- A Sorcerer can be tricky for new players because:
- They have many spells to keep track of
- Font of Magic and metamagic add extra complexity
- They're relatively fragile with AC 12
- Story Integration:
- The character's dark and cosmic theme could be interesting to weave into the adventure
- Perhaps the Black Spider (the adventure's villain) knows something about the void curse
- Coid's dragon heritage could tie into the dragon cultists that appear later in the story
Would you like me to help:
- Scale the character down to fit the adventure's level range, or
- Suggest ways to adjust the adventure up to match the level 6 character?
Also, I notice your son has created quite an imaginative backstory - would you like suggestions for weaving that into the adventure's plot?
Yes please
assistant (Dec 15, 2024, 04:35 PM)
I'll help integrate Coid's unique story into Lost Mine of Phandelver! Here are specific ways to weave his character into the adventure:
Story Integration:
- Connect to Wave Echo Cave (the final dungeon):
- The magical forge there could be rumored to have power over curses
- Perhaps Coid learns that studying its ancient magic might help understand his void curse
- This gives him personal motivation beyond just helping Gundren
- Connect to the Black Spider:
- Rather than just being a regular drow, make the Black Spider a dark mage who has studied void magic
- He might recognize something in Coid's curse and try to manipulate or study him
- This makes the villain personally interesting to your son's character
- Modify the Starter Quest:
- When Gundren hires Coid, he could be specifically interested in having a dragonborn's magical expertise
- The supplies they're transporting could include some magical items related to curse-breaking
Level Adjustment Options:
- Scale Down Coid (Simpler option):
- Start him at level 2 instead of 6
- Keep his core concept and backstory
- Let him regain powers gradually as the adventure progresses
- Scale Up the Adventure (More complex):
- Add more enemies to each encounter
- Give key villains extra abilities
- Add void-touched creatures to random encounters
Which approach interests you more? We could also discuss how to handle Coid's more dramatic powers (like the dragon transformation) in a way that's fun but doesn't overshadow the adventure's challenges.
I'd like to go for the simpler route. Also, our son is on the autism spectrum. He sometimes has difficulty adjusting his own ideas how the story should go. How can my wife and I help him during the game? My wife will be the DM and I will be a player as well.
assistant (Dec 15, 2024, 04:37 PM)
Thank you for sharing that context - this helps a lot in providing specific advice. Here are practical suggestions for making the game enjoyable for everyone:
For Your Wife as DM:
- Establish clear "story checkpoints" - let your son know what major events are coming
- Give choices in a structured way: "You can either talk to the goblin or try to sneak past it" rather than open-ended "What do you do?"
- Create a visual turn order for combat using cards or tokens
- Use consistent phrases for common actions, like "It's your turn" or "Make a perception check"
- Give advance warning when scenes are about to change
For You as Co-Player:
- Model flexible play - show how to adapt when things don't go as expected
- Support his ideas while gently connecting them to the main story
- Be his in-game ally without overshadowing him
- Help keep track of his character's abilities
For Both of You:
- Consider creating a simple visual schedule for each session
- Have a "time out" signal he can use if things get overwhelming
- Praise creative solutions, even if they're unexpected
- Create a consistent routine for game sessions
- Take quick breaks between major scenes
For Managing Expectations:
- Review the session plan beforehand with him
- Explain that like his character can't always use their strongest powers, sometimes the story needs to follow certain paths
- Create a special signal or phrase he can use when he needs help adjusting to unexpected story changes
- Consider having a small notepad where he can write down ideas for future adventures if they don't fit the current situation
Would you like me to elaborate on any of these points? Or would you like specific examples of how to handle common situations that might come up?
