Rule of Threes

Thursday, August 9, 2018

The initial volume of the Against the Aeon Throne Adventure Path releases this month, marking several changes to the Starfinder Adventure Path format, some permanent, some more experimental. Firstly, as many of you know by now, Starfinder Adventure Path is becoming a monthly product! We'll be delivering new adventures, new articles, and new creatures to you every 30 days or so until someone makes us stop. Heck, it's worked pretty well for Pathfinder all these years, so I think we'll probably be fine. We have a lot of exciting campaigns and stories that we want to share with you, so we hope you'll join us for this journey among the stars.

Illustration by David Melvin

Secondly is our exploration of a shorter campaign length. Both Against the Aeon Throne and the following Adventure Path, Signal of Screams, are presented in just three volumes, giving groups a chance for a somewhat extended experience in the Starfinder universe without having to commit to a full six-volume campaign, which can usually take at least a year to play. When we decided to double our production of adventures, we also thought the change would be a good opportunity to experiment a bit with the format. And the plots and themes we wanted to work with at the time seemed to lend themselves to shorter arcs. Thus, the three-volume campaign was born!

These shorter campaigns let us explore a slightly more focused narrative, much in the same way a Pathfinder Module tells a complete, self-contained story. We can really hit the most important plot points with big, splashy encounters and not have to worry about sustaining that level of energy over six adventures. While the six-volume campaign is great for telling epic, sweeping tales, these shorter adventures allow us delve into moments that might affect the characters on a more personal level. However, that doesn't mean the fate of the galaxy won't be at stake!

That isn't all we're trying out over the next several months. While the beginning of Against the Aeon Throne is for new 1st-level characters, the first adventure of Signal of Screams is for 7th-level characters. This will mark the first time an Adventure Path won't begin at 1st level! That being said, if your group isn't comfortable with starting at 7th level, then we made sure that the two Adventure Paths dovetail nicely into one another. Once you've finished with Against the Aeon Throne, you can transition right into Signal of Screams. Sure, there will be a slight change of tone in the adventures, but if your group doesn't mind the shift, then you should go for it!

Illustration by Mark Molnar

As these adventures get released, we are very interested in hearing your feedback about the changes. How do you like the three-volume format? Are six-volume Adventure Paths too long for your group? Would you like to see more content that starts at higher levels? Or do you prefer the dangerous thrill of those first few levels? Let us know!

And don't worry, the Starfinder Adventure Path line returns to the usual six-volume campaign in February of 2019 with Dawn of Flame!

Jason Keeley
Developer

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Tags: Against the Aeon Throne David Melvin Mark Molnar Starfinder Starfinder Adventure Path

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

Can't wait for this as im excited to learn more about the Azlanti Empire. I would also like to voice my support for higher lvl APs as well so that these can be chained together. My group resist re-rolling and it would be much nicer to be able to weave several mini campaigns together on their journey from 1-20.


Starfinder Superscriber

So hyped! I love that there will be different options for different groups, campaign lengths and whatnot. I especially like the "mini-series" feel that I think these two APs will provide.


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I'm hoping the 3-volume AP experiment turns out well and will be revisited, because it will (hopefully) lead to greater diversity in adventures. After all, if you have four 6-volume APs after two years, that's just four APs. But if you instead have four low-level 3-volume APs and another four high-level ones, that's 16 different campaigns you could do.

Edit: Or, let's say Paizo decides to mix it up and do one big and two small APs per year. After two years, that would be four different two-AP combos and two full-length APs, for a total of 6 varieties.


I like the idea that you guys are mixing in two 3-part campaigns with one 6 part campaign in a year. That gives us a bigger pool of adventures to pull from, allowing us to mix and match to make a story we want! I just hope that the adventures don't stop at a hard cap of 13-14 like Dead Suns did, or if they do, you guys have a 14-18 AP to tack onto it.


Pathfinder Battles Case Subscriber; Pathfinder Pathfinder Accessories, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Any chance there will be standalone modules for Starfinder?


