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:
If you were craving a setup like 'Strange Aeons' this is a decent showing. You're part of a group thats been affected by strange magics, and you're travelling around the world trying to piece things together from scraps.
You already start after this has happened though. You're party is already established and sent out to start the investigation that quickly unravels into more and more nebulous ties.
As a setup it begins picking up quickly and really engaged my table. You will start to question reality, why you're there, and it can feel like you're lost in a big world.
Unfortunately not a single thing is resolved satisfyingly.
The issue comes from the later books.
Spoilers for the AP at large ahead.
None of this is relevant. None of this matters. That feeling that you're lost in a mystery? Well your lost. As far as mystery, its just people doing stuff cause they're MEAN!
Your first enemy is just a renegade fellow who went nuts. Wont stop him from instantly killing at least 1 party member though, and you realize he was working for the real baddy of book 1.
Why? Eh, magic made him crazy? Kinda
The main antagonist of this book, it turns out, was just annoyed by the REAL enemy and is being a jerk. The Book 1 Antagonist has no ties to the deeper story, lore, or even the gates beyond he has a key.
Our party was toeing the line of good and evil well, we had some VERY interesting consequences because of this. But by the book, you just find this creepy tall guy, kick his butt, NEVER RETURN, and move on forever.
He wasn't even a miniboss.
But at the end of the day this would have been better as a standalone. The next books leave everything positive behind and I am still fuming about the lost potential of this 2 months after finishing the campaign
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.
Pathfinder Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Superscriber
I watched the Adventures of Golarion PaizoCon video, but if Gatewalkers is mentioned, I missed it. Also, Blood Lords only gets a brief mention towards the end, as that panel was mostly about adventure modules, not APs.
I watched the Adventures of Golarion PaizoCon video, but if Gatewalkers is mentioned, I missed it. Also, Blood Lords only gets a brief mention towards the end, as that panel was mostly about adventure modules, not APs.
'Cause that is the Standalone Adventures panel. Look for the VOD for the "Adventure Paths in the Impossible Lands" for the APs.
motteditor
RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16
7 people marked this as a favorite.
Ly'ualdre wrote:
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.
Ooh, maybe we'll get a Lost Omens: Distant Worlds...
(I have no idea if there's anything along these lines actually in the works; just me speculating that would be cool.)
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.
Ooh, maybe we'll get a Lost Omens: Distant Worlds...
(I have no idea if there's anything along these lines actually in the works; just me speculating that would be cool.)
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.
Ooh, maybe we'll get a Lost Omens: Distant Worlds...
(I have no idea if there's anything along these lines actually in the works; just me speculating that would be cool.)
If that comes out before I get my Southern Garund or Arcadia book I might just scream.
*Holds up Droon to Paizo* Please? Give? No more taunts, just give.
Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
Note that this is the guy who recently advertised his concept of the "Ultimate Campaign" here, playing all 1E APs in one campaign, and not letting his players play Tyrant's Grasp until they all have played through all 23 APs before that.
Yes, I'm a little confused myself what this adventure is going to be. The name Gatewalkers and the mention of Ravounel seems like you'll be travelling a lot to strange locales, but it is also advertised as a paranormal mystery.
It's a long while left and I'm sure the other volumes will shine a light on what vibe this will go for!
Yes, I'm a little confused myself what this adventure is going to be. The name Gatewalkers and the mention of Ravounel seems like you'll be travelling a lot to strange locales, but it is also advertised as a paranormal mystery.
It's a long while left and I'm sure the other volumes will shine a light on what vibe this will go for!
Yes, I'm a little confused myself what this adventure is going to be. The name Gatewalkers and the mention of Ravounel seems like you'll be travelling a lot to strange locales, but it is also advertised as a paranormal mystery.
It's a long while left and I'm sure the other volumes will shine a light on what vibe this will go for!
Might be akin to all those series where normal people are accidentally involved in things they were not meant to know and end up visiting strange places and meeting strange people on the way back to normal life.
