Adventure Paths, how often do groups finish them?


Pathfinder Adventure Path General Discussion

51 to 100 of 105 << first < prev | 1 | 2 | 3 | next > last >>

I'm actually kinda surprised that there seems to be such a high percentage of people completing the APs. Although, I guess the statistics are a little bit skewed by the fact that the people that are posting on these boards are probably going to be the more dedicated players, while there are probably far more casual players that won't ever visit these boards who are much less likely to see it through to the end.

But I'll do what I can to effect the results more towards AP failure. I own six adventure paths, but I have only attempted to run one. It was Kingmaker, and it imploded at book three.


Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Well, I've finished two AP now, Curse of the Crimson Throne and Carrion Crown, aside from four home-brewn campaigns before beginning with Paizo work, which went from level 1-20.

I stopped two Kingmaker campaigns, because I hated most of how the AP played, so I also have experience in not completing APs. ^^


Played Rise of the Runelords through book 3, because my group does not want big dungeons. Played Curse of the Crimson Throne through book 3, because I needed a break after that. It's entirely possible this might be picked up again. Before that, we played Shackled City through Thirteen Cages, because I felt Strike on Shatterhorn and Asylum felt unnecessary and tacked on. Finally, we played through the entire Age of Worms.


My group has finished Skulls and Shackles and Kingmaker. We are currently in book 4 of Carrion Crown, and book 3 of Curse of the Crimson Throne. We are currently awaiting the new box set for Rise of the Runelords in order to finish that (we got to the end of book 3) and the only AP it is certain we won't finish a different GM's Second Darkness game (which we call 'all mirrir image, all the time!' although it was when he upped a 4 mage encounter's AC by 10 and gave them barbarian HP on top of it we lost our willingness to go back. He's clueless, as he comes from the school of pissed of players means he did his job). Sadly, we might not finish Curse of the Crimson Throne either, due to real life issues for the GM.

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

You've already finished Skull & Shackles?
For serious? How is that even possible?


1 person marked this as a favorite.

finshed my first, KM, this week

the baddy won!!


DM_aka_Dudemeister wrote:
You've already finished Skull & Shackles?

I meant Serpent's Skull. I got my 2 'Skull' titled AP's mixed up. We haven't even started the other yet, as the main GM won't begin any AP until it is completely published (he likes to use the supplements that come out after it is complete).


There's a real good chance my small local group will finish up Carrion Crown, which is pretty exciting.

As a DM it's highly unlikely I'll run any AP all the way through. I don't really like high level (12th level or higher) that much. I've also found that my favorite parts of the APs are in the first three books.


Got a little over halfway through Savage Tide. We stopped in Chapter Six (The Lightless Depths) of Twelve, after navigating most of Golismorga; the next session was supposed to have been the assault on the ziggurat. The stopping cause was mostly due to burnout at the time, but we never managed to get back to it and it died off about six months later, when our group broke up for good due to people moving away and schedule conflicts.

Currently nearing the end of Chapter One of Kingmaker. Hopefully this one will go more smoothly.

Scarab Sages

My group has been playing Serpent's Skull one night a week for about 4 hours of real game playing (about 30 minutes to 1 hour of messing around) a night. The first book took almost exactly a year. The second book looks like it may end that way too (although we took out one of the main quests because it was written poorly). We've lost two players over the years, and now there are three with one DM.

It really amazes me when I hear groups going through the books so quickly.

S


Stiletto wrote:

My group has been playing Serpent's Skull one night a week for about 4 hours of real game playing (about 30 minutes to 1 hour of messing around) a night. The first book took almost exactly a year. The second book looks like it may end that way too (although we took out one of the main quests because it was written poorly). We've lost two players over the years, and now there are three with one DM.

It really amazes me when I hear groups going through the books so quickly.

S

To be fair it depends on the AP. For example it took the same amount of time for us to run through Souls for Smuggler's Shiv (SS book 1) as it did for us to run through all of Carrion Crown.

About eight months for each.


The group I GM completed Legacy of Fire in appox. 18 months playing every other week for 6 hours. Around 234 hours of game time. And it was pretty rushed with little role-play.

I'm playing in KM and we play on the same schedule. We are half-way after 6 months. This campaign is going very strongly.

So finishing an AP happens. But from my experience it can be a grind for a GM. I will not make the mistake of reading an entire AP prior to running it again. I can deal with continuity fixes if I have to better than I can knowing the ending 18 months in advance.

