Abomination Vaults: Stripping it for Parts

I’m a huge lover of Paizo’s Adventure paths. They’re a huge timesaver for busy GMs, and not just those who want to run a long pre-written campaign! You can easily pull out interesting scenarios from the APs, rub off a few serial numbers, and slot them into your custom campaign with no one the wiser. I’ve written about this for other APs, and now it’s time for me to give Abomination Vaults the same treatment.

Overall notes

Abomination Vaults is a unique campaign in that each chapter is a floor. Because of how the vaults are set up, there’s many floors you could pull out on their own and plop into a campaign. Creatures tend to stick to their designated areas, so there’s no worry about the floors bleeding together. They also tend to all have their own theme, based on who’s moved in.

You also don’t have to use the whole floor, since many have encounters that are self-contained enough to pull out and plop in the basement of some BBEG’s lair or in your own dungeon.

  1. Overall notes
  2. Book one
    1. Otari
    2. Floor 1: Ruins of Gauntlight
    3. Floor 2: The Forgotten Dungeon
    4. Floor 3: Cult of the Canker
    5. Floor 4: An abandoned retreat
  3. Book 2
    1. The Stolen Blade
    2. Dorianna’s Dreams
    3. Floors 5 and 6: The Arena and Labs
    4. Floor 7: Soul Keepers
  4. Book 3
    1. Floor 8: Decaying Gardens
    2. Floor 9: Hunting Grounds
    3. Floor 10: The Temple
  5. Final thoughts

Book one

Otari

One major thing you can pull from this book is the town of Otari. It’s a small port town that’s perfect for adventurers just starting out. It’s filled with interesting characters who have their own potential plots going on, and it’s not too far off from Absolom. It could be a fun place for PCs to start their adventure, stock up, or save at some point.

Floor 1: Ruins of Gauntlight

The first floor is completely above ground, so it would fit in any swamp-like setting. It’s filled with the sorts of creatures you could see cramming into a deteriorating structure, including natural creatures, the fey, and even an undead or two. There’s even non-combat encounters, including a brownie that my group adopted (Tangletop!) and a tribe of mitflits (who my players immediately slaughtered).

Possible hooks:

  • The PCs need to clear this old fort / lighthouse / whatever out for cold hard cash.
  • The party stumbles upon the structure and decides to make it a new hideout.
  • They’re there to ‘rescue’ the soulbound doll Mister Beak (the previous owner doesn’t know the doll left of his own accord and has fallen in with a bad crowd).
  • The locals think the old outpost is haunted, but it turns out that this is just Tangletop trying to keep the other creatures nearby away.

Floor 2: The Forgotten Dungeon

This is the first floor that’s completely underground. It has an interesting mix of creatures, with a dose of undead, aberrations, and even some infernal! The overall vibe I get from this floor is that of an abandoned villain’s lair. The old experiments have broken loose, the old staff has been turned, and the devils are stuck until their contract is completed. This also features a fight with a river drake that thoroughly handed my players their butts the first time they encountered it.

Possible hooks:

  • That drake has taken up residence in an abandoned structure outside of town, and it’s bothering the residents. The party has been hired to get rid of it… but no one knew that the abandoned mansion wasn’t so abandoned.
  • If you have a BBEG in your campaign, this could be an old lair of his before he upgraded. Crawling through it could give your party more information about their potential rival.
  • If you want to make allies of the morlocks, they want their old digs back, but aren’t quite up to the task of clearing them out. They do have their old boss’s funds, so they’re willing to throw money at the problem! Just don’t ask what happened to him…

Floor 3: Cult of the Canker

An undead library! This floor is a library populated by intelligent undead, so could fit in many places: Geb, a necromancer’s lair, the site of a former cult that went in a bit too hard… And, being a library, it’s a great place to drop lore or information that would be difficult to deliver via NPC. It also features an NPC who became a fast favorite of my group: Augrael! He’s a friendly ghoul who really just wants to sit in his cubby hole and read his books (I made him a fan of bodice rippers, but you do you). He’s not a fan of his ‘coworkers’, so he can offer a place for the party to rest and heal.

Possibly hooks:

  • This library used to belong to the group’s patron, but it was taken over by a cult of undead morlocks.
  • This library belongs to the BBEG of the campaign, and could offer clues about their motivations and abilities.
  • It could be a non-combat location if your party is in Geb or an otherwise undead-friendly location.
  • The group has been tasked with delivering books to Augreal… they just have to find him first amidst all the hostile undead.

Floor 4: An abandoned retreat

The theme for the fourth floor is a luxurious retreat for a villain that has been long abandoned. Of course, other creatures have moved in, and some unfortunate individuals were never able to leave. There’s a mix of undead, aberrations, and demonic, so a little bit of something for everyone. The main goal of this floor is to find the ghost of a long-dead adventurer so he can give you a lore dump, but he can easily be swapped out for anything that would suit your campaign better.

Possible hooks:

  • Something has been harassing the local town… turns out it’s a werewolf, holed up in some local caves. Time to problem solve!
  • If you have a BBEG, this would be a great place for the players to learn about them without being face to face.
  • Or, heck, clean up the descriptions slightly and pop your BBEG in there! They could take the place of the voidglutton (who can be rough on a level 4 party)
  • An adventuring party lost one of its members when they separated in the dungeon. They’ve come down with a case of being lily-livered, so have hired you to find their friend.

Book 2

Book two includes quite a few side quests for the party, and they’re fairly easy to pop into most campaigns.

The Stolen Blade

A famous sword, passed down over generations, has been stolen. The owner knows who it was, but doesn’t know where the culprit is, and doesn’t reveal to the party why the thief may actually have a claim to it. This quest has the players bouncing around town a bit to find clues, then cornering the thief in a cave before he can run off with his prize.

Dorianna’s Dreams

The party has been approached about a young woman in town who’s been suffering from increasingly strong nightmares, none of which she remembers upon waking. Her father is desperate to find the cause and do whatever it takes to heal her. This has the party doing some investigation based on their own wits (or what wits they can hire), and leads them eventually to a confrontation with a creature from Leng.

Floors 5 and 6: The Arena and Labs

These floors go together, if you’re plugging whole floors into your campaign. The first is the largely abandoned lair of a BBEG (starting to see a theme?), while the second level is occupied by various groups that have moved in. The most striking feature is one that spans both floors: An enormous colosseum that currently houses a shanrigol behemoth, but this could be swapped out for most gargantuan creatures. Outside of the arena, there are signs of terrible experiments being done in the past, some of which are still being carried out.

