I’ve
stated before that I can be rather critical of dungeon-based
adventures. It can be very easy for such adventures to become
sluggish, too drawn out, and ultimately just a succession of
monster-killing that lacks dynamics or purpose. As such, I haven’t
been overly praising of Shattered Star,
which is an adventure path centred around dungeon crawling. Not only
that, it’s one with only a fairly loose tie joining each adventure
together, making it feel less like an adventure path than a
succession of stand-alone adventures. The first adventure is competent, but uninspiring. Curse of the Lady’s Light
(the second instalment) is an excellent adventure in its own right,
but one that I think I’d rather just run by itself without the
rather loose connections to the rest of the AP. And I found The Asylum Stone quite
disappointing. Fortunately, the fourth instalment, Beyond the Doomsday Door by Tito Leati,
delivers another excellent adventure. It’s not perfect—there are
some confusing inconsistencies in its setting’s history, for
example, and it does start to feel a little drawn out by the end—but
it contains a fascinating, dynamic setting, and a truly unique
villain. It’s a dungeon crawl where you might not want to kill
everything you meet along the way, and that’s the kind of thing I
love.
SPOILERS
FOLLOW
Another
thing I’ve often commented on in my adventure reviews is the hook
(or lack of one in some cases). The hooks in Shattered Star
have been pretty lacklustre, amounting to little more than revealing
the location of the next shard of the titular artefact. Even Curse
of the Lady’s Light, which has
a great story and objective beyond the search for the shard, doesn’t
introduce that story to the players until after they’ve already
arrived at their destination. This isn’t as big a concern in later
adventures of a campaign since the PCs’ personal motivations can
often help guide things, but a strong hook to an individual adventure
is still a good bonus. Beyond the Doomsday Door
changes the pattern of Shatterrd Star somewhat
by providing a great hook. Upon discovering that the Shard
of Envy is at Windsong Abbey,
the PCs also learn that the abbey has been invaded. Before the PCs
even start out towards their destination, they already have a strong
motivation for going there other than just finding a bit of fancy
treasure: liberating the abbey. Admittedly, non-good PCs might not
find that much of a motivator; however, even then, there’s another
one: stop someone else from getting the shard first (the PCs don’t
know at this point whether the villain is after the shard, but the
possibility should get greedy PCs’ attentions).
Upon
arriving at Windsong Abbey, the PCs must find a way of defeating the
invaders and rescuing any surviving priests or residents. And this is
where the adventure becomes very different from a standard dungeon.
In most dungeon adventures, the PCs enter a location (not always a
literal dungeon) where the monsters and villains already live. In
these cases, the PCs are the intruders, the invaders. In Beyond
the Doomsday Door, the monsters
are also intruders. They’ve had more time than the PCs to become
familiar with the abbey, but they still don’t know it perfectly.
They may have taken over the location, but they haven’t completely
stabilized things yet. This allows for a very dynamic setting and an
intense series of encounters for the PCs. While the text may list the
monsters with certain locations, these locations aren’t “homes”
or even necessarily favoured hangouts. As a result, the monsters in
the abbey move about much more than in a typical dungeon. The PCs may
find very little opportunity to rest as one monster after another
comes at them, or may even find themselves overwhelmed as the entire
surface forces of the villain, Ardathanatus, gang up against them. Of
course, any good gamemaster will make even the most static of
dungeons more dynamic based on the PCs’ actions, but the set-up of
this adventure makes that much simpler and much more obvious.
Unfortunately,
once the PCs pass the first doomsday lock
and proceed into the lower dungeons, much of the dynamic quality of
this adventure is lost, and it becomes more a standard dungeon, where
they move from room to room and encounter monsters and occupants one
after the other. Many of the encounters begin to feel repetitive
(there are only so many times the PCs can fight the same kind of
qlippoth before they start to think, “Really? Another one?”) and
like they’re just there to fill up space because dungeons are
supposed to have lots of rooms. Nonetheless, there are still many
things in the lower levels to help keep people’s interest, and
there is still opportunity for interaction with the denizens
encountered. In particular, the PCs might find that it’s best not
to kill every creature they meet (even some of the undead Grotetus
cultists) as they might be able to gain some information from these
creatures—information about the history of Windsong Abbey, of the
temple of Groetus that the abbey was built over, and most
importantly, of Ardathanatus himself. The final encounter should also
help people forget any repetitiveness that came before, as the
qlippoth lord, Yamasoth, manages to get just a few tentacles through
into the Prime Plane for a couple of rounds, allowing for a little
fear to pump into the hearts of even the relatively high-level PCs.
