Adventure Paths End- The part 6s that do not disappoint (some spoilers)


Pathfinder Adventure Path General Discussion


By reading the various AP threads, alot of folks seem to care that much for the ending chapter(s) of a particular AP.
As I read through of Shadows of Gallowspire I started thinking about this for some reason. I'm not big on the end caps myself but I must say
that Sound of a Thousand Screams (Kingmaker) and Shadows of Gallowspire (Carrion Crown) are excellent end caps for their respective APs. Kudos to Richard Pett and Brandon Hodge.

Thousand Screams blooms, high level Fey/First world encounters, and final showdown realy came together in a nice package. Alot of high level modules go all over the place with creatures, this one stayed Fey from beginning and added an evil-wonderland, semi-planar feel to it.

Shadows of Gallowspire also stays true to the Undead theme of things without being overdone. Between the Witchgates, Renchurch, and the amount of detail to the Whispering Way Cult's workings, It really drives the point home that you are at high level with some pretty grim consequences if you dont succeed (i.e. Tar-Baphon).

Anyone else have any particular favorite end caps?


Savage Tide was the best one I have DMd to date.

Rise of the Runelords and Curse of the Crimson Throne endcaps I found disappointing.

Carrion Crown, we haven't done yet, but after reading through it I am worried it won't be great. Although I will admit it might play better than it reads because it seems like the author put a lot of effort into writing it, which I have noticed bears fruit when you get to playing it. My main complaint is that it is very similar to the endcap of Rise. I doubt many groups have been through the number of complete APs my group has so most won't notice the similarities or be annoyed by them.


I'll have to go with:

- Savage Tide's Prince of Demons (Demogorgon. 'nuff said)

- Legacy of Fire's The Final Wish (return to where it started!)

- Kingmaker's Sound of a Thousand Screams (don't see much with fey, especially at high level; 'Unseelie Court'-like area makes it even better)

Not too keen on Shadows of Gallowspire at all.


Age of Worms.

The last three segments( Kings of the Rift , into the wormcrawl fissure and dawn of a new age) were the most difficult adventures that i ever saw. When i gm , my players had no chance at all . It was a lot of fun for me.

Silver Crusade

2 people marked this as a favorite.

One of the issues for me with capstone adventures is when they come out of nowhere. For me the sixth book of an AP should be the culmination of the whole campaign, not a surprise.

That's why Sound of a Thousand Screams doesn't work for me. It's an excellent adventure on its own, but really for players it comes completely out of left field with no build up whatsoever.

I would have much preferred the war with Brevoy that the campaign seemed to be heading towards. Alternatively Nyrissa should have had much more of a buildup in the proceeding chapters. A wasted opportunity as far as I am concerned.

The Final Wish was much better. Jhavhul had been set up as the big bad for half the campaign and returning to the start was a really nice touch. As a standalone adventure it isn't as good as Sound of a Thousand Screams but in the context of the campaign as a whole it is better integrated, better forshadowed and makes much more sense.


I couldn't stand the end of Council of Thieves. Without giving too much away, it has the players dashing around the city doing little micro-quests that don't have anything really to do with the main plot, when at that moment they should be launching their final push against the villains. I ended up scrubbing it 100% and replacing it with something different.

Dark Archive Contributor

I loved the Final Wish as a story ender, but found it a little lacking in the actual execution. I think it's the juxtaposition against the Impossible Eye that killed me.

Spoiler:
You go through this huge (maybe too huge) dungeon crawl, finally get back to Kelmarane, only to assault it, ending in a dungeon, then go back to Pale Mountain to keep crawling. It was a lot of dungeon back-to-back-to-back. I ended up cutting most of Jhavhul's dungeon to focus on the set-piece with the man himself. I cut plenty from the Impossible Eye and the Brass Tower as well, mind you.


kaymanklynman wrote:

Age of Worms.

The last three segments( Kings of the Rift , into the wormcrawl fissure and dawn of a new age) were the most difficult adventures that i ever saw. When i gm , my players had no chance at all . It was a lot of fun for me.

Yeah. the AoW endgame is one the best I think they've ever written in terms of difficulty, story, and sheer coolness. I've ran or played in six APs, and nothing has ever equaled the epic-ness of 'Kings of the Rift'... I mean, the random encounters are flights of dragons! Besides that, the fights with Karzoug, Demogorgon and other BBEGs while awesome, are dwarfed by the Dragotha fight at the end of 'Into the Wormcrawl Fissure'.

