Paranormal adventure abounds when an ancient curse at long last lifts from the River Kingdom of Sevenarches. The heroes trek into the ancient forest realm in search of answers, but first they find violent druids, wicked fey hunters, and paranoid townsfolk. Behind it all is an enigmatic bogeyman who pulls the strings from a coterminous plane of spindly shadows. Can the characters unravel the schemes of Kaneepo the Slim? How does the fatal obnubilate curse relate to their missing memories? And what awaits them on the other side of the Seventh Arch? There's just one way to find out!
The Seventh Arch is a Pathfinder adventure for four 1st-level characters. This adventure begins the Gatewalkers Adventure Path, a three-part monthly campaign in which a team of paranormal investigators unravel the mystery behind a mass amnesic episode which left them with lost memories and strange powers. This adventure also includes a gazetteer of adventure sites on the alien world of Castrovel, the Green Planet; new rules options perfect for paranormalist adventurers; and strange new creatures to befriend or bedevil your players.
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.
Written by: James L. Sutter
ISBN-13: 978-1-64078-492-5
The Gatewalkers Adventure Path is sanctioned for use in Pathfinder Society Organized Play. The rules for running this Adventure Path and Chronicle Sheets are available as a free download (1 MB PDF).
Other Resources: This product is also available on the following platforms:
This book is in many ways the best of the 3 volumes in the Gatewalkers Adventure Path, and I struggled to decide whether to rate it 2 or 3 stars. If I could rate it 2.5 stars I would. I settled on rounding up as the adventure toolbox section for Castrovel is fantastic and pushed me to give the extra star.
This review, and my reviews of the later volumes of this adventure, will be quite critical. This is not intended to be disparaging towards the creators or anything of the sort, and I'm well aware that a large part of Gatewalkers' problems were caused by a sudden staff shortage during its production. In many ways, it's impressive they were able to even ship Gatewalkers under those circumstances. However, that doesn't change the fact that in the broader fanbase over the past 18 months Gatewalkers has become widely considered one of if not the worst 2E adventure path. (A reputation largely not reflected in the small number of review scores here) My hope is that my reviews will help people know what they're getting into if they choose to run this, and to give constructive critique to Paizo over what worked and what didn't. I will also add for context that I GMed this entire adventure path for my group, and am currently running a homebrew 11-20 sequel to it for them.
Premise - Gatewalkers has the best premise of any Adventure path period in my opinion. Absolute 11/10. However, sadly, it completely fails to live up to that premise in multiple respects throughout its 3 volumes.
Chapter 1 - This chapter is actually pretty great! You investigate a mystery, go through a fun dungeon, and have a very unique boss fight. There are a couple of minor issues (mainly a couple of overtuned encounters/hazards that are liable to kill characters if your players are unlucky) but nothing too bad. My only other criticism would be that for a character as important as Ritalson is supposed to be for this adventure, his introduction is extremely brief and not giving the players any way to stay in contact with him so he feels like an actual character and benefactor was a mistake.
Chapter 2 - This is where major issues start to arise. First, I'll address the use of the investigation subsystem. Put frankly, it's pretty awful. The players need to make a bunch of rolls to get exposition dumps, with separate ones at individual research sites and an overall tally. However, some of the overall revelations really don't make sense to learn from some of the sites. You can kind of ameliorate this via a liberal amount of GM narration but it quickly gets stretched thin as you try to justify why the party was able to learn something in one place despite the revelation only making sense if it came from a different place. There's also an even more fundamental issue: this is completely non-interactive. There is no time pressure, there is no consequence for failing. The party just needs to roll dice over and over until they get the plot coupons necessary for success. That's ungodly boring and players will notice they're just rolling dice for the sake of rolling dice.
Then we get to Kaneepo. So, in concept Kaneepo is a very interesting character. There's one big issue however: they're a fae lord well over 10,000 years old who created a curse powerful enough to stymie the best mages in Kynonin, and they're easily defeated by a group of level 2 characters. It makes no sense whatsoever. Absolutely none. By their lore, Kaneepo could have reasonably been the BBEG of a 1-10 or even 11-20 AP all by themselves, so why are they level 4??? Also, they invited the players for a purpose so why do all their servants try to kill the party? One of the more common pieces of GM advice for this adventure is coming up with a justification for why Kaneepo is so weak, but the book doesn't even recognize it's an issue.
Chapter 3 - There's some cool setpieces and a nice mini-dungeon in this chapter, and the final crossing encounter deserves praise for being among the most creative and engaging I've seen in an AP. The biggest problem in this chapter is it has a literal talking head give the party a massive exposition dump explaining half the AP's mysteries without ever giving the party a chance to solve them on their own. It's the moment the AP truly abandons its "paranormal investigators" theme and overall its just a disappointing way for these mysteries to be solved.
Adventure Toolbox - The Castrovel adventure toolbox is fantastic and has some great adventure seeds in a variety of locations. Not many notes here, this is just a top quality toolbox that is among the best I've read in the articles section of APs.
Overall: The book starts and ends strong, but has a week middle and sets up problems for the AP as a whole by abandoning its own theme and delivering answers via unsatisfying methods.
