Second post of this series where I am going to demo the
combat encounters of the Introductory
chapter of the D&D 5e
Adventure, The Lost Mines of Phandelver.
This was run in preparation of my running of the actual RPG session for
the game . That session was played over labor day weekend, this combat simulation was done right after I posted part 1. Like my previous series for Fallout Wasteland Warfare , I have
5 missions planned, where it goes after that we will see how much I am liking
it
Disclaimer: keep in mind I am running these encounters as
a test on “how” the actual session
“might” play out so its one part skirmish game for my own entertainment
and one part DM tries to figure out to
apply the new 5e mechanics to “X”
situation. Its in no may meant to replicate a RPG session with 5 live humans.
Thanks.
Pre Game Notes
The 5 Characters for our combat sim are currently level
2, we are using milestone XP so they move up to level 3 after the next mission
which is The Redbrand Hideout.
They are:
Folke Hillsharp -
Human Ranger
Grond Mudrock- Half Orc Fighter
Brother Hammond- Human Cleric
Swift Felhand- Human Rogue
Vatanis Darkwhisper- Tiefling Warlock
Scenario
Directly after the ambush on the road the Heroes proceed
directly after the lone goblin that feld
in order to track it back to the goblin hideout. They lead the Oxen and Cart deep into the
woods until its far enough away from scene of the battle that corpses there
which be much more attractive to scavengers than their pack animal. Between Folke the Ranger and Swift the Rogue,
they had no problem following the tracks
on the rough trail and avoiding both Snare and Pit traps sets for unwanted
interlopers. Brother Hammond remarks, “
they really dont want anyone here, this might be more than just goblins” The trail soon starts to parallel a stream
and both shortly lead to a small clearing in the side of large forested hill.
The stream flows directly from inside the hill out of the mouth of a cave .
Along the side of the stream is a dry path leading into cave. Thick trees and
shrubs are everywhere.
1. The Cave Mouth
2. Goblin Blind
Approaching the Cave the heroes take care to be as silent as
possible, there are two goblin guards
here and the dont notice the heroes either until the cross the stream at the
Cave Entrance...they shout out and initiative is rolled. (I missed the Initative numbers here but they are in order)
Goblin A shoots at
Folke, Roll 5 -miss
Vatanis Steps across stream eldritch blast 13+5 =18 hit Damage 8+5 = 13 Goblin dies BOOM
Folke moves over 25 feet and engages the second goblin
Longsword 14+ 3= 17 hit
damage 5+1 =6
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Made short work of these two
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Brother Hammond moves over uses his sling, misses
Swift shoots a crossbow bolt, misses
Grond moves over and gives it an unarmed strike. Wanting
to not kill him but knock him cold.
14+5...hit. 4 damage – KO’d
Heroes take a short rest in the blind area the goblin
sentries where using, tying the goblin up
Folke ranger who speaks goblin (the only one who
does)
Folke asks him the basics of whats inside. A Folke isnt a very charismatic guy at -1 but
I give persuasion check with advantage because Grond is pretty scary and I have
roll intimidation and he gets an 18 +1 or a 19
Folke gets Persuasion check with advantage nets a
15 which good enough for a moderate challenge so I would give the
Heroes Some basic info here.
Hes told over
about a dozen goblins, about the Bugbear leader and wolves inside the entrance,
The entire cave is black the heroes using common sense,
rely on the characters with darkvision to lead the way in order to keep the element
of surprise going as long as possible .
Any characters without darkvision suffer disadvantage on any attack or skill
check that relies on sight.
No Torches- Grond
with his darkvision leading the way..Grond also has a +3 in Animal Handling
he’s going to try to get the those wolves to be calm with some of his rations
in his pack
3. The Kennel
Wolves are growling and snapping, Grond throws some food in there and makes DC
10 Animal Handling Check and rolls a 7=3 for 10 just making it, Grond pacifies them temporaily long enough to
make a quick check of the room , he finds the chimney, not something he wants
to climb up.
5. The Bridge
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Goblin on the bridge, sleeping maybe? he never saw the heros,, Grond feeds the wolves his rations in the Kennel
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Swift the Rogue and Vatanis the Warlock with his
Darkvision scout ahead after Swifts hide
stealth is (10+5=15) and Vatanis is
(11+0=11) against Goblins passive
perception 9, the Goblin doesnt see them.
The Bridge Goblin’s Stealth Check is (9+6) 15..while he doesnt know they are there
Swift [perception check rolls a 16 so shes see him shoots her crossbow and totally misses...
