Pathfinder Playtest Adventure: Doomsday Dawn

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The Final Countdown!

Mysterious ancient artifacts from sand-choked Osirion count down the years until a rare planetary conjunction that will align Pathfinder's world of Golarion with the hostile planet Aucturn, allowing the ravenous hordes of the Dominion of the Black to surge forth and harvest the brains of the Inner Sea, remaking the world in their terrible, alien image. Doomsday Dawn takes the heroes on a decade-long journey throughout Golarion as they attempt to understand and defeat the otherworldy menace and avoid utter catastrophe. This collection of seven multi-encounter scenarios is designed to introduce the Pathfinder Playtest rules in a guided, shared playtest experience coinciding with regular surveys and feedback from players like you!

ISBN-13: 978-1-64078-087-3

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1.50/5 (based on 2 ratings)

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Not worth touching - shame for the story

1/5

This might have yielded good playtest data - I can't judge that aspect. I have run most of those parts until my group broke apart, and running it dealt quite a bit of damage.

Part 1 starts badly and the map is largely to blame for that, but things get worse. Considering the math of the playtest, and the encounter design of this adventure, it felt unfair and was absolutely not a positive experience.

My players forced themselves to play as much as they could to generate some playtest data, but I kinda hope that this one just gets forgotten.

Other reviewers like Endzeitgeist have taken more time and skill to describe the problems I had with this adventure, but it really left a bad taste and managed to kill a lot of hype for PF2. I really hope that the final product is worth it.

Looking at the feedback and grieve my players have given me, as something that was supposed to be enjoying it failed.


A Cursory Dissection of Doomsday Dawn


An Endzeitgeist.com article

So, honestly, I wrestled with myself on whether or not to post this, because, ultimately, I don’t want to come off as a doomsayer or overtly negative regarding a system I am very much excited for. However, multiple folks asked me to share my thoughts on the subject matter of this adventure-anthology, so here goes.

It should be noted that this is no traditional review; the reasons for this will become evident over the course of this discussion. I will not dissect this module regarding its mechanics, as, considering the playtest-nature of the whole enterprise, that wouldn’t really be helpful – particularly due to the fact that I think that the problems of this adventure do not lie within either mechanics or the playtesting module concept per se.

I am going to SPOIL a lot of Doomsday Dawn’s plot, so if you haven’t already finished it, please be aware of that. I also assume that you know about the module’s plot below.

..

.

So, Doomsday Dawn is a bit of a centaur-like entity, if anything. It is very ambitious in that it attempts to do multiple things that are, at least to a degree, in direct opposition to one another:

Provide a nostalgia-infused sendoff for Pathfinder’s 1st
Deliver meaningful playtest data, which requires pitting players against situations that strain the systems of the game (and thus aren’t always fun).
Tell an epic story across multiple years.
Showcase the amazing stuff that PF Playtest/2 can do.

If this sounds familiar to some of you, then that obviously would be because it is, in some aspects, reminiscent of the practices of early access AAA-videogame development, with the crucial difference that Paizo actually has the means and desire to listen to the feedback of the fans, and, at least as far as we could see so far, really takes our concerns to heart. This is no fake BETA like Fallout 76, Anthem, et al.

That being said, I often encountered two points of view:

“Doomsday Dawn isn’t fun for reasons xyz.”
“Yeah, because it has to deliver playtest data!”

The problem with this type of reasoning is that this is not necessarily what Doomsday Dawn was sold as. Sure, being intended for playtest purposes is fine and all, but a more pronounced caveat would have mitigated some of the backlash the adventure (and system) received. In a way, the advertisement of Doomsday Dawn was one component that set it up for, at least partial, failure.

To be frank, I don’t think that Doomsday Dawn succeeded at fulfilling its ambitious baseline, but not due to the reasons that most folks would expect, and not due to how advertising it was handled.

Instead, I think that the crucial failure of this adventure-compilation is, ultimately, one of scope and scale, depending on how you look at it.

So, let’s start from the top – let’s talk about the overarching story.

I actually genuinely like it. The call-backs to classic modules, the way in which Doomsday Dawn presents an obscure and cataclysmic threat, the notion of mindquakes, the sheer stakes – the story is great. Reading about The Last Theorem and The White Axiom made me excited, nay, stoked – this notion of language shaping reality ties in with several theories near and dear to my heart, and as soon as the module’s full scope becomes evident, it can genuinely send a shiver down one’s spine.

The problem of Doomsday Dawn, from a narrative point of view, is that it takes quite a lot of time to convey the atmosphere and stakes, and that the playtesting, and, more importantly, lack of room available to develop the narrative, get in the way of fully appreciating the inspired concepts of the meta-plot.

