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Upscaling Reavers of Harkenwold and Campaign...
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<blockquote data-quote="Goonalan" data-source="post: 5997149" data-attributes="member: 16069"><p>I apologise if this sounds dumb, but I'll say it anyway- I tend to upscale lots of stuff and adapt and change lots of monsters. I do this-</p><p></p><p>Example encounter is</p><p>4 Brutes level 2</p><p>1 Artillery level 3</p><p>1 Soldier level 4</p><p></p><p>Check original encounter level to PC level, for example PCs should be level 1 at this point encounter is level 3 (825 XP), so it's a +2 encounter.</p><p></p><p>Work out what level PC's are going to be when they hit this spot, for example level 4, and add 2= I'm building a level 6 encounter (1250XP+ aim for around the top end say 1400XP).</p><p></p><p>Hit adventure tools and stick with same format-</p><p></p><p>4 brutes (maybe level 5-6)</p><p>1 artillery (maybe 6-7)</p><p>1 soldier (maybe level 7-8)</p><p></p><p>Actually I usually go for a spread, so for brutes search for level 4-7.</p><p></p><p>If I want to keep the same monsters, so for reavers of harkenwold, iron circle dudes- then I just find nice bad guys of about the right level (which are probably humanoids for iron circle guys) and then reskin- as in just change the names of the monsters, and drop in an existing iron circle power or trait, or whatever, maybe change the name of the power.</p><p></p><p>So the guys roll up to an encounter and tend not to know what they've got coming, the thuggish, moon-faced iron circle dude built like a brick-out house is actually a bloodspear ogrillon with re-named powers and a change or two. The iron circle priest dude is actually an Orc storm shaman with a few changes of power names.</p><p></p><p>Just to add with the core modules H-P-E, which one of my groups is going through now, then I've ripped and changed them as seemed cool at the time- I had the duergar in Thunderspire as religious fanatics, with demolitionist suicide bombers. Warforged in the halls doing all the mining, like the automatons from the film Westworld- with a few going rogue (after being corrupted by the aforesaid duergar). With all of the H, P & E adventures, use them as a jumping off point (whisper this but some of them are just very grindy and a little dull in places).</p><p></p><p>Hope that was helpful, and not too obvious.</p><p></p><p>Happy hunting.</p><p></p><p>Cheers PDR</p></blockquote><p></p>
[QUOTE="Goonalan, post: 5997149, member: 16069"] I apologise if this sounds dumb, but I'll say it anyway- I tend to upscale lots of stuff and adapt and change lots of monsters. I do this- Example encounter is 4 Brutes level 2 1 Artillery level 3 1 Soldier level 4 Check original encounter level to PC level, for example PCs should be level 1 at this point encounter is level 3 (825 XP), so it's a +2 encounter. Work out what level PC's are going to be when they hit this spot, for example level 4, and add 2= I'm building a level 6 encounter (1250XP+ aim for around the top end say 1400XP). Hit adventure tools and stick with same format- 4 brutes (maybe level 5-6) 1 artillery (maybe 6-7) 1 soldier (maybe level 7-8) Actually I usually go for a spread, so for brutes search for level 4-7. If I want to keep the same monsters, so for reavers of harkenwold, iron circle dudes- then I just find nice bad guys of about the right level (which are probably humanoids for iron circle guys) and then reskin- as in just change the names of the monsters, and drop in an existing iron circle power or trait, or whatever, maybe change the name of the power. So the guys roll up to an encounter and tend not to know what they've got coming, the thuggish, moon-faced iron circle dude built like a brick-out house is actually a bloodspear ogrillon with re-named powers and a change or two. The iron circle priest dude is actually an Orc storm shaman with a few changes of power names. Just to add with the core modules H-P-E, which one of my groups is going through now, then I've ripped and changed them as seemed cool at the time- I had the duergar in Thunderspire as religious fanatics, with demolitionist suicide bombers. Warforged in the halls doing all the mining, like the automatons from the film Westworld- with a few going rogue (after being corrupted by the aforesaid duergar). With all of the H, P & E adventures, use them as a jumping off point (whisper this but some of them are just very grindy and a little dull in places). Hope that was helpful, and not too obvious. Happy hunting. Cheers PDR [/QUOTE]
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