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Gatewalkers

Gatewalkers

After they walked through that glowing gateway, nothing was ever the same. A band of characters become paranormal investigators in order to figure out the cause of a global amnesic episode. Their quest takes them to lands near, far, and outside of this reality altogether. Along the way, the characters meet fellow "gatewalkers," defeat alien monsters, and explore strange realms also touched by the so-called Missing Moment. And when it comes time to learn the grim truth of what happened to them on that fated summer night, what then?

Authors: James L. Sutter, Jason Keeley, James Jacobs

Game System

Pathfinder 2e

Publisher

Release Date

2022

Themes

Mystery
Fantasy

Details

3-5 Players
130-160 Hours
45-55 Sessions
Levels 1-10

Gatewalkers Reviews (3)

See what other Game Masters and players are saying about Gatewalkers

Pablo avatar

Pablo

Gatewalkers sells itself as something different from what it actually is, and that will make lot of players feel deceived. It is NOT a bad campaign. It can become a escort quest if you play it as written, so it's important to make sure the PCs feel as the center of the story. The combat is pretty well balanced, there are lots of roleplaying opportunities, set pieces are memorable, there's a good campaign here, but reading ahead as a GM and managing player expectactions is key.

Darren avatar

Darren

Ran 15 sessions

Gatewalkers is one of Pathfinder 2E’s most unique and intriguing adventure paths, blending cosmic horror, lost memories, and extradimensional threats into a surreal, character-driven mystery. Designed for levels 1 to 10, this campaign drops players into a world where they’ve all experienced an unexplained event—one that left them changed, but with no memory of what happened. The story is equal parts investigation, survival horror, and mind-warping exploration, making it perfect for groups who enjoy enigmatic storytelling, unsettling horror, and eldritch weirdness. The Good: ✅ Fantastic Mystery Hook & Character Buy-In – Right from the start, Gatewalkers draws players in with its shared amnesia hook. The idea that all the PCs experienced something strange but don’t remember it gives every character a personal stake in the story, making it feel more interactive and immersive. ✅ A Unique Blend of Horror & Adventure – Gatewalkers mixes survival horror, occult strangeness, and plane-hopping adventure in a way that feels fresh and different from most Pathfinder campaigns. Expect mysteries, bizarre creatures, and plenty of unsettling moments as players uncover the truth behind their missing memories. ✅ Incredible Atmosphere & Storytelling – The campaign nails its tone, from eerie dream sequences to unsettling NPCs and cryptic clues. The locations range from haunted ruins to otherworldly realms, ensuring a varied and unpredictable journey. ✅ Great for Roleplaying & Exploration Fans – Gatewalkers is highly narrative-driven, with mysteries to unravel, NPCs to question, and dreamlike sequences that encourage creative problem-solving. Groups that love immersive storytelling and roleplay-driven gameplay will thrive here. ✅ Weird, Fun, and Surreal Encounters – This isn’t just another “fight goblins and cultists” adventure. Expect alien horrors, cosmic anomalies, and strange magical effects that push players outside their comfort zone. Even combat encounters feel uniquely strange and unsettling. ✅ Play a Psychic! – With the Psychic class introduced in Dark Archive, this AP is perfect for characters who want to explore occult powers, dream magic, and mental phenomena. Many of the campaign’s themes align beautifully with the Psychic’s abilities. The Not-So-Good: ❌ Not for Players Who Prefer Clear-Cut Goals – This adventure thrives on ambiguity and mystery, which might frustrate players who prefer straightforward objectives. If your group wants a clear villain and a linear path, Gatewalkers may feel too abstract. ❌ Horror Elements Might Not Be for Everyone – While not full-on Call of Cthulhu levels of horror, Gatewalkers leans into cosmic dread, psychological horror, and mind-bending weirdness. If your group doesn’t enjoy unsettling themes or surreal encounters, this might not be the best fit. ❌ Shorter Than Other Adventure Paths – With a level cap of 10, this AP ends sooner than most Pathfinder campaigns. If your group is looking for a grand 1-20 epic, you might need to add some homebrew content or transition into another adventure afterward. ❌ Occult & Psychic Themes Are Strong (Which Might Not Suit Every Group) – If your players aren’t into occult lore, dream magic, or psionics, they might not connect as well with the themes of this campaign. ❌ Could Be Challenging for Newer GMs – The surreal nature of the campaign requires a GM who can handle abstract storytelling, dream sequences, and cosmic horror themes effectively. It’s not a “plug-and-play” dungeon crawl—it takes a bit more effort to set the right tone. Final Verdict: Gatewalkers is a fantastic campaign for groups who love immersive mysteries, occult horror, and eldritch strangeness. The personal character stakes, eerie atmosphere, and unique storytelling make it one of Pathfinder 2E’s most intriguing adventure paths. However, it’s not for everyone—if your group prefers traditional fantasy quests, clear-cut villains, or low-weirdness gameplay, this might be too abstract and unsettling. For those who love unraveling cosmic horror, exploring lost memories, and encountering the bizarre, Gatewalkers is one of the most rewarding campaigns in Pathfinder 2E.

