My players played through the first two chapters of Lost Mines of Phandlever a few years ago but I would like to run it again but the entire adventure this time. How could I change it so it doesn't feel exactly the same but still have the same storyline?
Change the goblin threat to kobolds serving the dragons of the area, or more specifically, Venomfang. Replace goblins with kobolds, Bugbears with kobold dragonshields, and hobgoblins with a mix of normal kobolds and green kobold scale sorcerers with something like hold person instead of scorching ray (remember to keep the encounter difficulty about the same). You could also replace them with my Kobold Scale Knights (see below). Rearrange the layout of the first dungeon. Generally, add a few traps, small tunnels that only small creatures can fit through without squeezing, and utilize teamwork and skirmishing more than just direct combat.
These changes would apply to the place in chapter 3 with a bunch of goblins, as well as the rooms near the end of chapter 4 with Bugbears in them. Basically, any encounter with goblinoids should be with various kobolds instead. You might want to homebrew a kobold with actually good health or AC, though still with some downside, to replace the Hobgoblins with. Here is one I made: https://www.dndbeyond.com/monsters/1707634-kobold-scale-knight
The kobolds would have some connection to the cultists in Thundertree, which also lets them get directions to the castle if they missed it somehow. They all are trying to appease Venomfang. The kobolds work for the BBEG to get enough wealth to win Venomfang’s favor.
For chapter 2 in Phandalin, I’m not as sure what to do with the Redbrands, and their hideout. Maybe mix it up, and instead make the people in the manor good guys who normally protect the town, but are under siege from the Redbrands, led by Glasstaff. Combat would involve helping various soldiers and nobles fight off groups of the ruffians and bandits.
Here’s all the official kobolds. With normal ones, sorcerers, dragonshields, and my Scale Knights, you should have even more enemy variety than the original adventure. Where the adventure says to use a generic goblin with slightly higher hit points, use an Icewind Kobold (stats-wise) to make them a little more special.
Check out Dragon of Icespire Peak if you haven't yet. I have had a lot of success taking parts of that adventure and plugging them right into Lost Mines. It also uses Phandalin as a base of operations with many of the same NPCs.
Check out Dragon of Icespire Peak if you haven't yet. I have had a lot of success taking parts of that adventure and plugging them right into Lost Mines. It also uses Phandalin as a base of operations with many of the same NPCs.
Yeah, actually that might work. I have no experience with DoIP, but you could make the kobolds worship the titular dragon (I don’t know their name) instead of Venomfang. If you are OK with adding some more complexity, length, and putting in some more money, it would probably be better than just what I suggested if you merge both suggestions.
For the redbrands, I would go with replacing the criminal organization with a cult, then play it as some of the townsfolk being converted or brainwashed into ignoring the stuff they do (or I would if I was good at roleplaying, I am dming my first campaing in LMOP and it looks like I am not very good at dropping clues). You could replace the redbrands taking tolls and bothering the merchants with them messing the shrine of tymora and several townsfolks starting to act weird as they adopt the cult values. IIt also has the benefit that, since your players already played the first two chapters and know that Trasendar Manor is the hideout, you could make it so that the Manor is restored and the current ruler of phandalin lives there, though you would probably need a map of the top half in this case. You can make it so they are part of the cult and support it in secret to explain how it got traction so fast.
If you replace the goblins with Kobolds serving either Venomfang or Cryovain (probably venomfang since green dragons like having subjects and intrigue while white dragons are more bestial in nature, unless you replace cryovain with a blue dragon and have it work with the Talos cultists) then you could make the redbrands part of the cult of the dragon and make it so they are less opressing phandalin and more converting it and using any tithe for nefarious purposes while pretending to worship Bahamut. It would take more investigation to show that they are the bad guys but then you can say that the Black Spider also works for the dragon and that they want the Mine to use the resources for the ritual to turn them into a dracolich. Normal cultists are CR 1/8 to the ruffians 1/2 so you would still use mostly the same monsters, only reskinned. Glasstaff could be replaced with a dragon claw or dragonwing from horde of the dragon queen (fighters instead of wizard, CR 1 and CR 2 so you can switch depending on when they deal with the redbrands) or a Cult fanatic (CR2 spellcaster). Add some doom preaching about how the dragon will eat whoever opposes it and that the only way for the town to survive is to pay tithe to it (probably by members in secular clothing so that it doens't look like the cult is doing it, your players could investigate them to discover the connection). You could also replace the Nothic with a Guard drake(Volo's guide to monsters), Dragon Wyrmling or Faerie dragon, though the Nothic is fun roleplay if your players are game so maybe not.