Titles that came to my mind while writing this : Sliders, Stranger Things, Code Quantum, Legends of Tomorrow, and I must have missed a lot I know of but have not thought of, not to mention those I do not even know.
Yeah, seems like it'll be like X-Files, but using the Gates to go to each location, and help solve the mysteries of each Gates' location. With all the mysteries tying into the mass amnesia event that occured and granted the PCs psychic powers.
I dig it! Can't wait to see what locations and mysteries we'll play around with in Parts 2 and 3.
Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber
Mixing a little bit of Stargate into you Xfiles paranormal mystery adventure is a cool concept in my book. Looking forward to this one, I like world-hopping and plane-hopping adventures.
With a better grasp on what the full shape of this AP looks like, I’m starting to get really excited for this. Alien horror, psychic strangeness, several of my favorite locales… there’s a lot to look forward to!
I’m curious what the Backgrounds will look like for this one, given the initial amnesia.
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
So it's not just me? EC and AoE were just extremely unexciting premises and settings. That was a rough time. It took me until Strength of Thousands to become interested in APs again...
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber
Ly'ualdre wrote:
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.
If they did Mythic rules, and updated Wrath of the Righteous, I would throw all my money at them.
Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
Onkonk wrote:
Will the player's guide come in mid december or is christmas bumping that to early january?
Don't quote me on this, but I think they usually release the player's guide around 2 weeks before release. It's releasing on 25 jan, so I guess it's a early-mid January thing.
Correct me if I am wrong, but does this AP lean into the Dark Archive classes & Lore?
The Adventure Path makes use of the Deviant Abilities content in Dark Archive. It also explores a lot of similar themes to those presented in Dark Archives, but doesn't actually pick up one of the case files to expand on it. You can sort of think of "Gatewalkers" as its own new Adventure Path sized case file...
Spoiler:
...that centers on and explores the idea of missing memories/alien abduction/conspiracy type stuff, as was featured in things like "The X-FIles," but without a sci-fi element to it—there are no gray aliens in the Adventure Path as far as I know, for example.
Thanks. I have finally got my gang to play the Beginners Box adventure (to learn the rule differences from 5e & PF1e) before running the Abomination Vaults!
This Adventure Path looks awesome. Very different to others. Something refreshingly new.
Will pick up a copy of the Dark Archive, although the AV will take a while! (Our first ever dungeon crawl in 19 years gaming together as a group! )
Loving PF2E. Very pleased after 2 years of prodding them, we are there. And what a fantastic range of books & stuff!
Cool! Also, for full clarity, all the rules the players need to use Deviant Abilities in this adventure path will be reprinted in the free Gatewalkers Player's Guide.
Cool! Also, for full clarity, all the rules the players need to use Deviant Abilities in this adventure path will be reprinted in the free Gatewalkers Player's Guide.
Cheers James.
Am looking forward to that.
I see you are bringing out tiles for lairs. Awesome! Hope maybe you can bring out some tiles / flip mat packs for weird planar locations for Gatewalkers & another pack for inspirational sandboxing! All of these things - the maps & pawns - really help immersion.
Loved your APs from 1e, my favourites being what my lot called Carrion Up The Crown (being Brits), as well as Kingmaker. But now your support has cranked up another gear
This being the Deviant Abilities AP really makes it cohere for me in a way it hadn't before. Between that, the choice of backmatter for this article directly hitting on one of my niche Golarion favorites, and the locales visited in the other two books, plus a love of alien weirdness? I'm thrilled.
Now I just need to cajole a friend into running this...
Cool! Also, for full clarity, all the rules the players need to use Deviant Abilities in this adventure path will be reprinted in the free Gatewalkers Player's Guide.
Cheers James.
Am looking forward to that.
I see you are bringing out tiles for lairs. Awesome! Hope maybe you can bring out some tiles / flip mat packs for weird planar locations for Gatewalkers & another pack for inspirational sandboxing! All of these things - the maps & pawns - really help immersion.
