
keftiu |
2 people 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!
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.

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Calcryx666 wrote:Do you know if there's a link to the new deck?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
As promised: https://paizo.com/products/btq02ebn?Pathfinder-Harrow-Deck

Irnk, Dead-Eye's Prodigal |

Aka Keri wrote: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.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!
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.

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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.

keftiu |
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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

Evan Tarlton |

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

David knott 242 |

David knott 242 wrote:I don't dare ask for proper spoilers, so instead - how do you like it, at least from an initial skim?
My copy just shipped, so I have the PDF. Does anyone have any questions for me?
Interesting premise. I will have to make a more detailed pass to give a better answer.

David knott 242 |
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Can someone spoil what is in the adventure's toolbox?
Shadewither Key (artifact)
Onnubilate CurseBioluminescence 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

Evan Tarlton |
2 people marked this as a favorite. |

David knott 242 wrote:I don't dare ask for proper spoilers, so instead - how do you like it, at least from an initial skim?
My copy just shipped, so I have the PDF. Does anyone have any questions for me?
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.

keftiu |

keftiu wrote: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.David knott 242 wrote:I don't dare ask for proper spoilers, so instead - how do you like it, at least from an initial skim?
My copy just shipped, so I have the PDF. Does anyone have any questions for me?
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!

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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.

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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.
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.

Evan Tarlton |
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Ooh, I wonder what a Skysage is.

kcunning |
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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.

David knott 242 |

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.

Mini-Magus |
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?

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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.

mikeawmids |
2 people 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.
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.

Mr. Fred |
5 people marked this as a favorite. |

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

Aaron Shanks Director of Marketing |
3 people marked this as a favorite. |

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.

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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.

Ezekieru |
4 people marked this as a favorite. |

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.

Dalvyn |
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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.

redeux |

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.

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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.