After learning the truth behind the alien being responsible for their missing memories, the characters join forces with Sakuachi, a young oracle whose destiny is inextricably bound to theirs. To help Sakuachi fulfill her quest to find a living god and seal away an ancient evil, the party travels across frigid northlands toward the demon-ravaged wastes of Sarkoris. As they voyage across the harrowing waters of the Lake of Mists and Veils and push through monster-filled ruins, the party must rely on their own wits, their new friends, and the stars above to guide them to safety.
They Watched the Stars is a Pathfinder adventure for four 4th-level characters. This adventure continues 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 the shrouded waters and eerie shores of the Lake of Mists and Veils; 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: Jason Keeley
ISBN-13: 978-1-64078-499-4
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 review, and my reviews of the other 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.
Book 2 of Gatewalkers has at this point earned an infamous reputation within the fandom, for good reason. It might honestly be the worse single AP volume published for second edition, and if I could give this book 0 stars I probably would. A lot of the following may feel like plot nitpicks in isolation, but a running theme of this book is things not making any sense if you think about them for more than half a second, and it merits mention.
Chapter 1 - The very start of the book begins with a plothole. Sakuachi is said to have contacted Alleli when she was trapped and surrounded by the looters, but given how long characters are likely to be in Castrovel for (and that Alleli was contacted by her before the characters reach Loskialua) that was likely to be at least a week ago, likely more. She has apparently been sitting there with people trying to break down the doors for what could have been weeks, with the looters finally breaking the doors down the instant the players arrive.
After that, we get to rescuing Sakuachi's friends and meeting Matz's mercenaries. This section isn't particularly riveting but its inoffensive and has a few fun moments like the trapped shop. A few of the encounters like the magic eye wolf come out of nowhere and then go absolutely nowhere, and just feel kind of baffling. Also, the miniboss leader of the Obsidian oath has the damage of a level 1 creature in one of a number of enemies with wonky stats throughout this adventure path.
The real issues with this book start as the chapter nears its end. Sakuachi firmly claims her place as the GMPC chosen one who is now the story's main character. There's even a sidebar that talks about this problem's existence and proceeds to give some halfhearted advice for ameliorating it that ultimately amounts to nothing of substance. Instead of creating a problem and then offering some vague amelioration for it, why not just not create the problem in the first place? To be clear, Sakuachi herself is a fine character and I worked very hard as a GM to get my players to like her. But the story continuously prioritzes her above the PCs in a way that many groups will and have hated.
This wouldn't be as bad, if the solutions Sakuachi offers seemed like a good idea. Her grand advice to the players is "we need a god, let's go look for one in Sarkoris." This raises several questions:
1. How does she even know about modern Sarkoris? The Erutaki are an isolated people that live hundreds of miles away across mountains and glaciers and Sarkoris was destroyed 100 years ago.
2. Ignoring the above, since she does know about modern Sarkoris, why is that where she wants to look? The gods of Sarkoris are believed to basically all be dead, and they were summoned creatures rather than actual deities to begin with.
3. The book specifies that her group trekked overland to Skywatch, and Sarkoris is between Aaminiut and Skywatch. Why did they not stop by on the way if it was their best lead?
Despite how tenuously this lead is written, it's the way forward so off we go.
I must also include at least a brief mention of disappointment at the wasting of Skywatch as a mystery. Its mysterious and seemingly impossible magical sealing has been teased in setting books for over ten years, and in this book the reason is revealed to just be that the city's ruler thought the outside world was a distraction. No elaboration. No explanation for the magic seals that prevented entrance or scrying by even the most powerful of mages. No explanation of how the city fed itself. No explanation of why there was an active merchant square if there was no trade. It's just about the most unsatisfying conclusion to a cool longstanding mystery that you could think of.
