NOTE: This content is a replica or translation of something that was originally created by Wizard of the Coast. It, therefore, is cannot be used or sold outside of it's intended purpose of conversion, as per the ORC License and other agreements.
CHASE and the text in this guide is no way sponsored by Wizards of the Coast, nor is this a replacement for the original text. It is merely a companion to make CHASE 5e Compatible, and will require the user to own the original Adventure or Book. This page and CHASE as a whole will not host any content (pictures, text, etc) from the original books, as well.
This guide will have unmarked spoilers to the Lost Mines of Phandelver Adventure.
It is primarily for Game Masters.
The Lost Mines of Phandelver is an introductory adventure for 5E released in July 2014. It takes adventurers through Adventurer Tier 1 (levels 1-4) and is primarily set on on the northern region of the Sword Coast of Faerun, though it can be adapted to just about anywhere on any setting.
The adventurers are tasked by a dwarven prospector to head to a frontier town near a regional borderland. The adventure starts with the party being ambushed by bandits, and they follow the trail left behind into the rest of the story and what falls beyond. Much of the adventure takes place in the borderland region, and all the resources needed to run the adventure are in the Book and/or the Starter Set.
Using this Guide
The original book will have information for Creatures, Items, and Premade Characters. This guide will have equivalent versions that are CHASE original creations, or (much less likely) entirely converted information that references (but does not copy) the original work. No artwork (including character portraits and maps) from the original source will be used, nor will there be AI supstituted art, so usage would fall upon use of the original book.
Where to Obtain
Lost Mines of Phandelver is available to
All D&DBeyond members for free. Previously, it was purchasable on
The Starter Set page, and can still be purchased in physical form from participating retailers.
This will be needed to use this Guide.
Note: If it is not listed here, the Adventure is ran as written.
Part 0, Introduction
- Page 3 / Improvising Ability Checks (and DCs in general)
- Easy, Moderate, and Hard DCs (10, 15, and 20 respectively) are altered a bit. DC difficulty scaling in CHASE is that # + Proficiency Bonus, and there are four more degrees of difficulty (Very Easy, Very Hard, Legendary, and Impossible). New DCs will follow this this equation:
- Very Easy: 5 + 1/2 characters' levels (or average)
- Easy: 10 + 1/2 characters' levels (or average)
- Moderate/Average: 15 + 1/2 characters' levels (or average)
- Hard: 20 + 1/2 characters' levels (or average)
- Very Hard: 25 + 1/2 characters' levels (or average)
- Legendary: 30 + 1/2 characters' levels (or average)
- Impossible: 35 + 1/2 characters' levels (or average), and up
- DCs also do not adjust upward if they are set without GM intervention, like for Environmental traps by the Goblin Bandits later on. The trap was made for level 1 characters, not higher level ones. A GM can still adjust DCs if they are scaling the Adventure up.
- Reminder: Impossible rolls are only to be given to players who have a chance to actually beat them with a natural 20. If that cannot happen, players should be told as such.
- Starter Set / Premade Characters
- The Premade characters have been translated into CHASE, and any premade character from there or the Premade Characters List can be used.
- Dwarf Cleric
- Elven Wizard
- Halfling Rogue
- Human Fighter 1
- Human Fighter 2
Part 1, Goblin Arrows
- Pages 6-7 / Goblin Ambush
- The Goblins use the Goblin Bandit statblock.
- The Goblins' Stealth modifier is +4, instead of +6, as per the above. The encounters continues RAW otherwise.
- The rules for Initiative, the Surprised condition, and Combat use CHASE's Rules and Terms.
- Page 7 / Goblin Trail
- Fall damage in CHASE is Force damage, so players take 1d6 Force damage from the Snare and Pit traps.
- The time between traps is 10 minutes, both giving enough time for 2 Swift Rests, if needed
- Page 8 / Cragmaw Hideout: rm 3, Kennel
- Athletics DC for the Fissure is 13, instead of 10. Use the rules for Fall/Force damage on Pg 7.
