Pathfinder Adventure Path #163: Ruins of Gauntlight (Abomination Vaults 1 of 3)

4.40/5 (based on 12 ratings)
Pathfinder Adventure Path #163: Ruins of Gauntlight (Abomination Vaults 1 of 3)
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Enter the megadungeon! When the mysterious Gauntlight, an eerie landlocked lighthouse, glows with baleful light, the people of Otari know something terrible is beginning. The town's newest heroes must venture into the ruins around the lighthouse—and delve the dungeon levels far beneath it—to discover the evil the Gauntlight heralds. Hideous monsters, deadly traps, and mysterious ghosts all await the heroes who dare to enter the sprawling megadungeon called the Abomination Vaults!

"Ruins of Gauntlight" is a Pathfinder adventure for four 1st-level characters. This adventure begins the Abomination Vaults Adventure Path, a three-part, monthly campaign in which the heroes explore a sprawling megadungeon to stop an ancient evil from renewing her monstrous vengeance. This adventure also includes an extensive gazetteer of the town of Otari, the heroes' home base, as well as new monsters, new rules, and new artifacts—including the dread Gauntlight itself!

Each monthly full-color softcover Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the world's oldest fantasy RPG.

ISBN-13: 978-1-64078-301-0

The Abomination Vaults Adventure Path is sanctioned for use in Pathfinder Society Organized Play. The rules for running this Adventure and Chronicle sheet are available as a free download (983 kb PDF).

Other Resources: This product is also available on the following platforms:

Hero Lab Online
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One of my favorite Paizo modules ever

5/5

Ruins of Gauntlight is a fantastic adventure, and a textbook example of how to write a great dungeon crawl. I love that it starts in media res, right outside the gates of Gauntlight, with minimal background exposition. You’ve been hired to do a job, and you're already on your way to do it. In this regard it reminds me nicely of many old skool D&D adventures, specifically Castle Caldwell and Beyond, which was the very first D&D module I ran back in the day. This method also leaves a lot more space for the actual adventure.

I’m impressed at so many things, I don’t know where to start! James has managed to cram a lot of great content into these pages. The whole place feels very organic and natural, and the maps are well-designed and ”logical”. This is a place where *everything* is there for a reason, and a great deal of thought has been put to hazards, encounters and treasure distribution. I also love how the history of the place is present everywhere, and there are many minor and major mysteries for the PCs to discover. I won’t go into any detail, you want to discover them yourself. In many ways it also reminds me of the Ruins of Undermountain boxed set, which in my opinion is the best AD&D era superdungeon.

I strongly feel Abomination Vaults should have been a flagship product and the first Adventure Path for 2E. As a whole it is the best AP Paizo has put out in years, and Ruins of Gauntlight is definitely one of my favorite Paizo modules ever. It showcases all the best 2E mechanics in a fantastic fashion, and (IMO) this AP is way more approachable and easier to run than Age of Ashes. It takes place in a contained environment, yet close enough to smaller and bigger settlements, so that the PCs have access to lodging, gear and information. It has a well-written plot that probably fits most groups as is, without any modifications. It is just hands down better in every aspect than any of the previous 2E APs.

Even if you don’t like dungeon crawls, you should check out this adventure. The ground floor alone is worth the full price, and the rest of the levels are also chock-full of the same goodness! This adventure absolutely ROCKS, so gear up and haul your asses to explore the mysterious depths of Gauntlight!


Amazing dungeon adventure with a classic feel!

5/5

My group and me have been playing this adventure and having a blast!

Not only is there a really in depth town with many colorful NPCs and many hooks, but the feeling of going on an advneture delving into long forgotten dungeons is just plain fun! Exploring a dungeon is just so satisfying as it sheds layer by layer like an onion.

Concerning the difficulty, my group has not run into that, maybe because of different dice rolling (praise the dice gods), different tactical approaches and also the players have made it a point to risk their lives in attempts to save each other! Classic, heroic fun!

All in all, my favorite adventure up until now!


