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Need help scaling adventure (may contain 'burning plague' spoilers!)
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<blockquote data-quote="monboesen" data-source="post: 3337558" data-attributes="member: 4647"><p>My advice would be the following.</p><p></p><p></p><p><strong>Saving throws</strong>: Increase the DC on saving throws (traps, disease and so on) by 1 or 2 if you want to keep them challenging for the PC’s.</p><p></p><p><strong>Skill checks</strong>: Increase the DC on most skillchecks (spot, search and so on) by 2-4 to keep them challenging for the PC’s</p><p></p><p></p><p><strong>The Mess Hall Kobolds</strong>: Add 2 rogue levels to get the following stats. By the Encounter calculator rules this gives a very hard encounter, but in my experience four strong level 4 characters will blast through the encounter.</p><p></p><p><em>Kobolds (9): CR 1; Small Humanoid; HD 2d6; hp 10; Init +1 (Dex); Spd 30 ft.; AC 15; BAB +1, Atk +3 melee (1d4-2, small shortsword) or +3 ranged (1d6, small light crossbow); SA; Sneak Attack +1d6, SQ: Darkvision 60 ft., light sensitivity, contagious, evasion; AL LE; SV Fort +1, Ref +4, Will +1; Str 6, Dex 13, Con 8, Int 10, Wis 10, Cha 10.</em></p><p><em></em></p><p><em>Skills and Feats: Climb +4, Craft (trapmaking) +7, Disable Device +5, Hide +10, Listen +6, Move Silently +6, Search +7, Spot +5, Tumble +7, Weapon finesse</em></p><p></p><p></p><p><strong>The Larder</strong>: Add 3 HD to the Dire weasel (+1 CR) and add one Dire weasel (+2 CR) for a total of CR 5. A difficult encounter, but the adventure writer forgot to apply the constitution penalty to the weasel. If you do that each weasel will only have 15 HP (as opposed to the 27 a healthy one would have). I would recommend doing that, leaving the weasels dangerous, but quite fragile.</p><p></p><p><em>Dire weasel: CR 3; Medium-Size Animal (5 ft. long); HD 6d8+0; hp 27; Init +9 (Dex); Spd 40 ft.; AC 17; Atk +10 melee (1d6+3, bite); SA: Attach, blood drain; SQ: Scent, contagious; AL N; SV: Fort +3, Ref +10, Will +3; Str 14, Dex 20, Con 6, Int 2, Wis 12, Cha 11.</em></p><p><em></em></p><p><em>Skills and Feats: Hide +9, Move Silently +10, Spot +8, Weapon Finesse (bite), Improved Initiative</em></p><p></p><p></p><p>The rats I would treat like a Rat swarm (check the Monsters Manual or this webpage <a href="http://www.d20srd.org/srd/monsters/swarm.htm#ratSwarm)" target="_blank">http://www.d20srd.org/srd/monsters/swarm.htm#ratSwarm)</a>. Is just about the right CR for the job, and requires different tactics by the PC’s.</p><p></p><p></p><p><strong>Chutes and Ladders</strong>: The regular kobolds: Use the stats above. M’dok: add 3 levels of sorcerer for the following stats. Target spellcasters with Scorching ray and groups with Glitterdust.</p><p></p><p><em>M’dok, male kobold Sor5: CR 2; Small Humanoid; HD 5d4; hp 17; Init +1 (Dex); Spd 30 ft.; AC 15 (19 with mage armor); Atk +1, melee (1d6-2, halfspear) or +4 ranged (1d6, small light crossbow); SQ: Darkvision 60 ft., light sensitivity, contagious*; AL LE; SV Fort +1, Ref +2, Will +5; Str 6, Dex 13, Con 10, Int 10, Wis 10, Cha 14.</em></p><p><em></em></p><p><em>Skills and Feats: Concentration +8, Hide +4, Listen +2, Move Silently +3, Spellcraft +4, Spot +2, Alertness, Toughness, Point blank shot (+1 to attack and damage with ranged attacks at 0-30 ft. range)</em></p><p><em></em></p><p><em>Possessions: Halfspear, light crossbow, 20 bolts, leather armor, Enlarge potion (5th level), belt pouch, with 24 gp and violet garnet (500 gp). Note: M’dok has no familiar.