I am finishing up LMoP and am looking around for something for my level 5 PC's to be doing next. Reading about W:DH this module would perfectly fit one of the PCs in the game (with a few tweaks) and I am thinking about running it next. What is stopping me is that W:DH is for levels 1-5.
Does anyone think whether this module could be run at a higher level? Maybe by bumping some of the encounters a bit? Any suggestions on how to do that? What level range would you think it could be run as with only minor work?
I am angling on this module taking my players through levels 6-8. Am I dreaming or is this doable?
I am running WDH after finishing Hoard of the Dragon Queen (it seems fitting with the Cult of the Dragon as the fifth villain!) + a homebrew quest in the Astral Plane. I am about to go on the chapter Fireball (or maybe the players will decide to go after a villain already), but the characters are level 10.
I use to run the game with a low number of combats, but yes, I just need to calibrate the encounters properly. A lot of fun, regardless of the level.
I am running WDH after finishing Hoard of the Dragon Queen (it seems fitting with the Cult of the Dragon as the fifth villain!) + a homebrew quest in the Astral Plane. I am about to go on the chapter Fireball (or maybe the players will decide to go after a villain already), but the characters are level 10.
I use to run the game with a low number of combats, but yes, I just need to calibrate the encounters properly. A lot of fun, regardless of the level.
Thanks for the response!
Any input on which villain would work best? From the 4 in the module? Any specific encounters that you had to modify more than others?
I'm thinking of using the devil worshiping family as they seem like the more social/role playing encounter. And I think the paladin PC in the group will be twisting in knots trying to deal with them.
I am leaning toward the Cassalanters, too. Although, I am preparing also Manshoon to step into the scene since two characters are Zentharim.
For the encounters, I used a lot of the NPCs stats in VGtM. Where the module say bandit, I switched to master thief. I also threw in there transmuters as mages of the Xanathar's Guild.
Mmm, master thief and transmuter are CR 5 and a little tough for my PC's. I am planning on them being closer to level 6ish.
Replacing bandit with thug and then add in a priest and/or a bandit captain looks like a plan. It's sounding like I will have to tweak each encounter in a similar way.
What about the end bad guys? Will I have to increase their power? Or maybe just add a chain devil?
I am finishing up LMoP and am looking around for something for my level 5 PC's to be doing next. Reading about W:DH this module would perfectly fit one of the PCs in the game (with a few tweaks) and I am thinking about running it next. What is stopping me is that W:DH is for levels 1-5.
Does anyone think whether this module could be run at a higher level? Maybe by bumping some of the encounters a bit? Any suggestions on how to do that? What level range would you think it could be run as with only minor work?
I am angling on this module taking my players through levels 6-8. Am I dreaming or is this doable?
Current Characters I am playing: Dr Konstantin van Wulf | Taegen Willowrun | Mad Magnar
Check out my homebrew: Items | Monsters | Spells | Subclasses | Feats
I am running WDH after finishing Hoard of the Dragon Queen (it seems fitting with the Cult of the Dragon as the fifth villain!) + a homebrew quest in the Astral Plane. I am about to go on the chapter Fireball (or maybe the players will decide to go after a villain already), but the characters are level 10.
I use to run the game with a low number of combats, but yes, I just need to calibrate the encounters properly. A lot of fun, regardless of the level.
Thanks for the response!
Any input on which villain would work best? From the 4 in the module? Any specific encounters that you had to modify more than others?
I'm thinking of using the devil worshiping family as they seem like the more social/role playing encounter. And I think the paladin PC in the group will be twisting in knots trying to deal with them.
Current Characters I am playing: Dr Konstantin van Wulf | Taegen Willowrun | Mad Magnar
Check out my homebrew: Items | Monsters | Spells | Subclasses | Feats
I am leaning toward the Cassalanters, too. Although, I am preparing also Manshoon to step into the scene since two characters are Zentharim.
For the encounters, I used a lot of the NPCs stats in VGtM. Where the module say bandit, I switched to master thief. I also threw in there transmuters as mages of the Xanathar's Guild.
Mmm, master thief and transmuter are CR 5 and a little tough for my PC's. I am planning on them being closer to level 6ish.
Replacing bandit with thug and then add in a priest and/or a bandit captain looks like a plan. It's sounding like I will have to tweak each encounter in a similar way.
What about the end bad guys? Will I have to increase their power? Or maybe just add a chain devil?
Current Characters I am playing: Dr Konstantin van Wulf | Taegen Willowrun | Mad Magnar
Check out my homebrew: Items | Monsters | Spells | Subclasses | Feats
What's the quest on the astral plane?