Initiative is rolled
17 Vatanis
14 Folke
13 Goblin
9 Grond
6 Brother H
4 Swift
17 Darkvision
can see the Goblin about 30 feet away
and above him He fires and Eldritch blast
12+5 =17 hit and 9 damage kills bridge goblin, I’m not sure if Eldtrich Blast
makes any noise so I can ‘t judge if the spell or goblin gurp as he died would
alert anyone, since there are no other gobin within 50-60 feet of him, running
water the wolves making noise, I’d rule no.
Vatanis and Grond also see the Western passage and decide to check it
out.
4. Steep Passage
Grond decides, (since he can see in the dark) to climb
the western passage seeing the ledge about half way up the slope
This is a terrible idea as he is 300 Lbs and the thing collapses
as he reaches the mid point , he of course fails the Dex save (6) and tumbles
down bloody taking 6 damage...they decide to move on from the Western Passage
for now.
When they reach the bridge 20 feet above them Grond then
decides to climb up the slick walls and get few of whats going on around them,
glutton for punishment ? probably but with +5 from Athletics due to his great
strength he beats the DC 15 check with a 17 and pulls the others up with a
rope and they can see goblins about to
the east side of the bridge, so the silently moves along the west passage where
smoke from a cooking fire is easily smelled.
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Climb up to the bridge
|
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Smelling Smoke heading that way
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6. The Goblin Den.
Confident, that they dealing with lowly goblins..the
heroes enter the room brazenly looking to fight
initiative is rolled
19 Grond
Immediately
bellows into the roll and attacked nearest Goblin (20- oof..Critical) does 10
damage to the goblin putting it down hard
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Grond and Vatanis have already killed two goblins where Yeemik , the leader wants to parley
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17 Goblin moves and attacks Grond back just missing with a 13 +4 =17.
14 Swift uses a “dodge “ on her turn moving past two
goblins to the top of the stairs , she
takes 2 attacks of oppurtunity at disadvatage and avoids both as the Goblins
roll a ‘2’ and a “7”
14 Vatanis uses his Eldritch Blast hitting the goblin in
the center of the room and blowing him to little goblin pieces..with a 14+5 =
19 then a 9+3= 12 damage
14 Goblin bow
shoots at Brother Hammond whos standing in front of him rolling a 10 =4
=14 , ahit on the Cleric for 5 damage..
12 Yeemik , Goblin Boss
action to grab the wounded prisoner Sildar Hallwinter, and put his knife
to his throat and force a parley .
Combat Stops
Folke Hillsharp the Ranger parleys with the Goblin and
they conversation goes
When at Sildar weakened urging, Folke says “No deals”...and nocks and arrow
in his bow...
Yeemik pushes Sildar over the edge off 10’ ledge and Sildar drops and hits the rock floor is a
silent thud (0 HP)
Initiative is
Rolled
18 Swift Fires a crossbow bolt at Yeemiks head and hits
(11+5) =16 Hit Damage (7+3)= 10
damage Ouch
17 Folke throws
down his bow realizing he’s got no safe shot without hitting one of his
companions , he moves quickly up the stairs and engages a goblin with his longsowrd in two hands..(13+3) =16
Hit! Damage 7 +1 = 8 the goblin is
down..
17 Goblin attacks
Grond 13 +4 = 17 vs AC 19 miss!
Brother H,
tries to save the dying Sildar with a stablize medical check DC10, Roll 12 + 5 Medicine =17 Success.
12 Yeemik Charges Swift attacking with he’s got left
bleeding badly 17+4= 21 Hit Swift takes
5 damage...
10 Vatanis hit bow goblin 10 +5 \with blast but only 5
damage
9 Goblin killed by Folke
7 Goblin w/bow shoot back at Vatanis 9 +4 =13
Hit Vatanis takes 5 damage!
4 Grond Follows up the Goblin attacking him with his
axe Roll 11+5 =16 hit damage 5+3=8
damage the goblin falls
Round 2.
18 Swift shoves her dagger into Yeemiks face
...14+5 = 19 , into his eye socket GoT style the result 3+3 =6 damage finishes
him..
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Swift our rogue finishes off the Goblin thug with her dagger
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The Last wounded Goblin Throws down and surrenders as Folke
moves in to finish him.
Mending Sildars wounds as best the can (as Hammond only
has one spell slot available there is little they can do.. the leave him stable
by the fire tieing the surrendered goblin up with him and dragging the dead to
upper area of the rooms
Returning to the bridge they slowly cross in darkness
with Grond leading the way with Swift right behind him..
7. Twin Pools Cave
Hearing the roaring waterfall filling the pool I have all characters make a stealth check
against the Goblins Passive perception of 9...and thing less than a 10 and
the are spotted
Swift = 12
Vantanis 12
Brother Hammond 18
Grond =4
Folke = 9
Grond noisy chainmail gives them away and they are
spotted initative is rolled.
