r/DnD•
off_da_grid

Lost Mine of Phandelver bonus intro flavor?

DMing

I'm about to run Lost Mines of Phandelver for some buddies (some vets and some newbies who have never played d&d at all and don't know any d&d lore). Some have asked if there's any background info on the setting or the lore they can read, but the adventure basically gives nothing.

There's those few sentences at the start of Part1:Goblin Arrows about how Gundren hired you to transport a thing and you've been on the road.

Then there's a couple paragraphs on "the world of the Forgotten Realms is..." on the previous page, but it's really vague, basically saying "there's knights and crypts and heroes and villains and dragons!... Have at it!"

And finally there's the "background" section, which honestly is a good piece of lore but I don't think it's something for the players to know as it gives away some spoilers.

I know the appeal of Lost Mine is supposed to be that you can basically jump into it with no knowledge. I'm just curious if anyone's come up with something for those players who crave a little more.

Posted Dec 16, 2020, 6:23 PM UTC

16
mr_wonderdog•

My players really got into the factions during LMoP (Harpers, Emerald Enclave, etc), so maybe something to introduce those before they start. That way when an NPC introduces themselves and the faction they belong to, your players will go "Hey, that's the so-and-so faction" and might be more invested in the factions and the NPCs than if you just said "by the way, this stranger is in some faction you've never heard of".

2
off_da_gridOP•

Hey. I just came up with this little faction summary for my more curious players. Do you think this gives too much away?

City of Neverwinter – “Jewel of the North” - Prosperous northern coastal city of trade and craft. Regarded by some as the most cosmopolitan and civilized city in all of Faerun. Some attribute the name to Neverwinter’s gardens growing even through winter. Neverwinter river, that flows through the city, is perpetually warm.

City of Waterdeep (south of the map) - “City of Splendors” “Crown of the North” - trade hub between the mineral-rich north and the merchant kingdoms of Amn and Calimshan to the south (east and west as well). Named for its deep water harbor.

Phandalin – Mainly human village near the Triboar trail. Used to be a farming community that, years ago, was raided by orcs and left abandoned in ruins. The past several years have seen a resurgence in activity as people flock to rebuild and repopulate. The town’s still small, but many see opportunity in it.

Order of the Gauntlet – A coalition of morally upstanding and often devout warriors, knights, paladins, and clerics who dedicate themselves to the destruction of evil. They believe it justified to punish an act of evil, not a thought or feeling.

The Redbrands – A primarily human group of bandits and brigands. Many are seen wearing tattered red cloaks.

The Harpers – Semi-secret organization of adventurers and spies dedicated to promoting equality, preserving history, maintaining a balance between civilization and nature, and opposing abuse of power. Most members happen to be druids or rangers but the wider their reach of influence the better. Symbol of a silver harp between the horns of a crescent moon

Lords’ Alliance - “Council of Lords” - A partnership of allied political powers concerned with mutual security and prosperity. Originally formed to oppose the growing influence of thieves’ guilds. They are proud and make their presence known whenever they can as a symbol of peace and order. Symbol is a golden or white crown on a red background

The Emerald Enclave – Organization of druids and other nature-worshippers who avoid good and evil to focus on the needs of the natural world. They prefer to act with civilized folk to promote the health of the natural world without resorting to acts of violence.

The Red Wizards – Notorious and nefarious magocratic ruling class of the harsh country of Thay. Historically they’re slavers, demonologists, and arcane experimenters. Each wizard is an autonomous entity and usually pursues their own selfish goals.

The Zhentarim “the Black Network” - Old organization of self-serving thieves, spies, assassins, and wizards. They aim to gain influence and power primarily through controlling the economy, often by dominating the market of protection services in the area. They will go to great lengths to eliminate competitors and secure future profits.
Symbol is a winged wyrm on a yellow background diving down with its mouth open toward a circle.

2
mr_wonderdog•

I think that's all pretty reasonable to include. Also a fair warning of something I didn't consider until my players asked - your players very may well want to visit Neverwinter. I didn't know anything about it when we started LMoP, so I just tied the ash zombie thing into a plotline of "Neverwinter is closed to all but necessary travel". When we came back to my campaign later on I made sure to have some Neverwinter content prepped.

2
TheMasterShizzleDM•

I ask the players to supply it themselves, maybe during Session Zero. I would ask them questions about their immediate circumstances, and leave the rest for later.

"You've been hired to make a supply run by the Dwarf known as Gundren Rockseeker.

  1. How do you know Gundren?
  2. Why did you agree to take this job?"

Just those two bits of info will give you all the role-play and character depth you need to run a good adventure. Ask them these questions so they can prep their answers for the first session, then have Sildar ask them these two questions in-game as they travel. Done. Gundren could be a friend-of-a-friend, their uncle's old teacher, Mom's ex, etc. Maybe they don't know Gundren, but are here on Sildar's recommendation. Maybe they heard the town crier calling out for a caravan escort, needed the money, and here you are, no questions asked.

2
RyanLeeHenry•

I love this campaign because it is built for the new player who are being introduced to the game. There isn't really a requirement to know much lore or background which is why it is built for newer players. As a DM you could introduce a few things here and there depending on the choices they make, but for the start not much is required. This is one of the few campaigns where I think it is totally acceptable to say "so you show up in a tavern". As you introduce things here and there the players can collect tid bits of info that spark curiosity of their own in character. You could also make that as part of a mini adventure inside the game to find out more about the Harpers or something or take a detour to Water Deep. I had a group go there and hire some archers to help with VF. Your veterans will need to understand that there isn't much to it because they don't want to drown the new player or make their head explode before they even get to make their first attack roll.

Well that is just my thought for what it's worth. I have always seen LMoP as a great opportunity to really hook the newbs or start the vets from level 1 and lead into other adventures. Good luck I hope you inspire greatness in your players.

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*Edit*

I don't think there is a whole lot of background just so the DM can have some creative leeway to lead into other adventures and such. You could take the opportunity to set yourself up for future fun.

2
Mercernary76Blood Hunter•

I mean, it’s forgotten realms and just outside neverwinter so you don’t really have to “come up with” anything. Just let them google forgotten realms and neverwinter. None of it will pertain specifically to events in LMoP, but it will reveal wider information about the world that LMoP is set in, the different political entities (to which the players will be introduced), and the fact that the BBEG would reasonably connected to a larger plot behind the scene

1