{"id":2469,"date":"2014-07-07T15:46:50","date_gmt":"2014-07-07T19:46:50","guid":{"rendered":"http:\/\/tenfootpole.org\/ironspike\/?p=2469"},"modified":"2019-02-18T08:07:42","modified_gmt":"2019-02-18T13:07:42","slug":"5e-lost-mine-of-phandelver","status":"publish","type":"post","link":"https:\/\/tenfootpole.org\/ironspike\/?p=2469","title":{"rendered":"[5e] &#8211; Lost Mine of Phandelver"},"content":{"rendered":"<p><a href=\"http:\/\/tenfootpole.org\/ironspike\/wp-content\/uploads\/2014\/07\/5e.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-2470\" src=\"http:\/\/tenfootpole.org\/ironspike\/wp-content\/uploads\/2014\/07\/5e.jpg\" alt=\"5e\" width=\"200\" height=\"255\" \/><\/a><\/p>\n<p class=\"p1\">\n<p>EDIT: For you new readers, I have VERY high standards. This adventure is one of the best to be published by WOTC in a LOOONNNNGGGGG time.<\/p>\n<p>Are you seriously reading this review in order to figure out if you should buy 5e? Our long nightmare is over \u2026 D&amp;D is back! Go buy it, play it, and enjoy!<\/p>\n<p>The first segment of the adventure puts DMs through the basics of asking for checks and saving throws, as the characters venture into a goblin lair on a rescue mission. Once the adventurers have dealt with the goblins, they have free reign to explore the region around the village of Phandalin. Three more dungeons and five other adventure locations provide novice DMs with plenty of material to keep a campaign going for months.<\/p>\n<p>This is the beginning adventure(s) from the D&amp;D 5e starter set. D&amp;D finally has it\u2019s head (mostly) out of its ass in a set of adventures that provides a framework for the players to have fun in. This is not the \u201cD&amp;D turned up to 11\u201d of some of the recent editions, but rather a solid 7, 8, or 9 that keeps delivering over and over and over again. It provides a pretty solid foundation from which a DM can build on, with a rough outline of action and some interesting, but not set-piece, encounters. It suffers more than little on the mechanistic way magic items are treated and in the lack of evocative descriptions \u2026 especially for monsters.Overall though this is a VERY solid adventure in the high-C\/Low-B \u201cBryce has unrealistically high expectations\u201d grading scale \u2026 even if \u201cmonths of material\u201d may be stretching things.<\/p>\n<p>The adventure comes in four parts. The first is a small ambush and cave lair. It serves mainly as a hook. The second is a town. This serves mostly as home base with several quests that can be picked up. The third is an exploration of the region, driving by the quests in town, where several clues can be picked up as to \u2026 the fourth part: the Evil Bad Guy\u2019s Lair. The adventure is written in a progressive rules learning style, with more rules presented inline with the adventure near the beginning and things flowing little more streamlined near the end. Embedded in the adventure is advice for the DM, most of whig is pretty decent. Things like \u201cham It up\u201d and \u2018don\u2019t go on too long\u201d and \u201clet the players do what they want.\u201d<\/p>\n<p>This seems like a good time to cover something important. The starter set is intended for new players. New players will learn how to play D&amp;D from this set. I believe VERY strongly that the tenor &amp; tone of of an RPG derives mostly from the published adventures. The published adventure is what the masses will think is \u2018normal\u2019 or \u2018how the game is played\u2019 and thus the published adventure from the company has a vast opportunity to influence the direction of the game. If it involves 3 straight up combat encounters,no roleplaying, and a skill challenge, then people are going to play that way at home, published adventure or no. The RPGA and con games will do the same thing. If all you publish are dungeon crawls then people will think that\u2019s what the game is about and play that way. These beginning adventures are important. Balanced against this is the very real fact that this is, essentially, a programmed exploration of the rules set for people who have never played before. Some things are going to be a bit clunky as the adventure holds your hand. I usually don\u2019t give a shit, an adventure has to stand on its own merits. Im going to try and walk a finer line with this one, attempting to recognize and be generally ok with the hand-holding while still attempting to uphold standards of good adventure writing.