Combat begins
21 Swift fires her crossbow 19+5 = 24 over Gronds shoulder and it hits it in the
head and it falls damage 7 +3 =10 dead,
18 Folke Shoots at
the Gobin across the pond 1+5 miss, fitting I am forgetting it dark and he
really can see that far
15 Goblin A 6
Killed by Swift crossbow..
12 Grond Charges Goblin bowman B...5+5=10 Misses...
8 Goblin B Goblin tries to flee scary half orc to warn
his companions in Klarg’s Cave
Grond gets an attack of opportunity.. 3+5= 8 Miss
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Goblin here ducks and evades running into Klargs Cave
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Goblin B scurry's up the stairs into darkness.
6 Brother Hammond Holds..
5 Goblin C shoots
and arrow at Grond...7+4 = 12miss
1 Vantanis From
Vantage point on bridge, Darkvision 55 feet away eldritch blast 11+5= 16 hit... Damage 9+3=
12....gobin is blasted against back wall KIA...
Just silence and the roaring waterfall
8. Klargs Cave.
Klarg and three goblins and his pet wolf, lie in wait to
ambush the heroes
This is bit complicated of set up for the surprise because the heroes know
there are goblins in that cave hiding, they've heard about the bugbear but havent seen it yet. and might assume
they are still dealing with just goblins …so they are just going to charge in and clean
house.
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Staring into a dark cave and they know the bad guys are in there
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I decide I’d roll hide on each of the cave dwellers and
check against a perception check of each
hero. I thought about giving them
advantage on the check, but since its unfamiliar and dark, just left as is..
Stealth check
Klarg 17
Goblin A 8
Goblin B 18
Goblin C 15
Wolf 14
The Heroes charge into the dark cave, Grond and Vatanis
leading the way looking for goblin with their darkvison
Folke lights torch in his off so they other can see..
Perception Checks
Grond 15
Vatanis 14
Swift 11
Folke 13
Brother H 11
So Klarg and Goblin B get a surprise attack round 1.
initiative is rolled.
21 Swift
17 Vatanis
15 Klarg -Steps out of darkness and clobbers the surprised Grond.
Roll 10+4 = 14 a miss..Gronds heavy armor saves him..
14 Folke
12 Goblin c
11 Goblin A
10 Wolf
6 Brother Hammond
5 Grond
3 Goblin B -Shoots and arrow point blank into Gronds back side.. 12+4
= 16 miss
Round 2
21 Swift In the
rear of the group shoots into the back corner at Vatanis direction shoots an
arrow at a goblin in the back Miss (8)
17 Vatanis uses
his action and a bonus action to throw a
hex on Klarg and tries to follow up with an eldritch blast but misses..
15 Klarg tries to hit Grond again..19 + 4 = 23 a hit… 11 damage puts Grond down to 5 hp…ouch
14 Folke moves in and joins the melee against Klarg with
his longsword ..17+3 =20 a hit!.. but only 3 damage to the bugbear..
12 Goblin c Fires a bow and Vatanis 16+4= 20 a hit… Vatanis takes 5 damage,
dropping to 7
11 Goblin A moves into melee with Vatanis stabs him with
his spear misses (3)
10 Wolf the wolf
does the same coming around 7=4 =11 barely a miss on the warlock.
6 Brother Hammond
Has only one spell slot left and he is saving it for when someone goes down…he
engages the wolf right in front of him attacking Vatanis he attacks with his staff (10+3) a 13 is a
hit on the wolf doing 5 damage..
5 Grond lays into the Bugbear with his Battle Axe but the
Bugbear easily blocks the attack (roll 3)
3 Goblin B drops back agains the wall and Shoot at Grond
in melee and tries to bring him down 15 + 4 =19
a hit and the 5 damage pierces
the Half Orcs armor and he falls to the ground with 0 hp
Round 3
21 Swift , has a clear shot on Goblin C and takes it
hiting the goblin with a(10+5) =15
damage 4+3 =7 just enough to put
it down.
17 Vatanis dealing with being attacked by a goblin and
the wolf , gives the wolf a smack with his staff 17+3 =20 a hit and 6+1 =7
damage puts the wolf down..
15 Klarg follows up on Folke the Ranger since Grond in
down.. 6+4 =10 not enough he misses
14 Folke Attacks and he hits with 12+3=15 and for 9
damage..the bugbear chief is just angered he has lots of HP left..
12 Goblin C Dead by Swifts Crossbow
11 Gobin A attacks Vatanis 15+4 = 19 a hit 5 more damage
the Warlock is barely standing.
