Starting an adventure path (Jade Regent) at higher level, advice?


Jade Regent


I was wondering if it would be horrible to have the PCs start Jade Regent at around lvl 2-3? I would have them finish the adventure path at lvl 5 as per the guidelines, but I feel that this way they start with slightly more robust characters that can do slightly more.

I'll probably try my hand at rebalancing some of the encounters for higher level, but for lvls 4-5 I'll probably give out slightly ad hoc XP (that is enough through the adventure path so that they can raise to the appropriate level, but not strictly based on the XP gained from encounters).

Has anyone done this? Are there any pitfalls I should be watching out for?

prototype00


You can start with second level characters without changing anything. They'll have a much easier time at first, but it's a very temporary advantage.
Third level would give them an advantage throughout the adventure, but if you add a few mooks here and there it should work out fine.
The most significant problem with starting at higher level is the Relationship score. Players can take certain actions once per level to improve the score; starting higher means that they will loose the ability to do that for the levels they jumped. It isn't critical, but certainly a reason I'd try to avoid doing it.


Spoiler:
Alternately, you could start the AP with Ameiko receiving the scroll and skip the Brinestump Marsh section.


Both excellent pieces of counsel. I think I will start the game at 2nd, and have the players be slightly more kick ass. But the other option did have much merit too (I just want them to have to fight the goblins.)

*sigh* I'm going to have to move for a new job in a little more than half a year, I'm not sure how far down the 'path I'm going to get.

prototype00


My player characters are going to start at level 3.

I will skip the swamp encounters, as they are not integral to the overall plot.

As the PCs approach the swamp, they will be met by a goblin waving a white flag. He will say his tribe was attacked by skeletons and there are only 5 survivors left (note: goblins can't count higher than 5). The skeletons stole the goblin's treasure. He will lead the group to where the skeletons are if they agree to kill the skeletons and give him half of the treasure as a finder's fee. He can be negotiated down to not getting a share of the treasure. He will promise that the remaining goblins won't attack any more caravans, if the characters ask him. He won't reveal where the remaining goblins are hiding.

If the group treats the goblin well, he will become a follower of the PCs, if they desire.

As a rule of thumb, I double the hit points of all monsters. I also give them a bonus to hit and to damage based on the encounter level (probably +4 to hit, and +2 damage for level 3). Since my characters are starting at a higher level, I will also increase the number of monsters encountered by about x2.

I tend to skip trivial fights, or do 1 round of combat, and say the characters win the fight with some narration. I like the fights I do run to be rather epic and challenging. I also don't like when monsters stay in their room waiting to be attacked, when they could just as well join the nearby fight.

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