Way too deadly

1/5

Note, I'm one of Andrews players and so its not surprising that I basically agree with his points.

I died 3 times in one session. That largely says it all.

The first death my paladin is one shot killed by an NPC. My character is certainly a decent to good front liner. Paladin, shield raised, human, con of 14, Expert in Fortitude saves. Could be slightly better than that but not really much better. And many characters (including some front liners) are significantly worse.

Even when using a hero point I figure the odds of the vampiric touch killing me at about 25%. That is instant death for a full hit point front liner. That is really way too hard. 1 in 4 chance of death.

Then we had the TPK with the scorpion. Saved by Deus Ex Machina which is really, really unsatisfying. I lost the vote at the meta level to have us saved (I'd have preferred we all died).

Then the second TPK. A fight with a tough monster immediately after a resource draining hit point inflicting encounter would be bad if the monster was fair. But, of course, it was over tuned. If Paizo just followed their own guidelines we'd likely have handled it. But no, they have to ignore their guidelines and just make the monsters tougher.

I'm liking the story of the dungeon crawl, I really like the group as a whole. The adventure seems like it will be a lot of fun. An interesting story, chances for character interactions

But yeah, dying 3 times in a session is really too much. And it was NOT due to bad play or incredibly bad luck (having a 25% chance come up is mildly unlucky but only mildly). Even as an experienced player who loves making characters I was somewhat disheartened. If I didn't like the group as much as I do I'd be seriously considering quitting.

If this was anywhere close to my introduction to Pathfinder (say, for example, having gone through the beginner box which is one of the main targets for this module) I'd definitely decide that Pathfinder just sucks and go to a better system.

Paizo, there really are only a few lessons that you HAVE to learn:
1) Follow your own guidelines for monster creation and for encounter preparations. The guidelines aren't bad but you continually just ignore them.
2) Stop putting in instakill abilities against low level characters. Obviously bad luck can happen and I'm not saying make everything a cake walk. But there is a HUGE difference between a bad guy rolling a 17 and then a 20 and the character being critted twice and dying asopposed to a character with expert fortitude and good Con and hit points needing to roll a 13+ to survive.
3) Be way, way more sparing on CR+2 and CR+3 monsters. Even when the encounter is "fair" it can be un-fun to be knocked unconscious on a roll of 9 followed by a 12. And, if you DO this, please make sure that the CR includes any advantages the environment grants (again, as the encounter building guides suggest).


Paizo continues not to understand its own mechanics

2/5

OK, I have prepared Book 1 and Book 2 and so far have run the first level of Book 1. My group recently completed the Keep level, have done the graveyard event and are about to head back to start the first underground level. Or they would if we hadn't had effectively two TPK's.

This review focuses purely on the Keep. We have had two sessions.

The Keep level itself is interesting. The map is beautiful and well laid out with plenty of room to explore and various different routes to different places. The enemies are varied and interesting and there are some decent opportunities for role play interaction to break up the dungeon crawling.

In the first session the group happily explored much of the Keep. They negotiated with the mitflit King and enjoyed learning about his plan for the flying cavalry. At the end they found the shrine and just eeked out a victory. It is a very difficult encounter.

Returning the following day they headed over to the outbuildings where things started to go wrong. Putting something with vampiric touch in at level 1 is as bad as the Wight in thornkeep. It is a virtually guaranteed death as the spell has the death trait so there is no messing about with death saves when a regular fail drops everything except a dwarf barbarian on an average damage roll. 22 damage to the groups Champion ended him.

Heading back to town they recruited a replacement PC. Heading back they met up with Tangletop which they enjoyed. They gave him the shiny and decided to finish off exploring the Keep. They entered the scorpion room from the north and here we got TPK number 1. This thing is a terror with high AC, reach, opportunity attack, a dangerous poison and a lot of health. I had Wrin save them and they woke up in bed back in town.

