Favorite Adventure Paths (SPOILERS MOST PROBABLE)


Pathfinder Adventure Path General Discussion


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So, now that 12 adventure paths are fully released, another 1 just getting started and 2 more planned after that i thought GenCon (since I'm not there:(>) was the perfect time to give this type of thread a kick start. i'll start off.
1. (tie) Skull & Shackles- Mmmm... sand boxy pirates

1. (tie) Kingmaker- sand boxy and a healthy dose of fey

3. Rise of the Runelords Anniversary Edition- awesome!!! only have AE not the originals

4. Jade Regent- my wife and daughters first campaign (and still going strong) i love what they did with the Eastern elements

5 (tie) Shattered Star- i've never been a huge dungeon fan... until now!! Paizo does dungeons right

5 (tie). Carrion Crown- despite never, ever reading more then a page of love craft i'm a big gothic horror fan and love how this AP ties them all together (surprisingly book 4 is my favorite, leading me to believe i should check out this lovecraft fellow)

7. Reign of Winter- i'm a bit surprised myself that this is this far down my list (i don't have books 5 and 6 yet) if anything the fact that its this far down is a testament to how GREAT the APs are and what a great job paizo has done on them

8. Serpent's Skull- another good one, gets a bit of a bad rap because book 3 has no maps

9. Council of Thieves- this is the last one i have most of, really urban and gritty, but alas someone has to be last, still an awesome adventure path

none of these are bad, certainly some have their faults but overall nobody does an entire campaign arc in 6 books that Paizo does and cant wait to add Wrath of the Righteous and The Mummy's Mask to this thread or another like it next year.

cant wait to see what other people think


captain yesterday wrote:
cant wait to see what other people think

Well I have yet to run them all, but I can tell you the reaction my players had to Second Darkness was overwhelming. There is a scene in the 2nd adventure where the PCs are trapped in a tower that is rolling downhill... not only are they trying to stay upright but they are also trying to survive the attacks of enemy monsters... they loved it. they still talk about that fight scene : )

The scene in the first module where the meteorite strike near Riddleport... the PCs came out of the looking like Heroes, they saved lives and kicked some ass in the process!

Good AP.

Jade Regent was good, but I realized too late that they weren't enjoying lugging the caravan behind them. I have a player who thrives on paperwork... he happily kept detailed record of the caravan but it proved to be of so little value along the way... The players actively avoided any scene where it might come to harm... since it was the basis for an NPCs living (they were trying to be nice to the NPC). So to them it was just this lumpy thing slowing them down. I would have gotten rid of it alot sooner if I had realized they disliked it so much.

OK AP would have been better but...

Rise of the Runelords rocks!


1 - Reign of Winter
2 - Jade Regent
3 - Kingmaker
4 - Shattered Star
5 - Rise of the Runelords
6 - Serpent's Skull
7 - Skull & Shackles
8 - Second Darkness
9 - Curse of the Crimson Throne
10 - Legacy of Fire
11 - Council of Thieves
12 - Carrion Crown


Player empowered Kingmaker is #1


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Yrtalien wrote:
captain yesterday wrote:
cant wait to see what other people think

Well I have yet to run them all, but I can tell you the reaction my players had to Second Darkness was overwhelming. There is a scene in the 2nd adventure where the PCs are trapped in a tower that is rolling downhill... not only are they trying to stay upright but they are also trying to survive the attacks of enemy monsters... they loved it. they still talk about that fight scene : )

The scene in the first module where the meteorite strike near Riddleport... the PCs came out of the looking like Heroes, they saved lives and kicked some ass in the process!

Good AP.

Jade Regent was good, but I realized too late that they weren't enjoying lugging the caravan behind them. I have a player who thrives on paperwork... he happily kept detailed record of the caravan but it proved to be of so little value along the way... The players actively avoided any scene where it might come to harm... since it was the basis for an NPCs living (they were trying to be nice to the NPC). So to them it was just this lumpy thing slowing them down. I would have gotten rid of it alot sooner if I had realized they disliked it so much.

OK AP would have been better but...

