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I'm not so keen on big dungeons in the last parts of an AP. Small ones are ok but high level parties have so many variables its hard to do dungeons right by that point.
While going through the list of APs all of the part 6s have some serious flaws. That said, I really enjoyed playing or running:
Kingmaker - a series of varied and awesome boss fights. The BBEG was annoying since we had trouble doing anything to her due to massive saves and AC but she had trouble hurting us as well since she was solo. The battle lasted forever but the rest of the module was great.
Second Darkness - the BBEG guy was great! Probably the most fun final battle we've had in a PF AP. Massive battle with lots of strong enemies.
Council of Thieves for the final battle coolness factor. We had fun playing this one but none of the players could follow the story line at all. I suspect the last part was modified since one of the PCs was working on becoming mayor so after we dealt with the siblings we had to secure the town before the forces of Thrune arrived.
My least favorite ones:
Serpent's Skull. Two massive dungeons in back to back chapters? No thanks. We killed this AP half way through chapter 4. The ending did look interesting though.
Wrath of the Righteous. After the pure Epicness of chapters 4 and 5, the final chapter seemed to lose some steam.
I don't like being rushed into the final chapter. Usually the PCs are sitting on tons of loot and having the opportunity to trade it or craft new stuff is appreciated. Having the Mercanes show up in the late chapters of Savage Tide was a nice way to get the high end gear that you need for the final parts.
I find quite often by part6 the party is getting tired of the AP/Pathfinder/high level play. Looking through the list of AP we've ended the APs early in some cases, condensed the last chapter in most cases and only played it as written in a few.