I run a party of about 7 or more through Lost Mines. We just finished Cragmaw hideout, and ran through a Redbrand encounter to get them to go to the castle. Well, one thing led to another, and now the players are Redbrands. Since I need them to clean out the castle in order to progress, I don’t know what to do. Advice?
I have my own solution too. Perhaps I will let them do some side quests to level up while making RBs look awful. Either they get to Lvl 3 and it won’t matter, or they go and kill the RBs.
Did they join the RBs or did they wipe them out and take their place? Taking the place of the RBs isn't so bad. It's an extortion/protection ring but can turn the party into actual protectors when you send a real threat to attack the town.
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"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
I guess it depends on what your players want to do and what you want to do. If they're having fun jumping the shark of the story-line, give them the freedom to go as far as they want until they run the risk of never being able to turn back. But if you think they'll pull it around and get back on course - with or without your simply telling them "no" - then who knows? You may come up with some interesting story arcs or action possibilities. You're the Master. The only limits are the ones you decide exist. No matter what, have fun!
(Wysperra they joined the Redbrands. I left off the last session by giving them crimson cloaks
Have the Redbrands commit some atrocities ... extort money, torture someone who refuses, raid a caravan killing the guards and some defenseless women and children who happen to also be with the caravan ... either the players don't know the sort of people that they have joined with or they want to play an evil campaign.
Also, have the leaders of the Redbrands treat the new recruits badly, have them prepare food, clean the latrines, laugh at them, treat them with no respect since they haven't proven how evil they are. The Redbrands are supposed to be bandits then make them be bandits and show the players how bad that really is ... hopefully, the players will realize their mistake joining a bandit gang.
I'd have the players be given a task by the Redbrand that is obviously atrocious to the townsfolk in order to give the players a fork in the road to either just full blown become evil or stay the good guys. But, I think this is less of an issue but a great moment for you to just throw away the module and allow the players to join the Redbrands and do a bunch of missions for the Redbrand and maybe extend the campaign with your own creative ideas for what the Redbrand would be involved in and give your players the opportunity to have a unique LMOP story that few ever had.
And? Do they care about their patron at all... the inciting incident for the campaign? Have they spoken to Glasstaff about his whereabouts?
My rule was no evil characters. Characters can do evil things as personality flaws but as soon as you start murder hobo-ing, your character becomes an NPC.
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*Spoilers for LMoP
I run a party of about 7 or more through Lost Mines. We just finished Cragmaw hideout, and ran through a Redbrand encounter to get them to go to the castle. Well, one thing led to another, and now the players are Redbrands. Since I need them to clean out the castle in order to progress, I don’t know what to do. Advice?
Send them to capture some of the townsfolk as slaves, and kill those who resist.
They either figure out that the Redbrands are the bad guys, or you need a different kind of adventure for your group ;)
More Interesting Lock Picking Rules
Thanks for the advice!
I have my own solution too. Perhaps I will let them do some side quests to level up while making RBs look awful. Either they get to Lvl 3 and it won’t matter, or they go and kill the RBs.
Or just have them use their access to get in and find the information that they need.
Did they join the RBs or did they wipe them out and take their place? Taking the place of the RBs isn't so bad. It's an extortion/protection ring but can turn the party into actual protectors when you send a real threat to attack the town.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
Oh my.
As I always say, roll with it.
I guess it depends on what your players want to do and what you want to do. If they're having fun jumping the shark of the story-line, give them the freedom to go as far as they want until they run the risk of never being able to turn back. But if you think they'll pull it around and get back on course - with or without your simply telling them "no" - then who knows? You may come up with some interesting story arcs or action possibilities. You're the Master. The only limits are the ones you decide exist. No matter what, have fun!
Thanks for tips.
(Wysperra they joined the Redbrands. I left off the last session by giving them crimson cloaks
Have the Redbrands commit some atrocities ... extort money, torture someone who refuses, raid a caravan killing the guards and some defenseless women and children who happen to also be with the caravan ... either the players don't know the sort of people that they have joined with or they want to play an evil campaign.
Also, have the leaders of the Redbrands treat the new recruits badly, have them prepare food, clean the latrines, laugh at them, treat them with no respect since they haven't proven how evil they are. The Redbrands are supposed to be bandits then make them be bandits and show the players how bad that really is ... hopefully, the players will realize their mistake joining a bandit gang.
I'd have the players be given a task by the Redbrand that is obviously atrocious to the townsfolk in order to give the players a fork in the road to either just full blown become evil or stay the good guys. But, I think this is less of an issue but a great moment for you to just throw away the module and allow the players to join the Redbrands and do a bunch of missions for the Redbrand and maybe extend the campaign with your own creative ideas for what the Redbrand would be involved in and give your players the opportunity to have a unique LMOP story that few ever had.
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Just because they joined the RBs, doesn’t mean:
A- Glassstaff trusts them
B- The Black Spider still doesn’t want them dead, and by extension Glassstaff.
C- have them be tricked into being food for the Nothic.
Thanks! They had a change of heart. Good tips!
And? Do they care about their patron at all... the inciting incident for the campaign? Have they spoken to Glasstaff about his whereabouts?
My rule was no evil characters. Characters can do evil things as personality flaws but as soon as you start murder hobo-ing, your character becomes an NPC.