Adventures

Abomination Vaults

Abomination Vaults

Abomination Vaults is a dungeon-crawling adventure for Pathfinder (Pathfinder). It’s designed for beginners but assumes you’re willing to learn Pathfinder’s rules. If your group enjoys tactical combat and exploring a spooky megadungeon, this could work.

Verdict: Play Abomination Vaults if your group enjoys tactical combat and dungeon crawls in a rules-heavy system — skip it if you prefer lighter, less combat-focused adventures.

Abomination Vaults is a dungeon-crawling adventure for Pathfinder (Pathfinder). It’s designed for beginners but assumes you’re willing to learn Pathfinder’s rules. If your group enjoys tactical combat and exploring a spooky megadungeon, this could work. If you want something lighter or less combat-heavy, look elsewhere.

Verdict: Play Abomination Vaults if your group enjoys tactical combat and dungeon crawls in a rules-heavy system — skip it if you prefer lighter, less combat-focused adventures.

At a Glance

SystemPathfinder
Best forBeginners who enjoy tactical combat and dungeon crawls
GM requiredYes
Player count3–5
Session count~15–20 (3–4 hours each)
ToneGothic horror

The One-Sentence Verdict

Abomination Vaults is a good first adventure for groups who want a focused dungeon crawl with tactical combat, but it requires learning Pathfinder’s rules—which isn’t trivial.

Who This Adventure Is For

New players who don’t mind rules-heavy systems. Pathfinder has more rules than games like Dungeons & Dragons, but Abomination Vaults is designed to introduce them gradually. The adventure assumes you’ll start at level 1 and learn as you go. If your group enjoys digging into mechanics—like precise movement, teamwork-focused combat, and character customization—this is a solid choice.

Groups that like dungeon crawls. The entire adventure takes place in a multi-level dungeon called the Gauntlight Keep. Each floor has monsters, traps, puzzles, and secrets to uncover. If your group enjoys methodically exploring rooms, fighting monsters, and solving environmental challenges, they’ll like this. If they prefer open-world exploration or heavy roleplaying with NPCs, this might feel too restrictive.

Fans of gothic horror themes. The dungeon is filled with undead, mutants, and other creepy creatures. The tone is dark but not overly grim—think classic horror movies rather than brutal realism. There’s room for humor and heroism, but if your group dislikes fighting zombies or exploring cursed ruins, skip this.

Who Should Skip It

Groups that want rules-light games. Pathfinder has detailed rules for everything from climbing walls to crafting items. If your group gets frustrated by checking rulebooks mid-session or prefers improvising over strict mechanics, this isn’t the best starting point. Consider a simpler system like Dungeon World or MÖRK BORG instead.

Players who dislike dungeon crawls. Abomination Vaults is almost entirely a dungeon crawl. There’s a small nearby town (Otari) for resting and talking to NPCs, but 90% of gameplay is exploring the dungeon. If your group wants political intrigue, wilderness travel, or city-based adventures, they’ll find this too narrow.

Groups that want zero prep. While the adventure is well-organized, the Game Master (GM) still needs to read ahead, learn Pathfinder’s rules, and prepare maps (unless using a virtual tabletop). If you want a truly “pick up and play” experience, look for a starter set with pre-generated characters and streamlined rules, like D&D’s Lost Mine of Phandelver.

How Long Does Abomination Vaults Take?

About 50–70 hours total. The adventure spans levels 1–10, with most groups leveling up every 2–3 sessions. If you play 3–4 hour sessions weekly, expect to finish in 4–6 months. Here’s a rough breakdown:

  • Levels 1–3 (10–15 hours): The dungeon’s early floors are smaller and simpler, letting players learn the basics. Combat is deadly if they rush in, but manageable if they’re careful.
  • Levels 4–7 (25–35 hours): The dungeon gets more complex, with puzzles, hidden passages, and tougher monsters. This is where tactical teamwork becomes essential.
  • Levels 8–10 (15–20 hours): The final floors are brutal, with high-stakes fights and major story reveals. By now, players should know Pathfinder’s rules well—or they’ll struggle.

Pacing can vary a lot. Some groups spend hours meticulously checking for traps; others blast through rooms. The dungeon is flexible, but GMs should nudge players forward if they get stuck.

What to Buy

To play Abomination Vaults, you’ll need:

  1. Abomination Vaults Hardcover – The full adventure, including maps, monster stats, and lore. The hardcover is recommended over PDFs because you’ll flip through it often during play.
  2. Pathfinder Core Rulebook – Essential for rules. The Beginner Box is a gentler introduction, but the Core Rulebook has everything you’ll need long-term.
  3. Pathfinder Bestiary – Not strictly required (monster stats are in the adventure), but helpful for GMs who want more creature details.
  4. Dice, character sheets, and battle maps – Physical or digital. Theater of the mind won’t work well—combat relies on precise positioning.

Optional but useful:

  • Pathfinder GM Screen – Quick reference for rules.
  • Pathfinder Advanced Player’s Guide – More character options, but not needed for beginners.
  • Foundry VTT Module – If playing online, this official module includes all maps and monsters pre-loaded.

Play This Next

If your group enjoys Abomination Vaults and wants more Pathfinder:

  • Troubles in Otari – A sequel of sorts, featuring more adventures in the same town. Good for levels 1–4.
  • Strength of Thousands – A campaign with less combat and more roleplaying, set in a magic school. A big tonal shift, but great for groups who want variety.

If they prefer simpler systems after trying Pathfinder:

  • D&D’s Curse of Strahd – Another gothic horror adventure, but with lighter rules.
  • Shadowdark RPG – A streamlined dungeon crawler with old-school vibes.

Frequently Asked Questions

Q: Can I play Abomination Vaults with fewer than 3 players?

A: It’s designed for 3–5 players, but a skilled GM could adjust encounters for smaller groups. Be prepared to tweak difficulty.

Q: Is Abomination Vaults beginner-friendly?

A: Yes, but it assumes players are willing to learn Pathfinder’s rules. It introduces mechanics gradually, but it’s still a complex system.

Q: Can I run this adventure without the Pathfinder Core Rulebook?

A: No, the Core Rulebook is essential. It contains all the rules you’ll need to play the game effectively.