Just finished running Lost Star


Doomsday Dawn Game Master Feedback


How long did it take to play this part of Doomsday Dawn: 3-4 hours, my party was learning the system as we went along and this included the time to look up abilities as they came up. Combat went fairly quickly.

How long did it take to prepare this part of the adventure (time spent reading, gathering materials, etc.)? 1 hour. Enough to familiarize myself with the scenario, but not much more.

How many sessions did it take for you to play through this part of the adventure? 1

How many Hero Points (in total) did you give out during this part of the adventure? 1, Druid's animal companion soloed Drakus with a combination of magic fang and two good attacks, one of them a crit.

How many times was a player character reduced to 0 Hit Points during this part of the adventure? 4, One against the centipedes because they accidentally wandered in the human rogue took several attacks plus the poison. Two against the 6 skeleton guards. The monk ran in, took down two of them, and was taken down by the other four. The human rogue ran in after him and got taken down as well. The druid ended up using shillelagh to rip through them. Triple staff dice at level one is deadly. The final one was against Drakus, they failed their first check against the door and when the monk broke in Drakus won initiative and attacked. With a +12 to hit he had a solid chance to crit considering the monk had pretty bad AC. He rolled well and 20 damage later the monk was down.

How many player characters were killed during this part of the adventure? 0, a combination of hero points and good luck when it came to death saves. Couldn't roll a 10 to hit, but a 18 DC death save, every time.

Party was a human rogue, halfling rogue, dwarven monk, and goblin druid. Yes this party is not balanced at all.

Gameplaywise it felt good. Level 1 meant there weren't many options so it was just stride-strike-strike most of the time, but it was acceptable for level 1. I wasn't entirely clear on how stealth as initiative worked, but we figured it out. 6 enemies was generally too many at level. Just too many dice and when I won initiative I would drop one of them. The skeletons being immune to most piercing/slashing didn't help the rogues. Drakus's special wasn't that great. The new grab is dangerous but drained isn't good at level 1 when it lowers saves that aren't targeted and only deals on damage. It also takes two actions to set up since he needs to grab. He also needs to use his claw rather than his longsword.

Spellwise two were used. Magic fang and shillelagh, both are great at level 1 since they double weapon dice. Detect magic/read aura being separate basically meant there was a two cantrip tax on the druid and ray of frost came up once. Stabilize wasn't used because of their good rolls and in combat it's a lot to hold the line and spend an action to make sure no one dies.

The animal companion did require a bit of action juggling since two sets of two actions has its benefits but not having 3 hurts. At level one at least it was a good asset to have. Wildshape never came up. Sneak attack was often irrelevant since the enemies would have 6-8 HP and the rogues had +4 damage. The other rogue feats never came up at all aside from trap finding. Flurry of blows was quite useful though the monk had a small AC problem. He couldn't afford the 18 dex like the rogue and had effectively leather armor. Without a cleric healing resources were almost nil as well and there's no such thing as a minor wound at first level. 1d8+casting mod twice per day wasn't what the druid wanted to be doing and it took 2 full days to get back to full HP thanks to some bad rolls. The potions ended up being fairly unimportant since they just stepped out and healed instead of trying to complete the dungeon in one shot.

Overall I think the boss was a bit much and the enemies were as well. I could easily roll 12 attacks in a round. The PCs made it through though and we're interested to see how higher level play goes.


Pathfinder Lost Omens Subscriber

I had the opposite issue. A three person party, rogue, Bard, and sorcerer. We steamrolled everything, snuck up on Drakus, and the rogue got a critical hit and dropped him under half. In his surprise he fled the room to go get his goblin servants because he was cramped in a small corner and over half dead, but rounded a corner in to the waiting party.

A draconic sorcerer at level one with claws and a Bard also with a shortsword made quick work of him, and even though the quasits took down the Bard to 0 and my sorcerer hit 1, we were never in fear of dying because the dying mechanics are so easy. The skeletons were ignored because the party got bored of rolling every fight and just closed the door on them after the rogue grabbed the loot with a high stealth roll.

All in all I felt it was super simple and sorta rushed with no real setup. Im excited for later chapters though.


Part of it has to do with how well I was rolling and how bad my party rolled sometimes. The skeletons with a +0 perception still beat everyone but the monk in the party on initiative because I rolled a 19. Because I rolled 8 attacks there was a few hits and I lucked a crit on a second attack and the monk was down. I could easily see if the skeletons went last the party would have cleared them with ease though they didn't have bludgeoning weapons because rogues. Level 1 is always heavy on the if the enemy gets an early good roll you are going to struggle. The goblins went down fairly easily though they ended up missing the main group because they decided to avoid that room.

You probably should have had Drakus stand and fight the rogue. With a +12 to hit, and a solid damage boost he could have gotten two hits in and dropped the rogue. Also I assume your party was all darkvision or the torch would have given them away.

Paizo Employee Chief Technical Officer

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demon321x2 wrote:
Just too many dice and when I won initiative I would drop one of them.

This wording makes it sound like you're rolling initiative every round. You should be rolling once per combat.


Pathfinder Lost Omens Subscriber
demon321x2 wrote:

Part of it has to do with how well I was rolling and how bad my party rolled sometimes. The skeletons with a +0 perception still beat everyone but the monk in the party on initiative because I rolled a 19. Because I rolled 8 attacks there was a few hits and I lucked a crit on a second attack and the monk was down. I could easily see if the skeletons went last the party would have cleared them with ease though they didn't have bludgeoning weapons because rogues. Level 1 is always heavy on the if the enemy gets an early good roll you are going to struggle. The goblins went down fairly easily though they ended up missing the main group because they decided to avoid that room.

You probably should have had Drakus stand and fight the rogue. With a +12 to hit, and a solid damage boost he could have gotten two hits in and dropped the rogue. Also I assume your party was all darkvision or the torch would have given them away.

The rest of the party was around the corner, only one needed a torch, and Drakus was busy eating a goblin so why would he notice a torch behind him around a corner?

Also Drakus had like 10HP. Makes more sense he'd try to take a more tactically sound situation since Faceless Bois tend to be very plan focused. Also he doesn't know his own stats or game mechanics so a tactical retreat to a more defensible location makes sense. He was surprised so he needed to calculate how to deal with the situation.


Pathfinder Lost Omens Subscriber
Vic Wertz wrote:
demon321x2 wrote:
Just too many dice and when I won initiative I would drop one of them.
This wording makes it sound like you're rolling initiative every round. You should be rolling once per combat.

I took it to mean they won initiative for a fight they would wreck face. We had trouble with that too, with my party ALL winning init and deleting any threat.


Pathfinder Adventure, Adventure Path, Companion, Lost Omens, Maps, Rulebook Subscriber

If you roll initiative for each enemy separately, that helps the all-or-nothing thing. Roll a d20 for each skeleton, for example, rather than one d20 for all the skeletons together.

I mean, you may have already done that and your players' dice just rolled higher (or lower) than all your enemy dice. But block initiative does make a fight very swingy, when all the enemies act either before the party or after rather than mixed in.

Sovereign Court

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber
Virellius wrote:
the rogue grabbed the loot with a high stealth roll.

How? Skeletons have darkvision. Rogue is seen, stealth is nullified.

SNEAK wrote:

You automatically become seen if you don’t have cover or

aren’t concealed from them at any time during your movement,
or as soon as you do anything other than Hide or Sneak.

That room also provides nothing for cover or concealment, not even counting the time and noise it would take to search through the pile to find that loot.

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