Scaling down KotS

Stomphoof

First Post
So, I generally only have 2 players to run games for. With the new rules for how encounters work in 4th Ed it should make building encounters a tad bit easier. (Ya know, the 1 Standard Monster = 1 PC formula)

However, I purchased KotS so that me and my players can test out 4th Ed. Now, while I do not MIND running 2-3 of the Pregen's as NPC's I would like to try to avoid it.

So, how would I scale down the fights to 2 PC's?

Also, I heard that there was a Solo encounter in the adventure, which means 4-5 pc's required... Any tips on that one?

Or would it be best to let my 2 players run 2 characters each or I just run 2-3 Npcs and go with that?
 

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One way to reduce the solo encounter is to reduce the HPs to 2/5 of the current HP, take away one action point and take away a +1 to to hits and defenses. This (roughly) turns a solo into an elite. My copy of the adventure book is downstairs and I don't remember all the details of the encounters, but you might want to take an immediate attack away as well, if the solo encounter has one.

You could also turn more of the "real" opponents into minions. That would really be the quickest and easiest fix for most of the encounters.

I would also recommend throwing in a couple of extra healing potions and perhaps a magic bead or two (or more) that mimics a Wizard's area effect spell as a one-shot item. This gives your players access to the powers of the (presumably) missing PCs without multiplying their actions.

You might also want to give the PCs a Guard Drake as a companion. This shouldn't be too hard to run for you or one (or both) of the PCs, and it would add another body to the table in a way that would be not intrusive into personal role-playing and even kinda cool.
 

Kwalish Kid said:
One way to reduce the solo encounter is to reduce the HPs to 2/5 of the current HP, take away one action point and take away a +1 to to hits and defenses. This (roughly) turns a solo into an elite. My copy of the adventure book is downstairs and I don't remember all the details of the encounters, but you might want to take an immediate attack away as well, if the solo encounter has one.

Thanks! This should help me out greatly alone.

You could also turn more of the "real" opponents into minions. That would really be the quickest and easiest fix for most of the encounters.

Drop their HP to one, and apply the minion rules to em is what you are saying?

I would also recommend throwing in a couple of extra healing potions and perhaps a magic bead or two (or more) that mimics a Wizard's area effect spell as a one-shot item. This gives your players access to the powers of the (presumably) missing PCs without multiplying their actions.

Are there rules for healing potions or should I just come up with "Cure Light Wounds" pots that mimic the cleric power? The beads are a good idea as well.

You might also want to give the PCs a Guard Drake as a companion. This shouldn't be too hard to run for you or one (or both) of the PCs, and it would add another body to the table in a way that would be not intrusive into personal role-playing and even kinda cool.

Guard Drake? WTF Mate! Is this some sort of monster that is in KotS or something? Cause I am unaware of what you mean by Guard Drake.
 

There are rules for healing potions we have seen.

They are minor actions that consume a healing surge, but only heal 10 points of damage.

Honestly, If they don't bring a Leader role, I'd heavily suggest you bring in the town's priestess for the Keep proper, based on the fact she'd probably be against a death cult.

Don't stat her as a cleric, but do give her the Healing Word and the Cure Light Wounds abilites.

Play her as the one giving them a hand, reluctantly, out of duty.,

you could also modify the end encounter to one of protecting her, while she shuts down the ritual.
 

VannATLC said:
There are rules for healing potions we have seen.

They are minor actions that consume a healing surge, but only heal 10 points of damage.

Honestly, If they don't bring a Leader role, I'd heavily suggest you bring in the town's priestess for the Keep proper, based on the fact she'd probably be against a death cult.

Don't stat her as a cleric, but do give her the Healing Word and the Cure Light Wounds abilites.

Play her as the one giving them a hand, reluctantly, out of duty.,

you could also modify the end encounter to one of protecting her, while she shuts down the ritual.

Actually they already have decided their characters - 1 is gonna be the Dragonborn Paladin, the other is gonna be the Cleric of Bahamat.

So we got healing. Just...not much else.
 

Stomphoof said:
So, I generally only have 2 players to run games for.

Same here. I will start my first session on Wednesday. Have 2 players, each one gets one character. I (as DM) will provide a third character. To prepare the session i'm currently reworking the encounters, dividing the encounter's XP award by 5 and multiplying it by the number of charcters 83), then adding monsters until their XP-total is roughly the new encounter-XP award. Belowis is what i have come up thus far, trying to introduce new monsters at each encounter if possible. don't know if it is better to include more minions and less standard monsters, because minions are easily defeated with one successfull attack and thus not much of a thread to even a low-numbered party of adventurers...any suggesstions? Advice?