Rise of the Runelords rocks!

yeah none of my players thrive on paperwork so i never even bothered with the caravan rules, what i did was run it as random encounters and described how the caravan was also fighting the same thing, (pretty much how ship combat is run in S&S) i just use the caravan as a shop and occasional comic relief (they brought the brine stump goblins with "King Gutwad and his Amazing goblin Fire-Breathing Acrobats" (i have kids in the party)


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I'll just take the ones which I have played or GM'ed and the ones which I have read.

1.) Jade Regent - While I would have hoped for it to be 100% about Tian Xia, only the module which dealt with the travel over the north pole of Golarion left me cold. Pun not intended. Everything else is excellent or at least very good. Although I completely replaced the megadungeon with something less grindy (The Ruby Phoenix Tournament) so that may have colored my perception of that module a bit. Oh, btw., ditch the caravan and relationship rules, they give you herpes.

2.) Curse of the Crimson Throne - Everything to do with Korvosa is aces. The other two modules... not so much. Scarwall was good for a haunted castle, but after experiencing a certain manor in Rise of the Runelords Anniversary, I think the title for best "haunted place" has to go to Rise.

3.) Carrion Crown - It has its share of problems, but this AP features a lot of investigative work for player characters and manages to keep the balance between that and combat at 50%. Until the last module, where it's all "kill stuff and kill more stuff". And the final enemy needs some work to not come out of nowhere.

4.) Shattered Star - My dislike for long dungeons is well documented over my years on this board. That That having been said, this AP features a ton of well designed dungeons, replete with excellent combat encounters and surprisingly many non-combat encounters. And while there are plenty of evil opponents, there are suprisingly many non-evil ones as well. Unless you play "stupid evil", I think this may be one of the better AP's to take a non-good party through.

5.) Reign of Winter - Overall another "travel from location to location" AP, where you don't have much of a permanent supporting cast (unless you take a few NPC's from the first and second modules with you, which is entirely dependent on your groups actions). But some of the locales are fantastic, especially the one from module five. Which, by the way, is in my opinion the finest module ever published by Paizo. The resolution of the adventure is very good and can, depending on how imaginative the players are, be very satisfying. Or not, again depending on how quick on your feet your players are.

Still playing through early Rise of the Runelords and Second Darkness, so I can't give my opinion on the two of them.


magnuskn wrote:


4.) Shattered Star - My dislike for long dungeons is well documented over my years on this board. That That having been said, this AP features a ton of well designed dungeons, replete with excellent combat encounters and surprisingly many non-combat encounters. And while there are plenty of evil opponents, there are suprisingly many non-evil ones as well. Unless you play "stupid evil", I think this may be one of the better AP's to take a non-good party through.

I agree with this. The major NPC isnt good...so this works well with a very determined but 'unpleasant' party. This AP has gone well so far and about half the party are evil, and none are good. Opens up a lot more social interactions in the dungeons without LGs smiting all over the place.

Shadow Lodge

1.) Kingmaker: Running this right now and there's so much opportunity for editing, adjustment, homebrewing, and just amping things up to insane levels. Been a blast so far.

2.) Curse of the Crimson Throne: On my to-do list from the moment I started reading it.

3.) Rise of the Runelords: Heard nothing but good things (and terrifying). I'll be playerside for this one in the future.

4.) Wrath of the Righteous: Good old fashioned butt kicking for goodness! Looking forward to being a player in this one as well.

5.) Reign of Winter: I don't know if I'll ever get to play it but it looks so ridiculously fun! And RASPUTIN MUST DIE!

6.) Serpent's Skull: Going to run this one mashed up with Savage Tide and Razor Coast. On its own it looks kind of meh, but it seems to make a great supplemental support. That and I like snake people, a lot.

7.) Legacy of Fire: Arabiaaaan NIIIIIIIIIGHTS~ I want to play in this one for that alone. Sadly I don't know much about it otherwise, yet, so can't rate it higher. Will probably change after being played.

8.) Council of Thieves: Playing in this right now, as well as assisting the GM who's still a little new and having to make a lot of adjustments and adaptations for various reasons. It's been fun, but it's obvious it frustrates her on some things.

No real interest in Second Darkness or Jade Regent (JR would be more interesting if you could excise the NPCs and make the plot focus on the PCs - I've heard suggestions for a Kingmaker style adaptation that might be more interesting to me).

Eagerly looking forward to both Mummy's Mask and Iron Gods though, I imagine they'll easily get onto the list.


