Pathfinder Module: Doom Comes to Dustpawn (PFRPG)

4.70/5 (based on 6 ratings)
Pathfinder Module: Doom Comes to Dustpawn (PFRPG)
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Invaders from Space!
When the iron mines that made Dustpawn so prosperous played out not long after the Goblinblood Wars of Isger ended, the city shifted its focus from mining to goat herding with quite a bit of success. Things have, as a result, been quiet and calm in Dustpawn for the past several years, but that quiet is shattered the night a strange falling star roars across the sky above town to crash somewhere in the hills several miles to the south. When several locals eager to find the fallen star and strip it of its ore go missing, it becomes apparent that whatever has fallen from the sky is much more than a mere meteorite. There are those in town who claim the falling star was in fact a ship, and now a strange malady is creeping through the townsfolk. Can the PCs discover the truth behind the falling star before doom comes to Dustpawn?

Written by Mike Welham, the 2012 winner of Paizo Publishing’s annual RPG Superstar contest—in which unpublished authors compete before a panel of celebrity game designers and legions of their peers for the chance to write a Pathfinder ModuleDoom Comes to Dustpawn presents the players with a classic trope of 1950s sci-fi recast in the fantasy setting of the world of Golarion. Can the PCs save the town of Dustpawn from a menace from the darkest depths of space?

Doom Comes to Dustpawn is an adventure of investigation and cosmic horror for 9th-level characters, written for the Pathfinder Roleplaying Game and compatible with the 3.5 edition of the world’s oldest RPG. This volume also contains a gazetteer of the town of Dustpawn and a brand-new monster template for a strange form of feral mutation, both of which can easily be integrated into any campaign setting.

Written by Mike Welham, RPG Superstar 2012 winner.
Cover Art by Grafit Studios.

Pathfinder Modules are 32-page, high-quality, full-color, adventures using the Open Game License to work with both the Pathfinder Roleplaying Game and the standard 3.5 fantasy RPG rules set. This Pathfinder Module includes new monsters, treasure, and a fully detailed bonus location that can be used as part of the adventure or in any other game!

ISBN-13: 978-1-60125-504-4

Doom Comes to Dustpawn is sanctioned for use in Pathfinder Society Organized Play. Its Chronicle Sheet and additional rules for running this module are a free download (111 KB zip/PDF).

Other Resources: This product is also available on the following platforms:

Hero Lab Online
Archives of Nethys

Note: This product is part of the Pathfinder Adventure Subscription.

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Average product rating:

4.70/5 (based on 6 ratings)

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Well rounded

4/5

I ran DCtD last night and the party had a good time, with a few surprises. A fair opportunity for RP, as well as critter-smashing left all players satisfied, though many of the encounters were disabled within a round or two by my veteran players (including the final fight) which was anticlimactic for me but perhaps a relief for them. Overall, a good mod with a surprisingly plausible sci-fi element to it. Worth a look.


Excellent Adventure!

5/5

Read my full review at my blog.

Doom Comes to Dustpawn is an excellent adventure, and an excellent start to Mike Welham’s rpg-writing career. It blends pulp science fictions with Pathfinder-style fantasy to create an exciting premise and an exciting adventure. Apart from my quibble with the hook for the PCs, there is very little wrong with the adventure, and it shows just how successful the RPG Superstar contest can be at finding new talent.


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Liberty's Edge Contributor, RPG Superstar 2012

I ran this at a PFS table with an APL hovering around 9.5 and they mopped the floor with most of the encounters. So, anecdotally speaking, you might be able to run this for a group of 8th level characters as a reasonably challenging adventure.

At any rate, as designed, the module provides enough experience to gain one level.

Webstore Gninja Minion

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Removed a post. Please do not use rape (and other variations of the word) in that fashion, please and thank you.

RPG Superstar 2011 Top 8

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Nice job on this, Mike! I finally got a chance to read through this this past weekend. I really like the open/sandbox nature of the adventure- a good mix of investigation and dungeon crawling.

Shameless plug, but if you want to add even more weird to the adventure, I recommend checking out Zombie Sky's "It Came from the Stars" Campaign book- chock full of player and GM material to add a little bit of the weirdness from space to any campaign. Mike was also one of the many talented designers on that project.


