Pathfinder Adventure Path #187: The Seventh Arch (Gatewalkers 1 of 3)

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Pathfinder Adventure Path #187: The Seventh Arch (Gatewalkers 1 of 3)

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Gaze through the gate!

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:

Fantasy Grounds Virtual Tabletop
Archives of Nethys

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PZO90187


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5/5


Good start, although the AP as a whole is questionable

4/5

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).


Player review

2/5

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.




2/5


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1 person marked this as a favorite.
CULTxicycalm wrote:
Yes.

This makes my day!!! So happy with the ease of foundry that I and my players don’t want to play non foundry anymore


3 people marked this as a favorite.

Cover’s up!


Pathfinder Adventure Path Subscriber

Major props to the art team, that cover is bomb!


1 person marked this as a favorite.
Pinktiger wrote:
CULTxicycalm wrote:
Yes.
This makes my day!!! So happy with the ease of foundry that I and my players don’t want to play non foundry anymore

Nothing has been confirmed or announced yet, but it's VERY likely and Sigil is probably saving it for a day-of announcement.


1 person marked this as a favorite.

I don't know what a obnubilate curse is.
I have never heard of the Sevenarches.
I love the spoopy stuffs. I can't wait to possibly run this for my SoT GM!


2 people marked this as a favorite.
Aka Keri wrote:

I don't know what a obnubilate curse is.

I have never heard of the Sevenarches.
I love the spoopy stuffs. I can't wait to possibly run this for my SoT GM!

Super old lore; basically, Sevenarches is a River Kingdom around an old aiudara, and the local human druids claim a curse-plague kills any Elves who come near.


4 people marked this as a favorite.
Pinktiger wrote:
Just wondering but is this AP going to get a foundry module when it comes out?

There hasn't been any official announcement, but yes-- Sigil will be producing a foundry module and we will be aiming to release on release date.

Safe travels in your gate walking!

Grand Archive

3 people marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber
H2Osw wrote:
Calcryx666 wrote:
H2Osw wrote:
Is Gatewalkers the AP that's going to make use of the new Harrow deck or is that the next AP?
Thats the next one "Stolen Fate": link to first volume: https://paizo.com/products/btq02e0v?Pathfinder-Adventure-Path-190-The-Choos ing
Do you know if there's a link to the new deck?

As promised: https://paizo.com/products/btq02ebn?Pathfinder-Harrow-Deck


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
keftiu wrote:
Aka Keri wrote:

I don't know what a obnubilate curse is.

I have never heard of the Sevenarches.
I love the spoopy stuffs. I can't wait to possibly run this for my SoT GM!
Super old lore; basically, Sevenarches is a River Kingdom around an old aiudara, and the local human druids claim a curse-plague kills any Elves who come near.

If I remember correctly, the reality is even stranger. Any elves coming too close (within a few miles) to the aiudara triggers it to release strange violent creatures. I don't have my copy on hand to confirm.

Scarab Sages

1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

Any chances there will be rules for running it without the X-Men powers and just keeping the amnesia and rest of plot?

Paizo Employee Creative Director

9 people marked this as a favorite.
Reebo Kesh wrote:
Any chances there will be rules for running it without the X-Men powers and just keeping the amnesia and rest of plot?

100%. The adventure assumes your PCs will have deviant powers, but running the game with them just having missing time/missing memories works fine. You might consider giving the players permission for free archetypes of their choice though, since the adventure path skews SLIGHTLY more difficult to allow for the fact that there's SLIGHTLY more power granted by deviant abilities... but that difference is (as mentioned) SLIGHT enough that it could also be a non-issue if your group is extra efficient and experienced at working together anyway.

Scarab Sages

1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

Thanks for the reply James. I'm really curious about this AP but something about the Deviant powers didn't sit with me. I'll be subscribing from this AP.

Paizo Employee Creative Director

5 people marked this as a favorite.
Reebo Kesh wrote:
Thanks for the reply James. I'm really curious about this AP but something about the Deviant powers didn't sit with me. I'll be subscribing from this AP.