Chapter 2 - First thing's first, the map needs mentioning. Almost every location on the region map the PCs visit is mispelled. Some of them aren't small mispellings either: Skywatch somehow became Skyloatch. Continuing on, Egede is spelled Egade, Icerime is Icemine, Winterbreak becomes Winterbreath, etc. I have no idea how this happened.
The ghost ship is a cool idea, but my word the way the book expects you to go for it feels really dumb. You need to go to Mendev, so why is your first inclination to go to a ship graveyard where the only thing you know you'll find are broken ships you cannot sail??? Why not just book passage on a passenger liner, or even walk to Sarkoris? Why is relying on a probably fictitious ghost ship the first option?
So, you find a mostly intact ship and need a ritual to get it going. In order to do that, you need to go through the most nonsensical dungeon I've ever seen. The dungeon seems to be set up like it's trying to get you to choose sides in a conflict by emphasizing a choice of siding with the Naiad or not, but the ones she wants you to kill attack you on sight and they see you the moment you open the front door. Incidentally, she also sees you the moment you enter the front door because this dungeon's layout makes no sense whatsoever. Apparently before you arrived she and her enemies were just chilling there despite there being 0 walls separating them.
The rest of the chapter is mostly fine, though I have to note my befuddlement over two aspects of the Chelaxian pirates encounter. First, there's an entire sidebar dedicated to a background that doesn't exist. Second, the book strongly implies it's the same ship as the one from the ocean, which means they portaged it 1000 miles away???
Chapter 3 - The primary GM advice in the community relating to the Egede section is to either skip it entirely or make it a supernatural incident tied to one of the Dark Archive adventures because as written even if you assume it's a case of mass hysteria it makes no sense. Egede is the second largest city in Mendev and the governement is allowing some random alcholic (the book gives an elaborate explanation about his alchohol problems and that he was drunk when he found the black pudding to begin with) to publicly feed people to a Black Pudding that no one in the entire city recognizes as a black pudding. The book also expects that after you defeat the black pudding the party enjoys the praise of the murderous group that has been committing mob executions on random people and that the aforementioned perpetrator gets off scott free. This entire segment is so baffling it feels like a fever dream, and I have no idea how anyone thought this was a good idea.
The group then sees a falling star which Sakuachi insists they follow without elaborating as to why. I actually like the dungeon, but I gotta note one big issue: there's a noise trap at the begining of the dungeon that alerts the boss, and the party is severely punished not for triggering it but for Succeeding at seeing and disarming it. If the boss is made aware, he moves into the middle of the dungeon and the worst fight is a severe. If he doesn't hear a trap, he stays at the end of the dungeon with another powerful monster and the PC's earlier success is rewarded by an Extreme encounter.
Chapter 4 - The investigation section has the same problems as the Kaneepo investigation in book 1 did. 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. The fights are at least fun and interesting, with Alkoasha in particular being among the most unique encounters I've seen in an AP.
The actual dungeon is pretty bad, mainly because the book expects you to go through the same encounter 3 separate times. I created a pretty popular homebrew variant that has unique tests for the 3 gods, but they really should have had unique ones in the first place. It feels like one was written for Waiixi and then stapled onto Posololo and Enaaku. It also introduces yet another bit of plot nonsense: It took 5 "gods" to seal, not kill, seal this level 9 demon but apparently just one of those 5 gods is enough to deal with the level 27 Osoyo?????
Ending with Sakuachi's transformation is a powerful moment for groups that like her, but for groups that found her to be a show-stealer this whole dungeon kind of just reinforces that, with 4 major plot moments for her and none for the PCs.
Overall: This book feels disjoined, almost none of the events make sense if you think about it, and it firmly puts the PCs into the back seat as bodyguards for a new main character.
[On the campaign, from my review of The Seventh Arch] 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.
On They Watched the Stars: Boy, this book has issues. Personally, I'm scrapping most of the content of this book and replacing it with other content from Dark Archive and doing what I can to stitch the plot together.
