Pale Mountain adventure feedback


Doomsday Dawn Game Master Feedback


So far the group I was GM for was able to make it halfway through the adventure. Main points are below.

Party consisted of Human Ranger, Halfling Rogue(scout type build), and a gnome Druid(had staff of lowest level staff of healing as lv 3 magic item).

Set up was good, lots of RP opportunity.

Hyena encounter was controlled alot by utilizatio. Of the grease spell. Party picked them off easily.

Party completly skipped quicksand and Ankheg encounter due to good perception and keeping max distance.

Gnoll encounter by river was completed through Rp. Party spoke Gnoll, and bribed them with food and gold.

Manticore encounter however was very harsj, almost resulting in a TPK. Manticore softened group up from the air, total damage to manticore was half it's hp. Once it landed it was able to crit party members consistantly due to high to hit bonus. All players used hero points. Rogue finally killed manticore when it went after druid healer.

Ranger was dead dead. Gnome was unconcious and rogue was at 1hp. At end.
Biggest issues with module so far were:

Problem:Critical successes were way to easy to come by against PCs.
Recommendation:Have proficency play role in critical success. ie:on the d20 roll you get a critical success if (un)trained =20 or higher, expert equal 19 or higher, master equal 18 or higher, legendary equal 17 or higher.
For saves use the person causing the saves proficiency to determine critical chance of failurea. New critical failure on a d20 roll is: (un)trained equals 1, expert equals 2 or less, master equals 3 or less and legendary equals 4 or less.

Resonance: was not an issue. Druid used all resonance points through all the fights. Rogue and Ranger had plenty.

Magic: No issues or concerns, worked as intended I beleive.

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