I adore 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. After that, you can rub off a few serial numbers. 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 Gatewalkers the same treatment.
Book One
Seven Arches
The book in medias res, with the crew approaching a town with a bit of a mystery. A curse that had killed any elf who entered the town’s perimeter, before a few weeks ago, would die instantly. The crew is there to do some clandestine tests to see what might have changed. This involves running around, dodging guards, and digging for more information. It could lead to the next scenario. Alternatively, it could lead to one custom for your campaign.
Potential hooks:
- You’ve been hired by the Pathfinders to check out what might have changed at Seven Arches. They’d go themselves, but they’re a bit banned…
- The group stumbles into the town on their own while travelling. They realize something is off after they’re intensely interrogated to see if their crew includes an elf.
- The group has some reason to check out the arches in town, and find out they’re fake!
- Honestly, it’s a nice town for the group to run through, restock, and chat with locals. Paizo added some good details!
Greenleaf Forest House
A dungeon IN THE TREES! This is a super fun and challenging ‘dungeon’ for low-level characters. A group of rogue druids have taken over a formerly friendly enclave and are causing problems. PCs will have to find a way to free their captives and drive out the interlopers while surviving nature’s wrath.
Potential hooks:
- This can be a standard job posting during a regular campaign. It might be offered by one of the enclave members who managed to escape.
- More amusingly, the players could be en route to meet the friendly druids. They don’t realize their contacts are all tied up in a closet.
- They might stumble upon the druids while travelling. Initially, they might think the druids are nice. Then, they discover the druids’ plans to level the nearby town “for the good of nature.”
Kaneepo Invesgitation
The players find themselves trying to investigate a mystery in a town that, quite frankly, doesn’t want them around. This is a fun investigation that involves a bit of digging, a bit of charm, and a bit of fisticuffs, culminating in a portal to another plane. Because Kaneepo doesn’t show up in this investigation, you can easily swap him out with the BBEG of your choice. You could also import him into your game, since his connection to the overall Gatewalkers plot is fairly loose, and it’s easy to play him as a fey that just loves shit-stirring.
Potential hooks:
- The group has tracked their current quarry to a small farming town.
- The group stumbles into this odd town, and while most of the farmers ask them to move along, a sympathetic NPC begs them for help. Their friend, Hatria Pebblesworth, was recently killed, but no one wants to look into it.
- Heck, go ahead an import Kaneepo into your campaign, since taking him down makes for a decent arc.
The Thinlands
While technically in the First World, this is a part of the plane that is bathed in black and white. Therefore, this could easily be plopped in the Netherworld (Legacy: The Shadow Plane) or in a particularly grim part of Golarion. As for the actual content of this section, it features a compact yet challenging ‘dungeon’ with a varied set of challenges. Some, players can charm their way through, some require some brainpower, and some require some form of violence. Also, due to the nature of how it’s written, it really needs to be done in one go, so players have the additional challenge of minding their resources. Annoyed that your players insist on resting every time they take a break? Throw this a them!
Potential hooks:
- A local has been kidnapped, and his family is desperate to get him back (The final room has a hostage in it, so swap them for whoever is interesting)
- Again, you can just add Kaneepo to your game! This plus the “Kaneepo Investigation” sections could easily fill a few sessions.
- The players stumble onto the hideout and realize it may be corrupting the land around it, leeching color from an otherwise normal area.
Castrovel
Yes! The planet! The book features a gazetteer for running adventures on Castrovel, which could be used to kickstart a whole adventure on its own. If you want to keep it to something more guided, however, Book One has an interesting way of introducing the characters to life on the Elf homeworld. They start off in the wild, with no idea where they are (they think they’re still on Golarion), and they have to fight their way through a dense and dangerous jungle to get to the one sign of civilization they can see. I will say, as a GM, I loved watching the players argue about which part of the Mwangi they’d been teleported to until they finally realized what was going on.
If you’re worried as a GM that you might be stranding the players somewhere, don’t worry: This part of the adventure has a way for them to get back to Golarion.
This arc has three parts: Struggling through the wilds, some dungeon diving, and getting back. Because they’re fairly separate, you don’t have to run all three, and can handwave any connecting tissue fairly easily. While I loved all three sections, I’d say getting back was my favorite encounter, since it hops the players all over the solar system before dumping them where they need to be.
