| setzer9999 |
After a successful run of the Beginner Box and a small amount of home brew, I THINK I'm ready to take my group through some full rules professionally crafted stuff now... but where to begin?
I know it might sound ambitious, but I'm looking to run with the same group as high as can be level wise, even if we are in it for years though it's our first time. Basically, we've been learning the rules (mostly me to GM, but still) and have spent a lot of time understanding how characters and mechanics of the game will work. Characters all made up with no place to adventure! The character creation has had a LOT put into it in terms of back story and character build direction... general enough to fit any campaign, but very robust and rich characters that have been built here, so the group would like to keep on and on reaching for 20 (or 17, or 15, whatever is actually doable with published stuff).
That's the thing... I'm not sure what modules, paths, or campaigns to string together to go from level 1 and on and on. I'd like to stick with Pathfinder stuff personally because I only learned this system and converting from 3.5 would not be my preference.
I saw Crypt of the Everflame and it's sequels are recommended for starting out and get you to 6-7. is there any way to fill a little more time before what sounds like a slightly too epic quest for level 5s that is in the City of Golden Death? I'd like to advance in the epicness at a moderate pace if at all possible... smell the roses, get interested in the world in which the adventure is taking place before diving in to fighting epic baddies.
Sorry for the ramble, but that's basically the thought process... unfocused and lost. Given the above, does anyone have a recommendation of what books to buy to string together (or what single campaign if it exists) can be used from level 1 through to 15-20 that will be world-enriching rather than quickly promoting quick "super adventure" style gaming? Anyway, thanks for reading!
GeraintElberion
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Adventure Paths are 6 books that form a campaign going from level 1 to 13-18
If you want one that builds the world you could try Jade Regent: it goes from Varisia (a kind of middle European region) over the north pole to Minkai (a sort of fantasy Japan).
If you can wait until July I would suggest Rise of the Runelords, the iconic Adventure Path updated to the current rules.
| Umbranus |
If you want one that builds the world you could try Jade Regent: it goes from Varisia (a kind of middle European region) over the north pole to Minkai (a sort of fantasy Japan).
I left the Jade Regent group when I saw in the Player's guide that you get free (or more) xp for high charisma.
With that in the rules I can just go back and play D&D 1st, where rogues got xp for looting gold.| setzer9999 |
Thanks for the clarification on APs and the recommendations. Rise of the Runelords rehashed to current rules sounds like a major winner, yeah too bad it is not until at least July to begin.
Regarding getting XP, the disposition of my group kind of precludes a lot of competition between characters for who is in the spotlight or who gets XP anyway. Given that, and given the fact we want to smell the roses, I actually won't keep track of XP per activity in the first place. Basically, I just say when its time to level up. In conjunction with that, I have done a bunch of prep sorting out how to weaken and strengthen monsters intended for players of higher and lower level... so if the players have leveled up to level 3, the content of kobolds and goblins won't have necessarily been lost... the players will have more feats and spells, a greater array of more experienced OPTIONS to choose from, but abstractions like "health" and "damage" will be scaled...
I'm not describing this to just ramble about my process to strangers on the internet by the way. If anyone reading this followed what I was trying to say above... basically, I could run a few modules intended for characters level 1-3 for these characters in the meantime, and then when Runelords hits, scale the content for the 1st adventure in that path up across the board to be relevant to level 3 PCs. If I went that route, are there any recommendations for what modules would make sense to precede the Runelords adventures? Maybe something else in Sandpoint or the general kingdom Runelords takes place in?
Pan
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Setzer you are wise beyond your years. Ditching experience points is something I wish I done ten years ago. Anyways games run better without it in my opinion which is another reason you will love the APs. The APs include an advancement track letting you know at what points in the adventure is a good time to have the players level up.
Just because Runelords was one of the early APs doesn't mean you have to start there. All the players guides are free to download. Check them out ask your players what type of adventure they want. Also there is a wealth of info here on the forums on any AP you choose to help clarify and or mod your game. Have fun!
| setzer9999 |
Wow! I hadn't noticed or realized before that you can preview the player's guide for free in pdf form! So THAT'S where to preview these things... that's been a huge component of the procrastination in really getting started here, is that I had no way of knowing what these APs are like without purchasing them in the first place. Thanks for the tip!
| blahpers |
I left the Jade Regent group when I saw in the Player's guide that you get free (or more) xp for high charisma.
Do what now? I haven't had a chance to do more than skim the guide, but this doesn't sound right.
Edit: Oh, I see what you're talking about--page 14, Relationship Levels. Increase relationship levels with NPCs, get experience points, and it's easier to do this if you have a high Charisma modifier.
I don't really see a problem here unless you feel you're in competition with the rest of the party. Besides, if you're not the social type or have low Charisma, the GM is free to give you XP for playing your own role appropriately.
| setzer9999 |
My conclusion after reading much of what is freely available to read is that I will want to wait for the rehashed Rise of the Runelords so that I have to do less converting. However, I don't want to wait until July to start playing, so this is my (in progress) plan for that. Please, I am well aware this is exceedingly long, but this is not only a post, but my personal outline for an entire super campaign of all Varisia content that could *possibly* even go all the way to level 20. I'm posting it here for critique, suggestions, and insight from people who are primarily GMs. Players shouldn't read this due to what could possibly be spoilers.