Well, check out the adventure first then—the way we incorporate the powers in might change your mind, after all!


6 people marked this as a favorite.

Was lucky enough to get a peek at the Castrovel article (I avoided reading the adventure proper - I'm hopefully getting to play this one soon!), and I'm completely blown away. It's probably my favorite supporting piece out of the AP line in this edition so far, and makes me absolutely fiend for a campaign set on the green planet - well done!!

With luck, we'll see PF2-playable Formians and Lashunta someday. I was a little surprised to see the two Lashunta subtypes here, rather than getting to tangle with the societal pressures of them being tied to gender roles, but I don't suppose I can blame anyone for the more simple set-up. It's easy enough to play out a gender revolution at my own table :D


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Reading through the adventure now. I just got through the intro, and I have a few thoughts.

Please don't read this until you've at least read the intro:
Powerful, desperate people doing things that cause varying degrees of genocide to people who have done them no wrong seems to be A Thing in this edition. You have Aroden and the xulgaths, the dwarves and the orcs, and now the leadership of Sovyrian and the saumen-kar. Once is happenstance, twice is coincidence, and thrice is a pattern. I also appreciate the twist on Strange Aeons. The PCs there were horrible people in their previous lives, but here the PCs are victims who could be any sort of person.


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

My copy just shipped, so I have the PDF. Does anyone have any questions for me?


1 person marked this as a favorite.
David knott 242 wrote:


My copy just shipped, so I have the PDF. Does anyone have any questions for me?

I don't dare ask for proper spoilers, so instead - how do you like it, at least from an initial skim?


Pathfinder Adventure, Adventure Path Subscriber

With all the drama I haven't had a chance to look at my PDF until now.

Does anyone else's Interactive map say "Part 6 of 6"? Or is that a typo?

I thought this was just a 3 part ap?


Pathfinder Adventure, Adventure Path, Starfinder Adventure Path Subscriber

Oh damn, I thought I got order notice, but it was actually shipping. Time to take a look.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Just reading the campaign background and looking at the ToC has me excited for this.


Can someone spoil what is in the adventure's toolbox?


2 people marked this as a favorite.
Pathfinder Adventure, Adventure Path, Rulebook Subscriber

Seems like this PDF is almost an order of magnitude bigger in file size compared to a lot of previous books. What's the explanation for that? Are all the trim images super HQ?


Pathfinder Roleplaying Game Charter Superscriber
VestOfHolding wrote:
Seems like this PDF is almost an order of magnitude bigger in file size compared to a lot of previous books. What's the explanation for that? Are all the trim images super HQ?

I noticed the same thing - single file PDF is about 170mb in size.


3 people marked this as a favorite.

This just keeps happening randomly. Mwangi Expanse was like 90 mb. I have no idea what keeps causing this but it's mad annoying.

Horizon Hunters

GGSigmar wrote:
Can someone spoil what is in the adventure's toolbox?

I would also like an overview :)


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
keftiu wrote:
David knott 242 wrote:


My copy just shipped, so I have the PDF. Does anyone have any questions for me?
I don't dare ask for proper spoilers, so instead - how do you like it, at least from an initial skim?

Interesting premise. I will have to make a more detailed pass to give a better answer.


4 people marked this as a favorite.
Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
GGSigmar wrote:
Can someone spoil what is in the adventure's toolbox?

Shadewither Key (artifact)

Onnubilate Curse
Bioluminescence Bomb (alchemical item)
Magic Items: Cloak of Gnawing Leaves, Stalk Goggles
Potions: Bottled Omen, Draft of Stellar Radiance
Castrovelian Spell: Lashunta's Life Bubble
Archetype: Oatia Skysage
Creatures: Amelekana, Desa-Desa, Gorga (Temagyr, Ocluai), Immolis, Kareq


2 people marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
keftiu wrote:
David knott 242 wrote:


My copy just shipped, so I have the PDF. Does anyone have any questions for me?
I don't dare ask for proper spoilers, so instead - how do you like it, at least from an initial skim?