Grand Lodge

We have a group that plays every other weekend. We have finished Council of Thieves and are about to start book four of Second Darkness.
After that we have a homebrew and then Kingmaker, Rise of the Runelords and Shattered Star. We should still be playing for a good 10 years. I would like to do more PFS but that would have to be on another day or two... So many toys and not enough time to play with them.. O_O

Grand Lodge

On a side note, It took us 2 and half years to finish Council of Thieves..Side quests and life getting in the way...


well I ran serpents skull, got through books 1 and 2 before it folded and now on Skull and Shackles.

It seems my group averages 10 sessions per book roughly, 1 session per week for 3 hours so I would hazard a guess and say it would be 180hours maybe to finish but more than likley it will be longer than this as my group role-play a lot.

If all goes well and the group like this AP as much as me I would say it will be 2 years or so before the final book (we rotate GM's and games after 2 books so the GM has a break for a bit).


Riggler wrote:
I will not make the mistake of reading an entire AP prior to running it again. I can deal with continuity fixes if I have to better than I can knowing the ending 18 months in advance.

I'm the EXACT opposite. I need to know the end to make sure any adjustments to the game I make will fit and I won't have to retcon or re-explain stuff. Also helps when the players inevitably go far off into left field to direct them back towards the plot.


I agree with Orthos, sometimes you need to read the whole thing to get all the plot twists, Skull and Shackles has so much that's not apparent until book 6 was relesed. To get the most out of it you need to know the plot in advance so you can adapt if you want to change things or add more plot clues in earlier parts.


I've DMed Savage Tide and Second Darkness and finished them both, as well as a number of homebrew campaigns. I run a truncated version of Serpent's Skull, which I intentionally ended during part #3.

I've just started GMing Age of Worms and I'm hoping to see it through to completion, but because I am now a father I'm finding it tougher to schedule games.


I started playing with my gaming group 7-8 years ago. For the most part, we have the same group. Two of the originals have faded out, and others have come into the picture briefly, and faded out. But essentially, the core 5 remain. We swap off between GM's running different campaigns.

Spoilers:
We got around 1/4 of the way through Shackled City, before we were all captured and sold into slavery. Our GM, lets call him GM A, decided to start a new campaign, rather than try and salvage that.

GM B started an Eberron campaign, and played through some of the Eberron modules.

GM A started Age of Worms, and we worked our way through until the arena, where we nearly had a TPK. All but two of the characters were killed. GM A decided to scrap the game instead of trying to salvage that.

GM B continued with his Eberron campaign, taking us through the beginnings of the Savage Tides campaign, from the point the ships were launched to find the island, to shortly after being shipwrecked.

GM A started the Second Darkness AP. This season ended with us all in a shadow plane, hunting drow. To be continued (!)

GM B continued with his Ebberon campaign, making a seamless transition from Savage Tides to Serpent Skull, with us joining an expedition from Morgrave University (Pathfinders). We trekked through the jungle, found the lost city, started to conquer it, and this season ended with all hell breaking loose. We just started exploring the vaults under the city, and just uncovered the fact that there is an entire serpentfolk city under us

GM A CONTINUED his Second Darkness AP! We just started this season of play.

I think the biggest issue we have is that we get distracted by the new AP's. Something new comes out that grabs our attention and makes us think "Well that is so much cooler than what I am running"

Currently, I own all of Paizo's AP's. There are some I personally like, and some I don't, and there are some I know my group will like, and others they won't. I'm not looking to change campaigns anytime soon, and am expecting another 3-4 years before being finished, with the rate we play. At that time, I'll have 14 -16 AP's to choose from, if I don't make one up of my own.


Raymond Lambert wrote:

I understand why I do not have long lasting campaigns. I am to anal about the rules for most people to enjoy the game. What surprises me is how often I hear other groups do not finish their campaign. This makes me curious as to how often an adventure path does play through to completion. Sometimes I wonder if they are too long.

Do any of them have reputations for groups sticking through to the end or breaking apart before the end?

I suspect the vast majority campaigns among adults break up thanks to real life getting in the way. No need to point that out.

After 13 years (and three game mechanics changes) we finally finished a home brew campaign that took our characters from level 1 to about lvl 18. (for the curious: AD&D, 3.5, Pathfinder).

We are now doing the Second Darkness AP and we're on the second book. We almost wiped on the first book. (Out of 6 players, only the paladin survived [with only 2 hp left])


I've tried to keep my games weekly with both groups that I play with.

