Over on D20Saves, I’m running Gatewalkers, one of the latest APs from Paizo! From the official website:
After they walked through that glowing gateway, nothing was ever the same. A band of characters become paranormal investigators to determine the cause of a global amnesic episode. Their quest takes them to lands near, far, and outside this reality altogether. Along the way, the characters meet fellow “gatewalkers,” defeat alien monsters, and explore strange realms touched by the Missing Moment. And when it comes time to learn the grim truth of what happened to them on that fated summer night, what then?
Warning: The first part of this blog will cover what happened in the stream, so there are spoilers for Book One. Part two will include my thoughts as a GM, so there are major spoilers.
Check out the playlist here if you want to watch the previous episodes!
Chapter Two recap: Through the first Portal
Chapter 2 picks up after capturing the rogue druid Bolan and his followers. The crew now had a name: Kaneepo the Slim.
Since Bolan was interested in only boasting and wasting their time, the crew set out to investigate the surrounding area to see if they could track down this mysterious figure causing so much trouble and who had made off with a valuable artifact called the Shadewither Key. This eventually leads them to a portal into the Thinlands (think First World but Drab), and they fight their way through various flunkies to take out the strange being themselves.
They release a prisoner (an uplifted hedgehog named Hubert), and together, they make their way to a set of Elven Gates that mirror the ones they saw back in the Material Plane. One reacts, and because caution is for losers, they jump through, landing them in a dense, colorful jungle. Progress!
The crew sees a city in the distance and opts to go there, arguing whether they’re in the Mwangi or a more colorful part of the First World. En route, they fight weird slugs, ford blood rivers, dismantle mining equipment, and avoid perfectly harmless mushrooms, finally making it to the city covered in telescopes.
A gaggle of elves greets them, curious if wary, and they find out they are all wrong: They’re not in the First World OR the Mwangi, but on a completely different planet: Castrovel!
SPOILER ALERT! After this point, there are major spoilers for players… INCLUDING MINE. So, James, Jorge, Ricardo, Don, and Daton: STOP READING. I MEAN IT. 👿👿👿
The Good
The investigations early in the chapter were outstanding. They gave the players a chance to roleplay and flex their non-combat muscles. I also liked the system in the AP: As players earned “points,” specific facts came to light, making levels of success important. In theory, the rolls should have been secret, but I got lazy at the last minute and had players roll in the open. This isn’t for every group, but it worked for me since I love committing to a wretched failure.
The “dungeon” of this chapter was also a solid challenge for experienced players. There are many varied creatures and traps, and not every encounter has to end in death. The players get more out of the scenario if they resolve things peacefully.
They also latched onto Hubert, an anthropomorphic hedgehog, immediately, making him a party member right after rescuing him.
Some warnings
One thing about Kaneepo’s Lair: It’s meant to be done in one day, which can be challenging for rest-happy players. I didn’t realize this until the end, but the players assumed Kaneepo was “somewhere else,” so they happily burned resources. They were running on dry as they approached the last room, so I removed one encounter and neutralized another so they wouldn’t tempt death. The design isn’t bad, but it’s something to consider with your group. If they’re gung-ho, maybe drop a hint that Kaneepo is home or that they’ll likely have to finish once they start.
If your players are low on acrobatics, Castrovel might be a struggle. Not everyone needs it, but at least one or two people should be okay. I honestly think this is one of the reasons they put Hubert in the crew: He has a surprisingly good bonus.
Some of the moderate encounters felt severe due to the terrain. The players struggled a LOT with a stupid snail because it was in a rushing river, and the cliffhunters brought a lot of pain with the fight being in the air on a small platform. I’m not sure that I’d make them easier, though, because the whole vibe of Castrovel is “you’re in danger.”
GM thoughts
This is such a long chapter. It felt like two chapters if we’re being honest. If you wanted to bump up the end level of Gatewalkers, I feel like there are a few chapters so far that can be split into two with a milestone between them. Later chapters would have to be updated, but adding a level to encounters is generally pretty easy.
I also cut out several encounters. Since I stream this game, I try to keep things tight, which means anything that doesn’t add to the plot or the setting might get removed. If you’re looking to do the same, here’s what I took out of Chapter 2:
- Shadow Guards Trap: The players were already low on resources and had already gotten enough information about what went on with Kaneepo.
- The Looksee Man: They met him, but I went out of my way to make him non-aggressive. I knew the Big Bad was in the next room, and they were down to one heal.
- Death from the Trees: They saw the creature since I felt like that added to the setting, but they left it alone.
- Hilltop Ambush: The snail WRECKED the party, so I decided to skip this and move straight to the next plot-nudging encounter.
If you want to keep these, do so! I only remove them because I need less filler as a stream than if I were at a table with way more time.
One regret: I wish I had made more notes about Kaneepo’s motivations because I didn’t expect my players to grill everyone they met about what this dude was doing. Silly, I know, since their whole deal was taking him out, but I completely forgot to make some bullet points for myself.
As for the twist, the players LOVED it, and I do think they were genuinely surprised. Excellent work, Paizo!
As for Hubert, I’m trying to figure out what the heck to do with him. The books don’t offer a graceful place for him to jump off unless you count the unforgiving embrace of death. I’m talking to the players about making him an actual character with a martial class they level and control. Elite levels will only take you so far. Maybe a Beastkin Ranger?
Next Chapters
I’ve prepped half of book two, and… there’s a surprising lack of portals and plane jumping. I’m seriously considering moving one of the major areas (Skywatch) to the Ethereal Plane to add variety.
- The “escape” that’s key to the chapter could be getting to and activating a portal that will take them to the material plane.
- This could also explain the wonky nature of Skywatch. They’re in a reflection of it!
- It could also be why the “call” from the major NPC of that book was cut off. The whole place left the material plane!
I’m still considering it (I have some time), but the more I think about it, the more I like the idea. It also gives me some leeway in the third book to add another plane or two!