The arena isn’t the only feature of the floors. Floor six has a tavern, with its very own punk band!. Honestly, if you steal anything from this book, let it be these guys. They deserve to make it big in more campaigns.

Possible hooks:

  • Once again, this is a good addition to any campaign where the players are chasing a somewhat unhinged BBEG. There’s lots of places to sprinkle clues about what their nemesis can do, and hooks to where they should go next.
  • A talent scout has contracted the party, with rumors of a band with a hot new sound… they just have to make their way to them. Easy money!
  • The party hears a rumor of an undefeated champion somewhere near their home. It’s not really their problem… but someone keeps luring young idiots to challenge it, and no one has come back…

Floor 7: Soul Keepers

This floor is more devil-y than some of the others, and includes a puzzle that has the players collecting various keys around the dungeon in order to open a magically sealed door. It also has a collection of stasis chambers that can have players either saying “Let’s poke every button” or “Absolutely not” and turning their heel. The ‘big bad’ of the floor is a contract devil eager to make a deal in order to get a soul owed to him, so meeting him could lead to a fun new plot or a blow-out of a fight.

Possible hooks:

  • Set this in Chelliax, and it’s just another admin building! If the players aren’t on the offensive, they have a handful of interesting NPCs to talk to. If they’re there to throw down, it’s already thematic!
  • Odd requests have been popping up on the request board in town: Find certain creatures, but do not kill them. Capture them, then leave them in a clearing outside town. The mayor wants to know what’s behind this.
  • If the party is morally grey, they receive a letter requesting help tracking down a certain ne’er-do-well and bringing him to a newly rented office in town. It reads like the guy owes someone money, but something feels off…
  • A tiefling bounty hunter has gone missing, and his partner is desperate to find him. Everyone thinks he just skipped town, but she knows him better than that…

Book 3

Normally, by the last book in an AP, I don’t have much to suggest when it comes to plundering. AV, however, still has lots to borrow and shove into your own games! Book three has a few clusters of NPCs, some interesting dungeons, and a big set-piece for whatever BBEG you might have in your campaign.

Floor 8: Decaying Gardens

The major NPCs of this floor are a group of Calgni cultists… but nice ones! They probably won’t turn the party into soup since they’re so intent on finding their oracle who hears whispers from a magical MacGuffin. They’re more than happy to work with the party, given that they’re polite and don’t poke them too hard about their strange beliefs. On the less cult-y side of things are a small party of Drow / cave elves who are hunting these wild caves for food and sport. The caves also feature wee bog mummies (their original bodies came from deep gnomes) and a delightful mix of deadly flora and fauna.

Potential hooks:

  • The friendly cult is in freakout mode, since their oracle wandered off. They need you to find him and bring him back, unharmed… though one might bribe the party to lead him somewhere even more secret, and tell only her the location.
  • The drow have been tasked with getting this floor under control, but they’ll begrudgingly admit they bit off more than they could chew. Since the party is hanging around and looking dangerous anyway, maybe they could help out?
  • Not far out of town, the roof of a cavern has fallen in, revealing dangerous previously unknown in the peaceful village. The mayor is asking for someone to come and ‘neutralize’ the cave, either through negotiations or violence.

Floor 9: Hunting Grounds

This floor has two groups of NPCs that you could easily pluck up and place into a campaign that has any access to the underdark. The first is a sizable enclave of Drow (the ones the hunters on floor 8 belong to, but you can easily just use them) who are stuck where they are due to previous vows, but would really rather go home. The other is a group of Caligni who would also prefer to return to their main settlement deep in the Underdark, but are blocked from going back. There’s also a group of immediately hostile urdefhan and an abandoned temple that could be scooped up and reused.

Potential hooks:

  • The Drow hunters have lost track of a precious MacGuffin (a crystal lens in the AP, but it can be anything). They can’t return to their people without it, but their attempts to find it have been thwarted by a cave system filled with dangerous flora and fauna.
  • The Caligni outpost was only supposed to be out here for a few months, mapping this section of the Underdark. While they were working, however, their way back has been blocked by a dragon. Being a selection of slightly sturdy cartographers, they’re stuck where they are until someone takes care of the problem for them.
  • A mysterious temple has been discovered outside of an abandoned settlement. The party is hired to check it out and document it for a local historian. This could easily lead to floor 10, or a plot of the GM’s choice.
  • A town has been reporting disappearances, mostly of scouts or individuals who live alone in the outskirts. An investigation points to a cavern that’s supposed to be empty… or at least, it was.

Floor 10: The Temple

The last floor! This entire floor is a gauntlet, with the players being pushed through various challenges meant to wear them down. That isn’t a metaphor, by the way. It was literally built for the followers of the BBEG of AV to prove themselves. For your players, it could be that, or it could be the barriers set in place by their foe to slow them down.

Potential hooks:

  • Obviously, this could be put in place by their nemesis to keep their inner sanctum from being invaded by the unworthy. If you do this, you may want to remove a room that’s explicitly set aside for their peons to rest in before entering the sanctum.
  • This could also be presented as a challenge to overcome. A local lodge has set it up as a way to train potential Pathfinders more efficiently than tossing them to someone more experienced and saying “Good luck!”
  • Or you could do a bit of both. The party has been tasked with infiltrating a local cult, and if they choose the sneaky option, they could pretend to be members in order to get a shot at the big boss.

Final thoughts

AV is hands down one of my favorite APs, mostly because it’s filled with so many fun and varied encounters. I really hope more people give it a go, either as an AP, or inserting chunks of it into their ongoing campaign.

Gatewalkers AP: Book 3 Chapter 1 Recap and GM Insights

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 end 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.

Recap

In this chapter, the PCs finally made it back to Ustalav! In the town of Lepidstadt, they made a beeline to Dr. Ritalson’s manor, only to find that they had just missed him. Not to worry, though! The staff invited them to relax for a few days and recuperate from their journey, and perhaps even talk to some of their fellow Gatewalkers who had arrived just before them.

Of course, the gang decided to do some breaking and entering instead.

To be fair, it was clear that something was off in the mansion, which lead to them finding a basement filled with horrors. They realize that Ritalson had not only been spying on various Gatewalkers in their dreams, but also killing them and using their memories to increase his own knowledge and access to power.

They ran off to confront him before he could return, knowing that he is no longer their biggest problem. Ritalson had been working for someone… Osoyo.

