Modules and bigger parties...

Inconsequenti-AL

Breaks Games
I was considering running The Red Hand of Doom module.

However, I'm likely to have 6-7 PCs. Enough extra that I feel I might need to beef up some aspects of it:

Treasure will need to be increased in proportion to the number of PCs.

For encounters with large numbers of creatures, I'll keep the ratios of PCs: NPCs the same. 4 hobgoblins will simply become 6.

Single BBEGs pose more of a problem IMO. Think tacking on a level or two would make them far more lethal. Particularly the spellcasters. Leaving them as is and I think they'll be too easy.

Any thoughts or experience with this?
 

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Crothian said:
Just increase their Hit points or something simple like that.

My thoughts exactly. I mostly run pre-written modules and I have 6 players in my group. I don't want to give the villains extra abilities etc by pumping their levels, so I simply make them harder to knock down by maxing out their Hit Points which makes them last a little while longer and provides for less of a one-sided fight. Seems to work just fine.
 

Hehe - simple answers are usually the best ones.

Exactly what I was concerned about - pumping abilities is bad news for all kinds of reasons.

Will give it a try and see how it goes.

Thanks!
 

I'm running this right now. If you play the encounters intelligently, then they should be more than enough to handle the increased party size. The baddies are hobgoblins, so feel free to have them as well-trained as you can handle - let them use tactics, cover fire, flanking, etc.
 

I would suggest putting in some lower level henchmen for your players to beat up on in the fights with the BBEG(s). It makes the fight last a little longer and players seem to enjoy kicking some lower level butt every now and then.

Olaf the Stout
 

Give the BBEG more hit points and higher saves. More save-or-suffer spells may come his/her way.

Also increase the size of NPC "parties" by the appropriate amount.
 

Now I've got the urge to run this thing, just so I can have the party face TWO Aspects of Tiamat at the conclusion... :]
 

I recommend leaving the module the way it is and just running with it. Don't make any changes, to monsters or treasure.

Having 6-7 players instead of 4 means that there is a somewhat reduced chance of a TPK, but other than that you should be fine.
 

My usual response involves either adding flunkies or adding defensive options if its essential for the bad guy to remain solitary. My default assumption, for a group of 6-7 players, is to up their hit points by 50%, their saves by 1 and their AC by 2.
 

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