----------------------------------------------------------------------------------------
3 Character Encounter Adjustments:

Encounter (Normal / Adjusted Normal XP / Adjusted Actual XP)
Creature name | Creature XP | Original number # | Adjusted #|


Kobold Wilderness encounters:

On the Road (475 / 285 / 275)
Kobold dragonshields 125 2 1
Kobold minions 25 5 2
Kobold Slinger 100 1 1


A1 (625 / 375 / 375)
Kobold dragonshield 125 3 1
Kobold skirmisher 100 1 1
Kobold wyrmpriest 150 1 1


A2 (575 / 345 / 350)
Kobold dragonshield 125 1 2
Kobold minions 25 10 4
Kobold skirmisher 100 1
Kobold slinger 100 1

A3 (1250 / 750 / 800)
First Wave:
Kobold minions 25 10 6
Kobold skirmisher 100 3 2
Second Wave:
Irontooth 300 1 1
Kobold dragonshield 125 2
Kobold wyrmpirest 150 1 1


Dragon Burialsite Encounters:

A4 (599 / 360 / 420)
Agrid 125 1 1
Guard Drakes 125 2 1
Halfling slinger 100 1 1
Human rabble 30 4 4


Shadowfell Keep encounters:

A1 (675 / 405 / 450*)
Goblin sharpshooter 125 2 1
Goblin warrior 100 2 2
Rat swarm* 125 1 1

A2 (625 / 375 / 375)
Goblin sharpshooter 125 1 1
Goblin warrior 100 1 1
Hobgoblin torturer 150 1 1
Prisoner Splug - 1 1

A3 (625 / 375 / 375)
Goblin sharpshooter 125 3 1
Guard drakes 125 2 2

A4 (875 / 525 /
Balgron the Fat 175 1 1
Goblin cutters 25 8 6
Goblin warriors 100 5 2
 

Stomphoof said:
Drop their HP to one, and apply the minion rules to em is what you are saying?
You could do that or just replace the monster with more of the minion monsters from the same or similar encounters. You may actually want to replace some of the later minions in the game with easier minions from earlier in the game, too.
Are there rules for healing potions or should I just come up with "Cure Light Wounds" pots that mimic the cleric power? The beads are a good idea as well.
There are potions described in the adventure.
Guard Drake? WTF Mate! Is this some sort of monster that is in KotS or something? Cause I am unaware of what you mean by Guard Drake.
LOL. I first read this as "WFT Matel!"

It is a monster in KotS. You'll find them about a third of the way into the book, I think. It's like a guard dog, but it's a small dragon-thing. More D&D-ish (or even Pernish). They might be minions. If they are, give the player's version a few HPs. You could even give the thing a scent ability of some sort. This would give your PCs a warning about upcoming encounters that they might have if they had a Rogue sneaking ahead.
 

Kwalish Kid said:
You could do that or just replace the monster with more of the minion monsters from the same or similar encounters. You may actually want to replace some of the later minions in the game with easier minions from earlier in the game, too.
Hard minions I take it?

There are potions described in the adventure.
What about beads? Or should I just make some crazyness up? :P

LOL. I first read this as "WFT Matel!"

It is a monster in KotS. You'll find them about a third of the way into the book, I think. It's like a guard dog, but it's a small dragon-thing. More D&D-ish (or even Pernish). They might be minions. If they are, give the player's version a few HPs. You could even give the thing a scent ability of some sort. This would give your PCs a warning about upcoming encounters that they might have if they had a Rogue sneaking ahead.
Good idea on the guard drake then. I will let one of the players (the more experienced one) control one if I like what I see. Otherwise, I might just run a 3rd party member as an NPC or just really tweak everything.

I am mainly doing this for a "system test" so to speak, so I might just say screw it and just let em each run a second PC and just plow through it :P
 

Stomphoof said:
Actually they already have decided their characters - 1 is gonna be the Dragonborn Paladin, the other is gonna be the Cleric of Bahamat.

So we got healing. Just...not much else.

With these guys, I suggest:

Drop the number of minions (this where you will miss the controller)
Cut HP from tougher opponents (this is where you will miss the striker).

Let them break, rest a little more often (and I think the adventure facilitates this). And be generous with leveling, so they can get a little bit "ahead of the curve".
 


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