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7

Large parties can be diffcult to run for any DM. You have a couple options to deal with this. Force split the party Pitfall traps, haunted houses with secret rotating doors, dopplegangers inflitrating the party, Magic maze, etc. By dividing the group, they can handle a lot less at once. This allows you to use creatures such as goblins, zombies and other ...


0

Balancing is always tricky with large groups. In such a large party i would separate them in smaller groups. Like a secret wall in a dungeon, pulling some of them to another room, or something like that. If you choose to compensate in numbers (+ foes, -hp), you are at risk of some characters outshinning others because of large dmg bursts causing "one ...


1

When I ran this I made only two changes. First I said a person with a pickaxe or proficiency with masonry tools (and the tools) could do their strength bonus X D20 damage (so a player with a strength of 18 (+4) could do 4d20 damager per round) to a section of the bridge as an action. Not that unreasonable, since a huge guy taking a tool for breaking stone to ...


6

Seeing as there have been no other answers, I will provide an answer from my own experience actually running this encounter. To preserve the spirit of the original 3.5e encounter under 5e rules, the challenge of the non-combat objective needs to be reduced if the PCs are below 9th level. The original encounter presents options -- not many, and not easy, but ...


0

Based on D&D Beyond (and similar websites), for a party of 4 characters that are level 1, four goblins are on the start of the "Deadly" range (after adjustment). If the party has 5 characters that are level 1 (the adventure says 4 to 5 characters) then the encounter becomes in the "hard" range. This adventure came with the Starter Set ...


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