Sunday, September 7, 2014

Lost Mine of Phandelver

After a hiatus, where I was playing a ruinguard in an evil party campaign, it looks like I'm back DMing again. We'd like to try out 5e, so I'm running the group through the adventure included in the Starter Set, Lost Mine of Phandelver. There are several things, though, that I like about ACKS, so I want to include some house rules. Please let me know if you have any comments.

Each player may hire henchmen if they so desire. Availability will depend on the DM, but there will be some available to start, and some may be encountered throughout the adventure, e.g., as prisoners. Each character has a maximum number of henchmen depending on her charisma:
3-4        1
5-7        2
8-12      3
13-15    4
16-18    5
Henchmen receive a half share of experience and a 15% share of gold. After each adventure, and when the henchman gains a level, the player must make a Charisma save. If the character was especially kind (extra share of the loot, magic item), the save is made with advantage. If the henchman suffered a calamity, the save is made with disadvantage.

Death Saves
There are no death saves. Instead, upon hitting zero hit points or lower, roll a d6 and consult the Death or Dismemberment table to see where you where hit. Once your friends come to turn the body over, roll d20 to see just how bad it was. The Tampering with Mortality table may make an appearance, but is unlikely to be necessary at low levels.