- Page 9 / Cragmaw Hideout: rm 4, Steep Passage
- Darkvision and the need for Light remains intact. CHASE Ancestries give Low-Light Vision more instead of Darkvision, including the Goblins themselves. Seeing the goblin will be harder by RAW, so you may nerf the Goblin's stealth by -5, or give characters advantage who can spot the Goblin in dim light.
- Pages 10 / Cragmaw Hideout: rm 6, Goblin Den
- The Goblin Leader, Yeemik, uses the Goblin Bandit Boss statblock. He behaves the same otherwise.
- If !Sildar Hallwinter joins in battle, and you're using XP, he does not gain any, nor do the players gain any less EXP.
- Pages 12 / Cragmaw Hideout: rm 8, Klarg's Cave
- Ripper, Klarg's Wolf, can be taken in as a companion, both as an NPC and as a Companion based on the Rule. A proper skill check (like Diplomacy (or use of the Animal Handling skill talent) is needed, with a DC being 15 or 20 (GM's choice). To this end, the players can merely knock them out, as Klarg will still abandon the wolf once it goes down. Any story beyond that is up to the players' and GM's behest.
- While Ripper uses the Wolf Statblock, they may also use the Fanged Wolf instead while having the same HP. The Fanged Wolf is just a bigger wolf with more bite power.
Part 2, Phandalin
Part 3, The Spider's Web
Part 4, Wave Echo Cave
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Item Changes
- The items were changed, due to the nature of CHASE.
- Potion of Flying = Broom of Flight
- Potion of Healing = Became Potions of Healing (Mundane Alchemical items) and Potion of Life (Very minor Magical items)
- Potion of Invisibility
- Potion of Vitality
- Spell Scroll(s)
Mundane Items
Magic Items
Creatures
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- Bugbear =Index: Bugbear Bandit, Index: Bugbear Bandit Boss
- Commoner = Index: Commoner, Normal
- Cultist = Index: Cultist, Initiate
- Doppelganger = Index: Doppelganger Agent
- Evil Mage = Index: Bandit Mage, Index:! The Glasstaff
- Flameskull = Index: Ghostlight Skull
- Ghoul = Index: Ghoul
- Giant Spider = Index: Giant Spider
- Goblin = Index: Goblin Bandit
- Grick = Index: Stoneworm
- Hobgoblin = Index: Hobgoblin Bandit, Index: Satyr Bandit
- Mormesk the Wraith = Index: Wraith
- Nezznar the Black Spider = Index:! Nezznar, the Spider
- Nothic = Index: Nothic
- Ochre Jelly = Index: Oozeling, Citrine
- Ogre = Index: Ogre Brute
- Orc = Index: Orc Warrior
- Owlbear = Index: Owlbear
- Redbrand Ruffian = Human Bandit
- Sildar Hallwinter = Index:! Sildar Hallwinter
- Skeleton = Index: Humanoid Skeleton
- Spectator = WIP
- Stirge = Stirge
- Twig Blight = Index: Verdaling
- Wolf =Index: Wolf, Index: Fanged Wolf
- Yeemik = Index: Goblin Bandit Boss
- Young Green Dragon = Index: Green Dragon, Young/r2
- Zombie = Index: Zombie, Humanoid
Credits
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- OG Adventure Playtesters
- Aaron Wampler, Alexander Mihalas, Ali Ryder, André Bégin, Andrew Balenko, Angi Lindsay, Bill Benham, Brandyn Whitaker, Chris Conner, Éric Leroux, James deMoss, James Row, Jay H Anderson, Joe Mauer, Josh Dillard, Kevin Grigsby, Krupal Desai, Kyle Turner, Manon Crevier, Manon Leroux, Mark Leftwich, Mark Meredith, Mélanie Côté, Michael Wibberley, Mike Hensley, Mike Mihalas, Nicholas Mihalas, Pam Lindsay, Patrick Simpson-Munday, Ricky Jacobsen, Rob Baldus, Ross Bagby, Sam Simpson, Scott Horn, Scott Rogers, Shawn Merwin, Travis Woodall, Will Straley, William Babbit, Yan Lacharité, Zoë Mihalas
Other Resources