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Bumping up modules to challenge your PCs

gfunk

First Post
Hi all,

I run pre-made modules for everyone in my group. Once in a while I find a really good one that I think they'll enjoy but they are a level or two too high for it. What's the best thing to do in this case? Perhaps give each of their foes a +1 or +2 bonus on all rolls?

I don't want to re-tool the whole module, b/c that would defeat the purpose of me buying it in the first place.:confused:
 

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Could add more encounters to the module or bump the number of creatures in a given encounter.

Also, make any traps more difficult. The pit trap that is 20 feet deep suddenly becomes a 50 foot deep pit trap lined with spikes, for example.

Use random encounters frequently.


If you have access to Dungeon magazine, pick up an issue and check out the "Scaling the Adventure" sidebar for each adventure in there. That may point you in the right direction as well.
 

Grazzt said:
Use random encounters frequently.

The only problem with this is that you'll be perpetuating the problem. The more encounters, the more XP. The more XP, the higher the level they attain. Catch-22.

Alot of DM's on the RttToEE board will attest to this.

It depends on the length of the module. If it's a short one, adjust away. If it's a long one (like RttToEE), then the XP awards will even out over time. They might have it easy at first, but won't be gaining as much XP from it, and later their levels will come into line with the challenges.
 
Last edited:

Zenon said:


The only problem with this is that you'll be perpetuating the problem. The more encounters, the more XP. The more XP, the higher the level they attain. Catch-22.

True- unless the encounters are really low ELs in which case the characters gain minimal, if any, XP at all. The main purpose of this could be to prevent resting, relearning spells, expenditure of resources, etc.
 

Grazzt said:


True- unless the encounters are really low ELs in which case the characters gain minimal, if any, XP at all. The main purpose of this could be to prevent resting, relearning spells, expenditure of resources, etc.

You are correct. Thanks for adding this onto it!
 

Zenon said:


You are correct. Thanks for adding this onto it!

Most welcome. :) I use random encounters in my campaign to accomplish just what I stated above. Rather than a way for PCs to gain XP (though they do sometimes), I use them to keep the PCs on their toes, disrupt their normal routine, prevent resting, etc.
 

I'm a big fan of using the advancement rules in the Monster Manual to toughen up the opposition. This falls into the same category as raising the trap CR's-it toughens the going without messing up the internal logic of the scenario. (Increasing numbers of the opposition can lead to unexpected absurdity ...)
 

One thing I like to do is keep the flavor of the module the same but completely repopulate it to fit into the campaign better and to properly challenge the Pcs.
 

Exaclty, look at a goblin which is CR1/4th. We had PC's fighting a huge group of goblins. If there are 24 goblins in the encampment that's 6 CR1's, or 1800xp for a 3rd level party.

Now we can modify them a bit using the NPC 15, 14, 13, 12, 10, 8 method. Make them a 6 War3's, and it's still only 6 CR1's by the rules.

Advanced Goblin, male goblin War3: CR 1; ECL 3; Small Humanoid (goblinoid); HD 3d8+3; hp 16; Init +3; Spd 20 ft; AC 20 (+4 chain shirt, +2 large wooden shield, +3 Dex, +1 size); Melee mw shortsword +7 (1d6+1/crit 19-20); SQ darkvision 60 ft; AL CE; SV Fort +4, Ref +4, Will +2; Str 13, Dex 16, Con 13, Int 10, Wis 12, Cha 6.
Skills and Feats: Weapon Focus (shortsword).
Equipment: mw shortsword, chain shirt, large wooden shield.

This is considerably tougher, and far more challengin. A burning hands doesn't take out 4 of them, but cleave is still very useful. Drop the mw shortsword if you don't wnat to give out loot. Drop it down to leather if you don't want them having 20AC. All in all though, this is much more challenging.
 

As a side-note, ftr2 is also CR1. This works too, and they have the option of using Worgs and they have ride-by-attack already.

Advanced Goblin, male goblin Ftr2: CR 1; ECL 2; Small Humanoid (goblinoid); HD 2d10+2; hp 13; Init +7; Spd 20 ft; AC 20 (+4 chain shirt, +2 large wooden shield, +3 Dex, +1 size); Melee mw shortsword +6 (1d6+1/crit 19-20); SQ darkvision 60 ft; AL CE; SV Fort +4, Ref +3, Will +1; Str 13, Dex 16, Con 13, Int 10, Wis 12, Cha 6.

Skills and Feats: Weapon Focus (shortsword), Improved Initiative, Ride-by-attack.

Equipment: mw shortsword, chain shirt, large wooden shield.


I have a large goblin tribe in Kalamar that runs wild in the PC's region, they are pretty fierce.
 

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