No, thanks. These are already some ideas to consider. One other thing. I was reading the story of Phandelver to see if I could be the DM. It's quite a lot so my wife and I discussed that she might try it. Is it considered a good idea as a DM to have your own notebook to prepare for the session?
assistant (Dec 15, 2024, 04:41 PM)
Yes, having a DM notebook is an excellent idea! It's one of the most helpful tools for running a game smoothly. Here's what your wife might want to include in her notebook:
Key Session Prep:
- Brief bullet points of major plot points for that session
- Important NPC names and their key traits
- Modified encounter notes (especially since you're adapting for a smaller party)
- Quick reference for common rules you'll need
Tracking During Play:
- Initiative order during combat
- HP of monsters
- Quick notes about player decisions that might affect future events
- Any promises or quests given to players
For Lost Mine specifically, I'd recommend:
- A simple map of Phandalin with key locations marked
- The names of important NPCs like Sildar, Gundren, and Harbin
- A list of the factions (Redbrands, Lords' Alliance, etc.)
- Notes about how you're adapting each encounter for your family group
Especially for a new DM, having this information organized and easily accessible helps reduce stress and keeps the game flowing smoothly. Would you like specific suggestions for how to organize the notebook?
yes please
assistant (Dec 15, 2024, 04:42 PM)
Here's a practical way to organize a DM notebook for Lost Mine of Phandelver:
Section 1: Quick Reference
- Combat rules you commonly forget
- DC (Difficulty Class) guidelines
- Your players' AC and passive perception
- A blank initiative tracker template
Section 2: Campaign Overview
- Main plot points
- Quest flowchart or bullet points
- Major NPCs with one-line descriptions
- Faction relationships
Section 3: Location Guides (One tab/section for each)
- Phandalin
- Cragmaw Hideout
- Redbrand Hideout
- Wave Echo Cave For each location:
- Key NPCs and their motivations
- Important items or clues
- Quick map sketch
- Potential hooks to other locations
Section 4: Session Prep
- Divide with tabs or sticky notes for each planned session
- What happened last session
- Likely events for next session
- Modified encounters for your group
- Potential branching points
Section 5: Active Notes
- Leave blank pages for during-game notes
- Track ongoing quests
- Note unexpected player choices
- Record any promises made to NPCs
Pro Tips:
- Use sticky notes for frequently referenced pages
- Keep a paperclip on your current session
- Leave space to write in unexpected developments
- Consider using different colored pens for different types of information
Would you like me to provide a specific example of how to prep the first session in this format?
yes, go ahead
assistant (Dec 15, 2024, 04:43 PM)
Here's how I'd organize the first session prep, focusing on the start through the goblin ambush:
SESSION 1 PREP
Opening Scene - Neverwinter
- Party meets Gundren & Sildar in tavern
- Quest: Deliver supplies to Barthen's Provisions in Phandalin
- Payment: 10gp each
- Note: Gundren seems excited about something (but won't say what)
Road to Phandalin
- Travel by wagon, oxen pulling
- Distance: 2 days travel
- Weather: Clear, late summer
Key Encounter - Goblin Ambush
Setup:
- 1 goblin initially (modified for small party)
- 2 dead horses on road
- DC 15 Perception to spot ambush
- Sildar unconscious nearby
Goblin stats:
HP: 7
AC: 15
Hide: +6
Shortbow: +4 (1d6+2)
Important NPCs Today
Gundren Rockseeker
- Dwarf, enthusiastic
- Wears fine clothes
- Has map case
Sildar Hallwinter
- Human, official manner
- Graying hair, fine sword
- Lords' Alliance member
Possible Paths:
- Players check horses → find Gundren's belongings missing
- Players follow goblin trail → leads to Cragmaw Hideout
- Players rush to Phandalin → miss important clues
Adapting for Coid:
- Gundren might recognize signs of his curse
- Goblin shows fear of his draconic presence
- Sildar could be curious about his unique nature
Remember:
- Keep goblin combat manageable
- Have healing potion available if needed
- Let Coid's dragon heritage feel important
- Be ready to have Sildar help if combat goes badly
Would you like me to continue with prep notes for what might happen after the ambush?