2nd Level Party vs. 7th Level Ranger


Advice


So, my party is really angry with a certain NPC. In a recent game they were captured by a group of drow working with a human ranger and his two sons, also rangers.

Anyway, they got thrown in a castle dungeon, escaped, killed some people, saved some serfs... the usual. Well, then they did the unexpected. After leveling up and buying some magic items at the magic item store, they decided they want a piece of this guy. So they packed their things and made the 2 day trip back to his hamlet where, when we pick back up tomorrow, they plan to try to kill this guy.

They know how powerful he is. For the two rounds they fought him, someone hit him with a javelin for 9 which I described as tearing his cloak. They were told later that he kill a wyvern in single combat, and I made it clear to them what a wyvern is.

They don't care. They can't let a chaotic evil ranger / slaver who works with the drow go. So it sounds like it is PC killing time.

Assuming they don't walk up to his house and knock, I plan on feeding this guy to them on a silver platter. He is going to go off alone and unarmored to check his traps. Unfortunately, he is a ranger with a beastly perception and a +2 magical bow.

No metagaming. I'm not going to have him wounded by bears just before the fight. Is there anything else I can reasonably give the players to make this fair?

The party is second level and consists of a healing Oracle, a Paladin, an Anti-Paladin (of the same pantheon, basically a Paladin of Aries), a Fighter - all of which were human, and a halfling Rogue.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber

Sounds like you've made it plenty fair. Either they get lucky rolls and take him down, or they lose a lot of friends, maybe even all of them.


Pathfinder Adventure Path, Lost Omens Subscriber; Pathfinder Battles Case Subscriber

I think this is where you let Darwinism take it's course. You've explained just how tough this guy is, don't serve him up on a platter let him take them on fair and square. If it winds up being a TPK which honestly it probably will be that's on them. It's like telling someone the stove top is hot and watching them put their hand on it anyways.


What are the Rangers unarmored AC and HP?


cranewings wrote:
No metagaming. I'm not going to have him wounded by bears just before the fight. Is there anything else I can reasonably give the players to make this fair?

You can give one of them a chance to escape. Probably the Halfing Rogue, as it is very easy to create a hole/passage that only a Small size character can squeeze into.

If the scene is outdoors, mention the rabbit that dashes away from the party and uses the hole to escape. If you want to add foreshadowing, make it one rabbit who escapes from the fox; a fox who is tearing another rabbit into bloody chunks.

Dark Archive

TPK time... Muahh ahh ahhh Question does the ranger have an archetype and or animal companion? Whats his favorite enemies? and i believed someone above asked his AC stat without armor? It will be Extremely hard for that group (listed above) to surprise a ranger if hes out in his favorite terrain.

My guess is they are all going down or end up captured... all gear taken and back in the dungeon again as slaves making up for the serf's they helped escape the first time.


I think a party who took the time to gather the information they would need and prepared appropriately could handle that encounter, most because that ranger is smite-able.

However, if the ranger's favored enemies affect members of the party, the balance is even more tipped.

Not to mention it would have to played very smart.


The Slaver of Mistwood

STR 16
DEX 14
CON 13
INT 10
WIS 13
CHA 10
HP 53
AC 12 (DEX +2)

Stealth +12 (+17)
Perception +11
Survival +14

Favored Enemies: Animals, Humans
Favored Terrain: Wooded Hills (Local Area)
Point Blank Shot
Rapid Shot
Precise Shot
Many Shot
Skill Focus: Survival, Craft
Endurance
Hunter's Bond: Son's
Woodland Stride

Magic Items: +1 Magical 16 STR Composite Long Bow, Cloak of Elven Kind


another_mage wrote:


You can give one of them a chance to escape.

The problem isn't escape. They can walk away before they start. No one even asked them to do this.

The problem is that the rogue can't do much to this guy because he's a second level halfling with a 12 strength and skill focus - Stealth. Most of the rest of the group is tromping around in platemail. He's going to hear them from a mile away and obliterate them.


Can't they use tower shields to get close to him and surround him? The rogue will benefit, they will get a bonus to attack and the ranger will have generate AoOs if he uses his bow.

Maybe they could rig one of his traps with a smoke bomb, to get close to him.


goldomark wrote:
Can't they use tower shields to get close to him and surround him? The rogue will benefit, they will get a bonus to attack and the ranger will have generate AoOs if he uses his bow.

