
Darksyde |

I was just wondering the other day if any one has ever played through more than one adventure path with a party.
It seems they are kind of set up to run all six modules and then make new characters. Which got me to wondering what it would be like to make it through the second AP with your characters from the first so you are the heroes called in to help since you're, well, certified heroes from the previous adventure instead of random strangers. I think it would be fun to try. It might just end up being boring, who knows.

Quatar |

Well usually an AP runs from level 1 to around 16.
So unless you invent something that reduces their power again to 1st level after each of them, you'll have a problem that somewhere during the 2nd AP you'll get into Epic regions and there are no rules for that yet.
And after 6 APs, they could probably rival the gods in power.
Using the same characters, but saying its an alternate dimension where the first AP never happened? Sure why not? Use the level 16 chars from the first run? Perhaps not a good idea.

Ubercroz |

The AP's recognize that above 12th-15th level the game breaks down somewhat. and the storylines built into them don't make as much sense for higher level characters often. I personally think that its fun to make new characters and play new mixes of groups.
You could make the AP work, but it wouldn't be as good IMHO.

Turin the Mad |

I did exactly this, taking Council of Thieves (~10th level end point) into Kingmaker. It can work and work well, although you will have several chapters that are a "cakewalk". Some APs work better as beginning APs than others though.
If you're willing to put in the work, you should probably smooth out the last half of the 'first' AP so that the transition to the 2nd AP works as smoothly as possible. Plan for the second AP to run a 'level bracket' (2 or 3 levels) higher than scripted, adjusting accordingly.
What AP pairings have you considered?

Darksyde |

No really plans at the moment. I am starting up in a pathfinder game so I have been doing mor elooking into the system as a whole and along with that the adventure path line that seems to be very popular. I noticed a few of them aren't supre high requirements for the last book so moveing from one of them to one of the other PAs that do I thought might be kinda of neet.
I like the idea of being big heroes and by the time you get to the end of an AP you are. I just think that it might be worth a try, if the players wanted also of course, to continue it on into the next game where you are already established heroes instead of a random group brought together by fait the first go round.
If I ever feel I'm up to running a Pathfinder game I would be very tempted to give it a shot and see what happens.

Charlie Brooks RPG Superstar Season 9 Top 4, RPG Superstar 2015 Top 32 |

I haven't tried this specifically, but I do occasionally throw a cakewalk encounter or two out to high-level groups - something like clearing out an orc lair where they just mow down the baddies and take only a scratch or two. It's not the most exciting stuff out there, but it makes for a nice break between tougher adventures and reminds the players how far they've come from their early days.

Fire Mountain Games |

Gang,
If you're asking what "Way of the Wicked" is, it's Pathfinder's only evil adventure path published by Fire Mountain Games.
It's for sale at Paizo.com as a PDF and in print at DriveThruRPG.
There is also a free demo for download here.
Gary McBride
Fire Mountain Games

Turin the Mad |

rkraus2 wrote:I've seen suggestions to follow Kingmaker with Way of the Wicked.What's that?
That would be pretty funny. Generation(s0 after the group's good guy PCs claim the Stolen Lands, their upstart brigands, oppressed kobolds, resentful Highlanders and Great Old One cultists rise up against a regime gone soft. Priceless.

Turin the Mad |

Run them through the second module as elderly adventurers. Each has aging penalties, flaws drawn from the Oracle list, and suddenly the 15 minute work day doesn't seem so unrealistic.
I sense the crafting of portable rocking chairs of security in that group's future. Along with canes of smiting and a penchant for everclean undergarments. ^__^

Fletch |

I see a connection between enough APs that I wish I could run the same PCs through several of them in succession. I really want to start a party off in Sandpoint and have them face down a Runelord before hopping a boat to the Shackles to become pirate kings on their way to Mwangi to discover a lost Aztlanti city with a Pathfinder who convinces them to return to Magnimar to start a P-Finder chapter house there until they learn an old friend must cross the Crown of the World to Minkai.
I briefly considered running all these as an E6(-ish) campaign, but don't know enough about the nuances of that mod to seriously put any efforts into a conversion.

roguerouge |

roguerouge wrote:Run them through the second module as elderly adventurers. Each has aging penalties, flaws drawn from the Oracle list, and suddenly the 15 minute work day doesn't seem so unrealistic.I sense the crafting of portable rocking chairs of security in that group's future. Along with canes of smiting and a penchant for everclean undergarments. ^__^
There was actually a first edition module that had the sudden aging of the party as a mid-module event.

Evil Lincoln |

Could take another approach:
It is generally easier and more effective to "demote" challenges than to escalate them... I personally think the rules get unwieldy and wonky after 13th level or so.
You might dust off E6, or my personal favorite "Static 6" (as Epic 6 but you start at 6th, or 4th, or whatever). I think it would be easier to adjust the second module toward 6th level than to keep increasing it up to 21st+.