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Last Friday my group took on part 2 of The Worldwound Incursion. As I am running a party of six I wanted to keep them challenged and continue to provide them with enough experience and treasure to make up for the increased party size. I think I may have over done it...
I didn't want to stop in the middle of combat (and this wound up as a very long combat since people kept walking into rooms without stopping) just to have everyone spend an hour leveling up their characters, and was unsure how to proceed from my end of the table with the action never getting a break.
I removed the cave lizard completely purely so they didn't get turned into paste while running right into the arms of the inquisitor. In the end it only helped a little since by the end of the fight with Hosilla three party members had been reduced to zero or few hit points, the healer had to be picked back up with a healing potion before he could channel energy to get the rest of the group on their feet and moving, and the everyone was completely out of spells, daily abilities, potions, mostly out of arrows/bolts, and generally pretty screwed up.
By the end of this section of the adventure the players were pretty frustrated, and I think they felt like I was out to get them. How can I strike that right balance between hard and fun without it becoming Mega Man levels of difficult. Do I increase the numbers, but play the bad guys as a little dumber, play up the intelligence/cunning of their foes, but leave the numbers alone, or should I be doing something completely different.
I want this to be fun for my group, and so I'm asking for their feedback, but I don't think they want to hurt my feelings either, knowing that I put a lot of work into the adventure for them. What say you forum goers?