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i didn't care for the jade regent npcs myself (tho if i had gotten RotRL before running i would've had more invested in them, oh well)

Dark Archive

I'll start by qualifying that my list is based almost solely on how much fun was had (or looks to be had for those I've only read) during the AP. Some of these rankings are influenced by extra work done on the AP by the DM or simply quality of the DM.

Not on the list: Legacy of Fire (don’t own it) and Skull & Shackles (playing in it next)

1. Serpent’s Skull (DM’ed to completion) – I know, I know; “What the heck is this doing in the #1 spot??” But despite its horrible shortcomings (railroad book 2, completely unfinished book 3) this is the AP I’ve had the most fun in so far. Required a lot of extra work but a large cast of reoccurring characters made this a great AP to run.

2. Reign of Winter (read only) – this looks like a great one. I’m excited to try this one out.

3. Curse of the Crimson Throne (player to completion) – Everything about Korvosa was awesome. Books 4 and 5 left a bit to be desired, but still a very fun AP

4. Carrion Crown (read and prep’ed to run) – I just finished completing prep work to run this next and it looks strong. It too required a bit of work to foreshadow the BBEG appropriately but the varying adventures (from wilderness to urban) looks like it will be a lot of fun.

5. Shattered Star (read only) – I’m not a big fan of large dungeon crawls but this one looks really good.

6. Rise of the Rune Lords (player to end of book 2, read the rest) – I’ve always wanted to get back to finishing this one but we haven’t made it there yet.

7. Kingmaker (currently a player in book 6) – this one looked really strong on paper but it’s having… issues. I would love to move it higher up if I ever get a chance to run it again some other time. *shrug*

8. Second Darkness (player to beginning of book 5) – for all its (big) problems (bait and switch at book 3, book 4 was frankly boring, book 5 was a disaster) this one had its moments. And going back and reading book 6 that one looks great. Too bad book 5 killed the campaign for us.

9. Council of Thieves (player to beginning of book 4) – I dropped out of this campaign early but there just wasn’t much memorable here. The play in book 2 was great, but the rest of the story just felt a bit weak. Now admittedly, I don’t know a whole lot about this one (haven’t gone back and read it) but everything I loved about the home city of Korvosa in CotCT just wasn’t there in Westcrown. Kind of a shame because our DM for this one is was fantastic but the adventure just never seemed to click.

10. Jade Regent (read only) – this is completely a personal preference. I’m just not a fan of Eastern flavor. That compiled with the caravan and relationship rules just leaves this in my “will never play” pile. I may come back to it and mine it for ideas at a later date. *shrug*

Again, just my own personal play experience.


1 - Curse of the Crimson Throne
2 - Legacy of Fire
3 - Jade Regent
4 - Rise of the Runelords
5 - Shattered Star
6 - Skull & Shackles (tie)
6 - Kingmaker (tie)
7 - Serpent's Skull
8 - Council of Thieves (tie)
8 - Second Darkness (tie)
9 - Carrion Crown

I have no experience with Reign of Winter yet, so I'll leave it off the list

Silver Crusade

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1. Curse of the Crimson Throne. Great story, great NPCs, a vivid city, excellent sourcebook support. I'm slightly torn about adventure 4 (it's great on its' own but its' slightly out of place), but the rest of the AP more than makes up. Also, Scarwall and Laori Vaus.

2. Rise of the Runelords. Slightly less awesomesauce but far more consistent. It used to be at spot 3 due to weak links between the adventures, but with this adjusted in the Anniversary Edition it's a firm silver medal.

3. Kingmaker. It's a whole different animal from the rest, really. I treat it as a framework for a sandbox, less an adventure path. Still, what we get here is of consistent quality and adventure 6 oh my oh my Sir Pett you're a genius. It's totally not my AP style, but I salute the quality and boldness of the concept.

4. Carrion Crown. Again, consistency is solid, the idea of every episode being a different stroke of horror works better than it sounds, Trial of the Beast is a lovely idea and the only thing that drags it down is the out-of-the blue BBEG. If you can handle that, you're golden.

5. Reign of Winter. Despite the rather unremarkable adventure 3, this one goes to eleven in adventures 4 and 5, including the incredible visit to Earth in Rasputin Must Die. It's a shame that the finale is pretty much a typical Greg Vaughan hack'n'slash adventure, because it really should at least try to up the ante after Brandon's tour de force. Still, much fun to be had, with a slightly more bumpy consistency than CC, hence the verdict.