As far as Pathfinder:
Rise of the Ruinlords

:
Not bad overall. The haunted cabin/ Wendigo sequence is pretty awesome, as is the getting to Xin Shalast. I like the city itself, though wished there more parts of the city developed than presented. Some of the monsters within are quite memorable (my favorite being the Hidden Beast), while the Karzoug fight itself is a little easy due to simple action economy. Even a modest group of four is likely to have either Leadership or a Planar Ally of some sort, and while Karzoug's DCs are frightening, a prepared party should be able to take him handily.

Curse of the Crimson Throne
:
Overall, this is a pretty strong finishing module for the AP. Some difficult fights, memorable bad guys and other personalities, and Ileosa herself appears to be a monster of a BBEG, especially since she has lots of minions where the final fight takes place. Plus, it has one of the cooler "Continuing the AP" arcs written for it. This is one I want to run real soon.

Second Darkness
:
It's a shame most people steer away from this path as a whole, because as far as "Do or Die" and "We must succeed or the world ends" type of modules, this is basically it. Despite the discontinuity of the story arc as a whole, the final module as it ties to all the others seems to be the one thing that kind of makes the AP work. Some of the end guys (like the Abyssal Harvester) look particularly gruesome, and the fight against the Drow BBEG as she tries to call down a meteor looks awesome.

Legacy of Fire
:
I agree with pretty much everything posted above, though our group never quite made it to Jhavul. Still, in flavor terms this path has one of the strongest themes going for. Oh, for stats on the other world ending horrors of Rovagug...

Council of Thieves
:
As I am currently running the final module in this path for my group, this module is kind of weak as written, and has taken a pretty extensive re-write on my part to make it work. Even the final fight looks like a real challenge to make it memorable, though the aftermath of victory has some cool "Continuing the AP" choices before it.

Kingmaker I'm a player in this, but even though we're between modules 2 and 3, our DM has foreshadowed elements of the final module even now. Can't wait to see how it all goes down..
Serpent's Skull Haven't played, curious of anyone who's finished the AP how it plays and how the final module is. Is the BBEG memorable?
Carrion Crown
:
Once I finish running CoT, this is the next AP I'm DM'ing, and the final module looks pretty strong. Lots of memorable bad guys, strong story arc connecting the previous modules, and a pretty difficult looking BBEG. I think this is going to be a tough module get through in terms of difficulty (which I like) and has some very cool moments within it. All it needs is a little foreshadowing in the previous modules of the final one's BBEGs to make it really work. Can't wait...


Wow, Just finished reading the end of Gallowspire (CC). This one could possibly end up being Pathfinder's "Tomb of Horrors" in sheer dificulty. Adorak really has some mean stuff in it.


I've run Second Darkness and Savage Tide and enjoyed the endings of both of those. Savage Tide was the best. The final fight against demogorgon has probably been the pinnacle of my dming career. The end of age of worms looks really awesome as well.


As a Dm I have run

Shackled City: Truely a wonderful ending, my party loved it as the first AP ever it is now overlooked, but I would run this again in a heartbeat if it weren't for all the other damn good AP lol.

Age of Worms: Due to deployments we didn't get to finish this one and it is a shame, the entire AP but especially the ending is so steeped in D&D history that it was an instant classic. When I rotate back into the DM chair it will be very difficult not bring this one out of moth balls and take my players back!!

Rise of the Rune Lords: Once again the Army screwed us (reoccuring theme in military gamers life)and we didnt get to finish this one.

Curse of the Crimson Throne: I have them at the end game of chapter II so we will have to wait and see.

As a Player:
STAP: I made a great choice as a PC ranger/totemic demon slayer. Like AOW it is an old school gamers dream AP. I loved every bit of it! Especially the tie in to Iggwilv!!


Rakshaka wrote:
kaymanklynman wrote:

Age of Worms.

The last three segments( Kings of the Rift , into the wormcrawl fissure and dawn of a new age) were the most difficult adventures that i ever saw. When i gm , my players had no chance at all . It was a lot of fun for me.

Yeah. the AoW endgame is one the best I think they've ever written in terms of difficulty, story, and sheer coolness. I've ran or played in six APs, and nothing has ever equaled the epic-ness of 'Kings of the Rift'... I mean, the random encounters are flights of dragons! Besides that, the fights with Karzoug, Demogorgon and other BBEGs while awesome, are dwarfed by the Dragotha fight at the end of 'Into the Wormcrawl Fissure'.

As far as Pathfinder:
Rise of the Ruinlords ** spoiler omitted **
Curse of the Crimson Throne ** spoiler omitted **
Second Darkness ** spoiler omitted **...

