
Nullpunkt |

Ah, okay, sorry that I got you wrong BQ. In any case, my group just dealt with the last scripted encounter along the route to Tazion and by now everyone (including me) is getting tired of the railroad tracks so I won't throw in another T-Rex. In fact, I will gloss over the last part of the journey to finally give the players and PCs some more freedom again when they finally reach the ruins.

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I had a similar problem with my party's fighter in RotR (overwhelming AC from 3rd-6th level, if you can call them that. High AC folk should have a breeze at certain levels just like uber casters have a breeze at high levels.
That said, one solution was for the smart martial enemies to quickly realize that hitting is going to be tough so they switched to sundering armour and shields or tripping to make it easier. My group's fighter went through dozens of encounters with very little fear until a half-ogre tired of missing and so decided to use his Sunder feat to turn his ogre hook into a can opener. Once his full plate was peeled open, Mr. Fighter got his fear back. :-)

Asphesteros |

Diabolical mind control is the great equalizer for unhittable melee PCs, and this AP is CHOCK FULL of diabolical mind control. Seems like every other encounter has something that can dominate or charm a PC. In my group, when their tank stand-in become unhittable, I switched from making mind control attempts on their high will member, to that character, and when he flipped the mood of the table changed dramatically. Became clear that, like Elephants in antiquity, having such a beast among your ranks can be a curse as much a blessing. The power swing is so huge you got to be careful. If the group hasn't invested in countermeasures, they could be left without options facing a TPK -1 enslaved PC.
Something that's worked very well for me to bring the threat level up, if it's too easy, is loosening up the opportunity to bleed encounters. Having the guys nearby hear and respond to the combat happening near them, for example, (or even having them happen to be nearby when they otherwise wouldn't be) can raise the difficulty, without changing the xp balance, or being a detour, distraction or delay, as random encounters often are.

Great Wyrm Red Dragon |
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I've found that Souls for Smuggler's Shiv is appropriately challenging for a 4 person group with a 15 point-buy. You have a number of factors that can help balance encounters so they are harder or easier for your players.
For one, the NPCs are likely not going to be very helpful to your group, unless they have superior diplomacy rolls, as most of the time the morale checks are going to keep giving them penalties. You also (if memory serves right) only get one chance a day to improve their attitudes up, but if your group is surly, plenty of chances to reduce it. NPCs that flee from combat can set your group up to run into some of the traps, predator areas, etc. On the flip side, you can have the more helpful NPCs assist in combat, heal, shout out ideas, etc. if you find encounters too hard.
Heat stroke and the rain: Use these to your advantage in fights. Characters wearing heavy armor can easily suffer from the effects of the heat in combat, particularly if you steer random encounters towards that time. Likewise you can use the rain to reduce visibility (which has a penalty to perception) to launch surprise attacks. You could also perhaps cause people with reduced movement due to armor / weight to have a chance to slip. Likely a rogue won't have this problem, and would be more effective or able to flank foes.
Disease: This is going to be hard for players to deal with, but the ones contractible in travel won't kill the PCs (only Con damage can do that). So you can time encounters to hit players when they are weaker than normal.
Starvation: This is a very real threat in this module, that should not be taken lightly. 4 1/2 NPCs (the gnome is half for food), and a full party to feed makes monkeys and natives stealing food an evil tool for a DM to weaken his group.
Other methods: Several of the encounters involve multiple foes, and as other posters have mentioned, you have the option of them assisting others, trip attacks, sundering, grappling, and using terrain to their advantage. It also helps to not give out extra treasure outside of the module. Limiting their ammo for ranged weapons, draws them into melee more to conserve shots.
Some of the encounters though should be easy, especially in an area where the party will encounter multiple encounters before resting. This will slowly weaken your group enough to make a "boss" type encounter that much harder, and some of the "boss" fights can be particularly BRUTAL in this module.
It's easy as a GM in this module to add boons to help out the party if the module is too hard, but it's also easy to under-power them if it's too easy.