For
some reason, ever since the adventure was first announced, every time
I see the name Doom Comes to Dustpawn
mentioned (generally in comments on the Paizo messageboards), I
misread it as Dust Comes to Doomspawn.
I don’t know why. I just know that I have to keep correcting myself
in my head. I had to be extra careful just to write the name
correctly above, and I will likely have to be extra careful
throughout this review. Since I can’t stop myself making this
frustrating misreading, I thought I’d share it with all of you,
possibly causing you to make the same misreading from now on and
share in my frustration.
I
am so cruel.
Of
course, the question is, does Doom Comes to Dustpawn
deserve my cruelty? And the answer is that it most definitely
doesn’t. Doom Comes to Dustpawn
by Mike Welham was the winning entry from last year’s RPG
Superstar, a contest Paizo runs annually to find new writing talent.
It’s been a very successful contest for Paizo, bringing a bunch of
great new writers into the gaming world. Old pulp science fiction
stories are the very clear inspiration for this adventure about an
invasion from outer space, but, of course, reimagined as fantasy for
the Golarion setting. The adventure cleverly mixes site-based
encounters with event-based ones, allowing for an adventure that
builds towards a specific climactic event, but does so in a very
open-ended way, leaving the player characters to guide the action and
development to that point.
SPOILERS
FOLLOW
Doom
Comes to Dustpawn has a richly
detailed backstory that sets up the events to take place. While many
adventures have detailed backstories that show how the villains and
other characters reach the points they’re at at the beginning of
the adventure, it’s less frequent that those backstories intertwine
so seamlessly with the events of the adventure itself. Indeed, it’s
not at all uncommon that the PCs never even learn the backstories
during the adventures. In Doom Comes to Dustpawn,
learning the backstory is integral to the adventure, enough so that I
cannot effectively review the adventure without discussing the events
of that backstory.
A
little over a century ago, elven astronomers from the country of
Lirgen (which would later be destroyed by the Eye of Abendego
following the god Aroden’s death) launched an ambitious plan to
travel into space after their leader received a vision from Desna (at
least so he believed). They built themselves a magical spaceship,
successfully launched it, and used it to begin a long journey out of
the solar system. They kept in contact with Lirgen via magic and also
kept detailed records of their observations in dream crystals, items
that could record and replay images in the form of dreams. After they
mysteriously lost touch with Lirgen (due to the aforementioned death
of Aroden), they continued on with their mission.
After
fifty-six years of travel, they encountered the being that had first
inspired Gelviel, the group’s leader, to embark on this expedition.
But it was not Desna. Rather, it was a creature that called itself
the Emissary from Beyond, (in truth a vespergaunt), and it drew them
out here under false pretences. The elves tried to fight against it,
but it used its magic to dominate them and, with the power of the
dream crystals, mutated them into nightmarish, but subservient
creatures. It then sent the ship, Lirgen’s Glory,
back towards Golarion.
Another
fifty-six years passed, and the ship reached Golarion once more.
However, unable to find their home port in Lirgen, the ship was
forced to crash near the Isgeri town of Dustpawn.
My
only real disappointment about Doom Comes to Dustpawn
is that after such a brilliant set-up, it has an extremely generic
hook for the PCs’ involvement: An NPC the PCs have never met before
hires them to investigate the fallen meteor that he believes isn’t
really a meteor. The adventure opens some time after the crash of the
Lirgen’s Glory, at a
point when other expeditions have already failed to return and
rumours of strange monsters in the surrounding farmlands have begun
to spread. I can’t help but feel that there is a missed opportunity
here for a truly exciting opening. Instead of bringing the PCs in
after the fact, have them in Dustpawn at the time of the crash. Let
them see the “meteor” streak overhead and smash into the ground
somewhere to the south. Allow gamemasters to tailor the reasons for
the PCs being in Dustpawn to their own campaigns and let the PCs have
a personal interest in the adventure right from the start, instead of
drawing them in with the lure of money. True, “NPC stranger pays
PCs for a task” is a staple hook of roleplaying game adventures,
used since the earliest Dungeons and Dragons adventures, but as I’ve
said before in other reviews, its constant use for the last several
decades has left it stale and repetitive. I don’t think there’s
anything wrong with using it once in a while (particularly if it fits
a GM’s particular group), but I would really like to see more
variety—more adventures with original, exciting openings like Burnt Offerings, and fewer like
Broken Chains
or Shards of Sin.
Changing
the opening so that the PCs are in Dustpawn when the Lirgen’s
Glory crashes would mean making
a few other changes to the adventure, but nothing too substantial.
The cultists of the Dominion of the Black (which the Emissary from
Beyond
serves) could receive
the Emissary’s call earlier so that they are already established in
the area at the time of the crash. It would mean that they won’t
yet have been able to collect many of the scattered dream crystals,
but this could add an extra exciting element to the adventure. The
adventure for the most part would remain the same. Dalviss Crenn can
still seek the PCs out and tell them of his suspicions regarding the
meteor; the PCs will just have more reason to want to seek out the
crashed ship and solve the mystery. Indeed, if I run this adventure
at some point in the future, I will definitely make these changes.