Pathfinder Adventure Path, Lost Omens, Pathfinder Accessories, Rulebook, Starfinder Accessories, Starfinder Roleplaying Game, Starfinder Society Subscriber

Anxiously awaiting these arrival of 3-part Adventure Paths! Not only do I like the shorter length conceptually, but I like the idea of APs starting at different levels.

I like almost all of the PF1 APs. Some of the APs lend themselves well to 6-part stories beginning at level 1. Others don't or experience significant shifts solely to accommodate the 6-installment format.

I'm really pumped for these next 2 APs and hope they are a successful trend!


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Pathfinder Adventure Path, Lost Omens, Pathfinder Accessories, Rulebook, Starfinder Accessories, Starfinder Roleplaying Game, Starfinder Society Subscriber

Are six-volume Adventure Paths too long for your group?
Frequently. It's been the biggest barrier to getting my groups to sign on to playing them.

Would you like to see more content that starts at higher levels?
Yes. Back in the days of Star Frontiers and AD&D, have story arcs that covered different ranges of levels was useful.

Or do you prefer the dangerous thrill of those first few levels?
Yes, part 2. Having many of these to choose from is never a bad thing so long as other levels, especially levels 3-12 get lots of love also.

I also wish to comment on this:
Sure, there will be a slight change of tone in the adventures, but if your group doesn't mind the shift, then you should go for it!

I think this is sorely needed, honestly, especially for a game setting as broad and deep as Starfinder's setting. Six AP installments of same/similar theme & tone is...challenging. If everyone in a group is onboard, it can work, but see my answer to the original question above. Most of my players' resistance to the 6-part APs stems from a feeling like they are "committing" to something that they worry they may tire of or want to try different characters and stories. Even though I've assured them they aren't being held to a multi-installment commitment, there's still resistance.

To put it in a different context, look at how the MCU movies can still hit different themes and genres yet remain a consistent whole that provides a superhero experience. THAT is the style of experience I want from Starfinder science fantasy (and Pathfinder fantasy) APs.


I like the concept, a great deal. Our Dead Suns group, freshly finished, all agree we would play a 12-16 three-part AP in a heartbeat, we love our characters and are sorry to see them go.

I'd imagine there will be Signal of Screams and Dawn of Flame groups that feel likewise. It's a perfect moneymaking opportunity, guys.

Paizo Employee Developer

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I am excited to already hear this interest in the new format. Hopefully, these next two APs can live up to your expectations!

Paizo Employee Developer

Fumarole wrote:
Any chance there will be standalone modules for Starfinder?

We currently don't have any plans for standalone modules at the moment, but I encourage you to look toward the Starfinder Society scenarios for shorter content. Some of them you can run in sequence to tell a single story!


Pathfinder Starfinder Adventure Path Subscriber

I am also very excited for both shorter and higher-level-starting APs! Signal of Scream sounds amazing and I would very much to GM that. Against the Aeon throne sounds nice to give to a friend who wanted to try GMing (especially if that means I get to play...).

Dark Archive

Jason, i have a few questions:

1. Will there be special dice for "Against the Aeon Throne" from Q Workshop?

2. Will the Pawns for "AtAT" come out earlier = after the AP is finished or will there be a combo package with "Signal of Screams"?
A lot of people - me included - want the pawns asap.
The individual release of pawns after 3 AP volumes could be a test for that kind of schedule.

3. Will there be flip-mats especially for this AP (like the Sunrise Maiden for Dead Suns) or a flip-tile set for Starfinder?

4. How about a Starfinder poster map folio with "Absalom Station", the Solar System & poster with all the Eoxian ship types?

Thank you for your time.

PS: I love the shorter AP idea and hope there will be many more for all level ranges and eventually for Pathfinder 2.0 too.

Scarab Sages

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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I've found it difficult to get players to commit to a full six book AP, given the amount of time it takes to get through one. I've had much better success with getting interest and play through a number of super modules that have been released for Pathfinder (Ire of the Storm, Dragon's Demand, etc).

A three-book series feels a lot more manageable for players to commit to. Having another series set to be able to continue right into allows for player and/or character shuffle as needed without anyone losing out on story bits.

My only Starfinder play thus far has been through organized play events, so I'm looking forward to potentially being able to put together a home game with Aeon Throne.

