
NewJeffCT |
I was running my players through some adventures and realized I wanted something a bit different. The players mostly like their PCs, so they'd be hesitant to start from scratch. I like the adventure paths overall, but wanted to know what fits best coming into the AP in adventure 3 out of 6 instead of 1 out of 6?
I was thinking of retooling Kingmaker as a higher level AP, with the players starting at level 7 and adjusting the first adventure appropriately and move up from there.
As a caveat, my current group is not oriented towards the social skills - definitely an outdoors/nature type with a shaman & ranger, plus a figher who grew up on a farm. (OK, they do have a bookish wizard, a fighter/wizard type and an elf rogue, but none are diplomats)
Thanks for any input.

Steve Geddes |

Personally I think Kingmaker would lose a lot if you didnt play through the first couple of adventures. I'd recommend Serpent's Skull as a better fit for your group (although the latter half has received some fairly mixed reviews, it must be said - so I'd read some of the subforum and reviews first). Rise of the Runelords would be my second suggestion.

NewJeffCT |
Personally I think Kingmaker would lose a lot if you didnt play through the first couple of adventures. I'd recommend Serpent's Skull as a better fit for your group (although the latter half has received some fairly mixed reviews, it must be said - so I'd read some of the subforum and reviews first). Rise of the Runelords would be my second suggestion.
Thanks, if I had run Kingmaker, I would have started from the beginning, but just upped the difficulty levels of the initial encounters and gone from level 7 to level 20+ or so instead of 1-18.

Erik Freund RPG Superstar 2011 Top 16 |

All of my proposals involve "run the tail end of Book 3, then do the majority of Books 4-6". This is because many Paizo APs are written with a clear first-half and second-half, with a mid-campaign climax that serves as the transition-point between the two arcs. You want to preserve that climax in some fashion in order to bridge into the AP.
HOWEVER, it sounds like your group wouldn't do well in CC, since they are not social and prefer the wilderness. (And CC is an urban-investigation-campaign.) The other three APs below will work well for anti-social bushmen. :-)
Legacy of Fire can work 2nd best. Have them find the scroll of Karkishon somehow (maybe they have it already and don't realize it?), then run an abridged/adapted Book 3 (basically, have someone very powerful/mysterious try and steal the scroll; this doesn't even have to be set in a desert country). Then during Books 4&5 they learn about Javhul. Book 6 will lose a lot of resonance since the PCs don't know about Kelmarene, but you could re-locate some of the details.
Serpent's Skull is easy enough to enter late. Have them hear about the threat of the Serpent Folk, and they have to venture to some ruins to gain access to their city. The ruins (of Saventh-Yhi) don't even need to be secret in this version, only the Vaults. Slim down Book 3 (it's not that good anyway) and simply have it as a backdrop for the PCs trying to find the Vaults in Book 4. Let the PCs know from the get-go that their goal is to find the Serpent Folk, rather than it being a surprise. Then you can run Books 5 and 6 exactly as written.
Those are the ones that I think would work the best.

NewJeffCT |
All of my proposals involve "run the tail end of Book 3, then do the majority of Books 4-6". This is because many Paizo APs are written with a clear first-half and second-half, with a mid-campaign climax that serves as the transition-point between the two arcs. You want to preserve that climax in some fashion in order to bridge into the AP.
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Thanks - good information.
I may look into the first two of them.

Grendel Todd RPG Superstar 2012 Top 32 |

You might try Second Darkness. What was a weakness for my campaign might actually be a strength for yours: