The APs ranked by difficulty


Pathfinder Adventure Path General Discussion


Anyone care to take a stab at this? No need to include those you are not familiar with.

Shadow Lodge

Having only run Shackled City, I have no way to compare. :P

I hear Age of Worms is tough.


#1 RotRL::
Even without Xanesha, this path has enough death-dealing monsters to rank the highest. Things like Barl Breakbones, Mokmurian, The Shining Child, a friggin' Mage's Disjunction trap, and numerous others. There just seems to be a lot more difficult fights overall than the other APs in this one, and the Obit pages can definitely back this up.

#2 Carrion Crown::
The first and last module seem quite difficult, and considering that the APs still new, theres a lot of deaths on the first adventure alone to raise some eyebrows. The second half of the second module (TotB) is also quite nasty, with lots of dangerous fights in it. Overall, the rest seems solid, especially with the hosts of heroes who have died to Auren Vrood in part 3 listed on the obit pages.

#3 Curse of the Crimson Throne::
While it doesn't start out too tough, the difficulty picks up in the second module and third. Scarwall has been noted as a very tough dungeon, good enough to be used as a stand-alone dungeon (with minor altering). The end fight against Ileosa has the potetential to be extremely hard, (more so than the end of RotRL)especially with all of her minions in the mix.

#4 Second Darkness::
Too bad this doesn't work for some people, because there's some really interesting fights, especially in books 2,3 and 6. An AP where the majority of your badguys are packing SR and allied with horrible, flesh warped monsters makes for a bit more difficult overall. The Abyssal Harvester is very nasty

#5 Legacy of Fire::
Many have died to the Carrion King himself, and there are enough tough fights throughout the modules to challenge canny players, especially the first, second and fifth module.

#6 Serpent's Skull::
From what I can tell, there's a few freakishly hard fights in this (like the Shadow Demon in part 2), so overall, I'd rate it higher than CoT and KM in difficulty terms.

#7 Council of Thieves::
Other than a few of the encounters in modules 3 and 5 and a lot of the ones in module 4, this APs kind of a walk. Just finsished DM'ing, so I know for a fact this is not hard to get through.

#8 Kingmaker::
Based on the one-encounter-a-day progression of some parts of the AP, its pretty easy for players to get through most of the encounters unscathed. Of course, I hear the final module is pretty tough, so we'll see. (playing in the AP now)

I would rank the older APs (Savage Tide, Age of Worms) above all of those in difficulty.

Not sure where Jade Regent wits in yet.

RPG Superstar 2011 Top 16

In my opinion, it varies far too much by book to give a good analysis. There isn't a real coherency in difficulty within APs.

Standout "hard books" include:
- Skinsaw Murders
- Trial of the Beast
- House of the Beast

Standout "easy books" include:
- War of the River Kings
- Rivers Run Red
- Ashes at Dawn

Interestingly, all of the books I rated "hard" were the 2nd book in the campaign.


Hm. I could've sworn there was a thread on this topic at one time...


Rakshaka wrote:
#1 RotR

I will give you that Xanesha is insanely hard, nearly unbeatable if the DM plays her to full potential (as he should, since she is the "smart" type of enemy).

But I just finished Book #4 and in this book I had to massively upgrade the opposition to give my players sth. resembling a challenge (book #3 was the same).


hogarth wrote:
Hm. I could've sworn there was a thread on this topic at one time...

Me too, but I couldn't locate it. And there are more APs now anyway.


Erik Freund wrote:

In my opinion, it varies far too much by book to give a good analysis. There isn't a real coherency in difficulty within APs.

Standout "hard books" include:
- Skinsaw Murders
- Trial of the Beast
- House of the Beast

Standout "easy books" include:
- War of the River Kings
- Rivers Run Red
- Ashes at Dawn

Interestingly, all of the books I rated "hard" were the 2nd book in the campaign.

My players struggled with Ashes at Dawn. The first part was easy but when they went to the garment shop a few players went down in the battle on the top floor (but I did allow the baddies to use Fireballs if things got tough). My Players also struggled in the battle with the 3 hags they had to retreat and come back and fight them again.

I agree with River Runs Red that was insanly easy for my group.

Trial of the Beast was the hardest book for my group.

We've only played 4 AP's I would rate the difficulty as followes:

1-RotRL
2-CC
3-SS
4-KM

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Erik Freund wrote:

In my opinion, it varies far too much by book to give a good analysis. There isn't a real coherency in difficulty within APs.

