| Valdacil |
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My group has an alchemist, cleric, rogue and druid. After their (successful) show they investigated the body and found tracks which I said headed toward both Bardolph's wagon and Myron's Wagon. I didn't give them that specifically, just that they headed toward the part of camp NW of the stream and toward the bridge. Knowing what lay in wait at each location, I was surprised when they decided to split the group and half follow one set and the other half follow the other. Especially since these players make jokes all the time about not splitting the group. Luckily (for them), Myron's wagon was locked and the rogue went toward Bardolph's. So when the cleric shouted for the rogue to come unlock Myron's wagon they hadn't yet disturbed Bardolph.
Whether due to the difficulty of some of these encounters or due to poor rolls, the perception thus far has been that EC and Plaguestone are extremely difficult. All of my players are veterans of Pathfinder 1E, having migrated to Pathfinder from 3.5 back in the day. But we have nearly wiped almost every encounter so far in both stories.
So in the first salvo, before she could even act, the pods had the rogue at 1 HP. The group survived, but burned a lot of resources. Then the cleric took The Great Fortunato's cloak and the group went to Bardolph's wagon. I had not choice :) I dropped the cleric to dying. Obviously that was a lot of resources to get her back in order. Once they started trying to figure out where to go next, I had the woodchoppers tell them about the snakes. Even though by RAW you can't do this, I let the druid 'diplomacy' the giant viper (mostly because I played a 1E druid and found it annoying that you get this ability to use diplomacy with animals, but every animal Paizo puts before you is in combat so the ability doesn't get used). Anyway, they did fine at the camp and mephits.
That was the end of that session, so before the next session I could take stock. I immediately decided that the cockatrice was too great a level difference (1 vs. 3) especially when they were essentially out of resources. So I didn't give them any hints to go there. Instead they heard the music playing as they left the forest for the grig encounter. I 'steered' them toward the resolution to join the music and guide it to conclusion. Luckily, the rogue made some excellent Performance checks, so this solution turned out to be no problem.
Between sessions I'd already examined the grigs and since they looked similar to a bard kit I gave them each a tiny wand of Soothe. So when the party kicked off combat with Nemmia, there was 2 extra heals they didn't know about... which is a good thing because it probably would have been a TPK without the grigs' assistance (both healing and damage). Normally I wouldn't upstage the heroes by doing damage with a support NPC, but in this case the players already felt desperate enough and that Paizo and the dice were against them that they didn't mind the aid at all. I had also prepped for Bardolph to come to their aid also. I'd decided the trigger was if any party member went down to dying and they squeaked by so I didn't end up needing him.
They were all extremely happy when I let them level to 2 after all that and they seem more hopeful... that will be until next session and they go in the church...