KotS for 4

Post/Author/DateTimePost
#1

mcfluff

Jun 16, 2008 11:57:17
I'm sure that this topic has been broached before but it appears as if my Search-fu is no match for Gleemax's Bug style.

Anyways I'm going to be running KotS tomorrow night for a group of four people. As it's the first PnP RPG experience for all of them and the fact that I've heard thAT KotS can be difficult at times even for a full party I'd like to adjust the adventure accordingly. Have any of you run this adventure with four people? What did you do differently? The same? Just looking for a bunch of advive really.

Thanks in advance,
Mac
#2

Drew

Jun 16, 2008 12:23:50
Most likely I'm going to be running this for a group of only four as well. With the new XP budget system in 4e, it should be easy to pull out enough creatures to accommodate the party level. I'm making sure to be careful to pull out the right monsters so the encounter is still interesting.

The only thing I'm concerned about is when you have a solo creature that you can't scale back.
#3

thymeinlost

Jun 16, 2008 12:30:02
I might end up running KotS for 2 people.
#4

Snooze

Jun 16, 2008 12:50:52
Funny, I was just thinking about posting this exact question. I'm going to be running it for a group of four this weekend. Three of the four players are first-time D&D players, so I think I'm going to scale back using the xp system outlined in the DMG.

For example, the first encounter (by memory here):
475 total xp = 95 xp per player in a 5-person group. To scale down to 4 players, we want 4x95 = 380xp total. There are two shield guys worth 125xp each, so I'll take one of those out and replace him with another minion, worth 25xp. Net change is -100xp, leaving us with 375 total xp for 4 players. In theory, it should be the same level of challenge.

I'm going to do this for each encounter and see how it goes. If anyone has already done this for this particular module, I'd love to hear what you did and how it played.
#5

furiousbroccoli

Jun 16, 2008 17:54:23
I've run the first 6 or 7 encounters of KotS for 4 players. They are mostly power gamers who have optimal characters. They did just fine until the Irontooth fight. I reduced the health of the kobold Shields in that fight but it wasn't quite enough...they had to run and come back to finish him.

For four you might want to remove a shield and a priest from the encounter, and possibly delay the 2nd wave of bad guys an extra round.

One last note: If your players do not have a cleric then the adventure will be really really tough!
#6

josephkell

Jun 16, 2008 23:23:48
There are a few things to consider.

1. Are you using the pre-gens?
-- If so, you should really consider adjusting them a little bit.
Adjustments
Off the top of my head, the following changes to certain pre-gens are in order.

Dwarf Fighter: Replace Daggers with Throwing Hammers (just give fewer of them) because Hammers are Heavy Thrown weapons (use Str instead of Dex for to hit and damage). Daggers are Dex for to hit and damage. Also drop power attack and take Dwarven Weapon Training at level 1. I am not totally sure yet what feat to take at level 2. Quick Draw is a candidate for level 2.

Human Wizard: Drop Ray of Frost for Thunderwave. Thunderwave is Int vs Fort and is a Close Blast 3.

Dragonborn Paladin: The stats need to be reordered. I think Str 18, Con 14, Dex 13, Int 8, Wis 14, Cha 12 is legal. Drop Healing Hands (even before one per day Lay on Hands with a +3 isn't as good as two Lay on Hands per day, now it would just be +1). Toughness is a good replacement. Alertness is also useful (prevents Combat Advantage). Dragonborn Frenzy is handy (it is easy for a Dragonborn to get knocked to half hp). In fact, I would probably argue that taking Toughness at 1 and Dragonborn Frenzy at 2 would be better than the existing feats for the Dragonborn Paladin pre-gen.

Half-Elf Cleric: Where to begin here? This whole PC was poorly built. I would replace it with a Dwarf Cleric: Str 10, Con 16, Dex 13, Int 8, Wis 18, Cha 14. Feat: Astral Fire (+1 damage with Fire and Radiant attacks). Powers: (At-Will) Lance of Faith, Sacred Flame, (Encounter) Divine Glow, (Daily) Avenging Flame. Avenging Flame is an offensive daily that has a defensive component (the target has to forgo its attack on its turn to get its normal save attempt to try to end the effect). Cascading Light is a second choice daily power.