It gives Gatewalkers a strong start. If the rest is this strong, it will be my favourite 1-10 to date, and one of the best of the edition period. Also, it being a 1-10 is interesting, but I won't go into that because it is definitely spoilery.


Evan Tarlton wrote:
keftiu wrote:
David knott 242 wrote:


My copy just shipped, so I have the PDF. Does anyone have any questions for me?
I don't dare ask for proper spoilers, so instead - how do you like it, at least from an initial skim?
It gives Gatewalkers a strong start. If the rest is this strong, it will be my favourite 1-10 to date, and one of the best of the edition period. Also, it being a 1-10 is [i]interesting[i], but I won't go into that because it is definitely spoilery.

My potential GM is really excited about how it looks, and I'm thrilled about the shape of things suggested by the store pages. It's nice to see the 1-10s really hitting their stride like this!


1 person marked this as a favorite.

I just cant wait until the street date after seeing all the feedback above. If the whole 1-10 game is as good as the quality of the Players Guide this will certainly be the best 1-10 so far this edition.


2 people marked this as a favorite.

Side note: who wrote the Castrovel gazetteer? It’s awesome.

Horizon Hunters

3 people marked this as a favorite.

Ooh, I wonder what a Skysage is.

Grand Lodge

5 people marked this as a favorite.
keftiu wrote:
Side note: who wrote the Castrovel gazetteer? It’s awesome.

Table of contents says James L. Sutter wrote the adventure and the Castrovel gazetteer, while he and Patrick Renie cowrote the adventure toolbox.

I like that the table of contents for AP volumes notes who contributed to which sections.

Grand Lodge

8 people marked this as a favorite.
David knott 242 wrote:
GGSigmar wrote:
Can someone spoil what is in the adventure's toolbox?

Shadewither Key (artifact)

Onnubilate Curse
Bioluminescence Bomb (alchemical item)
Magic Items: Cloak of Gnawing Leaves, Stalk Goggles
Potions: Bottled Omen, Draft of Stellar Radiance
Castrovelian Spell: Lashunta's Life Bubble
Archetype: Oatia Skysage
Creatures: Amelekana, Desa-Desa, Gorga (Temagyr, Ocluai), Immolis, Kareq

On this topic, the creature design in this volume is amazing. The creatures are evocative, fun, and even break new ground for what mechanics creatures tend to have in this edition from what I can tell.

Creature and NPC Niches:
There's an NPC in chapter 2 named Leiko with two different abilities used as reactions, and a two-action ability that gives her an extra reaction for the round, which I think is really interesting design.

Another NPC in the same chapter has the Stalk Goggles listed in the quoted post, and actually has a special passive ability so long as he wears them, which is an interesting design space of an NPC that specializes in a certain worn item that I don't recall seeing before.

From the toolbox, the Amelekana has the interesting niche of an NPC that creates and controls minions mid-combat, which I haven't seen done in this particular way yet.

The Desa-Desa has some really interesting abilities tied to fire and electricity that are super flavorful, including a breath weapon-style ability that's in an emanation around itself instead of a line or cone, and a poison that inflicts weakness to that ability's damage type.

The Temagyr and Ocluai are super creepy in a really fun way, and I love their lore. The Ocluai also has some darkness mechanics.

The Immolis has an interesting one-action AoE ability that takes penalties to its DC the more it uses it in a round, similar to a multiple attack penalty, which is a really elegant way to make such an ability work.

The Kareq has an AoE ability that can be either a cone of one damage type or a line of a different damage type, which I think is a really fun way to keep players on their toes.

The creature design in this volume is super interesting, and Sutter has really knocked it out of the park.


6 people marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
DomHeroEllis wrote:
Ooh, I wonder what a Skysage is.

An Oatia Skysage is...:
an astrologer who gains divination spells from all traditions (up to 9th level, cast as Occult spells), as well as night/star focus spells and special abilities mostly related to the stars.

5 people marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

So, reading the PDF, and excellent content. HOWEVER... You may want to check to see if you uploaded a draft version?