6. Legacy of Fire. Great AP if you love Arabian Nights (and planar stuff), not so much if you don't. Solid work, some really nice ideas and locations. Dinged by the gorrawful Set Pieces, man am I happy Paizo quit doing those. Phew!

7. Jade Regent. It's a sound premise and a road trip that's well executed, with some great opportunity for West-meets-East action. However, it suffers from caravan and relationship subsystems which both pretty much require you to walk around them. Also, recurring NPCs are good, constant NPCs not so much.

8. Skulls 'n' Shackles. Again, a binary like/don't like situation depending on your thoughts on pirrrates! Paizo's "must have a subsystem in every AP" policy continues, resulting in some more or less forgettable mechanic distractions. This one requires a lot of GM work and is pretty much another "sandbox framework AP". Sadly, no adventure here really grips my heart.

9. Shattered Star. There's nothing wrong with individual adventures here, and adventure 2 is one of the best donjon krawls I've ever read. But it has perhaps the weakest links between adventures of all APs, assuming you're just walking from a dungeon to a dungeon to grab parts of McGuffin. There's next to no recurring NPCs, side stories, you know, the "padding".

10. Council of Thieves. The missed expectations one. The whole "rebels against Cheliax" idea gets quickly sidelined by a completely unremarkable BBEG with a completely unremarkable plan and totally forgettable henchmen. Also, the iconic Bad Asses of Golarion, Hellknights, are constantly made into silly buffoons. This AP is a one big *shrug*.

11. Serpent's Skull. OK, Indy Jones and Lost Serpentfolk Cities. Adventure 1 is cool. Adventure 2 is fine. Adventure 3 is where the original author dropped the ball so hard that it hurts, and by the way forgot that isn't writing a 4E dungeon delve adventure. Since adventure 3 is sadly the linchpin of the entire AP, it drags the whole thing like as sink-hole. Adventures 4-6 are solid, and that could be a great AP once you completely rewrite adventure 3 and redo the whole location. Not something I have time for, sadly, so it's going into the "likely never ever" box.

12. Second Darkness. See above, but not only is one adventure a total miss, but also the plot is acting like a drunk on a motorbike. The AP sets you up as shady employees of a dinky casino and halfway through expects you to become a heroic savior of the elven race. And it gets worse, because after said elves kick you in the face and stab you in the back, you're still expected to save them. For free. Because you know, altruism. Despite excellent adventures 1 and 2, solid 3 and 4 plus a really well done finale, adventure 5 is a trainwreck and it blows the entire AP. You basically have to rewrite the entire AP, so it's going into the "never ever" box.


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i really thought there'd be more replies then this


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Dungeon Magazine Era:
1. Savage Tide
2. Age of Worms
3. Shackled City

3.5 Edition Era:
1. Curse of the Crimson Throne
2. Rise of the Runelords
3. Legacy of Fire
4. Second Darkness

Pathfinder Era:
1. Carrion Crown
2. Kingmaker
3. Shattered Star
4. Reign of Winter
5. Council of Thieves
6. Serpent's Skull
7. Skulls and Shackles
8. Jade Regent

Wrath of the Righteous is looking to dislodge Carrion Crown though.


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i see a common thread, in that Curse of the Crimson Throne is generally in peoples top spot or number 2. so my next question is: which is easier to convert to PFRPG: CotCT or Legacy of Fire

Contributor

captain yesterday wrote:
i see a common thread, in that Curse of the Crimson Throne is generally in peoples top spot or number 2. so my next question is: which is easier to convert to PFRPG: CotCT or Legacy of Fire

As someone who has run only these two APs and consider them both my number one, I can say that they are equal in conversion to PF. Most of the creatures are now reprinted in a Bestiary, so that is no problem. Very little is dependent on any of the 3.5 versions of the classes and what is can usually be replaced on the fly or with minimal work.

The true work comes in filling in the gaps and reworking the AP in general and specifically for your group. Both APs have extended forays outside of their main settings, Korvosa for Curse and the nation of Katapesh for Legacy.