In group 1 (where I have the DM I don't get along with), we're currently half-way through Council of Thieves, and plan to start Rise of the Runelords once it's out of the way. I also plan to run Kingmaker for the same group, after group 2's derping around crashed the last time I tried to run it.


Finished kingmaker in two years, though we skipped a lot and changed some stuff around. Back to playing "normal" modules now; I don't like committing to a single story arc for that long.


So far, I've DM'd and completed Rise of the Runelords and Legacy of Fire.

I started Second Darkness but it's on hold as that group of friends has a hard time getting together.

One Legacy of Fire campaign was ended early.

I've played in Shackled City, and that ended in a TPK at level 13.

I'm playing in Council of Thieves, and hope to transition those characters to Shackled City if they live to 13th level.

I'm currently DMing Jade Regent and Serpent's Skull.


My group is 1 from 1. I ran the Shackled City AP from start to finish. It took us over 3 years and 100 sessions (about 4-5 hours per session) to complete. We played once a fortnight, with a gap of about 7 months in the middle (I took a break from gaming after the birth of my second child).

It definitely got tough for me a DM at the end. By that stage, the players knew their characters well enough and had enough spells, magic items and abilities to walk over a lot of encounters, even though they were routinely facing CR's 2-3 higher than their level.

The final couple of adventures were heavily modified to give it a more satisfying ending for my group. Having said that, I made several modifications and additions throughout the AP, taking on board ideas from others that had run the AP. Being the first AP created, the ending was a little lacking and the various adventures needed more linking together.

I think the PC's were around 18th or 19th level by the end of the campaign.

After a group vote I'm now running them through the AoW AP. We're currently finishing up the last bit of the second adventure. Having said that, I did add Mad God's Key as an extra adventure at the start, so we're almost through the 3rd adventure of the campaign. Whispering Cairn is a rather large starting adventure though.

I fully expect that we'll finish this AP as well, although it will likely take just as long as the SCAP to finish. I'm not overly looking forward to having to DM high-levels again though. That was a lot of work and not as much fun for me as a DM.

Olaf the Stout


Well you can pretty much toss the CR system out the window at level 10+. I had the same issues running Savage Tide, but even though I had to modify the encounters pretty heavily in the last section of the campaign the adventures were still awesome and lots of fun. It was just a bit exhausting by the end (made me switch to 4E for a couple of years afterwards, which I found marginally easier to run at high level, though I never got into epic tier).

I too am running AoW now, and am about where you are. I really hope to see it through to the end and anticipate a similar result for that campaign. Some of the high level adventures for AoW look really fun though- Kings of Rift and Wormcrawl Fissure in particular.

Olaf the Stout wrote:

My group is 1 from 1. I ran the Shackled City AP from start to finish. It took us over 3 years and 100 sessions (about 4-5 hours per session) to complete. We played once a fortnight, with a gap of about 7 months in the middle (I took a break from gaming after the birth of my second child).

It definitely got tough for me a DM at the end. By that stage, the players knew their characters well enough and had enough spells, magic items and abilities to walk over a lot of encounters, even though they were routinely facing CR's 2-3 higher than their level.

The final couple of adventures were heavily modified to give it a more satisfying ending for my group. Having said that, I made several modifications and additions throughout the AP, taking on board ideas from others that had run the AP. Being the first AP created, the ending was a little lacking and the various adventures needed more linking together.

I think the PC's were around 18th or 19th level by the end of the campaign.

After a group vote I'm now running them through the AoW AP. We're currently finishing up the last bit of the second adventure. Having said that, I did add Mad God's Key as an extra adventure at the start, so we're almost through the 3rd adventure of the campaign. Whispering Cairn is a rather large starting adventure though.

I fully expect that we'll finish this AP as well, although it will likely take just as long as the SCAP to finish. I'm not overly looking forward to having to DM high-levels again though. That was a lot of work and not as much fun for me as a DM.

Olaf the Stout


We are going for our fourth try at an AP next week when I DM RotRL. And I think it'll be the first one, we will really finish.

Our first AP was Kingmaker. That went quite well, until halfway through book 3, I think, the group fell apart for non-RPG-related reasons. We were able to put together a new group for it, but it just didn't feel right with a whole new group. We set that one aside for now, but I might start that AP in the near future with another group, and I definately plan to play the last part at some point with the old group.

Then we started Serpent's Skull, in which I am a player. We are now about halfway through book 2. Problems with that group are, first, we don't play so often and second, probably due to not playing so often, at least I am not overly invested in the campaign yet. I mean, the thing is named RACE for ruin and I really don't feel like we are racing anyone...

