|Darksol the Painbringer|
Guys, I know that DD is meant for feedback on mechanics but, damn, Pale Mountain was a horrible, terrible slog. I can't imagine any game system making it an enjoyable experience.
Difficult terrain everywhere. Unfair hazards and traps. Two boring random number generator games (one for survival; one for knowledge skills). Enemies who cheat (manticore with its single action double shootiness; elementals with all their insanity, the ankhrav). A couple of these things in isolation is one thing but a glut of them over two sessions of play is just terrible.
Please, never release an actual module like this. Also, if later modules are this terrible, let people know so they can skip them.
Even watching the Glasscannon Podcast, you can tell those guys were struggling to get through Pale Mountain. And those guys usually make anything seem fun.
I have new players I met online and I am trying to sell them on PF2 as a system. I want to follow up Doomsday Dawn with my own campaign using the system (which I rather like). I am not going to be able to find players if such modules are their introduction to PF2.
Thankfully, I was able to convince my players to give part 3 a try. Thankfully, part 3 reads better and it looked fun on the GC Podcast. But I would have totally understood if these players would have walked away after part 2.
Just sounds like your players or their characters weren't built for adventuring that AP. When I ran it, the encounters were fun and challenging, but still able to be overcome. Some encounters I let them overcome with "diplomatic" means, others were won through sheer tactics, even if somewhat accidental (mostly the mummy fight), but the biggest thing was that they managed to stay on-mission and didn't fight everything that they saw or bothered with (and didn't need to, truthfully). The PCs beat the Night Heralds to the objective with a couple days to spare. They were optimized some, but not absolutely (especially the Cleric).