
Stebehil |

I´m thinking about using 3FoE (at least partially) as the next adventure for my campaign, as I like the idea, and it fits to their visit to Alhaster in 576/577 CY. Now, my party consists of three PCs of level 6 each, and the adventure is written for level three. It is written for 12 total levels, while my PCs have 18 (I know that it won´t work out exactly that way, but I´ll try). I think I will treat my party as if they had level 5 overall and use the scaling sidebar accordingly, as my characters are quite strong.
Has anyone experience with running 3FoE modified for higher levels? Any advice or ideas for this?
Stefan

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I´m thinking about using 3FoE (at least partially) as the next adventure for my campaign, as I like the idea, and it fits to their visit to Alhaster in 576/577 CY. Now, my party consists of three PCs of level 6 each, and the adventure is written for level three. It is written for 12 total levels, while my PCs have 18 (I know that it won´t work out exactly that way, but I´ll try). I think I will treat my party as if they had level 5 overall and use the scaling sidebar accordingly, as my characters are quite strong.
Has anyone experience with running 3FoE modified for higher levels? Any advice or ideas for this?
I did it by adding a level to most of the fighter types and elite arrays to some of the critters (like the dire boar). It worked out pretty well. I left things like the commoners and skeletons alone.
The tieflings definitely need a level, I'd recommend bumping most of the clerics too. The classed grimlocks I gave another level, the non-classed ones I increased the numbers of (they seemed improbable few anyhow). The kenkus and apprentices I bumped a level as well.

Stebehil |

So much for planning...
Now, my PCs are already level eight, and about to venture in this adventure tomorrow. On top of this, they are accompanied by a bunch of knights/paladins. So, I need to bump up the challenge.
At the moment, I have three tieflings ranger1/fighter5 for a start, trying to pick them off the stairs as the come down (I don´t use the elevator, instead having them come down the stairs) The tieflings are bow specialists and should be able to do some harm, making use of their darkvision and having humans as favored enemies... Perhaps I´ll make it four. If they concentrate fire on one enemy at a time, they should be able to take one down quickly, especially considering that the PCs will be flat-footed at the beginning.
I will replace the skeletons in the Hextor cathedral with armored mummies, one for each character. If they discover the undead state (the mummies are wearing full plate) the Pelor priest can shine.
For the cultists, I will use warrior/priests. Seems to be fitting to Hextor that way.
More as I progress...
Stefan

Peruhain of Brithondy |

No specific answers here, but you'll want to keep in mind that a lot of the tactical challenges in this module are keyed to characters below 5th level. Once people start casting fly, it wipes out quite a bit of the challenge of the grimlock caves, in particular. Depending on party makeup and capabilities, of course.

Stebehil |

No specific answers here, but you'll want to keep in mind that a lot of the tactical challenges in this module are keyed to characters below 5th level. Once people start casting fly, it wipes out quite a bit of the challenge of the grimlock caves, in particular. Depending on party makeup and capabilities, of course.
Right, that is a pitfall. I guess I will just cover the caverns in darkness so deep that the usual lighting sources fail to light them properly. OTOH, not having a wizard in the party helps here :-) My party still consists of a knight, a priest and a fighter, with a lot of sidekicks this time.
I will try to eliminate the lesser knights (NPCs all) quickly, so as to sharpen the impact and showing just how dangerous this place is.Thanks for the hint.
Stefan