Standout "hard books" include:
- Skinsaw Murders
- Trial of the Beast
- House of the Beast

Standout "easy books" include:
- War of the River Kings
- Rivers Run Red
- Ashes at Dawn

Interestingly, all of the books I rated "hard" were the 2nd book in the campaign.

Alas, for the heinous and horribulous bits that ended up on the cutting room floor. You might've thought it a bit more difficult with them... :)


The hardest was Age of Worms. It is still a joke in my group how often people were using replacement characters. The fight with the dracolich took over 7 gaming hours and the final BBEG TPK'd the party ending the campaign on a sad but relieved note (everyone just wanted it to be over by that point).

Council of Thieves was pretty easy. We did have a partial TPK but that was because the GM made us fight 3 encounters at once. That anyone at all lived is a wonder.

Because of the general one encounter a day format, Kingmaker proved to be fairly easy.

We played Second Darkness with Beta characters and the DM boosted the difficulty of most encounters to make up for it. It was only the final chapter where we were challenged.

The 2 parts of legacy of Fire were killer but our DM made us start with no equipment because we had 6 players. Everytime we ran into Pugwampis we started to cry. We had lots of deaths plus a TPK in part one and a partial TPK in part 2. After that it wasn't too bad.

Carrion Crown had a few deaths in Part 2 and a couple close calls in Part 1.

Serpents Skull fizzled out for us in Part 2 but I don't recall any deaths although we had some close calls in part 1.

The old Dungeon APs were hardest since you had to have a well balanced optimized group to survive. The Pathfinder RPG APs have been more forgiving with the 3.5 Pathfinder APs somewhere in the middle.


Age of Worms wins hands-down for pure TPK mayhem. It took 2-3 tries with new parties each time just to get through Spire of Long Shadows; the successful group used speak with dead on the corpses of their predecessors to find out what to watch out for.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Rakshaka wrote:
Not sure where Jade Regent wits in yet.

Only GM'ed the first module so far, but some of the later fights can be really hard. I had to go easy on the group and one encounter only ended because the opponent ran out of arrows and flew away. Should tell you something about my groups ranged combat capability. :p


For the ones I've played (roughly in order of difficulty as determined by player death):

Age of Worms. Oh my lord. We're not even all the way through it (fighting the wild hunt esq dudes atm), but my friend is on his 3rd character (who has already died twice!), and we just lost three of the four of us to that $*$%ing undead beholder and his mage buddy. Thank goodness for resurrection!

Rise of the Runelords: my 1st level wizard died to a goblin in a closet. My replacement wizard was the only one to get out of the giant stronghold alive (the final boss in there killed everyone else). We all built new characters but the campaign sort of fizzled after that.

Kingmaker: oddly, this has proven really easy overall, but we've had some terrible luck. Lost a character right towards the beginning to a will o' wisp (random encounter, we were level 2 I think?); then we got TPKed in the boss fight of the first module (DM threw in an extra spellcaster, I think, and that really turned the tide against us; summon swarm is way nastier at low levels than I thought it was :P).

Curse of the Crimson Throne: I lost a character in the first part of the first module, then my backup survived till the end. We somehow got through the entire rest of that campaign without anyone dying, I have no idea how. Probably had a lot to do with one of our players critting the final boss 3 times in a row with the sword of destiny :P (or whatever it's called).

Serpents Skull: We played like one session of this, but everyone survived!

Carrion Crown: Okay, this module is AWESOME. We're on book 3, no-one has died yet, and we have had some totally sweet fights (ask me about the House of the Beast and how I got separated from the group ... good lord that was crazy). Success in book three is due to a very well built Summoner with a goon for an eidolon (biped, uses weapons, str in the 30s). We're a pretty tough party overall (two paladins, a fighter, a sorcerer, and now the summoner). Some close calls, though ...

Modules I've DMed:

Legacy of Fire: we only got through book 1 (that group wanted to go back to 4e, so we're running some modules by Wizard's ATM); but I managed to nearly kill all of them at least once. The fight against the demon (schir?) is pretty rough, and the final fight in module one was brutal. One of the NPCs ended up crit bait which saved the party a loss :P

Anywho, that's my experience so far!