Once
the PCs are motivated to start the adventure (either by the book or
by my proposed changes or by some other method), Doom Comes
to Dustpawn becomes really quite
excellent. The thing I like most about it is the degree of choice the
PCs have in how they want to proceed. They can head out immediately
to seek the crashed ship, they can investigate the mystery of
Dalviss’s missing cook, or they can investigate the strange
prospectors (actually cultists of the Dominion of the Black) staying
at Dalviss’s inn. All of these things link together, of course, and
pursuing one avenue will eventually lead the PCs along the other
ones, but the amount of choice afforded the PCs gives them the
feeling of truly leading this adventure rather than the adventure
leading them.
While
most of the encounters in the adventure are location-based, the
adventure still manages to maintain a dynamic feeling to it. It
doesn’t fall into the trap that a lot of dungeon adventures fall
into, that of making it seem like the monsters just stand around in
one place waiting for the PCs to show up and kill them—not that I
would call this adventure a dungeon crawl, although there are a
couple of small caves and the ship itself to travel through. The
villains and creatures in this adventure actually move around. The
prospectors, for example, have a schedule that they follow from day
to day, and so while their stats and details are provided with the
description of their inn room, simply going to that room doesn’t
mean the PCs will encounter them there. The PCs might even encounter
the prospectors at multiple times in the adventure (and at different
locations) depending on how they choose to approach or deal with the
prospectors.
The
only exception to this is the Lirgen’s Glory
itself, which does seem a bit static in its layout. Its occupants do
just stay in one spot until the PCs arrive. Indeed, the text
specifically states that Gelviel hasn’t left the bridge in decades.
However, the ship is a small enough “dungeon” that the PCs will
likely pass through it too quickly for it to feel static. (As an
aside, with the ship’s layout, the adventure makes the classic
science fiction/fantasy mistake of not having a lavatory or any
explanation of how the occupants deal with waste, wash themselves, or
indeed keep themselves fed for a 112-year journey.)
There
are several strong NPC characters in Doom Comes to
Dustpawn. In particular, Abtaroh
Vorenic, leader of the cultists, makes for an intriguing villain.
She’s not actually out to kill the PCs. Indeed, she’s more than
willing to work with the PCs if doing so will help her accomplish her
goals to acquire the orrery of distant worlds,
a magical item on board the Lirgen’s Glory.
Of course, it’s unlikely that the PCs will want to help her attain
this, but she could become a temporary ally.
The
adventure adds another subtle element that impacts the PCs
interactions with NPCs and even the PCs themselves. The cultists have
been poisoning Dustpawn’s water supply with a slow-acting curse
that gives the locals nightmares and gradually makes them more and
more antagonistic. Eventually, it will cause them to turn into
creatures from their nightmares, mutating them like the elves on the
Lirgen’s Glory and
turning them into servants of the vespergaunt. This adds an extra
element of mystery to the adventure as the PCs have to contend with
the town slowly turning against them. On top of that, if the PCs
drink from the local water supply, they too can become tainted by the
curse.
While
most of the adventure’s encounters are determined by the PCs’
actions, there are some scheduled event-based encounters that occur
once the PCs have completed their investigations. They all centre
around the arrival of the Emissary from Beyond, an arrival the PCs
should know by now is imminent—exactly how imminent, however, is
really up to the GM. The timeframe should be such that the PCs have
enough time to be ready, but still feel like they’re racing against
the clock. These events begin with the townsfolk starting to go
through their mutations, including the PCs’ patron Dalviss Crenn.
Finally,
the Emissary from Beyond arrives. The adventure does a wonderful job
of building up the Emissary’s arrival, making the final battle with
it truly climactic. Using a vespergaunt as the adventure’s major
villain also helps drive home the other-worldliness of the entire
adventure—an amorphous blob of intelligent goo with powerful
magical abilities (vespergaunts were first introduced in the Inner Sea Bestiary). In a game
with so many weird
and unusual monsters,
it can be hard to find something that seems alien compared to
everything else, but a vespergaunt certainly fits the bill.
Overall,
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.
"As an aside, with the ship’s layout, the adventure makes the classic science fiction/fantasy mistake of not having a lavatory or any explanation of how the occupants deal with waste, wash themselves, or indeed keep themselves fed for a 112-year journey."
ReplyDeleteRings of sustenance and prestidigitation, duh. ;)
Per my earlier comment, I'm willing to bet that we won't see an adventure hook beyond "you are hired to do a job" ever again. It's the influence of Organized Play. I saw a poster on the forums the other day discussing how much better the APs/modules are ow than the "less evolved" ones of Paizo's early years since they skip over the whole time-wasting question of motivations and just leap the PCs directly into the carnage. :P
Joana
Yeah, I'm pretty sure you're right. I'll keep complaining about it though. :)
DeleteI kept reading it as Dustspawn so I can see how you could read it wrong too. Nice review, have you checked out Ultimate Campaign yet?
ReplyDeleteI'm about two thirds of the way through reading Ultimate Campaign, and hope to have a comprehensive review of it up within a week.
Delete