Don’t believe me?

Okay, tell me 5 details about the good guys, the “Esoteric Order of the Palantine Eye.” I’ll be waiting.

Yeah, figured.

Okay, know what my impressions were? “Generic esoteric order that’s secretive for no reason, and they’re obviously utterly incompetent. Their guys slip up and tell hired muscle they’re working for a secret order? IRL, that’d be the time when I’d be out of the door.” We also have NO IDEA about their resources, customs, what they stand for, etc. – they are entirely defined through their opposition to the bad guys. We have no ideas about symbols, greetings, etc. A simple, small sidebar with at least a few details could have a) vastly enhanced the roleplaying interactions and b) actually made the PCs and, more importantly, the PLAYERS, invested in the order.

This would particularly have helped during the “intended TPK scenario”, which casts the PCs as hired muscle for a cause they don’t understand. This lack of connection makes the whole chapter feel, also in the read-aloud text, like a module-version of “War. War is hell.” There is no reason to sacrifice yourself per se, apart from the words of your superiors. The cause doesn’t seem worth it from a PC perspective. From a player-perspective, at this point things look better, but still. It’s just the most obvious example of the issue that plagues Doomsday Dawn throughout. I don’t expect custom angles and hooks, mind you – but knowing for what you’re fighting, feeling like you’re PART of the order of guardians against the things from beyond? That’d have been a powerful motivator for PCs and players alike. Think about it: It’d have provided this conviction that, even though you may suffer and die, you’re doing the right thing – you’re saving, literally, the world.

But I’m getting ahead of myself.

“The Lost Star” had me flash back to the days when Episode 1 hit the silver screens, in particular, ill-omened George Lucas’ statement that “everything rhymes.” In a way, much like the final dungeon of Rise of the Runelords #1: Burnt Offerings, we have a pretty vanilla fantasy dungeon-crawl, with a few tidbits thrown in: There would be a few hazards/traps that are a bit beyond what you’d expect, and here, PF Playtest highlights how its engine makes traps and hazards less of a “cross and invisible line for damage” thing, and more like something that can be meaningfully interacted with. This is a HUGE plus for PF Playtest, and an aspect of the system that I genuinely love. Drakus the Taker feels akin to Nualia, in that he’s a random boss that hints at the larger story awaiting. Drakus is interesting in that he highlights what the system can do with bosses. This adventure, as a whole, is decent, but suffers from the fact that a) it had less room to develop its dungeon and antagonist than RotRL #1, and b) is also a somewhat less interesting dungeon. In the original RotRL #1, at this point players were already invested in Sandpoint, had finished some smaller dungeons and encounters, etc. – here, it’s just a goblin-dungeon, like we’ve cleared about a bazillion times in various systems so far. The failure of this module, why it fails to garner the same impact, is one of scale and context – and that, alas, is a leitmotif for Doomsday Dawn.

“In Pale Mountain’s Shadow” introductory prose makes the Esoteric Order look like bumbling buffoons, which doesn’t really help the narrative. The trek through the foothills suffers from a lack of player choice and agenda, but the main failure of the module, to me, lies in the “Chamber of Planar Alignment”, which presents a puzzle that may as well not be there. Instead of presenting a gorgeous handout, a beautiful artwork, instead of having the players figure out the puzzle, it’s a series of checks. Don’t get me wrong – I don’t object to that per se, but here, this looks very much like a puzzle that should have been solvable by the players, with the OPTION to brute-force it with checks (or by waiting for the antagonists). This is not a puzzle, it’s an exercise in rolling the dice. It is abstract in the most unrewarding way possible. Considering how games have moved towards ROLEplaying, towards blending the rolling of the dice with actual roleplaying, this is, to me, a pretty big downer, and something that could have really highlighted a difference in design paradigm for PF Playtest. It’s also one of the aspects that made me rather apprehensive and something I genuinely hope Paizo will move away from.

Indeed, this ties in with another aspect of Doomsday Dawn: VTTs/player-friendly maps. They are pretty much a staple for the vast majority of 3pps out there, and from handouts to such maps, I really think that Paizo should step up their game in that regard. There is no reason the PCs shouldn’t have a keyless version of e.g. Sombrefell Hall. Don’t get me wrong: The module is a step in the right direction, with the neat keyless maps that ARE provided. I just don’t think it’s enough when compared to the handouts that modules by Goodman Games, for example, provide constantly.