<\/p>\n<p>Part 1 \u2013 The most generic hook possible: you\u2019re caravan guards<br \/>\nThis was my introduction to this adventure. A cute little one column background that an entirely appropriate length followed by a couple of sentences explaining that the party are caravan guards. That hook was NOT a strong start. It recalls every crappy adventure ever written in which there was a throw-away line about the party being caravan guards. No details. You\u2019re guards. Move along. Caravan guard is a classic trope. The classics got to be classics for a reason: when well done they are REALLY good. I recall an adventure in Dungeon Magazine in which the party were caravan guards. It included a short section that was a nice little realistic depiction of the duties during the day and what goes on the campfire at night and gave the (three?) merchants a personality and some wares to sell and they interacted with the PC\u2019s, all described in a section that wasn\u2019t overly long and used some strongly evocative language. This ain\u2019t that. The whole purpose of the caravan guard thing is to put you on the road to the frontier town that will serve as the parties base \u2026 so you can be ambushed. Lame. LAME LAME LAME. Now, it turns, out, that the pre-gens all have some little hooks on their character sheets that motivate them to get involved in the adventure. Those hooks are pretty decent. The thief was part of the gang in town, they were framed and set up and now want revenge. There\u2019s a do-gooder, a guy who has an ancestral tie to the land, and so on. These are pretty well done and should serve as some strong motivations to get to the town. The pre-text then, the caravan guard duty, is just the surrounding glue that motivates them to journey together at the same time. It is at this point I should disclose that I have DEEP scars about character motivations. I\u2019ve seen them used to justify some pretty crappy PC behavior, all on the grounds of \u201cthat\u2019s what my character would do.\u201d This includes a player having their character sit out the ENTIRE adventure because ether character wouldn\u2019t do that. I\u2019m VERY suspicious of this stuff. In this case the written text seems to work well with the glue of the hook \u2026 EXCEPT FOR THE ELEPHANT, which I\u2019ll talk about later.<\/p>\n<p>So, goblins ambush you on the road. You chase them back to a cave, kill everything, take their stuff, rescue a dude, and continue on the way back to town, ending part 1. The purpose here is really to bind you to the town. There are looted caravan goods to return to the rightful owners. The dude to be rescued is moderately important in the town. There are other clues present that can bind you to the town and kick off that next part of the adventure. It\u2019s very well constructed from this standpoint \u2026 EXCEPT FOR THE ELEPHANT. Things link together without shoving you down a railroad. It\u2019s presented as things for you to explore, and secrets for you to uncover instead of GO TO POINT A AND THEN POINT B AND THEN SKILL CHALLENGE AND THEN POINT C YOU WIN YEAH YOU. The encounters themselves try very hard. They mostly succeed. The ambush has a couple of dead horses blocking the road, with black-feathered arrows sticking out of them. Nice! The goblins in the cave lair have some wolves chained up, with the wolves straining against their chains. And a goblin on a bridge overhead keeping lookout. Have a light?! He signals to have some flood gates broken open to flood out the streamed you are coming up! One of the goblins will talk to you if you try, and bargain with you so you\u2019ll go get rid of the guy bullying the tribe. There are a lot of nice little things to ensure that every encounter feels like a unique challenge. There are notes about what the goblins can tell you if captured\/charmed and you can talk and bargain with one of the goblins! In a completely sickish move the goblins betrays you \u2026 which sends TOTALLY the wrong message. Why ever bargain with a monster if they all betray you? Just kill them and move on. Is that really the behavior you want to encourage? Yeah, I\u2019m sure it\u2019s a deceitful little creature but \u2026 it\u2019s not stupid. I\u2019m sick of every monster you can talk to betraying their end of the deal.<\/p>\n<p>Part 2: Welcome to Adventurehookville. Population: YOU<br \/>\nAt some point you are going to make it to the small frontier town that will serve as your base. There you will be herded towards \u201cthe best inn in town.\u201d Once there you\u2019ll get an opportunity to be exposed to several rumors, which will lead to many of the other seven or eight locations in town. From there you can pick up quite a few rumors and\/or quests of things to investigate or expire. Some are tasks and some are things the party might be interested in. It\u2019s good mix and the locations do a better than average job of being connected and interrelated. That\u2019s not exactly high praise since the vast majority don\u2019t do anything at all like this, but, they tried and the effort shows. In particular, the adventure gives a brief summary of the major NPC\u2019s, where they hang out, and what their objectives\/quests are. That\u2019s done in just a sentence or so each. I find these sorts of references