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What is your favorite Adventure Path thus far? Vote now!


Pathfinder Adventure Path General Discussion

151 to 191 of 191 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Liberty's Edge

1 person marked this as a favorite.
DM Alistair wrote:
Huh, how epic would it be to run the AP's in the order that they appear in roloz listing rather than by release date, allowing the adventures to affect the ones played later in varyibg degrees?

For the record, this'd be pretty easy to do. Jade Regent needs to come after Rise of the Rune Lords and Shattered Star after Rise of the Runelords, Curse of the Crimson Throne, and Second Darkness...but the list is already set up so that's true.

The rest are completely independent from each other, and often take places thousands of miles apart.

The big issue, and it's by far the biggest in regards to Wrath of the Righteous, is why all the 17th level former PCs aren't dealing with the new problem in the new AP. It's a bigger issue with WotR because those characters aren't just 17th level and thus some pretty badass people, but 20th level and 10th Mythic Tier...and literally unkillable in addition to being able to kill almost any villain on Golarion pretty casually. And almost certainly Good aligned.

Now, some APs, this is easy enough to explain with distance and them being busy, but, just for example, Second Darkness involves a potentially world-ending menace. Why exactly don't the WotR PCs just step in and spend an afternoon fixing it? And why don't your Second Darkness PCs spend the resources necessary to call them in to do so, since they're gonna be public figures?

For that matter, both Hell's Rebels and Hell's Vengeance assume the continued existence of Cheliax. If any of the WotR PCs worship Iomedae (a very likely occurrence), that seems unlikely to be the case, since one 20th level, Mythic Tier 10 PC can pretty casually destroy Abrogail Thrune and all her advisers, and take over the country themselves.

Now, all this is definitely solvable (having the WotR PCs ascend to godhood or otherwise leave the Prime Material Plane leaps to mind as a solution to a lot of them), but it's definitely the big issue to be dealt with.

Sovereign Court

1 person marked this as a favorite.
Pathfinder Adventure Path, Companion Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Comics Subscriber

Wrath of the Righteous and Hell's Vengeance:
I may have the paladin/burgeoning goddess from my WotR campaign be behind the Glorious Reclamation, especially if some of my plans for WotR come to fruition.

How this would manifest at the end of HV is yet to be determined... but I have some ideas. Mythic HV isn't out of the question...


1 person marked this as a favorite.

Right now it is Carrion Crown and CotCT. I can't choose.


Hmmm... It'd be interesting if a group of GMs were to get together and each take turns running APs. I'd be so down for it

Spoiler:
so long as I got to play in Jade Regent
.

As for Wrath of the Righteous, the player character will, in many cases, be busy trying to tie things up in the north, though a crusading member might do as Kalindlara says.

Liberty's Edge

DM Alistair wrote:
As for Wrath of the Righteous, the player character will, in many cases, be busy trying to tie things up in the north, though a crusading member might do as Kalindlara says.

After the campaign ends? Only if they choose to. They can also fix any situation in the world they care to. Often by taking a day out of their schedule rather than any long amount of time. For a party of CR 25 characters (which the PCs are) assassinating Evil Overlords is an afternoon's work, not an epic quest. Reforming a whole government is a bit harder, I'll grant you, but even then, you can leave one of them to do that in each Evil nation you overthrow and likely be fine.

WotR:
WotR ends with the closing of the Worldwound. Staying around there to help with the cleanup is one option, certainly, but so is leaving that to the Queen (who, as a 15th level Paladin with a whole governmental organization, can probably manage) or other NPCs (many of whom will be really absurdly high level if they've tagged along with the PCs), while the utterly unstoppable PCs go and do whatever they damn well please.


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

After a brutal and long war with an otherworldly mob I'm quite sure Galfrey is all tapped out, with not much of a government structure left.

Mythic heroes or not.

Liberty's Edge

captain yesterday wrote:

After a brutal and long war with an otherworldly mob I'm quite sure Galfrey is all tapped out, with not much of a government structure left.