Loved your APs from 1e, my favourites being what my lot called Carrion Up The Crown (being Brits), as well as Kingmaker. But now your support has cranked up another gear
Thanks for the kind words! But just to manage expectations...
As a general rule, we don't do flip mats or tiles to tie into Adventure Paths, for a lot of reasons—the central one being that the Adventure Path is a complex creature enough without us overcomplicating things by extending ties in to other product lines beyond what already exists.
We're also no longer doing pawns, alas.
Still, I hope you have a lot of fun with Gatewalkers!
Cool! Also, for full clarity, all the rules the players need to use Deviant Abilities in this adventure path will be reprinted in the free Gatewalkers Player's Guide.
Cheers James.
Am looking forward to that.
I see you are bringing out tiles for lairs. Awesome! Hope maybe you can bring out some tiles / flip mat packs for weird planar locations for Gatewalkers & another pack for inspirational sandboxing! All of these things - the maps & pawns - really help immersion.
Loved your APs from 1e, my favourites being what my lot called Carrion Up The Crown (being Brits), as well as Kingmaker. But now your support has cranked up another gear
Thanks for the kind words! But just to manage expectations...
As a general rule, we don't do flip mats or tiles to tie into Adventure Paths, for a lot of reasons—the central one being that the Adventure Path is a complex creature enough without us overcomplicating things by extending ties in to other product lines beyond what already exists.
We're also no longer doing pawns, alas.
Still, I hope you have a lot of fun with Gatewalkers!
Aha! Thanks for the heads up. Shame on pawns. They are very useful! And very understandable on the flip mats.
Nevertheless, loving how you are slowly expanding the breadth of materials from Golarion to its planar limits - with the Elemental realms coming up next year! Woot!
Pathfinder Maps, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber; Pathfinder Roleplaying Game Superscriber
I know I'm looking a bit far ahead and Blood Lords book 6 hasn't even been released yet, but will we be seeing the Gatewalkers Players Guide come out around mid-December?
The player's guide mention bleaching gnomes as good options, as far as I know we don't really have anything representing them in the rules?
The Character Guide mention them briefly but does not suggest a heritage like the other gnome ethnicities. What would be a good fit in your opinion?
Presumably, whatever Heritage they were before the Bleaching hit them. I'm partial to Umbral Gnomes; the Darkvision is handy, but the 1st level feat they qualify for that helps you resist fear feels on-theme.
The LOCG writeup also suggests Bleachlings have a greater affinity for nature than most, so Fey-Touched Gnomes might be a good fit, as is taking the Animal Accomplice or Burrow Elocutionist feats.
If your Bleaching is more about fading than going white, then a semi-transparent Chameleon Gnome could work.
As I understand it.. bleachlings aren't really intended to have rules in 2E, really, any more than rules for elderly PCs are supposed to exist. Since bleaching is one side effect of advanced age for gnomes, that'd be akin to having rules for playing elderly humans, which is something 2nd edition deliberately doesn't do.
That said, we probably could have been more clear about that I suppose in the player's guide, or in other gnome lore... and if I have this wrong and there's other plans afoot for bleaching that I'm not aware about, I apologize.
But ANY gnome ethnicity or heritage works for a bleaching gnome, in the same way any other ancestry option works well for an elderly character.
Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
All ancestries give only "ethnicities" in the parenthesis. Bleachling in PF2 is used as a gnome ethnicity, as their ethnicities are not based on locations but "circumstances".
The player guide also give this for humans:
player guide wrote:
Human (Erutaki, Kellid, Taldan, Ulfen)
There's no "rules" for playing an ulfen human either. Nor Kellid. Nor Erutaki. There is some "ethnicity locked" feats, but that's it.
Same thing for elves.
player guide wrote:
Elf (Auideen, Ilverani)
There is also, as of yet, almost no ethnicities that are definitely locked to an heritage (I'm pretty sure the only exception are the sprites that doesn't "really" have ethnicities, so the book defaulted to describe the heritages more in detail instead).