(first post on any forum, so sorry if format is wonky)
I am currently running a homebrew campaign for my friends, but I'm wanting to take a part of Tales Of The Yawning Portal and apply it to my campaign (the part I want to add is Sunless Citadel). However, they are a MUCH higher level than the book recommends. How should I bump up the adventure without it seeming like I've just simply thrown several more monsters at them?
To give you an idea of the party (if this helps), they're all level 7 and the party consists of a half-elf monk, teifling bard, human fighter, teifling druid, and a half-tabaxi (homebrew) warlock/rouge multi-class.
You can substitute the goblins/kobolds with Orcs/Gnolls/Hobgoblins, just change the story a bit and the wording in the text. If you want to keep goblins/kobolds then add more casters to the combat with 3rd and 4th level spells. Check out DMG page 121 for adjusting trap damage for their level, and modify any skill DC's as you see fit.
Another thing to do is to strip them. Take everything from them, including weapons, musical instruments, spell focus, material components, etc. Wizards are stuck with the spells they already prepared that have no Material components because no spell books, focus or Materials. I would probably rule that unarmed attacks can be done with strength or Dex to let the Dex types still fight.
That hand cuffs everyone with the exception of Monks. Druids also do pretty well because they can wildshape, but they lose their spells. But everyone else is basically screwed. Might be interesting to try to play it that way.
(first post on any forum, so sorry if format is wonky)
I am currently running a homebrew campaign for my friends, but I'm wanting to take a part of Tales Of The Yawning Portal and apply it to my campaign (the part I want to add is Sunless Citadel). However, they are a MUCH higher level than the book recommends. How should I bump up the adventure without it seeming like I've just simply thrown several more monsters at them?
To give you an idea of the party (if this helps), they're all level 7 and the party consists of a half-elf monk, teifling bard, human fighter, teifling druid, and a half-tabaxi (homebrew) warlock/rouge multi-class.
You can substitute the goblins/kobolds with Orcs/Gnolls/Hobgoblins, just change the story a bit and the wording in the text. If you want to keep goblins/kobolds then add more casters to the combat with 3rd and 4th level spells. Check out DMG page 121 for adjusting trap damage for their level, and modify any skill DC's as you see fit.
Another thing to do is to strip them. Take everything from them, including weapons, musical instruments, spell focus, material components, etc. Wizards are stuck with the spells they already prepared that have no Material components because no spell books, focus or Materials. I would probably rule that unarmed attacks can be done with strength or Dex to let the Dex types still fight.
That hand cuffs everyone with the exception of Monks. Druids also do pretty well because they can wildshape, but they lose their spells. But everyone else is basically screwed. Might be interesting to try to play it that way.
The bigger problem is that higher levels have tools for short circuiting plots that lower levels lack.