Jorge, Don, Ricardo, James, and Daton: I love you all, but you need to LEAVE this post now! Spoilers ahead!

GM thoughts

Honestly, the biggest danger in this chapter is the players themselves. If they’re not suspicious of Ritalson by now (and good lord, they should be), and they take the week to chill out, they could very well end up with their brains in a jar. Hey, at least there’s a new party upstairs they could take over…? But seriously, if your players haven’t twigged to the good doctor being kinda sus, drop some hints in their lap to get them looking around.

The ‘dungeon’ of the chapter was also quite good, and perfect for ripping out and adding to your own campaign. It’s rife with places where you can add in your own plots, and if you’ve needed a place to get some infodumps out of the way, there’s a place to find heap of journals and research. You would just need to update two rooms to fit your campaign, unless your main baddy is also a big psychic whale.

Speaking of looking around, I loved the investigation in this chapter. There are so many clues to find if the players are keen to dig for them. My players aren’t even done yet! Some of the clues are housed in books that they managed to take with them, so they’ll be doing a lot of reading on the road.

Looking forward

We have the big trek over the ice! I think I’ll be pre-rolling most of the encounters to streamline my planning and dead air on the stream. Also, I want to make sure they have the encounters that will hit home the hardest, so… maybe those dice are going to be a bit loaded.

Gatewalkers AP: Book 2 Chapter 4 Recap and GM Insights

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 end 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 Four recap

Chapter four takes place in the long abandoned city of Domora, former home of the Godcallers of Sarkoris. The PCs, determined to help their baby Godcaller fulfill her destiny, branch out over the city to research what they can. After a fair amount of mucking about, they realize they need to investigate a cistern that may contain the magics and lore she needs. After a chat with the spirit Ruun, they run a gambit of challenges, finally allowing Sakuachi to transform into a white owl, her soul bonded to the god of old. They all agree to return, finally, to Ustalav to check in with their patron.

GM thoughts

Okay, seriously, if you’re a player in my stream, DO NOT KEEP READING. Don, James, Jorge, Daton, Ricardo, CLOSE THIS TAB.

Investigation. The players enjoyed the investigations in this chapter, which had a nice balance between lores and skills to keep everyone busy. It helped that each investigation included clearing out some nasties, so even our meatiest-headed characters were vital to moving forward.

Cistern. Most of the cistern was perfectly fine, but the challenges themselves were a bit samey. I decided to spice things up and change two of the encounters. Rather than two stone owls, room F12 had two Griffons, and F7 had two Elite Giant Mantises. I kept F11 the same because the stone owls are kind of cool.

Sakuachi the owl. In the book, Sakuachi keeps her human form… but I decided to just use the owl and give her some limited telepathy. Any powers she has in the book have also been stripped for now, since the players aren’t hurting.

Overall book thoughts

This AP is probably amongst the lowest ranking of the Paizo 2e APs, and it does have some flaws… but flaws that I think are easy enough for a GM to solve without rewriting the whole book.

For me, making Sakuachi a ghost and killing off her party helped fix many of the issues with book two. Also, putting Skywatch in a different plane helped focus that particular chapter. Without it, the whole book hinges on the players helping this random group of strangers out. My players will happily follow plot hooks, but I could have also seen them just leaving and going on their way.

Now, if homebrew is your bag, this is a book that you could absolutely remove and replace with your own adventures! All you really need to do is make sure the players get back to Ustalav, so if you want to do a roadtrip-style adventure, that would totally work. Just make sure they don’t get to Ustalav under-leveled… or do, and watch the struggle bus kick off. It’s your circus, you do what you want with your monkeys.

Looking forward

I am very excited to get back to Ustalav. It’s been on the players’ to-do list for months. They also love investigating and chatting with NPCs, so I think the mansion is going to be fun for them.

Some complain about the long overland travel section, but I feel like it fits perfectly with Lovecraftian mythos. Creepy travel in a hostile landscape with no way to go but forward? Chef’s kiss. Man loved him some unforgiving expanses.

Exploring Abomination Vaults: A Dungeon Crawler Experience

On September 15th, 2024, my group finally finished the epic dungeon-crawling Adventure Path known as Abomination Vaults. When I first heard that Paizo was putting out a mega-dungeon, I was stoked. While I haven’t been able to do many, I’ve always been enamored with the idea of a campaign focused on one dungeon, where things get more dangerous the deeper you go. Having a modern one where I didn’t have to convert the whole thing was doubly exciting.

The deets on us

The sessions were held once a month, for about three hours each. This may seem like a short amount of time to many, but this was an extremely focused group bent on getting to the bottom of the vaults. I don’t think we had a single session that we spent on fluff.

Even so, it wasn’t a short campaign. We ran from April 2021 to September 2024, with only a few skipped months due to holidays and scheduling issues. Doing some back-of-the-envelope math, I think AV is more dense than your average Paizo AP. One book is usually six four-hour sessions for my groups, and by my calculations, AV took us a quarter longer than your average AP. This math feels right, because AV is super dense. Every inch of the ten 40×70 grid maps is filled with something to fight, figure out, or talk to. There are encounters you can skip, but most players won’t want to leave potential enemies at their backs.

We had a shifting cast of characters since this was a campaign where we worked on a quorum rather than insisting everyone was there. The crew:

  • Kobold Thaumaturge
  • Strix Swashbuckler
  • Cave Elf Fighter (Bows)
  • Kobold Alchemist (Mutagenist, but threw lots of bombs)
  • Tengu Sorcerer
  • Dhampir Oracle

The oracle had to drop due to Real Life Cool Shit, so we swapped in the Iconic Kyra to follow the group around and keep them on their feet.

We used Automatic Bonus Progression, but no other variant rules since the AP didn’t recommend them. Yes, Virginia, you can play without Free Archetype.

Overall takeaways

This is an awesome AP. I squealed when they announced it, then worried it wouldn’t live up to my expectations. It really did, though. Hell, it even exceeded them, since it’s easy to have a dungeon crawler that starts to, well, crawl. The pace kept moving along at a nice clip, and there was always something to find just around the corner. Every floor is themed, so you don’t have to stress out too badly if a PC is less effective for a while. Things will swap around, I promise you, and it will give players a chance to dig into what else they could be doing to help their fellow party members.

