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The necromancer quest where there was no where to long rest and you couldn't go back to town made the final fight quite challenging.
All in all - very pleased with how this is panning out. Very enjoyable campaign, nicely done! Loving the challenge.
Yes, you will need to increase the difficulty as playing with two additional party members drastically reduces the challenge of encounters overall.I'd probably suggest something like +75-100% health and 30-50% more damage increase, +1 to +3 to saves, but it's hard to tell really. The early bandit on the road encounter should be a good indicator of a more difficult encounter, and if you breezed through it, you will have to adjust the numbers in a way that will provide challenge for your party, maybe even more than above suggested numbers because number of enemies remains static and your party will have vastly superior action economy (than intended for 4m)
Now, perhaps because I'm running with 6 party members (when it was created for 4), but no fight has yet provided me with a challenge. This could also be because now I know how 5E (mostly) works, I'm coming over from a very tough campaign (Forsaken Isle), and/or this was the introductory part of the campaign and it will ramp up. I'm playing on authentic mode with Deadly AI turned on, maybe I need to increase the difficulty?
Where is Blackthorne Manor please?
PS - love Shadows over Brightreach. One of the best I've played.
If you are running Unfinished Business mod, I recommend teleporting your party to reach him in one of adjacent rooms or reloading the save, setting everything to lowest difficulty possible and just straight up erasing them since you probably already beat every other enemy and are left with the only bugged one.
As for the ruins battle, I believe you are referring to the bandit ambush battle. I deliberately made the difficulty spike there to know what kind of battles to expect down the line and whether one will find these enjoyable or not.
The campaign is geared towards more optimal parties, but there is no shame in tinkering with difficulty sliders. D&D is a highly unbalanced game and what one player stomps, the other will find nearly unbeatable, which is what devs are quite aware of and why sliders exist in the first place.