And in my case the problems became bigger because my players failed in the Kings of the Rift (Brazzemal succeed in retrieve Dragotha Phylactery) so, the next two segments, things turn to be impossible. Greyhawk became in the end, GreyWORM.


This message is for Rakshaka...

In an old thread you mentioned statting out the minotaur on the Isle of Tilagos (with 10 levels of Fighter) that was dead and bringing him back to challenge the party.

Can you post his stats? I love the idea and would like to borrow it for my campaign!


@Ogrork:

:
That would take me some digging, as I believe that was ran about two-three years ago, utilizing 3.5 rules (I was also in a different city then), so I would have to locate my old notes from that campaign. I typically try to keep all my old notes together in case I can use something from them, but in the case of 3.5, I've relegated most of that stuff into a box somewhere. Give me a day or two and I'll see if I can locate it.
Also, that was my second time running the campaign through. The first time, they completed it all the way. The second time (different group) ended with Brazzemal killing half the party and escaping with the Phylactery. At the end of the day, nothing can stop Anti-Magic field on a gargantuan sized monster.


@Ogrork:

:

Unfortunately, most of my 3.5 notes for everything except into "Into the WormCrawl" must have been dispersed as I can't seem to find notes for anything except that module and the final one. I DO remember how I built him.
-In 3.5 you could approximate a creature's Racial Ability Modifiers by subtracting 10 from its score and rounding up or down as appropriate. I did this for the minotaur and used elite array NPC point buy, giving him pretty decent scores (Str about 30 before buffs).
-Feats were something like this:WF: Greataxe, WS: Greataxe, GWF: Greataxe, GWS: Greataxe, Improved Crit: Greataxe, Power Attack, Cleave, Great cleave, Improved Sunder, Iron Will. I think he may have had some Feat that let him do extra damage on a charge.
-In the fight, Darl cast about 12 buffs on his Evil party, so the minotaur might have had a whole bunch of ridiculous Pact spells.
Hope that helps!

Liberty's Edge

I confess that I was planning to run Carrion Crown until I read Shadows of Gallowspire.

Reason being...:

I was spoiled on the concept of the magical tower of doom by Monte Cook's Ptolus. Much of Gallowspire's map is just walking up stairs. A construction of high magic that is supposed to also be a prison for one pf the world's most powerful evils could have been so much more and it left me really wanting. Additionally, the end felt like Paizo had decided they wanted to save the Whispering Tyrant for another day. I'm sure part of them wanted to make sure the party got its pound of flesh from their Whispering Way nemesis, but that need not have been the capstone encounter - they've even got a model for the Tyrant.


Bookkeeper wrote:

I confess that I was planning to run Carrion Crown until I read Shadows of Gallowspire.

** spoiler omitted **

Valid points. My group hasn't made it to part 6 yet so we'll see how it plays out.

Top-Down AP design is the way to go to have great part 6's. It seems to me Paizo designs the APs bottom up, I really wish they would reverse this. I understand that the vast majority of sales come from the early parts of the AP and I understand the vast, vast majority of groups that start APs never finish them, but I still say the part 6's should be the best part of the AP so groups are inspired to get to it and not just slog through to finish the campaign.

Contributor

1 person marked this as a favorite.
Bookkeeper wrote:

I confess that I was planning to run Carrion Crown until I read Shadows of Gallowspire.

** spoiler omitted **

I really want to understand your critique of the finale properly:

Spoiler:

After fighting their way through a necropolis and being stalked through the dead streets of Adorak by the ravener Marrowgarth, the PCs' adventures terminate outside at the sealed sarcophagus of Golarian'sgreatest fiend. Populating this sarcophagus is an array of despicable creatures that must be overcome in order to stop the Tyrant's resurrection.

Within, there's an undead general who has heeded his master's call and returned from his banishment in the negative material plane, greeting PCs amid the impaled angelic guardians he's just slaughtered. There's a roiling undead storm gathered to welcome the Tyrant, an animated bone staircase with a malevolent sentience, keening ghosts, dangerous undead horrors chained to the tower, and the animated nightmares of the slumbering Tyrant himself trying to push PCs toward their deaths. Don't forget those pesky elementals of unholy fire from the sacrificial braziers.

There's also a rift in the dream plane caused by the Tyrant's troubled slumber and escaped nightmares, where a hungry Leng spider has slipped through to feed, a colony of the surviving remnants of Tar-Baphon's negative energy giant bat-steeds, and the Whispers of the Tyrant himself haunting PCs, compelling them to eat their own flesh or, you know, just jump from towering heights and go splat on the ground below.

