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!
Basic Plot: A series of slightly connected adventures to play test the new Pathfinder 2.0 rules.
Slog, slog, sloggity slog. I didn't finish reading this. I skipped around a lot and skimmed, though I did read the first 2 sections completely. I wasn't expecting the most awesome thing ever when reading this, but I did have an expectation for a decent adventure for players.
The first segment was merely ok. Very like a Society module, but with little opportunity for role-play, which put off my table. They like role play. It seemed balanced, with opportunities for avoiding or confronting some encounters while others were inevitable.
The second segment killed the whole playtest. It was a slog of encounters that were wholly unnecessary. There were no maps for GMs, only guidelines for laying out the table. The "race" to the final part was very unclear and the movement rules were a GM slog. I hated pretty much every minute of running this.