MJinthePitt wrote:

Two quick questions ...

If I was going to be running this for a party of 6, would people suggest dropping the starting level or two? (People are already commenting that encounters are under-powered.)

And as designed, how many levels are the players expected to advance?

Answered my own questions after talking to my players and reading through the PDF. We've decided to run this with a group of 5 players at 6th level. They're looking forward to the challenge.

I've gone ahead and stat'ed up a party of rather nasty Hobgoblins to drop into one of the other mines in case the players decide to head off a'wandering.

I'll post a review after we've finished running this in a few weeks. I'm guessing it's only going to take us two or three Wednesday evenings to finish this up.

Liberty's Edge Contributor, RPG Superstar 2012

It took 8 hours for me to run this, so you should be able to finish it in a couple of evenings.

I look forward to your review, and I'm especially interested to see how it works with your changes.


wow again an picture that amazines me where do people get this stuff :D

Contributor

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I want to run this for a local group.


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And I think it might tie nicely with another product I know of.

When the Sky Falls.

Webstore Gninja Minion

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Sethvir wrote:

And I think it might tie nicely with another product I know of.

When the Sky Falls.

That is full of awesome exciting things—as is this item!


Sethvir wrote:

And I think it might tie nicely with another product I know of.

When the Sky Falls.

Malhavoc Press's stuff was always genius.

Liberty's Edge Contributor, RPG Superstar 2012

2 people marked this as a favorite.
Liz Courts wrote:
Sethvir wrote:

And I think it might tie nicely with another product I know of.

When the Sky Falls.

That is full of awesome exciting things—as is this item!

Hey, I contributed to that! :D


1 person marked this as a favorite.
Mike Welham wrote:

It took 8 hours for me to run this, so you should be able to finish it in a couple of evenings.

I look forward to your review, and I'm especially interested to see how it works with your changes.

The players had a great time with the beginning of the adventure. I think the decision has already been made the we might end up stretching this module into some kind of story arc with these same characters.

Not really a spoiler but details about what went down in our game:
We started playing last night and didn't progress too far into the module. It ended up only being 4 players, our 5th couldn't make it. They had some fairly well designed 6th level characters but they aren't straight-up killing machines. The party was pretty successful of their investigation at the inn but interactions with the citizens of Dustpawn were laughable.

Always surprising me with something, they decided to rent a boat to get to the location in Part Two of the module. That figured out, the four of them made quick work of the encounter at B1 with only one of the characters taking significant damage. There was minimal bloodshed at B3 and the party returned to Dustpawn a bit more encumbered than when they left. Alyssia Turpin was not pleased to be awoken in the middle of the night and told the 'obviously' drunken adventurers to come back by the light of day after they'd slept it off.

And that's where we left it for the evening, we'll pick up playing again next week. The party has picked up enough clues that they'll likely be heading straight to Part Three or trying to check out A10.

Grand Lodge

This was the fourth anything I've DM'd, and it was the first time I really had a blast doing it, despite the couple of dozen hours of preptime. It took me quite a while to prepare because I'm somewhat of a perfectionist, and there was a lot of rules to cover that were new to me on the DM side! I ran this for a party of 6 players of levels 9-10. It took about 12 hours of playtime divided to 2 sessions.

Several interesting encounters and a few really fun-to-roleplay NPCs. Lots of scenes where to use ambient space music (or Lustmord). Nicely detailed areas. Disregarding the small mistakes and causes of confusion in the module text (further explained below), I give it a 5/5!

Minor causes of confusion and mistakes:

- Priestess Alyssia's roll for the rumor table given on page 31 is wrong.
- It would have been better to give this ^ info on page 10.
- 'Glibness' cannot be made into a potion, because it's a spell with a range of 'personal'.
- It would have cleared some confusion if it had been mentioned that 'before combat' buffs of enemies are added to their stats already. However this could be figured out from the AC bonuses.
- The 'meteorite' is often referred to as 'meteor' in the text. (nitpick)

What went down in our game:

The plot hook of the module was quite shortly explained, so I wrote a personal letter for the players from Dalviss Crenn, inviting them to research the meteorite. The evening the players arrived, they already went and found Leeara, but couldn't save her right away. I secretly gave her 1d4 days (2). They saved her two days later.