On Gatewalkers the campaign: as advertised, I was expecting Gatewalkers to focus a lot more strongly on paranormal adventures, investigating mysteries, and related horror themes, similar to Dark Archive. However, disappointingly, that feels like its really only a third of the adventure path, where most of it is spent on an adventure that feels like it hops around randomly. While the locales can be interesting and varied, the AP as a whole didn't deliver as much as I'd hoped. So as I've run it (at the time of writing, I've run the first book), I've had to make a lot of modifications, integrating new plot lines and content from other books like Dark Archive. This is the first AP I've run, and while I like how Paizo prepares really thorough material, I feel like knowing what I know now, I would have chosen to run a different AP.
On The Seventh Arch: I feel like this is the strongest of the three books, with the first two chapters being the highlights.
SPOILERS: The first chapter has the players investigate and root out a druid cult. For my players, this was a good intro to PF2e while getting their feet wet in the overall mystery of the world. The second chapter has the players delve into a shadowy fey manipulator, where you can really emphasize the horror vibes as a GM. My players really liked this part. The third book is where things kind of turn upside down as the players find themselves on a different planet. My players reacted lukewarmly to this twist. There's also a bit of "oh no crisis" railroading that feels like a side plot to the main plot. Going back, I'm not sure I would keep this in if I ran it again.
Across the chapters, it also feels like the mystery into the Missing Moment (the whole party motivation) is a bit uneven. There's scattered pieces of information in the first couple of chapters, then a massive lore dump in the third, that is fairly on rails. Feels hard to make this feel "investigative" in a way that is satisfying.
Overall, most of the book felt good to run, but the last chapter felt weaker (and the campaign as a whole has issues).
I really liked the themes and conceits presented in the players guide though right away I observed a lot of the awakened powers seemed too much of a gamble for very little benefit.
We ended up TPK'ing on the first boss after the GM misread the encounter (I won't hold that against the AP) and at that point none of us were particularly invested in the plot or in the lackluster design of the encounters.
I love the flavour of this, it's giving Strange Aeons vibes, and depending on how "ancient forest with paranoid townsfolk" turns out, could even end up sorta like True Detective.
Plus, 3-book APs are just infinitely more approachable for me than 6-book ones.
Definitely the most excited I've been for an AP in a while.
Appreciate that Paizo seems to be willing to make 3-parters more often.
They seem to have settled into a schedule of two in the front half of the year, followed by a 6-volume one in the back half. I’m very content with it.
Yeah I think it's the best policy for trying to entice the most kinds of GM's possible. I'm partial to three partners myself bc they're that much more likely to actually reach the finish line. Real life is an ever constant threat that can prematurely end a campaign.
A “three-parter” is just an old-fashioned TSR trilogy. Paizo took 15 years to reinvent the trilogy. So that’s a fine development because though six-parters are way epicer, not everything in D&D should be about epicness. Now how about a 12-parter again, like in the days of the magazines? A 12-parter to wrap up Second Edition would be especially appreciated in half a decade’s time or so, Mr. Creative Dinorector.
A “three-parter” is just an old-fashioned TSR trilogy. Paizo took 15 years to reinvent the trilogy. So that’s a fine development because though six-parters are way epicer, not everything in D&D should be about epicness. Now how about a 12-parter again, like in the days of the magazines? A 12-parter to wrap up Second Edition would be especially appreciated in half a decade’s time or so, Mr. Creative Dinorector.
Pretty sure Paizo isn't interested in committing a whole year of their most important revenue stream to a product that will ultimately entertain just some part of their customer base.
A “three-parter” is just an old-fashioned TSR trilogy. Paizo took 15 years to reinvent the trilogy. So that’s a fine development because though six-parters are way epicer, not everything in D&D should be about epicness. Now how about a 12-parter again, like in the days of the magazines? A 12-parter to wrap up Second Edition would be especially appreciated in half a decade’s time or so, Mr. Creative Dinorector.
Pretty sure Paizo isn't interested in committing a whole year of their most important revenue stream to a product that will ultimately entertain just some part of their customer base.
Sounds like it would make for horrible pacing. Yeah just drag out every level to take twice as long to go through, that doesn't sound like obviously terrible idea.
Maybe a 12-parter could work in the sense of two 6-parters that tell an interwoven story? I guess that sort of happened with Hell's Rebels and then Hell's Vengeance.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
I think a twelve part AP could work after the introduction of Mythic Rules in 2e. But I will say, maybe make it a loose continuation at best. Like two (or three, with two three-part APs) distinct APs (one being Mythic) that happen to have a lot of overlap, but don't need to be played together to work on their own.
More on topic, pretty interested in this. A return to the River Kingdoms, especially on the heels of Kingmaker 2e, seems like a no brainer. I'd be interested to see if we stay in that nation, or the wider Broken Lands region, over the next year.
