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After Lost Mine I: Orcs to Phandalin
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After Lost Mine I: Orcs to Phandalin


The Ghost Tribe of Orcs have been driven from their home under
the Sword Mountains by some terrible evil and they now see Phandalin as their
best option for a new home. The heroes, who are on their way to Phandalin for
a much needed rest after their adventures in the Lost Mine, must make it to
town in time to warn the inhabitants and help prepare for the orc attack.

Orcs to Phandalin is the first of four parts in the After Lost Mine series and will
detail the trip to Phandalin. There will be three subsequent adventures: Part II, which details the battle to save the city; Part III, which details the trip to the orc’s cave settlement; and Part IV, detailing the party’s mission to deal with the terror from the Underdark that drove the orcs out of their home.

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Discussions (4)
Customer avatar
Eric K November 19, 2018 12:39 am UTC
I ran *After Lost Mine I: Orcs to Phandalin* with only some slight modifications. Fortunately for me, my group never went to Wyvern Tor, so it fit perfectly. It's a pretty straight forward way to spend a session getting from Wave Echo Cavern to Phandalin and lead to a much bigger battle with the orcs. You can read about it:
Customer avatar
christopher D November 19, 2018 12:52 am UTC
Thanks for including the link to your adventure log.
Customer avatar
PABLO D April 02, 2018 9:00 pm UTC
Hi there!
I've been DMing LMoP and I'm planning to use your adventures as a follow up (in fact, already boght the four of them). I have a doubt though: at the start of After Lost Mine, Wyvern Torn is occupied by whom? You consider that the players didn't visit the orcs there during the run of LMoP?
Customer avatar
christopher D April 03, 2018 1:38 am UTC
At the start of ALM, the Ghost Tribe of Orcs have left thier settlement under Wyvern Tor and are moving to Phandalin. This is not the same cave as the one used by the Many Arrows scouts in LMoP, but is much larger and extends farther underground and eventually connects to the Underdark.

I now realize I probably should have set the Ghost Tribe somewhere else, but I wanted to use the Tor as a landmark. The Tor first appears in ALM on page 11 in Part III. At this point, scouts (from LMoP if still alive or replacements) from the Many Arrows Tribe have realized the Ghost Tribe has left the area and take up positions outside the entrance to the Ghost Tribe settlement. They do not know why the Ghost Tribe has left, so they are afraid to venture very far in.

An option is to move the settlement farther into the mountains away from the Tor. Hope this helps and thanks for your support. Let me know if you have other questions.
Customer avatar
Edward O September 07, 2017 11:37 pm UTC
Does this module come with maps? Also assuming the PCs start this immediately after finishing the base story what level will they be when they finish part 4?
Customer avatar
christopher D September 07, 2017 11:50 pm UTC
Part I has no maps, only marching order of orcs.
As far as level, maybe 10.
BTW we are working on Part V.

Thank you for your interest.
Customer avatar
Edward O September 26, 2017 8:13 pm UTC
When do you suspect Part V to be ready?
Customer avatar
christopher D September 26, 2017 10:43 pm UTC
I expected to be finished by now, but I am currently working on several exciting projects so it was delayed. Next week I will try to give you a rough estimate of a release date. Thank you for your support.
Customer avatar
Terrance G June 07, 2016 6:24 am UTC
Which D&D edition is this created for?
Customer avatar
Marc R September 28, 2016 2:23 am UTC
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File Last Updated:
April 16, 2020
This title was added to our catalog on March 08, 2016.