Foxglove Manor - looking for ideas...

Skaven_13

First Post
I'm getting ready to run "The Misgivings" from Pathfinder #2. I like the haunted house, and think my group would get a kick out of it, except I have one problem: my party is too high of level for the adventure, so I need to scale it up.

The adventure as it stands is probably a 6th level adventure, and I need to bring it up to around 9th. I'm going to add a group of attic whisperers from Pathfinder #1, and I was given the suggestion to have the house radiate an unhallow affect. I thought about changing the ghouls to ghasts, or increasing their numbers, and Aldern Foxglove will need to have a few levels added.

The party consists of a paladin, rogue/sorcerer, scout/wizard/loremaster, cleric (spontaneous spell caster from unearthed arcana), and a soulknife/soulbow.

If anyone has some suggestions....

Skaven13
 

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I'd suggest just bumping the notice DCs and attack rolls and save DCs of the haunts up by 3 or 4 points, but keep in mind that having a paladin in the group on this adventure is going to reduce the oveall effecitveness of the haunts (due to his immunity to fear and his bonus to fear saves auras—remember that all the haunts are fear effects). Even then, the haunts are really just game mechanics draped over flavor intended to give the place a creepy vibe; even if they're not really challenging the group, they should still creep them out.

As for the actual monsters, my suggestion would be to just give all the ghouls in the adventure 4 or 5 levels of rogue and have them fight in ways that maximize their sneak attacks.
 

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