BLACKDIRGE said:
The party is now 9th level, and I'm not saying it is a cake walk, I've killed 8 PC's. I think the posters who pointed out that the adventure is written for 4 PC's not 6 have pretty much defined my problem. I think I'll take the "lowering the starting level" advice to heart next time I run a module. I certianly don't want to tell people they can't play becuase they could over load the module.
I have been adjusting stats and magical items on most NPC's and adding a level of fighter or two to the cannon fodder (gnolls, ogres, etc). I have been reading ahead and I think that everything will work itself out once they hit the outer fane, it starts to get really tough there.
Thanks for the input.
Dirge
Okay, I can see where your coming from, yeah next time drop the party level, 1 level for every 2 people above 4 like I posted earlier seems to work best.
Now with your current problem, do the ol'bump up.
+10 hp, +1BAB, +1 damage on attacks and +1 on all saves for monsters.
This is an easy way to beef up the baddies if you find them getting overrun.
I'ts just a quick and dirty system.
you can do this multiple times to really beef up a weak monster, it's an easy thing to do even when there aren't to many players but they end up going to a location they missed eariler that would be way to easy now.
Every time you do the ol'bump quick up bonus to a monster consider it about 1 CR stronger (level 6 or lower party), 1/2 CR stronger (vs level 7-12 party), 1/4th CR stronger (level 13-20 party)
So if it's a like a level 7 party and you need to beef up a gnoll or something just give him +40hp, +4BAB, +4 damage, and +4 on his saves and give his CR a +2 (for exp porposes).
It's not the real way of doing it, but it's easier then adding "real" class levels where you have to figure out all kinds of crap, like feats, spells, powers, but it keeps the party on it's toes.