INVALUABLE. Read through the adventure once and then use the summary to trigger your memory of what you read earlier. More adventures need to do this. In addition, the rumors from the main inn lead to other locations, which sometimes lead to other locations. That sort of interrelationship is a nice touch. The major NPC\u2019s have some small personalities and many of them, besides keying the characters to quests, can offer membership in a secret societies of sone sort of another. There\u2019s also some brief mentions of the vibe of the town. It\u2019s described in terms that make you think of the \u2018camp\u2019\/town from the Deadwood series. IE: a western frontier town. It doesn\u2019t explicitly give you that character or vibe, it just says it has a frontier like character with prospectors, etc hanging out in town. I wish it had gone a little more in to some detail of some of those terrific Deadwood street scenes: the hawkers, characters, etc. The whole town is quite light on descriptive and evocative language\/scenes outside of the core locations (and, I will assert later, IN the core locations as well.) Finally the town is lacking on interpersonal relationships. I would have liked to see a web of personal relationships between the various people living in town. What does the guild master think of the innkeeper, or the innkeeper of the trading company, or the trading company of the guild master \u2026 that sort of thing. These sorts of social environments THRIVE on the web of relationships between the parties. This will help make the town seem alive and to exist outside of the interactions of the party. \u201cWelcome to Mortistown\u201d, a zombie sourcebook for a town, did this masterfully. It suggested reactions, gave the starting positions, and suggested a timeline based on the motivations on the motivations of the NPC\u2019s. I\u2019m not saying that a town supplement\/section needs to go to the lengths Mortistown did, but it\u2019s a good example to learn from.<\/p>\n<p>There\u2019s a major encounter in town that could have been done much better. There\u2019s a gang in town that kind of controls things and is bullying\/extorting people. The NPC\u2019s in the adventure provide some vague references to them being neer-do-wells, but there\u2019s not much beyond that. The major introduction to them is going to be a fight between them and the party. That\u2019s pretty poor. The gang needed more of a build-up. SHOW, don\u2019t TELL. Show us scenes of their petty evil \u2026 evil not enough to deserve a sword-thrust to the gut but more than enough to tell us they are unsavory. You have to build up these sorts of things. Their hideout is under an old manor home and the exploration of that \u2018dungeon\u2019 is one of the major town events. It kind of feels \u2026 I don\u2019t know \u2026 lost? Tacked on? The bandits\/gang don\u2019t really react to intrusions very well. They all sit in their rooms and wait to be hacked down by the party. Intelligent creatures should have some sort of order of battle for their lair. How do they react? Who calls who for reinforcements? The dungeon is a small one but has a couple of nice physical features, like a crevasse and a couple of other interesting features. A few of the rooms are mostly empty while most of the rooms have something going on in them. Undead. Slave pens. But it all just seems a little flat.<\/p>\n<p>Part 3: Hex Crawl<br \/>\nMost of those rumors and quietists from Adventurehookville can be followed up on in the small hex crawl presented. There are six to eight locations scattered throughout the region. One is medium-sized, one large, and the others smaller single-encounter type locations. They are all within about a 2.5 day circle of travel. This allows for \u2026 Wandering Monsters! Once a day and once a night you check for wanderers on a d20 with a 17+ indicating a monster. I\u2019m not sure about this working. Traditionally these served the role of sucking down the party resources but I\u2019m not sure how effective that is when all your HP come back after a single nights rest. I\u2019m going to have to play to get a better view of this but it seems to me, on first impression, that someone threw in wanderers because they were traditional. Given the new rules on healing I suspect there needs to be some work done to make the wanderers \u201cfit\u201d again with a decent purpose. The game is no longer about treasure, so that\u2019s not it. You can heal in a single night, so that\u2019s night it. So if the wanderers are no longer a \u2018risk\u2019 then what purpose to do they service? IDK. I will say that the wanderers are kind of lame. Only a grow of hobgoblins has any flavor to them. I would have liked to have seen a little more flavor, or the monsters doing something instead of the generic \u201cthey attack!