Potential hooks:
- Running all three: A strange portal needs investigation! Stepping through, unfortunately, strands them in a strange land as the portal collapses as soon as they exit it.
- Running all three: A trap sends them ‘away’ and they have to find their way back
- Just the city and dungeon: The elves of the city need information about a ritual to protect their new settlement. Being academics, they really need some muscle to help them out.
- Just getting back: The portal could be anywhere! Use it to give the party a shortcut from one place to another, but at a cost.
Book 2
While much of Book 2 revolves around an NPC trying to fulfill her destiny, I’ve found you can pretty much remove or downplay her role without changing the entire story. That makes Book 2 easy to mine from!
Skywatch
Skywatch is a town that has been mysteriously abandoned, and is now beset by those who would plunder what was left behind. It has a number of fun encounters, both social and fisticuffs (including fighting a piece of furniture that had me cackling as a GM). It could be an interesting place for a group of PCs to run into, or be hired to check out.
Potential hooks:
- The party has been braving the wilderness for a while now, and could use a chance to restock. Pity that the town they’ve stumbled onto is in such disarray.
- Word is that the formerly cloistered city of Skywatch is no longer sealed off from the rest of Golarion! The crew has been tasked with seeing what they were up to.
- A group of researchers need to get up to the observatory in the center of town. Unfortunately, not only is the observatory surrounded by looters, but several members of their party have disappeared while attempting to scout.
Mermaid’s Tear
At one point, the Gatewalkers party needs to get across a lake, and ends up on a slightly-haunted ship that’s otherwise sea-worthy. Captain Adney was a favorite NPC for my group, and it made an otherwise colorless journey memorable. Acquiring the ship involves a few steps which can be handwaved, but I found the dungeon to be a nice one-session size. Also, you can’t have a haunted ship without some weird events while you travel, which are included in this arc.
Also, the ship being haunted and only functional while haunted makes it easy to remove from play, if you don’t want your players to have unlimited mobility.
Potential hooks:
- Your players need to get across a body of water, but all the regular captains are either booked or unwilling to carry them. They hear a rumor about an ‘abandoned’ boat nearby that could be used if it proves seaworthy, though…
- The Temple of the Water Lord can be run independently, and could be a great challenge for a group that wants to learn a particular ritual from the fey waiting at the end.
- If you just want to run the seafaring parts, the crew has been hired to hunt down the Red Duchess, a Chelaxian vessel that’s gone rogue for unknown reasons. Previous parties have been sent to look into it, but haven’t returned, which is making the locals nervous.
Egede
A town that’s been taken over by religious zealots, with the potential for spawning a cult! In the AP, it’s easy for the PCs to blow past the plot, but it’s a fairly interesting encounter that can fall out multiple ways. Do they get the zealots to back down and realize the error of their ways? Do they play along? Or do they decide conversations are for commoners and solve their problem with violence? Depending on what they do, they might inspire some already unstable locals to form a following. While in the AP, this is meant to push them to move on, it could be the start of a bigger adventure.
Potential hooks:
- Your players stumble into town to restock and rest and end up caught up in the local politics.
- They’ve been hired by someone whose brother is being held for a ‘trial.’ Once the party is in town, they realize how deadly said trials are.
- Post-hook: If they accidentally create a following, the PCs have to deal with a cult forming around their ‘miraculous’ accomplishments. Seriously, make it awkward.
Crossing the Scar
If you need your players to cross the wilds of Mendev or the Scar, this is a good chapter to grab. It includes not only random encounter tables, but also some unique encounters that feed into how damaged this region is, and a bug dungeon that had so many bugs. It does include an escort quest, but this can easily be removed or downplayed.
This is a great place for those who invested in Survival to shine, especially if they don’t have a chance to buy magical yurts beforehand.
Potential hooks:
- A group of pilgrims have asked the group to guide them to a sacred site across the scar.
- Reclaimers want to hire the party to find out what happened to some other members of their organization.
- You can use Valmer’s Burrow on its own. Valmer has a habit of taking people back to his hidey hole, so if the party has a beloved NPC he could grab…
- This section also includes some ruins that can be used on their own, allowing PCs who love investigation a chance to flex.
