Antariuk |
So after a hiatus my regular gaming group will gather again, and it was decided that I should run official, separate modules (for now). My home library isn't all that bad, many things from the 3rd edition era I can still put to good use, but it got me thinking - which AP's have parts you could run separately, without the need to rewrite much of anything?
My own AP experience is pretty limited, but I have the first 2 parts of Kingmaker and I think that you could run the first volume pretty much as-is and then follow up with something different (although you would want to fill some blank parts of the hexmap on your own, but that's nothing I'd consider much work).
So, which AP's parts would you run as a separate adventure?
Joshua Goudreau |
I'm running through Souls for Smuggler's Shiv right now and provided the connective material from the end is removed it could stand on its own without much work. Instead of the lead in to an epic quest it remains a stand alone tale of survival on a hostile island.
Lord Gadigan |
Sound of a Thousand Screams could possibly be pulled away from the rest of the campaign too, with Nyrissa trying to reclaim some location that the PCs are in instead of the PCs kingdom. It'd make a good high-level thing that deals with weird fae places. Probably the hardest on my list here to pull over to use on its own, but still within the realm I'd consider farily easily-doable.
The second and third parts of Mummy's Mask can also run as a two-parter. Just cut the other parts of the Pharaoh's soul from the storyline and run it as the PCs investigating a cult they've heard about and then tracking down and eliminating the possessed leader. It isn't quite as smooth as the first two on their own, and you'll have to change some of what the PCs are researching in Part 3, but it should fall into the same general level of workability as Sound of a Thousand Screams.
Antariuk |
Thanks for the responses so far! Now I have some ideas for what to borrow from my buddy who owns about everything Paizo ever put to print :)
I totally forgot about Souls for Smuggler's Shiv - I am a player in a SS game, but since two of my players also are in that group it sadly isn't an option for me. Man, that island was good fun.
Deadmanwalking |
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Additionally, most first chapters are workable on their own, if you're willing to head off on a thematically similar campaign, even one with very different details.
Joshua Goudreau |
Speaking of Reign of Winter, I ran the first installment The Snows of Summer as a stand alone and it worked just fine.
When I ran it we decided about half way through to drop the campaign so I needed to change the references at the end but it worked out just fine.
I'm currently playing in a Second Darkness game and we recently finished part two, so I second what was said above about those installments.
Pan |
Wrath |
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While you guys state it's unfortunate, I think the entire fact they have a major plot that runs through them but can be ignored if you want...is actually brilliant.
The AP's and modules are Paizo's bread and butter. The fact they have written them so you can run it as a campaign OR as individual modules if you want is very smart.
If you want more thread ties to the AP's, they give you huge amounts of background material for all the badguys in their campaigns and you can place as much or as little of that into your games as possible.
Carrion Crown that someone mentioned earlier, is a great example. At first they seem like disparate missions, but when you keep in mind the campaign traits, it gives the party a clear goal from the moment they
All of that is in there for the DM to use, but they don't overplay it as the AP's can also be run as standalones if needed.
Every AP I've run from Paizo, and that's about 5 so far, has had this feature. None of the groups I've run through them felt there wasn't enough plot to hold them together. Use the background at the beginning of each module to work them together as needed.
Cheers
DM Nerk |
Book 4 (The Island of Empty Eyes) could work with a bit of set up. The general mission is pretty discrete (tame the island and then entertain the pirate lords) and could be run separately pretty easily. It's a nice mix of everything I like: puzzles, dungeon-crawl, wilderness exploration and roleplaying, with piracy of course. The only real changes that would need to be made would be a reason for the saboteur to want to sabotage them, but adventurers who don't make enemies?
leo1925 |
While you guys state it's unfortunate, I think the entire fact they have a major plot that runs through them but can be ignored if you want...is actually brilliant.
The AP's and modules are Paizo's bread and butter. The fact they have written them so you can run it as a campaign OR as individual modules if you want is very smart.
If you want more thread ties to the AP's, they give you huge amounts of background material for all the badguys in their campaigns and you can place as much or as little of that into your games as possible.
Carrion Crown that someone mentioned earlier, is a great example. At first they seem like disparate missions, but when you keep in mind the campaign traits, it gives the party a clear goal from the moment they
** spoiler omitted **All of that is in there for the DM to use, but they don't overplay it as the AP's can also be run as standalones if needed.
Every AP I've run from Paizo, and that's about 5 so far, has had this feature. None of the groups I've run through them felt there wasn't enough plot to hold them together. Use the background at the beginning of each module to work them together as needed.
Cheers
I agree that it's a feature, i am saying that it's a bad feature.
logic_poet |
Part four of Second Darkness, Endless Night could work as a stand-alone infiltration mission, with a little minor rework of who is helping the PCs and why the villains need to be infiltrated. Since drow are CE demon worshipers, that part is not too hard for a party of mostly good heroes, and the person who helps the PCs is a spellcaster for hire, so you can just switch his employer.
Sunderstone |
I always wanted to run Souls for Smugglers Shiv (everything ending just before the Dungeon at the end) as a prequel to the Skulls and Shackles AP. The PCs would eventually be "rescued" by a passing ship, that ship being the Wormwood, that rescue being pressganged into service, etc.
It's much better hook IMHO, than the existing starting hook of the Wormwood Mutiny.
I was even toying with making Shiv, a zero level adventure ala Goodman Games zero level rules. That would still be sweet.
Basically any AP starting module runs well as a stand alone, along with a few middle chapters mentioned above.