Alternatively, if you plan to use the beyond dragon of icespire peak expansion, you could replace them with Necromytes of Myrkul from Baldur Gate Descend into Avernus and make them a death cult. They are CR 1/2 like the redbrands and while they don't have multiattack they do have a ranged option, which is something I wasn't a fan of with the ruffians. You can then fill the hideout with different kinds of undead depending on the challange rating you require for your party level and it is a tie in for the next adventure. You can also replace Glasstaff by a Skull Lasher of Myrkul, which is also CR 1. The Dendrar family could have been kidnapped for a sacrifice or ritual instead of because they opposed them and in this case it could be that they are connected to the whole LMOP plot but to the BDOIP plot. Alternatively, there might be some grave digging in phandalin's graveyard pushing the PC to investigate. They could plan something like summoning the ghosts of everyone who died when phandalin was originally destroyed.
If you combine the adventure with DOIP you could make them Talos cultists that work with the orcs and anchorites to bring destruction to the area. It wouldn't be an open cult but you could make it so strange happenings are going around town like murders or that the orcs have been attacking caravens and it seems like they have inside knowledge about what happens so that there might be a traitor informing them. Again, the cult of Talos plays a part in BDOIP so it might not be the best idea as you have to investigate possible cultists in town in one of the quests and this might make it so they solve the issue before it happens. You might want to make phandalin more diverse species wise (change the race of some of the NPC) since in doip most cultists are half orcs.
If the cult angle is not to your liking, there are other alternatives.
You could just make the Redbrands a branch of the Zhentarim, make it so Halia is the one pulling the strings (or make it so that the before mentioned lord is in debt and uses smuggling while breaking realm laws to get money) and replace the ruffians statblocks with other CR 1/2 humanoids to throw off your players. It could be Thugs, soldiers or scouts (MM), rubbleblets stalekers (guildmaster's guide to ravnica) or Fists of Bane (Baldur Gate: Descend into Avernus). The evil mage could be replaced with the statblocks from a pirate deck wizard (Ghosts of Saltmarsh), spy (not a caster but a rogue criminal), thought spy (psionic from guildmaster guide to revnica) and they could be said noble. It would be unconnected to the main LMOP plot and the lead in to investigat would be either townguars cracking down due to the noble opressing the town with taxes or them finding clues regarding either slave or drug trade in Phandalin.
Alternatively, make them more connected to the Black Spider. Drow scouts from out of the Abyss are CR 1/2 like the ruffians so it could be an exploration party that came from underground led by Nezzar and that they are camping at the town and overstayed their welcome. For a more intrigue focused campaing, Changelings from Eberron: Rising from the last war are also CR 1/2 and introduce the players to the concept of shapeshifters (since you said they played the first two chapters they should have fought the doppelgangers). Then there would be nothing that points to them being in town save for people who start acting weird as they are replaced by shapeshifters who slowly take control of the area.
Another option would be to replace them with a Dwarf mercenary company that worked with the rockseeker brothers and decided to betray them to take over the mine themselves. Ruffians would be replaced by Battlehammer dwarves from Icewind Dale or emerald enclave scouts (out of the abyss) and Glassaff by a duergar (MM), duergar alchemist (out of the abyss) or duergar soulblade (Mordekainen tome of foes). No CR1 casters, but you might be able to improvise something or use the CR 2 Duergar Keeper of the Flame (out of the Abyss). Then you can make it so they have one of the rockseeker brothers prisoner in the manor or their camp if they are not the same.
In either case that you choose, it is probably for the best if you find out which clue they used to find the Redbrands in the original run and not use that in this one. That way you get rid of the temptation of them already knowing how it goes and change the location of the tunnel that leads there (it might go to the house of a collaborator in town instead). If they were originally ambushed by redbrands in the street, at assassination attempt at their rooms in the inn might work or when they are bothering somebody else.
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My players played through the first two chapters of Lost Mines of Phandlever a few years ago but I would like to run it again but the entire adventure this time. How could I change it so it doesn't feel exactly the same but still have the same storyline?