CotCT has the issue of dealing with what feels like an extensive "fetch quest" for two books. With a good amount of work, it can feel a lot more natural or be interspersed with additional adventures to break up the stale feeling of constant NPC requests. In addition, as bad as leaving the city is for the players, if the mood and goings on in the city can be relayed to them, it will increase the tension for them. If played correctly, it will make their anticipation to return to the city all the greater and the return more rewarding.

LoF also has a break in the form of a planar jaunt. Similar to CotCT, it makes for great anticipation to return to before, however it's a bit more difficult to convey the goings on back home here. The other main issue with this jaunt is the fact that it leaves players without a homebase for two books, making it really difficult to shop and the like. Unlike CotCT, there's no other cities or towns that they can visit to fill the role in the interim. My recommendation is to actually swap book 5 and 6, letting the players return home for a while and making the conclusion feel more suitable. This requires a lot of work not only converting enemies to appropriate levels, but also a reworking of the plot to accommodate the villain's plan ruined in "book 5" and being transplanted to "book 6." The AP can be run as is, but you might want a shop to appear or customized loot sprinkled throughout.

I have further thoughts on this, but that's the main points you will want to consider.


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Conversion documents for CotCT are easily available on the specific section of the message board.


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@donato, one thing i learned from RoW is thats what the mercane race is for (an extra dimensional magic shop) however my players are young or inexperienced so they surprisingly aren't all that interested in buying items as they are in finding them or crafting them. if you could run one of the two again, which would it be?

p.s. i'm unlikely to switch chapters, sounds too much a pain, good idea tho

@magnuskn thanks, when i get one or the other (or both:) i will definitely investigate the message boards for conversion tips and advice in general

they both sound super awesome.


I'll just list my first three.

1) Skull and Shackles, currently GMing. Because pirates. The first adventure is troublesome and risks death very quickly, but now that the PCs have their own ship, it all seems to run smoothly. Naval combat is a bit annoying, but the PCs have developed a strategy whereby they swing up close to the ship, jump across, and engage on the deck. At that point, I just drop down the battle mats and let them fight it out.

2) Kingmaker. Great fun, for reasons others have already given.

3) Curse of the Crimson Throne, because Korvosa is aces. It just needs some conversion work.

4) I lied. This would probably be a three-way tie between Reign of Winter, Shattered Star and Legacy of Fire. There are things I like about all of them, but also things I dislike.


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The Great
1 – Shattered Star – It’s been said a thousand times but I’ll throw it out there again: Pathfinder is many things to many people. I’m an unabashedly old-school “wade through the dungeon, slaying as I go” gamer and this entire AP scratches my “Ghost Tower of Inverness” itch like no other.
2 – Curse of the Crimson Throne – All six volumes ooze awesome and Skeletons of Scarwall may be one of the great dungeon romps of all time.
3 – Rise of the Runelords – Rise sets the standard for balancing old-school and “modern” adventure design.
4 – Kingmaker – It’s considered a modern classic for a reason.

The Good
5 – Carrion Crown
6 – Legacy of Fire
7 – Serpents Skull
8 – Council of Thieves

The Not-For-Me
9 – Jade Regent – I didn’t care for the caravan system at all and Asian-themed fantasy adventures just don’t do it for me. Still, I really enjoyed The Brinewall Legacy.
10 – Reign of Winter – The jury’s still out, but I’m not big on the Russian folklore elements or off-planet adventuring and I don’t like the Earth crossover at all. It’s great that a lot of people enjoy this AP, but Paizo obviously can’t please everyone all the time.
11 – Skull and Shackles – I appreciate that a lot of folks wanted a pirate adventure path and I applaud Paizo for trying and succeeding at it, but I’ll never run it. It’s just not what I want out of an AP.
12 – Second Darkness – It’s not a bad AP; I don’t think Paizo has released or will release a truly bad AP. In fact, Children of the Void is among my favorite adventures Paizo’s ever published. Having said that, the final three volumes, particularly volume 4, didn’t appeal to me at all.

Contributor

captain yesterday wrote:

@donato if you could run one of the two again, which would it be?

It would be Legacy of Fire. A lot of the fun we had was in our inexperience with the PF rules and playing things off the cuff. The idea of swapping the last chapters is what I want to play with most. It would mean a more significantly different AP than just running CotCT a second time. Also, knowing the themes of the AP and with the advent of the Broken Chains modules, there's lots of opportunity to add more and make what's already there all the more powerful. Also, having the books that I have now allows for a really impressive finish with the idea of going after all the Spawn of Rovagug.