The Exchange RPG Superstar 2010 Top 32

Jason Nelson wrote:
Alas, for the heinous and horribulous bits that ended up on the cutting room floor. You might've thought it a bit more difficult with them... :)

Perhaps you'd like to share the nasty? :-)

Sovereign Court

Having played SS, RotRL, LoF, KM and DM'd CC

KM was the deadliest as it killed 4 players
SS Killed 2
CC 1 so far
LoF almost killed 1
RotRL has not hurt anyone

Contributor

Well, LoF was a bit tough at points, but nothing too crazy. However, I just started Savage Tide and even with 5 players using PF rules, there was already threat of multiple deaths. This is quickly becoming quite interesting.

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

carborundum wrote:
Jason Nelson wrote:
Alas, for the heinous and horribulous bits that ended up on the cutting room floor. You might've thought it a bit more difficult with them... :)
Perhaps you'd like to share the nasty? :-)

email me if you'd like a copy at

Spoiler:
tjaden jason at gmail dot com


I played through all of these at least halfway except for STAP, and RotRL.

Age of Worms, Shackled City, and I hear such bad things about STAP that I will give it 3rd even though I never played it.

RotRL
Carrion Crown.
Council of Thieves.
Kingmaker


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Erik Freund wrote:

In my opinion, it varies far too much by book to give a good analysis. There isn't a real coherency in difficulty within APs.

Standout "hard books" include:
- Skinsaw Murders
- Trial of the Beast
- House of the Beast

Standout "easy books" include:
- War of the River Kings
- Rivers Run Red
- Ashes at Dawn

Interestingly, all of the books I rated "hard" were the 2nd book in the campaign.

Ashes at Dawn is easy? I just glanced through it and my first impression was "That's a lot of level drain coming up!". Could you elaborate?


I've only DMed a few of the AP's (Kingmaker, Rise of the Runelords, Legacy of Fire, and Carrion Crown), and I've played in another (Curse of the Crimson Throne), but I have to say that Rise of the Runelords is the most difficult by far.

Spoiler:
Nualia can be exteremely dangerous if she is given sufficient time to buff, and if any of her allies managed to escape (the likelyhood of that largely depends on the DM). The baying of the yeth hounds can also mess up the party while she does some damage with her bastard sword. Malfeshnekor is also extremely dangerous if he gets the jump on the PCs (he can turn invisible), and if he's got Bull's Strength on, he can do crazy damage with a full attack.

In part 2, Xanesha is the star TPKer, but there are also some dangerous encounters early on if party members get unlucky with their fortitude saves (that paralysis really hurts).

Part 3 features Black Magga, who can cause massive damage to the party. Even though she retreats early, her damage reduction, confusion breath, and high damage can screw up the party before they even score a hit on her. The ogres in Fort Rannick can also be devastating, especially if the party ends up fighting more of them than they can handle.

Part 4 is relatively easy, but Mokmurian can lay the hurt if PCs do badly on their saves.

I felt like the fifth part was the easiest by a fair amount. You'd think a lot of casters would make this difficult, but their spells all seem to have rather low spell DCs, and they're nothing when fought individually.

The final part is incredibly difficult when they reach the pinnacle of avarice, as it basically just becomes a giant (hehe) cluster****, where the party is surrounded by stone giants, cloud giants, rune giants, a trasmuter, a buffed-up champion of greed, and some lamias. The final fight against Karzoug can also be extremely devastating, if you play up his strategy of going against specific PC weaknesses, and adjust his spell list accordingly.


On reconsideration, I'd say its as follows for me-
#1)Age of Worms
#2) Carrion Crown
#3) Savage Tide
#4) Curse of the Crimson Throne
#5) Rise of the Ruinlords.
Of the ones that I've run or have had access to, I thought about what the difficulty of each module would be were it assigned a 1 to 10 score, with 5-6 being about an average difficulty. Out of curiousity, I decided to rate the modules hardness based on my own experiences. Obviously, other's experiences will vary..