He's unarmored. He outruns them. He jogs away 20' out of sight, runs off over a hill with his cloak and his tracklessness, and then starts harassing them. If they blunder in with tower shields he just won't fight them.


I agree with Whipshire. If he even keeps any alive, the rest are slaves. Sounds like the party is about to be taught a harsh lesson in verisimilitude.


tell them again that not every fight was meant to be, that they have to know when to run away or not start a fight at all, and that it will be near impossible for a lvl 2 to get ressurected.

Perhaps they don't like their characters or your campaign and want a TPK without really telling you? I once grappled a soon-to-be evil god with my lvl 6 sorcerer for that reason.


Why are you making it fair?

Why do you want to allow your players to do something stupid? No. Let me rephrase that. Why are you changing thigns to make something really stupid 'possible' or 'fair'?

Don't pull the punches. Just TPK and they can chalk it up to experience.

If they really DO kill him then good for them - but I'd say this is much more satisfying for them if they don't kill the sanitised, cut down, correct challenge rating for a level 2 party version.


maybe let the Pc know that there are other people that might be interested in taking down this scumbag?


My favorite GM had a table rule. No one dies unless they did something incredibly stupid, or they want to. (Our characters were each pivotal to the plot. Any of them being dead would have mucked it up pretty badly.)

Trying to take on a ranger 3.5 times the APL is in the first category. Would you also be trying to find a way to dumb down a Wyrm Red Dragon for them? Have him out there in his Leather Armor +X, with his Black Arrows of Human bane. (If you want to be nice, also stack merciful on there; he is a slaver, and dead people net you little profits)

You are under no obligation to coddle them if they want to take the risks. I would be very upfront about this with them, though. "This is an extreme fight, you will likely all die. Are you sure you don't want to get your revenge later?" Then introduce them to the concept of "The List" (The semi-mythical sheet of paper that the characters/players write the names and locations of anyone they are reserving a beatdown for. Once they hit level 7-10 they can come pay him a little visit.)

Personally, I would have them come upon him checking a trap, and the halfling can backstab him, and it turns out to be a makeshift dummy. They hear his mocking laughter from the treeline, and then begins the deadly game of cat and mouse as they try and make it back to town with all their extremities. Maybe the ranger catches one on his own and takes a finger/toe/ear as a keepsake. (Or a eye, a la Kill Bill.)

I normally don't reccomend a GM torment the PCs like this, but once they have been warned that they are outclassed, and this is not an encounter in the adventure; and they continue? Well, then the gloves come off.

This is not about you trying to "beat" the players. that's not the point of the game. But it IS your responsibility to show them that actions have consequences. If they don't it will be a weak, watery, unsatisfying campaign. (Nerfing the ranger is the equivalent of letting them type in IDSPISPOPD (very very old god-mode code from the demo version of DOOM.))


Or even better than a dummy - a tied up commoner. Who they Rogue just murdered with their backstab...


Could a 2nd level group take on

this 7th level ranger?:

The Slaver of Mistwood

STR 16
DEX 14
CON 13
INT 10
WIS 13
CHA 10
HP 53
AC 12 (DEX +2)

Stealth +12 (+17)
Perception +11
Survival +14

Favored Enemies: Animals, Humans
Favored Terrain: Wooded Hills (Local Area)
Point Blank Shot
Rapid Shot
Precise Shot
Many Shot
Skill Focus: Survival, Craft
Endurance
Hunter's Bond: Son's
Woodland Stride

Magic Items: +1 Magical 16 STR Composite Long Bow, Cloak of Elven Kind


Yes
Could this group take him on?:
a healing Oracle, a Paladin, an Anti-Paladin (of the same pantheon, basically a Paladin of Aries), a Fighter - all of which were human, and a halfling Rogue.

In a straight up fight, probably not without a great amount of luck. They will need a really good plan. I probably wouldn't make him alone, unarmoured and wounded by a bear. What I would do is figure out his normal routine, when he sleeps, eats, uses the outhouse, etc... and let the players make a plan. If they can catch him in a vulnerable position, great. Otherwise, they know what they are getting, let the dice fall where they may. But keep the npc human, capable of mistakes.