Nervous they headed back, ignored the scorpion and entered the lighthouse. I had the haunt activate even though its only supposed to do so at night and it nearly murdered all of them. It is particularly mean that the entry door crumbles away giving the haunt clear line of sight down the very long hallway so it can continue to affect people if they try to run away, which my group did. Fortunately I have been having the mist limit vision pretty significantly.

They fled and just managed to stop the bleeding in time. I let them level up, restore themselves and then had the light show start. They rushed back to the graveyard, easily dealt with the undead and then were finished by the Skalthrax which is well above the recommended stats for a level 4 monster. I had the guard rally themselves and save the group.

A bunch of this leaves a fairly sour taste in the mouth. This is supposed to be the introductory level, the stage at which PCs are at their most fragile. We have had two effective TPK's and one outright murder and I am running for very experienced 2E players. This has certainly felt like a trend with similarly problematic encounters in starting levels for all previous APs.

If I was rating this for the lore, the setting, the maps, the layout and the presentation it would be a clear 4 stars. However, the encounter mechanics for level 1 PCs are blatantly too severe in a very obvious way. If I were running this for newbies I dont think we would have a session 3.


Ring Side Report-RPG Review of Pathfinder Adventure Path #163: Ruins of Gauntlig

5/5

Originally posted at www.throatpunchgames.com, a new idea every day!

Product- Pathfinder Adventure Path #163: Ruins of Gauntlight
System- Pathfinder 2nd Ed
Producer- Paizo
Price- $24.00 here https://paizo.com/products/btq023hs
TL; DR- 92%

Basics- Strange lights in the mist! The old lighthouse calls! The local crazy calls forth a group of adventurers to see what horrors her harrow cards have foretold! A dungeon crawl for characters level one to four.

Mechanics or Crunch- This is a straight up dungeon crawl. There is a dungeon lighthouse in a marsh. You are told to check it out. Overall, its slick quick rooms with lots of fights. There are some things I think are a bit rough like some things are listed with different names, so that made the experience a bit harder to dig through as a GM. However, the players have solid fights with fun things to discover. 4.5/5

Theme or Fluff- This is a dungeon crawl. There is a town and it gets a full write-up in both the player guide and the first adventure, but honestly, it's background. The adventure literally just starts you at the foot of the dungeon. I would like a bit more lead up for my players. Otherwise, this megadungeon ends up like the random generated dungeons where I just mindlessly kill orks on my phone. The dungeon is nice and atmospheric, so the story beyond the start is built on show don’t tell. 4.5/5

Execution- PDF? YEP! Hyperlinked? Kind of. The writing is good, the layout is nice, and the flow is quick. The book has bookmarks in the PDF, but it doesn't have clickable links in the parts. That would help as this is over 60 pages and hopping around is a pain. What I absolutely LOVE is the maps. There is a separate map file given with the PDF. That map lets you add and remove things like secret doors and the grid. That makes life SO much easier to run and align online or digitally. Paizo knows how to make a solid book. 4.75/5

Summary- Been looking forward to this one for a bit. Some hack and slash is fun, and having some Pathfinder hack and slash is a blast. Now, the one thing I think I would like different is a bit more story to the carnage. Some lead in as my players need to know why they are killing things. The crunch is good, but a few things are just slightly off enough to annoy the GM. Players won’t notice. The book itself is solid and something I loved to read. This adventure is a solid start to a good old fashioned kick in the door and kill the bad guy campaign. 92%


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Paizo Employee Webstore Coordinator

3 people marked this as a favorite.

Announced for January! Product image and description are not final and may be subject to change.

Grand Archive

Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

HuzzzaH!


Wooo!!! Can't wait for this


1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Interesting! A short AP focused on a megadungeon has possibilities.


2 people marked this as a favorite.

Kortos, we are really sticking to the Center of the World.


As a three-part AP, I suppose this doesn't take the PC to 20 level. Yet, we are talking about a megadungeon...


5 people marked this as a favorite.
The Gold Sovereign wrote:
As a three-part AP, I suppose this doesn't take the PC to 20 level. Yet, we are talking about a megadungeon...