My Averages for Module and AP difficulty:

Age of Worms
1)The Whispering Cairn: 7
2)The Three Faces of Evil: 9
3)Encounter at Blackwall Keep 3
4)Hall of Harsh Reflections 8
5)The Champion's Belt: 7
6)A Gathering of Winds: 7
7)The Spire of Long Shadows: 10
8)The Prince of Redhand: 4
9)The Library of Last Resort: 7
10)Kings of the Rift: 8
11)Into the Wormcrawl Fissure: 9
12)Dawn of a New Age: 8
Difficulty Average=7.25

Savage Tide
1)There is no Honor: 6
2)The Bullywug Gambit: 7
3) The Sea Wyvern's Wake: 7
4)Here There Be Monsters: 9
5)Tides of Dread: 6
6)The Lightless Depths: 7
7)City of Broken Idols: 9
8)Serpents of Scuttlecove: 6
9)Into the Maw: 8
10) Wells of Darkness: 3
11)Enemy of my Enemy: 8
12)Prince of Demons: 8
Difficulty Average= 7.0

Rise of the Ruinlords
1)Burnt Offerings: 6
2)Skinsaw Murders: 8
3)Hook Mountain Massacre: 6
4)Fortress of the Stone Giants: 6
5)Sins of the Saviours: 6
6)Spires of Xin Shalast: 7
Difficulty Average 6.6

Curse of the Crimson Throne
1)Edge of Anarchy: 5
2)Seven Days to the Grave:8
3)Escape from Old Korvosa: 6
4)A History of Ashes: 6
5)Skeletons of Scarwall: 9
6)Crown of Fangs: 8
Difficulty Average: 7.0

Second Darkness
1)Shadow in the Sky: 6
2)Children of the Void: 7
3)The Armageddon Echo:6
4)Endless Night:6
5)A Memory of Darkness:6
6)Descent into Midnight:8
Difficulty Average: 6.5

Legacy of Fire
1)Howl of the Carrion King: 7
2)House of the Beast: 7
3)The Jackal's Price: 3
4)End of Eternity: 7
5)The Impossible Eye:8
6)The Final Wish: 7
Difficulty Average: 6.5

Council of Thieves
1)The Bastards of Erebus: 5
2)The Sixfold Trial: 7
3)What Lies in Dust:6
4)The Infernal Syndrome: 7
5)Mother of Flies: 5
6)The Thrice Damned Prince:4
Difficulty Average: 5.66

Carrion Crown
1)Haunting of Harrowstone: 7
2)Trial of the Beast: 8
3)Broken Moon: 7
4)Wake of the Watcher:7
5)Ashes at Dawn: 6
6)Shadows at Gallowspire:8
Difficulty Average: 7.16


For 3.5, there was enough power creep that it's really impossible to rate those APs in a way that captures their difficulty for both a core-only party and an all-books party (whereas in Pathfinder, so far the power creep is much more modest than by the time I played the beginning of Shackled City and Savage Tide).

So I'm only rating PFRPG APs that I have played or GMed. I'll do it by module like Rakshasa did, since I haven't finished any of these but Council of Thieves. Note that the 3.5 APs listed here were converted for PFRPG characters. Where applicable, I'll mention whether conversion may have added to the difficulty. I play with a group that is tactically smart and conditionally optimized--and by that I mean they are concept-first players who choose the big picture based on concept and then optimize to fit with their conception of the character. So, for instance, they might play a Generalist/Cleric of Nethys/Mystic Theurge, which is inherently not an optimized build, but within that build they would make clever decisions. So, from the most difficult:

#1) Rise of the Runelords 7.4/10

Spoiler:

Burnt Offerings (8)--When I started I had ~8 PCs, so I not only converted to Pathfinder, I also raised the opposition accordingly, since I had double the expected number of PCs. Thus, I killed two PCs in the Glassworks with the doubled number of goblin minions. Later, we had only 6 PCs, so I lowered to 1.5x the number of mooks. Even so, Nualia's negative channeling was a big danger, and she killed another character. Malfeshnekor ate a fourth, and I didn't give him any boosts since at this point they only had 5 PCs.

Skinsaw Murders (8)--The ghouls and skinsaw cultists are pretty much a joke. I got some mileage out of the Skinsaw Man by having him raise his "beloved" who had died during BO as a Dread Ghast as well, and it was very challenging, but I won't count that for the mod's difficulty, and the Skinsaw Man alone was a pushover. Xanesha makes this module an 8 all by herself. Played intelligently, the PCs are screwed. Even with their two freaking paladins, they baely escaped with their lives. Cleric of Pharasma took a crit from the scarecrow and Barbarian a crit from the ghoul bat as the only fatalities of the mod (X ordered all minions to focus the cleric, since lamias hate Pharasma).