SPOILERS: The biggest issue with this book (and the rest of the campaign) is Sakuachi, the "chosen one" GMPC who turns the party into functionally an escort for her mission. You KNOW this was an issue because Paizo had to write a blurb at the front to address this with the quote "...some players might feel like they’re playing second fiddle. You can assuage such concerns...". Yikes. For my campaign, I'm completely writing her out, which is tough, because she's interwoven with the narrative for the rest of the campaign.
Chapter 1 has players land in Skywatch which is a town which has some seemingly cool, but confusing geometry that mostly involves the players getting lost or making rolls to not get lost.
Chapter 2 is definitely the best part of this book, as the players get their own ghost pirate ship, which is awesome. There's a nautical encounter and visions on the sea which are pretty neat as well.
Chapters 3 and 4 feel confusing in purpose. The encounters with the townsfolk of Egede feel like the cool start to uncovering a mystery or something, but feel very quickly wrapped up as written, like the author doesn't want you to spend much time there and move on, to help Sakuachi with her quest. The rest of the chapter 3 feels like a combination of tedious random encounters and a weird diversion. Chapter 4 feels odd in that it has the investigation system applied to... looting random buildings? It feels less like the there's a mystery to uncover here and more like the players are trying to not be lost. The whole cistern dungeon feels strange in theme for what I'd expect from divinity or god-calling, and as it reads, players need to repeat the same boss encounter 3 times exactly the same way? This feels like it would be tedious to run.
I personally am not running most of the content in this book, I'd encourage a GM looking to run Gatewalkers to find ways to bridge the levels between Book 1 and Book 3, since this book doesn't exactly add much to the narrative anyway.
I know this is probably only for this AP, but the entry on the Lake of Mists and Veils, PEAK in my opinion. I loved the detailing of not just local life, but Cryptids claimed to exist in the area, I would love to see more stuff like that in other APs keep the Occult/Mystery stuff flowing even in snippets.
Does anybody else have pages 65-80 printed twice in their physical copy?
Probably, but I can verify that it is not a universal printing error.
You should open your copy to the pages showing the first page 80 and the second page 65, take a photograph of those two pages together, and attach that photo to your e-mail to customer.service@paizo.com asking for a replacement copy.
It just dawned on me how much this AP is ripping off - sorry, paying homage - to Final Fantasy 10. Evil whale monster? Check. Escorting Mary-Sue VIP on spiritual journey? Check. Travel between different worlds? Check. If we have to win the Blitzball cup in book 3, then so help me....
An alternate interpretation is "usually female and almost always the main character, a Mary Sue is often an author's idealized self-insertion, and may serve as a form of wish-fulfillment".
Cant say I really say I see it myself. I mean stop me if I'm wrong but wasent Yuna a full on pc and actually did things in combat and stuff? Also wasent sin more of a big lizard than a whale (I distictly remember it having an arm you blast off at one point)
For what it's worth... FFX and even moreso FFX2 are my favorite ones, and neither crossed my mind while I was writing the third adventure. The three things that DID serve as the predominant inspirations for me in writhing the third adventure were...
Spoiler:
At the Mountains of Madness
John Carpenter's The Thing
Shackleton's real-world fraught expedition to the south pole
It just dawned on me how much this AP is ripping off - sorry, paying homage - to Final Fantasy 10. Evil whale monster? Check. Escorting Mary-Sue VIP on spiritual journey? Check. Travel between different worlds? Check. If we have to win the Blitzball cup in book 3, then so help me....
The day that blitz freaks across Spira have been waiting for is finally here! That's right, folks! Blitzball season has begun!
I played FFX all the way to the end, despite it taking far too long. This really isn't like it. This type of quest works well at the PC levels in the adventure - it wouldn't if they were already 10-13th.
People use "Mary Sue" to mean "NPC capable of doing literally anything," don't they?
There are people who genuinely believe that Shensen, a minor character in Hell's Rebels who is involved in like one minor side quest, is some narrative-controlling Mary Sue creature. It is literally never a valid criticism.