I'm fairly certain the developers said levels 1-11 in the adventure path panel at PaizoCon Online., with Fist of the Phoenix being 11-20.


Heine Stick wrote:
The Gold Sovereign wrote:
As a three-part AP, I suppose this doesn't take the PC to 20 level. Yet, we are talking about a megadungeon...
I'm fairly certain the developers said levels 1-11 in the adventure path panel at PaizoCon Online., with Fist of the Phoenix being 11-20.

I completely forgot the AP panel was up today! I got confused by the Adventures panel that's going up tomorrow...

Grand Archive

3 people marked this as a favorite.
Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

Beginner's Box adventure: in Otari
Trouble in Otari: Follow up to Beginner's Box, in Otari
Abomination Vaults AP (lvl 1-11): Use Otari as Hub

They are setting Otari as the Starting town for new players. :O


2 people marked this as a favorite.

Otari is the new Sandpoint.


Nice!


Heine Stick wrote:
The Gold Sovereign wrote:
As a three-part AP, I suppose this doesn't take the PC to 20 level. Yet, we are talking about a megadungeon...
I'm fairly certain the developers said levels 1-11 in the adventure path panel at PaizoCon Online., with Fist of the Phoenix being 11-20.

Where might we get access to this information?


This looks good. Love me some mega-dungeons. I'll definitely be ready to get off this island when its over though.


3 people marked this as a favorite.
Terevalis Unctio of House Mysti wrote:
Heine Stick wrote:
The Gold Sovereign wrote:
As a three-part AP, I suppose this doesn't take the PC to 20 level. Yet, we are talking about a megadungeon...
I'm fairly certain the developers said levels 1-11 in the adventure path panel at PaizoCon Online., with Fist of the Phoenix being 11-20.
Where might we get access to this information?

The Twitch Stream. They mention the upcoming APs at the beginning of the second part.


Graeme Lewis wrote:
Terevalis Unctio of House Mysti wrote:
Heine Stick wrote:
The Gold Sovereign wrote:
As a three-part AP, I suppose this doesn't take the PC to 20 level. Yet, we are talking about a megadungeon...
I'm fairly certain the developers said levels 1-11 in the adventure path panel at PaizoCon Online., with Fist of the Phoenix being 11-20.
Where might we get access to this information?
The Twitch Stream. They mention the upcoming APs at the beginning of the second part.

Sadly, the stream isn't up in their channel yet... I can't believe I lost it. I was so excited with the 2021 ap reveal.

Dark Archive

The Gold Sovereign wrote:
Graeme Lewis wrote:
Terevalis Unctio of House Mysti wrote:
Heine Stick wrote:
The Gold Sovereign wrote:
As a three-part AP, I suppose this doesn't take the PC to 20 level. Yet, we are talking about a megadungeon...
I'm fairly certain the developers said levels 1-11 in the adventure path panel at PaizoCon Online., with Fist of the Phoenix being 11-20.
Where might we get access to this information?
The Twitch Stream. They mention the upcoming APs at the beginning of the second part.
Sadly, the stream isn't up in their channel yet... I can't believe I lost it. I was so excited with the 2021 ap reveal.

January through march will be this three-part mega-dungeon ap.

April through june will be another three-part AP called "Fist of the Phoenix".

Was there anything else announced?

Personally i was expecting some Darklands adventure path, as the next Pathfinder Battles set (scheduled for december/january) is called "Darklands Rising"!

Silver Crusade

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Pathfinder Adventure Path Subscriber

Usually, Paizo announced 1 AP at PaizoCon and another at GenCon.

This time, they've announced 2 half-APs at PaizoCon ... but there's no physical GenCon this year ... so perhaps there will be one more AP announced at GenCon Online, which is scheduled to take place in July in lieu of the normal one.


Graeme Lewis wrote:
Terevalis Unctio of House Mysti wrote:
Heine Stick wrote:
The Gold Sovereign wrote:
As a three-part AP, I suppose this doesn't take the PC to 20 level. Yet, we are talking about a megadungeon...
I'm fairly certain the developers said levels 1-11 in the adventure path panel at PaizoCon Online., with Fist of the Phoenix being 11-20.
Where might we get access to this information?

