LOF.... Do you dare accept my challenge?


Legacy of Fire


I want to use "Howl of the Carrion King" as a filler game for a campaign I am running. The problem lies with the fact that my players are all mid 9th level.

Is this possible to do?

If so. . .would someone be willing to convert the mod to fit my players level?

This is not just a question of laziness on my side. I've never been very good at converting adventures for different levels. I either make it way too easy or waaaaaay too hard.

I would like the level progession to remain the same (if they should gain 3 levels, I want them to go from 9th-11th). I also like want to keep the creatures type pretty much the way they are (as much as possible). One of the biggest thrills I have is when the group runs into some mundane creatures (gnolls for example) and then are floored when the creatures start giving them a hell of a fight.

Any help would be great...thank you my friends.

RaFon


Before the messageboard police jump all over me for bumping this post so soon. . .I figured not too many people would see this, since it is from an old AP.

Thanks


RaFon wrote:

I want to use "Howl of the Carrion King" as a filler game for a campaign I am running. The problem lies with the fact that my players are all mid 9th level.

Is this possible to do?

If so. . .would someone be willing to convert the mod to fit my players level?

This is not just a question of laziness on my side. I've never been very good at converting adventures for different levels. I either make it way too easy or waaaaaay too hard.

I would like the level progession to remain the same (if they should gain 3 levels, I want them to go from 9th-11th). I also like want to keep the creatures type pretty much the way they are (as much as possible). One of the biggest thrills I have is when the group runs into some mundane creatures (gnolls for example) and then are floored when the creatures start giving them a hell of a fight.

Any help would be great...thank you my friends.

RaFon

Every monster encountered at level 1 goes up 8 CR.

Every monster at 2 goes up 9... 3, 10, 4, 11, 5, 12.

Making Xulthos a CR 16 demon for them to fight around 14th level.

Honestly, I'd just re-work most of the entire AP and re-pick monsters. If this was Forgotten Realms and it was for 9th level PCs, I'd rework all of the gnolls as drow slavers who live on the surface. Kardswann is a shaitan genie who owns the settlement whose claim to fame is being able to teleport the drow slavers to and from their waypoint deep beneath the earth. He's possessed by a horned devil that is bound beneath the temple, etc etc. Level and HD and CR increasements.


RaFon
It might be helpful if you give some idea of what system you are using (third edition? 3.5? PFRPG?) in your game and the composition and abilities of your party.


Charles Evans 25 wrote:

RaFon

It might be helpful if you give some idea of what system you are using (third edition? 3.5? PFRPG?) in your game and the composition and abilities of your party.

I'm usuing DnD 3.5 and Pathfinder rules.

The group is comprised of a wizard, fighter, cleric, and a (dm created/player ran) thief.

The party is pretty strong right now. The wizard and fighter use very thought out strategies, while the cleric just runs in swinging.


Charles Evans 25 wrote:

RaFon

It might be helpful if you give some idea of what system you are using (third edition? 3.5? PFRPG?) in your game and the composition and abilities of your party.

This. :)


This. :)

???


RaFon wrote:


This. :) ???

I'll presume Pathfinder system, fast XP progression then. grins evilly


k....thanks


.

The Exchange

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

HotCK is primarily designed to (a) assemble the party and (b) start them into the AP storyline by introducing Tempest, Vardishal, Kardswann, and the Brazen Peaks region.

Since your PC party is already assembled, I assume, all you need is an NPC contact to send them to liberate Kelmarane...if you are placing this in Katapesh then this could simply be a representative of the Pactmasters. You will want to consider how important it is to you whether to preserve the encounter with Xulthos until the end, which is accomplished in the module by Almah withholding the seal key until the battle market is liberated.

Since your party is significantly higher level than the module assumes, you not only need to increase the CRs of the encounters, but you have to start thinking about some of the alternative tactics that their relative power level may allow. For example, a 9th level party will have much more access to spells like invisibility, detect thoughts, fly, dimension door etc. than the author expected, so you may want to consider adding some magical defenses to the battle market.