Change the goblin threat to kobolds serving the dragons of the area, or more specifically, Venomfang. Replace goblins with kobolds, Bugbears with kobold dragonshields, and hobgoblins with a mix of normal kobolds and green kobold scale sorcerers with something like hold person instead of scorching ray (remember to keep the encounter difficulty about the same). You could also replace them with my Kobold Scale Knights (see below). Rearrange the layout of the first dungeon. Generally, add a few traps, small tunnels that only small creatures can fit through without squeezing, and utilize teamwork and skirmishing more than just direct combat.
These changes would apply to the place in chapter 3 with a bunch of goblins, as well as the rooms near the end of chapter 4 with Bugbears in them. Basically, any encounter with goblinoids should be with various kobolds instead. You might want to homebrew a kobold with actually good health or AC, though still with some downside, to replace the Hobgoblins with. Here is one I made: https://www.dndbeyond.com/monsters/1707634-kobold-scale-knight
The kobolds would have some connection to the cultists in Thundertree, which also lets them get directions to the castle if they missed it somehow. They all are trying to appease Venomfang. The kobolds work for the BBEG to get enough wealth to win Venomfang’s favor.
For chapter 2 in Phandalin, I’m not as sure what to do with the Redbrands, and their hideout. Maybe mix it up, and instead make the people in the manor good guys who normally protect the town, but are under siege from the Redbrands, led by Glasstaff. Combat would involve helping various soldiers and nobles fight off groups of the ruffians and bandits.
Here’s all the official kobolds. With normal ones, sorcerers, dragonshields, and my Scale Knights, you should have even more enemy variety than the original adventure. Where the adventure says to use a generic goblin with slightly higher hit points, use an Icewind Kobold (stats-wise) to make them a little more special.
kobold commoner (CR 0): Good scenery, and they don’t fight.
kobold (CR 1/8): Basic enemy.
icewind kobold (stronger CR 1/8): Use instead of named goblins like Yeemik.
winged kobold (CR 1/4): Flying skirmishers.
kobold inventor (CR 1/4): Chaotic item-users. Either remove or be very careful with the rot grub attack.
kobold scale knight (CR 1/2): Warrior with high AC and slightly better damage.
kobold dragonshield (CR 1): Leader with lots of hit points.
kobold scale sorcerer (CR 1): Specialists with powerful spells thanks to metamagic.
https://www.dndbeyond.com/monsters?filter-type=0&filter-search=Kobold&filter-cr-min=&filter-cr-max=&filter-armor-class-min=&filter-armor-class-max=&filter-average-hp-min=&filter-average-hp-max=&filter-is-legendary=&filter-is-mythic=&filter-has-lair=
Thanks I might try that
Check out Dragon of Icespire Peak if you haven't yet. I have had a lot of success taking parts of that adventure and plugging them right into Lost Mines. It also uses Phandalin as a base of operations with many of the same NPCs.
Yeah, actually that might work. I have no experience with DoIP, but you could make the kobolds worship the titular dragon (I don’t know their name) instead of Venomfang. If you are OK with adding some more complexity, length, and putting in some more money, it would probably be better than just what I suggested if you merge both suggestions.
For the redbrands, I would go with replacing the criminal organization with a cult, then play it as some of the townsfolk being converted or brainwashed into ignoring the stuff they do (or I would if I was good at roleplaying, I am dming my first campaing in LMOP and it looks like I am not very good at dropping clues). You could replace the redbrands taking tolls and bothering the merchants with them messing the shrine of tymora and several townsfolks starting to act weird as they adopt the cult values. IIt also has the benefit that, since your players already played the first two chapters and know that Trasendar Manor is the hideout, you could make it so that the Manor is restored and the current ruler of phandalin lives there, though you would probably need a map of the top half in this case. You can make it so they are part of the cult and support it in secret to explain how it got traction so fast.
If you replace the goblins with Kobolds serving either Venomfang or Cryovain (probably venomfang since green dragons like having subjects and intrigue while white dragons are more bestial in nature, unless you replace cryovain with a blue dragon and have it work with the Talos cultists) then you could make the redbrands part of the cult of the dragon and make it so they are less opressing phandalin and more converting it and using any tithe for nefarious purposes while pretending to worship Bahamut. It would take more investigation to show that they are the bad guys but then you can say that the Black Spider also works for the dragon and that they want the Mine to use the resources for the ritual to turn them into a dracolich. Normal cultists are CR 1/8 to the ruffians 1/2 so you would still use mostly the same monsters, only reskinned. Glasstaff could be replaced with a dragon claw or dragonwing from horde of the dragon queen (fighters instead of wizard, CR 1 and CR 2 so you can switch depending on when they deal with the redbrands) or a Cult fanatic (CR2 spellcaster). Add some doom preaching about how the dragon will eat whoever opposes it and that the only way for the town to survive is to pay tithe to it (probably by members in secular clothing so that it doens't look like the cult is doing it, your players could investigate them to discover the connection). You could also replace the Nothic with a Guard drake(Volo's guide to monsters), Dragon Wyrmling or Faerie dragon, though the Nothic is fun roleplay if your players are game so maybe not.
