Running Cormyr/Shadowdale... [Archive] - Wizards Community

Post/Author/DateTimePost
Rich2346

10-22-07, 07:18 AM
Hi guys

First post (yay me)

Im planning on dming the realms "super" adventure as my (possibly) final 3rd edition realms campaign and was after a couple of ideas to my main problem with the books. Now ive been running D&D for a number of years but I cant remember the last time I ran anything from a module (probably over 10 years ago!)as I usually just design my campaigns from the ground up. What my main issue is, is that these adventures are designed for a party of 4 I believe. Now my group usually numbers between 8-10 so i was just wondering what would be the best thing to do.
My ideas so far are to:
a)just bulk up the encounters with "extra" monsters of the same type. I dont really know how many though, do i double the number to make it challenging or add a quarter again?

b)drop the players back a level or 2

c)completely redisgn all the encounters (usually I do all my own encounter design but unfortunately due to work time is a precious commodity)

d)completely change the whole campaign and just use the bare bones of the books as a rough template as to what happens.

My other concern is the "named" baddies. I usually design them to specifically combat my players but I have a feeling that the baddies described in the book wont last long due to the number of players?

any ideas will be greatly appreciated

Many thanks

Rich
ElMorte

10-22-07, 07:41 AM
I havent played the adventures but i will answer some questions anyway. *g*

a) Try this: http://www.wizards.com/default.asp?x=dnd/dnd/20010320b

b) thats an absolutely no-go (my opinion). Would you like to level down your char? Then let them roll up new chars for this.

d) I would do that. Its easier to run then (you havent to look up the book if you forgot something. Speed up the game and isnt timeconsuming (just in your favor *g*)).
ClobberinTime

10-22-07, 01:14 PM
I don't know about the Cormyr module, but for the shadowdale module I would say your choices are:

1, The module is pretty, well modularized, i.e. you could split the party up no problem and have some of them do 1 task and some another, from memory there are three main groups to be beaten: Zhentarim, Sharrans and Drow. These groups are not really cooperating very well in the module, so you could split your party up and have each group do a part. I would add 1 more section here. Probably around infiltrating the Tower of Ashaba, and allow each group of 4-5 characters do 2 parts.

2, The end game as written is a pretty sparsely laid out war scenario. It would be really easy to add fodder into these battles to allow all of your PCs to participate. Mainly as written they focus on the PCs against the main NPCs, but they would be very easy to modify.

or

3, If you want to have all 8 characters run through the module together, there are two ways to do it. a, run it as is but have the PCs be 2-3 levels below what the module assumes, or, b, add a bunch of fodder and have the PCs be 1-2 levels below what is assumed. I would probably go with b, but instead of adding 1 fodder per PC over 4 I would add 1.5. However I don't know how good your PCs are though, :)
Rich2346

10-22-07, 06:42 PM
"b) thats an absolutely no-go (my opinion). Would you like to level down your char? Then let them roll up new chars for this."


thanks for the rplies guys...just to clarify I havent started running the game yet so no players have rolled any toons.the recommended lvl for staring the adventure is lvl 4 for 4 pcs so i thought i could do 8 pcs at lvl 3? plus some fodder... :)
ClobberinTime

10-22-07, 06:48 PM
Players have a habit of outfoxing a DM, and with 8 of them you have your hands full. I would go with 2nd level plus fodder.