Hook Mountain Massacre (7)--My group had more trouble with this mod than a 7, but part of that is due to Xanesha going to visit her sister Lucy for a two-lamia tag-team. Ft. Rannick was tough overall, especially when they wound up aggroing essentially the whole inner fort due to Xanesha's Dim Door to alert Jagraath et al. This was a near TPK but wound up only killing the melee paladin and the barbarian. Black Magga leaves quickly. Skull Crossing is easy. The Grauls are also easy and would be harder if Mammy had more ranged offense. Hook Mountain was only hard because Xan and Lu added from surprise to the Barl fight, which was a near TPK but actually had no one die but the paladin's cohort.

Fortress of the Stone Giants (7)--The battle for sandpoint is a fantastic set piece battle, and hats off to Wolfgang for it. My PCs won every fight they engaged, but they couldn't be in enough places at once and in the end they felt both heroic and vulnerable, which is the perfect feeling to have. The fortress itself was not really that hard, though I was happy that the PCs were constantly terrified despite this fact because they feared Mokmurian and the lamias. Galenmir came in with particularly good positioning for a near TPK thanks to my conversion to Pathfinder giving him a much better build for his level and some lucky pick crits. However no one died to him. There was no other serious danger before Mokmurian except for when Xana and Lu added onto the stone golem and the scanderig. I also replaced the two lamia clerics with one lamia harridan, and she joined in there. Even then, the only real risk was the paladin losing all his wisdom. The lamias had to retreat but managed to capture the summoner on the other side of a wall of stone spell from the other PCs. Mokmurian, fully converted by me to take advantage of PFRPG's Dazing Spell feat, was a terror. Out of fear of Mokmurian, the party had recruited Enga and Longtooth (for substantial amounts of shares of treasure). This gave them five PCs, two cohorts, a red dragon, and a kobold barbarian (with Greater Beast Totem, so pounce). Mokmurian killed the paladin, the bard, the cleric cohort, and Longtooth. Not bad for one lone stone giant against nine foes. Enga also got pretty lucky on her saves against Dazing Spell.

Sins of the Savior (7 but perhaps lower, unfinished)--I hear the part I haven't run is easier, but the white dragon ambush demolished the party. Only lucky crits kept them from TPKing. AC 39 was giving them trouble. Also the Scribbler's free action summon was a major boon--he nearly managed a TPK on his initial engagement with the PCs, though when they retreated and recovered, he was doomed (a slow slow doom due to Dim Door at will and them not having Dim Anchor prepped, but doomed nonetheless).

SoXS--haven't started

#2) Curse of the Crimson Throne 5.5/10

Spoiler:

Edge of Anarchy (4)--This one is pretty easy. We played this with only three PCs and the GM didn't tone anything down in his conversion to PF. Gaedran and team were a cakewalk, with the minor exception of the crocodile, which still wasn't too hard. The meat place was also really easy. At this point, the GM went a bit crazy sometimes. Devargo was very difficult, but only because he leveled up all the many many mooks in the encounter to level 2 Fighters (when we ourselves were only level 2) and had them be heavily prepared for our surprise attack with the explanation that they noticed us and threw together the preparation in 6 seconds. The necro dungeon was also pretty easy, though it did stretch our resources a bit, and the GM converted the derro despite their increased CR in Pathfinder, thus making the random sideroom with Derro harder than some of the encounters that were supposed to be more boss types.

Seven Days to the Grave (7)--This was harder for us than a 7 due to the GM using a conversion of Devalus that converted him from a weak hybrid of NPC classes and rogue into a pure alchemist of the same level, thus making the new Devalus stronger than 6 of the previous Devaluses fighting as a team. This was compounded with the fact that he skipped some of the middle of the scenario, so we were also only level 5 going into that fight. Everything before the hospice was a cakewalk, even the sea hag who we apparently fought way early and with only two PCs. Devalus was so insane that we literally had to lock him in his own room until his buffs wore off to win. The lower hospice, even after resting from Devalus, was a whole lot to chew, too much for a team of 3 of our level. The GM handwaved to let us rest after Rolth but before the other bosses of the lower level without it being bizarre. Also, the mod didn't list ceiling heights, and if the GM had said they were 5' higher, we probably would have TPKed to the leukodaemon. As is, I've heard from someone else who ran the mod that we should have been able to avoid fighting it, apparently. The priestess wasn't too hard, but the nosferatu nearly TPKed us, though we could have avoided that fight with a usurous bribe.