Speaking of which. “Affair at Sombrefell Hall” could have EASILY been a truly remarkable adventure, but once more, is held in check by the scope it has to develop its ideas. The same meaningful playtest data could have been collected with a few tweaks: 1) make the situation more complex/include more NPC interaction. This is one of two modules herein that feature a bit of investigation, and it’s as basic, obvious and unrewarding as it gets. It feels a bit like a less nuanced version of Evil Dead. Similarly, the module could have used the valuable asset of the system regarding the streamlined interaction with the environment in combat to lighten up combat and highlight what the system offers regarding sensible interaction. The front-loaded roleplaying could have been injected in-between waves of undead for a more rounded and less redundant experience. Once more, the scale, the wordcount available, really hampers what this module could have easily been.

“The Mirrored Moon” is the adventure herein that perhaps best encompasses the issues regarding scale that plague Doomsday Dawn. This module could best be called “needless and nonsensical implementation of subsystems, the module” – treasure points, ally points, research points – I like all of these in theory. The issue of this chapter is, however, that none of these systems contribute anything meaningful to the adventure. When do you use points as an abstraction in adventure-design? When too many factors accrue to make the listing of individual consequences of actions feasible, when the if-then-diagrams would become too sprawling. I *LIKE* resource-gathering like this; I don’t object to using abstract means to determine the like. But here? There are a grand total of 3 (!!) entries for the consequence of research points, and a similar amount for ally points. Not every point ever matters, which ultimately DETRACTS from the feeling that the actions of PCs have consequences – because that third ally or research point?

It.Does.Not.Matter.

If not every point counts, why bother with the point systems anyway? Why not state: 2 allies = x; 4 equals =y – this just creates a false illusion of a degree of differentiation that is just not here. In fact, most GMs would probably improvise a more nuanced action-consequence ratio here. Why bother at all with the point systems? Oh yeah, to showcase them. Thing is, while I LIKE them as concepts, their implementation here is so clumsy, it’d be funny, were it not so sad. I am almost 100% certain that this part of Doomsday Dawn was cut down from something that could have been so much better, that, you know, actually had a reason to use points?

“The Heroes of Undarin” could have been an amazing offering; in a way, daring to include it, is great. Players should be aware that there’s danger, that they may well be wiped out. Problems here range from the lack of environmental interaction points to the very unfortunate narrative issues bred from the introductory/denouement flavor texts and lack of information about the cause of the order. With a different framing, I am pretty sure that this wouldn’t have received the same level of disappointment, and instead elicited cheers for heroic blazes of glory. Another issue from a psychological perspective would be that the B-team, ultimately, doesn’t matter to the PLAYERS. While their A-team is attaining the White Axiom, a series of combats happen. Why not let the players play the process of attaining it, succumbing to the trauma, barely keeping it together as the B-team tries to keep them as safe as possible against the approaching onslaught? Switching characters would have added A LOT to this one. Again, scale. And what about making the performance of the doomed B-team actually have, you know, consequences regarding the whole plot??

“Red Flags” is easily the best stand-alone module herein: The characters are quirky, the metaplot components matter; we get actual roleplaying, the system showcases how it can blend interaction/exploration/roleplaying, etc. – This is a genuinely well-made and fun ADVENTURE I enjoyed. It showcases the strengths of the system, is fun to play, and it’s a tragedy that it shows up so late in the book. If this one had been included earlier, I bet more groups would have stuck with the playtest to the end. While it could have used more key-NPCs to interact with, it’s also the only adventure herein that doesn’t suffer from the scale-issue: It presents a comparably humble premise and delivers on it. It doesn’t feel like it needed a couple of pages to work as well as it should. (Though, handouts/artworks depicting the heist-relevant rooms would have been AWESOME…just sayin’…)

And then, there’d be “When the Stars Go Dark.” This is, in a way, the chapter of this module that highlights best a crucial component of what PF Playtest does infinitely better than the 1st edition. The finale, the rules presented for the White Axiom? They are AMAZING. I love the final encounter to bits. That being said, this chapter does have issues that look like compromises on…bingo…scale. Where is the read-aloud text, or better, artwork showing the revelations the PCs have?

This brings me to my main gripe with the finale, which has less to do with content, and more with art. That artwork of the star-spawn at the start of the module elicited a groan from me. It’s not creepy, it’s goofy. Also: Cthulhu et al are SO played out anno 2018/19, and the module frankly doesn’t need them, when it has malignant theorems and Ramlock himself, as great examples how you can provide fresh creatures that are lovecraftian, and not a rehash of the done-to-death mythos critters.

Ramlock gets an amazing artwork. The issue is, that the artwork fails to hit home regarding its impact, as we don’t have a scale reference. Reading the text, seeing his ginormous face approach, realizing how grossly mutated he is, how vastly swollen, is an AWESOME image that begs to have a visual representation. The artwork of Ramlock, sans scale, makes him, courtesy of the lack of…scale…look like a humanoid-sized monster and makes him miss the mark regarding his grotesque and epic proportions. He loses much of the impact.

