Varnhold (SPOILERS! DMs Only!)


Kingmaker


Okay, I think that spoiler notice in the Subject is enough. If you're a player and reading this, go away!

So... Between RRR and VV I ran "Realm of the Fellnight Queen". Finished that one, and the players are now off to Varnhold. Because of that, I think they'd kill me if I kept Varnhold as-is. "More spriggans?!? You're dead, DM!"

I've instead decided to swap the sprigs out with redcaps from Bestiary 2. The PCs are starting VV at 8th level, and I have six players (when they all show up) so I don't think it's too terrible that the CR will be jumping up a bit. And I'll likely decrease the # of baddies slightly.

Has anyone else increased the CR of these encounters? If so, what creatures did you use? Anything I should be aware of? (Apart from treasure--I've that figured out and will be altering where appropriate.)

Much obliged for any info. I think I've decided on a Redcap Fighter 4 as the leader. My PCs have been waltzing over encounters throughout the AP (due mainly, I'm afraid, to my poor rolling on saving throws. Sad, really...).


You might be interested in these 6 player conversions for Kingmaker. Every encounter is increased or revised to make it roughly equivalent in challenge to a group of 6 as it would be to a group of 4


Reaperbryan wrote:
You might be interested in these 6 player conversions for Kingmaker. Every encounter is increased or revised to make it roughly equivalent in challenge to a group of 6 as it would be to a group of 4

I've actually been using them (and think they're great!). This particular bit I decided to change more because the players recently ran afoul of a WHOLE bunch of sprigs.

Thanks, though. I'll take another gander at it to see if there's anything from it I can take away and use as well.


Given that your players are already a little higher in the xp department, I don't think there would be anything wrong with just removing the spriggans altogether. They could just discover the empty village and try to solve the mystery of everyone's disappearance.

It's a heck of a lot less work for you and doesn't really affect the plot much. The only issue would be recovering Skybolt for the centaurs, but that's much easier to work aroud.


Tem wrote:

Given that your players are already a little higher in the xp department, I don't think there would be anything wrong with just removing the spriggans altogether. They could just discover the empty village and try to solve the mystery of everyone's disappearance.

It's a heck of a lot less work for you and doesn't really affect the plot much. The only issue would be recovering Skybolt for the centaurs, but that's much easier to work aroud.

yep

add an extra chuul and assume they have skybolt hidden in a lair
have the spriggans not present
maybe have a few were creatures in the fort....replace the dead spriggan with a human of some kind

you need to keep level in balance are you make hard work for yourself through the rest of the mod


I actually Ran this with 6 members in party and used the redcaps and it was awesome. Fit very well. I personally just dont care for Spiggans

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