Encounter 1: Bear
This thing busts out of the woods chasing the girl. No problem, right? We have 3 100 point characters, I've built a feisty Blessed of Rondra warrior-type who takes the bear head on to let the girl get by, with the intention of taking a few hits then making a run for it. We've also got a Mohas Hunter and a Raven Witch in the party. 900 point build, 3 characters, falling within the minimums for the module.
This should have been a TPK.
We can't run, because the bear can specifically "run faster than humans"
The bear has to fail two frenzy rolls to not fight until dead.
Our witch inconveniently didn't take the only spell that would have ended the encounter immediately.
No guideline is given how to deal with when the bear both frenzies and hits 50% of HP on the same round. (this will always happen together because of how pain levels work)
The thing gets 2 attacks per round.
Again /we couldn't run/.
The GM decides that it's going to just run off despite making its second Frenzy roll, because to do so would have killed the whole group, the girl, and probably the sheep. End of adventure.
If that wasn't enough, we had part 2 in the town. The night at the inn was lots of fun to roleplay, and we had a lot of character interaction. So that took a lot of frustration out of the previous encounter.
Then you get to exploring, and nobody is there to help you. Things /have/ to be in a certain order.
The elf is a red herring, and tells you about an (optional) unhelpful reference to a dragon. (Why should we care? Are we murderhobos?)
Or he (optionally) tells you about the Owl Witch who doesn't do magic the way he thinks it should be done. (Again, not enough detail to be helpful, because everything else that comes out of his mouth is purposely garbage. How are we supposed to trust anything he says is of value?)
We did some more digging around and finally decided to scope out the Blacksmith. There isn't really anyplace to hide in plain view in town, and it's a small village so the people there are understandably suspicious of strangers just lingering doing nothing in the square, so the GM had to handwave that really glaringly obvious roleplay detail as well to let us see the Dwarf go out to the cave in the middle of the night.
Then we get to the cave and everything falls apart.
MadBeard noted some of the problems with this part of the adventure here:
MadBeard wrote:Few inconsistencies:
For me it seems illogical that villagers who just became cultists (month ago tops according to timeline on page 7) have so high CTV in Basilisk tongue and Club. They surely didn't have time to train with these weapons. They are after all simple villagers.
Also it's illogical for them to all have Basilisk tongue because you can't just purchase it. Someone must craft it and then sanctify it. Blacksmith is very busy with creating a statue and only became under influence couple of days ago so from where are these daggers came from?
Under Cultist combat behavior says:
The cultists attack heroes with superior numbers and like to employ Feints with their basilisk tongue daggers.
But they don't have Feint special ability.
It seems to me that Cultist stat block is for generic cultist stat block and was probably copy/paste from some other source.
We have no idea what we're dealing with. We have a cult of the nameless one in front of us as we try and sneak up on them. But there's only 3 of us! These guys are utterly capable and have rediculous damage, and of course
because it's the nameless one, there's an unadjustable 13 enemies to fight or at least take damage from. Furthermore,
the module calls for 3 to a character in the wolf rats that we skipped. To Sarah: Did you even do the math on this? Did you look at how this cave is laid out? We avoided two combats by sneaking behind and
STILL got creamed.
I run in, take damage from 6 guys at once intending to just go in and stop the ceremony. Raven fails to hit the innkeeper to distract her. I managed to land one solid blow and am cut to half my LP. Everyone rolls badly for several rounds and loses all of their fate points as I pick up Praionde and try to GTFO. The GM handwaves the rest because we're facing yet another TPK.
We failed to obtain the true plot point of the adventure (the meteor stone) and thus basically missed the big story reward, and the nameless one's cult got away.
We would have been better off joining them and just derailing the module.