Karse |
I only got Rise of the Runelords (Hardcover) which I really like and can get my players from Lv1 to about Lv 17.
I'm interest on buying another Adventure Path. So Im asking those of you who had run other Adventure Paths which would you recommend? Though I'm only interest on LONG Adventure Paths that can take the players from Lv 1 to near Lv 17 or more.
Kolokotroni |
For pathfinder, rise of the runelords takes players the farthest. Most other AP's end in the 14-16 range. Personally I love kingmaker, I think it is probably my favorite of the APs as I love the idea of building and ruling a kingdom, and my group has gotten really into it. But in the end I think the most imporant thing is to think of what kind of game you want to run.
Captain Marsh |
Yeah, Karse, I agree with Kolokotroni. The APs are wonderfully different in almost every way - and I would argue that the easiest mod for each is to boost the power level a bit to take your PCs all the way through 17-20th level. A few side-trips, one additional high-level BBGEG minion, and you're there. So the more complex question, is Where to take your players. Another consideration is that not all of the APs are still readily available....
Marsh
Goldenfrog |
I know I'm in the minority but I dislike the adventure paths. In every case (even Kingmaker)the railroad is just way to prevalent.
Also instead of one long adventure from a characters start to finish I like to mix it up and have dozens of different adventures.Some stand alone,others linked to what came before.
I like freedom for the pc's and for me to head off and do whatever catches our fancy.
Also I have noticed the players get tired of long drawn out affairs.Midway through ROTRL my players were wanting to go off and hunt pirates.
Now if you break most of the adventure paths down into the individual sections and use those for shorter sometimes linked adventures it works better for me.
voska66 |
I ran King Maker and that took my players up to level 18 when it ended. The Sand box nature of the game and random encounter caused their level to go a bit higher. In the end going through part III of the last book they jumped from level 16 to 18 at the end as they went into part III with 3/4 of the XP to 17th.
Gargs454 |
Kingmaker is certainly capable of going very long term. In the KM forum there's a post giving a wrap up of the campaign and there the PC's all made it to 20th. The thing with KM is that its a fairly trivial thing to pop in an extra module here and there or add a side quest or three, etc. Its a campaign that's specifically designed to take place over a period of many years.
The downside of KM is that the extreme sandboxy nature of it means that it can be easy to get too overly side tracked. Additionally, the kingdom aspect can get the group bogged down with extra minutiae that they may or may not be all that into (though there are suggestions for how to proceed if the players are not into the kingdom aspect).
Aelryinth RPG Superstar 2012 Top 16 |
Savage Tide will take your players to 21+. You're fighting demon lords at the end.
Age of Worms will also get them to also 20th.
However, these are going to be harder to get ahold of then other AP's. They are also 3.5, not PF, and so you'd have to convert some.
If you want a non-AP AP, then getting the City of Tsar adventure from Frpg Gpd is all about exploring an ancient city and citadel, and taking them to 20th. They do start at 6th. Rappan Athuk can also be a mind-blowing experience as a dungeon, from the same people.
I forget the name of the very first AP, Cagewrights? Argh. But it was redone for PF, I believe, repackaged right here. It also gets you to 18+, and you go trooping off to the Abyss again.
==Aelryinth