Escape from Old Korvosa (7?)--It's hard to rate this module effectively because we got a new GM for this one, and he converted the rakshasas to Pathfinder by just replacing the 3.5 rakshasas with Pathfinder rakshasas. This is a big deal because PF rakshasas are 2 full CR higher, and the GM didn't weaken them or lower the number of them or anything. Thus the original mod was probably much easier. As is, my alchemist was the only person who could touch them (SR too high for our casters, AC too high unless you hit touch AC like an alchemist), so the whole party had to buff me and keep me alive and we nearly died in every major battle, retreating when I ran out of bombs, which was usually after 1 fight. Oh--before the part with the rakshasas, everything is very easy.

A History of Ashes (4, so far)--It hasn't been hard at all so far. The closest we came to danger was when the Barbarian/Rogue/Alchemist almost attacked the cthulhu thing.

#3) Council of Thieves 3.33/10

Spoiler:

Bastards of Erebus (3)--Pretty easy in general, though the end of the Bastards base was something of a minor challenge. No PCs went unconscious though.

The Sixfold Trial (4)--The play itself...I've heard that it was hard for some groups, but our GM flat-out added more enemies to each attack and then a bearded devil to the end and we steamrolled it. Maybe groups that had their PCs play roles in the play where they couldn't use their abilities? The Knot isn't too bad either, except that one room with the shadows. That one room single-handedly raises the difficulty to a 4. Honorable mention to the bone devil Nyrvex for appearing while we were questioning Sian and dying before he could perform the coup de grace action on her (she was tied up). No PCs went unconscious.

What Lies in Dust (5)--A freak energy drain crit killed a guest player who was playing a noncombatant bard, marking the first and only PC death. It was perfect because he could only play the once anyway. Thrax and the sisters of Isseth were not only defeated but defeated each in their own amusingly nonchalant manner (we sort of blocked the sisters of Isseth on the stairs and got into a shouting match with them about whether we would stop, and Thrax was soloed by a PC who drank a martini on all but 1 round. Delvehaven itself had nothing dangerous beyond aforementioned vampire crit. Maybe this should be a 4, but I feel bad rating the only one that killed someone lower than 5.

The Infernal Syndrome (3)--Nothing in this module was a real threat to the PCs up to Liebdaga. He himself was buffed severely by the GM and still nearly one-rounded (the buffing at least let him revive with his free Breath of Life, I guess, and take 1 action before dying again on round 2). Blame paladins. The class is unfair against evil outsiders, and we had several. In fact, blame them for everything. I love blaming paladins.

Mother of Flies (3)--We did this one out of order. By which I mean, we all wanted to find Ilnerik, so we did Walcourt first. It was still not hard. The GM gave Ilnerik way more HP and he still died easily. His girlfriend died in one action (Morrowfall). After this, the player of the sorcerer tried to have us attack the BBEGs. The GM said we would have actually killed them at this point if she hadn't buffed them up (see next mod for more on that), but as is we dealt some high damage to them and they nearly TPKed us. We had the first unconsciousness in the campaign here (since the Bard flat-out died to Energy Drain). However we barely managed to both make it out alive and chase them off after dropping Eccardrian. Obviously, I won't include that in rating the module. At this point we did the Mother of Flies forest thing, and needless to say it was easy.

The Twice-Damned Prince (2)--When we played this mod, it was incredibly awesome and challenging, but the GM wrote 70% of that herself. The actual parts that were from the mod as written were cakewalks, and the final encounter as written was pathetic and almost sad for a campaign-ender. The GM added a Summoner girlfriend for Eccardrian (my tiefling character's mother!) as well as making Eccardrian a half-fiend rather than a tiefling (so Blasphemy, etc). The Summoner had planar bound an archer Succubus Anti-paladin with Aura of Vengeance. We still cleaned shop. The reason for this is that paladin Aura of Justice is absolutely ridiculous. Blame the paladins.

#4) Kingmaker 3/10

Spoiler:

Stolen Land (3)--So everything that people say about the nova potential of the one fight per day is absolutely true. Nothing in this mod stood out as difficult except the random encounters. Also the centipede nearly got the druid, and the GM upgraded Tartouk to a Summoner whose false god was actually his eidolon. This killed the druid, but I'm not counting it for the difficulty because the original Tartouk was no threat. This would be a 2 except for the chance of a deadly random encounter.