Also never heard of someone calling Yuna a Mary Sue either...
People use "Mary Sue" to mean "NPC capable of doing literally anything," don't they?
There are people who genuinely believe that Shensen, a minor character in Hell's Rebels who is involved in like one minor side quest, is some narrative-controlling Mary Sue creature. It is literally never a valid criticism.
Also never heard of someone calling Yuna a Mary Sue either...
The real definition of a Mary Sue is an author insert who lets him or her live out a vicarous fantasy of being in the story. (E.g. a younger/hotter/more capable version of the author who still has their personality or is living out what they would do if they, rather than an independent character with their own existence separte from the author with their own goals and personality, were driving the story.)
Shensen is literally a former PC of the developer of the Hell's Rebels AP. The psychology is clearly related.
Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber
I found a minor inconsistency for someone to note for a later erratum.
On page 7, it says this: "Sakuachi bears a magical rune which her elder Seshu glimpsed in a dream and inscribed on her palm for protection. (What Sakuachi doesn’t know is that this rune is the exact same mark shared by all gatewalkers, including the PCs.)"
On page 22, it says this: "Thanks to the magic of the rune on Sakuachi’s neck, he can see into her dreams as well, even though she isn’t a gatewalker."
I'd imagine the fix between palm and neck would happen on page 22, but that's for someone else to figure out. It might also be mentioned one or the other elsewhere in the adventure.
People use "Mary Sue" to mean "NPC capable of doing literally anything," don't they?
Most accurate definition of Mary Sue nowadays seems to be this one:
"Mary Sue is a derogatory term primarily used in Fan Fic circles to describe a particular type of character. This much everyone can agree on. What that character type is, exactly, differs wildly from circle to circle, and often from person to person."
(its basically used so widely differently that term has lost its meaning besides "I don't like this character")
People use "Mary Sue" to mean "NPC capable of doing literally anything," don't they?
There are people who genuinely believe that Shensen, a minor character in Hell's Rebels who is involved in like one minor side quest, is some narrative-controlling Mary Sue creature. It is literally never a valid criticism.
Also never heard of someone calling Yuna a Mary Sue either...
The real definition of a Mary Sue is an author insert who lets him or her live out a vicarous fantasy of being in the story. (E.g. a younger/hotter/more capable version of the author who still has their personality or is living out what they would do if they, rather than an independent character with their own existence separte from the author with their own goals and personality, were driving the story.)
Shensen is literally a former PC of the developer of the Hell's Rebels AP. The psychology is clearly related.
Shensen is probably not a self-insert of James Jacobs so by your own post's logic that isn't relevant.
Also not the topic of this product thread. Mikeawmids, if you want to post more about not wanting women in your roleplaying games, feel free to go make your own thread on that topic.
Pathfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Sakuachi isnt a mary sue, its pretty clear that the writers were aware such a criticism would be made in the AP itself and included a sidebar to help explain that Sakuachi isnt mean to overshadow the heroes. She doesnt fight and basically fills the role of what would have been a magical relic in another adventure but I like that she's her own character. Having a friendly NPC to travel with the party is fun and the party is already fulfilling the role of a "chosen one" in a traditional story, just through an ironic lens.
If anything I hope paizo includes recurring NPCs in their APs more often, its fun to have friendly faces in adventures for players to build off of and grow alongside. In Strength of Thousands the students have been a major success with my players so I expect Sakuachi to be well received too
Shensen is modeled after my favorite PC I've ever played, yes, so if that annoys anyone... there are far more Paizo products that are Shensen-free than are. Such as the Gatewalkers Adventure Path. ;-)
I'm really interested in what this AP does with Sarkoris - would it be possible for anyone (spoilered of course!) to give a brief explanation of what the Sarkoris content is in here? :)
Uhmmm... what is UP with the cover art on the PDF? The cover art on the printed product is as advertised; however, the cover art on Vol 2 of Gatewalkers: They Watched the Stars Interactive Maps is just ... wrong.
