Need advice adjusting Carrion Hill for 3 PCs


Adventures


I'm about to start a Pathfinder game this weekend and well, considering I work until that date, I won't have any time to design a adventure and instead I'll be picking a module and using that. I was browsing around and I noticed Carrion Hill, my players are lovecraft fans so I thought this would be a good adventure to run.

My only problem is, that there is a good chance that there will be only 2 players (both are familiar with PF btw). But I will also be making a DMPC (looking to a healer it seems ;) ). So, in effect 3 PCs in total. What adjustments, if any, do I need to make to run Carrion Hill for 3 PCs? Should I bump them up a level? 20 point buy instead of 15? Extra loot? Those who have played/DM the adventure, what where some encounters that I should look out for in terms of challenge?

Now there is a chance that there will be another player joining in, but he will be a new player to RPGs in general. I'm confident in my ability to ease him into the game, even at 5th level, but I don't want the adventure to be too challenging for the guy. So, I'd like to keep that in mind as well with adjusting the adventure (and preferably on-the-fly adjustments, or quick ones since I won't know if the guy will show up until gameday).

Any advice would be welcome.


Encounter design guidelines say that 3 char party is treated like having APL-1. So the easiest thing to would be bump them a level (including equipment). If the 3rd played would appear, I would just drop off the DMPC.


Closing in on the end of this module and I would say that the easiest way to make the adjustment to three PCs without tinkering with any of the encounters would be to give the group time to rest in between tracking down the Keepers. Some extra healing potions from Heggry or a priest/healer from a local church that they can access may be an option too.

This way they could shore up somewhere, rest, heal, refresh before tracking down the next keeper. It would give you the chance to build some Lovecraftian atmosphere too,

Spoiler:
with the Spawn showing up after the party takes care of the Keeper screaming in frustration, building the tension with the locals and keeping the party's stats fresh. Barring them taking the option to track Crove down first and/or abysmal rolls during any given encounter, areas A through C should be manageable for three 5th level PCs.

Contributor

I was going to add something Soullos but I think the advice given is spot on. Thornquill's idea also adds that nasty atmospheric edge with something out there brooding.

Huzzah!

Let everyone know how it runs will you? Not everyone has 4 players, I've played in some very small groups at times, anything lovetcraftian always used to freak me out from a play side when there's so few of you and it may enhance rather than detract that you have a small group and a new player.

Rich


Thanks for all the advice. It will come in handy. :D While a change of plans happened for my group (they want me to run Jade Regent, so we're gearing up for that next week), I do have another potential group that will have only 2 players, not including me. So I'll run the module for them instead when the time comes. I'm sure they'll love it. :)

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