A Pathfinder Society Scenario designed for levels 1–4 (subtiers 1–2 and 3–4).
Doom stalks the streets of Cassomir! The people of Admiral's Fen have long been doughty pioneers and sailors, but time and tribulations both natural and economic have worn down their spirits. Amid this widespread gloom and general depression, dark forces have begun pulling strings to begin a societal collapse that could take the entire city under. Venture-Captain Hestia Themis calls on her allies in the Pathfinder Society to try and help her unravel the twisting skeins of manipulation and deceit before Cassomir's final doom is assured.
Written by: Calder CaDavid
Scenario tags: None
[Scenario Maps spoiler - click to reveal]
The following maps used in this scenario are also available for purchase here on paizo.com:
Doom is a sandbox scenario (if there is such a thing in PF2) with an equal amount of combat, skills, roleplay, and investigation.
The thing I like best about Doom, is that the middle and end part of the scenario were approached in different ways for all 4 groups that I ran through this scenario. People had lots of creative solutions and they really appreciated it.
There are a few things that drop this from a 5 star experience.
First, the investigation mechanic in PF2 is not organic. If I had enough successes on our first investigation check (the man who was knifed), what information do I get to move us to the next location? There is no logic in PF2 mechanics, it’s just a roll off for “points” and then you get to go to the next location. Please bring back logic to investigations and dump this mechanic.
Next, the middle encounter should have used the Cathedral flip map. The location was supposed to be in a secluded (almost rural) location, but the map that was used was in a dense urban area.
Finally, none of the combats were challenging despite the final encounter being severe. I’m not sure why. GMs really need to play up the environmental effects.
”Detailed rating”:
Length: Medium. Can run short (3 hours) or long (5 hours) depending on how fast decisions are made.
Experience: GM four times, twice at subtier 1-2, twice at subtier 3-4.
Sweet Spot: Both are good.
Entertainment: . (9/10)
Story: . (9/10)
Roleplay: It’s up to the GM, but the opportunity is there. (8/10)
Combat/Challenges: Somehow not difficult. (7/10)
Maps: Better maps could have been used for the temple. (4/10)
Boons: A good boon that won’t destroy game balance. (9/10)
Uniqueness: Sandbox investigations are always welcome. (8/10)
GM Preparation: The options and story writing in the middle can be confusing.
Overall: A fun sandbox investigation scenario that will allow your players to be creative. This scenario deserves to be played more. (8/10)
I didn't come away from Doom of Cassomir with major beefs about either the story or the design, and I wasn't bored, so that automatically means it beats out several other PFS scenarios I've played.
The plot here involving an apocalyptic cult (I don't think that's a spoiler when Groteus is literally on the cover) injects a dose of grit that other, overly-blithe PFS adventures could badly use. (Although the writer couldn't resist diluting it with a couple bits of cheap comedy.)
The story definitely has some things you can pick at if you stop to consider them, as other reviews have mentioned. Like exactly to what extent it's normal for the Pathfinder Society to act as an international vigilante organization solving "problems" that local governments are curiously indifferent toward. The investigation portion seemed to have some red herrings in it that are never explained. But the story isn't overtly illogical and doesn't bring up so many obvious questions that it breaks the players' immersion.
Design-wise, the biggest issue here is a situation in the latter-middle part of the adventure where the party is essentially given the option of infiltrating an enemy gathering or observing it from nearby. It SEEMS like there should be pros and cons to both options. However, in practice, I can't see the advantage to going the infiltration route, except that when the fight inevitably breaks out melee characters will have more to do. If the party has any kind of ranged damage tools at their disposal, the "stakeout" option will make the encounter a breeze because the enemy has little way of effectively responding.
Overall, there are definitely things I would change here if it was up to me. At the very least it needs some editing and additional fleshing out from a story standpoint (as is the case with virtually all PFS scenarios). But it was an enjoyable way to pass an evening.
Very Good Story Idea, Undermined by Some Logic Holes
This is a great story concept--investigate a series of mysterious attacks in a run-down city district, track down a dangerous cult, find the corrupt figure(s) behind it all. Classic adventure fun.
But there are some plot holes and logic gaps that detract from the story, in addition to the editing problems that make key information hard to find.
Spoiler:
Not explained:
*Where are the guards who investigated the attacks, or the people who reported them?
*What type of attacks have been happening--kidnapping, robbery, assault, murder? Have there been witnesses? Survivors? Why doesn't anybody (including the VC) know?
*Why doesn't the attack survivor, who was struck near the burned shop, know whether it was before or after the shop burned down?
*Why would an attacker shout, essentially, "I expect to die now!"?
*Why does nobody know anything about the cult--yet, once the PCs learn a couple names, why does everyone recognize those names and know what they do and where to find them?
*If we DO catch these cult leaders, who do we turn them over to? The Venture-Captain has no legal or governmental authority in Cassomir.
Then there's the main plot-advancement mechanic, which is general enough not to need spoiler tags.
Our four-person party had the typical outcome on the skill challenges: for each check, we scored 2 successes and 2 failures. After investigating all three clues, our Success Points total was therefore 6. (We'd also spent a Hero Point to negate a crit-fail and done some good-natured cursing at our lack of training in the appropriate alternative skills.)
And the GM said, "Ummm." (pause) "Technically, you guys have failed. The story's over."
Players: "What?"
That's right. According to the GM, that wasn't enough Success Points to actually continue the storyline and find the next clue to discover the bad guys. Apparently we needed to score at least one critical success to advance the plot.
Fortunately, our GM ignored this. He said, "You know what? You guys didn't do anything wrong. You followed up every lead, you asked all the right questions. It's not your fault you didn't roll a crit. So you find the next clue anyway. On with the story!"
Something must be wrong with either the skill DCs or the Success Point threshold as written.
Very sweet adventure for all the new investigators coming onto the scene.
Also bonus points for Groetus since he's a fan fav. Being on the front cover did ruin a bit of the mystery because before we started one of my players said "The moon is actually a god, Groetus" and looked up and realised he was evil.