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I'm just about to start up a game with 7 higher level players. I have a fair bit of experience running for high level groups, as I've run high level games in the past and they had some very crazy moments.

However, all that being said, I feel there are few resources out there discussing successful high level campaigns. This is where you come in!

I'd really like to hear about high level games that you've experienced. Memorable moments that really made you have fun during a high level campaign.

I'm fully aware of the balance concerns and issues that can arise with high level Pathfinder, but putting all that aside, what are your favorite stories from characters that eventually were the big fish in the pond?

Thank you in advance to anyone offering me a bit of inspiration, it's greatly appreciated.


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So I offered to run the next game after we finished a rather enjoyable run of Rise of the Runelords. I have always wanted to have players go the extra planar extra mile and vanquish a demon lord, so I am incredibly excited to be running Wrath of the Righteous. Thank you to the Paizo crew for writing an invigorating chance to allow players to take on the big bad evils.

At this point we've just finished book 1, and haven't gotten into the real crazy stuff that is Mythic. As an avid follower of the forums here, I've seen many of the stories stating how challenging it can become to really have an involving fight with 4 mythic characters, let alone 7 of them. I've also been reading that it's pivotal to adjust the campaign to your players' needs, as suggested by the Devs, so that's what this thread is attempting to address. Alternative solutions to providing compelling (and hopefully challenging) combat situations that subvert normal game mechanics to resolve the imbalances Mythic gameplay has the potential to cause.

I've run hundreds and hundreds of hours of 3.5, and have finished 3 different high level campaigns. The players I've ran for have often been optimized, and I am very used to adjusting on the fly to wacky intensely powerful ideas that the group comes up with. I'm still nervous about providing a strong challenge for my group, but I've found that as long as I put forth the effort to offer a good fight (even if they absolutely trounce it) all 7 of my players have a wonderful time. So, here is my effort to lose every fight to my godly PCs in a way that will keep them interested.

My solution has been to keep the flavor of fights, but adjust game mechanics in brutal and completely non-standard ways. I call these "puzzle fights", as winning the fights is nearly impossible without the PCs finding the key to bypassing the challenge I present. Now, with that said, there is always some off-the-wall solution that a Wizard or Cleric will toss out now and then that throws me and bypasses everything, but I've found that keeping a "yes" attitude makes those players feel incredibly accomplished for having found a neat solution on their own.

With all that said, let me present one of my simpler early puzzle fight examples that I've used against the players (it should be noted this was pre-mythic gameplay, but they're still twinked to the max):

The Abrikandilu demon is pillaging a besieged shop (pg. 28 of Worldwound Incursion) and tearing it apart trying to destroy all the beautiful things. The PCs rush in ready to smash the demon to bits, but on it's turn as a move action it explodes into mirror images (19 of them, to be exact). The players were balking at how to attempt to damage this beast with 1/20 odds of having a chance at hitting it. They tried swinging at it while closing their eyes to try to have a 50/50 shot of hitting it, but the images make noise and chatter, causing them to have to reroll each 50% chance of hitting (but still giving them some chance of hitting it). Three rounds of swinging away at it occured before one of the PCs noticed that it was never attacking the players, but moving from one mirror to the next in the building and taking it's turn to sunder the mirrors apart. The quote "how the heck do we beat this thing, all we have to interact with are these stupid mirrors" was a favorite line of mine at this point, said by our Paladin. The bard rushed over and grabbed a mirror, and they noticed that the images didn't reflect in the mirror and that the demon hissed and shied away from looking into it. They could look into the mirror and swing at the demon with a 50% chance of hitting, which managed to score them a few more hits over the next round before the Abrikandilu sundered that mirror as well. Finally, the wizard grabbed one of the mirrors and forcibly brandished it at the Abrikandilu, which allowed it a saving throw that it failed. The Abrikandilu's images were absorbed into the mirror and it was stunned for a round unable to deal with the sight of it's own reflection. This opening was enough for the melee to smite the demon down and save the shop owners, who were very grateful and suggested the players keep a mirror or two just in case.

I have more examples of scenarios like this, but here's the basics of the fight: with so much melee damage in my party, there's no way the single demon could survive without absolutely absurd defenses. So that's what I gave it. Surmounting those defenses required noticing what it was doing and the environment that was around it, and using those to the player's advantage. The melee felt they did their part, smashing the demon down, and those players that aren't as aggressively inclined has a puzzle to solve to allow the damaging character's their opportunity to defeat the enemy.

This sort of situation allowed the players to feel like it was a very challenging fight, even though they took almost no damage at all. Now, I definitely didn't threaten them with death on this early puzzle fight, but they still walked away from the game session feeling involved and delighted at the interesting situation. So I'm calling that a GM win.

I'll be writing out more puzzle situations, if only to allow my own typing to give me ideas for future fights, but right now there's some HTML coding I'm forced to get back to. A brief summary of the players in my party, and what house rule modifications I've made, will follow this post as soon as I'm able to find the time to do so. I'd also be remiss not to note that many of my puzzle mechanics, for future fights, are inspired by Raid Boss mechanics on various online MMOs, as I've felt some of those fights were absolutely epic.

If you've managed to read this much, please take a moment to comment about any interesting puzzle mechanics or ideas you've had. Are there moments in WoTR that you feel could have been modified to be more interesting? Were there specific fights you felt were "iconic" to the story, that deserve to be truly challenging? Any feedback is welcome.

Thanks for reading this wall of words. +1xp for you!


I'll be running a Wrath of the Righteous game soon for my crew and one of our newer players has decided she likes being a supportive character. After some discussion, she chose an evangelist cleric of Desna with the luck domain.

My problem was, I couldn't figure out what to have her do after she finished buffing. Use a crossbow? Is intimidate a good idea? I could use some help coming up with ideas for the rounds where she would otherwise say "I guess I hold my action".

Thanks in advance :)


About to start up this adventure path for a group in a few weeks after a false start a few months ago.

The challenge I ran into was trying to convey the distinctions between the three NPCs that the party was interacting with at the same time. I haven't really had acting lessons, and my accents are sketchy at best. I could use help with some ideas in how to convey which NPC is talking, and how to let subtle hints about their personalities be expressed.

Any ideas?