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1. Council of Thieves (player). My GM just did a bang-up job with this one, developed the city to an incredible degree--and since the PCs are nobility, they were never suckered into the unfulfilled and frustrating "let's topple the Empire" false lead at the beginning. I have to say, though, the GM swapped modules 4 and 5 and added 2 episodes of Savage Tide and a whole lot of his own material. I have no idea how this would run on its own.

2. Kingmaker (GM). Again, we had to go way, way outside what was in the modules--and rewrite the whole kingdom mechanic, which was a pain--but it was a really rich campaign with excellent NPCs. My player wants to do another kingdom-building game ASAP, which speaks highly for this one.

3. Rise of the Runelords (GM). It has its rough spots, especially in transitions between modules (I hear the Anniversary Edition is better). But there's a lot of colorful stuff and it all more or less works.

Those are the only three we've run all the way through. We've done parts of most of the others:

Jade Regent (currently playing module 3) seems pretty good, though the GM is doing a lot of fixing to make it work--the mechanics systems are both very bad ideas. Our PC/NPC relationships are not at all the ones the modules expect, but they are good ones, and there's some roleplaying depth. This could end up being a favorite if the later modules work.

Shattered Star (currently GMing module 3) has colorful dungeons, but feels very shallow--NPC actions seldom make any sense, world interaction is minimal. It comes across, in my hands at least, as competent but soulless.

Curse of the Crimson Throne (player through mid-#3) lost me catastrophically when it left Korvosa--I just didn't want to continue once I heard how long we'd be away. We went back to the same ideas in Council of Thieves and were much happier with them there.

Second Darkness (GM) was something of a trainwreck from #3 onwards, but I have to say that after abandoning the entire plot of #4 we had a *really* fun game in Zirnakaynin--the sourcebook material there is excellent. The player hated #5 and then quit early in #6--two very weak modules in a row. The idea of being motivated to rescue someone you hate just did not work for us. My player ended up preferring the drow (who are colorful and passionate and capable) to the elves.

Carrion Crown (mixed). I ran #3 as a side adventure in Kingmaker (it fits well in Thousandvoices); my husband ran #4 as a side adventure in one of his games. Neither one persuaded us we want to see the whole AP. There's better horror in RotRL or Kingmaker.

Skull and Shackles (GM). I ran part of 2, 3, and 4 as a mini-campaign. The mechanics subsystems didn't work again, and the whole thing felt stale to us, but we're not particularly pirate fans.

Legacy of Fire (GM). I ran #4 as the end of the Skull and Shackles mini-campaign, but it did nothing for me--it felt underdeveloped. The overall structure of the AP, with the PCs pulled away from their base, has the same problems for us as Curse of the Crimson Throne with even less compensation.

Serpent's Skull (GM). I've run part of #1 twice, but both games failed early. They didn't seem as fun as I hoped from the readthrough, but they were so short I really can't say. The later modules don't look as though they'd work for us.

In the future we might try Reign of Winter with the PCs as Baba Yaga's fairy servants. We can see no way to make it work run straight; the plot's just not acceptable to either of us. Wrath of the Righteous is going to be totally out of our level range; maybe module 1 will be useful elsewhere, but I think we'll be sitting this one out.

Looking at this, I can write my "AP wish list":

--pick a situation and STAY THERE, don't pull the PCs away (Kingmaker and Council of Thieves were best for this).

--NPCs with reasonable motivations and good engagement with the PCS (Kingmaker, Council of Thieves, Jade Regent).

--don't introduce cute new mechanics! I love innovation, I would love to be able to encourage development of bold new subsystems, but every single time they've been a mess. We had to either rewrite everything (Kingmaker) or ignore them (Skull and Shackles, Jade Regent, Second Darkness).

--colorful settings are great (just about every AP does this well--it's a real strength).


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after getting Rasputin Must Die! and reading Brandon Hodges' brilliant intro and the adventure itself (also brilliant!), i'd like to change my ranking a bit
1. Reign of Winter, yes Rasputin Must Die! is that good and the whole path itself is mind blowing! way to not pull any punches Paizo! every single person involved in this AP deserves many, many pats on the back (from the art dept on down Kudos!)

