Which adventure path for me? I want mostly dungeon crawling, a lot of combat.


Pathfinder Adventure Path General Discussion

Silver Crusade

So which adventure path would be right for me?

I am looking for mostly dungeon crawling and fighting. Chases, sleuthing, infiltration are not my thing , yet.


Pathfinder Adventure Path, Rulebook Subscriber
Triga wrote:

So which adventure path would be right for me?

I am looking for mostly dungeon crawling and fighting. Chases, sleuthing, infiltration are not my thing , yet.

Then the 'CLASSIC' Rise of the Runelords is likely right up your alley.

I don't know if the print editions of all six modules are still available, but I'm sure the PDFs are. It's designed with v.3.5 rules, but most of the things you'd need "Pathfinderized" have been since then.

Another that I liked, and is very good... Serpent's Skull (it has a few additional elements besides the Dungeon Crawling and Fighting... but those are present in spades). And it's already "Pathfinderized". So no worries on that score.

Hope that helps.

~Dean


Age of Worms, another 3.5 path, has a lot of dungeon crawling. I'm running it right now and I'm about to start chapter 8. So far, every chapter has had a fair amount of dungeon crawling.


Frog God Games' Slumbering Tsar sounds like it would fit. I'm running it for my group mixed with Kingmaker and a whole bunch of other stuff, and it's great.


Yet another 3.5 adventure path with a lot of crawling is Shackled City:

Shackled City


Triga wrote:

So which adventure path would be right for me?

I am looking for mostly dungeon crawling and fighting. Chases, sleuthing, infiltration are not my thing , yet.

of those listed above, RotRL, SCAP and AoW i would all agree with. serpents skull does have some dungeon crawls, but its a lot of outdoors and exploration as well.

i will admit to knot owning slumbering tsar yet myself, BUT from what i hear it should also be fairly close to what you seek as well.


Pathfinder Rulebook Subscriber

Council of Thieves.


If your DM has the patience to convert monsters and some items or change it. Rappan Athuk is one heck of a dungeon crawl. Brutal is the only way to describe it. Got my Pc's around the third level before a trap killed em all. Rogue failed his perception check. This module spans 3 parts can still find it at Necromancer games in PDF. But its a fun one.


I think Legacy of Fire could lend itself pretty well to that playstyle.

Liberty's Edge

A non-AP suggestion would be Dungeonaday.com Its Monte Cook and Super Genius Games website where a new encounter area is added to a mega-dungeon every day with additional location information and external encounters added quite frequently.

Its very well done and quite enjoyable for hack-n-slash but things like the local town and NPCs are fleshed out well enough that it really applies itself to as much RP as you want out of it as well.

Note: Originally written for 3.5 it is currently being updated to line up with PFRPG too, though that will take a little time since they already have about 15 floors of dungeon as well as a handful of non-dungeon areas laid out that all need to be updated. Most floors have pretty complete player made conversions already but I have been running it pretty much as is and haven't been having any problems at all.


I honestly don't think any APs by Paizo are just dungeon crawls, there is lots of investigation, intrigue, and open-ended play in all of them. And I disagree that Rise of the Runelords is all dungeon crawl. I guess... if you hand fed your players information, thought for them, acted for them, maybe. But no.

This is not a bad thing, I prefer it that way, because dungeon crawling 24/7 is boring to me.

If you're looking for a massive dungeon crawl, play "Return to the Temple of Elemental Evil". That massive AP has a dungeon crawl so long you'll have children before you see the end of it. It's made for 3.5 but can be played "as is" for PF.

Frog God Games

Okay, I'm a littel biased I know, but The Slumbering Tsar Saga from Frog God Games (talesofthefroggod.com) is EXACTLY what you're looking for. It is old-school combat and dungeon crawl in the extreme. It has opportunities for roleplay but these are totally subordinate to the non-stop death dealing that the DM lays out through the entire 14-part adventure.

The APs themselves are a mixed bag. There are usually 2 or 3 chapters in each that are big dungeon crawls but then there is a lot of roleplay and intrigue involved in the others usually. Don't get me wrong, they're great, but they cover a lot of different styles in each path and none of them are exclusively heavy on dungeon crawl.

Dark Archive

Pathfinder Roleplaying Game Superscriber

I would have to agree with Greg, if you are wanting a more classic mega dungeon crawl then Slumbering Tsar is likely the best fit. It is about exploring a old city, so some of it is outdoor exploring but a lot of it is mini dungeons as well. Least of the parts I have more. I think later it gets more heavy into full time dungeon crawl.