Mythic heroes or not.

Maybe. I got the impression she had a bit more infrastructure left than that, though. Especially now that there were no major foes left to fight.

Either way, my point about them being able to work on whatever they want (including fixing up the area) six days a week and overthrow tyrants on Sundays still applies. And you certainly don't need more than a couple people of that power level to fix up a country. If there's even one Wizard, Druid, or Cleric in the group, they can do almost all the rebuilding an area needs by themselves, leaving the rest of the party free to go rule Cheliax and root out infernalism after overthrowing the House of Thrune (or whatever).

Really, people of that level and Mythic Tier are just too powerful to not break the setting as presented in profound ways. The only Evil country they couldn't conquer casually would be Geb (do not mess with Geb...he's probably the most dangerous thing on Golarion that is actually awake and free, speaking canonically).

Again, I don't think this is actually a huge problem. There are lots of ways to necessitate them leaving Golarion, or even being de-powered somehow. But one of those things does need to happen for them to not just wreck a lot of AP plots by existing and pursuing logical courses of action.

Having them ascend to actual Godhood, where they're under severe injunctions to not interfere personally, is one of the most obvious solutions. This also lets future PCs an AP or three down the road worship them, which is pretty neat.


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

I meant by the end of the last crusade. It was my understanding that Mendev went all in, with heavy casualties.

I could be totally wrong though, it's been awhile since I had those books out. :-)

Edit: but yes, I totally agree with you. :-)


My favourite adventure path was definitely Curse of the Crimson Throne! It had a wonderful story and so many super memorable, epic-feeling moments just begging to be experienced. It's also one of the few I've read that you could literally just pick up and play as is. Although all campaigns benefit from the GM and players working together and expanding the story as they go, this one would still be awesome played word-for-word, or as a first campaign for new GMs to run. Just perfect.

Rise of the Runelords and Second Darkness are also close to the top.

I'm most excited for Hell's Vengeance. I loved the first volume I read and can't wait to get my hands on more.

My favourite single volumes from Adventure Paths are the Sixfold Trial from Council of Thieves and Rasputin must Die from Reign of Winter.

Although I understand lots of people enjoy the open-world, sandbox style of Kingmaker and Serpent's Skull, it's really not my preferred style of game and these two campaigns rate lowest on my list. Still enjoyable, of course, and well written. They both strongly benefit from players who really enjoy micromanaging (for kingdom building, etc.) which I (thankfully) have among my friends and family. I don't doubt that together my players and I will experience an epic, enjoyable year of play, but campaign-wise: so NOT my cup of tea.

Silver Crusade

Pathfinder Adventure Path Subscriber

Curse of the Crimson Throne

200 miles of distance

Everything else


Well I'd still be down for the multiple GM game, and I'm sure that with that much talent even WotR would be easy to play down in the long term. Remember, it's a bunch of effectively demi-deities, they may well have their hands full dealing with lingering threats and other issues (lingering abyssal horrors, extraplanar threats, shoring up a newly freed land, etc).

Liberty's Edge

DM Alistair wrote:
Well I'd still be down for the multiple GM game, and I'm sure that with that much talent even WotR would be easy to play down in the long term. Remember, it's a bunch of effectively demi-deities, they may well have their hands full dealing with lingering threats and other issues (lingering abyssal horrors, extraplanar threats, shoring up a newly freed land, etc).

Oh, it's easily doable. Someone just has to actually do it (ie: come up with a coherent rationale).

And I sadly can't participate in any online games. My time is more or less spoken for.


If I don't get into any of the two games I recently applied for, I may well start a "GM Epic Campaigns Recruit" thread and see how that pans out.

In any event, I should go back and review this thread, see what folks thought about the various APs.


DM Alistair wrote:
Huh, how epic would it be to run the AP's in the order that they appear in roloz listing rather than by release date, allowing the adventures to affect the ones played later in varyibg degrees?