GM The Gnome avatar

GM The Gnome

Ran 60 sessions

I have successfully GMd this AP twice and both times the players were so enthralled with the Various exotic locales they had a blast. ALL the players in both groups decided to stick around for further adventures in Golarion (in both cases the parties went onto Stolen Fate to learn more about some items they found at the end of Gatewalkers) I will be frank though and let you know the AP has a difficult reputation amongst GMs because of the amount of additional work needed to make many of the encounters relevant. That being said there are many ways that most GMs end up handling these challenges well and this means the AP actually has more value to GMs who can see different stories each time they run it. I would love to play this sometime and see what other GMs have done because of this.

Pathfinder Gatewalkers Adventure Path Trailer

Take a look at this preview of Gatewalker from Paizo, the creators of Pathfinder 2e!

Frequently asked questions about Gatewalkers

Virtual table tops for Gatewalkers (VTTs)

The Seventh Arch (Gatewalkers 1 of 3)

The Seventh Arch (Gatewalkers 1 of 3)

Paranormal adventure abounds when an ancient curse at long last lifts from the River Kingdom of Sevenarches. The heroes trek into the ancient forest realm in search of answers, but first they find violent druids, wicked fey hunters, and paranoid townsfolk. Behind it all is an enigmatic bogeyman who pulls the strings from a coterminous plane of spindly shadows. Can the characters unravel the schemes of Kaneepo the Slim? How does the fatal obnubilate curse relate to their missing memories? And what awaits them on the other side of the Seventh Arch? There's just one way to find out!

They Watched the Stars (Gatewalkers 2 of 3)

They Watched the Stars (Gatewalkers 2 of 3)

They Watched the Stars is a Pathfinder adventure for four 4th-level characters. This adventure continues the Gatewalkers Adventure Path, a three-part monthly campaign in which a team of paranormal investigators unravel the mystery behind a mass amnesic episode which left them with lost memories and strange powers. This adventure also includes a gazetteer of the shrouded waters and eerie shores of the Lake of Mists and Veils; new rules options perfect for paranormalist adventurers; and strange new creatures to befriend or bedevil your players.

Dreamers of the Nameless Spires (Gatewalkers 3 of 3)

Dreamers of the Nameless Spires (Gatewalkers 3 of 3)

Dreamers of the Nameless Spires is a Pathfinder adventure for four 8th-level characters. This adventure concludes the Gatewalkers Adventure Path, a three-part monthly campaign in which a team of paranormal investigators unravel the mystery behind a mass amnesic episode which left them with lost memories and strange powers. This adventure also includes an article about the mysterious elven goddess of twilight, Findeladlara; new rules options perfect for paranormalist adventurers; and strange new creatures to befriend or bedevil your players.

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