After Kingmaker, I started DMing Carrion Crown. At first, we had an awesomely flavourful group of PCs, but sadly there was a TPK in the lower parts of Harrowstone. The Players made new PCs, but sadly, they were not as coherent a party as they were before.
Anyways, we had much fun with the Campaign, but we ended it after book 3 in favour of starting RotRL. Me and the players just felt, the adventures itself were great, but they are rather poorly connected. We made it into book 3, but I am not sure, the players would have gone for the hook another time. They always felt too much to be in a hurry to capture the WW.
Anyways, I ended the campaign in a way that will enable me to, at some point, run the rest of the campaign as slowly hunting down the leader of the WW, but the imminent danger is taken care of.


In the 10+ years I have been playing D&D, I have been in soooo many groups as both a DM and player, and it has ALWAYS been a challenge to actually play a campaign through to its end. I came pretty darn close to finishing Shackled City when that first came out, but when Pathfinder came out with their own game and started the new AP's, everyone was really excited to play that, so we started RotTL. We got to the 4th adventure after about a year and a half of some inconsistent weekly play and the DM of that game moved out of state. Then I started DMing CotCT, with another group and actually played that to the end after about a year. I am so proud to this day that I managed to pull it off... I started Carrion Crown shorlty after that , but just got through the 3rd adventure before I ended up moving away myself, so currently I am looking for a new group to start fresh in my new area, and start dming a new campaign to fruition.


We have several games runnign at the same time. Age of Worms took us almost 3 years to finish. Serpent's Skull has taken so far almost 2 years and we are finishing Book 3.

Liberty's Edge

To Diogenes, you should really look into Curse of the Crimson Throne. It is considered the best AP by a lot of us long time paizo-fans.


We started playing second darkness for the sole purpose to do Pathfinder Beta Testing.

We finished that. Blinding speed, I think it was 5 months.

We played 12 hours on saturdays, 8 on sundays. and usually once either thursday or friday, group was composed of co worker, wife and co workers brother, with intermittent other player(s)

we Tpkd in LOF
TPKd in COT
got bored in SS
got bored in CC

we have since run second darkness twice more with different players and tpkd in it once and finished with an alternative ending once.

If I were to play an AP again ( and not DM) I want to play LOF. I have an idea for either a free hand fighter or a TWF cavalier. (who could alternatively be a reflavored samurai)

I think inquisitor would be a good class for that AP as it didnt exist when the AP came out but would be much funn-age there.


I second Coridan, Curse of The Crimson Throne has many last memories to share between our D&D group!

And we finished that straight through...Serpents Skull was the second one I started...but I stopped after the first book (which was great)...second book and after were all not as good so we diverted away from that storyline.


My group and I started Rise of the Runelords with the Pathfinder Beta rules, and I closed the campaign after book 3, in Fort Rannick. The Core Rulebook had just come out and I wanted to switch to the final PF rules, but the rules were different enough from the Beta that it didn't make much sense to recreate the PCs from scratch at level 8. I was also not looking forward to the last 3 volumes of RotR as they are quite dungeon heavy.

We moved to Legacy of Fire, which we finished in 13 months, after ~200 hours of gameplay (spoilers for LoF).

We then played Kingmaker up until the end, and finished that campaign (spoilers for KM) a bit more than a month ago after almost 2 years of play. and something like 250-300 hours of gameplay. It's a long campaign, but a wonderful one.

At some point when our Kingmaker turned to a monthly game for a few months, I started Age of Worms. It unfortunately ended in the second chapter (Three Faces of Evil) with a sad TPK as my PCs fell into an ambush.

So apart from RotR and the rules change, we finish what we start, one way or another! But it's quite a commitment to run an AP.


really? I didn't think the core rulebook was THAT much of a change from beta, what specifically do you recall as being a big change? Rage rounds instead of points. I can't recall.... did channeling change? I think it did, was too powerful in Beta? Gosh it's been a long time!


It was a bunch of little things, minor individually but add them all up and it was a pretty big revamp.


Channeling did change, and quite significantly: it used to both heal and damage in the Beta; one of my players played a cleric with the travel domain and what used to be a level 1 power (which she used all the time) became a level 8 power; etc. As Orthos says, a lot of little things like this changed which would have made revamped PCs (as well as their tactics) quite different from what they had been for 8 levels. In addition to that, the end of chapter 3 of RotR provides a nice campaign conclusion, so we just ended the campaign there.


My gaming group has been involved in most of the AP's, with 2 finished, 2 that will not be finished, 1 in question, an 3 in progress.