Paizo Employee Developer

Marco Massoudi wrote:

Jason, i have a few questions:

1. Will there be special dice for "Against the Aeon Throne" from Q Workshop?

2. Will the Pawns for "AtAT" come out earlier = after the AP is finished or will there be a combo package with "Signal of Screams"?
A lot of people - me included - want the pawns asap.
The individual release of pawns after 3 AP volumes could be a test for that kind of schedule.

3. Will there be flip-mats especially for this AP (like the Sunrise Maiden for Dead Suns) or a flip-tile set for Starfinder?

4. How about a Starfinder poster map folio with "Absalom Station", the Solar System & poster with all the Eoxian ship types?

Thank you for your time.

PS: I love the shorter AP idea and hope there will be many more for all level ranges and eventually for Pathfinder 2.0 too.

I am reluctant to talk about products that haven't been announced yet, but I was aware there would be Pawn Collection weirdness early on and worked with our art and production team to create what will hopefully be a satisfactory solution. Unfortunately, as with all of our AP Pawn Collections, we can't create them until we have ALL the art in for an entire AP and even then we sometimes have to order new art. We know y'all want the pawns to run the adventures, so we try to get them to you as soon as we can, but I understand the frustration of having to wait!

As for maps, I don't have much of a hand in that area of the Starfinder line, but I don't believe there are currently any plans for maps that directly correlate to the APs.

Dark Archive

Thank you for your answers. :-)

Normally a pawn collection comes out 3 months after the final volume, which is in most cases too late for book 1 & 2 of a campaign at least.

Now i get that we can't get a pawn set for every single book.
But i have asked myself a few times if it wouldn't be possible to split the pawns set into 2 parts (for $15 or so) each?
And i think that the two shorter Starfinder APs are an excellent test for that kind of possible product change.

I know you can't comment on that, just food for thought. ;-)

Sovereign Court

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BPorter wrote:

Are six-volume Adventure Paths too long for your group?

Frequently. It's been the biggest barrier to getting my groups to sign on to playing them.

Would you like to see more content that starts at higher levels?
Yes. Back in the days of Star Frontiers and AD&D, have story arcs that covered different ranges of levels was useful.

Or do you prefer the dangerous thrill of those first few levels?
Yes, part 2. Having many of these to choose from is never a bad thing so long as other levels, especially levels 3-12 get lots of love also.

I also wish to comment on this:
Sure, there will be a slight change of tone in the adventures, but if your group doesn't mind the shift, then you should go for it!

I think this is sorely needed, honestly, especially for a game setting as broad and deep as Starfinder's setting. Six AP installments of same/similar theme & tone is...challenging. If everyone in a group is onboard, it can work, but see my answer to the original question above. Most of my players' resistance to the 6-part APs stems from a feeling like they are "committing" to something that they worry they may tire of or want to try different characters and stories. Even though I've assured them they aren't being held to a multi-installment commitment, there's still resistance.

To put it in a different context, look at how the MCU movies can still hit different themes and genres yet remain a consistent whole that provides a superhero experience. THAT is the style of experience I want from Starfinder science fantasy (and Pathfinder fantasy) APs.

Everything this person said, I agree with.


I am more eager to pick up and run an AP if it's only 3 volumes, as opposed to 6. I tend to run my own adventures anyway, in the long sweeping style you described, so having the option of "not so sweeping" APs is good ppl like me who want a break over holidays, say.


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Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories, Starfinder Accessories, Starfinder Adventure Path, Starfinder Maps, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

I'm a fan of experimentation over stagnancy, so the three-part series is a great innovation, in my view. I appreciate putting the effort in to making the two "consecutive", even if the second is not an actual sequel. Hopefully this will help those who are a fan of playing PCs for longer.

If this is a convenient place for requests - I'd love to see a Starfinder kingmaker AP one day. I figure (colonise a new planet - get established - discover weird weather systems, ancient technology and alien lifeforms on the planet - fend off a hostile invasion) could all be woven into a brilliant longrunning AP.

