In recent weeks, I have been running my players through the Ruins of Gauntlight, the first of three adventures in the Abomination Vaults adventure path. Yes, I’ve been running Pathfinder 2nd edition. (My ongoing D&D 5E World of Greyhawk campaign also continues). The Abomination Vaults is of special interest to D&D players, as Paizo intend to release a version for 5E at some point. As I write this, it’s just been announced that that product has been delayed.
Honestly, I don’t think you’re missing anything special. But that’s based on my impressions and my tastes. And, sadly, I was not impressed by Ruins of Gauntlight.
It doesn’t help that the players who are going on this journey with me are not Pathfinder fans. If anything, they’re more irritated by the system then I am. Pathfinder is rather unforgiving: it wants the players to study the rules and work out the best options for their characters, getting every last benefit from their choices. For busy players who don’t have time for that, it’s tough going. And, honestly, when I started looking at the multitude of feat options and saw how underwhelming the low-level options are, I understood their frustration.
And because they weren’t getting every bonus from the system, the already challenging monsters in the adventure just became more challenging. Though I’m not sure that any experience where you always need to roll 13+ to hit monsters is going to be fulfilling. Monsters that were weaker than the characters and could make them feel good about themselves seemed to be in short supply, especially on the third and fourth levels of the dungeon. Monsters that could inflict negative conditions on them and make the players feel worse? Lots of those!
Ruins of Gauntlight begins with the characters entering the dungeon, not starting in town. This is a ten-level dungeon crawl. You’ll spend a lot of time in the dungeon. Ruins covers the first four levels. The heroes are there because strange lights have been seen in the ruined lighthouse, and they’ve been asked to investigate. What they don’t know is that the original builder of the dungeons, the sorceress Belcorra, has returned as a ghost and is planning to enact her evil plan of destruction. This is something they’ll have to learn during their explorations.
The first level is the ground level of the swampy ruins. It is mainly inhabited by giant insects and mitflits. Mitflits are a small type of gremlin that are portrayed as rather incompetently evil in this adventure. The first few hints of the dangers that lie below appear in some of the areas, as well as clues that the adventurers are not the only ones to come here exploring.
The juxtaposition of the incompetent mitflits with the hints of a darker past exist poorly together. There are some truly unsettling things to find in this level, but the mitflits – and especially their leader – undercut all of that good work. I’m all for incompetent or whimsical encounters. Here? They feel out of place.
Before or shortly after the characters first descend into the first subterranean level, the main threat of the adventure path reveals itself. The Gauntlight, the magical lighthouse, activates. It first raises the dead in the nearby village of Otari, and then teleports a monster to attack the party as they deal with the last of the undead. It’s a nice way of making the Gauntlight more interesting and gives the players a good reason to investigate.
Unfortunately, the second level is rather dull. It’s mainly inhabited by morlocks who do little to advance the plot. It is not like they’re entirely irrelevant, but there is a major problem with their employment in the adventure: They don’t speak Common. This is also true of the mitflits of the level above.
It is hard to emphasize enough how much of a disaster this is. Without the ability to communicate with these groups, they’re purely foes. All the history that has been devised about why they’re in the positions they currently are in is invisible to the players. A few scattered hints? Yes. But without the larger context, many (probably most) groups won’t understand what they mean.
And this is pushing the revelations that explain why the characters are exploring the dungeon further away in time.
In fact, it takes until the end of the fourth level (and the end of the adventure) to properly reveal what’s going on. I can see where the designers were coming from, but – having played though it – it feels that it’s just too long to get to the point. Counting up the areas on each level, we get totals of 25, 35, 40, and 21. Yes, a lot of those areas are “empty” rooms, but it still takes significant time to learn why you’re in the dungeon.
I felt that the third level of the dungeon – an old library now inhabited by ghoul librarians – worked better. Although now we were moving into the area of “very annoying fights”. Having to make DC 20 Fort saves against paralysis was not particularly great. With luck, if you play this with PF2, your players are better than mine at fighting.
For the first time, we’re moving into an area of the dungeon where most of the monsters can speak Common! What’s that? Almost all of the ghoul encounters have them attack the heroes on sight? Never mind.
The players can find Belcorra’s diary here, so they can become informed about the person who is the Big Bad of the series. Oh, what’s that? It’s not in Common? Never mind.
I think my party found the “best” way down to the fourth level, so they quickly reached the goal of the level and completed the adventure. At last, someone to tell them what’s going on! And honestly, the overall story of the series is pretty awesome. And while I’m being quite harsh on the level designs, each of the levels has great design in it: small details, dungeon ecology, and secrets and subquests to engage with.
I expect the intention is that you pick up information as you delve deeper into the dungeon as to the background of the place, then when you reach the end of the fourth level and get the rationale, then it’s a great moment for the players. At our rate of play – and with the general dissatisfaction with how the game played – it felt far too late.
A couple of other items of note:
Pathfinder 2 has the heroes taking a LOT of damage. I mean, it was probably more for our group than more competent groups, but still, most battles ended with a lot of healing to be done. How does healing work in PF2? Mostly through use of the Medicine skill. After each battle, we’d spend 20-50 minutes of in-game time healing up.
