[RPG] How to do (If anything) to prevent the players from rushing to the end of the Lost Mine of Phandelver campaign

dnd-5egm-techniqueslost-mine-of-phandelverpublished-adventures

I'm running the Lost Mine of Phandelver Starter Set adventure for a group of players ranging from "new to the game" to "experienced veterans". We finished Session 1 last week and they have captured a goblin who is willing to divulge information to them in Session 2.

I noticed, on the PDF, that one of the things the Goblins can do is "Tell them how to go directly to Cragmaw Keep". (I did double check – it's specifically the Keep, not the hideout)

I've only played the campaign once, but my understanding is that Cragmaw is an end-game location they shouldn't be attempting to take until they're much higher level, and I'm worried once they hear that Gundren (the main quest-giver) is being held there, they will immediately bolt off in that direction to mount a rescue.

Then again – I don't want to railroad the players, and if they really want to head in that direction I don't want to stop them from doing so.

How should I handle this situation, where a piece of information could lead my party into an encounter that I don't think they can win?

Best Answer

Give 'em enough rope, but also provide clues and hints

You need to determine, by talking to the veteran players, whether or not they are aware that they can flee if a fight is too much for them. Do this before the next session begins.

This danger in short cutting to Cragmaw (before you think they can handle it) needs to be shown in the shape of warnings, forebodings, rumors, and some physical evidence found (dead bodies, discarded equipment, etc) as they approach "the end" prematurely.

If they don't heed the clues, let them face a lethal encounter and ...

  1. ... roll up new characters after the TPK or

  2. ... awaken as prisoners of (pick an NPC) with their next challenge being ... how do we get out of here? or

  3. ... surprise you by succeeding against extremely long odds

    A reason I raise point 2 is that with new players, and given how swingy low level combat is, the option to proceed-on after failing is a way to encourage new players to learn as they play. So too is the party wipe: it really depends on your players.

If you have not yet discussed with them, out of character, whether or not a TPK may happen if they don't use their wits (in a general sense) then discussing this with the whole group before Session 2 begins is a good idea. You might call that a bit of out-of-character foreboding, but with new players being in the mix that is not necessarily a bad thing.

Option 2: transfer the knowledge to a different NPC

You can decide to not raise that point during the interrogation and have a different NPC, later on, provide the same info that the goblin has now. That information does not have to come to the players from this goblin. It can come from any NPC; you are the DM, pacing is within your area of control.

I just noticed that @Neewbie12345 covers this option in more detail so I won't elaborate further.