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Doomsday Dawn Game Master Feedback


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How long did it take to play this part of Doomsday Dawn: It took my group approximately 3 hours to play through this part.

How long did it take to prepare this part of the adventure (time spent reading, gathering materials, etc.)? I spent roughly a total of 1 hour familiarizing myself with the world and scenario. Several hours were spent the day before discussing character creation with the party and attempting to work out answers to rules questions.

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? 0, Hero points were largely ignored for this session as both players were already slightly overwhelmed with the amount of things they needed to keep track of.

How many times was a player character reduced to 0 Hit Points during this part of the adventure? 1 time. The Human Fighter went down against Drakus after failing to escape his grab attack for two turns in a row. He was drained several times and Drakus landed two Critical Successes against him. The Bard and Alchemist weren’t doing enough to draw his attention from the Fighter in his grasp.

How many player characters were killed during this part of the adventure? 0 times. When the fighter went down the bard and alchemist were quick to heal him back up so he could finish Drakus with a power attack.

The party consisted of a Human Fighter, a Human Bard, and a Goblin Alchemist as a DM NPC.

The gameplay was very smooth once all of the general character building questions were out of the way. Level 1 was just enough so that each character felt very different already, however none seemed to be misbalanced or lacking. I made use of many crowd control alchemical items when it came to combat with large groups and prioritized attacking the Fighter when it came time to deal some damage. Resistance 5 for first level enemies was very harsh, and thankfully the Fighter was able to use his Shield Bash for bludgeoning damage against the skeletons, otherwise that encounter would have likely been too difficult.

Some particularly sticky rules that we were unable to find in the book arose when the shield was being used and to how damage should be applied to the item and Fighter. It is VERY unclear how the Shield Block reaction and Hardness interact with one another, and there are several threads already talking about this.

Building characters was very daunting and frustrating at times because of how disparate and fragmented all of the rules pertaining to each class are. One example I will use is for the Bard class. They gain a Muse, which directs them to another page to learn what their Bard Feat is. This Bard Feat directs them to find a Power, several hundred pages away. I feel this could be simplified.

Additionally, I believe Spells and Powers should be contained in separate sections, as it is unclear that powers are mixed into the spell descriptions.

As for class breakdowns, Fighter was by far the simplest to create, and worked like an efficient machine in combat and outside of it. This class has been done well in my opinion.

Alchemist was also relatively easy to set up, however it again ran into the problem of many class features directing you to locate separate feats and items several hundred pages away. Overall this class played well. The utility items like sunrods, Darkvision Elixir, and Elixir of Life made him invaluable for exploration and party maintenance, however in combat the lack of single target alchemical items made it too dangerous to use the main class weapon while the Fighter was in melee. I feel an option to make bombs more precise, or to ignore allies would be a welcome change.

And finally Bard. This was by far the most daunting class to create a character for due to the different varieties of spell and power types, in addition to Feats, and unique resources like Spell Points. I’ve detailed most of the character building complaints above so I will not rehash that once more. In play the Bard felt very good in my opinion. The character had plenty of useful skills outside of combat, and in combat focused on buffing the Fighter with Guidance and Inspire Courage augmented with Lingering Composition, to great effect.

For enemies, most encounters felt good. The goblins and centipedes felt very well suited to the challenge level required, whereas the skeletons and ooze did not. My players stated that because the ooze had gone down so easily (2 rounds of power attack with a bastard sword and a crit) it sent a false idea of how difficult the rest of the dungeon was going to be.

The skeletons on the other hand seemed particularly too difficult for this adventure. Having resistance 5 to so many different damage types this early into the game made them nearly lethal foes. If the Fighter hadn’t used shield bash it may have cost them their lives. Characters not equipped with bludgeoning damage were relegated to playing a support role for the Fighter while he took them down one or two at a time.

And finally Drakus, the faceless. I felt this was a very good boss fight for this level. His claw and drain combination nearly spelled doom for the Fighter and terrified the other characters involved. His AC was just high enough to make him a really imposing threat, but with careful managing of space and resources allowed players to work their way around him. Overall a very good boss fight.

The players ended the session very excited to see where things go next. Once we got into gameplay instead of rule discussion things went very smoothly with delays only due to searching for ability descriptions or creatures. One thing that was brought up was that having your level be added into proficiency seemed unnecessary. Players stated they would much rather roll against a DC25 with a +7 modifier than to do the math for a DC 45 with a +27 modifier.

Hope this was helpful. Feel free to discuss or ask questions!

Grand Lodge

My feelings, in general, are quite similar, but just let me correct one thing, if I may:

"My players stated that because the ooze had gone down so easily (2 rounds of power attack with a bastard sword and a crit)"
- The ooze was immune to critical hits

"Immunities acid, asleep, critical hits, mental, precision, visual"

The skeletons, in my group, was quite easy even though they all used slashing weapons, but the experience was like that because there was a fighter and a paladin on the group.

By the way, that's something that I was wondering. How is the best way to post the feedbacks around here? Wouldn't it be better to have a main feedback post for each adventure?


I had completely missed the immunity to crits, that was on me.
And as for the best way to post feedback, this is the way I’ve seen a couple of individuals post like this so I followed suit. I agree though that a grand thread for each adventure would be best.


Just because this came up in my session last night, and yes, I'm aware of how things are worded under Critical Failures...

Let's just say a character grappled one of the quasits, and held him out sideways for another character to attempt a strike against him. Would it be wrong to assume there is a chance to hit the person holding the quasit on a natural 1?

Perhaps give the person holding the quasit a Reflex save to attempt to not be hit in such a case?


Xelaaredn wrote:

Just because this came up in my session last night, and yes, I'm aware of how things are worded under Critical Failures...

Let's just say a character grappled one of the quasits, and held him out sideways for another character to attempt a strike against him. Would it be wrong to assume there is a chance to hit the person holding the quasit on a natural 1?

Perhaps give the person holding the quasit a Reflex save to attempt to not be hit in such a case?

This is more a separate rules question rather than one about the adventure, but as far as I can tell, critical failures on attack rolls don't have any additional negative effects beyond a normal failure. They actually don't in PF1e either, but many people like to house rule them in (for example, my players find them fun).


I was wondering on the death/dying thing with the healing. Did you have the fighter auto wake up? My understanding of it right now is that healing would stop him from dying and then he moves to unconscious where he would need to make a save to wake up.

K-Ray.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

The skeleton fight went much smoother for my group, although I did manage to drop the cleric after he used heal (3 actions) to damage all skeletons and really softened them up. The other two PCs were a wizard who cast acid splash and magic missile (3 actions gave three missiles at first level) and a paladin with a warhammer quickly spelled doom for the skeletons.

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