* The TOC bookmarks are weird. Normally, we get a link for every room / book, but with the version I grabbed on day one, everything is PZO90187 [some text], and only for the highest level sections.
* There's faint guidelines visible sometimes. Page 26, the image shows them on the face.
* Weird kerning sometimes? I wish I'd noted where, but it didn't occur to me at the time.

Honestly, the only important part to me are the bookmarks. I use those a LOT during an adventure.


1 person marked this as a favorite.

Can someone who have the pdf answer some questions. How combat/dungeon heavy is this adventure? Also how linear is it? Some AP can be very linear while others are decently open. My group loves the premise but tend to be a group that values RP.


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
MetalProgrammer wrote:
Can someone who have the pdf answer some questions. How combat/dungeon heavy is this adventure? Also how linear is it? Some AP can be very linear while others are decently open. My group loves the premise but tend to be a group that values RP.

Someone besides me would have to answer this one, as it requires more reading time than I am ready to put into this module at present.


I'm considering running this as it lines up nicely with a new group wanting to play. I've never run an adventure path as it has released before.

Malevolence did a great job of outlining the over arching story, main plot beats, and important characters, right at the start.

Does this do similarly? Am I being crazy eager to run it without being able to read through all 3 volumes before hand?

Grand Archive

2 people marked this as a favorite.
Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
Mini-Magus wrote:

I'm considering running this as it lines up nicely with a new group wanting to play. I've never run an adventure path as it has released before.

Malevolence did a great job of outlining the over arching story, main plot beats, and important characters, right at the start.

Does this do similarly? Am I being crazy eager to run it without being able to read through all 3 volumes before hand?

All APs have a small summary of what to expect in future books in the first one (about one paragraph each), so you, as the GM, are not completely lost... But these are very small summaries, so lot of info is missing. It's rare that a previous book will mention an NPC that will be introduced in a future book, but if a Book 1 NPC is important later, there will usually be at the very leats a small snippet like "the NPC will be important later, coming back as a surprising ally" or "a recurrent nemesis" (sometimes which one is based on how the PCs treated them).

Usually, each books will be relatively self contained, but if you like to prepare special sub-stories to fit in you players backstories (as an example), you'll have to "trust" that you'll be able to do that in future books for those that won't fit in the first one. It's also quite possible that you create a new sub quest for player 1, and in book 3, there's either a very similar sub quest that would already have fit nicely... awkward!

So yeah... I know lot of people will tell you to wait, but no, you're not crazy to want to run it right now. It is entirely feasible to do so.

It's also possible to delay one month, and to start running it with two books released. As it's a 3 books AP, most of the story will be known to you, even if it's not ALL of it. That could be a good compromise too! It's also very unlikely that your players will have finished Book one before Book 3 release, most probably leaving you some time to prep Book 2 with Book 3 in hand, if you want.


2 people marked this as a favorite.
MetalProgrammer wrote:
Can someone who have the pdf answer some questions. How combat/dungeon heavy is this adventure? Also how linear is it? Some AP can be very linear while others are decently open. My group loves the premise but tend to be a group that values RP.

There are 3 small dungeons and a half-dozen set piece combat encounters.

It is pretty linear, to the point that it almost feels like the first draft of a Pathfinder fanfic with a few RPG elements thrown in.

There are several opportunities for RP, but it mostly feels like you're talking to the train conductor on route to the next story beat.


Pathfinder Roleplaying Game Superscriber

I am seeing strange lines when looking at images from the PDF. It looks like multiple images stitched together and I can see the stitches. A little bit distracting, but the content looks great.


5 people marked this as a favorite.
Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

I just went through the PDF and this scenario is awesome and the adventure path look extremely promising.
I am a disappointed by the digital content
- The interactive maps that states it is part 6 of 6 which is misleading and the map resolutions which is rather low
- the artwork in Seventh arch is wonderful, but the way images are stored in the pdf ((as a collection of squares)) makes it very difficult to prepare home made handsout to run the seventh arch on a physical tabletop...

I hope you will deliver a new version that will fix those

Director of Marketing

3 people marked this as a favorite.
Mr. Fred wrote:

I just went through the PDF and this scenario is awesome and the adventure path look extremely promising.