Silver Crusade

Jason S wrote:

I honestly don't think any APs by Paizo are just dungeon crawls, there is lots of investigation, intrigue, and open-ended play in all of them.

From what i have read in the product descriptions, on the boards, and other sources, this seems to be the case.

It kind of irritates me. I think Paizo should try to cater to other segments of their customer base.

What about the modules? Any one have any info about what kind of adventures they are?

I kind of want something written for Pathfinder. i am going to be the GM, and I am a first time GM, as well as a first time player.

Liberty's Edge

Triga wrote:
Jason S wrote:

I honestly don't think any APs by Paizo are just dungeon crawls, there is lots of investigation, intrigue, and open-ended play in all of them.

From what i have read in the product descriptions, on the boards, and other sources, this seems to be the case.

It kind of irritates me. I think Paizo should try to cater to other segments of their customer base.

What about the modules? Any one have any info about what kind of adventures they are?

I kind of want something written for Pathfinder. i am going to be the GM, and I am a first time GM, as well as a first time player.

To be fair, I think Paizo has tried (and succeeded) in catering for a lot of different play styles in their adventure paths. Most of the paths have a good mix of some or all of ‘dungeon crawls’ (though they’re not always a classic dungeon), exploration, role play, combat, intrigue / investigation. Some are skewed more in one direction than the other.

Of the PFRPG Adventure Paths released by Paizo so far, Council of Thieves is probably closest to what you are looking for. From memory, most / all of the individual parts have strong dungeon crawl elements (though they’re not always classic dungeons – some are sewers, or abandoned buildings, or ruined city sections, or manor houses, etc etc). Although there is an intrigue / investigation theme running through the adventure path honestly a lot of it can be solved through combat and following the obvious clues. There might be a few areas of the AP (such as the famous / infamous ‘play’ bit) that you might want to cut or relegate to the background.

For a new GM / player I would recommend maybe starting with a few one-off modules before going to the adventure paths. Or if you do want to start with an adventure path, take it one book at a time (ie, treat the first book as a stand alone module, and continue with the path if everyone is enjoying it). I own a few of the modules, but none of the ones I own that use PFRPG rules are pure dungeon crawls (although again, many of them incorporate strong dungeon crawl elements and have lots of combat).

Liberty's Edge

Triga wrote:

I kind of want something written for Pathfinder. i am going to be the GM, and I am a first time GM, as well as a first time player.

Welcome to Pathfinder by the way.

Scarab Sages

Adventure Path Charter Subscriber; Pathfinder Maps, Starfinder Maps Subscriber

If you want to wet your feet with a module, the Crypt of the Everflame is very much a classic dungeon crawl, and our new DM just ran it as her very first dungeon and found it good to run.


As others have said, none of the APs fit your bill exactly. If you're worried about conversions, then go with Dragon's Delve (Dungeonaday). There are conversions for at least the lower levels.

If you don't mind 3.5 (and I don't think you should - conversions are easy to do on the fly), then go for Slumbering Tsar or Castle Whiterock.

Dark Archive

Triga wrote:

So which adventure path would be right for me?

I am looking for mostly dungeon crawling and fighting. Chases, sleuthing, infiltration are not my thing , yet.

Castle Whiterock by Goodman Games. Note it uses the 3.x ruleset.

Frog God Games

Black Tom wrote:

As others have said, none of the APs fit your bill exactly. If you're worried about conversions, then go with Dragon's Delve (Dungeonaday). There are conversions for at least the lower levels.

If you don't mind 3.5 (and I don't think you should - conversions are easy to do on the fly), then go for Slumbering Tsar or Castle Whiterock.

Just an fyi, The Slumbering Tsar Saga is Pathfinder RPG, not 3.5. It is not, however, a Paizo product if that is what you're looking for.


Who the HELL is Greg Vaughn? Can I skip #46 in my subscription?

Dark Archive

Pathfinder Roleplaying Game Superscriber
Triga wrote:
Jason S wrote:

I honestly don't think any APs by Paizo are just dungeon crawls, there is lots of investigation, intrigue, and open-ended play in all of them.

From what i have read in the product descriptions, on the boards, and other sources, this seems to be the case.

It kind of irritates me. I think Paizo should try to cater to other segments of their customer base.

What about the modules? Any one have any info about what kind of adventures they are?

