So my newest group of 4 veteran players has proved to conquer all my combat encounters I threw at them. They're level 1, almost 2, and we're playing through the first chapter of Council of Thieves.
While scheming how to make this adventure path more of a challenge to them, I noticed all 4 of them have chosen charisma as their dump stat, with some low (7-9) wisdom values here and there.
My question to you creative GMs out there: how would you make this walk in the (Westcrown) park that is "The Bastards of Erebus" more challenging for this group?
(The classes are human witch, halforc cleric of War, elf magus and human Zen Archer monk)
One of my groups consists of all gnomes/halflings and they use riding dogs to charge into adventure. A question has popped up: do those "ordinary" riding dogs (from UE pg.82) level up with the characters like animal companions do?
Have any of you encountered a similar situation? Or do you have any ideas how to rule this?
As you more or less pointed out yourself: you never know what exactly your players will do or ask during a session.
But even so, letting them go with their own choices and finding out later they might have had an easier encounter if they knew something more about their foes beforehand is all about the freedom RPGs grant their players.
Don't force your players, but reward their ingenuity with info (and maybe some stray material rewards).
Seeing this post while my own CoT group is about to start, I will grasp all straws that will make it a more coherent adventure path than it is written as is.
Thanks for the feedback!
@Paz: it's going to be a homebrewed short-sessioned story-driven campaign-thingy experiment. So I'm not restricted to restricted scenarios :)
@UndeadMitch: squeezing in 4-18 after 4-13 results in:
This still keeps the level requirements, but needs an extra Tier 1-5 scenario in there to get them back on track. Any suggestions what would fit after Rise of the Goblin Guild but before The Nightmarch of Kalkamedes?
03-I1 In Service to Lore
That will make for a semi-continuing campaign story with a decesnt intro, build-up and finale, and even the APL falling just about in the required levels.
I've been googling my eyes out for a chronological order in which to play the season 4 scenarios in which to enjoy the metaplot of that season to its fullest.
I know the core metaplot as it were is centered around scenarios 04-8, 04-10, 04-12, 04-20 and 04-26, but where do 04-00 and 04-02 fit in? And what about the subplots?
Anyone out there having a shortlist lying around maybe?
Thanks for all your replies!
This will be fun! The alchemist concerned is the group's skill-monkey and tank. Well, the goat familiar of the Witch of the group is actually the tank, but that's another story. So naturally, when in "tank-form" due to his mutagen, he can't effectively use his skills as usual, but without his mutagen he's not the buff warrior the group needs him to be.
Decisions, decisions... ;-)
Okay, here's one to wrap your brains about:
The group of heroes is traipsing down a familiar dungeon in a familiar classic adventure path and gets attacked by a vargouille. You know, the flying, tentacled creepy CR1 monster. The eidolon of a player's summoner is kissed by a vargouille and fails its save. While said vargouille is bested, the summoner dismisses his eidolon before "bad schtuff happens to mein beastie".
Stealing this thread away from the OP, my "clever" group didn't have the patience to piece together the puzzle that leads to the Glassworks situation. Reading through the entire AP, the Glassworks looks to me as if it's the starting station of this railroad that is "Burnt Offerings". After finding the evidence in the boneyards and going on a boar hunt with Aldern, they decided to go to Magnimar, their motivation being "maybe there's more adventure to be had there instead of this dull backwater"...
Now what? Suggestions anyone?