Serpent Skull and Kingmaker were completed.
Carrion Crown ended after meeting the vampire prince (we started a side war when we weren't willing to watch the guy eat a scrwaming girl in front of us).
Second Darkness has most of the players refusing to go back, due to the GM running style.
Rise of the Runelords is up in the air due to other things catching our interest.
I am running Council of Thieves opposite another GM's homebrew, the party just finished book 2.
Another GM is running Curse of the Crimson Throne (currently in book 4, and switching with the guy running RotL, if Jade Regent doesn't take over his interest)

Scarab Sages

I have a bit of gaming ADD, I'm the GM for my group, and we have yet to finish an adventure path.

We usually get to the end of the first book before I lose interest and start trying to get them to play either a different AP or different RPG system.

So far we have completed book 1 of the following APs:
Rise of the Runelords
Serpents Skull
Skull & Shackles
Kingmaker
Second Darkness

We are just starting Carrion Crown, and I have pledged to the group that we WILL finish this game.


My group has finished several of the Ap's.

To date:

Rise of the Runelords- done
Curse of the crimson Throne- done
Second Darkness- done
Council of Thieves- done

Legacy of Fire- in progress (book 4)
Savage Tide- in progress (chapter 7)

Shackled City- hiatus at level 9ish


Olwen wrote:
Channeling did change, and quite significantly: it used to both heal and damage in the Beta; one of my players played a cleric with the travel domain and what used to be a level 1 power (which she used all the time) became a level 8 power; etc. As Orthos says, a lot of little things like this changed which would have made revamped PCs (as well as their tactics) quite different from what they had been for 8 levels. In addition to that, the end of chapter 3 of RotR provides a nice campaign conclusion, so we just ended the campaign there.

I havent played a cleric since beta. I remember discussions on the board about channeling being OP. What do you mean it used to heal and damage in beta? Doesnt it do that now? positive energy radius deals positive dice to the living and damage to the undead.... isnt that how it still works? Now I have to go back a read it. Ive only used npcs with negative channeling since beta and Ive always just done damage radius with it.

Edit: ah yes i see the or there now, I guess ive let the occasional paladin get away with murder over the past few years, been running the beat version all along i guess!


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

I've been running Paizo Adventure paths for three different groups over the last years, and this is how it went:

Monday group:

  • First Paizo AP was Age of Worms, which however was abandoned early, after Encounter at Blackwall Keeep due to various player changes and some player dissatisfaction.
  • We then started on the brand new Rise of the Runelords, which took quite a long time, but finished it, albeit with a TPK by Karzoug.
  • After that we started out on Serpent's Skull, also brand new at the time. While the first adventure was received quite well, the AP fell kind of flat in part 2, and part 3 really was a frustrating mess, and both I and the players were frustrated and dissatisfied, and we decided to call it quits early into The City of Seven Spears.
  • Three weeks age we started on Curse of the Crimson Throne, and the players are happy again, even stating that the first two games days were more fun than the whole previous campaign.

Wednesday group:

  • Played through Shackled City successfully from start to finish.
  • This was followed by Savage Tide but the complexities of very high level characters (still using lots of 3.5 material) and the lure of a shiny new AP led us to conclude the campaign with some closure after with the defeat of Vanthus Vanderboren at the end of Into the Maw.
  • After that, we've been successfully running Kingmaker, and are currently in the early stages of part 5, War of the River Kings.

Thursday group:

  • This group started with Shackled City, but the campaign was terminated after a TPK early in Secret of the Soul Pillars
  • After that, a relatively short Non-Paizo campiagn (but still by James Jacobs) with the awesome Red Hand of Doom from Wizards of the Coast, which was very well liked by all involved parties.
  • Then we switched to Age of Worms but this campaign was later abandoned after The Spire of Long Shadows. High level complexity and the want for something new were driving factors.
  • After that, we played the complete Legacy of Fire which we recently finished with a successful and memorable final fight.
  • Our new AP is Way of the Wicked by Fire Mountain Games, just two session in for now.


My GM refuses to continue if all but two party members are dead and also stops playing if one of the other players tell him they're bored.

There is no talking to the group about it. It's just the way it is, and as such it sucks and a lot of the time I feel playing a campaign is a total waste of time.

The furthest our group has ever reached is the very beginning of book 2 and that was in Legacy of Fire.