One interesting thing as a GM was that much of the game was spent with me sitting back while the players planned. For me, this was a nice break from APs where there’s more roleplaying from me to get the story moving forward. Not that I mind running NPCs (I enjoy it!), but man, it was kind of nice to give them a map of what they’d explored, then sip my tea as they talked about where they wanted to go next, and how they should prep.

This is also one of the few APs that I could see running again since so much of the story comes out based on where the players go, and what they pick up along the way.

The elephant in the room: Difficulty

On Reddit, this is often considered a super deadly AP, with groups racking up body counts before they’ve found the first set of stairs. Meanwhile, our group had zero deaths. There were a few close calls, but that’s expected in PF2.

That’s not me saying that these other players were just clueless! We had a few advantages that many AV groups don’t have:

  • Experience. Over half the players were experienced with PF2, and all of us were experienced with TTRPGs of a similar ilk.
  • Old farts. When I say ‘experienced’, I don’t mean five years. Some of us are in our fourth decade of gaming. This means many of us came from an era when dungeon crawls were common. We already understood the metarules behind them, like pulling back when you need to, exploring carefully, and being prepared to run.
  • For some games, we had a larger crew. This alone can help balance for a creature that the group isn’t quite built for.
  • The NPC healer came in clutch. Sometimes, I just had her waiting by the stairs to heal after battles, but that was enough to keep the group out of the danger zone.
  • Shorter sessions meant no one got mentally exhausted, which can be the biggest killer in games.

GM suggestions

Prep in advance. In many APs, you can make an educated guess as to where your players could go in the next session. After all, there’s only so many encounters they can run into based on their current location. This is not the case with Abomination Vaults. Once a group is on a floor, nearly every room will be a possibility. So, if your players are close to going to the next floor, make sure you have it ready to go. And this isn’t just the creatures: Keep an eye out for interactions between encounters. Sometimes, running into a friendly NPC first can negate another room, or finding a switch or a clue can make another encounter less (or more) difficult.

Rest! Emphasize to your players that they’re the ones who control when they rest, and that there’s no gun to their head to push forward. They can fall back to town or a safe hidey-hole and rest as often as they like. While my players tended to only rest at the end of a session, there were a few times that they had one rough fight, noped out, and rested while they made a plan. They also chose to rest a few times when key daily resources were depleted rather than push forward with just cantrips and big sticks.

This goes for players, too. Being tired will kill you in this AP, so if players are starting to flag, it might be time to go back to town and have some fun, non-lethal interactions there.

Player map. I gave my players a map of where they had been at the start of each session, which gave them a chance to plan on their own. You can do this by hand, or you can do what I did on Roll20 if that’s your VTT.

  1. At the start of the game, make sure Explorer mode is on.
  2. Make sure your vision is attached to your players’ tokens.
  3. Put their flag on the floor you want to make a map of.
  4. Log in as a player.
  5. Take a screenshot.
  6. In the image editing software of your choice, fiddle with exposure until all of the areas are more clearly defined.

It’s a bit of work, but it’s better than dealing with an endless Q&A about where they’ve been and it gives them something to mark up if need be.

Stairs are not an invitation, not a summons. Another important thing to drill into your players: Just because they found the stairs to go down doesn’t mean they have to go down. Depending on which direction the players go, they could find the stairs down just a few rooms in. Going down immediately means they skip much of the content, and that they’ll likely be under-leveled for what they’re about to face. So, remind them that they likely don’t want to leave hostile forces at their back, and try to get them to hold off going down until they’ve cleared at least 80% of a floor.

Leash your murderhobos. The Vaults are full of things that want to kill the players, but they also are host to a number of friendly NPCs and factions. If murder is what they want to do, okay, but some of the fights that this could kick off are extreme or just very boring. Also, they’ll need information going forward if they really want to get the full story of what’s going on in the Vaults.

Lock all doors. If your players are the kind to wander and open every door willy-nilly, consider locking all doors until they come to them. The encounters are dense on these maps, with many starting the second the players stumble into them. You can also feel free to let them fuck around and find out! You do you, boo.

Otari fun! Don’t ignore the town! My group did less lingering there due to the nature of our time slot, but if you have more time to play with, make sure to play up the town plots. There’s a ton of cool characters and hooks to dig into that can help bring the town to life.

By the books…

Book one

Favorite bits: Augreal, the bookworm ghoul, and Tangletop, the grumpy sprite. The group immediately adopted both of them. They made a point to bring Augreal bodice rippers every time they did another dive, and hired Tangletop to keep their rooms in order. They also slowly grew more fond of Magiloy the Bartender. Amusingly, outside of a few required conversations, they ignored the main NPC with the most backstory and hooks.

Roughest bits: The vampiric mist was a bit of a struggle, though they got through it. There was also a drake that thoroughly stomped their butts. This was the fight that drilled home that, yes, sometimes they were going to have to run and come back later. Not only did they run, but they didn’t come back to deal with it for a few levels.

Book two

Favorite bits: Oh my god, the punk band. Paizo put a legit punk band in their mega-dungeon, and I had so much fun with them. I even had their set playing throughout that dungeon in the background. The players ended up getting them gigs in Otari, much to the distress of some of the locals. I also loved the fact that they could see the shanrigol behemoth well before they had to interact with it, leaving them with a growing sense of dread.

Roughest bits: To be honest, the behemoth wasn’t the toughest fight because they were able to prepare for it. The hardest part of this book was dealing with the seugathi, who had a habit of attacking from areas the PCs couldn’t reach (or sometimes see!). By the end of this book, they were practically foaming with hate any time they ran into one.

Book three

Favorite bits: This book was full of social interactions, but my favorite was the drow encampment because one of the players was playing an agoraphobic cave elf. The whole campaign, his character was grumpy about being forced to walk back to town all the time and hang out with a bunch of ‘upsiders.’ They met the drow, and he was suddenly Mr. Social, macking on all the ladies and playing made-up card games with the off-duty guards.

Roughest bits: This book featured the most instances of running and coming up with a plan. There was a huge spider, a huge mole rat, a terrible bird, and some creatures hidden in caves in the wall. Thankfully, this was also the book that had the most comfortable places to retreat, which was important since they refused to activate even one teleportation ring.

Final thoughts

I absolutely loved running Abomination Vaults. It lived up to my highest expectations, and even as the GM, I was excited to see how each session would turn out. Even if you aren’t interested in running an AP, this one is worth grabbing so you can strip it for parts. Each dungeon can be run on its own as a standalone adventure and could easily hold plot points for your homebrew campaign. It’s one of the few APs that I could see running again in the future, if a new group was interested. Once the maps are set up, there’s remarkably little for me to do but wait for players to choose a direction.

