Ire of the Storm with 6 players?


Pathfinder First Edition General Discussion

Sovereign Court

Not sure if this is the right place for this, but I figured people would see it here so why not. I'm going to run the 'Ire of the Storm' module with a casual group in about a week, making some final preparations. The confirmed party is 5 players- which seemed fine to run through. I possibly have a 6th player joining us and I'm not sure if the module (or any) works for 6 players.

Is there a way I should run this for 5- or 6- players? Is there a way I can scale it up or change it around? What do you guys suggest?

Thanks.

Liberty's Edge

Usually this means a change of mechanics of Average Party Level which in this case at level 1 actually equals 2.

So early on, this is easy to deal with by adding a creature to the encounter if there is normally enough for all. Later on, it might mean custom rebuilding encounters for the module. I've played through the module and even read it now to tweak for a possible high level adventure later on for my friends.

early on in this module itself most of experience gaining will be from the town itself and getting the town ready for the coming storm. So you'll need minimum involvement with altering these events, just divide the exp as though the group had a standard group of 4-5 players.

Increasing encounters by 1 CR should make everything fine. Add the advanced template to a large group enemies 'commander' or add extra monsters to increase the encounter by a similar effect. (matching exp up to the CR of the encounter +1)

Or just hand wave it and have experience divided as though there was only 4-5 players in general and run the module as is if you wish.


Having been on both sides of the screen for this one, the majority of the module will not be adversely affected by having 6 players.

Sovereign Court

Michael Talley 759 wrote:

Usually this means a change of mechanics of Average Party Level which in this case at level 1 actually equals 2.

So early on, this is easy to deal with by adding a creature to the encounter if there is normally enough for all. Later on, it might mean custom rebuilding encounters for the module. I've played through the module and even read it now to tweak for a possible high level adventure later on for my friends.

early on in this module itself most of experience gaining will be from the town itself and getting the town ready for the coming storm. So you'll need minimum involvement with altering these events, just divide the exp as though the group had a standard group of 4-5 players.

Increasing encounters by 1 CR should make everything fine. Add the advanced template to a large group enemies 'commander' or add extra monsters to increase the encounter by a similar effect. (matching exp up to the CR of the encounter +1)

Or just hand wave it and have experience divided as though there was only 4-5 players in general and run the module as is if you wish.

So basically just scale up the cr by 1? Sorry I'm kinda new to all this so I'm a little confused but I appreciate the help!


Pathfinder Roleplaying Game Superscriber

We did this with 3, butI gave everyone an additional trait, an extra skill point per level, 25-point build, and no modifications to any creatures they fought other than the occasional fudged roll to prevent a sudden TPK. It was tough, very tough.

With 6, depending upon your build rules, you'll likely need to scale up as Michael Talley suggested. Since much of this is outside, or in large areas, you can get away with a lot just by adding a few extra mooks here and there to keep the action economy balanced.

For the record, I loved this one.

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