
The_Minstrel_Wyrm |

Hello fellow Paizoians,
As my subject/title indicates I am seeking advice from this most excellent community of Pathfinder RPG enthusiasts, what I am NOT looking for is criticism of my GM-ing style, telling me I'm doing "it" wrong (without at least explaining that statement), and other general "unhelpful" trolling-type comments.
I'll try to give as much help as I can regarding my players and their characters. Here goes:
Emryss a human wizard 18th level.
Krang a half-orc barbarian 4/fighter 14.
Alexite a tiefling fighter 5/rogue 4/duelist 8.
Verand'lar an elf ranger 17th level.
Kairu a human druid 18th level, and Sala his crocodile companion.
Right now they are going thorough The Witchwar Legacy since they were in the region of Irrisen and the appropriate level, and they need the
They have been stomping the opposition, and barely taking a scratch. And while I am not one of those GMs that subscribes to the "Me vs. the players" mind-set, I feel that this module will be seen as "not challenging" or even not threatening to their characters.
A good example (which I will utilize spoiler tags for) they have gotten to the Middle Falls level
So, without fudging, without making the encounters/challenges overpowered, what can I do to make the latter half of The Witchwar Legacy challenging and feel threatening?
Thank You in advance for any advice,
Dean; The_Minstrel_Wyrm

Dire Mongoose |

The first thing I'd point out is that even if these weren't optimized characters:
A) Adventures/CR generally assume 4 characters, so 5 will be a little strong to begin with, and
B) These are level 18 characters, so a CR 17 encounter is supposed to be almost trivially easy for them.
Probably you need to be throwing something more like a CR 20 or 21 encounter to push them; the advanced template alone isn't near enough to make up that difference.
So I'd say it sounds like your problem might be that you picked an adventure too easy for the characters?
Edited to add: As for what specific changes you'd need to make to the encounters to make them challenging, I'd need to see the adventure for that and I don't have a copy. Honestly, you probably need to just about build new, similar encounters from scratch and keep the plot/maps/feel/etc. I don't think there's an easy and good way to CR up encounters as much as it sounds like you need.

The_Minstrel_Wyrm |

The first thing I'd point out is that even if these weren't optimized characters:
A) Adventures/CR generally assume 4 characters, so 5 will be a little strong to begin with, and
B) These are level 18 characters, so a CR 17 encounter is supposed to be almost trivially easy for them.
Probably you need to be throwing something more like a CR 20 or 21 encounter to push them; the advanced template alone isn't near enough to make up that difference.
So I'd say it sounds like your problem might be that you picked an adventure too easy for the characters?
Edited to add: As for what specific changes you'd need to make to the encounters to make them challenging, I'd need to see the adventure for that and I don't have a copy. Honestly, you probably need to just about build new, similar encounters from scratch and keep the plot/maps/feel/etc. I don't think there's an easy and good way to CR up encounters as much as it sounds like you need.
Hi Dire Mongoose,
Thanks for taking some time and posting. I guess I should have said they were 17th when it started, heh heh, anyway... I think you may be on to something there, and I will see what I can do about this before next Monday comes around. (I have some ideas at least).
Regarding The Witchwar Legacy... I highly recommend it, you should pick up a copy if you are looking for a high-level module.
Dean

JudasKilled |
Hello fellow Paizoians,
As my subject/title indicates I am seeking advice from this most excellent community of Pathfinder RPG enthusiasts, what I am NOT looking for is criticism of my GM-ing style, telling me I'm doing "it" wrong (without at least explaining that statement), and other general "unhelpful" trolling-type comments.
I'll try to give as much help as I can regarding my players and their characters. Here goes:
Emryss a human wizard 18th level.
Krang a half-orc barbarian 4/fighter 14.
Alexite a tiefling fighter 5/rogue 4/duelist 8.
Verand'lar an elf ranger 17th level.
Kairu a human druid 18th level, and Sala his crocodile companion.
Right now they are going thorough The Witchwar Legacy since they were in the region of Irrisen and the appropriate level, and they need the ** spoiler omitted ** for something going on in my regular weekly game.
They have been stomping the opposition, and barely taking a scratch. And while I am not one of those GMs that subscribes to the "Me vs. the players" mind-set, I feel that this module will be seen as "not challenging" or even not threatening to their characters.
A good example (which I will utilize spoiler tags for) they have gotten to the Middle Falls level ** spoiler omitted **...
pick up 2nd ad&d labyrinth of madness, that modules for 17+ charecters and god is it roughhhhhhhhhh

