Dhrakken |
I'm currently GM'ing this AP for two groups. One with 6 players and one with 1 PC and a GMPC. The game with only two characters, I use the gestalt rules along with some mythic and started them at level 2 and pretty much running the AP as written.
The game with the six PC's, I beefed up all encounters; typically I increase the amount of monsters and max out HP. Sometimes I add advanced template, increase the monster size and/or add mythic to the monsters.
It's all dependent on the GM and I think a GM can make the AP work regardless of how many players there are.
kellfox |
I'm GMing for a party of three, two rangers and a cleric. I gave them a 25-point buy and a wand of Cure Light Wounds instead of the wand of Magic Weapon. Each of the rangers has a wolf for a pet, under regular Handle Animal rules, to help with the action economy.
For a two person party, I recommend finding a way to have Ten-penny join them while they are still in Taldor, then Nadya in Irrisen. The risk is that your Paladin will blow a will save and TPK the party. It is nice to have someone else who can melee if that happens.
Also, help them out by reminding them to use the Paladar if they forget. Detect Evil saves lives.
EDIT: spoilers hidden