In a similar vein, I'd like to have at least one "sandboxy" Starfinder AP to play around with. I'm prepping Dead Suns at the moment and to me the railroady nature of it is fine (especially for an introductory AP), but doesn't really fit the whole "starship-levels-with-the-PCs" model since they're levelling whilst away from civilisation quite a bit, with a fair bit of time pressure. I'm 99% confident my PCs are going to think they're "not supposed to" upgrade their ships as they dash around in pursuit of baddies. (That's just one example, for illustrative purposes - it's not really a complaint, just something I'd like to see mixed up a bit during the APs).

Paizo Employee Developer

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Steve Geddes wrote:

I'm a fan of experimentation over stagnancy, so the three-part series is a great innovation, in my view. I appreciate putting the effort in to making the two "consecutive", even if the second is not an actual sequel. Hopefully this will help those who are a fan of playing PCs for longer.

If this is a convenient place for requests - I'd love to see a Starfinder kingmaker AP one day. I figure (colonise a new planet - get established - discover weird weather systems, ancient technology and alien lifeforms on the planet - fend off a hostile invasion) could all be woven into a brilliant longrunning AP.

In a similar vein, I'd like to have at least one "sandboxy" Starfinder AP to play around with. I'm prepping Dead Suns at the moment and to me the railroady nature of it is fine (especially for an introductory AP), but doesn't really fit the whole "starship-levels-with-the-PCs" model since they're levelling whilst away from civilisation quite a bit, with a fair bit of time pressure. I'm 99% confident my PCs are going to think they're "not supposed to" upgrade their ships as they dash around in pursuit of baddies. (That's just one example, for illustrative purposes - it's not really a complaint, just something I'd like to see mixed up a bit during the APs).

Rob McCreary, our Creative Lead, worked on Kingmaker, so you can be sure that idea for Starfinder is on our list!

Since taking on the development of the adventures, I have come to think more about starship upgrades--when and why they happen--and the next two APs (at least) are sure to spell out the where the PCs can get their upgrades.

Dataphiles

I'm all for the 3 book pathway. I can't wait for these.


Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories, Starfinder Accessories, Starfinder Adventure Path, Starfinder Maps, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Jason Keeley wrote:
Since taking on the development of the adventures, I have come to think more about starship upgrades--when and why they happen--and the next two APs (at least) are sure to spell out the where the PCs can get their upgrades.

Brilliant.

I should be clear I haven't actually run it yet, so I may be jumping at shadows. My players do tend to become consumed by "you're under time pressure" hints though.

Dark Archive

I am also in favor of 3-part APs over 6-part APs, as i NEVER finished playing beyond level 15 or gamemastering beyond book 5 (level 15, too).
Book 6 in Pathfinder is nice to read, but to me useless as an adventure.

I am playing Dead Suns right now and we are in part 3 of book 2, so maybe i'll actually finish an AP for once.
If i do, it will be more due to the fact, that the Starfinder AP volumes are shorter than the Pathfinder books and that DS ends at level 13 (you only get to play as level 12 character, though).

I both wish for a Starfinder short AP which starts at level 13 (to continue with the DS characters), as for Pathfinder 3-part APs of different levels.


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Starfinder Superscriber
Steve Geddes wrote:
I should be clear I haven't actually run it yet, so I may be jumping at shadows. My players do tend to become consumed by "you're under time pressure" hints though.

I'm running Dead Suns and I have the same concerns. I'm handling it as follows, noting that the rules for starship upgrades say that it 'usually' takes 1d4 days. So I'm treating it like the ship gets 'downtime' for upgrades separate from the players, whenever the players aren't using it and that it doesn't have to take very long.

Dead Suns:
For Dead Suns 2, I'm going to have the ship in 'dry dock' getting upgraded/customized either before they leave for Castrovel (it may take a few days for the translations to go through), or while they're in Ukulam. Either way, the process is initiated by the Starfinder Society (if the players don't themselves) as a thank you present for joining and solving the murder.
For Dead Suns 3, while they're on Eox, doing their investigations, they get to upgrade their ship. The process would be initiated either by the Society or by Nor (depending on their relationship with Nor) again as a thank you.
For Dead Suns 4, I may have them get stopped in the Drift after the fight with the ASE ship by a passing Triunite docker that offers to upgrade as payment for clearing the area of the Azlanti.
For DS5, I may have the AI upgrade their ship after they deal with the Devourer cult on the first moon or when they return for the second (while it does all the calculations to open the stellar degenerator). But, then again, I don't think they'll need their ship in DS6 because of the stolen Corpse Fleet ship, so that may not be necessary.