I'm running a campaign of Rise of the Runelords currently and everyone's enjoying it, so I intend on running it to the very end and although I hate being a GM and feel that I can't play properly as all of the surprises are ruined for me throughout the adventure, having a GMPC and growing to love some of the bosses is something that keeps me going.

That and the players really get into it, so it's a nice thing to do. :)


See Ive been hearing a lot about Serpents Skull, which is exactly my experience when it first came out and ran through it.

Book 1 was awesome, things started to rumble in book 2 and by the time you got to the city it was kaput.

I posted that on here when the AP was brand new and got jumped on by brainwashed fan boys about how I was an idiot and paizo can do no wrong, and the problem with the AP was me.

Curious that now years later, people can pee in Serpents Skulls cheerios with no backlash hmmm. We had a blast in the first book like most people said.

To Bandavaar, I too don't like being GM just no one ever wants to do it, so it's me (or when someone else does it I always have to help them, like : "what's next do we roll initiative?")

I usually get personal enjoyment from helping people make their PC's and almost always build a GM PC that is kind of a narrator, usually some kinda skill money, something with perception or what not, so that when the party get's derailed, I can have my guy say "quick look over there!"

Whats that? oh! burning fire that says "tortuga" ooooooooh......


As a GM, I've finished every single AP I've started (five so far, with two more still going strong). On the player side, we quit CotCT after the second TPK.


Krathanos wrote:
As a GM, I've finished every single AP I've started (five so far, with two more still going strong). On the player side, we quit CotCT after the second TPK.

oooh what killed you all (both times?)


Let me see, it's been a while...both TPK's were in chapter two. IIRC, it was the wererats first time and Zombie Manor the second. Not sure about the details. As GM, I have a memory like a steel trap, but as a player I'm horrible with remembering that kind of stuff.

Grand Lodge

Tonight, we finished the Crimson Throne AP that we started in April 2009. In a couple of weeks we're going to run We Be Goblins! then start Jade Regent.

Another group of mine is currently in between books 4 & 5 or Runelords which I think we started in 2008 (that group rotates GMs and campaigns - we're also currently playing Ptolus and Skull & Shackletons while on pause for Runelords).

My 3rd group is most of the way thru Book 5 of Council of Thieves, started in July of 2010. That campaign has a significant chance of ending in a TPK.

I'm the GM for all 3 (but not Ptolus or S&S).


Scribbling Rambler wrote:
My 3rd group is most of the way thru Book 5 of Council of Thieves, started in July of 2010. That campaign has a significant chance of ending in a TPK.

(off-topic) Is that the campaign that had a multi-classed bard/witch/wizard (or something like that)? Or was that a PFS PC?

Liberty's Edge

Every Wednesday
-the roster and campaigns alternate Wednesdays, half the people play in both.

One Group has finished
Council of Thieves
Kingmaker
and is now into Runelords Anniversary

The other is in the middle of Carrion Crown
(Previously this Wednesday was more for one offs and homebrew campaigns)

This group has been meeting weekly since 2008(3.5), switched to Pathfinder upon its release, started Adventure Paths in 2010

Grand Lodge

hogarth wrote:
Scribbling Rambler wrote:
My 3rd group is most of the way thru Book 5 of Council of Thieves, started in July of 2010. That campaign has a significant chance of ending in a TPK.
(off-topic) Is that the campaign that had a multi-classed bard/witch/wizard (or something like that)? Or was that a PFS PC?

Yup, the Wizard/Witch/Alchemist. However, the character sheets for that campaign all disappeared and I allowed re-builds. She became a straight Wizard, who was subsequently petrified and failed her "system shock" save (to use a familiar term for us old fogies).

Both my COT and COTCT campaigns were bi-weekly, with about 3 hour sessions.
The ROTR is obviously erratic scheduling, but has longer sessions... maybe 5 hours.


All on 1/week plays

Council of Thieves- Book one, then players stop caring for the DM (who rewrote some things to death)
Curse of the Crimson Throne-Completed. Lvl 1 to finish, one group, adding a single player at lvl4~
Kingmaker- Book three, then party falls apart due to internal conflict.
Kingmaker take 2- Book 2, then game disbands due to player apathy after several weeks of hiatis due to schedual conflicts
Carrion Crown- Book three, then one play grows apathetic, splits the party, wrecks the AP. DM tries to get the AP back on track, but to no avail
Skull and Shackles- Ongoing. Currently 3 weeks in, in Book 1.

51 to 100 of 105 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Pathfinder / Pathfinder Adventure Path / General Discussion / Adventure Paths, how often do groups finish them? All Messageboards

Want to post a reply? Sign in.