Lightbulb wrote:

Why are you making it fair?

Why do you want to allow your players to do something stupid? No. Let me rephrase that. Why are you changing thigns to make something really stupid 'possible' or 'fair'?

Don't pull the punches. Just TPK and they can chalk it up to experience.

If they really DO kill him then good for them - but I'd say this is much more satisfying for them if they don't kill the sanitised, cut down, correct challenge rating for a level 2 party version.

Seconded

Why would he be TRULY unarmored to check his traps, to avoid check penalties? if he's 7th lv he prob has masterwork studded or +1 mithril breast plate at this point with no check penalty. 4 2nd lvs have almost NO RIGHT to lay a finger on a 7th lv. the paladin could do a little but, no, they SHOULD lose this.

Your players SHOULD not do something suicidal, if you save them ONCE they won't learn.
I also agree they could keep tabs on him, grow stronger and in maybe 3 or 4 levels come back (and then he may only have gained one or two levels or maybe NONE in the time that takes) and 5 level 5s could prob take him on at level 7-9ish


cranewings wrote:

The Slaver of Mistwood

STR 16
DEX 14
CON 13
INT 10
WIS 13
CHA 10
HP 53
AC 12 (DEX +2)

Stealth +12 (+17)
Perception +11
Survival +14

Favored Enemies: Animals, Humans
Favored Terrain: Wooded Hills (Local Area)
Point Blank Shot
Rapid Shot
Precise Shot
Many Shot
Skill Focus: Survival, Craft
Endurance
Hunter's Bond: Son's
Woodland Stride

Magic Items: +1 Magical 16 STR Composite Long Bow, Cloak of Elven Kind

Yeah. They could take him down. Wouldn't be easy though. I imagine they would lose folks in the process, and the inability to get the drop on him would be a very big problem. I'd recommend using tower shields and a total defense action to try and survive long enough to close into melee, then drop them and draw pole-arms. I recommend pole-arms because it allows everyone to flank him without getting overly close, while also making it difficult for him to just 5ft step out of everyone's reach. Rogues can also use longspears, so that helps get sneak on.

A very, very big thing will be buffs. If they want to pull this off, I highly recommend quaffing as many potions as they can afford. Some good cheap ones are things like enlarge person, protection from evil, and magic weapon, which should give a fighting chance. That would require about 300 gp worth of potions for each member (the halfling can skip enlarge person).

That gives you an enlarged Oracle (w/ 2d6 longspear), Paladin (w/ 2d8 glaive), Antipaladin (w/ 2d8 glaive), and the not-enlarged rogue (1d6 longspear), +1 to hit and damage, and 3 of the 4 party members will have a 20 ft. reach, allowing them to surround the guy and beat him senseless if he tries to shoot, sneeze, or move towards them to attack. Remember that they need to quaff all the potions from behind some sort of total cover (such as trees), then mob him as best as possible as quickly as possible.

[b]EDIT:[b] KEEP IN MIND! It is imperative that the group does not allow the ranger to gain concealment. If he does, then he can Stealth and close in on one of the PCs to kill them easily, so getting a few sunrods wouldn't be a bad idea either.


Valandil Ancalime wrote:


They will need a really good plan. I probably wouldn't make him alone, unarmoured and wounded by a bear. What I would do is figure out his normal routine, when he sleeps, eats, uses the outhouse, etc... and let the players make a plan. If they can catch him in a vulnerable position, great. Otherwise, they know what they are getting, let the dice fall where they may. But keep the npc human, capable of mistakes.

+1.

If i were the players i would try to poison him, if he have an animal companion i woul poison the animal too, if he hunt his food i would poison the food, basically I would not play fair.

also is a shame that the party does not have a good arcane caster, with only a +3 on will saves even a charm person could do the trick


I don't understand why the ranger is unarmoured. He is checking his traps and carrying a magical bow. At least give him a chain shirt. (Really should be magical.)


The easiest way to give them a chance is to not let them find him right away. Give them a couple of encounters and maybe gain a level or two. You mentioned he is at least two days travel from where they encountered him. This should give you a chance for at least a couple of encounter if not a mini adventure. Also if he is a high level ranger finding him may be a problem. It's probably not that unusual for him to spend a couple of weeks in the wilderness. Done properly they could be around 4th or 5th level when they finally encounter him.