\u201d<\/p>\n<p>I really liked the various locations though. You can talk to monsters and they have a decent mix of The Fantastic present. I want to mention a couple of points in particular that I liked. The first location is with a banshee. It talks to you and serves as a kind of oracle. That\u2019s pretty sweet! It described near a ruined town\/village that a major east-west trail runs through. Just the few words they use on the town paints a wonderful picture of some abandoned post-apoc-like setting with an important road still running through it. This whole thing was done really well. There\u2019s another location with someone that is evil \u2026 or at least is known as the villain in most previous Forgotten Realms adventures: a red wizard. In this location he\u2019s not really interested in the party and isn\u2019t really doing anything particularly evil. it\u2019s a great example of the party encountering someone or something that can help them \u2026 if you\u2019re willing to pay the cost. These sorts of set up are SOOOOO much more interesting than a pure \u201cTHEY PUKE EVIL AND ATTACK!\u201d encounters. Look, you can always hack the dude down later, because he\u2019s evil or because he\u2019s got some nice loot, but, first, TALK to them. There\u2019s another location, the medium one in size that I referred to earlier, that is another ruined little village with nine or ten little locations to explore. And there\u2019s a dragon! And it\u2019s in an interesting location! Alas, the dragon is given no personality AT ALL and the location i.e. Barely described. I understand and support a terse style, but some suggesting for dragon-fighting in a ruined tower would have been great. Collapsing floors, stairs, loose timbers, rubble, etc. This would have been a great place for a little more detail on the encounter. The dragon should have had a personality as well, for exactly the same reasons cited above. Additionally \u2026 ITS A DRAGON. It\u2019s your FIRST dragon. It should be impressive and full of life and personality and talk. Smaug is SO much more interesting because it talks to Bilbo. The final location, the major one, is a small ruin with fifteen or so locations. The entryway is one of the only interesting parts of this. A little set piece if you come through the front door, the rest of the site is pretty much just \u201croom with a monster, room without a monster, room with a monster.\u201d At best you can sneak around or maybe try to bluff through some of them. I guess I was expecting more \u2026 weirdness? Instead it\u2019s more like a little tactical assault. Except, again, there\u2019s no order of battle. The notes on who reacts to assaults and how are essentially nonexistent once you get past the gate guards. That\u2019s quite disappointing, especially given the layout of the site. There\u2019s a lot of doors and rubble and hallways to ambush and be ambushed and sneak past and so on. There are some nice notes about some monsters showing up back home at the end, after he major fights are over, and how the party can deal with them. That\u2019s a nice little touch I appreciated. It makes it seem like the place is alive and exists as place instead of everyone just coming out of stasis once a PC opens a door.<\/p>\n<p>Part 4: Dungeon<br \/>\nNope, not gonna spoil this. Decent map, nice variety of features. A couple of good descriptions. Some interesting encounters. Overall, not enough to play with. There needs to be more weird and more stuff to fool around with. There seems to be a lot more risk than reward. This might be an apt summary for most post-\u201cgold as XP\u201d D&amp;D\u2019s. Why do this? I will note that the Evil Bad Guy, in this dungeon, doesn\u2019t EXACTLY suffer from Lareth syndrome. He\u2019s referred to in several places by several people before you hit the dungeon. What you don\u2019t get, though, is a sense that the dude is E V I L. Again, this goes to the \u201cShow, don\u2019t Tell\u201d stuff. He\u2019s abstract, you know he\u2019s there but the evidence of his evil acts is \u2026 almost nonexistent? Sure, he got some goblins to raid some stuff. Yawn. Where\u2019s the beef? I don\u2019t need gore but you do need to set the dude up better. Make the PLAYERS want to track him down instead of forcing them to make their CHARACTERS go after him \u201cbecause it\u2019s the right thing to do.&#8221;<\/p>\n<p>Nice time to transition. The elephant is the moral worldview enforced by the designers. In most of the adventure you are expected to go do something Because It\u2019s the Right Thing To Do. Chase the goblins? Clean out the lair? Return the stolen trade goods? Follow up on almost all of the hooks? BECAUSE \u2026 GOOD! In fact, for the trade goods, no other option is presented. The trade goods get you a reward for returning them but nowhere is the value otherwise mentioned, or an literate hook if you come in to town clearly selling something looted from a caravan. That sort of view is present over and over again in the adventure. Options and paths of play are just shut down. In the case of the trade goods, it could have been an excellent option to infiltrate the local bandit gang, or use in other creative ways. But none of this exists because the designer has decided you can\u2019t do that. The designer should EMPOWER and ASSIST the DM, not enforce their plot or views upon them. Brand new players are often, in my experience, the MOST creative and providing the framework to support that creativity IS the designers job.