Making a "Best Of" Path


Pathfinder Adventure Path General Discussion

Shadow Lodge

I'm in the middle of running Jade Regent, right now, but I've had this idea that might take considerable planning. If I start now, I might have enough time.

I want to make an adventure path from the best (or almost best) pieces of the existing paths.

For example, I already know that I want to use Council of Thieves parts 2 and 4. "Souls for Smuggler's Shiv" seems to be generally considered the best part 1, so I'll want to use that one. I'm having trouble finding a part 3, 5 or 6, though.

All of the "Best of the Path" threads seem to focus on the first or second adventure in the path (and part 6 of Legacy of Fire, which I may be able to adapt, if there are no other candidates). I don't think I saw a single part 3 or 5 listed in either of the big threads on the subject (though I may have missed one). I'm perfectly happy to file the serial numbers off of everything and re-work the fluff. It's just that, as a GM, plot is my big weakness and I'd like to take that element out of my planning, for the most part.

So, if I were running a Frankenstein Path, made up of the pieces of all the other adventure paths, which should I use for part 3? Part 5? Part 6? Why?


I think I share a common belief that Kingmaker 6 is the best 6th book of any Pathfinder AP. A lot of people complain that it's kind of out of nowhere with no foreshadowing in the previous five books, but I think that just makes it easier to add to a 'best of' path.

Afraid I'm blanking on a best part 3 or 5, though.


Best part 3 is Hook Mountain Massacre, I think.

Dark Archive

I think you're coming along pretty well from the ones I've seen.
DISCLAIMER: I don't own LoF, am a player in KM (on book 3) and havent' looked at CC (probably playing it next.)
So my list largely comes from RotRL, CotCT, SD, CoT and SS

1. Think Souls for Smuggler Shiv is definitely a powerful starter. My personal favorite.
2. There's several good ones, but think you have a winner with CoT #2. As an alternate I'd consider SD #2. I really enjoyed that.
3. Agree with Tonyz. Hook Mountain is awesome.
4. Honestly, can't remember much about CoT #4, but I've also heard KM #4 is pretty strong.
5. I'd go Sins of the Savior. I really liked that one.
6. KM #6 has been consistently voted the best part 6 so I'll default to that. I also personally liked Spires of Xin Shalost and CotCT #6 (name escapes me at the moment.)

RPG Superstar 2011 Top 16

#1: Souls for Smuggler's Shiv gets great ratings, true, but so does Burnt Offerings
#2: many of the best modules are #2s. But Sixfold Trial stands out even among them.
#3: generally the weakest in an AP. The Hungry Storm is pretty good, and Broken Moon works for RP-focused groups.
#4: End of Enternity is easily the best for this slot.
#5: Hrm. Sins of the Saviors is good. So is Skeletons of Scarwall.
#6: Sound of a Thousand Screams, hands down. Though Shadows of Gallowspire is pretty good too.

Have you considered mining the module line instead of just AP issues? For example, even though many book 3s are bad, the level range covered by them (ie 7-9) is very popular in the module line. I would suggest looking there.

And since you mentioned LoF#6: it is only good because of the way it recaps LoF#1&2 so well. If you don't have that as prequel, then LoF#6 doesn't have much going for it.

Scarab Sages

My experience with the Sixfold trial was good, however I have to caveat it with [bold]our GM completely rewrote the play[/bold], Westcrown and Cheliax in general, has been heavily customized by our DM.

Having said that, I GMed SD#2 and it was an absolute blast, the Atakas, the void zombies, the rolling tower, the last combat, very memorable encounters and monsters overall.


The other thing one should consider is: how well do the modules in the "Best Of" path fit together. How do you go from A to B without the joins showing too obviously.

Shadow Lodge

@tonyz: I agree. I recently wrote four sessions worth of material getting my players from Sandpoint to Brinewall, though, so I'm not worried about re-writing bits to make them fit together. It is true, though, that some pieces are too far out of the ballpark to make sense, no matter what I do.

@DragonBelow: I'd be curious how your GM rewrote the play, though I'd likely do a lot of research on the boards and blogs before I got started.

@Erik: That's a great idea. I've hear good things about Realm of the Fellnight Queen, which falls squarely in that and can likely be slipped into any adventure path. (I'm already slipping The Harrowing into Jade Regent with this group, or I'd use that.)

It seems like:
1. Souls of Smuggler's Shiv (which I'd have to read in order to work out how to weave in, but I already have some ideas)
2. Sixfold Trial (The motivations would obviously require re-writing, but it seems like it could be set just about anywhere.)
3. Hook Mountain Massacre (PCs are asked to check out an outpost. Seems straightforward enough, especially since they just had dinner with the mayor). Alternately, Realm of the Fellnight Queen.
4. The Infernal Syndrome (to tie back in to #2)
5. Sins of the Saviors + War of the River Kings (If Sins is the best, I have some ideas about what makes it so, and War is important to lead in to...)
6. Sound of a Thousand Screams (will it make sense without the kingdom building rules? I bet we cam make it work.)

I don't have to worry about the levels matching up, since I level my group by fiat, not xp, and the right placement of NPCs (especially local nobility) should pull the first four together.

Thanks for the advice, everybody! Unlike a lot of people, I haven't read very many of the adventures, so I'm starting from almost zero.


Doram ob'Han wrote:
6. Sound of a Thousand Screams (will it make sense without the kingdom building rules? I bet we cam make it work.)

No kingdom building required. The kickoff comes in the form of some very bizarre "attacks" on the PC's kingdom, but it can just as easily be anybody else's nation too. Alternately, 'Hook Mountain' sort of suggests the PCs are taking over the keep, so you could have a sort of proto-nation there to be attacked if you want to make KM6 more personal.

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