The Twitch Stream. They mention the upcoming APs at the beginning of the second part. [/QUOTE

Gracias


5 people marked this as a favorite.

I’ve been asking for a megadungeon AP for ages. Thank you so much for making it happen, Paizo-powers-that-be.

Awesome! :)

I would personally love to see a full AP,but given the community’s appetite for megadungeons, I think a short and sharp 3-parter makes sense. I’ll hope it’s phenomenally successful and that we might see a “delving deeper” sequel in the adventures line, sometime down the track.

Really, really glad to read about this.


2 people marked this as a favorite.
The Gold Sovereign wrote:
Graeme Lewis wrote:
Terevalis Unctio of House Mysti wrote:
Heine Stick wrote:
The Gold Sovereign wrote:
As a three-part AP, I suppose this doesn't take the PC to 20 level. Yet, we are talking about a megadungeon...
I'm fairly certain the developers said levels 1-11 in the adventure path panel at PaizoCon Online., with Fist of the Phoenix being 11-20.
Where might we get access to this information?
The Twitch Stream. They mention the upcoming APs at the beginning of the second part.
Sadly, the stream isn't up in their channel yet... I can't believe I lost it. I was so excited with the 2021 ap reveal.

Correcting myself here,

The stream is up under the name "Organized Play Marquee Event", and they start to cover the AP line at 01:55.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
The Gold Sovereign wrote:
The Gold Sovereign wrote:
Graeme Lewis wrote:
Terevalis Unctio of House Mysti wrote:
Heine Stick wrote:
The Gold Sovereign wrote:
As a three-part AP, I suppose this doesn't take the PC to 20 level. Yet, we are talking about a megadungeon...
I'm fairly certain the developers said levels 1-11 in the adventure path panel at PaizoCon Online., with Fist of the Phoenix being 11-20.
Where might we get access to this information?
The Twitch Stream. They mention the upcoming APs at the beginning of the second part.
Sadly, the stream isn't up in their channel yet... I can't believe I lost it. I was so excited with the 2021 ap reveal.

Correcting myself here,

The stream is up under the name "Organized Play Marquee Event", and they start to cover the AP line at 01:55.

Yep unfortunately all the streams for the day end up in one Twitch video after. They usually break them up for YouTube, i do believe.

Dark Archive

1 person marked this as a favorite.

Huh so were getting a megadungeon Ap set in Absalolm roughly at the same time we would be getting a module megadungeon ap also set in Absalolm that not a bit of oversaturating? (Especially since I assume the Ap one will be bigger and with way more support material)

Dark Archive

1 person marked this as a favorite.
Pathfinder Starfinder Roleplaying Game Subscriber
Kevin Mack wrote:
Huh so were getting a megadungeon Ap set in Absalolm roughly at the same time we would be getting a module megadungeon ap also set in Absalolm that not a bit of oversaturating? (Especially since I assume the Ap one will be bigger and with way more support material)

? We don't have megadungeon ap in Absalom, unless you mean one of those "single book megadungeons"

But seriously though, with megadungeons its kinda irrelevant what country they are set in, they almost always have monsters from all over the world anyway


CorvusMask wrote:
Kevin Mack wrote:
Huh so were getting a megadungeon Ap set in Absalolm roughly at the same time we would be getting a module megadungeon ap also set in Absalolm that not a bit of oversaturating? (Especially since I assume the Ap one will be bigger and with way more support material)

? We don't have megadungeon ap in Absalom, unless you mean one of those "single book megadungeons"

But seriously though, with megadungeons its kinda irrelevant what country they are set in, they almost always have monsters from all over the world anyway

Erik Mona's standalone adventure module, "The Dead God's Hand" is set in Absalom and was described as as megadungeon. So they're probably describing that product.