Book 3
Lepidstadt
Lepidstadt is the largest settlement in Ustalav, and makes for an interesting place for a party to set up camp for a while. I will say that if you want more details, you may want to check out books from the PF1 days. Rule of Fear and The Carrion Crown would be good places to start. Still, if you just need something to vibe off of, what’s in Book Three should suffice.
Potential hooks:
- The party has to do some research at the local university, but quickly find out that the professors want rather gruesome favors before they’ll help.
- The party has been hired to find a missing loved one, who was last seen heading into Ustalav with their wares. There’s also troubling rumors of cults and secret societies who are always looking for new members… or victims.
- The council has hired the party to track down the Beast of Lepidstadt, a legendary monster of the region who is blamed in the recent murder of a rich merchant. Not everything is as it seems, though. Is the monster actually guilty? And why hire outsiders for this job?
Ritalson Manor
Ritalson Manor starts off as a nice break for a tired party, and slowly descends into a the realization that not only is their host an occultist murderer, but that they were lined up to be his next victims. My players loved it, since it offered a mix of research, social interactions, and mayhem. Though it ties in with the overall Gatewalkers plot, it wouldn’t be too difficult to scrub that off of the set-up. The other party could be from any faction friendly with the party, and the discoveries in the basement could tie into any larger plot.
Potential hooks:
- Ritalson is a fellow Pathfinder who has invited the party to his manor for a small gathering of the minds. He’s been held up elsewhere, so they’re told to enjoy his manor until he arrives.
- The party has been hired to look into the disappearance of a party of traveling academics. Rumors place them at Ritalson Manor, but the local law enforcement has been reluctant to act against such a pillar of society with no evidence.
- The party stumbles upon the house deep in the wilds, and are surprised when they’re offered a chance to sleep in soft beds for free. A dark storm gathering to the west makes this a tempting proposal…
Abandoned temple
If you’re bouncing around somewhere cold and want a relatively small dungeon to explore, the Abandoned Temple could easily be slotted into your game. Once serving Findeladra, it’s infested with Blackfrost and creatures that fell to its taint long (or maybe not so long) ago. It also features a nice treasure at the end of it: An Explorer’s Yurt, which is indispensable when exploring hostile regions, or travelling with a bard who whines a bit much.
Potential hooks:
- Scouts from a local town have gone missing, and the sister of one of them has begged the explorers to find them, or at the very least, what befell them.
- A terrible blizzard has slammed into the party, forcing them to take shelter in the temple until it’s passed.
- Do your players need to find some notes to push the campaign forward? Turns out, their quarry holed up in the temple for a while and may have left something behind…
Across the High Ice
This section was rather controversial for many GMs and players, but personally, I liked it. Yes, it’s grueling, but that’s what travelling across a frozen desert should be. It also has a number of interesting encounters, both for combat and setting the mood, that keeps it from becoming totally monotonous. A GM might will need to find a different shortcut if they want to completely scrub the Gatewalkers plot, but this can be done by halving the distance on the map.
Potential hooks:
- The party is at point A. Their target is at point B. They need to hoof it.
- The party triggers a teleportation trap and ends up at the Crown of the World. Thankfully, they stumble into a cache of gear right away, but they still need to figure out how to get home… (So, reverse the map)
- The party has been asked by the Pathfinder Society to do some scouting for them. They’re sure to get a big payday, but they need to gather enough data to earn it…
The First and Last Temple
This temple in the Nameless Spires is the capstone of the AP, finally allowing the players to deal a metaphysical black eye to the stupid fish that caused all of their problems. It’s also a nice size dungeon that could keep a group of players busy for a session or two. It’s filled with fights, traps, and a few weird, otherworldly nerds who will happily talk and/or steal the party’s brains. There’s also a few places where a GM could drop clues for their own campaign, if they need a place to do a lore dump.
Potential hooks:
- The BBEG the group has been following stayed here for several months, researching… something? Replace what’s on the murals with your own details.
- Strange occurrences have been popping up around the Crown of the World, and the party is being paid to look into it.
- A cosmos oracle has been besieged by visions of disaster, and is convinced the temple holds the key. Even better if you happen to have an oracle in your group…
Final thoughts
I thoroughly enjoyed running Gatewalkers as is, but I also understand that some GMs prefer to run their own thing, or aren’t interested in the overall plot. Even so, it offers a ton of things you can grab and reuse without ever stealing your players’ memories or making them amnesiac criminals.




