T O P I C R E V I E W |
KnightErrantJR |
Posted - 21 Sep 2005 : 08:00:45 Does anyone have any ideas about modifying this adventure for a party of three characters of 6th level. I think several things need to be bumped up, but I don't want to "overbump" and make it too tough, since it will be run for only three characters. |
4 L A T E S T R E P L I E S (Newest First) |
KnightErrantJR |
Posted - 25 Sep 2005 : 00:49:03 Actually, I wasn't even thinking of the environmental hazards, thanks. I had upped the number of orcs in a few places, and bumped the level of the main villains in it. I advanced the wyvern to be a bit larger and tougher. The fireball issue won't come up, as the group is a 6th level barbarian, a 3rd/3rd level rogue/druid, and a 6th level cleric. I'll keep in mind the locate object spell though. Thanks for the advice. |
Sanishiver |
Posted - 25 Sep 2005 : 00:22:15 NOTE: Some ****spoilers**** ahead!
**Obligatory Spoiler Space**
Off the top of my head:
6th level characters will have access to Fireball and Lightening Bolt. Careful casting of these spells could finish off several encounters a little too quick, if you ask me. I would have the Orcs and whatnot make smart use of cover; I'd also have them ready to fire on any PC that looks like he or she is casting a spell.
I don't think the other commonly selected 3rd Level Arcane spells (such as Dispell Magic, Hold Person, Fly or Arcane Sight) will be an issue.
You might want to consider how Locate Object (3rd Level Cleric List) will effect the adventure too.
I too would include bigger creatures for the party to face. I'd also not limit these to higher hit dice orcs or giants: I would include more "keep defense" type creatures; maybe a pack of Wyverns as opposed to just one, as well as a group of orcs trained by Vhazror to ride them; maybe a bound elemental that roams the keep’s perimeter (note this would aid the perimeter defenders who are forced to rely pretty much on just their hearing to notice intruders because of the fog).
I would suggest expanding the encounter chart on the way to the Xûl-Jarak by including Undead encounters (a pack of Wights at EL 6, a single CR 6 Will O’ Wisp, a pair of Wraiths, maybe some Zombies). Maybe an insect swarm too.
You might have the PCs run into a group of Orcs from a tribe besides Roving Eye or Broken Fang coming to the Grey Citadel to pay tribute, or perhaps a contingent of Zhentarim (or the Zhentarim; perhaps Livikus and Xeldar haven’t yet made it to the keep by the time the PCs become involved?), or maybe some of House Leiyraghon’s agents come with more ale and food (as well as compromising documents that betray Leiyraghon’s actions).
I’d include more terrain dangers like sinkholes, marshy/bog quicksand, and sick-fogs or death-fogs comprised of dangerous swamp-caused vapors, all waiting for the PCs when they leave the Glister Road.
Having never DM’d for only three players, I’m not too sure how to go about properly guestimating encounter levels. Maybe use 5th level as your baseline instead of 6th? Also, any hirelings coming along for the adventure?
You could have one of the missing nobles be ‘not missing’, make him 6th level and include him as a friendly PC on the adventure? Or perhaps Dorn Crownshield just barely survived (unconscious) the first Orc attack, at which point the PCs could resuscitate him?
Hope this helps!
J. Grenemyer |
Adam_Garou |
Posted - 21 Sep 2005 : 13:33:51 I would agree with Snotlord on this one. When I'm DMing and have to customize a published adventure (which I have to change pretty heavily, since the entire gaming group has read/been through most published adventures at least once before), one of the easiest ways to do it is to script a few more encounters, and maybe add a few more to the existing ones.
I haven't read this specific adventure, but the Monster Manual has--if I'm not mistaken--information on creatures often found with other specific monsters. Like, hill giants often use ogres and verbeeg as guards/slaves/etc. That can be a good basis for keeping any added monsters "in-character" in the context of the adventure itself.
The other main benefit is--as Snotlord mentioned--that you can drop some of the encounters or reduce the monsters' numbers by half (for example) "on the fly" if the party is having too tough a time.
It does take some extra preparation on your part beforehand, but it can make the game run a lot more smoothly. |
Snotlord |
Posted - 21 Sep 2005 : 08:32:07 I have not read it yet, but in my experience is the easiest way to adjust published adventures to create additional encounters, instead to tweaking existing ones. Its faster than adding levels to a number of characters spread out on a number of encounters, and it helps you adjust on the fly during play (simply dropping an encounter) if you have overbumbed. |
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