<\/p>\n<p>The monsters in this adventure suck. There should be wonder and fear when you encounter something. Do you say \u201cyou see three ghouls.\u201d? No, of course not. You describe them and what they are doing. You leave the party guessing. What kind of thing is that? What does it do? What do they want? Can it kill us? That\u2019s the kind of monsters encounter I want to see, ones that encourages the players to soil themselves over THE OTHER. Instead we get \u201cyou see three goblins\u201d or something similar. Uncool WOTC. The monster descriptions are boring as hell, with almost no attention paid to what the DM actually needs: what the PC\u2019s EXPERIENCE when they meet them. Stink like the grave? Matted patchy fur? None of that is present. And the monsters attacks are generally disassociated. Bugbears get a surprise damage bonus that is presented completely mechanically: if you get surprise you do 2d8 more. Yeah. Mechanics. How about something like \u201cTheir dark fur allows them to blend in to shadows well, giving them a plus 2d6 to damage as they leap out in the surprise round.\u201d Again, you are teaching new players how to play and you just taught an entire generation of DM\u2019s to say \u201cyou see two gricks.\u201d Bull. Shit. That\u2019s not the D&amp;D I want to play. That a board game. Deliver the wonder! It\u2019s not that hard. We don\u2019t need a page, or a column, or a paragraph. Just one sentence. The free Dragonsfoot \u201cWhere the fallen jarls sleep\u201d has a GREAT description of the undead, one of the best ever.<\/p>\n<p>In a similar vein, the magical items generally are none too great. They tend to be very mechanical. \u2018+1 sword, deals max damage to plant creatures.\u201d Ok, That\u2019s not as awful as just a +1 sword, and they generally do present a little backstory\/history for each item. That\u2019s very nice; they don\u2019t go on for too long but they do provide a \u2026 grounding? For the characters to know what it is they are carrying and add a nice bit of the non-generic. The issue is that the items are all grounded in the mechanics. Pluses, maximums, additions, rerolls \u2026 it\u2019s all very board gamey. In a game where you can ANYTHING, literally ANYTHING, you give us an item that gives +1 to defense? Ok, that\u2019s a little hyperbolic, but the mechanical way magic is treated is much closer to 4e than it is to OD&amp;D or T&amp;T. Gems that you swallow and turn you in a beaver? The gem in the first level of the darkness beneath that shoots out flames? GREAT items without a whiff of the generic or mechanical. Effects are described instead of mechanics. It\u2019s like someone is TERRIFIED of the ambiguity that this sort of non-mechanical thing may introduce. Another word for the DM is Judge. Let the Judge handle the ambiguity \u2026 that why they exist! There is a GREAT magic item in the hex crawl, a little statue that gives everyone an augury once. That\u2019s a nice little touch and exactly the sort of magic item I\u2019m looking for. It\u2019s NOT straight out of a book and it oozes wonder and mystery. THAT\u2019S what magic items should do.<\/p>\n<p>Finally, I want to cover the user of descriptive language. There\u2019s not a lot. The encounters and place just don\u2019t seem to pop. They are generally interesting enough, like the goblin on the rope bridge or the flood they release or the wolves on their chains, for example. But they don\u2019t don\u2019t pop. They don\u2019t do a very good job of springing to life in your mind. I think it\u2019s because of the lack of descriptive language. While reading through the adventure I was struck by the goblin lair seeming a bit generic \u2026 but then when I looked back over it it was clear that the situations were interesting. But they didn\u2019t stay with you. They didn\u2019t seem \u2026 exciting? And I think what I mean by this is that the encounter didn\u2019t get ME, the DM, excited about running it. In the town section this really stood out. It was either in the rumors section or somewhere else when it hit me. There were nouns and verbs but the adjectives and adverbs were not used very well. \u201cThe farmers wife tells you \u2026 \u201c instead of the \u201cthe prim farmers wife tells you \u2026\u201d There\u2019s was nothing of the FAVLOR being communicated. Floods should be raging torrents. The NOC\u2019s should have personalities, or flavors, to assist the DM and bring the encounter to life in your mind. Farmers Wife leaves a lot open. Granny, prim, biddy, lusty, stoic, proper \u2026 all of those give you, the DM, something to work with. They conjure a NON-generic image in your mind that you can build on. There\u2019s WAY not enough of this in the adventure. Hence the kind of \u201cgeneric\u2019 vibe. Generic goblin. Generic cave. Generic wolves. This lack of descriptive material, just a word or two really, is a reall killer.