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 the beginning of Book Two. Part two will include my thoughts as a GM, so there are major spoilers for the AP overall.
Check out the playlist here if you want to watch the previous episodes.
Chapter Three recap
You know, it feels like we were just here. When I say this book moves fast, I mean it! Heck, as I’m writing this, the players are a good chunk of the way through chapter 4.
The majority of this chapter takes place in the Medevian city of Egede. Once bolstered by an unending crusade, this town has fallen on hard times without the influx of money and patrons on their way to take on the World Wound. The party had to contend with a paranoid population that had fallen sway to the ‘Committee for Moral Rectitude.’
To the surprise of anyone who’s seen the questionable moral choices of an adventuring party, the group quickly proves themselves to be beyond reproach. Unsurprisingly, this required the judicious application of violence, but if we’re being fair, the other side started it. Now able to rest in peace, the party got a letter from Dr. Ritalson (remember him?) congratulating them on their progress, commenting on their new companion, and paying the party for their efforts thus far.
With their newfound reputation and money, they manage to get a caravan to Kenabras, the only lead they have at the moment when it comes to Sakuachi’s mission. They don’t get far before they’re distracted by a falling star, which their seer interprets as a sign. Breaking off from the caravan, they make their way across the healing wasteland to find a strange insect burrow. Inside, they fight terrible beetles and the crusader they either obeyed or controlled. After rescuing some reclaimers, they finally get a clue as to where they should be going: Domora!
Okay, seriously, if you’re a player in my stream, DO NOT KEEP READING. Don, James, Jorge, Daton, Ricardo, CLOSE THIS TAB.
GM thoughts
I keep saying it, but seriously, this book moves fast. If you’re a GM who only prepares what they think they’ll need for the next session, push yourself a little harder. Players who follow the plot and don’t wander off for side adventures will quickly churn through the available content.
Another warning: The plot heavily depends on following Sakuachi’s lead. If they’re fighting that, you need to find another way to get them to that falling star. Heck, put it on the way to Sarkoris rather than 200 miles off course, and maybe have a few caravaners kidnapped. That way, they can’t avoid it, and the party will get their lead for their next destination.
Finally, Ghost Sakuachi is still doing great, plot-wise. Nothing has required her being physical, and she’s still able to deliver plot points as needed. The only hiccup is the players trying to use her to scout, which I haven’t allowed so far due to how strategic my players are. However, if your party is a bit more chaotic, she could help players think ahead.
Looking forward
The investigation in Domora is already underway. I really love that this AP has included actual investigations, which fits well with my group and the themes of the adventure. They’re also a decent blueprint on how to do investigations that aren’t just a series of die rolls. Leads lead somewhere that the players have to check out and interact with, which allows everyone to participate.
Looking towards the next book, I expect that one to go quickly as well, save for crossing the ice. I’m most looking forward to them finally getting back to Ustalav and putting all the pieces together.