
Douglas Muir 406 |
Okay, am starting EfoK. It's not such a great module to read through but, hell, let's see what we can do.
In terms of combat, this breaks down into three bits:
1) warmup at Orsini's house;
2) the Emperor
3) the Arkonas and their dungeon
I would expect most of the module's play time to be in the latter two; correct?
(N.B., one oddity of this module is that only the Emperor stuff actually needs to be in Old Korvosa. I'm moving Orsini's house and the Arkona's place into the main city; it's not going to make much difference.)
Anyway. The PCs should be heading for Orsini's house shortly. As per the module, they will find
A problem immediately arises. One, the PCs are pretty tough: there are six of them, APL 7, and they're tolerably well optimized. Two, they've faced the Mantis a couple of times now, so they're familiar with their tactics. Worse yet, the Mantis are no longer scary; the PCs now perceive them as one-trick mooks. So unless the PCs are very careless -- unlikely -- they'll probably roll right over the Mantis in a round or two.
So, my question: how to beef up this encounter and make it more threatening / interesting / scary? Simply increasing the numbers is boring. I'm thinking to add another creature. But what? What would be unexpected, scary, and synergize well with the encounter-as-written?
Thoughts?
Doug M.

Xenomorph 27 |


walter mcwilliams |

Spoiler
Change their tactics, if the pc's have faced them then the orgaization has had time to study and learn from the PC's tactics.
Mantis are the most deadly assassin guild on Golarion, these dudes succeed or die, so they are good play them as such like a team of PC's they are going to have a plan and know there enemy.
The purpose of this encouter, as written, is to introduce the Mantis as I don't believe they make an official appearance prior to this. That is why the encounter is a little under ELR I believe.