I started playing RPGs a long time ago. I believe that any time that players spend a lot of time doing something – healing, searching, etc. – there should be risk involved. In my regular D&D play, I roll a 1d6 every 10 minutes to see if there’s a wandering monster. There’s no such procedure here – no wandering monster checks, no random encounter tables. There is a sidebar saying that you should make the dungeons living, but no procedures for it. I am very wary of interrupting rest periods by DM Fiat. If it feels unfair to you, it probably is – and the players will pick up on it.
I roll the d6 openly, and the players know what it means and the risks they take when resting. I really wish there were wandering monster tables here.
The other thing is that the dungeons are incredibly space-constrained, with lots of five-foot-wide corridors and small rooms. The effect of this is making the place extremely unfriendly to groups of five or more characters. And even a party of four, in which two are melee characters, can often end up with lots of fights where one of the fighters can’t participate. This has been an ongoing design decision of Paizo for around twenty years now. I don’t expect them to change, and I expect to keep getting incredibly frustrated whenever I play one of their dungeons.
This has been an incredibly negative view of this adventure. It didn’t resonate with either my players or me. But this is about the worst way of playing it – with a group who discovers they don’t enjoy the system. Personally, I think that my greater problems with the structure of the adventure would remain even if I were playing it with D&D 5E, but I might be able to enjoy the individual encounter areas more. There’s a lot of craft that has gone into this product. It just didn’t work for me.
EDIT: In my earlier posts, I mentioned I had only two players. For most of the campaign, we had four characters, after I found that scaling the adventure for just two a challenge. Control of the extra characters was split between the players and myself.
Oh dear, are you going to carry on or stop here?
We did the first session of the next adventure, and again had fights that were difficult and not that fun… so we’re probably done.
Good grief! Sounds exactly like what I’d expect from PF2e, tho.
For what i am reading and from other posts related to it, maybe Pathfinder 2e is not really for you or your party. You need to really balance the encounters since you have a really short party (2 pcs). And it’s not only about reducing the monsters HP and so on. Also you must drop habits you have from other RPGs, why rolling wandering monsters when the AP does not ask for it? Specially every 10m? That is asking for huge trouble, specially for a party of only 2 pcs.
This link can help with adjusting things for a small party:
https://builder.pf2easy.com/
We switched to four characters fairly early on.
The complaint about wandering monsters is because PF2 has this healing mechanic where the only cost is time… and then doesn’t make that time a cost.
And yes, PF2 isn’t a fit for this group. We gave it a try; we’re now moving to Shadow of the Dragon Queen in 5E.
I’m running my party through the Beginner Box with the intention of going into the Abomination Vaults once they are overleveled. Your experience is interesting — I’ll definitely put my thumb towards having the monsters able to communicate earlier one way or another
Someone recently posted a retro and some resources on Reddit that suggests leaning into the monster factions as well https://www.reddit.com/r/Pathfinder2e/comments/135n6xr/abomination_vaults_resources_retrospective/
Hi Merric, I’m sorry you and your group had such a poor time. That sucks. Thanks for taking the time to do the the write up.
As someone who is still interested in trying PF2 can I ask some questions about your experience?
Were you trying to run the adventure strictly “rules as written” to get a feel for the system or something, or is this how you usually run your games? For example;
When it became clear that your players characters were underpowered why did you not lower the difficulty of the encounters? Ghouls have only an AC of 16 so if your PCs were hitting on 13s they must have been pretty rough. Also PF2 is designed so that PCs *must* work together to win, all contributing to boost allies and lower monster ACs/saves. If they are not doing that… they are going to die. 5e combat doesn’t really reward this at all so it can be a difficult thing for players to get used to. How were your player tactics?
(For 5e the system mastery is in character creation, in PF2 it is in player tactics – not feat choices as people often think)
The big question for me tho is, if your PCs wanted to communicate with the monsters, why didn’t you let them? Surely one of them could have known common, a bit, if you wanted it? Or is there something in the adventure that expressly prohibits the PCs from talking to the monsters for some reason (I have not read it)?
As to healing, yes one of the core pillars of the PF2 system is that the maths relies on the PCs healing up to full after each fight. It’s PF2’s way of being able to balance encounters. I personally am not sure I like how it is done with the medicine skill (why not just say “you heal to full, roll once to see how long it takes”?) but it is a requirement. Messing with that means your players could be in for MUCH harder fights. It’s a trade off – PF2 makes you heal to full after each fight and because of that, it can tune the fights much more tightly. 5e doesn’t and so all the fights are more loosely tuned (and consequently much harder to balance).
Again, sorry you had such a poor experience. The Abomination Vaults adventure is not particularly well liked in the PF2 community. If your group decides to try again, Strength of Thousands, or the Extinction Curse may be more fun. But hey, there are HEAPS of games out there. I would love to also hear about your group’s experience with something like Shadowdark. Thanks again for the write up.
I almost always run rules-as-written. (Partly it’s because I turn a lot of stuff into reviews, and it’s hard to do that if I’ve changed everything).
The players could hit the ghouls more easily than 12+. It wasn’t that bad… the problem with the ghouls were the multiple saving throws against paralysis the players were failing.
I definitely agree that tactics of the players have a lot to do with how they struggled. The players weren’t invested enough to do a lot of reading of the rules to find all the skill actions, etc. they really needed to know. I consider this part of PF2 a high bar to entry.
I’d likely try running PF2 again (using a different adventure series), but with different players. It’s definitely the wrong fit for this group.