Then again, it's been delayed indefinitely while Mr. Mona works on the hardcover for the Lost Omens Absalom book... which is also indefinitely delayed. So I don't think we need to worry about over-saturation on that front, unless they re-announce the release date for DGH at the Adventure panel today.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Kevin Mack wrote:
Huh so were getting a megadungeon Ap set in Absalolm roughly at the same time we would be getting a module megadungeon ap also set in Absalolm that not a bit of oversaturating? (Especially since I assume the Ap one will be bigger and with way more support material)

Yep this mega-dungeon is over 50 miles from Absalom. Not exactly far, but also not really close.


1 person marked this as a favorite.
Pathfinder Pathfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Three APs in a row on/around the Isle of Kortos. That's... interesting.


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Hey, after 10 years of absolutely nothing on Kortos, it's fine. Just... this is probably enough for now.


3 people marked this as a favorite.
Fumarole wrote:
Three APs in a row on/around the Isle of Kortos. That's... interesting.

To be fair, none of the three really run into each other. Nor does this particular one actually seem to have much connection to Kortos beyond "this is where the new village is set"

But yeah. They're really doubling down on releasing Absalom or Kortos-centric stuff right now (adding in the someday-to-be-released Dead God's Hand and Lost Omens book, along with Trouble in Otari this fall). Doesn't bug me. I think it will be good to have a central basis of PF2, and as they branch out over its lifetime, we won't feel nearly so saturated.


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Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
Grankless wrote:
Hey, after 10 years of absolutely nothing on Kortos, it's fine. Just... this is probably enough for now.

Absolutely nothing except for Gallery of Evil and numerous Pathfinder Society scenarios.

Dark Archive

Pathfinder Starfinder Roleplaying Game Subscriber
Zaister wrote:
Grankless wrote:
Hey, after 10 years of absolutely nothing on Kortos, it's fine. Just... this is probably enough for now.
Absolutely nothing except for Gallery of Evil and numerous Pathfinder Society scenarios.

Isn't gallery of evil over ten years ago? ;D

Silver Crusade

7 people marked this as a favorite.
Pathfinder Adventure Path Subscriber
CorvusMask wrote:
Zaister wrote:
Grankless wrote:
Hey, after 10 years of absolutely nothing on Kortos, it's fine. Just... this is probably enough for now.
Absolutely nothing except for Gallery of Evil and numerous Pathfinder Society scenarios.
Isn't gallery of evil over ten years ago? ;D

TTRPG fans are known to twist the passage of time, that 1988 game where Joey played an annoying kender was yesterday and that first-ever game in 1978 was just two days ago.


3 people marked this as a favorite.
Zaister wrote:
Grankless wrote:
Hey, after 10 years of absolutely nothing on Kortos, it's fine. Just... this is probably enough for now.
Absolutely nothing except for Gallery of Evil and numerous Pathfinder Society scenarios.

Point of fact: I have every AP book from Council of Thieves onward, plus nearly every campaign book and 25 or so player companions.

I don't have any of these you speak of.

So, Pathfinder 2nd edition is pretty much my only foray onto the Starstone Isles since the Guide to Absalom.


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Personally, a megadungeon isn't that exciting.

But, I said the same thing about Iron Gods and that became my favorite AP, so I will give Paizo the benefit of the doubt and I can't wait to see what kind of twists they bring.


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captain yesterday wrote:

Personally, a megadungeon isn't that exciting.

But, I said the same thing about Iron Gods and that became my favorite AP, so I will give Paizo the benefit of the doubt and I can't wait to see what kind of twists they bring.

Some of my favourite APs have been the ones I was initially cool on. Even when there’s a miss, I’m still glad they try a broad array of themes/settings

Dark Archive

5 people marked this as a favorite.
Fumarole wrote:
Three APs in a row on/around the Isle of Kortos. That's... interesting.

It's definitely not encouraging for GMs insufficiently enticed to run Kortos as an adventure site, portability of mega-dungeons aside.