I kind of want something written for Pathfinder. i am going to be the GM, and I am a first time GM, as well as a first time player.

Well Slumbering Tsar does use the Pathfinder rules. Plus Greg Vaughan the writer of Slumbering Tsar has written one of the adventures is just about if not every AP to date. So really you are getting something for the same rule set, written by someone that would have been writing for something for Paizo anyways.

Dark Archive

Pathfinder Roleplaying Game Superscriber
Mairkurion {tm} wrote:
Who the HELL is Greg Vaughn? Can I skip #46 in my subscription?

He is one of my cultist.

Frog God Games

Mairkurion {tm} wrote:
Who the HELL is Greg Vaughn? Can I skip #46 in my subscription?

Ew, ew, ew!! I just had a Jonathan Tweet moment. Yeah!! Somebody tell Erik Mona. :-)

And my understanding is that there is an opt-out on every adventure path that allows you to skip my chapter. ;-)

Liberty's Edge

Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
Dark_Mistress wrote:
Mairkurion {tm} wrote:
Who the HELL is Greg Vaughn? Can I skip #46 in my subscription?
He is one of my cultist.

Isn't everyone?


Greg A. Vaughan wrote:
Mairkurion {tm} wrote:
Who the HELL is Greg Vaughn? Can I skip #46 in my subscription?

Ew, ew, ew!! I just had a Jonathan Tweet moment. Yeah!! Somebody tell Erik Mona. :-)

And my understanding is that there is an opt-out on every adventure path that allows you to skip my chapter. ;-)

Okay, there's got to be a story there...

Dark Archive

Pathfinder Roleplaying Game Superscriber
Paul Watson wrote:
Dark_Mistress wrote:
Mairkurion {tm} wrote:
Who the HELL is Greg Vaughn? Can I skip #46 in my subscription?
He is one of my cultist.
Isn't everyone?

Not yet, but soon, soon. Still need to train the midgets to ride the monkeys though, so i got time.

Liberty's Edge

If the title describes what you really, really want? You want the Age of Worms.

With the exeption of vol 8, The Prince of Redhand -- that is precisely what the other 11 of the 12 modules give you.

To its credit, I think, vol 1, The Whispering Cairn by Erik Mona, is the best module of the entire 3.5 era.

The success of the Age of Worms in general -- and The Whispering Cairn in particular, is why the Adventure Path in Dungeon magazine proved to be so popular.

Accordingly, it isn't a stretch to credit The Whispering Cairn with the present incarnation of Paizo and the Pathfinder RPG.

Without The Whispering Cairn? We probably wouldn't be here talking about any of this at all.

RPG Superstar 2011 Top 16

Umm, Steel Wind? AoW was the second AP in Dungeon. The first was Shackled City. AoW happened because Shackled City was so well received.

Is AoW better than Shackled City? Yes. Definitely. But I think Paizo has learned from every AP they've done, and made improvements in the concept every step of the way.

Liberty's Edge

Vigil wrote:

Umm, Steel Wind? AoW was the second AP in Dungeon. The first was Shackled City. AoW happened because Shackled City was so well received.

Is AoW better than Shackled City? Yes. Definitely. But I think Paizo has learned from every AP they've done, and made improvements in the concept every step of the way.

I am well aware of that. Except that Shackled City did not keep to the one instalment per issue in successive issues, was developed without an outline, and, in general, was far and away the worst AP. It was not the runaway success that the later APs were.

And neither Erik Mona nor James Jacobs were in charge of SCAP when it was initially conceived. At that time, Johnny Wilson and Chris Thomasson headed up Dungeon. Messrs Mona and Jacobs inherited the project about one-third of the way into it and did their best to finish it. Then they embarked on a plan to do it right and to build the entire magazine brands of both Dungeon and Dragon to centre upon the Adventure Path concept, exploiting the synergy of the AP in the pages of Dragon, too.

The success that they had with that model is why Pathfinder #01 and Burnt Offerings was Paizo's entire business model when the magazines were not renewed. They werent following the SCAP model with Pathfinder -- they were following the model started in Age of Worms and continued in Savage Tide.

So, in contrast to SCAP, Age of Worms, was sold as THE new Adventure Path model. It was the AP which was the first to be developed in accordance with an overall outline, designed to tell a consistent story and which would appear in successive issues, like clockwork, released one after the other over the course of 12 issues (SCAP wasn't released that way). Age of Worms was incredibly successful and the model they began in that AP is the one which Paizo still follows today, albeit with a few adjustments.