A 7th level Ranger with a couple of lower level Rangers as followers would make a good but not TPK for a party of 4th or 5th level characters. Also give them a chance to get some better loot, and maybe some information on him that would help them ambush him.

A good villain that the party really hates is hard to make happen so don't waste a good story.


Poison food stored in his house when he is away checking traps and set traps around his settlement, maybe even on/under his bed? Or ambush him when he's asleep (the paladin in party may disagree though). Hire mercenaries in nearby towns, persuade townfolks to deal with the slaver ranger. Wait once when he strips away from his armor (when taking a bath or going to sleep?), maybe apply poison on his armor or steal his armor or something. (although these may conflict with the paladin as well)


Richard Leonhart wrote:

tell them again that not every fight was meant to be, that they have to know when to run away or not start a fight at all, and that it will be near impossible for a lvl 2 to get ressurected.

Perhaps they don't like their characters or your campaign and want a TPK without really telling you? I once grappled a soon-to-be evil god with my lvl 6 sorcerer for that reason.

I strongly agree. Sometimes the DM saying the party is all going to die can save a lot of game time and time building a new character. Let them do what they want, but maybe you need to just call it as it is.

Dave

Liberty's Edge

TriOmegaZero wrote:
Sounds like you've made it plenty fair. Either they get lucky rolls and take him down, or they lose a lot of friends, maybe even all of them.

Yup.

They get 4 attacks a round and should be pre-buffed with a plan. So they have a chance against an unarmored enemy.

Now if it were me, I wouldn't have him at home in the hamlet, I would have him off doing something. So they have to go find him, things happen along the way, etc...

Maybe the ranger went off to find some macguffin, maybe the ranger is making contacts in X town.

This could become a long enough chase that the party levels to a point where you are comfortable with the fight without any nerfs.

Silver Crusade

I would suggest having a foggy morning where the whole forest is enveloped in fog. Make it like a weak obscuring mist so that past 60 feet you have 100% concealment.

This will let the party close without being made pincushions but still gives the ranger time to get a few shots off. The ranger's perception and stealth should let him attack first but I think it still gives the party a chance.


Mysterious Stranger wrote:

The easiest way to give them a chance is to not let them find him right away. Give them a couple of encounters and maybe gain a level or two. You mentioned he is at least two days travel from where they encountered him. This should give you a chance for at least a couple of encounter if not a mini adventure. Also if he is a high level ranger finding him may be a problem. It's probably not that unusual for him to spend a couple of weeks in the wilderness. Done properly they could be around 4th or 5th level when they finally encounter him.

A 7th level Ranger with a couple of lower level Rangers as followers would make a good but not TPK for a party of 4th or 5th level characters. Also give them a chance to get some better loot, and maybe some information on him that would help them ambush him.

A good villain that the party really hates is hard to make happen so don't waste a good story.

They actually found out about two adventure sites on their way to this mess, both of which they avoided. Sense we are using the fast XP track, they probably would have been level 4 by the time they got here. For their second trip town to come kill him, they purposefully avoided those sites. eh, what can you do.

I forgot though, he does have armor. His whole group has drow spider silk armor, +4 AC, no check penalty. Ever play Skyrim, "Its a guilty pleasure of mine, killing elves and taking their armor to sell in town. It weighs nothing and sells for a ton of gold."

The four suits they got away with when they made their escape they were able to sell for 5200 gold total, plus their is the suit the rogue kept.


karkon wrote:

I would suggest having a foggy morning where the whole forest is enveloped in fog. Make it like a weak obscuring mist so that past 60 feet you have 100% concealment.

This will let the party close without being made pincushions but still gives the ranger time to get a few shots off. The ranger's perception and stealth should let him attack first but I think it still gives the party a chance.

Thanks for reminding me. I usually randomly roll the week's weather in advance when I think it is going to be critical. This is certainly one of those times. While I can't promise a foggy morning the day they get there, if they are smart enough to wait for bad weather they might have an edge. I'll just make a point of giving some signs what the coming weather will be like.


No one else sees the fact there's an anti-paladin and a paladin in the same party? If they're lucky they might take him. Sundering his bow would go a long way.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber

They can't sunder his bow. Unless this level 2 party has a magical weapon to do it with. Magic weapons are immune to sundering by lesser enchanted weapons.


