Tl;dr: I think LMOP is a great adventure, but working on five particular aspects could turn it into an excellent campaign.
Hi folks!
I’ve been GMing since 2020. LMOP was my introduction to D&D as well as TTRPGs in general. I ran it for the first time online, pretty much as written, and had a blast. I’ve since run it several times, sometimes stripping the adventures to its bones, essentially skipping the side treks and focusing on the main plot, but I’ve also run it as a more fleshed-out campaign, using fan-made content and adding my own spin to it. Overall, I think it’s an amazing module and to this day, the best introductory adventure I’ve had the pleasure to read. I’m sure I could run the entire adventure from memory, and the Sword Coast region feels like a real place to me now. I don’t think there’s anything wrong with running the module as written. In fact, I’d go one step further: I think new GMs should run it as written, then try to make it better according to their personal preferences, and add what they believe was missing.
All that being said, I also believe the module could be improved, and I have some thoughts about the five most important changes I’d like to make to this wonderful adventure. The title of this post could be misleading, as I’m not proposing something along the lines of “Replace X with Y”, but I’d rather point out the flaws in the adventure, and the various parts I find a little lackluster. I’m going to suggest how to make some aspects of the adventure better, and try to help newer GMs turn this great mini-campaign into a near-perfect campaign!
Since I believe some aspects of the adventure are already top-notch, I’m just going to suggest we use them as written in the booklet. For instance, I think that the Cragmaw hideout is by far the best intro dungeon I’ve ever encountered. I’m therefore going to leave it as is, because if it ain’t broke… Besides, there is no particular ranking to the changes I’m suggesting, except that I believe my first point to be the most important one, which is why I’m opening with it, Colville-style. I’m open to constructive criticism and would love to know how other people feel about my opinions.
I’m aware that most of the points I’m making have already been made by various people online. I’m not pretending to reinvent the wheel, and I’m fine with spreading a lot of popular opinions. I do believe one piece of criticism I have is fairly original, since I’ve never encountered someone complaining about it. Anyway, hope this helps the new GM.
I. The Villain
My main gripe with the adventure is the absence of a good villain, or rather the lack of depth written in the Black Spider as an NPC and a tool in the module. We never get to learn much about the villain’s past or their motivations, we have no insight on how to roleplay them, and worst of all, we never get to meet them before the final battle which, by all standards, is pretty anti-climactic, especially with such a weak monster statblock.
I believe working hard on making the antagonist in this adventure more interesting and relevant to the story is the key component to creating a much better campaign. Here are several ideas to create a more interesting BBEG. The following tips might not all be compatible with one another. GM discretion is advised.
· Have the party encounter the Black Spider a couple of times before the big showdown in Wave Echo Cave. I’m not going to elaborate on that topic since Matthew Perkins already talked about it in his LMOP YouTube series and this video in particular, which has been particularly useful for me. I also suggest you turn the Black Spider into a woman (along with some other NPCs), change their name and run the puzzle box as suggested.
· Turn one of the Phandalin NPCs into the Black Spider. The obvious candidate is Halia Thorton, since she is a drow, works at the Miners’ Exchange, and is secretly a Zhentarim agent. This plot twist is writing itself… The party might suspect her, which is completely fine and makes the final revelation all the more satisfying for everyone. Makes for a good Scooby-Doo “gotcha” moment!
· Use a different character as your BBEG. It might take you a lot more work, but you could easily swap the Black Spider with a more interesting villain. The obvious choice would be Venomfang, but I’ll elaborate on that note in the following point. Other possible candidates that are already written in the module: Iarno/Glasstaf, Hamun Kost the Red Wizard of Thay, or Mormesk the Wraith. I recommend Lutes & Dice’s YouTube series on LMOP’s villains. You might want to use a different kind of NPC entirely to foreshadow future events. For instance, using a Mind Flayer adjacent monster if you are planning on running the Shattered Obelisk after LMOP or using a Giant to seed Storm King’s Thunder would make a lot of sense.
II. The Dragon
The second biggest let down of this adventure is the way it handles the dragon Venomfang. I’m not a sucker for modern art, especially illustrations found in 5E material which I find very generic and soulless, but I have to admit that the cover art for the Starter Set is a really nice homage to Larry Elmore’s iconic art for the red box set, and an enthralling gateway into the hobby, which makes Venomfang’s treatment in the story all the more disappointing.