Rivers Run Red (3)--I've seen some people say this is one of the easiest mods, but I think the GM either fudged the Dancing Lady or didn't understand the rules for her captivate. She can keep everyone captivated while knocking everyone unconscious as long as she doesn't feed. Played as written, the only reason we didn't have serious trouble is because we IDed her from afar and used bardic Distraction. Honestly I should probably rate this whole adventure as higher difficulty just because of her, but everything else was just so easy that I can't do it. The GM added an awesome ice dungeon with a unique fey ripped out of the First World that was very challenging, but I'm not counting it. The GM also buffed both the owlbear and the trolls by an insane amount--the original version was so tame that they would have been speedbumps at best. As an example, the GM buffed the trolls to have 40 trolls and 20 trollhounds, added a second two-headed troll cleric of Urxyl 6, and buffed Hargulka to be a half black dragon fighter 4 instead of fighter 3, thus eliminating his acid weakness.

Long analysis aside, it looks like our group accidentally selected two of the hardest modules and two of the easiest. I might also do an analysis of how hard our group found various authors (I'm guessing Pett comes out with the highest score).


So here's the ratings of difficulty for our group, by author. Only authors who wrote more than one mod our group played are included, so it was easy to compile because our group hasn't played as many repeat authors as I thought (two each for Logue and Kortes and three for Pett, who indeed had the highest score):

Richard Pett 6.333/10 (this includes one rating I'm unsure of)
Nicolas Logue 5.5/10
Michael Kortes 4.5/10


I got to say that LoF and CoT actually ran really low on the difficulty scale for me. We ran rough shod over Legacy of Fire, and that was after we cut back on the optimization (we literally rebuilt our character and made them less optimized and purposefully limited our own loot) and the GM asked us to take it easier in specific parts where we had come upon specific killer strategies for the things we ran across.

LOF:

When you retake the town from the efreeti and Janni in the later books? Our paladin literally stomped up the stairs of a tower shouting up, "If you come down and surrender to me I will not kill you. Come out now. Five seconds and I'm coming up there and I will kill you. Last chance to surrender and live. Alright you asked for it. Efreeti Efreeti come out and play! I'm going to smite you AAAAALLLLL. I'm stopping to cast my awesome paladin spells now! I'm walking my horse miracle up the steps so that I can charge you with my lance and smite you!"

While the rest of the party sneaked up behind the efreeti invisibly through a hole in the middle of the tower before we attacked them from behind.

Immediately after that the paladin says, "Well that was no fun, I didn't get but one of them. I'm going to go up to the next floor." He got there and killed eight out of twelve efreeti there by himself before my witch came up to help, and that was with the efreeti turning invisible.

Council of Thieves was fun -- but not hard.


I'd have to say serpent skull is pretty hard thus far. Dunno if its cause our DM may be doing stuff wrong or maybe he isn't.

I dunno what happened first session, as I wasn't there. But session two, our fighter took a bunch of damage and got knocked out and wracked with diseases. Then I got blasted by a random lighting bolt of out of a storm. Later we run into a guy who literally ate three of of our six party members. If it wasn't for hero points...

I was smart enough to get two gun smithing kits, cause one was lost to sea. Our wizard almost lost his book.. which REALLY would have sucked. Its like it was very close to almost making a few characters who used things other than weapons, completely useless.

Silver Crusade

Let me see

As a GM:

Legacy of Fire: 4 PC deaths across 6 modules
Kingmaker: 7 PC deaths across 6 modules (1 TPK)
Serpent's Skull: 5 character deaths in first module (1 TPK)
Carrion Crown: 1 PC death through 5 modules
Rise of the Runelords: 2 PC deaths in first module
Council of Thieves: No deaths through 2 modules

As a player:

Second Darkness: No deaths in first module (though I did survive two coup de grace attempts)

That's 19 PC deaths through 22 modules though two TPK's have skewed that somewhat.

Dark Archive

My experience:

1. Age of Worms: 7 deaths in 10 modules (and that was going easy! could have been much higher.)

2. Kingmaker: 4 deaths in 3 modules (3 saved by hero pts but still deaths. And the DM is crankin' up the difficulty for 6 players... so not a true "book" assessment)

3. Council of Thieves: 4 deaths in 5 modules

4. Rise of Runelords: 1 death in 1.8 modules (ended before the big fight at the end of part 2... so somewhat misleading)

5. Second Darkness: 1 death in 4 modules

6. Serpent Skull: 0 deaths in 2.3 modules (so far)

Community / Forums / Pathfinder / Pathfinder Adventure Path / General Discussion / The APs ranked by difficulty All Messageboards

Want to post a reply? Sign in.