Silver Crusade

Pathfinder Adventure Path Subscriber
Steel_Wind wrote:


I am well aware of that. Except that Shackled City did not keep to the one instalment per issue in successive issues, was developed without an outline, and, in general, was far and away the worst AP. It was not the runaway success that the later APs were.

Considering that the hardcover Shackled City has Average product rating: (4.9) based on 24 reviews I wouldn't hazard to call it the worst AP.

Heck, you would have to tell me how is it worse than Second Darkness first, and that's a tall order.

Liberty's Edge

Gorbacz wrote:

Considering that the hardcover Shackled City has Average product rating: (4.9) based on 24 reviews I wouldn't hazard to call it the worst AP.

Heck, you would have to tell me how is it worse than Second Darkness first, and that's a tall order.

If you are going to judge SCAP as an Adventure Path, you need to judge it as it was initially released, not as it was ultimately collected, re-edited, added to and republished as a single volume.

And yes, imo, SCAP is inferior to Second Darkness. SCAP has no real central tale. There is no overall plot and no outline. "Cauldron will ultimately blow up if the PCs don't stop the bad guys". That's the entire premises of SCAP. The rest is just a series of tenuously linked adventures.

SCAP is an inferior product, and markedly so, to every AP that followed it. It is true that Mona and Jacobs learned a lot from SCAP in the sense of "what not to do now that they are in charge of the whole thing."

The SCAP hardcover is pretty cheap to pick up in the Paizo store right now, too, and has been for many months now. $29.99 for a 400+ page adventure path? You'd think that would fairly FLY off the shelves and sell out at that price.

Evidently not.

While the 3.x rulebase has something to do with that, I put it to you that if that was the Age of Worms was collected into one big-ass book for $29.99 -- there wouldn't be a copy left to buy at the Paizo store. Second Darkness, compleat, for $29.99? Yeah -- that would probably sell out too at that price, imo.

I'm not singing the praises of Second Darkness - but it's not the worst, merely the second worst.

Silver Crusade

Pathfinder Adventure Path Subscriber

Shackled City won three Ennies, SD won ... one, for the Map Folio.

De gustibus non est disputandum, but I believe you're projecting your personal feelings about the AP into some general opinion.

Liberty's Edge

Gorbacz wrote:

Shackled City won three Ennies, SD won ... one, for the Map Folio.

De gustibus non est disputandum, but I believe you're projecting your personal feelings about the AP into some general opinion.

I don't doubt for one second that I am allowing my "personal tastes" to colour my judgment about SCAP. I allow my personal tastes to colour every review of every module or AP instalment I've reviewed to date -- and will in the future, too. It's a review; how could it not be influenced by my personal preferences? Mea culpa!

But that doesn't mean that the objective reasons I have stated as to why it is inferior aren't true, because those objective differences I mentioned are facts -- and not merely opinion.

If it comes down to you like SCAP and I don't? Ok. Fair enough. If we all liked the same things, the world would be a pretty boring place.

That said, my point about the importance of the Age of Worms, AP generally, and The Whispering Cairn, specifically, to the evolution of Paizo still remain true, imo.

And if the original poster wants combat? He'll get it from AoW. Pett's Prince of Redhand aside, the AoW is almost relentless and unceasing combat. Too much combat, to be honest. But that was a function of the 1-20th level in 12 consecutive issues approach of the Dungeon APs. There's a reason that Paizo has abandoned that approach to overall level arcs for their APs - and that's one of (but not the only) reasons they no longer do it.

Still, if combat is what the OP wants -- the AoW is where he most assuredly will find it.


1. Mercenaries. Source material: Bladestorm. The party hires themselves out.
Possible Location: Mercenaries at the Worldwound? Interact with the Paladins, etc.; More likely: Mercenaries in the River Kingdoms, being hired by different houses and interacting with different factions and warring with different factions.
Benefits: Sandboxy like Kingmaker; Faction Rules like Serpents Skull

2. Sid Meier's Pirates! . As stated by the others, a sandbox game where the players are privateers in the middle of a war or something of the sort; the hook is that the story takes the master and commander players on an around the world in 80 days chase of a great white whale of a target through caribbean-like waters to the cold barren north, while there is mutiny on the bountiful ship.

Taking prize ships would be an important part of this, as would battles on galleons. There would also have to be more interesting types of vessels, like plant vessels (to interest the druids).


Oh, sorry, posted in the wrong thread with my post above.

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