
Da G8keepah |
I am soon going to start DMing a new game and am wondering what the Paizo community feels is the best adventure path for our group. I've never run an AP. I prefer to homebrew my games but I no longer have to time to create them like I used to.
The group consists of a brand new player playing ranger, a semi-experienced player playing a druid and another very experienced player who is undecided but is leaning towards inquisitor. Possibly a fourth who is a new player but unconfirmed if he will join or not.
I'd like an AP that has a fair amount of RP based challenges to keep the experienced player interested. Also, seeing as there are two nature-themed characters in the group, I'd prefer an AP that allows them to play up that aspect of their characters, but this is not required.
What do you all think?

Rynjin |

Hmmmm, Serpent's Skull features a lot of jungle exploration, and the first book can be very RP heavy, but the later books you'd need to make some tweaks to to allow for it.
Kingmaker also involves a lot of wilderness, and is extremely sandboxy.
If you're not averse to pirates, Skull and Shackles is pretty great. You spend a lot of time on a boat, which leaves plenty of time for RP (I'd suggest doing away with the daily job rolls after the first week or so because they get tedious pretty quick).

LordClammy |
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You could start with rise of the runelords anniversary edition. I am running for some friends and it lends to some creepy themes that keep them interested. It has room for much rp and there is a fair bit of wilderness travel and/or exploration.
Also, if you want to let the wilderness nuts shine, you could run kingmaker. Very sandboxy and a lot of wilderness exploration. Also plenty of room for rp, especially when the enemy bard comes to town. ;)

Taku Ooka Nin |

I second Kingmaker too.
There are also a lot of additions created by others GMs you can find in the dedicated threads on this board.
From what I have seen of Kingmaker, I'll be a player in it starting this month, it looks like it is quite fun.
I guess in a year I'll be able to tell you how it is.
insaneogeddon |
Top billed are Serpent's Skull, Kingmaker and Skull and Shackles.
Kingmaker suffers with nova characters due to limited combats daily.
Sounds like a great group for it (no nova characters - i would NEVER dm this with nova characters again). But inquisitor means might have a nova character and the path is better for MAD, widely skilled and social characters (non chr based nature people and often their players aren't known for their desire to 'king make').
Skull and Shackles is lots of water time and some social stuff but lots of ghosty things not the best with 2 naturalist people (though both will work on ships really well with ranged attacks, wildshape, wind n water spells and summons). Its likely the PCs chose these characters to be earthy - naturey and the excessive water thing will hamper their expectations.
Serpents skull is perfect for naturalists and an awesome explore. It has (limited) water elements, a recurring monster type for the ranger, still with need of many skills and a social type leaving room for other PCs.
Best bet methinks for the group you have. Also later modules are improved with a little work so after get comfortable and have more time its perfect if old habits at building/tinkering resurface ; )