Adventure Path question


Pathfinder Adventure Path General Discussion


Are there any Adventure Paths that are heavy in combat?


northbrb wrote:

Are there any Adventure Paths that are heavy in combat?

All of them have some heavy combat sections, but if you mean short on story, long on fighting I would have to suggest the dungeon crawl classics from 3.5. Rappan Athuk I have heard is combat heavy.

RPG Superstar 2009 Top 32

northbrb wrote:
Are there any Adventure Paths that are heavy in combat?

Yes. Rise of the Runelords!, especially from Hook Mountain Massacre on!


Lord Fyre wrote:
northbrb wrote:
Are there any Adventure Paths that are heavy in combat?
Yes. Rise of the Runelords!, especially from Hook Mountain Massacre on!

Ogres...

Lamias...

Giants...

Oh, my!!

Ultradan

Sczarni RPG Superstar 2012 Top 32

Create your own. I have a Fourth Crusade advneture from 1-12 set in Mendev/Worldwound and a Hold the Wall from 1-10 set in Hold of Belkin/Lastwall. Granted, both are not close to a Paizo AP and I used some reskinneed PFS scenarios to help level the party.

Liberty's Edge

northbrb wrote:

Are there any Adventure Paths that are heavy in combat?

From my experiences: Curse of Crimson Throne (especially @ Scarwall) is specifically robust in combat, along w/ Runelords, and Second Darkness.

Kingmaker and Council of Thieves seem to be far more plentiful in non-combat encounters/adventuring

but all APs have a fair-share of combat.

Robert

Silver Crusade

Pathfinder Adventure Path Subscriber

Let's be honest for a moment here: D&D is a hack'n'slash RPG. And a vast majority of adventures and APs out there are h&s, because that's what floats the boat for D&D audience. Folks looking for combat light systems have long moved on to games that facilitate such play far better.

Given that, Paizo's APs have exceptionally great story lines, memorable NPCs, plenty of roleplaying opportunities, superb presentation and all that jazz. But at the very core, there's a "dungeon" full of enemies somewhere. By this criteria, every AP is combat heavy - levelling in D&D comes primarily from combat, so if every AP is to reach give or take level 14-16, it needs a fair share of bloodshed.


Actually, in all of the AP's Ive run (except ROTR), I've had to cut back on some of the dungeon crawl elements because those groups were more RP oriented...and it doesn't hurt the story either way ( and in ROTR, I added a bit, cuz thats what the players liked).

But all of them have nice Dungeon Crawl elements...

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