
hargoyle |

I'm about to GM CC to a two player group. It seems that The Haunting of Harrowstone (which I've read through) could be a wee bit harsh for just two characters so I'm thinking my options - and asking for your creative solutions for this. These are some of the options I've been thinking:
-Gestalt characters (never had them in of my games so I have some doubts about this)
-Intelligent magic item that's included in the Professor's chest. It starts out with no abilities whatsoever - except the ability to speak. During the campaign it gains abilities tied in some way to the characters.
-NPC who starts with the PCs (not really an option considering Reputation Point system and all that present in THoH)
Any other ideas?

A highly regarded expert |

I played for years in a game where 2 players each had 2 characters. One played the melee guy and the sorcerer, the other played the cleric and the skillmonkey.
We played them as distinct characters with their own ideas, and didn't allow item sharing and that sort of thing. It's not for everybody, but we had a great time with it.

Andrea1 |

Yea, fewer player mean fewer ideas(as well as fewer ways of getting into trouble)
Leadership could be used. They could have it as a 'to be paid later' feat that becomes the feat they would have taken at 7th(?) level or so. Followers could be made so they don't steal the thunder from the players, Brother Simon isn't much of a mace swinger, but he can mend your wounds just fine.

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Trial of the Beast could be problematic. Even a Gestalt character can quickly be overwhelmed by the end baddie; in a single turn it can grapple, silence, and paralyze a character. Then keep moving.
I'd love to hear the story from Leonal how they managed to succeed- I can't imagine two character, getsalt or no, making it through that.

Leonal |

Trial of the Beast could be problematic. Even a Gestalt character can quickly be overwhelmed by the end baddie; in a single turn it can grapple, silence, and paralyze a character. Then keep moving.
I'd love to hear the story from Leonal how they managed to succeed- I can't imagine two character, getsalt or no, making it through that.
Going by memory as it was half a year ago, but it was basically like this:
Player 2: Cleric/Gunslinger
Level was close to what's recommended, but we use a variant of SKR's step system.
They used spider climb to completely avoid the inside of the chambers and tower after the castle (just because the door was locked/stuck). When they noticed the huge beast through the bars from above they:
-climbed up to the top of the tower and found the machine suspicious and proceeded to disable it.
-climbed back down and began shouting and taunting the beast below.
-When the beast started moving the Wizard/alchemist began throwing fire bombs while they climbed up the tower, slowing the creature while the gunslinger fired his revolver.
-Just when the beast had managed to reach the top it made make one slam attack which paralyzed the gunslinger (I think).
-The alchemist then took a bag filled with various explosive liquids, that they had picked up along the way, and threw it at the creature.
Since they had already knocked off the majority of the hitpoints already, that was enough to send the beast falling.
Had they not managed to take out the beast then they would've most likely wiped (or one very dead and the other "teleported" to a safer distance).
The Beast of Lepidstad previously fell through the floor in the rustmonster room, and was lying still at the bottom of the waterfall, but since they had disabled the device already it wouldn't have been much help.
My players never play as expected in the adventures^^;