
![]() |

Hey All,
I am in the final stages of Trial of the Beast and I have had a bit of backlash from the players. Basically the DCs are impossible. Impossible to the point that its impossible to progress the story forward without dropping the DCs across the board.
Has anyone else had the same experiences? And do you have any suggestions?

Leonal |

Which DCs?
Since my player's didn't complete the final stage as written at all, it was not an issue for them/me.* Regarding the UMD DC you could have instructions around somewhere, or have the homunculus know more than written. Also favorable conditions could make the DCs easier to make. I believe there are some pointers on it in the GM Reference thread.

Windspirit |

Hey All,
I am in the final stages of Trial of the Beast and I have had a bit of backlash from the players. Basically the DCs are impossible. Impossible to the point that its impossible to progress the story forward without dropping the DCs across the board.
Has anyone else had the same experiences? And do you have any suggestions?
Hmm...my players had no problems what so ever. Maybe the party isnt really balanced and Skill points spend not wisely.

![]() |

Mine didn't really have any problems with the DCs. Once they got to the final tower and talked to Waxwood, they flew up to the top on the back of the nightmare goat from the figurines of wondrous power. They activated the machines with no problems, and then stalled the Promethean until the beast showed up. They found it a little boring, actually.
But by all means, if your players are getting frustrated, drop the DCs! The game is about having fun, not obeying the book. ;)

thenovalord |

cos after a few rounds the beast turns up
then follows some kewl npcs (golem v golem )doing there thing. bit dull really and very old fashioned
the abomination thing did loads damage to our fighter but not enough that the healers couldnt keep him in the fight for 3 rounds.
Really thought the whole Schloss thing was anti anyone wearing metal armour....its ok for a bit but not every bit of the castle. Enjoyed the mod though, just a few bits i thought where a tad meh

devil.in.mexico13 |

I loved the last fight. My players really connected with the Beast, even giving him a name (he shall forever be known as Frank). The players did a good job roleplaying the investigation, and I had a blast with the Beast. When it came time for the final showdown, the fighter and the paladin immediately jumped in to help Frank, and the other 4 party members stayed topside operating the machine. The party includes a mind chemist, so none of the skill checks were difficult for them at all, and they all had a pretty easy time of it. The fight lasted about 5 rounds, and they were all pretty beat at that point, but they pulled through. I don't think anyone thought it was any harder than it should have been, being the epic showdown at the end of a story arc.

![]() |

My also did not have problems. In fact they wanted more action, but I agree with Trinite make it challenging, but make it fun. Heck I thrown so much stuff in that one player can't wait to complete the adventures to look at the adventure booklet. I am highly creative, and good at keeping a variety of NPCs, monster, mishaps, and OA OOHS in the GM binders.