Starting AP at 3rd Level


Hell's Rebels

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Going to start this AP for a group of experienced players in a few months. To those that have already started running this campaign, am I going to experience any difficulties starting the players at 3rd level, aside from the having to increase the CRs of the fights?

Shadow Lodge

ckdragons wrote:
Going to start this AP for a group of experienced players in a few months. To those that have already started running this campaign, am I going to experience any difficulties starting the players at 3rd level, aside from the having to increase the CRs of the fights?

Spoiler:
With more skill points they'll be more likely to translate the Silver Ravens documents faster, which compresses the time available to do missions. For that reason, and to avoid a fifteen-minute adventuring day, it's probably best to do two missions on the same day if you can, even if you're increasing the difficulty of the fights.

It will allow you to skip certain encounters and to narrate random encounters rather than have them grind for XP.


It will allow them to have spells and abilities that the AP doesn't account for them having at the level that they're meant to encounter the problem.

Eg: Having Dimension Door while exploring a place in book 2 makes multiple challenges a complete non-issue.


I think it'll work fine. Those early levels can be rough and honestly sometimes I do the same thing to allow some of the cool class abilities to really shine.

The absolute most important thing for you to impress on your group though is how small and weak they and their rebellion is from the get go. Don't make those initial encounters easier. If they aren't smart and don't tread wisely, they'll get throttled by the overwhelming power of the enemy. You absolutely don't want them kicking down some doors thinking they can take on the powers that be straight on.


I think this means you can beef up the under-whelming Queensmen encounters and maybe make up some mini-bosses, like I did.

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