NO
SPOILERS
Doomsday
Dawn is a 96-page softcover book
designed to play-test the rules for the upcoming second edition of Pathfinder. The adventure
is divided into seven chapters, each of which is designed to take a couple of
sessions to get through. Although the chapters link to tell one overall
story, each jumps forward a couple of years in Golarion-time and many require
the creation of new PCs.
I was
very excited by the idea of Doomsday
Dawn when it was first announced, as it promised to involve a cool
(and long-dangling) plot thread that has been part of Golarion lore for several
years. I'm one of those people who are more into story than mechanics,
and I couldn't wait to see what kind of awesome adventure Paizo had in store as
it transitioned Pathfinder from its first to its second edition.
Unfortunately,
I was very disappointed by the experience. I played through the first
four chapters before dropping out (along with the rest of the group).
Although the product itself is high-quality, with some great artwork and
layout, the storytelling is poor and the encounters forgettable. There
are few NPCs to interact with, few opportunities for good role-playing, few
interesting choices to make, and very little player-facing information on what the
heck is going on (behind the scenes) until very late in the book. I think
I was expecting a package of well-written Pathfinder Society scenarios that
tied together into one awesome story, and instead I got a collection of
encounters, poorly tied-together, that I would rather have just played in
isolation as exercises in tactical combat without the expectation of
role-playing and plot development. To be fair, a really good GM could
probably smooth over some of the rough patches and add some extra material to
tie things together better, but that's a lot to ask someone who is trying to
figure out a whole new rules-set alongside the players.
Now that
the playtest is over and a lot of people have grumbled about the experience,
there's been a counter-argument in the forums that "playtesting is work,
and isn't supposed to be fun." I can accept that, but that's not the
view that was circulated and led to such excitement among the community.
I think, unfortunately, my participation in the playtest has led me
further away from embracing second edition than I would have been if I just
went in with my eyes closed and hoped for the best. As for Doomsday Dawn, my
recommendation would be for hardcore Golarion-lore fans to download the free
PDF (something we have to give Paizo credit for) to see how it resolves that
big story-thread, but for other Pathfinder fans to leave it alone.
SPOILERS
I'll
start with the book's strength: it's really pretty. The cover artwork
(featuring Harsk and Seoni assaulted by mummies) is beautiful, and most of the
interior artwork is of similarly-excellent quality (look at the Hidimbi on page
57 or the Ashen Man on page 90). The art that starts each chapter is
weaker, but still, on the whole, Paizo has a great thing going with its
selection of artists. The book itself is laid out well, with a sidebar on
each right-side page indicating which chapter is being looked at, notes from
the designers interspersed throughout to help the GM know what the goals of
each chapter are, well-designed maps (even those not part of the printed
flip-mats are good), and more. The inside front cover is a map of
Golarion indicating where each chapter takes place, while the inside back cover
is a hex map (suitable for photocopying if the encounter locations are removed)
that ties into the fourth chapter. All in all, it's a high-quality
production, especially when you realise this is just a playtest document and
will be obsolete in a few months--it's of better physical and artistic quality
that most publishers' premiere output!
The
adventure itself concerns a set of mysterious artifacts (recovered from ancient
pyramids in Osirion) known as the "countdown clocks." The
countdown clocks herald some sort of world-wide cataclysm, and first appear in
a module from 2008 (!) called The
Pact Stone Pyramid. Doomsday Dawn reveals that the
countdown clocks are ticking down to when the planet Aucturn will be in the
right celestial conjunction with Golarion to allow for an invasion by the
Dominion of the Black and the release of a Great Old One that will destroy the
entire planet! Even adventure paths only deal with the fate of a city or
a country, and this is the first Paizo story I know about where the entire
planet is at stake--it's pretty exciting stuff. The backstory, explained
in a two-page section, is pretty complicated stuff, involving a
"mind-quaked" priest named Ramlock, his development of the Last
Theorem (and the missing White Axiom), portals to Aucturn, the Dominion of the
Black, the pharaohs of the Pact Stone Pyramid, cultists called the Night
Heralds, and more. I was fairly lost reading through it for the purposes
of this review, but had far less of an idea of what was going on as a player.
Anyway, I'll go through each of the seven chapters in a separate
paragraph below.