Steve Geddes wrote:
Jason Keeley wrote:
Since taking on the development of the adventures, I have come to think more about starship upgrades--when and why they happen--and the next two APs (at least) are sure to spell out the where the PCs can get their upgrades.

Brilliant.

I should be clear I haven't actually run it yet, so I may be jumping at shadows. My players do tend to become consumed by "you're under time pressure" hints though.

Oh you are not jumping at shadows at all. I am running Dead Suns right now and we are on book 5. My group forgot to even think about upgrading the ship with the groups avg lvl till book 4. The AP is so time focused with the grp constantly chasing whomever that it can be lost and the DM needs to remember to force in some stops to Absalom Station.

Shadow Lodge

Wish this had been something done with PF1 too. All excitement was lost for me when I saw it was Startfinder content.

Still, good job, Paizo!


While I am entirely happy to see this experimentation and have confident high expectations of the 3-volume APs, the chances of me not wanting to chain such things into a longer campaign is negligible, so I hope we won't get too many 3-volume APs that don't come with a next one that can pick up where they left off.

Is there any chance we might get a 9-volume AP that took players up through the highest level?


Pathfinder Adventure, Card Game, Lost Omens, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I really like this concept, and I hope it does well and makes Paizo want to continue the experiment. :D

My group is about halfway through the sixth book of Rise of the Runelords, and we'll be coming up on the three year anniversary of starting that game. So it's not that we won't play long campaigns, but it does take a long time and pretty much locks us out of anything else during that period. To be honest, the things we did at the very beginning are a distant memory now. It's hard to feel the continuity of a sweeping epic storyline when it's so drawn out.

With all the new and exciting stuff that keeps coming out for Starfinder, I like the idea of taking on a somewhat smaller story that will let us emerge a bit sooner and be ready to try something new.

Of course, I'm also super excited about Dawn of Flame, so I might have to lobby for the old tried-and-true six-parter next anyway...

Jason Keely wrote:
We'll be delivering new adventures, new articles, and new creatures to you every 30 days or so until someone makes us stop.

What a lovely sentiment. :)


Starfinder Superscriber

Our Dead Suns group is really focused and we've been doing a chapter per month (3-4 sessions per book, weekly sessions), so the increased release frequency is really nice.

I love the variety in formats. Next experiment I'd like to see would be the 3 chapter AP that starts at 13. I'd like to keep seeing 6 chapters going from 1-12 too, so I'm excited that the next year's cycle will be back to 1 epic story. Maybe in the future we'll see a 9 chapter AP spanning levels 1-18 or a 6 chapter AP spanning 7-18. There's not enough high level content in Starfinder right now, so that would be nice!


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Pathfinder Adventure Path, Starfinder Roleplaying Game Subscriber

As these adventures get released, we are very interested in hearing your feedback about the changes.

How do you like the three-volume format?

i think it's a good experiment. some of the more recent pathfinder APs have really been told in 2-part bits which make up a larger arc. Iron Gods is the most blatant example of this, but volumes 5-6 of Hell's Rebels is kinda divorced, thematically, from the first 4. I can't think of an AP off the top of my head which is 3+3... Curse, maybe? but 3 volumes is not only plenty of time to start a story, it's also short enough that you can actually finish it.

Are six-volume Adventure Paths too long for your group?

It's a challenge for people. People move, have kids, stuff happens. Most groups seem to take about a year, maybe two, to do an AP. That's a lot of time. If you could cut that time in half, more groups would be able to complete these adventures.

Would you like to see more content that starts at higher levels?

My own group ran into some challenges, and ultimately one of our members moved away, while we were running Dead Suns. We'd gotten to book 3. We recruited two new members and are just jumping into book 4 with a brand new party, all starting at level 7. Everyone seems to be really excited about the fresh start, and about starting out with more toys and more challenges. SUNDAY CANNOT COME SOON ENOUGH!!!