Waiting on top of it all is the power behind the cult that has stopped the PCs at every turn of the 6-part AP, finally awaiting to get his comeuppance as he threatens to absorb the soul of the Tyrant into himself to usher in the rebirth of the most powerful horror to ever walk the world, and it is up to your party to stop him.

And this is just the stuff on the outside!

But, Bookkeeper, you read that and see a boring finale where your PCs are "just walking up stairs," and as a result nix an entire AP experience for your group?

Kids these days. Spoiled rotten. =-)

The finale of the adventure is 8 pages. If you read all the action above, and do truly see it as a leisurely stair-stroll, then replace it. You've got your aforementioned Ptolus. You've got Dungeons of Golarian that details Gallowspire's inner core and tells you exactly what you need to stat up Tar-Baphon. You've even got a couple of pages with suggested adventures connected to the AP in the back.

The fact is, the Tyrant is far too great a foe for PCs at the conclusion of this AP, and the interior of Gallowspire is way too great a challenge for PCs at the level this AP terminates. And top-or-bottom down design has nothing to do with it. It was scripted as such before a single freelancer set pen to paper, and the story that begins its tale in Chapter 1 concludes, as exactly planned a year in advance, in Chapter 6. The true destruction of the Tyrant will have to await another day...

My point is, if you like everything else about the AP enough to run it, and truly see the finale as boring and blasé as you propose, then call in one of your favorite towers of doom off the bench and replace it. Should be pretty easy to just plop it down in the middle of Adorak. Better yet, pick up Dungeons of Golarian, crack open those seals, and get your PCs to work stopping the Tyrant once and for all! Carrion Crown is a fantastic AP, and you do your players a disservice skipping it over disappointment of 8 pages. Don't miss out! =-)


cibet44 wrote:
Top-Down AP design is the way to go to have great part 6's. It seems to me Paizo designs the APs bottom up, I really wish they would reverse this. ... I still say the part 6's should be the best part of the AP so groups are inspired to get to it and not just slog through to finish the campaign.

This is one of the greatest posts I've read on Paizo in quite a while.

Contributor

Arnwyn wrote:
cibet44 wrote:
Top-Down AP design is the way to go to have great part 6's.
This is one of the greatest posts I've read on Paizo in quite a while.

Cibet and I have had this conversation before in another thread, and I'm sure one of my Paizo bosses will step in here for a more thorough breakdown. While this idea is fantastic in concept, it is flawed with its base assumption. APs aren't designed from the top OR bottom down. They are comprehensively outlined by the lead designer, who plots out the entire AP, chapter by chapter, long before we freelancers get to work on our individual sections. So, the events of the finale ARE known to the writers of each other chapter from the minute they receive their assignments, and often in pretty good detail. Wes probably won't mind me revealing that the outline for Carrion Crown was in the neighborhood of 30 pages.

All that being said, since I started on APs, I've been pushing for more collaboration between authors. It isn't easy, because writers for the early chapters are furiously typing away trying to meet deadlines when oftentimes the writer for the finale hasn't been assigned yet, so it doesn't always work like you think, but that's the reality of publishing. When I was called in to write SoG, I think Chapter 4 was being wrapped up and Neil was neck-deep in Chapter 5 already, so the ship had sort of sailed on that, and it becomes the developer's job to incorporate the collaborative elements they think are important.

I'm paying very keen attention to the reception for the Carrion Crown finale to see what worked or didn't, but mostly from actual play. You never know when you might be called upon to do the next one! ;-)


Brandon Hodge wrote:
It isn't easy, because writers for the early chapters are furiously typing away trying to meet deadlines when oftentimes the writer for the finale hasn't been assigned yet, so it doesn't always work like you think, but that's the reality of publishing. When I was called in to write SoG, I think Chapter 4 was being wrapped up and Neil was neck-deep in Chapter 5 already, so the ship had sort of sailed on that, and it becomes the developer's job to incorporate the collaborative elements they think are important.

Actually, that's exactly the way I thought it worked based on what I have seen in the APs themselves ;). That to me right there is "bottom up design". Volume 1 is written first, and (roughly) up from there. Of course this makes sense for two reasons. One, it's the first one to get published so it needs to be done first. Two, I'm guessing volume 1 of every AP is the best selling so it gets the most scrutiny and effort since you want to kick off the AP with a bang to sell the rest. This is fine and I understand it but what I'm saying is maybe it is time to reverse that strategy.

Maybe it is time to make the selling focus of the AP getting to part 6 of this AP (because it is so cool) instead of buying part 1 of that AP (because it is so cool). I think it is pretty obvious on the boards that the marketing focus and Paizo staff interaction heavily favors the start of the new AP in lieu of the end of the last one. Lots of build up that seems to always fall off by the time the build up of the next AP begins. This only encourages Paizo fans to abandon the current AP and start up the next one.