As
villains go, Ardathanatus is likely to prove one of the most
memorable from any adventure or campaign. He is a character who has
motivations beyond just being evil, with a full and tragic backstory.
Of course, lots of RPG villains are written with good motivations and
compelling backstories; however, what makes Ardathanatus stand out is
that the PCs have numerous opportunities to learn these things. Too
often, a villain’s backstory ends up being something only the GM
knows. The villain shows up for one encounter at the end and gets
killed by the PCs. Here, the PCs might actually begin to sympathize
with Ardathanatus and take pity on him. There’s even a possibility
of redeeming him if the PCs play their cards right. If the PCs manage
that, the players will likely talk about it for years to come. One
reason Darth Vader is such a memorable villain is because he is
redeemed at the end. While Ardathanatus won’t likely ever attain
Darth Vader’s level of fame, he likely will be famous for
individual groups.
There
is one aspect of the adventure that I found quite
confusing—distractingly so, as it kept me flipping back to re-read
parts, wondering if I’d read them wrong the first time, only to
discover something else that seemed to be a discrepancy. This
concerns the history of Windsong Abbey and how much of the lower
dungeons the priests actually inhabited and explored. Throughout the
adventure, the text repeatedly states that the priests “wisely
decided” not to open any of the doors with doomsday
locks. At the beginning of Part
Three on page 25, it says that “they wisely decided to leave the
dungeon chambers of the temple alone.” However, it quickly becomes
apparent that the abbey’s clergy used and inhabited the first two
levels of the dungeon as far as the door to area C6. They even
converted one chamber into a temple to Sarenrae and built a statue of
her there. Earlier in the text, in the description of the doomsday
lock at area A10 (on page 17),
it states, “the priests and servants used trap doors elsewhere in
the abbey for ingress and egress [to and from the dungeons]”. This
would seem to clear up some of the discrepancy; however, the only
other references I can find to these trap doors are in areas A6 and
A16, where there a traps made out of the trap doors that once led to
the basement (not specifically dungeon, but presumably meant to be
the same thing). There is no mention in any of the dungeon chambers
to any trap doors at all, even previously existing ones that have
been covered up. It does make me wonder how the abbey inhabitants
carted things in and out through a pair of trap doors no larger than
5 ft by 5 ft each, especially how they managed to get materials in
and out for constructing the statues, benches, and stained-glass
window in the temple of Sarenrae. However, the confusion doesn’t
end there. Going back earlier in the text, in the Adventure
Background on page 7, it states that the abbey was built over “a
temple of Groetus whose deepest chambers contained mysterious sealed
doors, including a particularly ominous one that the priest
identified through study as one of the ‘Doomsday Doors’.”
This would seem to indicate that the priests of the abbey did
explore the dungeons (otherwise they wouldn’t have known the
Doomsday Door was even
there), even though the Doomsday Door is
only reachable by going through some of those “mysterious sealed
doors” that the same paragraph later tells us that they “wisely
decided...should stay closed.” I suppose it’s possible the
priests explored the dungeon using divination magic—although most
spells for this either have a relatively short range (like
clairvoyance) or have
to focus on a specific creature (like scrying).
Whatever the case, the text is very unclear about this.
Of
course, these discrepancies won’t impact play of the adventure a
great deal, although they do make the GM’s job a little more
difficult when revealing the history of the abbey. I have to wonder
whether, during the editing process, some details about the abbey got
changed, but not all the text was modified sufficiently to cover up
the change. Some clearer writing would have saved me a bit of a
headache when reading the adventure; however, the adventure certainly
isn’t spoiled by the inconsistencies.
