| SunJester68 |
I would like advice on best next steps for my campaign. I have a group of 7 players but one is on hiatus, so 6 characters in the party. Through use of some of their abilities they cut all of the middle out of VV and basically went directly to Varnhold and then to Vordacai's lair. When they entered the lair they were 8th level. I have been using the conversion for a party of 6 for the adventures, but even with this adjustment and the party being at least one level too low, they destroyed everything in the lair up until the encounter with Vordacai and his graveknight companion (from the 6 player conversion.)
The encounter with Vordacai would have been as easy for them as the rest of the module except I reworked Vordacai's spell list and he gained access to wind wall. Wind wall is the only thing that I could find that would protect him from dropping in one or two rounds to the bolt ace of the party who deals between 100 and 180 points per round in damage.
Vordacai had been scrying on the party as they made their way through his lair so instead of being arrogant, he knew he was at risk of true death to this group. He took a very defensive stance and by the end of the combat had dominated the barcher in the group and paralyzed everyone but the conjurer. The conjurer managed to dimension door out of the lair taking the bolt ace with him.
Vordacai realized that if the group came back with the fore knowledge of his defenses, he might lose, so he offered a truce. He would return the party members to the conjurer if they would leave the area of Varnhold to him. The conjurer has accepted on behalf of their kingdom.
Now the advice. I haven't yet purchased or read the 4th adventure in the series. Does this outcome for VV mean that my adventure path is so far off the rails that my party won't be able to continue in the next adventure?
Also, my group is finding the encounters so easy at this point, that I wonder if that is just going to continue in the next adventure. Their typical approach is for the hunter to send his large cat companion in to tank with its AC of 32 to 36 depending on buffing and then the bolt ace kills everything. The barcher does a little bit of damage and buffs the party. The conjurer adds to the tanking typically with a hound archon and buffs with haste. The occultist is mostly a utility character, but will occasionally close and do some power attacking. He is just at risk from the enemy since his AC is so much lower than the cat's. The ninja is basically ineffective. For those of you that have played / run the modules 4, 5, and 6 of the adventure path, some insight on this would be appreciated.
Thanks.