Similarly, the veinstone pendulum, the whole set-up of the final battle – if anything ever warranted the talent of Paizo’s amazing artists, it’d be that final scene. While I would have loved to see a bit more exploration of Ramlock’s Hollow prior to the finale, this is, alongside “Red Flags”, by far the most structurally-sound adventure herein, and it really made me excited for the future. The “Ashen Man”-encounter is also nice, has a glorious artwork and is really cool – easily one of my favorite roleplaying interactions in the whole module. We need more of that type of Lovecraftian horror, and less simple quoting of mythos monsters to be hacked apart. The only failure in scale of this last module, would thus pertain the choice made in art-direction.

The conclusion of my dissection can be read here!


Great Art, Poor Adventures

2/5

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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Part II of my dissection fo Doomsday Dawn:

Okay, I just realized how scathing a takedown this may sound like; and, in a way, it is. Doomsday Dawn, to me, as a module, is an abject failure.

My general sense of bottomless disappointment, however, is not based on a lack of love for either system or module. If anything, it comes out of a genuine appreciation of what PF Playtest and PF2 are are attempting to do right – of what I see here regarding the system’s potential.

Beyond this, it is based on the fervent conviction that Doomsday Dawn’s story deserved better.

The story spanning years and groups is a great angle (in fact, from mid-story TPKs to multiple groups, it has some ambitious angles that I hope we’ll see in APs!); the occult underpinnings are AWESOME and the module has so much going for it…and almost manages to attain its lofty goals, only to fail at realizing its full potential, time and again, due to the constraints of page-count and scale.

Its struggles regarding the blending of meaningful playtest data and compelling storytelling, can universally be reduced to the issues of scale and wordcount available.

With 20-30 additional pages to really develop the respective narrative components (say, at 128 pages), Doomsday Dawn could have generated buzz unlike any I’ve ever seen. It could have been a masterwork that redefines what you can do in a playtest, what it can mean to provide a fulfilling and amazing playtest that leaves folks wanting more. As written, though, it is solely a testament to the author’s prowess that this still has its moments, in spite of its massive shortcomings, though they are very much clustered towards the end of the module.

With a few more pages to make all the concepts shine, to REALLY showcase what PF Playtest’s rules are capable of, without this general sense of being cramped and beholden to deliver maximum playtest data in minimum page-count, regardless of subsystem-viability in a narrative context, this could have very much become the nostalgia-infused, glorious sendoff it almost managed to become, but in the end, fell short of. How would I rate this? You don’t even want to know.

As written, it is a great story that deserved better, it is a playtest that sacrificed a great story and unnecessarily generated apprehension, when a bit more room could have created a stellar masterpiece while still providing the data required.

An alternative route would have been the presentation of playtest scenarios as playtest, and this module as a real showcasing of how cool the system can be – the divorcing of both aspects. That probably would have mitigated some economic concerns that must have played a part in the ultimate decision to make the module as cramped and brief for its ambitious premise.

Don’t get me wrong: I am still very much excited for the new version of the game; at the same time, however, I am left with a somewhat bitter taste of apprehension in my mouth that was utterly unnecessary. I am left with the fear that economic concerns regarding Doomsday Dawn may have hurt the game to come, when the buzz of a better, well-rounded Doomsday Dawn would have generated a far more optimistic and jubilant reaction from folks out there and thus, benefited the game in the long run.

These are just my 2 cents, and I am not privy to insider information or anything – it’s just this humble reviewer’s perspective.

Here’s to PF2, and may it learn from the Playtest!

Endzeitgeist out.

Dark Archive

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Pathfinder Starfinder Roleplaying Game Subscriber

I very much agree there, I feel disappointed that Doomsday Dawn's story was used like this :/


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Yeah, and all of its components that fall flat - they are SO CLOSE to being awesome. With a few pages and tweaks each, every single one of the adventures could have been as good as Red Flags. :/


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That's why I started a thread to convert it to Pathfinder. It is a cool adventure that deserves to be run for some Pathfinder games.


So where is the PDF version of this?

Silver Crusade

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In the playtest materials :3


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Any chance we will ever get a pdf for this adventure?


Click the link in the post above yours. :-)


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Dancing Wind wrote:
Click the link in the post above yours. :-)

Oh, I see it, thank you!!!


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Brinebeast wrote:
Dancing Wind wrote:
Click the link in the post above yours. :-)

That appears to be for Fantasy Grounds, I would like to purchase the pdf through Paizo.com.

But thank you for pointing the link out.

Nope that link (at least in Rysky's post) is the playtest material for the PDF from Paizo, no payment.


I wonder if their gonna turn this into a Mega Adventure?

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