I thought it just added additional hardness and hit points and couldn't be sundered by non-magical weapons.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber

I may be remembering wrong, but I recall PF bringing that 3.0 rule back.


TriOmegaZero wrote:
I may be remembering wrong, but I recall PF bringing that 3.0 rule back.

Page 174 of the Core

"Each +1 of enhancement adds 2 to the hardness of armor, a weapon, or a shield, and +10 to the item's hit points."

It says nothing in the sundering section of combat.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber

Yeah, apparently they were mistaken in that other thread. Good to know!


Sentroosi wrote:
No one else sees the fact there's an anti-paladin and a paladin in the same party?

There are two human gods in my game: Agabeth and Gorabeth. Gorabeth is the god of destruction and has Anti-Paladins. As the human deity, the dual gods mainly care about the welfare of their creation. Agabeth builds society and redeems all creatures to the light. Gorabeth makes room for humanity.

If the anti-paladin ever does something that brings him into direct conflict with the paladin, he loses his powers. He also loses his powers for disrupting human society.

On the other hand, woe be it to unlawful humans or non-humans that get in his way.

Dark Archive

This just sounds like a great campaign hook. You could either have him strike nonlethally and enslave your pcs, or have him off on some project that the party finds out about and may wish to put an end to.

If they burst in, have them scare the housekeeper half-to-death and be pounced on by a fierce housecat.

Silver Crusade

I like your deities ideas with how paladins and anti paladins work.


If they fight him in the open, they should die. Archery ranger, 5 levels above the rest of the party.

My suggestion would be the PCs try to attack him indoors. If they can corner him in a room and cover all the exits, it turns into a winnable fight (with probable PC deaths). Grappling him might work well.

Now, cornering him inside his house would be tricky. In order to make them work for it, I would set up some social encounters with the rest of the hamlet. Make it obvious that the rest of the hamlet are being kicked around by him, and secretly hate him. Some roguish social skills later, and they could get information on the layout of his house, and his daily movements.

One possible tactic would be convincing a local shopkeeper and his wife to help. When the ranger goes into the shop (say to exploit money from the shop), the shopkeeper stalls. The wife runs off crying. To the party, who are in the next house over. They won't surprise the ranger, but they should be able to get to the entrance of the shop before the ranger notices them.

At which point the ranger figures out what is happening, and guts the shopkeeper for being a 'traitor'.

Net effect- the PCs have a fight in a 20 x 20 room, where they get the first combat action. Can't say fairer than that.


I agree with Fenrisnorth. My DM rule is the same, I will go out of my way for PCs not to die unless they do something exceptionally blatantly stupid or it serves dramatic purpose. Sometimes you MUST teach them about their mortality the hard way. If they decide to go through with it running away while the bad guy harries them or having them captured (he is a slaver) and selling all their new magical goodies should be lesson enough. If they defeat him later the gold he makes from taking their stuff will still be in his possession.


Have the ranger discover that the PCs are coming. The ranger and his slaver buddies try to trap the PCs and sell them into slavery.
If the ranger succeeds, then you a really great start of a campaign :)If the ranger fail but manage to escape you have great nemesis for your PCs!
Look up ; "Scourge of the Slave Lords" for ideas!


karkon wrote:
I like your deities ideas with how paladins and anti paladins work.

Thanks. My players really wanted those characters. While my normal grognard gaming buddies would normally never try something like that, these new gamers believe in the rule of cool and didn't see anything much wrong with it. I just had to fit it together.

Speaking of which, here is a little dynamic.

The people in this hamlet, along with another nearby hamlet in the same shape, were the only humans to survive the cataclysm in this valley. They hadn't come across another human besides their two towns in well over 100 years before their new overlord stumbled across them in his exile and enslaved them.

When the party showed up, there were only 4 of them. One was already hurt and another died in the fight. They were already captured and already made their escape, saving a bunch of people.

Well, now they are back, with awesome new armor. The anti-paladin looks like something out of Warhammer 40k and you can bet the people in this hamlet have been praying for vengeance.

While my initial instinct was to say the locals wouldn't trust them because they saw them get beat down once, they do look like they came back angry and they did save a ton of people.

