Integrating Other Modules into SS & the Effect on XP


Shattered Star

Grand Lodge

As suggested in the SS books themselves, I'm planning to integrate Dawn of the Scarlet Sun after book 2 and at least some of the encounters from Seven Swords of Sin into book 3. I haven't read the last few books of the AP yet, but if they suggest good tie-in modules, I'd like to run those as well. I want to make this campaign as epic and far-reaching as I can.

My question is about the effect this will have on the xp of the PCs. Obviously, if I just throw in these 2 modules and don't do anything to compensate, they'll end up at least 2 levels ahead of where they should be. I don't like this as I would have to alter all future encounters to make them challenging, which will increase xp even more, and it quickly snowballs out of control.

So far the only solution that's come to mind is to switch back and forth between medium and slow advancement as needed, but this is not at all an elegant solution, as it would involve monkeying around with the PCs xp each time I switched.

Have any of you found an elegant and effective way to deal with this issue?

I also considered just running the whole AP with slow advancement, but since the first tie-in isn't until after book 2, I would have to add in a LOT of encounters to keep the PCs where they should be on the advancement track.


1 person marked this as a favorite.

Don't use XP. Just tell your players when to bump at appropriate points.


Or instead of awarding them XP, simply give out extra treasure (being sure to tell your players you're doing this first) - especially gold and magic items that might help them in their main quest.

This way they get things they can use that give them an extra edge in the short term, but don't out-level the AP proper.

This is a technique I use when half my group no-shows on me and I have to run quick side-quests for only a couple people. It rewards those that participate with extra loot, but doesn't end with them out-pacing everyone around them. (I have one player that makes games 95% of the time, while others tend to be 60/40. As a result, his character pretty much always has the best gear.)

Granted, this is a different situation, but it seems to be applicable.

Grand Lodge

The only problem with that, Ronin, is then the WBL gets out of whack. I may just be substituting one problem for another one.

Grand Lodge

Ok, I've given this some more thought. Although I appreciate the suggestions offered, they're not addressing the problem in the way I'd like. There's nothing wrong with them, they just don't work for me. I don't like the idea of getting rid of xp all together and deciding when the PCs level, and I don't think at least some of my players would like it either.

My idea is pretty barebones, but here's what I came up with.

At any time in the AP that the characteres are about to get too far ahead of the advancement track (i.e. a full level ahead), the xp they earn starts going into a Temporary XP pool. This xp can be spent for various purposes.

1) Temporary xp can be used to buy a feat.

2) Temporary xp can be used to buy a "level's worth" of skill points (whatever that is for your class). This doesn't allow you to go above the rank maximum for your level, but does allow you to spread some points around in neglected skills.

3) Temporary xp can be used to increase one ability score by 1.

I only anticipate using this twice (so far) in the campaign, each time I add in a module. In a nutshell, the xp earned in that module will be used for one of the 4 above options. Each of the 3 options will cost the same, and the cost will scale with level such that each of the 2 (or more if I add more modules) times I do this, each character will be able to purchase either of these (I haven't decided yet).

It's basically giving them some of the benefits of gaining a level, without giving them enough to increase HD, BA, base saves, or CR.

Most players would love 1 or 2 more feats to flesh out their character through their career. Originally I was just going to let them buy feats, but I came up with the other ideas in case someone didn't want a feat (though I think the feat is probably the best buy).

I don't want to give them items instead of xp because they're already going to be above the WBL from the treasure from the added modules.

I don't like the idea of putting them through the extra modules with no reward beyond the treasure they find (which is effectively what leveling them when I want would do). At least this way they get something, even if it's not as good as an actual level.

In this way I can also keep them on track, even if I throw in more random encounters along the way. I can keep an eye on their xp, and anytime they start getting too far ahead, have xp go into the temporary pool for a while. Also, I can manipulate the prices so they don't get too many extra feats and unbalance the game.

What do you all think?


Lex Starwalker wrote:
The only problem with that, Ronin, is then the WBL gets out of whack. I may just be substituting one problem for another one.

Not if you use Sunder. {Evil DM Grin} But seriously, IMO, not as much as you'd think. PCs with money tend to be like real people that suddenly get a windfall - really bad at keeping ahold of it. Remember what P.T. Barnum said, "(Insert something clever about fools and money.)"


I'd remove encounters that you don't like from the APs. There are some fluff ones. Also skip randoms. I think your temp XP solution will just be one more thing to track for you.and opens another meta game / balance issue potentially.


Are you planning on having the PCs be members of the Pathfinder Society? If you are, it's possible to simply use the slow progression for XP and fill in gaps by running through Season 4 PFS scenarios. There are a lot of them for options, some of which are incredibly good just by looking through them, and it could easily help you keep them on track.

You will need to work out some of your own stuff at the higher levels (ie. beyond 12th), or you could even adapt a few scenarios for those upper levels, as well.

Like you, I want to make SS a true experience for my players, and this is one way I'm planning to do it. =)

Grand Lodge

I think I'm going to modify my idea to just have them buy feats. I really don't see how each character getting 2-3 extra feats over the course of 18 levels is going to unbalance anything or lead to metagaming.

Community / Forums / Pathfinder / Pathfinder Adventure Path / Shattered Star / Integrating Other Modules into SS & the Effect on XP All Messageboards

Want to post a reply? Sign in.
Recent threads in Shattered Star