Suggestions for advancing Carrion Crown in general and HoH in specific for a large party


Carrion Crown


(Backstory or Burying the lede. Ignore this if you like)

So our Rise of the Runelords ended abruptly with a TPK and the players opted to start afresh with a new AP. Carrion Crown it is.

I have 8 players and I am a re-newbie GM. We started with AD&D 1st because that was what I was most familiar with. And I got nominated GM by short straw vote ( I was the only one willing) GMing was never my core skill, even back in "the day". But I'm doing my best to keep it balanced and, primarily, fun. The players range wildly in experience with most having had none before sitting at this table. They also vary wildly in make up - 4 teens under 17. Two of those teens moms. and a couple old geezers like myself.

(end of backstory)

With this group and this AP, if I run it as written, the party will lag in levels (small issue, its a mob. They dont need to be "on track") throughout the AP. Of more concern is that the challenges will not be challenging enough. I got lucky in one of the main events in Rise that resulted in the party surviving by one solitary hit point. I dont expect that every time; but I would like to see some sweating as events, particularly traps and combat, are not a sure thing.

I have some ideas - Advancing some single monsters, like the giant stirge, but probably not the Splatter Man. Or adding population, like doubling zombies from 2-4. That sort of thing.

What I'm looking for is some suggestions or insights or even formulae that I can consider throwing in the mix.

Thanks in advance.
M

Liberty's Edge

If you are playing with different rules, some creatures will not transfer cleanly and some encounters may be unbalanced - either too easy or way too hard. I recommend trying the Pathfinder rules if you have not done so and then the AP will be balanced.

The simple answer to your question is this:
The AP was written for 4 players. If you have 8, then double the number of standard bad guys per encounter - Such as instead of 2 flaming skulls, go to 4. Instead of 3 zombies, try six. For the big bad guys, I would apply the advanced template in Pathfinder - or basically just add 4 to every ability stat and then max out their HP. That should be plenty. If the group is new and not real familiar with the system, then back those suggestions off to multiplying by 1.5 and just max out HP for the bosses.

Nothing wrecks a good time like a TPK in the first session or two, so play around with those suggestions and see what happens.

We are starting in the second book of the AP now and it has been fun. We have five players so I have been adding one or two extra standard bad guys and then using the advanced template on the bosses. They are all experienced players and would easily defeat the AP as written. This way it is more of a challenge.

Enjoy!


Dave the Barbarian wrote:

If you are playing with different rules, some creatures will not transfer cleanly and some encounters may be unbalanced - either too easy or way too hard. I recommend trying the Pathfinder rules if you have not done so and then the AP will be balanced.

The simple answer to your question is this:
The AP was written for 4 players. If you have 8, then double the number of standard bad guys per encounter - Such as instead of 2 flaming skulls, go to 4. Instead of 3 zombies, try six. For the big bad guys, I would apply the advanced template in Pathfinder - or basically just add 4 to every ability stat and then max out their HP. That should be plenty. If the group is new and not real familiar with the system, then back those suggestions off to multiplying by 1.5 and just max out HP for the bosses.

Nothing wrecks a good time like a TPK in the first session or two, so play around with those suggestions and see what happens.

We are starting in the second book of the AP now and it has been fun. We have five players so I have been adding one or two extra standard bad guys and then using the advanced template on the bosses. They are all experienced players and would easily defeat the AP as written. This way it is more of a challenge.

Enjoy!

Oops..My bad. We are using Pathfinder rules. I like it *better* than the DnD stuff I am used to

1.5X sounds like a good rule of thumb. Thanks for the insight.

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