This town of 120 has a couple problems: the high level ranger, his two sons, the dozen or so of the Barons men that stay there, and the fact that drow sometimes show up in the night and take someone. They aren't happy.

So what could these poor sods have in the works that the PC's could take advantage of?

I imagine on of the locals has made some deadly poison, but he doesn't know how to feed it to the ranger and he is scared to try sense he has a family.

What else?


cranewings wrote:
So what could these poor sods have in the works that the PC's could take advantage of?

Well, at this point I would, out of game, make sure the players know they are likely to all die if they face the level 7 now and ask them why they don't feel they can go gather power(items/allies, both conveniently leading to adventure ideas) and then come back to get their revenge. If the party has a death wish just send them against the slaver and let them all die, if they underestimated how badly overmatched they are give them chances to work against the slaver indirectly.

To that end, I would first have the town aid the players by finding ways to catch the ranger's two sons alone. Have the ranger be currently off tracking in the wilderness or something that takes him out of reach of the level 2's, but also far from his(I assume) reasonably close to PC's levels sons. They can take the sons out with aid from the townfolk, work against the baron's men, then maybe a drow raid comes out of nowhere and the people need the party to fight off the raid and hunt down the few drow who got away with captives, turning into a short chase-adventure to a small drow camp.

All of those adventuring ideas should get your party some xp, the goodwill of the town, and let them get revenge on slavers and the slaving ranger in particular when they kill his sons. By the time the ranger(and a couple flunkies maybe) come back the party could be comfortably 4th or 5th level, able to handle a level 7 ranger and any allies in a more or less fair fight. If the party insists on going for the ranger now and ignoring all else pull no punches. Have them meet on his favored terrain, have him use his skills well, and have him wipe the floor with them, maybe using nonlethal arrows for a couple to capture and enslave if you don't want a full TPK.


2nd level? Sounds like you did all you could to warn them and they are having none of it. Worse comes to worse its a TPK and you can just start a new campaign, or revamp this one with completely new characters.

Dark Archive

cranewings wrote:


Paladin and Anti-Paladin

In the same party....

Lawful Good with a restriction of not working with evil characters...

Chaotic Evil with a restriction of not working with good characters...

HOW COULD THIS HAPPEN?

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Anyways how can they track him down? Do they know where he lives? is it common knowledge? They have no ranger and no bard, it might be an adventure on its own just to FIND this guy. And when he knows they are on his trail he would do one of two things.

A) Set up a series of deadly traps to kill or deter them.

~and/or~

B) He is worried he cant take a 5v1 situation (which is a very real possibility) and he retreats to a safer location/goes into hiding/joins his drow buddies.

Essentially make it an adventure to get to this guy, giving them time to level up once or twice before the inevitable face off.


GnomePaladin wrote:
cranewings wrote:


Paladin and Anti-Paladin

In the same party....

Lawful Good with a restriction of not working with evil characters...

Chaotic Evil with a restriction of not working with good characters...

HOW COULD THIS HAPPEN?

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Anyways how can they track him down? Do they know where he lives? is it common knowledge? They have no ranger and no bard, it might be an adventure on its own just to FIND this guy. And when he knows they are on his trail he would do one of two things.

A) Set up a series of deadly traps to kill or deter them.

~and/or~

B) He is worried he cant take a 5v1 situation (which is a very real possibility) and he retreats to a safer location/goes into hiding/joins his drow buddies.

Essentially make it an adventure to get to this guy, giving them time to level up once or twice before the inevitable face off.

I REALLY LIKE THAT LAST IDEA

Ti did something like that, basically a mass combat with some ogres and a ton of goblins and town guards fighting them. 6 3rd adventurers come in to help. a few rounds later a 14th level character starts slaying the guards and civilians. i do the math for damage out loud and they see how much damage the people are taking and how many attacks he was getting the party retreated and hunted him until NOW!
Last week they took him down while they were at 12th level!
it was epic and it never would have happened if the party went off half-cocked and died early

Sczarni

As GM you have the ability to delay this encounter. Have him go off to check his traps - make his trap line incredibly long and hard to get to... Basically you have the power to drag this out as long as it takes... This is the type of plot hook that GM's dream of - the kind that takes no effort on your part to create. Your only job here is to put off the climactic battle until the party is a little more experienced.


