Godo afternoon fellow DM's. I am in need of some constructive feedback.
I have a player who is going to be MIA for 4 weeks. She is going out of town for work and will not be able to make our sessions. So the group has decided to put the main campaign on hold and play a short 4 week adventure. So here were my thoughts.
The very first campaign these guys ever ran together with me as DM was Lost Mine of Phandelver. The players in their campaign decided to help Yeemik take over the Craigmaw Hideout by defeating Klarg. There was no love lost between the players and Yeemik, but they separated on "good" terms. Sildar in tow and Klarg dead.
My players got super heavy into the lore of Phandalin, getting rid of the red brand, and other things. Well, one thing led to another and somehow the game got so off the rails "in a good way", that the party never ended up going to Criagmaw Castle. They ended up Intercepting Gundren "alive", after the doppelganger "who in my game was playing the role of Elsa the barmaid", took him hostage and was taking him to the black spider.
Anyways long story short, Grul never got attacked, and he's still out there running amok. That's where my idea comes into play. Yeemik now not only wants to take over Craigmaw hideout, he wants to take over the entire clan. I was going to have my players all roll Goblins and they were going to be his "elite" goblin attack force to secure the cave. Once that is done move on to Craigmaw Castle, overthrow Grul, and then learn of the Wave Echo Cave and the forge of spells and go there to try and take that over.
Then the final fight of the campaign would be the goblins actually fighting their former player characters for control of the cave.
I was going to start them at level 2 and have them defend the cave from another Bugbear that Grul sent down after learning of Klargs failure. That would advance them to level 3. They would then go and take over the Castle advancing them to level 4. Once they take over the castle they would move Wave Echo Cave, hit level 5 in there after some other encounters and having to take out Sildar and Gundren. Then on to the Forge of Spells for the final fight against their old PC's.
This sounds awesome! I've DM'd Phandelver and think that this would be super fun. Stepping into the role of some random goblins and viewing the player's stories from the sidelines is so cool. I suggest though to start at level 3 and don't have them fight their PC's.
With level 3 comes subclasses and new abilities. But now that I'm thinking about it you could have them start at level 2 and have them be good at, say, stealing, then when they reach level 3 they become a thief. Ask your players what they think.
Also, if they fight their PC's you would have to play them. That could cause some problems. What you could do is have the goblins go after them and just before they reach them a ceiling caves in or they are stopped from reaching them and/or fighting. Also ask your players what they think of this.
I think it sounds decent especially if you have got enough notes of the first time round that the goblins could see the effects/collateral of what the PCs did.
For the final fight you could even have them play both characters and you could take the night off :D
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All posts come with the caveat that I don't know what I'm talking about.
This sounds awesome! I've DM'd Phandelver and think that this would be super fun. Stepping into the role of some random goblins and viewing the player's stories from the sidelines is so cool. I suggest though to start at level 3 and don't have them fight their PC's.
With level 3 comes subclasses and new abilities. But now that I'm thinking about it you could have them start at level 2 and have them be good at, say, stealing, then when they reach level 3 they become a thief. Ask your players what they think.
Also, if they fight their PC's you would have to play them. That could cause some problems. What you could do is have the goblins go after them and just before they reach them a ceiling caves in or they are stopped from reaching them and/or fighting. Also ask your players what they think of this.
Have fun gaming!
My plan was to start them at level 2, have them defend the cave from the new Bugbears/goblins that Gurl was sending down. That would get them to 3. Then they would make their way up to the castle take out Grul himself that will get them to 4.
Then into Wave Echo cave, have them fight Sildar, Gundren, and maybe the rest of the living Rockseekers to ding 5 for the final fight. That way their goblins and the PC's are all the same level "They ended LMoP at 5".
I'm very interested to see if my group will actually attack their old PC's lol. They were suuuuper attached to them and still talk about them to this day.
The whole concept is fun. My friends and I did this to a point many years back.
