| Ksorkrax |
After all it's only about boosting up monsters... actually, Rise of the Runelords was meant to be played from lvl 1 on...
Just make sure that the chars reach a point when they are on par with the adventure path, it would suck if you had to adjust every monster.
Also, think about skipping some unimportant areas
Greycloak of Bowness
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For me, my goal would be to minimize the amount of work I'd have to do in the long run. The easiest way to do that would be to get your PCs to the correct level sometime in the first three adventures (because it's much easier to boost lower-level encounters than it is to do the same with high-level ones).
To accomplish that goal, I'd shave a half to a third off your XP awards so the PCs feel like they are making progress when they are really falling back a bit. I'd keep the treasure similar to what's in the adventures so you don't pull too far ahead in Wealth by Level terms.
Burnt Offerings: Goblin encounters become Bugbears and Goblins (run the battles with oodles of stupid suicidal regular goblins running around soaking up fireballs and whatnot so you get the feel of goblins and the punch of bugbears), bump the named NPCs by several (3?) levels. Pace your XP for 6th level at completion.
Skinsaw Murders: Ghouls become Ghasts, Bump NPCs and use the full hardcoreness of Xanesha instead of pulling her punches like happens with most groups. Pace XP for 8th level at completion.
Hook Mountain Massacre: Give the Grauls the advanced simple template and Mammy a Level and aim for late 8th, early 9th level by then. At that point, they'll be ready for Fort Rannick and all that and back on the path at about the appropriate levels.
| Old Drake |
I have to agree with Greycloak that you want to get them to a normal level ASAP, but I think there's a better way to do it.
The goblin encounters add very little to the adventure at this point, so I'd skip ahead and have the players arrive in Sandpoint after the festival. It removes some of the impact from Skinsaw murders, but that was pretty hard to pull off anyway. The night the party rests in the Inn, the owner disappears and since they appear capable, the barmaid asks for their help. Let them have a bit of fun against goblins in the glassworks and enjoy a bit of easy combat. When they are done in the catacombs, Shalelu arrives from an attack on the goblins and asks for help, and now the party has to attack the goblins when everyone (including Nualia) is upstairs and ready - even at level 5 that's not easy. One by one, yes, but all together it'll be an epic (and long) battle. In general concentrate more on roleplaying than combat - if they encounter goblins let the player describe what they want to do to the goblins (and describe what the goblins do to themselves because they think they are more clever than they actually are) without rolling a dice.
Skinsaw Murders will be a bit easy at first, but the extra levels won't be that useful against Haunts. Oh no, they won't. However they will probably allow your party to handle the Mansion far quicker than normal; by now the party should be 7th level. Still a bit more powerful that the module is designed for (especially since Pathfinder characters are inherently more powerful than 3.5), but at this point it won't matter anymore.
The only real changes I'd think about would be:
1. Power up Nualia to make her memorable - someone that sticks out in the giant melee. Although good description of the action might be enough here.
2. The Skinsaw Murderer is pretty weak in the original adventure, although the party may fear resting in the house and press on beyond what is prudent; you know your players best. If they do the mansion in one go, he's probably fine. If they rest, a more powerful version would be better.
3. Xanesha should not be surprised by the party, or she becomes a throw away encounter. Fully powered up she's a good fight for 7th level party; be sure your party is not too specialized to handle her.
As the adventure progresses, the party may fall behind in level as the XP was balanced for 3.5, but it shouldn't become a problem until near the end. Whenever things become too easy playing the enemy a bit more active can usually increase the difficulty enough without adding or modifying enemies.