This would be hilarious if the PCs "lose" one of those games, and the BBEG has taken over and (done whatever they plan to do, none of which are pleasant for the world).


1 person marked this as a favorite.
roloz wrote:
DM Alistair wrote:
Huh, how epic would it be to run the AP's in the order that they appear in roloz listing rather than by release date, allowing the adventures to affect the ones played later in varyibg degrees?
This would be hilarious if the PCs "lose" one of those games, and the BBEG has taken over and (done whatever they plan to do, none of which are pleasant for the world).

Well, a number of the AP's have contingencies in them for that as well, basically a "second and last shot" chance to winning. Barring that, it would lead to some epic world changes.


1 person marked this as a favorite.

Well, I started running Crimson Throne last June, so in a month an a half we'll have been at it for a year. I expect to have finished book 4 by then. Although I expect books 5 and 6 to be slightly faster, that's still well over a year and approaching a year and a half for a single, six-book AP.
(We try to play every week, but everyone has a life outside of gaming and in reality we end up playing, on average, about once every 1.5 to 2 weeks).

At that pace, it would take nearly three decades to get through all of the modules above. And Paizo keeps publishing more!

So who's up for a wild and exciting PRG at our retirement home in like 2050? Presumably starting at noon and running until 4:30, when we go out for the early bird special at the local Chinese buffet? :-D

Silver Crusade

2 people marked this as a favorite.
roloz wrote:
So who's up for a wild and exciting PRG at our retirement home in like 2050? Presumably starting at noon and running until 4:30, when we go out for the early bird special at the local Chinese buffet? :-D

This is pretty much what I hope my retirement looks like.

Scarab Sages

I'd never read CotCT until I saw there was a hardcover coming out but OH MY it's excellent. I can't say if it will be my favourite to run but it's been my favourite to read


time for an update

1. Kingmaker, still, just
2. Iron fang
3. Mummys mask
4. Reign of winter
5. Jade regent


Iron Gods has been a ton of fun.


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

1. Kingmaker(with mod)
2. Wrath of the Righteous(with a lot of mod)
3. Serpent's Skull


Sunderstone wrote:

1) Rise of the Runelords Anniversary Edition (as written, maybe with some more expansion of Xin Shalast).

2) Kingmaker (with the kingdom building in the background).
3) Skull and Shackles (with Souls for Smuggler's Shiv from SS as a prelude).
4) Carrion Crown (with a bit less emphasis on the Underworld movie aspect in the Ashes at Dawn volume).

A year and a half later, I'd only change my former list by moving Carrion Crown into the number 2 slot. My favorites otherwise remain the same.


Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Kalindlara wrote:
captain yesterday wrote:

I'd heard the Advanced Class Guide Adventure Path wasn't their best work with many glaring omissions.

I don't have it tho so I could be wrong.

Plot's a bit on the weak side. Some of the individual adventures make up for it, though.

So, it turns out, after getting the Advanced Class Guide (not the adventure path though) I'm a big fan of the book.

Plot twist!


1. Second Darkness
2. Council of thieves
3. Giantslayer

On a serious note, I don't understand the hate for legacy of Fire. I am rereading it and while they are some weak parts and the railroad takes some work to fix in 5 and 6, it has the potential to be a great story.

Grand Lodge

"Curse of the Crimson Throne" (Minus 'A History of Ashes')

Liberty's Edge

Still sitting at Kingmaker being the best and thats by a long shot. I love the others I've played, but Kingmaker is the shizzle my nizzles.

Liberty's Edge RPG Superstar 2008 Top 32

As a GM
#1 Serpent's Skull
#2 Rise of the Runelords (ran it when it was 3.5, would love to play it with the revised book)
#3 Strange Aeons

As a Player
#1 Iron Gods
#2 Curse of the Crimson Throne
#3 Council of Thieves

Liberty's Edge RPG Superstar 2008 Top 32

Has any one done the stats of favorites/unfavorites or played/dmed?