So, if anyone is reading it through, or even if you just read the bolded parts where I am going to need to rewrite, and where feel I need the most input feedback there, it would be wonderful. I really want a campaign that smells all the roses Varisia has to offer :), but all in one campaign, however ambitious that might sound.
***Again, this may contain small spoilers! It only has information available freely in Paizo's online store, but still, players may not want to read that or this!***
General Notes:
1) I will use Rise of the Runelords AND Curse of the Crimson Throne, all rehashed to the current PF rules for the main meat of the higher level portions of the campaign, but there will be a lot of sidetracks with other modules. The campaign will, of course, center around Varisia for the most part.
2) The players will generate their character traits, and try to rework their backstory a little to be more flavored to have something to do with Varisia, by using the old Runelords 3.5 player guide and the Curse of the Crimson Throne player guide combined. I'm sure it will be fine? The "feats" in there, I will let them take as their campaign Character Trait... as that seems to be what those really are intended to be, and way too weak to be full feats imho. Plus, I like them as traits :)
3) Until the new Runelords is released, I will use Crimson Throne and some modules centered around Varisia and hold off on introducing the RotRL portions. It makes sense from a plotline and geographic flow anyway.
4) No XP is awarded. I will as the GM just say when it is time to level up.
5) NPCs/monsters and encounters will be "scaled" up or down as needed. I have a system for how this is done which would be an entirely separate topic and I won't go into that.
Modules and AP Adventures in the Order to be Played:
1) The Godsmouth Heresey - Level Max 3
This takes place in Varisia in Kaer Maga. The players should be able to easily ascribe motivation to be there/be from there, and answer the call for help and adventurers given what the preview text says. There will be something tying this in such that they learned of the need for heroes in Kaer Maga while previously being in Korvosa (where at least one of them is presumed to be from).
2) Edge of Anarchy - Level Max 4
Some rewrite may need to be done to show how the PCs are returning from another adventure instead of starting out as adventurers at this stage. The Queen obviously has heard of the PCs' deeds in Kaer Maga, so that influences her hiring them. Instead of going on to the next AP adventure from Crimson Throne, there will be a delay mechanism to hold off on starting Seven Days to the Grave, and the PCs will be sent away on a "trivial" mission to check on a missing tax collector and a mystery in Ravenmoor (the Queen wants rid of the PCs now that they served their purpose). Some scaling as well, as usual.
3a) Murder's Mark - Level Max 4
This takes place in "anytown", Golarion. It looks like it can be easily adapted to be in any city, so it seems good for an "on the road/boat" adventure between Korvosa and Ravenmoor. I'll pick one after reading the AP books and guides more in depth.
3b) We Be Goblins - Level Max 1 (As the goblins :) )
This should be a great way to pass the time on the boat from Korvosa to Ravenmoor. The PCs fall into an enchanted sleep possibly from a deity as a vision, and see/enact the events that preceed the first Runelord AP from the perspective of the Goblins! :)
4) The Feast of Ravenmoor - Level Max 4
No comment, it just fits. Scaled as always, of course.
5) Burnt Offerings - Level Max 4
The first AP for Runelords. The scaling here will obviously need to be significant, so the rewriting will mostly be in the mechanics, not plot. The PCs were just in Ravenmoor, which on a global scale is not far from Sandpoint by any means (closer than Kaer Maga and Ravenmoor). They hear of the disturbances to the south and being newly forged adventurers by trade, and having had that goblin vision before, head off to Sandpoint for this adventure. No significant rewrite plotwise, (maybe only a small flavoring change) is really needed here I think.
6) The Skinsaw Murders - Level Max 5
Some of the content may or may not be scaled down, the Level 6 content in this case. I think a good way to lead into the next 2 adventures is that no matter what the PCs do, the local government to Magnimar still falsely accuses the PCs of the murders, and the PCs are forced to flee Varisia. This sets a chain of events in motion that forces the players to travel abroad for a short while, and they end up in Nidal. Otherwise, the adventure itself, again aside from the conclusion, shouldn't need much overhaul.
7) The Midnight Mirror - Level Max 5
Magnimar seems to be a port city, and I hope it should be "easy" to come up with a tie-in for getting the PCs to flee to the south in a desperate situation, in exchange for helping the captain, or rich passenger on the ship, in his homeland. The module itself I don't think I'd do much if any rewrite for aside from possible scaling needs. I just really want to run this module so I found a way to work it in!
8) Seven Days to the Grave - Level Max 7
The local Magnimar goverment may or may not have gotten word to Korvosa about the PCs... that rewrite need remains to be seen later on. As usual some early adventure content may need scaling up. The PCs return to Korvosa after dealing with the Midnight Mirror because they hear of unrest in their homeland and thought it high time the went back. Hopefully, little else of this actual adventure needs much of a rewrite if at all.