It seems to me that a permanent mage's private sanctum in some areas of the battlemarket set aside for 'private business' might be reasonable, and that planning for actions against PC incursions might take place here.
Also, visitors to the battlemarket might be subject to occasional detect thoughts once the PCs start causing trouble, to check for spies, and a couple of battlemarket guards equipped with permanent see invisibility to check for scrying sensors and invisible character/familiar infiltration.
(Of course logically one of the upgraded NPC casters around will have to be capable of working this magic, or a new NPC introduced as an 'aide' to provide this security.)
Anyway, those are some general thoughts. I hope that they help.


So how is it 3.5 and Pathfinder

I wouldnt mind doing it for you I enjoy that kind of stuff check out my changes to Rise of The Runelords and Second Darkness if you like my work ill do it if you don't I wont waist yours or my time

The old Monestary will need some changes to Pugwumpises anytype of challenge might need to change the creature type all togther


Joey Virtue wrote:

So how is it 3.5 and Pathfinder

I wouldnt mind doing it for you I enjoy that kind of stuff check out my changes to Rise of The Runelords and Second Darkness if you like my work ill do it if you don't I wont waist yours or my time

The old Monestary will need some changes to Pugwumpises anytype of challenge might need to change the creature type all togther

We play 3.5, but I have and have been starting to incorporate PF. I looked at what you have done and I would love for you to do Howl of the Carrion King. . .if you could, that would be a tremendous help.

Like I said I would like for them to gain as many levels as the mod does. They are all 9th level.

Thanks

RaFon


Well I use hero labs so they would be all Pathfinder

My question is what should we do with the Pugwumpises they are like CR 1/2 thats alot of advancment to make them any good


Joey Virtue wrote:

Well I use hero labs so they would be all Pathfinder

My question is what should we do with the Pugwumpises they are like CR 1/2 thats alot of advancment to make them any good

Yeah...that was a big problem I couldn't think how to fix. Any suggestions?


RaFon wrote:
Joey Virtue wrote:

Well I use hero labs so they would be all Pathfinder

My question is what should we do with the Pugwumpises they are like CR 1/2 thats alot of advancment to make them any good

Yeah...that was a big problem I couldn't think how to fix. Any suggestions?

Their whole purpose is to annoy and confuse the players. So I am thinking that adding about 5-6 levels of rogue would be appropriate. And maybe increasing their DR and SR a little.

I once threatned to apply the paragon template to them and my players threatened to lynch me on the spot! Lol!

Remember, they are supposed to be annoying but not necessarily deadly.


For pugwampis, I gave them permanent invisibility (just like a pixie)--this goes a long way toward making them a lot more deadly/annoying, but is not over-powered for higher level groups. It's also a lot easier mechanically than adding class levels...

After this, I struck on the pairing of pugwampis and chupacabra. I now have the monastery infested with these buggers, and they are just smart enough to work with the pugwampis to provide some muscle while not overpowering encounters with strategy. Having the "final" encounter be a whole nest of both creatures together should prove very challenging.

Finally, increase the environmental difficulty of areas--any terrain disadvantages are doubly problematic with the pugs around, and again it's much easier to accommodate (while also emphasizing the annoying factor).

These are also all things that can let the higher level group shine a little--I'm purposely letting them be more powerful now so that the hard encounters later are that much more satisfying. The XP mechanics of lower-challenge encounters will eventually balance out to the modules' CRs and for me it lets the players linger in the "sweet spot" of useful but not overly complicated class levels that much longer.


You could also have invisible pugwampis simply show up and be annoying in the other battles; you don't need to have every encounter be exactly the same as written.


Are wrote:

You could also have invisible pugwampis simply show up and be annoying in the other battles; you don't need to have every encounter be exactly the same as written.

Yeah, I did something similar to this.

After the 3rd raid by the players on Kelmarane, the leadership decided to order patrols to start carrying a small cage containing a pugwampi with them on their patrols.

Although, I *do* like the idea of making them invisible.

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