
Castilliano |
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For what aid it might offer, here's my wisdom for GMing Part 1 of Doomsday Dawn. Much speculation ensues, but also much of it comes from reading the results from other GMs, not just me whom most of you likely have never heard of! DD1 has given a wide range of results from TPKs in simple encounters, to other parties breezing through in a day or two of battles. I'd say dice are funny that way, but it's not always that...
A shield is highly recommended, as is exploring in "defending" mode for those with shields. If the players don't think to use one, Keleri or Talga might recommend one to "block all those prickly goblin attacks which add up fast".
If the party can't cover all the roles, a GM-PC might be worthwhile, as all the roles have a role here.
INTRO: Summarize so the players can leap right into combat!
The required backgrounds should give most of the PCs incentive or connection to the story, and PCs can be connected to one another if necessary to warrant their presence.
Emphasize:
1. The PCs have 7(ish) days. It's very important the players recognize they can recuperate. Given the difficulty of the scenario, it's expected.
2. They have two goals: recover the "Star of Desna" and secondarily, the stolen loot. They may also wish to free/kill the Goblins, and you may wish to emphasize they don't need to clear out the ossuary itself so they avoid a few taxing battles (if wise, that is).
General: Monsters focusing their attacks on one PC (focused fire) is a recurring issue that players need to account for, moreso than in the future adventures (much of it due to the map layout). It'll help if you split the enemies' initiatives as much as you're comfortable. Then players have more chances to intercede (or pull out their unconscious ally!)
Page 21 of the Bestiary has the expected XP for the level of threat faced and the amount of XP/creatures to add/subtract to adjust for parties with other than 4 PCs.
The PCs should come into A1 in Exploration Mode.
Later it might seem awkward to shift to the abstract between rooms that are so closely packed, yet Exploration Mode can be as simple as "What are you doing as you enter that next room you see right there on that map Talga drew for you?" Also, whenever there's new stimuli, such as a room description they can see from outside the room, PCs should be given the option of switching modes if nothing's been triggered.
A1, Sewer Ooze: This is as trivial as it states, I think to test out the new initiative & combat systems, and get in some solid 2nd & 3rd swings vs. a low AC opponent. Some parties have had troubles here due to crits/crit failures, but it should be a fast battle. Not worth adjusting for more players, except maybe to add h.p. so everybody gets a chance to take a turn. For fewer PCs, add the "weak" adjustment on p. 23 of the Bestiary (right after the "elite" adjustment you'll want later for larger parties).
A2, Goblins: This has proven to be a swingy battle, but remember that the Goblins wish to melee and do not have weapons out. This gives a solid round for the PCs to spread out, move their light sources in, and alleviate focused fire. If the Goblins have bows armed and pepper the party from darkness, it amplifies the danger perhaps too much (though that could be a way to adjust for a larger party w/o clogging up the map with more Goblins).
Remember to set up their "scuttle" to get flanking and that +1 damage for the dogslicers, but otherwise Goblin tactics should be as sloppy & entertaining as needed.
Add one Goblin per extra PC, maybe using bows to shoot back row foes. Subtract one per fewer PC.
Note on the Owlbear's Claw that it takes much longer in PF2 to identify magic items, and this one only works for somebody who is Expert in the weapon used...meaning a Fighter. But it does carry over into the next appearance by these PCs...where it'll likely be sold because it'll have become mostly redundant. Yep.
A3, Centipedes: An extraneous room, remember they do not pursue. Since centipedes climb they can completely swarm whoever leads, so this is a precarious situation if initiative goes poorly, though having some climb around to get to the second person can help.
Current rules do not account yet for zero damage (1d4-1 bite), so let it be zero, therefore no poison (rather than the PF1, min. 1).
Don't add centipedes to an already clogged battle, but use the elite rules to advance a few up to desired level. Subtract for fewer PCs.
A4, Bodies: Straightforward.
A5, Fungus: Fungus: Also extraneous. PCs might be able to see and (mis)identify before entering room depending on what you call "center" for where the fungus is. If PCs do enter, likely only the first row gets hit because the fungus reacts immediately.