OWEN STEPHENS |

I have three broad suggestions.
One, add more bodies to the foes. I find throwing in one more foe near EL-2 helps an encounter deal with big/tough parties. And if it's not enough, you can see that and throw in two extra EL -2 foes, or even an EL -1 foe. For many encounters, there's already an appropriate monster in the encounter you can multiply.
Two: Rewrite monsters using the +4, +4, +4, +4, +0, -2 adjustments you normally use when adding class levels to monsters. this helps offset the 25-point build advantage your PCs have.
Three: Slap the Advanced Creature template on *everything*
Play with these three options until some combo works.

The_Minstrel_Wyrm |

Anti-magic fields in conjunction with powerful monsters that don't rely on spell-like abilities.
Ash,
Thanks for that suggestion, but PFRPG seems to have changed the spell and it is only a 10ft radius now...
EDIT: And I just now realized you said fields... Hmmmm...
Thanks.
Dean

The_Minstrel_Wyrm |

I have three broad suggestions.
One, add more bodies to the foes. I find throwing in one more foe near EL-2 helps an encounter deal with big/tough parties. And if it's not enough, you can see that and throw in two extra EL -2 foes, or even an EL -1 foe. For many encounters, there's already an appropriate monster in the encounter you can multiply.
Two: Rewrite monsters using the +4, +4, +4, +4, +0, -2 adjustments you normally use when adding class levels to monsters. this helps offset the 25-point build advantage your PCs have.
Three: Slap the Advanced Creature template on *everything*
Play with these three options until some combo works.
Hello Owen,
That is pretty much what I will be doing from now on. Oh... and about your #2 suggestion... I think that "adding class levels" adjustments are +4, +4, +2, +2, +0, -2... but, again, I see what you are getting at.
***And to Everyone that has commented so far, thank you, I really appreciate the time you've taken to lend a hand/give a suggestion.***
Dean (TMW)

The_Minstrel_Wyrm |

@ JudasKilled...
It's funny that you mention Vortex of Madness... the player of the 18th level wizard was lending me his copy for several weeks (to mine for ideas for some further adventures with the group's "goal" towards rebuilding the Lost City of Ulduvai) and I decided I didn't want to utilize it, it seems to... convoluted... (and I'm not sure that's the correct word I want to use)... and I didn't think it was particularly "rough" per se... although my perception of the encounters may have been colored by other circumstances (book belongs to one of my players, who has played Table-Top RPGs far longer than me even... I didn't start until 2nd Edition by-the-way), so I didn't want to mine it for ideas simply because he'd know what I was doing and meta-game a way out of it. No Fun.
But thanks for the suggestion.
Dean

EWHM |
Here's the thing, your PC's are reasonably optimized, but more tellingly, your Players are optimized. Your wizard plays battlefield control when it's necessary for him to do so (using a wall of force and a quickened haste to separate a big fight into two bite size bundles is a tactic I wager 90% of the gaming population generally doesn't do). Modules are written for average parties with average skill. When your players genuinely know what they're doing, especially your battlefield controllers, they're a LOT tougher than when they don't. At a certain point on the player skill curve, published modules need a LOT of work if you're aiming at a gamist definition of challenge.
My suggestion is this---go simulationist after a discussion with your players. They're obviously fairly grown up players by now. In a simulationist game, the challenges simply are what they are, they don't care what your APL or WBL are. If you choose to go after something, the cards are allowed to simply fall as they may. Once your players actually grok this, they can automatically adjust the difficulty of their own encounters by deciding what levels of risk they're willing to accept.

SmiloDan RPG Superstar 2012 Top 32 |

Give some grunts 5 levels of Sorcerer (for +2 CR) and give them mage armor, shield, true strike, energy resistance or mirror image, and wraithstrike (Spell Comp: swift action to cast: for 1 round, all melee attacks are treated as melee touch attacks).
Maybe try throwing WEIRD classes at them, like spellthieves, binders, shadowcasters, warlocks, etc.
Also, maybe give the NPCs some buffers, like archivists, bards, dragon shamans, and marshals. Oils or Potions or Wands of Greater Magic Fang/Weapon, some teamwork feats, and other types of stackable bonuses might be needed too.
At least you're giving the BBEG some mooks to waste some PC actions. That's key.