Gatewalkers Book 2 Chapter 3 GM Insights

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.

Gatewalkers Book 2 Chapter 2 GM Insights: Smooth Sailing

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!

The second chapter of Book 2 opens with the players looking out over a great frozen lake with no way to get across. True, they have a raft, but that’s certain to be eaten by the storm-tossed waves before they get too far. Their only option is to scour a ship graveyard and hope something is still seaworthy enough to get them to civilization.

Making their way through wrecks that could barely suffice as kindling, they find a ship that looks amazingly whole. They board her, only to be attacked by the machinery itself. Happily, the captain appears and calms the ship down. Unfortunately, he’s a ghost, though less mad than those on other ships. He agrees that if the crew can get his ship free of the magical ice surrounding it, he’ll sail them to wherever they want. They just have to make nice with a naiad queen.

So, once again, solving everyone else’s problems other than their own, they make their way to her temple, and after clearing out some of the denizens, they convince her to share the ritual that will remove the ice. After some stomach-clenching rolls, the group succeeds and is able to sail into the lake and towards Egede.

Of course, it can’t be all smooth sailing. Along the way they encounter psychedelic bubbles that, at best, force those who inhale them to have hallucinations. At worst, they drive people mad, and they encounter a whole ship of people who apparently took in a deep breath. The party received a worrying glimpse into their lost memories before being set upon by the specter of Osoyo.

They survived, finally coming to the costal town of Egede, where they bid their captain farewell as he finally takes his ship and his crew to the great beyond.

GM Stuff

Okay, seriously, if you’re a player in my stream, DO NOT KEEP READING. Don, James, Jorge, Daton, Ricardo, CLOSE THIS TAB.

This chapter, in spite of having a lot in it, went by fast. Seriously, I almost forgot to write this blog post. As of this writing, the party is almost done with chapter 3! So if you’re a GM who only preps one chapter ahead, maybe reach a bit further for this book.

Encounter-wise, everything was fairly straightforward. None of the fights left the crew anywhere near a TPK, and none of the encounters left them confused. In fact, the hardest thing they ran into was the ritual. It took a few goes, but finally, they succeeded. If your players ranks are low and you don’t want the ritual to just be NPCs rolling dice, consider having the naiad queen handwave it. After all, if the ice isn’t lifted, they’re not going anywhere!

Finally, ghost Sakuachi is still working out fine! Thought I will say that the players are desperate to make her a statted NPC, I play up that she’s barely holding on to the material plane at this point in time. There are spots in the AP where her team could have stepped win with skills, but this group is fairly well-balanced, so can handle pretty much anything that comes their way.

Looking forward

While I’m enjoying book 2, I’m really looking forward to everything coming together in book 3. The mystery, finally talking to their patron, and the trek across the icy planes: It’s going to be so good.

Caves of Chaos for PF2: The Creatures!

Way long ago, I wrote a blog post about revamping an adventure that was older than most of the players on our server: Caves of Chaos, from Keep on the Borderlands. One thing that post was missing was a specific breakout of what exactly I shoved in the caves. I figured I could get to that later, since I didn’t feel like deciphering my notes at the time. Well, a scant four years later, I’m finally getting around to that.

Look, I’m consistent. I’m not fast.

Background

This isn’t a republishing of the Keep on the Borderlands. You’ll still need to acquire the original book (available on DriveThruRPG or the Internet Archive) to see how the various caves interact, since some of them can repopulate others, some have allied with others, and some are at war. Also, it’s an interesting dive into RPG history!

I didn’t include any adjustments for the Keep part of the Keep on the Borderlands. That’s the part I feel can most easily be replaced by something campaign-specific (maybe you already have a keep you know about!) or adjusted for the flavor of your table. Heck, maybe the players don’t even want a keep, and are fine with roughing it in the nearby woods.

Each cave has been given a level, and each room in the cave has been given an encounter level. Encounters were built assuming a standard 4-person party. Keep in mind, though, that while caves get harder as they go further in, nothing is stopping the players from rushing to the other end of the valley and taking on the hardest caves first. If this is how your players roll… make sure they have back-up characters at camp.

Because of the cave system layout, players should be encouraged to scout caves to figure out what might be in there. Presumably, there’s detritus outside of the cave mouths that give a clue as to what might be inside. I include these for each cave, but it’s basically a hard-level DC for a Recall Knowledge to identify the specific creatures, or an at-level DC for Survival to identify the family.

Caves

Cave A: Hidden Kobold Lair

Information:

  • Level 1 cave
  • Find: DC 15 Perception
  • Scout: DC 15 Survival – Creatures from the Kobold family. Maybe a dozen?
  • Recall Knowledge: DC 17 Society – A clutch of kobolds reside here, preying on caravans as they pass.
  • In the hallway leading in, there’s a Hidden Pit trap.
RoomLevelCreature(s)Treasure?Notes
1Low3 Kobold Warriors
2Trivial1 Rat Swarm
3NoneDoor is locked with a poor lock. DC 15 to open
4Moderate2 Kobold Scouts
5Severe1 Kobold Mage
3 kobold Warriors
6Moderate5 Kobold Warriors

Cave B: Hidden Orc Lair

Information:

  • Level 2 cave
  • Find: DC 13 Perception
  • Scout: DC 16 Survival – Medium sized creatures, probably of the Orc family. Maybe a half-dozen?
  • Recall Knowledge: DC 18 Society – Orcs are near here. Not quite enough to be a warband, but still, a sizable number.
RoomLevelCreature(s)Treasure?Notes
7Trivial2 Orc Brutes
8Moderate2 Orc Warriors
9None
10NoneYes
11NoneYesLocked (simple): DC 20
12Severe1 Elite Orc Warchief
2 Orc Warriors
YesSecret door: DC 18 Perception

Cave C: The Other Orc Lair

Information:

  • Level 2 cave
  • Scout: DC 16 Survival – Medium sized creatures, probably of the Orc family. Maybe a dozen?
  • Recall Knowledge: DC 18 Society – Orcs are near here. The makings of a small warband.
RoomLevelCreature(s)Treasure?Notes
13NoneYesSecret door: DC 18 Percep
14Moderate2 Orc Brutes
2 Orc Warriors
15Low2 Orc Brutes
16Severe1 Elite Orc Warchief
2 Orc Warriors
1 Orc Brute
Yes