</em></p><p><em></em></p><p><em>Spells Known (6/7/5): 0 – Detect Magic, Open/Close, Ghost Sound, Dancing Lights, Daze, Ray of Frost; 1st—Burning Hands, Mage Armor, Summon Monster I, 2nd – Glitterdust, Scorching Ray </em></p><p></p><p></p><p><strong>The Charnel Pit</strong>: Double the number of Zombies and it will still be an easy fight, Triple them to make it challenging.</p><p></p><p></p><p><strong>The Wellspring</strong>: Add 3 levels (+3 CR) to Jakk. Be sure to Summon the Fiendish dire wolf as the first thing, otherwise the adventurers will overwhelm him. Follow up with the Unholy blight and then darkness. This battle could (should?) be very difficult to win for the PC’s without losses.</p><p></p><p></p><p><em>Jakk Tornclaw, male orc Clr8: CR 7 (reduced from 8 for Plague Con loss, spell loss); Medium-Size</em></p><p><em>Humanoid (Orc); HD 8d8 - 15; hp 25; Init +1; Spd 20 ft. (chain mail); AC 20; Atk: +10 melee (1d8+4, +1 heavy mace) or +6 ranged (1d8, light crossbow); SQ Darkvision 60 ft., light sensitivity, contagious; SV Fort +4, Ref +2, Will +7; Str 16 Dex 14, Con 6, Int 10, Wis 16, Cha 12.</em></p><p><em></em></p><p><em>Skills and Feats: Alertness, Blind-Fight, Brew Potion, Spellcraft +4, Concentration +6, Heal +7, Knowledge (religion) +4, Listen +8, Spot + 7 </em></p><p><em></em></p><p><em>Possessions: +1 heavy mace, large steel shield, chain mail +1, light crossbow, 20 bolts, stone holy symbol of Gruumsh, potion of cure light wounds (5th level), potion of invisibility (3rd level), potion of bane (5th level), scroll of summon monster II, lesser restoration, dispel magic (all 5th level), 13 gp, blue sapphire worth 1300 gp.</em></p><p><em></em></p><p><em>Spells Prepared (6/4/3/3/2): 0—Read Magic, Resistance, Guidance; 1st—Cause Fear, Cure light wounds (heals 1d8+5 hp), Doom, Protection from Good; 2nd—Darkness, Hold Person x2; 3rd—Contagion x2 (pick Red Ache or Slimy Doom), Cure Moderate wounds (heals 3d8+8 HP), 4th—Unholy blight, Summon Monster 4 (Summon Fiendish Dire wolf)</em></p><p></p><p></p><p></p><p>You might want to add some treasure to Jakk and M'dok to reflect their increased level (I only added a Chainmail +1 to Jakk). Jakk could have some more potions and M'dok maybe a near depleted wand or some scrolls.</p></blockquote><p></p>
[QUOTE="monboesen, post: 3337558, member: 4647"] My advice would be the following. [B]Saving throws[/B]: Increase the DC on saving throws (traps, disease and so on) by 1 or 2 if you want to keep them challenging for the PC’s. [B]Skill checks[/B]: Increase the DC on most skillchecks (spot, search and so on) by 2-4 to keep them challenging for the PC’s [B]The Mess Hall Kobolds[/B]: Add 2 rogue levels to get the following stats. By the Encounter calculator rules this gives a very hard encounter, but in my experience four strong level 4 characters will blast through the encounter. [I]Kobolds (9): CR 1; Small Humanoid; HD 2d6; hp 10; Init +1 (Dex); Spd 30 ft.; AC 15; BAB +1, Atk +3 melee (1d4-2, small shortsword) or +3 ranged (1d6, small light crossbow); SA; Sneak Attack +1d6, SQ: Darkvision 60 ft., light sensitivity, contagious, evasion; AL LE; SV Fort +1, Ref +4, Will +1; Str 6, Dex 13, Con 8, Int 10, Wis 10, Cha 10. Skills and Feats: Climb +4, Craft (trapmaking) +7, Disable Device +5, Hide +10, Listen +6, Move Silently +6, Search +7, Spot +5, Tumble +7, Weapon finesse[/I] [B]The Larder[/B]: Add 3 HD to the Dire weasel (+1 CR) and add one Dire weasel (+2 CR) for a total of CR 5. A difficult encounter, but the adventure writer forgot to apply the constitution penalty to the weasel. If you do that each weasel will only have 15 HP (as opposed to the 27 a healthy one would have). I would