Gnome Killer |
Hello, I'm looking to start a new campaign with some players that are only in town for a few months-- three (3) months to be exact.
We'd like to get started quickly and get into an immersive story / plot. I'm planning to run the game, but, I'd like an adventure campaign that has a good strong beginning and resolution and allows the characters to level from 1-15 or so (maybe even 20) all in 3 months time.
Can any of you recommend a campaign that meets these requirements:
1. A good solid (fluid) story line that lasts 40-60 hours of adventuring.
2. Allows the characters to level from 1-15 (or higher).
3. At the end of 40-60 hours has a good solid resolution to the campaign?
I'd design my own but just don't have time to do this. We're not looking for a dungeon crawler or anything like that, just a nice long lasting story based plots that has a good solid ending.
Suggestions are welcome!!!
pennywit |
Several of the APs would be good for this. They're pretty densely plotted. I'd stay away from Kingmaker for this, as there's a lot of fiddly stuff to do for the GM, and the kingdom-building rules can be a bear unless you have a good accountant in the group. But Rise of the Runelords can scratch your adventuring itch, as can Carrion Crown. I haven't played it, but Skull and Shackles looks like oodles of fun. Careful, though. It's rated Arrrrrrrrrr!!!
Outside the adventure paths, the Price of Immortality trilogy -- Crypt of the Everlame, Masks of the Living God, then City of Golden Death -- is a pretty solid plot point. And the last one, if you place a few clues, could transition nicely to the latter stages of Carrion Crown.
I'd also recommend the Falcon's Hallow series for low-level adventures. (Kobold politics. Fun!)
Emerald Spire, a superdungeon, works as well.
Mythic Evil Lincoln |
Hm. 40-60 hours. If you're like my group and you do a 5 hour session per week, that's about 10 sessions.
Not enough for an adventure Path, in my opinion, but I'm notoriously slow. My group needs something like 60-80 sessions to finish an AP. :(
I think you should look at the recent releases from the Modules line. They recently expanded that line to have a higher page count, covering several levels. The first one was The Dragon's Demand. Anything in the modules line released after that should be helpful to you for a campaign of this scope.
Otherwhere |
Question on the AP's: Do they restrict certain classes or supplemental publications (ACG, etc.)? It just seems that some of the new archetypes and classes could really be OP in AP's that were written before those supplements came out. (New feats and skills and so on that simply didn't exist in PF before.)
pennywit |
Question on the AP's: Do they restrict certain classes or supplemental publications (ACG, etc.)? It just seems that some of the new archetypes and classes could really be OP in AP's that were written before those supplements came out. (New feats and skills and so on that simply didn't exist in PF before.)
They don't. That's up to you as GM. If you want to tell your players that ACG is off limits, that's your prerogative.
blahpers |
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While none of the APs I've seen actually restrict classes, some of the APs lend themselves more to some classes than others. Check each AP's Player's Guide; it details which classes will fit right in and which will have trouble. For example, running a paladin in Skull & Shackles would be pretty challenging--unless you don't mind going way off the rails.
Fortunately, the Player's Guides are free in PDF form!
I don't think any of the guides make recommendations as to allowing or disallowing entire rules supplements, though. That's up to you.