We had one group of characters on the side of the Gods of Light and another group on the side of Evil Gods and Demons. The intent in this case was never to pit the groups against each other directly. It was for one group to more successfully achieve the campaign goals as laid out for each group, which were diametrically opposed.
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Godo afternoon fellow DM's. I am in need of some constructive feedback.
I have a player who is going to be MIA for 4 weeks. She is going out of town for work and will not be able to make our sessions. So the group has decided to put the main campaign on hold and play a short 4 week adventure. So here were my thoughts.
The very first campaign these guys ever ran together with me as DM was Lost Mine of Phandelver. The players in their campaign decided to help Yeemik take over the Craigmaw Hideout by defeating Klarg. There was no love lost between the players and Yeemik, but they separated on "good" terms. Sildar in tow and Klarg dead.
My players got super heavy into the lore of Phandalin, getting rid of the red brand, and other things. Well, one thing led to another and somehow the game got so off the rails "in a good way", that the party never ended up going to Criagmaw Castle. They ended up Intercepting Gundren "alive", after the doppelganger "who in my game was playing the role of Elsa the barmaid", took him hostage and was taking him to the black spider.
Anyways long story short, Grul never got attacked, and he's still out there running amok. That's where my idea comes into play. Yeemik now not only wants to take over Craigmaw hideout, he wants to take over the entire clan. I was going to have my players all roll Goblins and they were going to be his "elite" goblin attack force to secure the cave. Once that is done move on to Craigmaw Castle, overthrow Grul, and then learn of the Wave Echo Cave and the forge of spells and go there to try and take that over.
Then the final fight of the campaign would be the goblins actually fighting their former player characters for control of the cave.
I was going to start them at level 2 and have them defend the cave from another Bugbear that Grul sent down after learning of Klargs failure. That would advance them to level 3. They would then go and take over the Castle advancing them to level 4. Once they take over the castle they would move Wave Echo Cave, hit level 5 in there after some other encounters and having to take out Sildar and Gundren. Then on to the Forge of Spells for the final fight against their old PC's.
Fighting as monsters in such a setup is always fun for a short adventure. Short adventures are great to experiment with things in general.
Hello Revek,
This sounds awesome! I've DM'd Phandelver and think that this would be super fun. Stepping into the role of some random goblins and viewing the player's stories from the sidelines is so cool. I suggest though to start at level 3 and don't have them fight their PC's.
With level 3 comes subclasses and new abilities. But now that I'm thinking about it you could have them start at level 2 and have them be good at, say, stealing, then when they reach level 3 they become a thief. Ask your players what they think.
Also, if they fight their PC's you would have to play them. That could cause some problems. What you could do is have the goblins go after them and just before they reach them a ceiling caves in or they are stopped from reaching them and/or fighting. Also ask your players what they think of this.
Have fun gaming!
I think it sounds decent especially if you have got enough notes of the first time round that the goblins could see the effects/collateral of what the PCs did.
For the final fight you could even have them play both characters and you could take the night off :D
All posts come with the caveat that I don't know what I'm talking about.
My plan was to start them at level 2, have them defend the cave from the new Bugbears/goblins that Gurl was sending down. That would get them to 3. Then they would make their way up to the castle take out Grul himself that will get them to 4.
Then into Wave Echo cave, have them fight Sildar, Gundren, and maybe the rest of the living Rockseekers to ding 5 for the final fight. That way their goblins and the PC's are all the same level "They ended LMoP at 5".
I'm very interested to see if my group will actually attack their old PC's lol. They were suuuuper attached to them and still talk about them to this day.
The whole concept is fun. My friends and I did this to a point many years back.
We had one group of characters on the side of the Gods of Light and another group on the side of Evil Gods and Demons. The intent in this case was never to pit the groups against each other directly. It was for one group to more successfully achieve the campaign goals as laid out for each group, which were diametrically opposed.