Party Size


Kingmaker


What is the intended party size for the Adventure Paths? I'm assuming 4-5? It doesn't seem to give any indication in the modules.

Liberty's Edge

4


OK, thank you.


There are conversions in this thread for running with six players. I'm prepping to run it for a group of five, and while in theory the path can be run as written for five people, the first book is very tight on available XP. I'm using some parts of the 6-player conversions to up the challenge for my players, but another option is just to increase the likelihood of random encounters (though if you do that, make sure some of them have treasure or the party will be behind in that respect as well).


I was planning on running it for five, but I may end up with 4. With 5, it seems that the potential for TPKs would be reduced.


Book 1 only really has one potential TPK, so you can afford to boost some of the other encounters a bit. Book 2 has some nasty encounters, but is a bit more generous with the XP and can probably be run with no changes. After that it gets very subjective, depending on how the characters and the kingdom are doing.


Only one potential TPK? My friend please direct your attention to the Random Encounter table for Stolen Lands. The Will-o-wisp, the Shambling Mound, and... Trolls! Oh the Trolls. My poor PCs leave Oleg's after thrashing the bandits, feeling quite confident, and for their first exploration encounter I roll 4 trolls. The party to the better part of valor and fled, quickly.


Lloyd Jackson wrote:
Only one potential TPK? My friend please direct your attention to the Random Encounter table for Stolen Lands. The Will-o-wisp, the Shambling Mound, and... Trolls! Oh the Trolls. My poor PCs leave Oleg's after thrashing the bandits, feeling quite confident, and for their first exploration encounter I roll 4 trolls. The party to the better part of valor and fled, quickly.

I must admit, I've toned the Random Encounters for Stolen Lands down a bit, if only because I don't want them overshadowing the set encounters. The troll entries are now moss trolls (CR3 rather than CR5, but still nasty in forests) and any Will-O-Wisps are likely to be seen at a safe distance. The Shambling Mound is too good to leave out, but I'd run it as a dawn encounter for a party at full capability, or possibly substitute a slightly lower CR plant monster if it catches them at a more vulnerable time.

I won't be making so many changes in subsequent books as I don't think they go quite so far out of the party's CR range (higher level characters cope better anyway, or at least should have learned when to run).

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