I am a disappointed by the digital content
- The interactive maps that states it is part 6 of 6 which is misleading and the map resolutions which is rather low
- the artwork in Seventh arch is wonderful, but the way images are stored in the pdf ((as a collection of squares)) makes it very difficult to prepare home made handsout to run the seventh arch on a physical tabletop...

I hope you will deliver a new version that will fix those

Kindly email product feedback to CS where they can pass it on.

Grand Archive

Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber

D.I.C.E. I see what you did there ;-) very nice

Scarab Sages

Pathfinder Battles Case Subscriber; Pathfinder Maps, PF Special Edition, Starfinder Adventure Path, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Aaron Shanks wrote:
Kindly email product feedback to CS where they can pass it on.

Since you're asking for feedback, it sounds like this is not a technical error. Is the breaking up of every image in the PDF into random sized boxes intentional? I'm just trying to understand if our feedback should be about an error that needs to be fixed, or our opinion on a product decision that's been made. It sounds like it's the latter.

If it's a product decision, it's awful. Whether in person or on VTT, I usually copy images and print them as handouts for the table, and I print maps at battle map scale (sometimes after some image editing to hide secret rooms and the like). I recently got a 36" plotter to print my maps, which reduced my map prep from an hour to 5 minutes; if this is the new normal I'll be back to an hour. I'm not sure what the goal is here, as it's still possible to copy each box and reassemble in an image editor—it's just made a lot more work for people trying to play the game.

I really hope this is just a mistake.


4 people marked this as a favorite.
TomParker wrote:
Aaron Shanks wrote:
Kindly email product feedback to CS where they can pass it on.

Since you're asking for feedback, it sounds like this is not a technical error. Is the breaking up of every image in the PDF into random sized boxes intentional? I'm just trying to understand if our feedback should be about an error that needs to be fixed, or our opinion on a product decision that's been made. It sounds like it's the latter.

If it's a product decision, it's awful. Whether in person or on VTT, I usually copy images and print them as handouts for the table, and I print maps at battle map scale (sometimes after some image editing to hide secret rooms and the like). I recently got a 36" plotter to print my maps, which reduced my map prep from an hour to 5 minutes; if this is the new normal I'll be back to an hour. I'm not sure what the goal is here, as it's still possible to copy each box and reassemble in an image editor—it's just made a lot more work for people trying to play the game.

I really hope this is just a mistake.

It's not that deep. Aaron only means that contacting CS directly about any outstanding issues will be the fastest way to get said issues addressed. Posting about any problems you've found on the product page oftentimes gets lost in the shuffle or forgotten about, whereas emailing CS gets you a support ticket number you can refer back to if responses end up taking too long, and the email is much more likely to be seen by or be referred to the people who are most capable of fixing the problem.


1 person marked this as a favorite.
Pathfinder Roleplaying Game Superscriber
TomParker wrote:
I really hope this is just a mistake.

Same here. I really hope it is just a mistake as well.

The VTT modules porting the adventure paths can stand on their own without having to make the PDFs hard/impossible to use. Taking the excellent modules created for Foundry VTT as an example: not only do they save a lot of time to GMs but they also contain high quality tokens, maps (complete with walls and lightning), integrated journals with the adventure text, and even scripts. All this, in itself, is already a high added value.

I will send this feedback to the CS as well, as requested above.


I believe images being split up and having visible lines in the PDF, along with the bloated file size, is an indication of some post-processing issues. They did fix this when it affected one of the starfinder adventures recently so I am fairly confident that it is not intentional.

Please do send the feedback as requested though so it can get fixed.

Scarab Sages

Pathfinder Battles Case Subscriber; Pathfinder Maps, PF Special Edition, Starfinder Adventure Path, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
redeux wrote:
I believe images being split up and having visible lines in the PDF, along with the bloated file size, is an indication of some post-processing issues. They did fix this when it affected one of the starfinder adventures recently so I am fairly confident that it is not intentional.

That's good to hear. Paizo has always been very good about not locking down their PDFs and making it easy to use the content in-game. I'd hate to ever see that change.

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