A6, Fountain: I do not think the PCs will be aware they can fish out the idol safely, unless they get a good description of how vile the statue appears. So expect a battle.
The Quasits get 20 on die for Stealth when invisible (so 25 total), but note how many actions it takes them to cast, heal, & remain stealthy. A lot, so this gives the PCs many Seek actions to pin down squares. This can drag out the battle, so push to cycle through the Seeks quickly or just have the Quasits too angry to bother.
I wouldn't beef up the encounter, but an elite or weak array would be my suggestion if you want to adjust.
The PCs should review their resources before proceeding, as the battles get rougher. If the party does cleanse the fountain, this can be a valuable resource, though the players might miss this unless the difference is emphasized (likely on a later day).
Loud Door: Remember this could alert the A7 Goblins.
Locked Door: It pays to have high Thievery because several lockpicks have been broken on this door. The party should have enough treasure by now to replace a set.
A7, Goblins: If alerted, you might move some Goblins to the ledge, but make sure to have someone up front for the PCs to attack from within the trap's fall zone. The Goblins should aim to clog up the PCs, and definitely have the means to do so.
If not alerted (most likely), expect much the same except nobody on the ledge or yet in position.
If the PCs come from the ledge, the Goblins will likely focus fire due to lack of visible targets. This is fine here, as PCs can drop prone if needed. If PCs attempt to climb down, it's pretty rough unless they put away their gear to free up their hands! And the 15' fall hurts at this level. Awkwardly, rules don't seem to have an action w/o a feat to intentionally jump down, but you may wish to use the Leap rules to subtract distance from the fall.
You can add Goblins for bigger parties, or maybe even upgrade a few to Commandos/Pyros to avoid clutter.
A8, Skeletons: Yes, there's no stairway on the map, yet one in the description of this extraneous room. Choose as you wish, as normal stairs have minimal effect anyway. I'd give the description before the PCs enter and trigger so they can be on guard when all the focused fire gets unleashed. To alleviate somewhat, have the skeletons prone, maybe even without weapons ready.
Like the other extraneous rooms, there's no pursuit.
Make some elite to adjust the XP up, or subtract foes for down.
A9, Trapped Statue: Straightforward, but note its quick reset means the PCs will face it again returning if they didn't disarm it.
A10, Drakus: The playtest has Drakus "Revert Form" immediately, and I'd expect him not to have his sword out unless alerted. This gives the PCs a tiny break in round one. Drakus hiding actually helps the PCs get through the door which Drakus can jam up. If Drakus does jam them at the door, be patient with your players if the first PC is getting whacked hard. A PC could Strike/Step/Stride away, taking no AoO and getting safely behind the others, but looking at minis all in a crowd, it's hard to remember that (especially with a new ruleset & lack of experience).
Note that the Dire Rat is a typo in that it should be a Giant Rat, and it shouldn't be in this room! It's a remnant from an earlier version. I'd already added Giant Rats to adjust, though normal Goblins could work too. Smarter allies really boost the boss's strength due to Sneak Attack & the extra crits from flanking, so be wary.
Make Drakus "weak" for a smaller party, noting that with a smaller party the battle will be much more swingy.
A11, Altar: Straightforward, but really play up the vision and that it isn't just starlight being darkened, but stars actually dying, as this sparks the story arc. And remember an Elf may not look older if the humans are still alive!
A12 & Finale: This is the time to stoke the fires. The "Notes on the Last Theorem" and its ramifications are the foundation of everything that follows. Even though the cast of PCs switches often in the playtest, these primary PCs, Keleri, &/or the Esoteric Order of the Palatine Eye remain active, driving the narrative. I'm freely sharing this portion of out-of-character knowledge with my players, to immerse them in the heroic side of the story. This can also be a good opportunity for the PCs to reflect on their battles, get some RPing in as the players fill in their response forms.
If the PCs return the stolen loot, the 3rd level magic items (p. 349 in Core Rulebook) they get as reward are fairly worthless to their future 9th level versions. Maybe focus on items they can enhance/upgrade (or even sell to get several consumables).
Hope that helped some of y'all. Now have at it!
Cheers.