2 (tie) kingmaker
2. (tie) Skull & Shackles
4. Jade Regent
5. Rise of the Runelords
6. Shattered Star
7. Carrion Crown
8. Council of Thieves
9. Serpent's Skull
i don't have Legacy of Fire or Curse of the Crimson Throne yet but i will:)


I have read them all, played in just 2 but as a DM these are my rankings

1. Shattered Star - I love Varisa and these are some great dungeon crawls, I especially like the clone trap in the 2nd adventure
2. Curse of the Crimson Throne--the first 3 adventures are brilliant..the last 3, not so much but good enough to keep momentum
3. Rise of the Runelords- solid quality whole way though
4. Reign of Winter - I have an issue with the 3rd adventure being somewhat lame but the last 2 adventures are spectacularly good
5. Kingmaker - great sandbox
6. Legacy of Fire -- a great start with Erik Mona mkaes me want to run this, but will require some work due to a brutal railroad in 4-5.
7. Jade Regent..I like the start, kinda bogs down in the middle for me
8. Carrion Crown - Don't hate it, but not into the goth enough to get excited
9. Skull and shackles..like the first 4 adventures - the last 2 don't work for me
10. Serpents skull..only the James Jacobs intro really gets the blood flowing, the rest of the path is a real mess
11. Council of theives..look adventures 2 and 3..I hate n6 with a passion
12. Second Darkness -It's all been said before by others, this path just doesn't work..the riddleport adventures are ok by themselves, but the rest is the rare case where the adventures don't mesh and the story is crap.


Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

i like the third adventure of RoW myself, its not everyday you have a feminist themed dungeon, i plan on introducing the BBEG of that dungeon at the beginning of the giants vs hut encounter, as in he'll be there with the giants and say something like "Tell the old b!tch she was too late, Artrosa's treasure WILL be mine, in the name of Koshtchtchie!" and then he'll sic the giants on them as he leaves.


My favourite adventure path is a toss-up between Age of Worms and Savage Tide.

Grand Lodge

Pathfinder Starfinder Roleplaying Game Subscriber

Mind you, I haven't played a majority of these, but in terms of their plot synopsis and what I've read from the actual work, I'd style them like this...

Wrath of the Righteous so far ties with Carrion Crown. WotR sounds too amazing (especially after watching Pacific Rim) for me to even hope to put it below first, and mythic rules look neat. Carrion Crown will always have a special place in my heart because Ustalav is my favorite country by far.

Rise of the Runelords is after that, mainly because of its epic scope.

Jade Regent next, because I really liked the lore of the Dragon Empires and an eastern campaign looks much too fun to pass up.

Reign of Winter gets tied with Serpent's Skull at my bottom list of AP's I've actually looked into.

The rest are all varying levels of meh for me, though I hear Kingmaker is pretty on the ball, and Legacy of Fire intrigues me. Council of Thieves and Second Darkness never interested me too much (though I like a good old-fashioned, "drow are the terrifying foe" romp), and I've never even gotten a look at Shattered Star OR Skulls and Shackles, so I honestly can't say.

Oh, forgot Curse of the Crimson Throne...again, never had enough interest when reading through it.

Liberty's Edge

Curse of the Crimson Throne reigns supreme in our group. Though while most on the forum disoike book 4 we loved it and had a great time interacting with the Shoanti and passing akk their trials via technicality. Scarwall on the other hand was a slog that nearly resukted in a TPK more than onceand made us feel very unheroic.

Reign of Winter we just started but is shaping up to be just as popular. The group is divided evenly between "reasonable people" and "murder hobos".


For my group we rank them as follows

The Great:
1-Kingmaker
2-Skulls and Shackles
3-Carrion Crown (first 4 books,, last 2 were OK)
4-Curse of the Crimson Throne (first 3 books, Last 3 were OK)

The Good:
5-Rise of the Runelords

Didn't work for our group:
6-Serpent Skull - Book 1 was great, Books 2, 5, and 6 were awful. Books 3 & 4 were good but took a lot of DM prep.
7-Shattered Star - Dungeon crawls bore us no matter how well done they are.


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Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

here it is, i have no problem if others start their own threads, just thought i'd update so others can see how they were ranked and prevent me from posting my opinion in multiple threads

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