Cave D: Goblin Horde

Information:

  • Level 1 cave
  • Scout: DC 15 Survival – Creatures from the Goblin family. Maybe a dozen?
  • Recall Knowledge: DC 17 Society – At least a dozen goblins have holed up here.
RoomLevelCreature(s)Treasure?Notes
17Trivial2 Goblin WarriorsYes
18Trivial2 Goblin WarriorsYesA goblin can spend actions to get the Ogre in Room 22 to join them. This will turn the encounter from Trivial to Severe.
Secret door: DC 15 to notice
19Moderate1 Goblin Warrior
1 Goblin Commando
1 Goblin Pyro
Yes
20Severe1 Goblin War Chanter
1 Goblin Pyro
1 Goblin Commando
Yes
21Moderate4 Goblin WarriorsSecret door. DC 20 to notice (Level 1, very hard)

Hobgoblins in room 29 may come in, but not during combat.

Cave E: Ogre Cave

  • Level 3 cave
  • Scout: DC 18 Survival: A large creature lives near here. Probably an ogre?
  • Recall Knowledge: DC 20 Society: An Ogre Warrior lives in this cave.
RoomLevelCreature(s)Treasure?Notes
22Trivial1 Ogre WarriorYes

Cave F: Hobgoblin Tribe

  • Level 3 cave
  • Scout: DC 18 Survival: Hobgoblins live near here. Maybe two dozen?
  • Recall Knowledge: DC 20 Society: A large tribe of hobgoblins have set up here. There are signs that they have taken prisoners recently.
RoomLevelCreature(s)Treasure?Notes
23Moderate1 Hobgoblin Archer
2 Hobgoblin Soldiers
Yes
24Low3 Hobgoblin SoldiersThere is a reward back in town for rescuing the prisoners.
25Low2 Elite Hobgoblin SolidersYes
26Moderate2 Hobgoblin ArchersYes
27Moderate2 Elite Hobgoblin SolidersYes
28Trivial1 Hobgoblin SoliderYes
29Moderate1 Elite Hobgoblin Archer
2 Weak Hobgoblin Soliders
30Severe1 Hobgoblin General
2 Weak Hobgoblin Soldiers
Yes
31Moderate6 Weak Hobgoblin SolidersYes

Cave G: Clutch of owlbears

  • Level 3 cave
  • Scout: DC 18 Survival: There’s signs of owlbear scat. The air is weirdly moist. It doesn’t look like a large number of them live here.
  • Recall Knowledge: DC 20 Nature: This cave hosts a clutch of owlbears.
RoomLevelCreature(s)Treasure?Notes
32Low1 OwlbearTreasure
33ModerateGrey Ooze
2 Ooze Mephits
Treasure
34Severe2 Owlbears

Cave H: Bugbear Alley

  • Level 3 cave
  • Scout: DC 18 Survival: A tribe of creatures from the bugbear family have set up here. Less than a dozen.
  • Recall Knowledge: DC 20 Society: A tribe of bugbears have set up here to prey on caravans.
RoomLevelCreature(s)Treasure?Notes
35Low2 Weak Bugbear Thugs
36Severe1 Elite Bugbear Tormenter
1 Bugbear thug
Yes
37NoneYes
38Moderate2 Weak Bugbear Thugs
39Moderate2 Bugbear Thugs
40None
41None

Cave I: The Maze

  • Level 3 cave
  • Scout: DC 18 Survival: You see signs of creatures going in, but not coming out.
  • Recall Knowledge: DC 20 Nature: This cave is wild, and likely houses wildlife…
  • Recall Knowledge: DC 20 Society: …and something that likes twisty passages.
RoomLevelCreature(s)Treasure?Notes
42Low6 Bloodseekers
43Moderate2 Weak Stag Beetles
44Low3 Hunting Spiders
45Severe2 MinotaursYes

Cave J: Gnoll Cult

  • Level 3 cave
  • Scout: DC 18 Survival: A large number of bipedal creatures have set up here. Probably gnolls, around a dozen.
  • Recall Knowledge: DC 20 Society: There are markings around this cave. Gnolls live here, likely cultists.
RoomLevelCreature(s)Treasure?Notes
46Low2 Gnoll Hunters
47Moderate2 Gnoll Hunters
1 Gnoll Cultist
48NoneYesLocked with an Average Lock (DC 25)
49Moderate2 Gnoll Cultists
1 Weak Gnoll Hunter
50Severe1 Gnoll Sergent
1 Gnoll Cultist
2 Weak Gnoll Hunters
Yes

Cave K: Death Cult

  • Level 4 cave
  • Scout: DC 19 Survival: A number of humans reside here. So may no longer be alive… About two dozen.
  • Recall Knowledge: DC 21 Society: Lots of humans come and go from this location. A dropped locket hints at recent captives being taken inside.
  • Recall Knowledge: DC 21 Religion: The way some of these creatures move points towards there being undead in the cave.
RoomLevelCreature(s)Treasure?Notes
51None
52Moderate2 Skeletal Champions
53Moderate4 Zombie Brutes
54Low2 Corrupted Priests
55NoneGravehall trap, in the hallway leading out. Trigger upon messing with the shrine or removing items.
56Moderate3 Grioth Cultists
57Severe1 Zombie Lord
2 Shambler Troops
1 Dirge Piper
58LowHaunt: Entombed Spirit
59Severe2 Weak Priests of Kabriri
60None
61Moderate1 Elite Necromancer
62Moderate1 Wraith
63Moderate2 Elite Gelatinous Cubes
64Moderate1 Annis HagThe hag is disguised as one of the prisoners. She’s 50/50 on killing the heroes who just rescued her, since she could be their next target.

Final thoughts

Treasure. I don’t lay out specific treasure that can be found. The GM can sprinkle whatever the group needs most. If there’s a town nearby, they’ll want gold, but if they’re opting for more of a wilderness setting, then they’ll need gear. Also, it’s possible to strip the caves of treasure completely and have bounties set on each cleared cave.

Not everyone is ready to rumble. Keep an eye on the room descriptions. Guards, of course, are always ready to fight, but if they’re lounging around eating lunch and playing cards, NPCs need time to be alerted, grab their weapons, and get to the fight. This is very important when it comes to caves where the encounters are right on top of each other.

The Caves are fluid. I found most players cleared caves in one go, but if they fall back, keep in mind that the various groups have allied with each other. If you leave someone alive, they’ll combine with their allies, which changes the balance going forward.

