Abomination Vaults Difficulty Issue?


Abomination Vaults

Grand Lodge

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Hi everyone. I've been playing through Abomination Vaults with a new group and we're having some serious issues with the difficulty of some encounters.

So far we've TPK'd twice:

- Once to some Blood Haunt at level 1 on the first floor that is at the bottom of the lighthouse stairs. It went first and immediately crit half our party dropping them to dying. Also the doors shut themselves when the encounter started, so the rest of us were unable to drag our teammates to safety, resulting in us all dying.

- The 2nd TPK was to the wood golem on floor 3. It used its splinter volley to hit all 4 of us at once and was critting us about 50% of the time. We tried to run away thinking that maybe it only guarded the room, but it followed us out into the hall and killed us all.

Is this normal for this AP? Is it just crazy hard or are we missing something that should be making these fights easier?

Liberty's Edge

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Adversarial GM much ?

This AP has some over-the-top encounters that should be fled when first encountered and come back with more levels, but those are not that.

The first attack of the Haunt is DC20. It can crit, but not that much. That said, poor luck is a thing.
But the doors do not shut themselves at all. In fact the one you have to break to enter the room from the inside of the building basically disintegrates when you do so.

The Wood Golem animates as soon as someone enters its room but does not leave it.
And with this attack being +16, I am not sure it should crit that much. I hope the GM did not make a single roll and applied it to all targets. It is 4 different Strikes.

Your GM made those encounters more lethal than they are supposed to be.


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Your GM also doesn't seem to realize players are supposed to be able to retreat. That's intentional and I'm pretty sure we could find quotes from the book or author to that effect.


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Starfinder Superscriber

In my opinion - GM's should seriously consider having Wrin Sivinxi accompany the group to the grounds. She's claustrophobic, but she should still be able to help out with some of the encounters in the above-ground ruins.

Grand Lodge

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The Raven Black wrote:

Adversarial GM much ?

This AP has some over-the-top encounters that should be fled when first encountered and come back with more levels, but those are not that.

The first attack of the Haunt is DC20. It can crit, but not that much. That said, poor luck is a thing.
But the doors do not shut themselves at all. In fact the one you have to break to enter the room from the inside of the building basically disintegrates when you do so.

The Wood Golem animates as soon as someone enters its room but does not leave it.
And with this attack being +16, I am not sure it should crit that much. I hope the GM did not make a single roll and applied it to all targets. It is 4 different Strikes.

Your GM made those encounters more lethal than they are supposed to be.

Huh that makes a lot of sense.

That said, I don't get the feeling the GM is adversarial. I think it's more likely he just isn't reading the full text of the encounters and thus we've just ended up unable to retreat from some things. Unsure where the shutting door thing would've came from tho.

As for the golem critting, we use a VTT for play and he rolls openly on it, so he was in fact just rolling very high.

I really appreciate y'all weighing in on this and I think I'll show him this thread so he realizes where some of the frustration of the party has come from.

Thanks again!


The Raven Black wrote:

Adversarial GM much ?

This AP has some over-the-top encounters that should be fled when first encountered and come back with more levels, but those are not that.

The first attack of the Haunt is DC20. It can crit, but not that much. That said, poor luck is a thing.
But the doors do not shut themselves at all. In fact the one you have to break to enter the room from the inside of the building basically disintegrates when you do so.

The Wood Golem animates as soon as someone enters its room but does not leave it.
And with this attack being +16, I am not sure it should crit that much. I hope the GM did not make a single roll and applied it to all targets. It is 4 different Strikes.

Your GM made those encounters more lethal than they are supposed to be.

The ability specifically states the Multiple Attack Penalty doesn't increase until all strikes are made. They're all +16.

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