Or do you prefer the dangerous thrill of those first few levels?

There's something great about having to solve challenges with just a few tools. But everyone's done that numerous times. And if you haven't, there's a TON of adventures out there for levels 1-3.

But there's a lot of people out there who just haven't gotten to fight higher level monsters, haven't had to deal with super-deadly magic, haven't had the types of challenges that only come with higher level encounters.

I'd really like to see the next 3-parter be a sequel AP, either to Dead Suns or Signal of Screams (or, I guess, Dawn of Flame). Take the characters from 14-20 or something like that.

Paizo Employee Licensing Manager

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Marco Massoudi wrote:
1. Will there be special dice for "Against the Aeon Throne" from Q Workshop?

Hi Marco - yes, and they should be reaching stores either late this month or early next month.

Paizo Employee Developer

This has all been some interesting feedback! Thanks so much!

And no matter what your opinion is on this subject, I want to hear from you!


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Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories, Starfinder Accessories, Starfinder Adventure Path, Starfinder Maps, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Hi Jason. It’s not strictly related, but I’d be keen to see some map folios. (Loosely tied to the APs but also more universally applicable).

I’d love to have a hardcopy of the Pact Worlds map to lay on the table (all those planets starting with A can be hard to keep straight).

I’d also like a “map”/schematic of Absalom Station (like the one on page 42 of Pact Worlds but with a side view too).

Finally, a pictorial representation of the Drift with the various regions/worlds revealed to that point would be cool. (I’m thinking an in-game analog to the “map” of the Abyss in the Wrath of the Righteous folio).

I appreciate the folios are a divisive issue with the Pathfinder fan base, but it might be worth trying a couple, given Starfinder is a new system and not the identical audience (?)


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Adventure module series and linked adventures were the norm for many of us who grew up playing 1st edition AD&D. Many of these spanned three or more published adventures and were either thematically linked or directly connected to each other. The biggest difference that I noted when Paizo first introduced us to adventure paths in the pages of DUNGEON Magazine was the emphasis on taking characters from 1st level all the way through 20th level using a single story arc. The older AD&D adventure series were often written for a single range of levels, rarely lower than 5th and frequently much higher. An entire series of adventures, such as the epic set of seven collected in the volume Queen of the Spiders, could run the course of its entire story arc within the span of a few levels (levels 8-14 in the case of Queen of the Spiders).

The novelty of purchasing a ready-made campaign, starting at 1st level and continuing all the way through the official cap at 20th, was a significant attraction to the adventure path concept, as compared to the familiar pattern of adventure modules written as "sequels" to each other but, generally, without a single, overarching story arc from start to finish.

Fast forward through the Gap to the future present and shorter story arcs written over the course of three publications begins to feel like history repeating itself. Unlike some aspects of history coming around again, however, I'm happy with this one. I think something can be gained by learning from the experience of both approaches to designing and publishing adventures. I liked the idea of the adventure "module" as something that GMs could insert into existing homebrew campaigns without them taking over the whole story arc, but they could sometimes feel too much like a pen and paper version of an MMO, with story arcs that didn't arc so much as meander through room after room of loosely associated encounters and puzzles.

Combining the lessons learned from years of creatively conceived and written adventure paths with the classic concept of the interconnected series of adventure "modules" seems, to me, like an excellent opportunity to provide Starfinder GMs with larger chunks of prepared material to weave together as their own creativity sees fit while still providing the feeling of continuity that comes from interconnected and interwoven story elements.


Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber

It sounds like some Starfinder APs will play a bit like Modules: shorter adventures but with plenty of fluff and that has me PSYCHED UP! I am super excited for that.


Pathfinder Adventure Path, Starfinder Roleplaying Game Subscriber

OH OH!

A 3+3 AP, where the first three volumes can be removed from the second third is RUINS OF AZLANT. Great AP, also.

There's stuff, kinda, tying 1-3 to 4-6, but you could pretty easily insert a party into CITY IN THE DEEP starting off fresh, and run the last three volumes w/o too much hassle.


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

I hope the 3 aps become a thing ive wated 3 mod aps for a wile as 3 is a solid plus lets you tell shoter stories

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