A 6-parter isn’t a real campaign anyway. It’s just one story. A 12-parter would be closer to the real D&D conception of a “campaign” that basically includes a character’s entire life. It’s silly to think a writer couldn’t think of cool things to do for 12 adventures. Whether that would be financially smart is another question. If done WELL ENOUGH I think it COULD be, but of course doing a good 12-parter is harder than a 6-parter which is harder than a standalone adventure which is harder than a one-shot which is harder than a single encounter. But if anyone could do it, it’d be Paizo.
Yeah but it’s a longer one, thus closer to encompassing a character’s life. I already said that. It won’t match D&D’s concept of a campaign, but it will get closer than the current ditching of a character after 6 adventures.
A 6-parter isn’t a real campaign anyway. It’s just one story. A 12-parter would be closer to the real D&D conception of a “campaign” that basically includes a character’s entire life. It’s silly to think a writer couldn’t think of cool things to do for 12 adventures. Whether that would be financially smart is another question. If done WELL ENOUGH I think it COULD be, but of course doing a good 12-parter is harder than a 6-parter which is harder than a standalone adventure which is harder than a one-shot which is harder than a single encounter. But if anyone could do it, it’d be Paizo.
Well, yes. They’ve done it 3 times before: Shackled city, age of worms, and savage tide.
I don’t think the total word count for 12 adventures was any higher than the current 6 parters.
One of the perks of the current system is that if you hate the current AP, there’s never more than six months between you and one with a different premise. I completely checked out on the product line for the Extinction Curse/Agents of Edgewatch year, and it was miserable waiting a whole year for s campaign product I actually cared about to come along; any 12-volume behemoth would almost certainly cause this to happen to more people.
This topic probably merits a separate thread from this product page.
Yeah but it’s a longer one, thus closer to encompassing a character’s life. I already said that. It won’t match D&D’s concept of a campaign, but it will get closer than the current ditching of a character after 6 adventures.
What's that "D&D concept of a campaign" that you're referring to? Against the Giants ---> Queen of Demonweb Pits is seven adventures and goes from level 9 to 14. It's the most iconic D&D campaign, and it doesn't either start at level 1, go on for 12 episodes or end at level 20. It assumes that both before it and after it, you're doing other things.
Temple of Elemental Evil - Scourge of the Slave Lords - Queen of the Spiders goes from level 1 to level 14.
What you're describing is "Paizo's concept of a 3.5 D&D campaign published in monthly magazines" but these contained the amount of content that Paizo now puts in 6-part APs, going from level 1 to 20.
While I can complete a six part AP in about seven-eight months, by the end of it my group is definitely saying "Can we please play something NOT d20 OGL based?" so tag me in the "Thanks but no thanks" crowd re: a 12-parter.
Pathfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
All 2E six book paths go 1-20, so uh, what more do you want out of a character? Do you want to play six full books at level 20? I think that'd get pretty boring myself. Mythic rules aren't here yet so that's all you can do beyond a normal six book AP without severely homebrewing rules.
Pathfinder Maps, Pathfinder Accessories, Starfinder Adventure Path, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Not to derail the 6 vs 12 part AP campaign argument, but on the original topic, this sounds like a pretty promising AP. I'm definitely interested in checking out (and the tie in also makes me much more likely to pick up Dark Archive too).
Yeah, I have an Elf Psychic in mind (technically from Kyonin, almost certainly actually from Sovyrian) who is /perfect/ for at least this first adventure. Deeply curious to see where the other books lead - more Castrovelian adventure, through the elf-gates to another world, maybe onto the planes?
I’ll consider this book a real victory if we get a cute piece of Lashunta art. I want them as an Ancestry terribly.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
keftiu wrote:
Yeah, I have an Elf Psychic in mind (technically from Kyonin, almost certainly actually from Sovyrian) who is /perfect/ for at least this first adventure. Deeply curious to see where the other books lead - more Castrovelian adventure, through the elf-gates to another world, maybe onto the planes?
I’ll consider this book a real victory if we get a cute piece of Lashunta art. I want them as an Ancestry terribly.
I'd not be surprised if we were to get some Lashunta rules. Monster stats would be almost a given. They have introduced Ancestries in APs before, so who knows what else we might get.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Evan Tarlton wrote:
keftiu wrote:
Yeah, I have an Elf Psychic in mind (technically from Kyonin, almost certainly actually from Sovyrian) who is /perfect/ for at least this first adventure. Deeply curious to see where the other books lead - more Castrovelian adventure, through the elf-gates to another world, maybe onto the planes?
I’ll consider this book a real victory if we get a cute piece of Lashunta art. I want them as an Ancestry terribly.
I'd not be surprised if we were to get some Lashunta rules. Monster stats would be almost a given. They have introduced Ancestries in APs before, so who knows what else we might get.
Pretty sure they've stated that they specifically won't be including whole Ancestries after what happened with the Shoony. As a result of them being put in an AP, they've received no further support since, basically because expanding their options wasn't accounted for within the schedule. They want to avoid that in the future. The most we are likely to get are thematically appropriate Ancestry Feats or Heritages.
So Lashunta, imo, are most likely to appear in a book covering the other planets in Golarion's star system. Likely alongside other alien options, such as the Kasatha.