You have included as the cover art of the PDF for Vol 2 of the Gatewalker AP Interactive Maps the cover art which is for Vol 3 of the same AP.
I just noticed this today as I received Vol 3 of the PDF in my download section. James Jacobs is writing this one so I had to go look (even if only a cursory glance as I likely will be playing this) and I saw it was exactly the same cover art as for Vol 2!
Which art is correct? My physical copy of volume 2 indicates: the cover on the PDF for Vol 2 Interactive Maps is wrong!
Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
Steel_Wind wrote:
Uhmmm... what is UP with the cover art on the PDF? The cover art on the printed product is as advertised; however, the cover art on Vol 2 of Gatewalkers: They Watched the Stars is just ... wrong.
You have included as the cover art of the PDF for Vol 2 of the Gatewalker AP the cover art which is for Vol 3 of the same AP.
I just noticed this today as I received Vol 3 of the PDF in my download section. James Jacobs is writing this one so I had to go look (even if only a cursory glance as I likely will be playing this) and I saw it was exactly the same cover art as for Vol 2!
Which art is correct? My physical copy of volume 2 indicates: the cover on the PDF for Vol 2 is wrong!
This... this is an odd mistake for Paizo (there's a first time for everything) but uhmm... yeah. There it is, just the same.
I just took a look at both my print and PDF version of the 2nd book, and my pdf for the 3rd one, and they all fit? And the book 2 pdf on have not been update since January... I dunno how you pdf could get scrambled like that? But that seems like a very peculiar bug...
Just to make it clear:
My vol 2 (physical) and vol 2 (PDF): Same art between each other
My vol 3 (PDF): different art from the previous 2.
Note: I didn't look at the "file per chapter" version, only the one file version.
I just took a look at both my print and PDF version of the 2nd book, and my pdf for the 3rd one, and they all fit? And the book 2 pdf on have not been update since January... I dunno how you pdf could get scrambled like that? But that seems like a very peculiar bug...
Just to make it clear:
My vol 2 (physical) and vol 2 (PDF): Same art between each other
My vol 3 (PDF): different art from the previous 2.
Note: I didn't look at the "file per chapter" version, only the one file version.
Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
Steel_Wind wrote:
Quote:
I just took a look at both my print and PDF version of the 2nd book, and my pdf for the 3rd one, and they all fit? And the book 2 pdf on have not been update since January... I dunno how you pdf could get scrambled like that? But that seems like a very peculiar bug...
Just to make it clear:
My vol 2 (physical) and vol 2 (PDF): Same art between each other
My vol 3 (PDF): different art from the previous 2.
Note: I didn't look at the "file per chapter" version, only the one file version.
Look at your Interactive Maps for Vol 2. :P
My interactive maps have the correct cover art too.
... Oh wait, you meant the TEXT on the cover, not the art. xD
You said art, so I didn't read the words, only looked at the art. xD
nevermind, yes, both files have the title "THEY WATCHED THE STARS" on the cover of the interactive maps.
Note that the store page people don't get notified when people post here, and don't monitor these threads, so you should send an email to them. (Either CS or the store mail I think?)
Also, the problematic one is not the second book, it's the 3rd book that should say "DREAMERS OF THE NAMELESS SPIRES" by "James Jacobs".
I leaved through this book at my FLGS and i have to say that all the battle maps are really plain and boring, something that seems to have being put together in 5 minutes each.
The art for the Lake of Mists and Veils on page 76 however is very beautiful and the article is great too.
I can't say anything about the adventure itself, but i miss the old intricate battle maps.
I noticed a number of errors on the Lake map, some really puzzling ones too:
Skyloatch should be Skywatch
Winterbreath should be Winterbreak
Winterbreath Bay should be Winterbreak Bay
Egade should be Egede
Icemine Peaks should be Icerime Peaks