A fine strategy, and I understand it, but it does a disservice to groups like mine that run the APs beginning to end. And, I think, it does a disservice to the effort that gets put into writing a part 6 versus a part 1. It must take a significantly larger effort to write a part 6 of an AP than a part 1, yet the marketing, support, and discussion of the part 1's always outweighs the parts 6's. That seems backwards to me.

For me, top-down design would be writing the finale AP adventure first, not simultaneously with the other parts, not after the other parts are completed, but first, then move (roughly) downward through the AP with each author sharing his work (completed or near completed or in progress) with the lower author along the way.

Brandon Hodge wrote:
I'm paying very keen attention to the reception for the Carrion Crown finale to see what worked or didn't, but mostly from actual play. You never know when you might be called upon to do the next one! ;-)

Awesome. I think what you are doing is great. I think getting actual play feedback about the APs is crucial. There is way too much "theoretical" analyses on the boards about the APs (and frankly the game itself) already and you are wise to filter that out when you can. Novels are great I love them, but that's not what I buy the APs for, I buy the APs to play them. Most importantly, though, I start the APs to finish them, in glorious battle preferably! I'll let you know how SoG goes when we get there. Looks pretty cool though.

Liberty's Edge

1 person marked this as a favorite.
Brandon Hodge wrote:
Bookkeeper wrote:

I confess that I was planning to run Carrion Crown until I read Shadows of Gallowspire.

** spoiler omitted **

I really want to understand your critique of the finale properly:

** spoiler omitted **

But, Bookkeeper, you read that and see a boring finale where your...

My apologies, I should be clearer.

Spoiler:

I had restarted my AP subscription based on CC. Yet, as each book came out, my enthusiasm for it dwindled. I had resolved to make changes to several adventures and to replace Ashes at Dawn entirely - I think the developers gave Neil Spicer an impossible task and he wrote a very good adventure that is practically unplayable if your party includes Pharasmins or Paladins. So it was not that Gallowspire killed overwhelming enthusiasm, it was, no pun intended, the nail in the coffin.

For me, The final eight pages felt a bit like a cheat: a cult that called the Whispering Way, the home of the most dreaded necromancer in Golarion's history, and, after all that their final battle is with....a wanna-be. A powerful and dangerous wanna-be, to be certain, but still a guy [i]wishing[i/i] he was the dread lord.

I will still make use of a lot of that adventure. I think Renchurch is probably one of the best dungeons of undead I have read in a long time and presents a fantastic challenge to players who think their 15th level Cleric is going to solve all of their undead problems for them. I'm also presently playing in a PbP CC campaign to see how other GMs handle what I see as serious story challenges.


The bottom line for me is this: the more editing and writing of an AP I have to do myself, the less reason I have to buy the AP. The conclusion of CC made the amount of editing I would need to to do for my players more trouble than it was worth.

Thank you for the response and the critique of my answer. You're right: I haven't yet run it and therefore my opinion shod be taken with a healthy dollop of salt. Best of luck to you.

Contributor

Well reasoned and expertly stated, BK. I appreciate you taking the time to clarify, not only for myself, but for those reading with an interest in the AP and how it might play out at their own game table. And that input helps us designers a lot for future AP considerations, so thank you! =-)


Hmm. My impression of CC finale was also that of complicated stair climbing with somewhat unflexible end-boss encounter. I know that it is likely to feel different to players - they aren't likely to have time to think about composition of events, though they may notice that there aren't decisions to be made.

Personally, at the time of final showdown I try to present the following options to players:
- two or three different paths to end-game encounter, delivered by means of opposing allies/redeemed antagonists
- the unheroic "nuke them from the orbit" option with atrocious cost and semi-villain arch-rival willing to pull it off in the absence of PC actions
- ability to gain situational advantages just prior to final confrontation (stampeding lesser monsters toward the villain, a relic engine of destruction with a final shot)

Thanks to this, even used-up spellcasters and heavily wounded rogues may have an opportunity to shine.

Regards,
Ruemere

PS. My other pet peeve with CC path is predominance of haunts, especially in evil cult HQ, with haunts being vulnerable mostly to positive energy. It may tend to lead to new type of 15-minute-day issue, especially since high level haunts sport a lot more hitpoints.

Community / Forums / Pathfinder / Pathfinder Adventure Path / General Discussion / Adventure Paths End- The part 6s that do not disappoint (some spoilers) All Messageboards

Want to post a reply? Sign in.
Recent threads in General Discussion