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Scaling Keep on the Shadowfell (spoilers)
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<blockquote data-quote="Echoes" data-source="post: 4233810" data-attributes="member: 1187"><p>Well I went through the adventure really quickly to see where I could scale things down. and it was pretty easy.</p><p></p><p>First I figured that for all the encounters leading up to the keep itself, the players would be level 1, and that those encounters plus the Missing Mentor hook would bring them up to level 2. Then they would be level 2 until approximately somewhere around areas 9-11 in the keep itself, at which point they'd hit level 3. So I did my balancing around 400 xp/500 xp/600 xp at those starting points.</p><p></p><p>Aside from the crushing defeat of having to remove up to 4 minions from an encounter <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /> I think things went generally well. I hope I don't have to fudge any of the solos or elites when it comes down to it.</p><p></p><p>The only encoutners that I still feel might be a problem are the Kruthik encounter (I removed 3 hatchlings and 1 young kruthik, but if the PCs are still level 2 they are in a bit over their heads), and the final encounter. Even after removing one of the skeletons, the ecounter is still 1,200 XP, double their balance number of 600. Additionally, I was stuck with the choice between nerfing Kalarel (which I don't want to do since he's the BBEG, after all), or removing a skeleton, neither of which were appealing choices for tactical reasons. I think it may be necessary to tone down Kal or the other undead in the room to make this encounter survivable. </p><p></p><p>All in all, I ended up removing roughly 3,000 - 4,000 xp worth of monsters from the adventure as a whole (and also nerfing the traps a little, reducing their xp). Any thoughts on specific places you guys see as problem areas that I didn't highlight, or suggestions for what particular monsters to remove/tone down a bit?</p></blockquote><p></p>
[QUOTE="Echoes, post: 4233810, member: 1187"] Well I went through the adventure really quickly to see where I could scale things down. and it was pretty easy. First I figured that for all the encounters leading up to the keep itself, the players would be level 1, and that those encounters plus the Missing Mentor hook would bring them up to level 2. Then they would be level 2 until approximately somewhere around areas 9-11 in the keep itself, at which point they'd hit level 3. So I did my balancing around 400 xp/500 xp/600 xp at those starting points. Aside from the crushing defeat of having to remove up to 4 minions from an encounter :( I think things went generally well. I hope I don't have to fudge any of the solos or elites when it comes down to it. The only encoutners that I still feel might be a problem are the Kruthik encounter (I removed 3 hatchlings and 1 young kruthik, but if the PCs are still level 2 they are in a bit over their heads), and the final encounter. Even after removing one of the skeletons, the ecounter is still 1,200 XP, double their balance number of 600. Additionally, I was stuck with the choice between nerfing Kalarel (which I don't want to do since he's the BBEG, after all), or removing a skeleton, neither of which were appealing choices for tactical reasons. I think it may be necessary to tone down Kal or the other undead in the room to make this encounter survivable. All in all, I ended up removing roughly 3,000 - 4,000 xp worth of monsters from the adventure as a whole (and also nerfing the traps a little, reducing their xp). Any thoughts on specific places you guys see as problem areas that I didn't highlight, or suggestions for what particular monsters to remove/tone down a bit? [/QUOTE]
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