On the other hand, between Extinction Curse, Beginner's Box, the Vault mini-AP, and Erik Mona's mega-dungeon, you have a TON of site-based adventure material, all focused on a 50-200 mile perimeter that could take up a campaign for 2-5 years.

My goal is to collect and index it all and put it all on one huge.... hex-map for Kortos.

Something similar happened last decade with Rappan Athuk, which began with a mega-dungeon. Then other books came out, adding nearby overland adventures above the dungeon, and Matt Finch added 2 books of underdark advenures below the mega-dungeon. You had several books of adventuring material, all working extremely well with each other. Most significantly, the sheer volume gave players a level of freedom (of movement, picking patrons, missions, factions, alignments) that they don't usually enjoy if you run a single module, let alone an adventure path. Heck, I think this is more freedom than Kingmaker offers, because it's only horizontal freedom across a static plane. This, on the other hand, is freedom of travel in three dimensions.

Personally, I think it's brilliant.


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Very cool to see Paizo try out the 3-part AP format for PF! Definitely picking this one up.


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I like that this kind of thing facilitates the other half- an 11-20 AP. The first two levels of PF2 have been voted as "never again" by my players, so having some good options to just jump on in higher up is nice.

Wayfinders

1 person marked this as a favorite.

I am looking forward to this bigtime.


We're getting two really intriguing and tantalizing megadungeons coming to Pathfinder this winter... I wonder if I can find players who want that, haha. I would absolutely love to run a very combat-heavy campaign. And this one especially looks so steeped in a weird lore, which is totally my jam.


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Pathfinder Adventure, LO Special Edition, PF Special Edition, Starfinder Roleplaying Game Subscriber

I have always loved a good dungeon crawl myself. My players get board easily with mostly social encounters. The tend to start fights rather than talk their way out of them. I think a good dungeon crawl will be good for them. I'm hoping for a full adventure path mega dungeon in the future.

Horizon Hunters

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Released in January?

Happy birthday to me!

Dark Archive

6 people marked this as a favorite.

While i and all people i play with hate to play in a dungeon for more than two sessions in a row, i will get this, because:
A) It's from James Jacobs.
B) I love the idea of three-part campaigns and liked the ones i got in Starfinder and want to support them for Pathfinder.
C) I have bought every adventure path volume that Paizo published so far and will probably continue to do that for a long time.

I also loved "The Ruby Phoenix Tournament" and hope that the AP after this one will go full Grand Tournament in the style of Dragonball, Street Fighter, Tekken and countless eastern martial arts movies!

The Exchange

Katina Davis wrote:
Announced for January! Product image and description are not final and may be subject to change.

Very nice! I am excited! Any sneak previews as to what comes after the megadungeon?


Fumarole wrote:


On the other hand, between Extinction Curse, Beginner's Box, the Vault mini-AP, and Erik Mona's mega-dungeon, you have a TON of site-based adventure material, all focused on a 50-200 mile perimeter that could take up a campaign for 2-5 years.

Would someone be so kind as to point me towards Eric Mona's super dungeon?


Generic Villain wrote:
Would someone be so kind as to point me towards Eric Mona's super dungeon?

Probably talking about this

The Dead God's Hand

And this
Dead God's Hand Multi Pack


Isn't a three-part AP awfully small/short for a "megadungeon"?

Dark Archive

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Pathfinder Starfinder Roleplaying Game Subscriber
Twilight2k wrote:
Isn't a three-part AP awfully small/short for a "megadungeon"?

Nope. Megadungeon isn't "dungeon that takes you from level 1 to level 20", its just a really long multiple floor sized dungeon. Like plenty of 1e aps have single book megadungeons if you ask me. That said I guess proper definition is "dungeon so large you could have entire campaign in same dungeon" which would still count for 3 book campaign :p


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It'll be a bit larger than the Emerald Spire dungeon, for comparison.


As cool as this is, I'm still hoping for a Osirion-based Megadungeon one day! You know, something similar to Gary Gygax's Necropolis. ;)

Silver Crusade

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That probably won't be touched for awhile since we already had Mummy's Mask.

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