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<blockquote data-quote="Netherstorm" data-source="post: 5838236" data-attributes="member: 84943"><p>Coo,l I'm glad you checked that thread out!</p><p> </p><p>We had 6 players for the first adventure of epic, then we dropped to 5. It's pretty easy to scale up for 6... I'd just divide the total xp by 5 and add that much xp worth of monsters (usually it ended up being one more monster).</p><p> </p><p>As far as the high defenses, usually a PC would have one or two really high defenses and then 2 that were pretty low. Mari the sorcerer, for instance, had a 51 will, but I virtually could not miss her AC, REF, and FORT.</p><p> </p><p>Skill bonuses are easy to come by. Many times an item will give you a power or property and throw in a skill bonus to sweeten the deal. Also, our wizard took the Sage of Ages epic destiny which gave him huge skill bonuses.</p><p> </p><p>As far as notes on the other tiers, things that jump out at me:</p><p> </p><p>(<strong>Spoilers</strong>)</p><p> </p><p>- The first fight of the first adventure is awesome</p><p>- The main bad guy in rivenroar was not effective even years ago, you will definitely need to fix up that encounter</p><p>- The Nexus.. and heck, the entire second adventure, is absolutely awesome. One thing you will need to do is put a key on a dead dark creeper in an encounter leading up to the nexus. It is needed for the third adventure.</p><p>- The umbraforge adventure has its' problems, but once the PCs get to umbraforge it is really great. They have the freedom to explore it as they see fit.</p><p>- Sarshan is a weapons dealer, and you may want to create "Chaos Ore" blades that he's selling to the monsters of the region. Give them some kind of power.. this has been discussed on a forum somewhere. The chaos ore ties into the lost mines of karak. Running into monsters with those blades in each adventure will help drive home the story.</p><p>- Lost mines feels kind of random, but there's a lot of cool stuff. The final fight is awesome, but deadly. This one ties into red hand of doom a bit.</p><p>- Den of the Destroyer is OK. The bounty hunter solo is no threat at all. You should definitely give him and overhaul, maybe make him an elite and give him some sidekicks. Or revise the stats of his summoned animals (they were useless)</p><p>- Temple between is very good, though that huge temple map is a big pain to draw. The assault on the city is awesome. You should read up on mounted combat for the final fight (the general is poorly foreshadowed - the pcs will be expecting to fight Sarshan. You may want to somehow have the pcs hear about the general or see him flying above the sky on his dragon, perhaps even have him swoop down and breathe on them back in rivenroar or something)</p><p>- Mottled tower is AWESOME, start to finish. The green dragon fight is a highlight.</p><p>- The githyanki stuff is fantastic. The airship fights are one of the high points of the whole path.</p><p>- Haven of Bitter Glass is great, but be careful how you handle the bad guy. I just threw him at the PCs and it was pretty much a TPK. This adventure contains one of the only "roleplaying encounters" in 4e, something they should have done a lot more of.</p><p>- Stone-Skinned King is the low point of paragon, not because it's bad, but because it doesn't have much to do with anything. The final fight is great, though.</p><p>- Garaitha's Anvil was cool but I never understood the whole planar portal deal.</p><p>- The final githyanki adventure is fantastic, and contains the very best encounter of the entire path (the one where the PCs are on an astral skiff while githyanki are on a floating stone head firing ballistas while red dragons charge the heroes)</p><p> </p><p>And one thing you may want to consider... The 3.5 adventure "The Red Hand of Doom" is a prequel to this campaign. It's supposed to be really great. I've always wished i could have converted it and run it before Scales.</p></blockquote><p></p>
[QUOTE="Netherstorm, post: 5838236, member: 84943"] Coo,l I'm glad you checked that thread out! We had 6 players for the first adventure of epic, then we dropped to 5. It's pretty easy to scale up for 6... I'd just divide the total xp by 5 and add that much xp worth of monsters (usually it ended up being one more monster). As far as the high defenses, usually a PC would have one or two really high defenses and then 2 that were pretty low. Mari the sorcerer, for instance, had a 51 will, but I virtually could not miss her AC, REF, and FORT. Skill bonuses are easy to come by. Many times an item will give you a power or property and throw in a skill bonus to sweeten the deal. Also, our wizard took the Sage of Ages epic destiny which gave him huge skill bonuses. As far as notes on the other tiers, things that jump out at me: ([B]Spoilers[/B]) - The first fight of the first adventure is awesome - The main bad guy in rivenroar was not effective even years ago, you will definitely need to fix up that encounter - The Nexus.. and heck, the entire second adventure, is absolutely awesome. One thing you will need to do is put a key on a dead dark creeper in an encounter leading up to the nexus. It is needed for the third adventure. - The umbraforge adventure has its' problems, but once the PCs get to umbraforge it is really great. They have the freedom to explore it as they see fit. - Sarshan is a weapons dealer, and you may want to create "Chaos Ore" blades that he's selling to the monsters of the region. Give them some kind of power.. this has been discussed on a forum somewhere. The chaos ore ties into the lost mines of karak. Running into monsters with those blades in each adventure will help drive home the story. - Lost mines feels kind of random, but there's a lot of cool stuff. The final fight is awesome, but deadly. This one ties into red hand of doom a bit. - Den of the Destroyer is OK. The bounty hunter solo is no threat at all. You should definitely give him and overhaul, maybe make him an elite and give him some sidekicks. Or revise the stats of his summoned animals (they were useless) - Temple between is very good, though that huge temple map is a big pain to draw. The assault on the city is awesome. You should read up on mounted combat for the final fight (the general is poorly foreshadowed - the pcs will be expecting to fight Sarshan. You may want to somehow have the pcs hear about the general or see him flying above the sky on his dragon, perhaps even have him swoop down and breathe on them back in rivenroar or something) - Mottled tower is AWESOME, start to finish. The green dragon fight is a highlight. - The githyanki stuff is fantastic. The airship fights are one of the high points of the whole path. - Haven of Bitter Glass is great, but be careful how you handle the bad guy. I just threw him at the PCs and it was pretty much a TPK. This adventure contains one of the only "roleplaying encounters" in 4e, something they should have done a lot more of. - Stone-Skinned King is the low point of paragon, not because it's bad, but because it doesn't have much to do with anything. The final fight is great, though. - Garaitha's Anvil was cool but I never understood the whole planar portal deal. - The final githyanki adventure is fantastic, and contains the very best encounter of the entire path (the one where the PCs are on an astral skiff while githyanki are on a floating stone head firing ballistas while red dragons charge the heroes) And one thing you may want to consider... The 3.5 adventure "The Red Hand of Doom" is a prequel to this campaign. It's supposed to be really great. I've always wished i could have converted it and run it before Scales. [/QUOTE]
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