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5 levels of sorcerer are CR +5... No more "unrelated class" bs we saw in 3.5.
I mean, just up CRs. You have too many PCs with too high stats; the multiclassing would indicate suboptimal, and not optimal, builds. But level 17 and 18 are tough to balance; there is a VERY fine lone between "balance" and "instant death".

Are |

5 levels of sorcerer are CR +5... No more "unrelated class" bs we saw in 3.5.
Uh, yes, there's still rules for nonassociated class levels in Pathfinder. Bestiary page 297 says to add 1 CR for each class level that is considered "key", and 1 CR for each 2 class levels in other classes (until the number of class levels equals the original CR).

Mr.Fishy |

Nuke em from space that the only to be sure...wait what? Oh.
Attack their weakness's go for the low save or gang up on one target to incease attack bonus. Aid other+grapple+difficult footing bog or water or both [attack on lowered CMB not AC]
Ray of enfeeblement even on a save their take a str hit. [will not break but it might blunt the blade]
Rust monster [Giant+advanced], greater invisiblity with silence cast on it. 17-18 level characters will destroy that sucker but it might force some rolls [damages gear]
A powerful undead like a Vampire with wizard levels and minions. Keep the party back until a few spells are cast. [wall of force the mage or the fighter, dominate, Enveration]
Good luck, good players are hard to find. Remember to water them every day and feed them Looties(tm) [Looties(tm) adventurers love 'em].

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Minstrel, I've got a few tricks and tips that I have found very helpful in running high level games. I've spoilered everything since we're talking about this in terms of this specific module (Witchwar Legacy).
Divide and Conquer:
Use the Verical:
Don't just patch your monsters. Rebuild them
Vital Strike is your friend. You could rebuild the elemental to be a skirmishing menace, using Flyby Attack and exchanging the Spring Attack tree for the Vital Strike tree. Now you've got a mobile attacker dealing perhaps 8d8 base damage plus 2d8 negative and some negative levels. That's a lot of damage for anyone to have to soak up. Another great use of vital strike is for punching through hardness. You mentioned trapping the hoar spirits inside a wall of force. Well, if those creatures were rebuilt to use weapons (greatswords perhaps) and given the Vital Strike tree, they'd be punching through that Wall in a couple of rounds. Instead of an encounter-ender, all of a sudden you've merely delayed the oncoming undead.
Surround, don't group
Dynamic Dungeon.
Make the Map Bigger
I hope some of this is helpful to you. Good Luck!
-eric

Ice Titan |

At high levels your best bet is just to flat-out try to kill whoever is the most dangerous looking person in the party.
It's why I don't like high level play. It's all rocket launcher tag, and to play the monsters effectively requires a dedication to killing your players that I can only feel is very similar to online "griefing" tactics in video games.
Playing monsters at high level is an exercise in extremely tactical thinking. Not many GMs can perfect their high-level-tactic-fu without a lot of practice, so don't feel bad.
As an aside, negative levels don't work how you describe. Negative levels aren't saved against. There's no save. He gets them no matter what-- after 24 hours, the fighter is entitled to a save to not retain the negative levels until he has restoration, greater cast on him. But, he doesn't get one to avoid those negative levels (essentially turning them into "permanent" levels, since I don't see a cleric or paladin in that group and assume the module's dungeon is meant to be played through in one day). Read up on negative levels here.
EDIT: I found the stat block of the monster (I think!) I understand that the monster stat block calls out you can save against it in a vague way, but that's false. There are no saves against taking negative levels in the entire game-- there are only saves against retaining negative levels. Whoever wrote the monster wrote it wrong, or too vaguely. That reinforces my belief that your bbn/ftr should be either dead from neg levels (2 per swing) or very, very screwed down.
As a GM who puts fun before difficulty, I definitely would invoke the sacred rule of No Take Backs and not retroactively impose those neg levels on him because that sounds like a stupid, stupid encounter. "HOPE YOU HAVE A CLRERIK HLOLOLOL"

Frozen Forever |

As an aside, negative levels don't work how you describe. Negative levels aren't saved against. There's no save. He gets them no matter what-- after 24 hours, the fighter is entitled to a save to not retain the negative levels until he has restoration, greater cast on him. But, he doesn't get one to avoid those negative levels (essentially turning them into "permanent" levels, since I don't see a cleric or paladin in that group and assume the module's dungeon is meant to be played through in one day). Read up on negative levels here.
It reads differently in the Energy Drain and Negative Levels entry, here: http://paizo.com/pathfinderRPG/prd/glossary.html
It says you always get a new save each day to remove a negative level.
Weird.