Chapter
1, "The Lost Star", starts things off poorly. It's set in
Magnimar just before the events of Rise
of the Runelords, but doesn't really have a link apart from the fact that
the giver of the adventure hook, Keleri Deverin, is cousin to Sandpoint's mayor
and plans to travel there for the Swallowtail Festival. The chapter dumps
the PCs into Keleri's house as friends/allies summoned to help retrieve a
family heirloom stolen by a bunch of goblins from her basement vault. The
goblins belong to the Mudchewer tribe and can be tracked through the vault to a
sewer complex called the Ashen Ossuary, where their "hobgoblin"
leader, Drakus, is revealed as a faceless stalker. It's essentially a
very, very basic dungeon crawl, with goblins, skeletons, a giant caterpillar,
and some traps. Really, it's about as generic as a D&D-style
adventure can get, at least until the very end where (potentially) Keleri
reveals that she is a member of an organisation called the Esoteric Order of
the Palantine Eye which looks after mystical secrets and tries to stop dangerous
cults like the Night Heralds from using them to cause harm. There's some
backstory here, but the PCs can't engage with it even if they find out about
it.
Chapter
2, "In Pale Mountain's Shadow", has players create a new set of
fourth level PCs for an adventure set in Katapesh. There's a race between
the Esoteric Order of the Palantine Eye and the Night Heralds to penetrate the
Tomb of Sular Seft and get a countdown clock so they know when the apocalypse
is coming (as Buffy says, "If the apocalypse comes, beep me.").
One of the criticisms I have of the entire adventure is that there's very
little background provided on the Esoteric Order of the Palantine Eye, which
results in the PCs being members of the group just because they're supposed to
be. Anyway, this chapter tests out the wilderness travel rules and some
wilderness-themed hazards and monsters (such as a manticore and gnolls) before
the PCs reach the tomb. Inside, there are elementals, a poorly-described
puzzle, and a dude who has been trapped for millennia named Mabar who is the
key to the PCs getting any background information about what's been going on so
far. Reading the chapter after having played through it, I can recognise
that there are some good story elements that just didn't come up during the
actual session--I'm not sure if that was the GM's or the adventure's fault.
Chapter
3, "Affair at Sombrefell Hall," is set in Ustalav and has PCs
creating a new set of 7th level characters. One of the reasons I found
the playtest such a chore was that it was a real pain to create or level up
increasingly high-level characters in a new rules system while still sticking
to the "one chapter every two weeks" schedule that was necessary in
order to keep up with the surveys. Some pre-gens for those of us with
limited time would have made a big difference.
Anyway, the PCs are asked to travel to a manor on the shores of Lantern
Lake to ask a scholar, Verid Oscilar, to return with them and share his
knowledge about the Dominion of the Black. (I really wish that the
chapter had tied in Dr. Quolorum, a fellow academic at the Sincomakti School of
Sciences from The Phantom
Phenomena into this adventure, as his travels are centered in the
same area!). What actually happens is that the PCs arrive at the manor,
Oscilar refuses to leave until he finishes a project, and the manor is
assaulted by wave after wave of undead in a test to see how long the PCs can
hold out. The adventure has some flaws in it, particularly with failing
to address what happens if the PCs try to intimidate or charm Oscilar into
leaving right away (as my group did), expecting the PCs to spend a game-day or
more poking around the manor before anything interesting happens (a lot of PCs
aren't going to be the type to rummage around someone else's house), and having
a location site that's pretty big and complicated to draw and not either using
an existing flip-mat (Haunted House
or Pathfinder Lodge, for example) or
having it be one of the ones specifically released for the playtest. All
in all, there's a lot of combat in a very lethal adventure with very little
story development from the players' perspective.
Chapter
4, "The Mirrored Moon," has the problem that, no matter what happens
in previous chapters (whether the PCs succeeded or failed), events play out
exactly the same. The premise is that the Eye have learned about the
Night Heralds' attempts to contact the slumbering wizard Ramlock, and that both
the Eye and the Night Heralds are racing to find Ramlock's lost tower in the
River Kingdoms. This chapter uses a wilderness hex grid and tests
overland movement and a "one encounter per day" paradigm (a.k.a.,
"hexploration"). Our GM gave us (presumably by mistake) a
photocopy of the marked hex map in the back of the book, so we knew exactly
where encounters would be, even if we didn't know what type they would be.