Well, the party did run from the ranger. Funny thing, the second level group killed a CR 8 Green Dragon. I wrote this for my gaming live journal:

_______________________________________

The party waited for some of Beldon's men along the edge of the orchards, hoping to isolate a small group, take them, and get some intelligence on the rangers who captured them before. After killing on of Beldon's men and tying up another, they talked a dozen local serfs into heading north for Westguard and promised to guard them as they went. After the serfs got a head start, the party set fire to the orchard.

Well, the party bit off more than they could chew. Casey, both of his sons, and 9 of Beldon's men all rode after the group, finding tracking them easy. The party lead them to the tower where they had previously encountered wererats. The ranger, knowing what lurked there, refuse to come closer than a hundred feet or so. The party, taking cover behind the ruins, shouted to him that as they battle, other men from Westguard were sacking their town. This was sufficient enough a bluff to worry Casey, and so he and his men retreated.

Casey wasn't through with them yet. He knew that if he just let them go, their would be hell to pay, so he road a wide circle and got back on their trail alone. The party started heading back to Mistwood, already planning more mischief when they spotted Casey on their tail, with longbow in hand and riding his wild horse. The party used magic and talent to keep ahead of him enough to make his arrows ineffective. They rode hard for the rest of the day into the late evening until the reached the end of the river where mist from a waterfall and a possible fairy gate created a silvery vale in the air. Without the benefit of a good long distance over which he could use his bow, Casey decided to back off. He needed to return to his town and see if anything further transpired there.

The party met a man that night who came into their camp, ate their food and searched through their things without asking. He asked where the wererats were and told the party to tell "Runs at Dawn" where he went if they encounter him. They also met a nymph who promised a magical sword for whoever could retrieve her sister's shawl from Victor Beldon.

The next morning, the party uncovered a goblin cave. Cleared it of goblins, and found that they were hunting large animals to feed to a Young Adult Green Dragon that lived in the back of the cave. The party pretended to be worshipers, giving a large and meaty tribute to the beast. It saw through their bluff, but not before the group could rush it. The party of strong warriors attacked it, bludgeoning it heavily. When it tried to jump away, the four warriors saw their opportunity and smashed it down together. It never even struck back.

After getting their suit of dragon armor made and taking their treasure back to town, the party was requested by the Lord Knight of Castle Westguard to travel to Sam's Landing, along a western river, and clear it of the bandits Beldon hired to take advantage of Westguard's trade with the Dwarves.


It depends on how optimized they are and how they want to go at it.

If they are smart and they can get to talk to him alone, maybe pretending to ask for his help or to look for a job and he doesn't consider them a menace (not unlikely since they were 1st level a few days earlier), they can give it a try.

My plan would be to close in to flank him, and use aid another to help the smiting paladin to trip him. The ranger's CMD should be around 22 (10+7+3+2): the paladin CMB should be around 9 (2+3 str+3 cha + 1 mwk weapon). If bull strengthened, with a trip weapon he could go as high as a 13, with 2-3 others helping him he can get to 17-19, which gives him a more than decent chance to trip the guy.
At this point the ranger will have to get up giving all of them an AoO at +4 (from trip) and he will have to choose between a single attack (probably not enough to kill the sturdiest of them) or to reposition himself, giving them the chance to charge him (of course unless the terrain prevent them to do so, not unlikely at all).

Now, would I try something like this?
No, there are a lot of if, all of which can get them killed. If they were to wait till they were level 3 I'd favour them. At level 4 I'd give the ranger almost no chance.

What spells can the oracle use? Bless is another +1 to hit and CMB, which is good, protection from evil won't make the PCs impossible to hit but will help. Command: fall would be another trip chance (DC around 14, save around 3, it's a really good chance, 50%, and they don't have to be all around the ranger to try it. A potion of eagle splendor would also help to raise the DC)
The paladins can also use divine favor, another +1 to hit, damage and CMB.

As always, casters do make a difference: if the oracle has command they can give it a try and hope to survive, otherwise their chances are very close to zero.


Ranger is a slaver?

Ranger enslaves party. Figure out a way to continue the story from there. No need to kill everyone, you can afford to let the ranger try non-lethal attacks to down guys.

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