The_Minstrel_Wyrm |

@ raidou, Ice Titan, and Frozen Forever (Ash)... Thanks a ton guys, this has been very helpful, and I think I can make the latter half of Witchwar Legacy more challenging.
I had a feeling I was right about the negative level thing... that you make your Fort save later (24 hrs later I think) but was "talked down" from that by one of my players. Heh, yeah.. the bbn/ftr would have been much more screwed. :P Oh well. Like I.T. said... "No take backs." :)
Thanks a lot one and all. Your suggestions and ideas have been very thought provoking and helpful, and I have an idea or two of my own as well.
Dean; The_Minstrel_Wyrm

Dosgamer |

Think about incorporating enemies with touch attacks (or ranged touch attacks) against PCs with high armor classes.
I have the module and plan on incorporating large parts of it in my game at the appropriate time, but I will have to make adjustments for my PCs strength as well (6 member party with 25 point buys). Good luck!

Bloodwort |

.
There are some great suggestions here.
I certainly agree with Own about using the advanced template and increasing the number of foes against a large, optimized party.
I also agree with Raidou on dividing the party, using flight/terrain and environmental hazards to make it more challenging. I also agree that to truly challenge high-level PCs you will need to rebuild your monsters. I do it all the time (currently DMing a large group of 15th level PCs). The bigger map idea also works well.
One thing I would add is for some (or all) of your monsters, max out their hit points. Maybe grant them the toughness feat for free on top of it. Heck, you could apply the advanced template twice to the same mob. Why not! Your PCs are still going to hit it but it will hit a little more often, a little harder, and have slightly better saves.
Ice Titan has it right. Everyone needs to have fun but I understand it can be tough to truly challenge your PCs.
And to Mr. Fishy, your first comment made me laugh out loud! I'm so glad I wasn't drinking anything at the time. It would be all over my monitor.
-Don't forget to enjoy yourself.

The_Minstrel_Wyrm |

@ Dosgamer & Bloodwort;
Hi both of you.
Thanks for your suggestions as well. I really glad to have such a responsive community to assist me with my dilemma.
Oh, and Dosgamer something I want to share with you...
Thanks a lot everyone. I'll keep you in the loop. :)
Dean

Shizvestus |

Wow, I havnt seen Mr. Fishy in a while :) Glad to see him :)
For the module you are in, or while you are in Irisen you could have your party Encounter some of Baba Yagas relatives - other Baba Yagas
(In Rus folklore there were other Baba Yagas, she had 2 sisters also called Baba Yaga for eg.) So perhaps a Night Hag at 20th Level with those levels filled up with either Witch or Wizard! And an Anis Hag and a Green Hag also at 20th Level, also Witch or Wizard... ;)

Holy Stab-Master |

Ok so what you do is you have ocarus appear with his army of Demilichs and his best friend Demagorgin.
Then you have the 30th lvl mage cast a feild of antimagic that he and his allies are immune to.
Then you sit back and watch the limbs fly.
Oh wait... You asked for help on challenging them... Not how to Tpk them...
Disregard my "Advice" lol

Erik Day |
Monte Cooks "A Paladin in Hell" and Gary Gygax's "Isle of the Ape" are two other good sources of inspiration for high level encounters. Both of them use the attrition method, in which you do your best to exhaust the parties resources by allowing no breaks in the action! If the party is low on spells, charges, healing potions and otherwise, simple encounters can become much more challenging.
Environment can also hinder your characters. In "Witchwar" for example, perhaps their potions freeze in the cold environment, don't forget that a frostbit sword hand is not very useful...and how the heck is that crocodile faring in sub arctic temperatures?
Giving monsters levels in rogue can allow sneak attacks as well as better hiding abilities. Four Wraiths with eight levels in rogue can surround a character and practically sneak attack him every round, since if he's surrounded, one of them automatically flanks him.
Speaking of wraiths, incorporeal monsters tend to ignore most armor...I doubt very many players other than Wizards tend to focus on their touch AC...and there's really not much that can be done to improve it.
Any creature with a +10 or more to hit can pretty much use "aid another" automatically...the above encounter with the wraith rogues could have the other three aiding the one every round giving it an additional +6 to hit, or AC.
Reinforcements halfway through an encounter can quickly turn the tide of battle. Just when they think the battle's won then...
Shoggoths!
Not one, but many, that happen to wander in halfway through the battle, from every open portal.