I hope some of you try this out! It’s a really fun module to break out, especially since so much of the story comes from how the players react to the caves. It’s also an interesting piece of history that stands up surprisingly well to the test of time.

Kindle Scribe: A Game Changer for Reading TTRPG Books

I spent a good part of last year dithering over whether I wanted to buy a Kindle Scribe or not, mostly for reading TTRPG books. I searched for anyone who had used theirs in the same way, but came up empty. Finally, an upcoming trip and a sale tipped the scales, and I bought one. So, in the interest of being the change you want to see in the world, I’m going to write the post I wish I had been able to find.

Why the Scribe?

Why did I hone in on the Scribe versus any other option?

My Kindle with Starfinder Pact Worlds, minimized, loaded, showing highlighting and zoom

Large format. The larger screen works super well for PDFs and image-rich documents. You can technically read PDFs on the smaller Kindles, but it really doesn’t work well for heavily formatted documents.

Highlighting and notes. With RPG books, I have to highlight as I go. Even if I never go back and reference it in that format, it keeps me focused. Otherwise, I tend to space out, thinking about a rule or bit of lore I just read and how I could use it.

Paper-like surface. I read a few books on my iPad, but I found I really didn’t like reading on the glossy, bright surface. I got through the books, but after a few, I decided it wasn’t my bag. I also tried printing out a few PDFs, and while this worked a lot better for me, my tree hugger soul screamed at all of the wasted paper. I ended up binding the books so it wasn’t a complete loss, but I’d really love to not get glue everywhere again.

No distractions. I do read PDFs on my computer regularly, but I’ll be the first to admit that I can get distracted when the whole world is one alt-tab away. This is fine with prepping APs, but for bigger books, I’d prefer to stay focused.

Weight. It’s so light! Like, stupidly light, even with the nice cover! And it’s still small enough to fit in one of my bigger purses with ease. I recently went on a cruise, and I barely noticed it in my bag. My paperbacks weighed more!

Zoom. You know what you can’t do with paper? Zoom in. As my eyes age, this is becoming more and more important for taking in information quickly. It’s easy to waste too many cycles squinting.

Backlight. Light is also important for aging eyes. Sometimes, finding a lamp is inconvenient.

Downsides

As always, it’s not all kittens and sunshine.

PDF size. You have to minimize RPG PDFs if you want them work on the Scribe. Technically, they’re not over the limit as is, but the Scribe will start to choke. You can do this for free on various websites (Adobe, I love PDF, Small PDF), but it’s still annoying to have an extra step.

Sideloading. If you want your PDF on your Scribe, you might have to use an Amazon service. Technically, you can sideload, but I’ve had better luck using the Email to Kindle service. It’s free, but it still makes me slightly nervous, since it’s possible for services to get shut down.

Amazon ecosystem. The elephant in the room: You’re feeding the Amazon beast. For some people, this is a deal breaker, even if you never buy one of their ebooks.

Cost. It’s cheaper than other options, but it’s not cheap, especially if you’re getting it for just one purpose. And you’ll want to get a cover as well for protection and pen storage, and they can get spendy.

Greyscale only. It’s crisp, but it’s still grey. There’s rumors of a color Kindle coming, but friends, I have been reading those rumors for a good decade now. Don’t hold your breath.

Notes. This is a weird one… You can generally takes notes on the Kindle, but if you’re working on a personal PDF, this function is greyed out. So while you can write on the page, you can’t use the sticky notes feature.

Final thoughts

I love my Scribe, and don’t regret it, even if it was an expensive purchase. It revolutionized how many RPG books I could get through, since I was no longer squinting at tiny print or limiting my reading to when I had decent light and a comfortable reading position. I’m on my sixth RPG book of 2024, which is more than I’d read several years COMBINED. Also, I can highlight, which I’m loathe to do with a $60 physical book.

FYI: You know that warning people put on their blogs about affiliate links and possible kickbacks? I’m not a part of that program because I’m not cool enough.

Gatewalkers: Book 2 Chapter 1 done!

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!

Book Two opens with a bang. Unlike other Paizo books, there’s no gap between books. One moment, they’re on Castrovel, escaping from an interplanetary battle, and the next, they’re in a strange observatory with a rattled seer asking for help from whatever is currently beating down the door.

The gang has found themselves at Skywatch, though not quite on Golarion. Somehow, they’re on the Ethereal Plan, the plane that lies between all other planes. It’s not completely hopeless, however, as there’s a gate right outside of town that will probably get them back to the Material Plane. They just need to collect the seer’s party from various points around the ghostly Skywatch.

The gang is more than up for the challenge as they navigate non-Euclidian streets and beat up everything from bandits to dragons to find all of the stray party members. Everyone gathered, they make their way to the gate, activate it, and find themselves back in the Material Plane…

And all of their new companions dead. The party members they had spent a week saving vanish, with only the Seer, Sakuachi, just barely able to hold onto her form as a ghost. Horrified, they realize that a dark presence had reached out to Skywatch and yanked all who were there through to the Ethereal plane, leaving their bodies behind to freeze to death.

The party agrees to take on Sakuachi’s quest, realizing that they share a common enemy.

GM Stuff

Okay, seriously, if you’re a player in my stream, DO NOT KEEP READING. Don, James, Jorge, Daton, Ricardo, CLOSE THIS TAB.

Ethereal Plane

In my last post, I mentioned that I planned on switching book one to be in the Ethereal Plane rather than ‘weird, but still on the Material Plane’ Skywatch. This worked seamlessly with the overall feel for the AP, and even made the issue of navigating Skywatch more intuitive. It also focused the players’ energy on getting out, rather than pointing towards an exit but saying they couldn’t go there yet. They knew they probably needed Sakuachi’s crew, being all mystic, and they knew that they wouldn’t leave until all of their people were accounted for.

Killing off Skywatch

The bigger change I made in this chapter was killing off all of Skywatch. I had a few reasons for doing this:

  • Adding what’s essentially a second party to the team was too many moving parts for me
  • I wanted the PCs to take personal ownership of the quest, since that’s what moves the plot along at several points
  • It ups the stakes for the group from “let’s poke at mysteries” to “oh crap, this thing is a danger.”
  • I was worried about another Hubert situation, where they’d take an NPC’s sheet and turn them into an absolute monster in combat.