The next day they cleared almost everything there was to do. They went for Part 3 and cleaned the place up, except for cutting a deal with the cult leader to clean up Part 4. They cleaned up Part 4 and returned to finish up Part 3.

On the third day, they assembled the minor artifact and got the terrifying visions. This was my favourite part. On fourth day, they fought the BBEG and the party cleric was only a few HP away from disintegration, which would have been bad news for a PFS character.

None of the players got infected by the lake water because of high saves. But confusion gave them some trouble here and there!

I've added .pdf and .ods documents of monster stat blocks to GM Shared Prep. Feel free to make corrections. :)

Liberty's Edge Contributor, RPG Superstar 2012

Thanks, Skiedragon! I'm glad you enjoyed the module. As far as one of your concerns (mea culpa!), consider the potion an oil.

I really appreciate seeing how the module worked for PFS play.

Grand Lodge

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Mike Welham wrote:

Thanks, Skiedragon! I'm glad you enjoyed the module. As far as one of your concerns (mea culpa!), consider the potion an oil.

I really appreciate seeing how the module worked for PFS play.

No problem! A bit on the easy side for that level range of characters, but really fun to run because of the setting. A very well written module, Mike. I hope you make more in the future.


Played this in a PFS group yesterday in a 10 hour marathon session. Excellent module, tons of fun to be had. I'd love to see more content from Mike in the future.

A couple of the encounters seemed like throw-ins that didn't really contribute much to the plot. Overall, we had some incredible melee synergy with reach that negated a number of issues and trivialized those encounters. Most combat bent towards Good-aligned resolutions, which was highly satisfying.

Liberty's Edge Contributor, RPG Superstar 2012

Serisan wrote:

Played this in a PFS group yesterday in a 10 hour marathon session. Excellent module, tons of fun to be had. I'd love to see more content from Mike in the future.

A couple of the encounters seemed like throw-ins that didn't really contribute much to the plot. Overall, we had some incredible melee synergy with reach that negated a number of issues and trivialized those encounters. Most combat bent towards Good-aligned resolutions, which was highly satisfying.

Thanks, Serisan!

I'm glad you found good-aligned resolutions to encounters. My goal was to allow for non-muderous resolutions, and James Jacobs developed the module to reinforce that.

Dark Archive

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I have a couple of questions:

Spoiler:
Regarding the Fort save for the Curse of Bestial Dreams on page 5. Does the Fort save negate the "greater danger" of being sickened/confused as well, or just the -1 to Int/Dex/Attack rolls? The text also mentions "magical healing" as a way to bypass the lesser effect and headaches, which makes me assume the greater danger isn't negated by a good Fort save or healing.

Also, would a PC be allowed to take 20 on Perception to locate traps if they fail their Fort save? What if they make their save?

Thanks!

Grand Lodge

Mike Welham wrote:

Thanks, Skiedragon! I'm glad you enjoyed the module. As far as one of your concerns (mea culpa!), consider the potion an oil.

I really appreciate seeing how the module worked for PFS play.

Wait, sorry for the necro, but I'm finally errata-hunting for this product. How does changing it to an oil circumvent the personal-target rule? Oils use the same rules as potions for their creation process, and so an oil of glibness couldn't exist either. You'd essentially have to create a new magic item in the form of an elixir of glibness and treat it as a wondrous item.

Liberty's Edge Contributor, RPG Superstar 2012

Strife2002 wrote:
Mike Welham wrote:

Thanks, Skiedragon! I'm glad you enjoyed the module. As far as one of your concerns (mea culpa!), consider the potion an oil.

I really appreciate seeing how the module worked for PFS play.

Wait, sorry for the necro, but I'm finally errata-hunting for this product. How does changing it to an oil circumvent the personal-target rule? Oils use the same rules as potions for their creation process, and so an oil of glibness couldn't exist either. You'd essentially have to create a new magic item in the form of an elixir of glibness and treat it as a wondrous item.

You are absolutely correct!

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