Party of 4, your table awaits.


Rise of the Runelords

The Exchange

Can a four-person party really survive in the Rise of the Runelords adventure path without pulling punches or changing parts of the modules? What experiences have you had with four-player parties in this AP?

Liberty's Edge

Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Should be fine, if worse comes to worse the DM can use one of the Iconics as a 5th member.


If anything, I've had to toughen certain encounters. If there's been really dangerous spots, I think it's solely due to that my player is new to roleplaying. I'm sure if I had a cohesive, experienced, group that I'd really have to play dirty just to keep up with the players.

Any group can be felled, though, if the players have a bad day where they never hit anything, miss all saving throws, fail all skill checks, but the DM has the "20" mojo going strong.

RPG Superstar 2008 Top 16

A balanced party of four, whose tactics suit their capabilities, should do fine.

I've been running a five-person group and have had to beef up certain encounters.

One of the PCs does have an exceptionally aggressive housecat, however.

The Exchange

Sir_Wulf wrote:

A balanced party of four, whose tactics suit their capabilities, should do fine.

I've been running a five-person group and have had to beef up certain encounters.

One of the PCs does have an exceptionally aggressive housecat, however.

Thanks for the responses. I suppose I'll give it a go with the four I have, then.

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