Adventure Path Advice


Advice


I would like some relatively spoiler-free advice on some of the adventure paths available. Now, when I say advice, I mean mechanic/player advice. I don't want to hear about the stories if possible, but for example: what are some of the most common types of enemies? What class would really shine, if any? What class might be cumbersome, if any? Is it exploration heavy, roleplaying heavy, combat heavy, or none of the above? Any other information that might help us from the get go.

I realize the free player guides answer some of these questions, but I'd like to hear from people who've read or played the modules, again spoiler free if possible, and get some more detailed feedback.

These are the adventure paths in question:

Kingmaker, Reign of Winter, Rise of the Runelords, Second Darkness, Skull and Shackles, Serpent's Skull, Curse of the Crimson Throne, Shattered Star.

If anybody can help, I'd appreciate it!


I have played Kingmaker nearly to the end (we dropped the game a while before the final boss), i DMed rise of the runelords (and finished) and i am currently DMing shattered star (my party is now at 3rd book)

Rise of the runelords:
Although it can be played without a wizard it's really a missed opportunity if there isn't a wizard in the party.
About the most common enemies, giants, giants, arcane spellcasters, giants and more than one dragon.
If you play the anniversary edition there is no cumbersome class, but if you play the original converted to PF then you really need a mediocre to high level of optimization so no rogues and monks unless they are played by players with very high system mastery and can really work with the class.

Kingmaker:
It's a sandbox AP (for me that's a bad thing but might not be a bad thing for you).
Suffers from severe 15 minute adventuring day.
Can be very grindy.
I suggest banning item creation feats and not allowing the players to draw money from their kingdom (because it can easily be turned in a machince that makes them money).
The kingdom building part can become quite boring.
Common enemies are humans and fey.
Class that really shines, any nature flavored class (especially for the first 2 books) and cavalier becuase even the dungeons tend to be large enough for the horse.
The wizard might suffer during the first two books because you are quite away from civilization and you can't easily find spells to add to his spellbook, at book 3 and after this is no longer a problem.

Shattered Star:
It's quite story-lite but not something you can't work with if you want to add more story.
It's a series of dungeons.
Common enemies are constructs and abberations.
I can't think of a particular class that shines but i haven't finished it yet, the same goes for a cumbersome class. Keep in mind that just because it's a series of dungeons you do need a rogue, you can be just fine without him.

Curse of the Crimson Throne:
I have heard from numerous sources that it has one best stories in all of the APs.


Curse of the Crimson Throne - Child slavery, regicide, ghostly fortune tellers, sharks, rooftop chases, riots, masked vigilantes, and a half orc named giggles. And that's just the first book!


Thanks! In reference to Kingmaker, I thought the concept sounded incredibly fitting considering my group, it would be a concept they would really enjoy. I had a question about the role things. One player is supposed to be the "Ruler" and each player fills the other roles accordingly based on their scores, right? Is it significant that the ruler have a high Cha or is it passable either way?


@SwnyNerdgasm

So it's largely urban and sounds similar to Council of Thieves, correct?


I don't remember the kingdom building rules quite well (it's been a lot of time since i played it) but iirc you don't need a godly charisma, a mediocre CHA should be enough.


@Leo1925

I also find it interesting that you say if you play the original Rise of the Runelords to not have a rogue unless they're incredible. No need for a trapfinder?


Are you new to the PF system?
If yes then i have to tell you that the rogue class sucks, there are ways to get them to carry their own wight and even cotribute a little but it takes a lot of effort and a lot of system mastery.

Keep in mind that in Pathfinder anyone can find any kind of trap, in addition anyone can disable non-magical traps, you need trapfinding in order to disable magical traps and there are other ways to get trapfinding than to play a rogue.

And no the RotRL doens't have many traps, in fact i don't know of any AP that has a large number of traps.
The reason i said no to rogues and monks is because they are classes that take quite an effort to not be dead weight and the original RotRL is quite difficult, if you run the anniversary you shouldn't have to worry, it's easier.


leo1925 wrote:

Curse of the Crimson Throne:

I have heard from numerous sources that it has...

A History of Ashes is terrible and can be skipped. Skeletons of Scarwall could make a cool stand-alone module, but as part of the AP it's an unnecessary distraction from what the campaign is actually about. If you ever DM CotCT:

Spoiler:
Just get rid of Illeosa's b&~~+$** Plot Armor and lower her in level so the PCs can go straight from Escape from Old Korvosa to Crown of Fangs. You won't regret it.

Also, the thing with Gaedren Lamm in Edge of Anarchy is an unnecessary failure point: The whole campaign breaks if the PCs don't join the Korvosa Guard, and the only reason for the intro is to give a flimsy reason for Illeosa to offer them the job. Have the PCs already start out as members of the guard (and let them come up with their own reasons for why they joined as part of their backstory) and you won't miss out on anything except for a place where the players can break the plot without meaning to.

Aside from those problems though I like it a lot.

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