Adjusting a pre-fab module?

boxstop7

First Post
Okay, I wasn't sure if this post would be better suited for some other forum like Rules, so any mods with better judgment please shift me to the appropriate forum. On that note...

I'm looking into running the "Heart of Nightfang Spire" module. I've got the module in hand, and I know it's intended for four 10th level characters. What suggestions can you offer to scale down the module to a party of five 6th level characters. I'd like them to end up at 10th level by the end of it. Any and all suggestions will be greatly appreciated. But please, no reviews of the module or your own opinions on its plot, mechanics, etc. I'm strictly interested in suggestions to scale down the module. Thanks!

~Box
 

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I can't speak in specifics but look for creatures that might be able to severely wound a 10th PC but would otherwise kill a 6th level one. Those should be adjusted by either creature substitution or by making that specific creature less capable offensively, since the original intent was not to kill but simply be a very tough encounter.

Double check the defensive capabilities of creatures/NPCs and be sure that the lower level party can still overcome them. It won't be much fun if a tough encounter turns out to stall the whole adventure.

Be sure to watch for situation where the options of PCs are now limited because they have less access to higher level spells or equipment. Most modules are set up to allow for several options in any given situation, but the lower level party may be left with fewer, only one or none. Make sure that when you adjust the encounter roughly the same number of options exist as when the module was written. This will keep the overall module running more or less as smoothly as it should.

Once you've gone through and made all of your adjustments, go back through and modify the treasure items and amounts so that your next adventure doesn't become a cakewalk for a now over-equipped party.

Just some thoughts... :)
 

If you want a technical way of doing it, work out the EL for each encounter. Since the module is designed for 10th level characters, most should be around about 10. Now you need to adjust these to suit 6th level characters, either by replacing monsters or using less of them. Reduce the EL's in proportion: for instance, if the original module has an EL 8 encounter, this is 2 below the module's average level, so make sure you make your new encounter 2 EL's below the average level of your party (in this case 4). Not the best way, but works if you are technically minded.
 

adjustments

if the creature has attacks that require saves review them closely if they are balanced for a level 10 characters then the DC might be too high for the PC's. carefully review any spells or inate abilities with the same scrutney
 

From a less technical standpoint: this module is mean - IMO, a lot meaner than you'd expect for a 10th level party. The advice given above is excellent, but I'd also recommend scaling it down slightly more than the numbers suggest.
 

Haven't played this particular module, but I start off by throwing out any combat that's not related to the plot or doesn't add anything to the adventure. I would then scale down the adventure, or ask myself how the encounter could be resolved besides through combat. And you can, of course, toss out an encounter and replace it with a totally different one.


Cedric.
aka. Washu! ^O^
 

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