| Post/Author/DateTime | Post |
|---|---|
| Pallin Rahl08-17-06, 08:16 PM | I would like to run my players through the revised-for-3.5 White Plume Mountain adventure that's available to download on the official site (a classic that sounds really fun). It's designed for a party of four level 7 characters. The game I'm currently running (in which I'd like to drop White Plume Mountain) is a 2-player campaign (myself as DM + 2 PCs). They are both currently level 8 and would likely be taking along a level 8 NPC with them (likely a cleric ally they've hooked up with recently - as neither of them can heal). However, I'll note that the 2 PCs are rather powerfully-built level 8 characters (nothing ridiculous... but they are "strong"). So I'm wondering... should I adjust White Plume Mountain to accomodate? ...buffing up the enemies a bit? ...possibly increasing the difficulty of the non-combat challenges a tad? Or should I just leave it as-is ...as they're not that higher a level than the adventure normally calls for and there will be only 3 of them (though a formidible 3 they be). ;) Any suggestions? :) |
| Silmon08-17-06, 08:37 PM | I would leave it as is. The older module that I played in was quite a handful even back then. If your group was 4 players that were as strong as you say they are then maybe matching their CR would be the way to go. Just my 2cps. |
| Mitchell08-18-06, 02:03 AM | Start out as-is and make adjustments on the fly. If it is too easy, pinpoint a reason and work that. Str bonuses can help the enemy with hitting and damage in melee, dex with enemy AC and ranged attack accuracy, con with HP, etc. Those are easy things to slip in and keep track of after the fact without using more powerful items so it shouldn't throw treasure out of balance too badly. While the gear that they find may not be the most "suitable" for a group of higher level, there will be enough there for four, so it should come out close in the end. |