Alternatively, if you plan to use the beyond dragon of icespire peak expansion, you could replace them with Necromytes of Myrkul from Baldur Gate Descend into Avernus and make them a death cult. They are CR 1/2 like the redbrands and while they don't have multiattack they do have a ranged option, which is something I wasn't a fan of with the ruffians. You can then fill the hideout with different kinds of undead depending on the challange rating you require for your party level and it is a tie in for the next adventure. You can also replace Glasstaff by a Skull Lasher of Myrkul, which is also CR 1. The Dendrar family could have been kidnapped for a sacrifice or ritual instead of because they opposed them and in this case it could be that they are connected to the whole LMOP plot but to the BDOIP plot. Alternatively, there might be some grave digging in phandalin's graveyard pushing the PC to investigate. They could plan something like summoning the ghosts of everyone who died when phandalin was originally destroyed.
If you combine the adventure with DOIP you could make them Talos cultists that work with the orcs and anchorites to bring destruction to the area. It wouldn't be an open cult but you could make it so strange happenings are going around town like murders or that the orcs have been attacking caravens and it seems like they have inside knowledge about what happens so that there might be a traitor informing them. Again, the cult of Talos plays a part in BDOIP so it might not be the best idea as you have to investigate possible cultists in town in one of the quests and this might make it so they solve the issue before it happens. You might want to make phandalin more diverse species wise (change the race of some of the NPC) since in doip most cultists are half orcs.
If the cult angle is not to your liking, there are other alternatives.
You could just make the Redbrands a branch of the Zhentarim, make it so Halia is the one pulling the strings (or make it so that the before mentioned lord is in debt and uses smuggling while breaking realm laws to get money) and replace the ruffians statblocks with other CR 1/2 humanoids to throw off your players. It could be Thugs, soldiers or scouts (MM), rubbleblets stalekers (guildmaster's guide to ravnica) or Fists of Bane (Baldur Gate: Descend into Avernus). The evil mage could be replaced with the statblocks from a pirate deck wizard (Ghosts of Saltmarsh), spy (not a caster but a rogue criminal), thought spy (psionic from guildmaster guide to revnica) and they could be said noble. It would be unconnected to the main LMOP plot and the lead in to investigat would be either townguars cracking down due to the noble opressing the town with taxes or them finding clues regarding either slave or drug trade in Phandalin.
Alternatively, make them more connected to the Black Spider. Drow scouts from out of the Abyss are CR 1/2 like the ruffians so it could be an exploration party that came from underground led by Nezzar and that they are camping at the town and overstayed their welcome. For a more intrigue focused campaing, Changelings from Eberron: Rising from the last war are also CR 1/2 and introduce the players to the concept of shapeshifters (since you said they played the first two chapters they should have fought the doppelgangers). Then there would be nothing that points to them being in town save for people who start acting weird as they are replaced by shapeshifters who slowly take control of the area.
Another option would be to replace them with a Dwarf mercenary company that worked with the rockseeker brothers and decided to betray them to take over the mine themselves. Ruffians would be replaced by Battlehammer dwarves from Icewind Dale or emerald enclave scouts (out of the abyss) and Glassaff by a duergar (MM), duergar alchemist (out of the abyss) or duergar soulblade (Mordekainen tome of foes). No CR1 casters, but you might be able to improvise something or use the CR 2 Duergar Keeper of the Flame (out of the Abyss). Then you can make it so they have one of the rockseeker brothers prisoner in the manor or their camp if they are not the same.
In either case that you choose, it is probably for the best if you find out which clue they used to find the Redbrands in the original run and not use that in this one. That way you get rid of the temptation of them already knowing how it goes and change the location of the tunnel that leads there (it might go to the house of a collaborator in town instead). If they were originally ambushed by redbrands in the street, at assassination attempt at their rooms in the inn might work or when they are bothering somebody else.