10 Wolf Killed by
Vatanis earlier this round
6 Brother Hammond steps up- and engages the Goblin C with
his Staff. But misses (7+3)
5 Grond - downed by
Klarg, makes his first death save and fails..
3 Goblin B hopes to get lucky shooting Folke but misses
(1)
Round 4
21 Swift get around to get behind anyone and is stuck
using her crossbow, she reloads and shoots a Klarg rolls a 17+5 =23 a hit and the
5 damage, Klarg is now hurt
17 Vatanis needs
to get this goblin off him and attacks with his Staff.. but just cant connect
with a (9)
15 Klarg.. with his wolf dead, and and one goblin down , he's thinking of retreating can he risk a free
strike from the ranger and escape to wolves via the chimney? He see’s the Warlock is hurt badly, the big
half orc is down…, victory lies by taking this ranger out..one more- chance he thinks
, attacking Folke in rage looking for blood.. 14+4=18 HIT
Folke is blindsided taking 11 damage but the Ranger still
stands with 9 hp left
14 Folke , attacks..14+3= 17 a hit..for 4 damage…Klarg is
wavering and will flee if he gets to go again.
12 Goblin C already dead by Swifts Crossbow
11 Gobin A attacks Vatanis 16+4 =20…, 5 damage the Warlock falls at 0 hp
the tide is turning !
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Center two skull tokens are the fallen Vatanis and Grond, note the next photo.
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10 Wolf Killed by
Vatanis in round 3
6 Brother Hammond engaged Goblin C , he using his bonus action to throw
and healing word on Grond he gets a,lucky roll and brings him to his feet with
7 hp , he then smashes his staff in the goblins face..just hitting him with a
12+3=15
But only doing 2 damage
5 Grond revived by
the Cleric brings his axe down on the unspecting Klarg..with 11+5=16 its hit
and the shocked Klarg..takes 6 damage with drops him to his knees and 0 hp
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Grond popping back up thank to the Clerics "healing word "(best new spell in my opinion) and finishing of the Bugbear.
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3 Goblin B sees
Klarg fall and jumps into the Chimney escaping….(he also frees the bound goblin the heroes left out side the cave entrance)
Round 5
21 Swift moves to the last goblin engages with Brother
Hammond drawing her sword she has no intention of letting it surrender the 10+5
=15 attack is a hit and the 5 damage puts the goblin down dying..
Encounter Ends
Post Game ..
This was fun little scenario, I was hoping to see the bugbear
flex his muscle a little more but he didn’t get the rolls..
In the end here the Heroes gather up Sildar Hallwinter , 1 goblin
prisoner while two other Goblins escape and will eventually get to Cragmaw Castle
and alert the occupants there. The heroes collect a variety of coin for loot
including 2 potions of healing and make their way back to their Ox Cart the road and on to the town of Phandalin.
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Heading to Phandalin
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The actual session.
Now I ran this actually session over labor day weekend, I
played this right before I ran it. .its just taken me forever to get this write up with
the photos done. The actual RPG session
went nothing like this combat encounter ,.in the actual session
The kids, made friends with the Wolves, did at first avoid the flood trap…and
convinced Yeemik that a gem they had was worth 500gp when its was but a bauble (natural 20 persuasion
check ) and bought Sildar back….spotted on the way out ,the flood was released.
One PC was taken out but quickly healed.
Klarg and his goblins were alerted and chased them out of the Cave, they
fought at cave entrance where it was fought to a draw with the characters
offering a parley with Klarg at 5hp all him goblins dead and, his
wolves from the kennel turned against him.
All the PCs badly wounded but standing, Klarg agrees to let them leave, and
fight another day, but then Yeemik and
his gang of goblins show up and seeing Klarg weakened with no support , attack and kill him while the PC’s flee into the forest with Sildar saved and two of the kennel wolves as new pets.
A second session followed with the Kids PC’s in Phandalin
just exploring and meeting people.
Next up.
I am going to run the Redbrand Hideout encounter next with
my skirmish crew here and see how that plays out, before we get to it in the
actual game, which I have no idea when that will be.
Addendum
Project info-The Cragmaw Hideout board is made from 5 layers of XPS insulation foam , I used two different hot foam knives to the cut shapes , both being wands of different lengths. I printed the map in a couple different pieces at full scale and cut out the interior and traced the interior for the cutouts, it was assembled after the foams cuts due to the varying elevations, then detailed after it was fully assembled and glue dry. The cavern bits are all Hirst Arts casts and the water effect is old school glue and tissue paper but since its 2020 I used modge podge. paints are all basic craft paints , some woodland scenics terrain pigment . It is unlikely I will ever use this board again, so if you are interested in buying it please email plastic.legions@protonmail.com...it will probably end up on ebay eventually.