| VDZ |
Hey guys, i'm new to DMing (and pen and paper in general) but picked up DMing for a group of friends and i have enjoyed myself a lot so far. I as my first Adventure pack i picked up "Kingmaker" Adventure path, it has been a hilariously fun time, but i have run into a dilemma. The module was meant for 4 players. i'm running with 7 players and have so far boosted up the encounter too be hard enough for them, they have just Hit level 3 and i've noticed that i haven't boosted up the loot at all for them. Beyond that i find that its so hard for me to even give them items because they seem mostly item independent. In my party i have a Full support Cleric, Two Fighters (Archer Archetype), a Mind-alchemist, a charisma sorcerer, a Monk, and a standard Rogue.
I was thinking of them just encountering a huge group of bandits that raided a few wizards, i would throw in a ring of protection and maybe a wand or two as well as some randomized potions. But what in the way of actual equipment? The archers already have +2str Composite long bows, i have no idea what would help the Cleric or Mind-Alchemist or sorcerer. I'm not sure if my monk wants to roleplay with weapons, he is using snake style and some other modifiers that boost his unarmed damage, would giving him some type of fist weapon negate those?
The only magical item these guys have so far is a Ring of Swimming (Quest given) Not all that helpful... A Wand of burning hand... and i think thats it. They bought a potion of invisibility for a scheme to try and cheese through the "Final boss" (Which i have a plan to make things much more interesting) these guys just hit level 3 and have about 1/3rd the wealth that they SHOULD have according to the books.
Any idea of what i should let them find?
| VDZ |
Yeah boosting the encounters isn't the problem, they actually took on 13 bandits and a level 3 Ranger at level 1, they had some good tactics and i played the bandits a little dumber than i really should have, but they came out really well and really close, with 3 incaps. I'm just afraid that if i don't get them some more items then they will Total party wipe at the final encounter which has been told to me is quite difficult and results in a lot of total party wipes.
| moon glum RPG Superstar 2015 Top 8 |
You could have 4 3rd level bandit leaders (plus 20 or so 1st level bandits)
Each leader has a ring of protection +1 and a cloak of resistance +1.
One leader is a cleric with a headband of wisdom +2 (good for cleric or monk), and a wand of cure light wounds (30 charges) (good for cleric or mind alchemist)
One leader is a fighter with 2 quivers containing a total of 50 +1 flaming arrows. (good for fighters)
One leader is a rogue with a belt of dexterity +2 (good for rogue or monk or just about anyone really), a handy haversack (good for anyone) and a +1 mithril chain shirt (good for rogue)
One leader is a wizard with a pearl of power (1st level spell) (good for cleric or sorcerer) and a headband of intellect +2 (skill boost: knowledge the planes) (good for mind alchemist), and a wand of shield (14 charges, 1st level) (good for sorcerer or mind alchemist.
They will have fun figuring out how to divide that stuff.
| Aristin76 |
I hear you on the LOOT fustration. 2 things I see happening that could possibly help.
1- I haven't played any APs, so I'm not familiar with the setting types. Are there cities that might have resources for "Magic Shops"? If there is, I would just hand out coin and let the players find time to go shopping. Lame, I know and kinda unreasonable, but the group will find it less annoying when they can manage their fair share of the loot and equip as they see fit. Less stress for the GM and may seem lazy, but it works.
2- They other option is using the loot charts in CORE rules and GMG. It's more realistic, but tons of work and random generated treasure is just that. Random and not always useful for the party. That can be cumbersome for the players especially when a Magic weapon comes up and the one player who should get it doesn't always end up with it. Again, very fustrating for the player's.
2b- This can be managed carefully by following the rules for building treasure hoards, but it could take away time that could be used for preparing for the game. You could manipulate the rolls to get basic items that each of your players might need. You might also have to step in a say..." I would suggest the fighter get the magic weapon and not rogue. Not picking on the rogue, but just trying to make a valid point.
As lame as it seems, 1 works especially if prep time is scarce. just my 2cp.
Forgot to mention---- Have each player track their total worth to help gauge where they are compared to the Wealth By Level charts. If you go with the second option, that is. I hate that chart more and more.
| Gnomezrule |
Your best bet is to mix randomness, standardness and uniqueness. I know that does not sound like much help but take a look at the upcoming encounters. You essentially have 2/3rds more players. Tha means you need to roughly give out 2/3rds more treasure. Money can certainly turn into magic items which works but is no where near as cool as finding things.
Randomly picked treasure does not mean randomly placed. Once you roll one or two things on the random table place it where it make sense. Try to keep in the spirit of the adventure and keep to the lower level items. Random treasure generators are great at this. Also throw in some cursed items. A party that big can handle some debuffs.
The adventure has a pace at which it is rolling out treasure. If they are fighting a group with a few items or one nice item look at what you are adding to the encounter in the way of enemies. One uber skeleton and 3 regular skeletons became two uber skeletons and 5 regular skeletons. That means the adventure as written has the uber skeleton has a masterwork greatsword. Perhaps the second uber skeleton has a master work longsword and a darwood shield.
Uniqueness give them things that tie them to the world that the would not get anywear else. Adventure paths are great at this. A regional exotic wepon or gear. Search through the players guide or through the adventure and throw them something that ties them to the the flavor of the campaign or add something that is from your imagination that ties them to the flavor you add to the campaign.