9) Escape from Old Korvosa - Level Max 9
This shouldn't need too much of a rewrite I don't think as it sounds like it fits as is just fine.
10) The Harrowing - Level Max 9
I haven't worked out the details (I have time before we get this far for sure!) but they'll come across this harrowing magic plane in their flight from Korvosa. Perhaps they'll come across a magic caravan and a mystical villain. Perhaps they'll volunteer to be placed inside this plane so a non-villain mystic with these cards can smuggle them out of the city as the desperate method they use to escape Korvosa! Instead of having to deal with the next AP right away with the Queen for Crimson Throne, their whereabouts become hidden because they enter another plane and are hidden from knoweldge. When they emerge, the pursuit has subsided. Otherwise, I'll not rewrite this adventure itself, only its relationship to the rest of the campaign, as the adventure itself should be OK and self-contained in its own plane.
11) The Hook Mountain Massacre - Level Max 10
The PCs are still heroes whatever else is going on, and so after they escape The Harrowing, as they pick up the trail of how to stop the queen, they learn of the Hook Mountain Massacre plotline also. They need to go toward Kaer Maga and the Cinderlands for the Crimson Throne AP as well as the Runelords AP at this time. Kaer Maga stands at the gateway to the Cinderlands, so the Runelords AP will be dealt with first, but if there is a need to weave the two advetures together and incorporate 12) A History of Ashes intertwined with this adventure, I'll adress this at a later time when preparing these adventures.
12) A History of Ashes - Level Max 11
Now that the PCs are right there in the Cinderlands, they take on the task of this The Curse of the Crimson Throne adventure. Some parts will probably need tweaking in addition to being scaled down, of course. Most of all, some form of delay mechanism will need to be devised such that the PCs will leave Belkzen not knowing the next steps to take there, and learn the truth later to return at another time.
13) Fortress of the Stone Giants - Level Max 11
Sandpoint being under attack, and having no further leads on the Crimson Throne plotline right now, this takes precedence over the Crimson Throne plotline in the immediate. So, the PCs rush to this adventure. Other than possible scaling issues, this shouldn't need much if any rewrite.
14) Sins of the Saviors/Skeletons of Scarwall - Level Max 14
I will need to find some way to tie in the needs of the Runeforge with the needs of finding Serithial from the Crimson throne AP. This will be where the adventures really do become completely intertwined. It would be very difficult to do otherwise mechanically as well as level-wise, and I think it can be made to work thematically too. The PCs will have to venture back and forth between the two APs in a woven together fashion. This will clearly be the hardest rewrite, but at this stage, if the players are still into this, I'd be more than happy to do the work. One basic idea for it is that Serithial is a blade also forged on, or forged with similar magic too, the Runeforge, and they need an example blade to work from to make the weapons they need to defeat the Runelord. This is why they must pursue both quests and take up the Crimson Throne plotline AND the Runelords plotlines here. This can be a bit sandboxed of course.
15) Spires of Xin-Shalast - Level Max 15
Somehow, the urgency of the Runelord needs to be clearer than the urgency to deal with the queen at this stage. Otherwise, once the PCs get into this, they are far from Korvosa, and on a mission to finish this quest, so little rewrite if any should be needed for the RotRL plotline from here after they have dealt with both adventures in 14 and used the Runeforge.
16a) Academy of Secrets - Level Max 15
I will need to scale up the difficulty, and work in some additional plotline such that the PCs have an additional need beyond Serithial to confront the queen. Perhaps she is protected by some other magic warding or the PCs can't find/get to her without additional help. In any case, the PCs will arrive in Korvosa for both the reasons in Crown of Fangs without it being rewritten in addition to the rewrite needs of them having to go through the festival for Academy of Secrets too. The PCs must perfrom the dangerous task of going through the Breaching Festival to access the additional magic item they will require. This may or may not be a trap laid by the Queen herself knowing that the PCs will come seeking this item! And certainly, they will need to hide their identities and be on their toes as they return to Korvosa to take on this task!
16b) Crown of Fangs - Level Max 16
Beyond possible scaling of the level 14 content, once the Academy of Secrets portion of this adventure stage is concluded, little rewrite should be necessary, aside from the use of the magic item the PCs retrieve, and it is onward to the AP finale.
17) The Witchwar Legacy - Level Max 17/???
Perhaps the Runelord and/or Queen's influence in the land to the south is what awakens the sleeping evil in the lands of Irissen to the north of Varisia. If the players want to keep going after RotRL and Crimson Throne are completed, which I'd hope for because I want to see play go to as high a level as we can, this module can help take them to at least 17th if not farther.
18) What to do to get to Level 20
If the players are into it, I have no problem with slugging it out to 20. Of course, I don't think there is anythng published for that by Paizo... or is there? Any suggestions of what could be done to naturally progress from this northwestern area, Varisia, Cheliax, Irissen, etc. that would progress further to level 20 range? Any Paizo or non-Paizo stuff out there that comes to mind?