<\/p>\n<p>You don\u2019t get it both ways. You can\u2019t claim to be a Starter Set and then not include GREAT magic items and monster descriptions. You gotta make this thing pop. You gotta make people want more More MORE. The monsters, magic items, and descriptions don\u2019t really do that. In the end you get a serviceable adventure\/set of adventures. They are nicely connected with a home base that is better than usual. This is a decent adventure, it delivers over and over again in a non-sucky way. In an above average way. But it doesn\u2019t hit the highs, consistently, that the best products do. I\u2019m disappointed in that. I wanted this to knock your socks off. It\u2019s big. It\u2019s long. Both of those are great. But the quality isn\u2019t what I was hoping for. But, in spite of the Starter Set adventure not being the second-coming of Dave Bowman or Calithena, it does put D&amp;D back on SOLID ground again. I\u2019d be happy to run this. I fucking love D&amp;D, and D&amp;D is now back!<\/p>\n<p>Now for some self-promotion:<br \/>\nDid you seriously just read all of that? Wow. You should be playing D&amp;D instead. If you&#8217;re in\/near Indianapolis then you should check out the Indy Gaming meetup. My wife runs the group. We&#8217;re running an all-day play through of the starter set on July 19th. RSVP and come along!<\/p>\n<p>Want to celebrate the return of D&amp;D by being a butthead? Drop me a line! We&#8217;re having a bonfire to celebrate the evening of July 11th. Feel free to bring the old edition; we&#8217;ll need fuel for the fire.<\/p>\n<p>This is available on Amazon.<\/p>\n<p><a href=\"https:\/\/www.amazon.com\/Dungeons-Dragons-Starter-Wizards-Team\/dp\/0786965592\/ref=sr_1_1?keywords=phandelver&amp;amp;qid=1550494610&amp;amp;s=gateway&amp;amp;sr=8-1&amp;_encoding=UTF8&amp;tag=tenfootpole-20&amp;linkCode=ur2&amp;linkId=cfc3967b9a107b31429d26273b785565&amp;camp=1789&amp;creative=9325\">https:\/\/www.amazon.com\/Dungeons-Dragons-Starter-Wizards-Team\/dp\/0786965592\/ref=sr_1_1?keywords=phandelver&amp;amp;qid=1550494610&amp;amp;s=gateway&amp;amp;sr=8-1&amp;_encoding=UTF8&amp;tag=tenfootpole-20&amp;linkCode=ur2&amp;linkId=cfc3967b9a107b31429d26273b785565&amp;camp=1789&amp;creative=9325<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>EDIT: For you new readers, I have VERY high standards. This adventure is one of the best to be published by WOTC in a LOOONNNNGGGGG time. Are you seriously reading this review in order to figure out if you should &hellip; <a href=\"https:\/\/tenfootpole.org\/ironspike\/?p=2469\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":2470,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_jetpack_memberships_contains_paid_content":false,"footnotes":""},"categories":[3],"tags":[],"class_list":["post-2469","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-reviews"],"jetpack_featured_media_url":"https:\/\/tenfootpole.org\/ironspike\/wp-content\/uploads\/2014\/07\/5e.jpg","jetpack_sharing_enabled":true,"_links":{"self":[{"href":"https:\/\/tenfootpole.org\/ironspike\/index.php?rest_route=\/wp\/v2\/posts\/2469","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/tenfootpole.org\/ironspike\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/tenfootpole.org\/ironspike\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/tenfootpole.org\/ironspike\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/tenfootpole.org\/ironspike\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=2469"}],"version-history":[{"count":3,"href":"https:\/\/tenfootpole.org\/ironspike\/index.php?rest_route=\/wp\/v2\/posts\/2469\/revisions"}],"predecessor-version":[{"id":5625,"href":"https:\/\/tenfootpole.org\/ironspike\/index.php?rest_route=\/wp\/v2\/posts\/2469\/revisions\/5625"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/tenfootpole.org\/ironspike\/index.php?rest_route=\/wp\/v2\/media\/2470"}],"wp:attachment":[{"href":"https:\/\/tenfootpole.org\/ironspike\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=2469"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/tenfootpole.org\/ironspike\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=2469"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/tenfootpole.org\/ironspike\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=2469"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}