The players took the reveal in stride and happily took on Sakuachi’s quest, with her trailing behind them as a ghost. Of course, they still made the case that she could have a sheet, but I shot that down. I still expect them to break the plot with her, but it shouldn’t be quite as bad. Also, looking forward, I think she works best as a spirit. Her companions don’t serve a purpose, and for the most part, she’s chilling in the background. Might as well make her see-through!

The rough timeline I gave the PCs once they were back on the Material plane:

  • Everyone was at Skywatch in the Material Plane for their own reasons. Matz for treasure, bandits for banditry, Sakuachi for her quest.
  • All at once, everyone was pulled into the Etheral Plane, leaving their bodies behind.
  • Bodies froze to death over time, since fires went out eventually.
  • Whatever did this left tendrils of Blackfrost behind.
  • It’s implied heavily that this Osoyo jerk may be responsible.

Important to know

I’ve finished reading Book Three, and there’s a detail I skimmed over that I wish I had hit harder. The PCs will run across the former denizens of Skywatch later, but in prepping book two, I hadn’t realized that they were still around. So, if the players investigate, leave hints that the whole town left some months ago, heading north.

Also, if you plan on killing everyone off like I did, make sure Matz gives those last details to the PCs before they leave! Otherwise, they won’t know where their next plot hooks are.

Looking forward

After looking at how the rest of the plot pans out, turning Sakuachi into a ghost works pretty darn well. Most of her mission can be easily transferred to the PCs, or maintained with her being a ghostly presence.

I’m super duper looking forward to some of the set pieces, such as the mansion mystery. Hell, I’m even looking forward to the trek across the ice! Some people have complained about it, but if you’ve ever read Lovecraftian works, you know they love dumping the doomed protagonists into a desolate landscape where the only way is forward.

Gatewalkers: Book one done!

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!

The last chapter opens just after the players have learned that they were all wrong: They’re neither in the First World nor in some underexplored region of the Mwangi Expanse. They’re on the wrong planet! The gate they jumped through landed them on Castrovel, the planet NEXT to Golarion. Just as they were getting their head around the problem of getting home, they accidentally inflicted the elf-killing curse on their best hope of getting back.

Thankfully, she’s only mostly dead, so they take on the task of restoring her and exploring the weird world of Castrovel, which honestly deserves its own AP.

GM Stuff

Okay, seriously, if you’re a player in my stream, DO NOT KEEP READING. Don, James, Jorge, Daton, Ricardo, CLOSE THIS TAB.

The good

The players loved the Castrovel twist. They threw themselves into interacting with the local denizens and figuring out how to get back home. Also, in what’s extremely rare with experienced players, none of them saw it coming, but didn’t feel like it came from nowhere. Bravo, Paizo.

They also had fun in the dungeons in this part of the book, which are fairly unique and evocative. There’s a long-abandoned library that’s utterly alien in every form. There’s an encounter set on the back of a mythical beast. And hooooboy, that final battle is one that no one was expecting. You could take this chapter and plunk it in any adventure for a fun bit of weird.

Oh, and that last fight? Holy cow, that was a lot of fun. If you plan on GMing this, figure out in advance how you’re going to do the transitions, because it’s well worth doing well for the full impact.

Some warnings

It’s assumed that the players hand a cursed key over to a particular elf, who will immediately be struck down. 90% of the chapter involves helping to cure her. If your players have started suspecting that the key they’re carrying is dangerous, I would think about how you’re going to rebrand those encounters. I wouldn’t skip them, because they are a ton of fun, but they do need some reworking when it comes to why the players are doing them.

Also… Hubert. I’m currently reading book three, and I’m fairly confident there’s no off-ramp for this NPC. With my group, the players ended up reworking him as a beastkin fighter, but not every GM wants tagalongs. If you’d prefer to keep the party to just players, I’d recommend either having him stay behind when they gate out of the First World, or maybe stay with the Oatia (Castrovel elves).

Other thoughts

SO MUCH HAPPENS IN THIS FREAKING BOOK. Seriously, it feels like two books worth of material. In a way, I wish they had spread it over two books, because Castrovel was a ton of fun and could have been mined a bit further.

Having prepped book two and started book three, I’ve realized that I want to do some overhauls. It’s a perfectly fine AP and could easily be run as-is, but a few tweaks never hurt.

First, I’m adding more planes. The first book has you jumping around so much that I was disconcerted to find out there were no jumps (at least that I recall) in book two. So, I’m adding one by putting Skywatch in the Ethereal Plane.

  1. It explains why everything is weird.
  2. It created a more focused goal: Escape the plane.
  3. It explains why contact was cut suddenly (everyone got sucked into another plane).

This required fewer updates than you might think. Using Deep Dream Generator, I used Deep Style to update the maps. Uploading them, I didn’t even have to update the dynamic lighting!

The next thing I’m doing is…

Killing off Sakuachi. Kind of.

Look, before you judge me or think I’m going hard on Paizo, I’ll say the NPC godcaller is FINE. Yes, guiding her on her vision quest is a bit on the nose, but I’ll take ‘too direct’ over ‘wait, how do I get my players to this random area where all the plot is?!’ any day. It’s just that I know my players. If you give them an NPC, they’ll want to give that NPC levels and bring them into combats and outfit them, and she has BODYGUARDS.

Y’all, they made the freaking hedgehog a legit BEAST in fights.

I could say no, but I’d be saying no over and over again. So, instead, I’ll pull an Ozymandias.

Motivational Meme format:

Ozymandias stands before two figures. "'Do it?' Dan, I'm not a republic serial villain. Do you seriously think I'd explain my master stroke if there remained the slightest chance of you affecting its outcome? I did it thirty-five minutes ago."

Subtitle: Time Management - Do it 35 minutes ago.

They get to run around with the spirit caller, still fleshy, in the Ethereal plane, hunting for a way out and tracking down her people. Once everyone is together, they leave through a gate and…

Look back upon a wrecked city. The Godcaller and her guards are ghostly apparitions, stunned as the party is. The bodyguards fade, with nothing keeping them attached to the material plane, but Sakuachi stays… barely. She has a job to do, and less time than ever to do it. And she can’t do it herself.

The party is nudged to retrieve some items off of her body (which can be found near the telescope where they met and where the Space Elves lost contact with her) and continue her quest, with the oddly timed approval of the Professor.

I mean, they’ll probably still ask if they can give her levels as a Ghost archetype, but at least I’m not dealing with the bodyguards anymore.