recommend doing that, leaving the weasels dangerous, but quite fragile. [I]Dire weasel: CR 3; Medium-Size Animal (5 ft. long); HD 6d8+0; hp 27; Init +9 (Dex); Spd 40 ft.; AC 17; Atk +10 melee (1d6+3, bite); SA: Attach, blood drain; SQ: Scent, contagious; AL N; SV: Fort +3, Ref +10, Will +3; Str 14, Dex 20, Con 6, Int 2, Wis 12, Cha 11. Skills and Feats: Hide +9, Move Silently +10, Spot +8, Weapon Finesse (bite), Improved Initiative[/I] The rats I would treat like a Rat swarm (check the Monsters Manual or this webpage [url]http://www.d20srd.org/srd/monsters/swarm.htm#ratSwarm)[/url]. Is just about the right CR for the job, and requires different tactics by the PC’s. [B]Chutes and Ladders[/B]: The regular kobolds: Use the stats above. M’dok: add 3 levels of sorcerer for the following stats. Target spellcasters with Scorching ray and groups with Glitterdust. [I]M’dok, male kobold Sor5: CR 2; Small Humanoid; HD 5d4; hp 17; Init +1 (Dex); Spd 30 ft.; AC 15 (19 with mage armor); Atk +1, melee (1d6-2, halfspear) or +4 ranged (1d6, small light crossbow); SQ: Darkvision 60 ft., light sensitivity, contagious*; AL LE; SV Fort +1, Ref +2, Will +5; Str 6, Dex 13, Con 10, Int 10, Wis 10, Cha 14. Skills and Feats: Concentration +8, Hide +4, Listen +2, Move Silently +3, Spellcraft +4, Spot +2, Alertness, Toughness, Point blank shot (+1 to attack and damage with ranged attacks at 0-30 ft. range) Possessions: Halfspear, light crossbow, 20 bolts, leather armor, Enlarge potion (5th level), belt pouch, with 24 gp and violet garnet (500 gp). Note: M’dok has no familiar. Spells Known (6/7/5): 0 – Detect Magic, Open/Close, Ghost Sound, Dancing Lights, Daze, Ray of Frost; 1st—Burning Hands, Mage Armor, Summon Monster I, 2nd – Glitterdust, Scorching Ray [/I] [B]The Charnel Pit[/B]: Double the number of Zombies and it will still be an easy fight, Triple them to make it challenging. [B]The Wellspring[/B]: Add 3 levels (+3 CR) to Jakk. Be sure to Summon the Fiendish dire wolf as the first thing, otherwise the adventurers will overwhelm him. Follow up with the Unholy blight and then darkness. This battle could (should?) be very difficult to win for the PC’s without losses. [I]Jakk Tornclaw, male orc Clr8: CR 7 (reduced from 8 for Plague Con loss, spell loss); Medium-Size Humanoid (Orc); HD 8d8 - 15; hp 25; Init +1; Spd 20 ft. (chain mail); AC 20; Atk: +10 melee (1d8+4, +1 heavy mace) or +6 ranged (1d8, light crossbow); SQ Darkvision 60 ft., light sensitivity, contagious; SV Fort +4, Ref +2, Will +7; Str 16 Dex 14, Con 6, Int 10, Wis 16, Cha 12. Skills and Feats: Alertness, Blind-Fight, Brew Potion, Spellcraft +4, Concentration +6, Heal +7, Knowledge (religion) +4, Listen +8, Spot + 7 Possessions: +1 heavy mace, large steel shield, chain mail +1, light crossbow, 20 bolts, stone holy symbol of Gruumsh, potion of cure light wounds (5th level), potion of invisibility (3rd level), potion of bane (5th level), scroll of summon monster II, lesser restoration, dispel magic (all 5th level), 13 gp, blue sapphire worth 1300 gp. Spells Prepared (6/4/3/3/2): 0—Read Magic, Resistance, Guidance; 1st—Cause Fear, Cure light wounds (heals 1d8+5 hp), Doom, Protection from Good; 2nd—Darkness, Hold Person x2; 3rd—Contagion x2 (pick Red Ache or Slimy Doom), Cure Moderate wounds (heals 3d8+8 HP), 4th—Unholy blight, Summon Monster 4 (Summon Fiendish Dire wolf)[/I] You might want to add some treasure to Jakk and M'dok to reflect their increased level (I only added a Chainmail +1 to Jakk). Jakk could have some more potions and M'dok maybe a near depleted wand or some scrolls. [/QUOTE]
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