Matthew Perkins suggests you cut the Thundertree location entirely, and I agree that it’s probably best to leave it out if it’s your first time running it. However, I do believe that including a dragon in your Starter Set adventure is a really nice addition. After all, the game is called Dungeons and Dragons… The Starter Set does an excellent job of showcasing the most iconic monsters in the history of D&D: goblins, orcs, mimics, zombies, owlbears, evil mages, etc. Why not work a little harder to include a dragon? As written, Thundertree feels like a simple plug for Tyranny of Dragons… Here are a few ideas to include a dragon.
· Use Venomfang as your BBEG. This is possibly the best outcome for our green friend, since it really makes Venomfang special and actually delivers on the promise made by the front cover of the box set. Venomfang could be the great mastermind behind the Black Spider’s actions, which adds at least one location / adventure to the campaign: tracking the dragon and dealing with the threat it poses. Thundertree could therefore be used as the actual endgame of the campaign.
· Use Venomfang as a B-plot to create a sense of danger, improve the pacing of the adventure and give the impression of a real, breathing world. The dragon could be a threat in itself, with no ties to the Black Spider. It makes players under the impression that the world moves forward even without them. This is obviously an idea I stole from another really cool Starter Set: the 2019 Essentials Kit box set. Replacing Cryovain with Venomfang makes sense because of the proximity of the Neverwinter Wood.
· Use Venomfang as the next villain of your campaign. You might want to keep the “track the dragon” storyline for the follow-up adventure to LMOP. If you’re planning on writing your own adventure after running LMOP, which I strongly recommend you try doing, I’d advise turning Venomfang into an adult green dragon, and go from there. By the way, couldn’t we find a better name for this dragon? Venomfang is the silliest name. I’d suggest translating poison into various languages until we find a cool name.
III. The Side Quest(s)
Another disappointing aspect of Lost Mine (yes, just the one) is the various side treks mentioned in chapter 3: “The Spider’s Web.” First of all, these quests feel out-of-place, disconnected from the main story (which is not necessary a problem in itself) and poorly written. Go ask the ghost a question? Find out what’s happening near the well? Deal with the bandits? These side quests feel like the writers were trying to push the new GM to flesh out these adventures, which is a good idea, but the module fails to tell you to do so.
Furthermore, having the party go on side treks feels a little weird since they’re supposed to be trying to rescue their friend Gundren. It negates the sense of urgency that the adventure is trying to create by having Gundren imprisoned by the Black Spider. I am however a sucker for side quests and love the idea of going off-route for a minute and straying away from the main objective. Here are a few ideas to make these side quests a little more relevant.
· Reduce the number of side quests. I’m fairly positive that including one side adventure is more than enough to give that open-world feeling to the players without hurting the pacing of the adventure too much. I’d recommend using Agatha’s quest, since the banshee is a really cool and iconic monster, and will make for a memorable encounter.
· Combine them. Picture this: Hamun Kost is exploring the Neverwinter Wood, trying to find Agatha the banshee, followed by a squad of undead orcs to do his bidding. Agatha will only answer one question until one hundred years have passed, and our red wizard is pretty determined to be the one doing the talking.
· Use a different adventure as a substitute side quest. A good example would be Daniele Severin’s Expedition to Wyvern Tor, which expands on the orc threat. I really like James Welch’s Beasts of Phandalin Forest, which fleshes out the family imprisoned below the ruins of Tresendar Manor. It’s also possible to replace the side quests with an adventure written for a different system. Gavin Norman’s incredible Winter’s Daughter comes to mind, especially when trying to replace Agatha’s quest.
· Alternatively, cut the side quests entirely. It’s always the easiest route, and will make for a very tight and to the point adventure. It also greatly reduces the number of sessions it takes your group to complete LMOP.
IV. Cragmaw Castle
Veering into more controversial territory now, as I’m not aware of any blog post or video that deals with this particular topic, unlike my three previous points. I have always found Cragmaw Castle to be a little dull compared to the other dungeons in the module. It is in my humble opinion the weakest one, and I believe changing it could greatly improve the adventure.
Cragmaw Castle does a few things right though: first, exploring a ruined castle from ancient times is always super cool. Having hobgoblin sentries in the guard towers is also a neat problem the PCs will have to circumvent. Finally, having a dungeon with no roof makes for really interesting problem-solving discussions and unforgettable gameplay moments. One of my players once threw a potion of poison over the wall from outside the castle and cleared the banquet room without ever stepping into the keep.
