Help with scaling an adventure?


Dungeon Magazine General Discussion


Hi,

I'm not an experienced DM and I could use some help scaling Elfwhisper from Dungeon #90 for my party. The party consists of 4 lvl.5 PCs, 3 lvl.6 PCs and a lvl.7 PC. As a side note, they have very limited access to healing magic (one cleric), if that makes a difference. I'd really appreciate some help!

Thanks!


Well, the average party level for your group is 5.625. With a group of 8, that races the average level by 2, to 7.625. This is close enough to the target level (8) that you shouldn’t need to make any changes… However:

If they are having problems, you could:
(1) Chuck in a couple of 1st-level CLW wands, and
(2) Give out XP as they conclude encounters. When someone reaches the next level, let them level up on the spot. This would be a bit more work for you, but should mean the average party level ends up closer to 8.

Is that any use?

Edit: You should also check the MM to see if there are any significant changes between the 3.0 and 3.5 monster stats.


That's very helpful, thank you very much! Good point about the 3.0/3.5 difference too, thanks.


Kael wrote:
The party consists of 4 lvl.5 PCs, 3 lvl.6 PCs and a lvl.7 PC.

The adventure as-written is designed and balanced for an EL 12 party.

Your party is EL 11.71, or about six (6) 1st-Level Warrior minions shy of the balance. Expect some PC deaths as they lack the next higher level of spells, +1 bonus value of magic items and/or higher AC that is expected of a party of 8th Level PCs.

If you run the adventure as-written, give the party extra time to rest so they can regain their higher level spells. Also, be careful of having powerful villains target too many of them at once with blasting or wide-area effects.

The Wands are a good idea, though I'd throw in one each CMW and CLW or better yet a single CLW wand some CSW potions they can distribute to slug down in combat. There are enough of them they can trade-off on the front lines as-needed to heal a bit then return to the fight.

You don't have to play the villains as foolish, but rather have them be "overconfident" when they realize they are faced with "such low level adversaries".

HTH,

Rez


Rezdave wrote:


The Wands are a good idea, though I'd throw in one each CMW and CLW or better yet a single CLW wand some CSW potions they can distribute to slug down in combat. There are enough of them they can trade-off on the front lines as-needed to heal a bit then return to the fight.

Rez

Thanks for your advice, Rez. The game is also low-magic (house rules limit casting), so I'll have to be careful with the opponents and figure out something with the healing... I'll probably go with potions rather than wands. Like, a cask of potions. >_>

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