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:
The AP releases on the 25th of January (3 days from writing this). I haven't played it nor have I read the AP, but that didn't stop mikeawmids from reviewing it, so I thought I should too to help balance things out.
My initial impression of The Seventh Arch is not great. The heroes are investigating a strange incident that granted them 'deviant' powers, at the expense of their memories. The adventure bounces from one location to the next like a concussed rat in a pachinko machine, with little progression to the overall metaplot, besides what is front-loaded into the GM only campaign overview. Sure, you get a whirlwind tour of some alien environs that have not been seen in previous Adventure Paths, but none of them were anything special. There are some cool combat set pieces, particularly one fight on a... hmmm, I want to say "light gondola"...? Anyway, some of the battles were pretty neat.
Having read The Seventh Arch, I am not enthused to run the Gatewalkers AP. IMO, the conceit behind the adventure is too niche to have much broad appeal with fantasy gamers. It kinda' feels like certain elements of this module are trying to cross-promote their Starfinder stuff.
I will give it extra credit for not being Blood Lords, so there's that, I guess.
I'm about to run this as my party's first foray into Pathfinder 2e, and am really excited to see how it goes! We played the other game for many years before getting bored of it and taking a break to play some more esoteric games like WoD (Vamp, Werewolf, and Mage) and Mork Borg. We're all really excited to play something more crunchy again...but hopefully we aren't diving too far into the deep end with this as our first AP haha. While we have lots of experience with other RPGs, this still doesn't seem like the best "intro to Pathfinder AP," but it's the one who's theme was most exciting for everyone at the table. Fingers crossed!
Wait we getting more hardcover compilations? :O I guess at this point they will at least have remastered stuff but wonder if this one will have bigger tweaks than fist of ruby phoniex
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Several people mention the Player's Guide, but when I click on "Learn More" for this AP I just get the page on buying the three volumes and the three Foundry modules, but not the normal landing page for an AP with the Player's Guide. Why is this AP's site different from all the others? I did finally find the PFS Sanctioning document download on the volume 1 description.
Wait we getting more hardcover compilations? :O I guess at this point they will at least have remastered stuff but wonder if this one will have bigger tweaks than fist of ruby phoniex
We've got a Gatewalkers compilation coming this year. We haven't announced any more for the next year yet (and haven't even yet announced the second half of this year's regular Adventure Paths, for that matter), but... you can expect us to continue doing hardcover AP compilations semi-regularly, as we have been for the entirety of 2nd edition's run.