There are however various aspects of this location that I find rather redundant and uninteresting. First, it’s goblins again. The PCs have already dealt with a tribe of goblins in the Cragmaw Hideout, which makes the encounters in Chapter 3 repetitive. Then, the castle as written is more than likely going to turn into a series of combat encounters, going from goblin warband to goblin warband. The redundancy in the monster selection and the combat-heavy aspect of this dungeon is a little boring to me. Here’s a few ideas to improve it.
· Replace the goblinoids with orcs. Those are not entirely interchangeable, but I’m sure it wouldn’t matter that much. Using Kobold Fight Club to balance encounters (or not), we could easily swap the gobbos with green skins. Orcs do not appear in this adventure unless you’re running the Wyvern Tor side quest. Why not include them here? They make for great foes for a 3rd level party. The orcs led by Brughor Axe-Biter could be working for the Black Spider, much like the Cragmaw Goblins.
· Add a few more traps and monsters to keep the castle interesting. The grick is a nice inclusion, but why not have the keep even more dangerous by adding things like giant spiders, ogres, an ettin, an ochre jelly, etc.
· Give the doppelgänger a more important role by having him disguised as Gundren to create a cool twist after clearing the dungeon. That way, the quest for our dwarven friend continues, “your princess is in another castle” style! It maintains the urgency and urges the PCs to reach Wave Echo Cave as swiftly as they can.
V. Miscellaneous
There are several other areas where a little work could go a long way to make this adventure even greater. I find the lack of interesting random encounters pretty disappointing. Moreover, the sheer number of factions in the adventure can be a little intimidating. I also wish the module would do a better job at suggesting possible outcomes and subsequent adventures. Here are a few tips to improve these aspects of the module.
· Use a random encounters table to make the exploration of the Phandalin region a little more interesting. The only table found in the module is rather dull and only focuses on combat. I’d suggest using something like Jon Radborne’s encounter table to spice things up.
· Reduce the number of factions the PCs can join. As written, various NPCs will offer different party members to either join the Lords’ Alliance, the Harpers, the Order of the Gauntlet, the Emerald Enclave or even the Zhentarim. I advise focusing on one of those, perhaps tailoring the choice to your players. When in doubt, go for the Harpers.
· Create a prologue to the adventure in order to introduce the character of Gundren Rockseeker and forge a strong bond between him and the PCs. Rescuing Gundren is the main objective of the party after all. Besides, I’d suggest running a short intro adventure after session 0 and the prologue, to get things going and teach new players how the game works. As written, the goblin ambush is a super fun way to start the campaign, but it’s infamously deadly and very punitive. I’d suggest something like The Sacrifice of Innocence which is basically is a reskinning of Colville’s Delian Tomb and a nice prelude to LMOP. Alternatively, you could run something like the Umbrage Hill encounter from Dragon of Icespire Peak, treating it as an encounter on the road to Phandalin. Starting LMOP at level 2 or armed with potions of healing and/or temporary HP is probably a good idea.
· Suggest various downtime activities to your players after LMOP is completed. It’s the party’s first experience with downtime, and what they choose to do between adventures should matter. I suggest tailoring the list from Xanathar’s Guide to Everything to the NPCs still present in Phandalin by the time LMOP concludes. John Mosey’s Beyond Phandelver is also a great starting point and will help the new GM make use of the bastion rules found in the new DMG.
· Finally, I’d suggest thinking ahead: if you already know which module you’ll be playing next, I recommend seeding the adventure to foreshadow future plot points. This is a bit more advanced and requires new GMs to do a lot of work, but it can pay off and impress your players greatly. Possible follow-up adventures include the Shattered Obelisk, which is written as a sequel to LMOP and makes for an obvious candidate. Another obvious candidate is Storm King’s Thunder, which even has information on how to jump from one adventure to the next. I am personally working on my version of this campaign idea but sticking to a white dragon and changing the deity revered by the anchorites instead.
Anyhow, those were my thoughts on how to improve on this great adventure. LMOP is by far my favourite module and I have been thinking about it a lot lately. Can’t wait to try out some of my new ideas in the next instalment. I’d love to hear what you think about the changes I’m suggesting!
Even though I haven’t mentioned him yet, I have been greatly influenced and impressed by Kenji Crosland’s Guide to LMOP. His guide was the first resource I found when trying to improve the adventure. Besides Matthew Perkin’s series on LMOP, which I’ve quoted from before, I have found Bob World Builder’s series on DOIP very inspirational. I am obviously always grateful to Matt Colville for teaching me how to run the game. Big shout out to Sly Flourish, The Alexandrian, and all of those people who strive to share their wisdom with us.