Following
the adventure are two wonderful support articles. The first, “Before
Sin” by James Jacobs, delves into the secrets of the qlippoth. I
have to be honest and say that I’ve never really seen much point to
the qlippoth, the demons who came before demons so aren’t really
demons but a kind of elder evil that is demon-like in many ways
but... The game has a lot of variations of fiends (demons, devils,
daemons, kytons, etc.) and qlippoth always seemed like just another
ill-defined add-on. However, this article goes a long way towards
changing that opinion. It gives the qlippoth a distinctiveness beyond
just abyssal creatures that came before demons. It provides them with
a proper niche within the structure and history of the Golarion
multiverse. They really do become something other than demons with
their own goals that don’t match the goals of the demons. Thanks to
this article, qlippoth now have a separate personality that I can
exploit, and my appreciation for them has started to grow a little
(and I must say, one thing I have always liked about qlippoth is that
they actually look
demonic, moreso than most demons do).
The
second article is the latest in Sean K. Reynods’s series looking in
depth at the gods of Golarion. This is the first of these articles to
move beyond the core twenty gods of the setting, this one looking at
one of the less-well-known deities, Groetus. Admittedly, of the
non-core deities, Groetus is probably the most well known. Insane
prophets of Groetus pop up in Pathfinder adventures quite frequently,
it seems. Nonetheless, it’s good to finally get an in-depth look at
this god of the end times. What’s nice, too, is that, freed from
having to get all twenty of the core deities done, the articles can
now choose gods that tie into the volume’s adventure more closely.
As Beyond the Doomsday Door
is set in an old temple to Groetus, an article on Groetus makes
perfect sense. While this article has the same basic layout as other
articles in the series (containing sections on “A Priest’s Role”,
“Aphorisms”, and so on), what makes Groetus stand out is that he
doesn’t have an organized following like most other gods. As such,
most priests tend to do their own thing, making for a very
interesting read.
The
Bestiary in this volume contains an assortment of new creatures,
including a new qlippoth (that makes repeated appearances in the
adventure), a new kyton, and the herald of Groetus, End’s Voice.
It’s fitting that such an unusual god would have such a strange and
bizarre herald.
Overall,
Beyond the Doomsday Door
is an excellent volume of the Pathfinder Adventure Path.
While I’m still not enamoured with Shattered Star
as a whole, this makes for a good individual adventure. Indeed, as
Ardathanatus’s goals are not tied up with the Shard of
Envy at all, it would be very
easy to run this as a stand-alone adventure. It does get a bit
repetitive towards the end, but a good GM should be able to overcome
that without much difficulty, especially with the help of the
excellent support articles. By the end, it will likely be a
particularly memorable adventure for all those involved.
What happens if you forget to take the shard off the elf priest before he gets dragged through the real Doomsday Door by the demon lord he served? I know this is a really old post but...well, mistakes happen and the campaign lives and dies with those shards...
ReplyDeleteIt is an enormously inspiring post. I am totally pleased by your excellent work. It contains really very useful information. Looking forward to your next post.
ReplyDeleteDoor Lock Dubai
Shop on the web, or investigate your nearby home improvement stores, since they will likewise convey a restricted choice of keyless door locks. https://www.slotenservice-slotenmaker.nl
ReplyDeleteRegardless of whether the doorway is programmed or physically persuaded, we are totally acclimated, in some degree, to expect certain boundaries be met. PVC ramen
ReplyDeleteExcellent .. Amazing .. I’ll bookmark your blog and take the feeds also…I’m happy to find so many useful info here in the post, we need work out more techniques in this regard, thanks for sharing. locksmith
ReplyDeleteWonderful blog..! I like your every post. They always give me some new knowledge.Thanks for sharing useful information with us. I really congratulate the writer for creating such an impressive blog post.Keep blogging. Find the best Quality Door Locks in UAE
ReplyDeleteIt's a very easy on the eyes which makes it much more enjoyable for me to come here and visit more often. Did you hire out a designer to create your theme? Fantastic work!
ReplyDeletestitching kits medical
Thank you very much for keep this information.
ReplyDeletemagnetic antenna