Curse of the Crimson Throne
Savage Tide
Carrion Crown
Rise of the Rune Lords
Serpent Skull
Jade Regent
Shackled City


Previous Kingmaker
Am really enjoying ironfang, only done mod 1 and 2. Very interesting to see how it develops regards stealing #1 spot
Mummys mask was running a good second, but the dungeons in part 4 really putting me off.


Kingmaker, full stop.


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

Skull And Shackles
Iron Gods
Reign Of Winter
Ironfang Invasion
Strange Aeons.


1) Strange Aeons: My group just finished the 4th book. Even though it's by far the weakest book so far, I love the AP as a whole. I wanted horror, suffering and despair, which is exactly what it contains.

2) Reign of Winter: I DM'd this until the very end of book 3, where the party TPK'd. Outside of that specific encounter, it's really great.
... now I just need to find a way to introduce a 10th level party to it when my group wants to return back to it.

...

3) Rise of the Runelords: I have to put this at third, because these are the only three APs I've played. RotRL is by far the weakest one, in my opinion. The books aren't nearly as closely connected to each other as the other two APs I've played/DM'd in. I really don't see why people praise it so highly.


Kingmaker

Hell's Rebels

Ironfang Invasion


W E Ray wrote:
"Curse of the Crimson Throne" (Minus 'A History of Ashes')

Presumably because of the chugchugchugchug CHOO CHOO railroad aspect? Me, I liked AHoA because of the crazy Scarlands setting and the Shoanti, who were such over-the-top Noble Barbarian Savages. And you can pretty easily fiddle with the railroad aspects.*

*Any module that you have to "fix" immediately loses a letter grade, sure. But some are more fixable than others. Making AHoA work is a lot easier than let's say making the midsection of Second Darkness work.

Doug M.


Raynulf wrote:

I'm not familiar with all the APs by any stretch but...

Favorite: Curse of the Crimson Throne.

The combination of Logue, Schneider and Pett for the first three books managed a consistency of style, tone and narrative that I've not scene in any other AP to date. But then, as I said I haven't seen them all :)

18 months and several other AP's later....

1) Curse of the Crimson Throne. Even though I rewrote most of the plot of History of Ashes, the published adventure at least gave me the material to do so in the form of rich setting and interesting characters.

2) Council of Thieves. I have to admit, in its published state it probably should be bumped down a peg or two on this list, but Westcrown was simply gorgeous, and with some (okay, 200+ pages of GM notes) effort, it was dearly loved by myself and my players.

3) Rise of the Runelords. Runelords is an all-round solid adventure, with good adversaries and extremely memorable moments, with some excellent writing blended with a nifty theme of sin throughout.

The others I'm familiar with are Hell's Rebels , Carrion Crown and to a lesser degree Second Darkness and Skull & Shackles.


Hells Rebels and Skull and Shackles are my favourites

Lantern Lodge

Pathfinder Adventure Path Subscriber

So far it is Ruins of Azlant for me.


Favourites so far:
1)Ruins of Azlant - but we're only on book 1 PbP. I love the idea/setting and the party!
2) Hell's Rebels (books 1-2) Loved the setting up of the rebellion.
3) Mummy's Mask (I have been GMing this (on book 3 atm) for 1 person and it is good fun.
4) GMing curse of the crimson throne.

Middling games:
-Rise of the runelords. I played this as a 1 player person and think I would have preferred it with a party.
-Giantslayer - average AP.

Least favourite:
Reign of Winter - Playing this at my local gaming store at the moment and I am really not enjoying the book 1. It is one massive rail road - you dont get much chance for roleplay as everything feels so urgent right from the get go.

I want to play the following as I think I will like them (but noone to play with!)
-King Maker !!
-Strange Aeons


1. Curse of the Crimson Throne
2. Carrion Crown
3. King Maker


1) Age of Worms
2) Savage Tide
3) Reign of Winter

4) Curse of the Crimson Throne
5) Kingmaker
6) Skulls & Shackles
7) Shattered Star
8) Strange Aeons

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