The premise of the adventure is very different than the others, as it
uses "ally points," "treasure points," and "research
points" to track how well the PCs are doing in gathering resources to help
with what I guess is presumed to be a big battle with the Night Heralds at
Ramlock's tower. Most of this is explained pretty poorly, as abstract
trackers and mechanics need to be carefully integrated into an adventure to
seem justified to players. What basically happens is the PCs wander around,
meet creatures (a dragon, some cyclops, a lake monster, etc.), do some simple
fetch/messenger quests to gain allies, and then have a big battle at the tower.
It all seemed very simplistic and cheesy when I played it (like a bad
board game with a little role-playing tacked on and every single skill check DC
seemingly pegged at the magical number of "26"). This is where
I dropped out, so the rest of the review is based purely on reading the
subsequent chapters.
Chapter 5, “The Heroes of Undarin,” is designed to
result in a TPK, though the players won’t be told this! The premise is that the PCs are grizzled
crusaders from the Worldwound (new 12th level characters), and they’re
tasked with escorting the (off-screen) PCs from the previous chapters as they
undertake an important mission in the demon-haunted wastelands. In order to decipher the true meaning of
Ramlock’s text, The Last Theorem, the
Esoteric Order of the Palantine Eye needs to recover the fabled White Axiom—which
exists scrawled on a cave underneath the ruins of the city of Undarin. (I’m not exactly sure why the Eye needs this
info, and suspect it might be better left there, but that’s neither here nor
there.) The plot stuff is only in the
background, because how this chapter plays out from beginning to end is 100%
pure combat: the PCs have to defend a ruined temple for as long as they can,
against wave after wave after wave of demons and undead. These are some amazing, earth-shaking
battles, and the temple flip-mat is given some cool terrain and features to
spice things up. There’s no role-playing
and little story, but I have to admit it sounds like a blast to play (as long
as you weren’t expecting anything with more depth).
Chapter 6, “Red Flags”, looks to be the best adventure
of the bunch. The PCs are sent to
infiltrate a gala in the Shackles at a mansion where the last known copy of The
Last Theorem is kept securely in the vault.
The way the PCs proceed in the gala is handled in a free-form manner,
with lots of opportunity for role-playing, information gathering, deception,
stealth, and more. There’s a really
interesting story here, and the chapter reads like a good PFS scenario as the
PCs realize they have to race to retrieve the book before a rival “party guest”
from the Night Heralds gets into the vault first. I think if an adventure like this had
occurred earlier in the book, it would have left a better taste in my mouth
about the whole playtest.
Chapter 7, “When the Stars Go Dark”, is a suitably
epic climax to the storyline. Using The Last Theorem and the White Axiom,
the PCs can enter a demiplane called Ramlock’s Hollow and disrupt something
that’s kind of like a giant countdown clock, the Veinstone Pyramid, to stop the
conjunction of Golarion and Aucturn. But
of course, they have all manner of cosmic-level threats to overcome, including
Ramlock himself who attacks during the lengthy ritual needed to disrupt the
Veinstone Pyramid. Earlier in the
chapter, the PCs have the opportunity to undergo some visions to learn about
the backstory to the entire adventure, but I think it’s probably too little,
too late. Anyway, the chapter would be a
great opportunity to test out the playtest rules in some high-CR confrontations.
I *almost*
regret not sticking with the playtest longer in order to experience the last
chapters of Doomsday Dawn, as they seem better written and more interesting
than the earlier ones. Further, I think
if I had gone in with lower expectations and if there had been more time allotted
in the schedule so that creating new PCs and finishing chapters didn’t have to
be done in such a hectic manner, I would have enjoyed the whole thing
more. But all of that is in hindsight,
and I suppose what matters now is the legacy of this book going forward now
that the playtest is finished: it wraps up the “Aucturn Enigma” plot thread and
offers some more insight (though not much) into the Esoteric Order of the
Palantine Eye, the Night Heralds, the Dominion of the Black, and more. As I said in the introduction, however, there’s
not enough of interest to make this anything more than a curiosity unless you
really need to learn some additional lore on these topics.
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