What's your favorite PART of an Adventure Path?


Pathfinder Adventure Path General Discussion


Looking at Paizo's APs in a more piecemeal approach, what parts of AP volumes stand out to you as being the high points of the line?

Fer instance, my Second Darkness library consists solely of Volume 2 because that tower collapse scene sounded so awesome in reviews that I just had to have it. Likewise, Sixfold Trial is the only part of Council of Thieves I have just for Pett's murder play.

But I've really fallen behind in my AP awareness, so I'm wondering what scenes, dungeons, mini-games or other elements appeared in some of the later APs which really stand out as being worth getting on their own.


My votes would be Souls for Smuggler's Shiv, Skinsaw Murders, and Edge of Eternity (director's cut, if you can get it). With a little massaging, they can be placed in just about any campaign or even run as stand alones.

Silver Crusade

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Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Serpent's Skull: Souls for Smuggler's Shiv: Fantastic standalone adventure. Could launch a bunch of different campaigns with that one.

Kingmaker: Sound of a Thousand Screams: A fantastic capstone adventure, the threat feels high level, locations are suitably epic and is just so great.

Skull & Shackles: The Price of Infamy, great sea box and something I'd launch into after Souls for Smuggler's Shiv.

Jade Regent: The Brinewall Legacy - Combine with burnt offerings for a Sandpoint sandbox.

Mummy's Mask: Empty Graves - Zombie Apocalypse!

Iron Gods: Valley of the Brain Collectors: IT'S CALLED VALLEY OF THE BRAIN COLLECTORS!


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Reign of Winter- Rasputin Must Die! - Napalm and Mustard Gas, F&$$ yeah!

The Exchange

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Honestly? My favorite part of Carrion Crown was the first book. The haunting of harrowstone, a classic victorian ghost story, serial killers, and weird happenings! I actually ran the book so well in practice I accidentally gave one of my players claustrophobic nightmares (even though she's not, nor has ever been, claustrophobic). All in all a great 1st level book in my mind.

Scarab Sages

Iron Gods Book 3, sort of a hidden gem. The town of Iadenveigh seems like a normal sort of six page listing of all the places in town, but every single place has some sort of really interesting hook left hanging there. My group spent about eight hours doing nothing but exploring the town, talking to the people, and following up on those little hooks or bits of interest that I expanded out into events since they kept pulling at the threads.

The bonus in the book is the three mini-scenarios that can be sprinkled over about a five level range when you need something.

Liberty's Edge

Skinsaw Murders - that tower plus those Ogres; just so much awesomeness!

To be honest, I really like the first parts of almost every single AP. Especially (as Dudemeister alteady said) Smuggler's Shiv. A great entry point for a lot of campaigns.

What lies in Dust and Infernal Syndrom I especially love, as I placed them as a city adventure in Ptolus - that was great!

The Vanishing of Varnhold was kind of spooky and most of all it had Spriggans!

And finally, Beyond the Doomsday Door! Nice location, easily useable in any campaign - though I totally changed the room of the final encounter, to make it a huge and epic fight.


Jericho Graves wrote:
Honestly? My favorite part of Carrion Crown was the first book.

Oh yeah. Harrowstone is also in my 'Best Of' library. I wasn't into the idea of an entire AP based around Universal Movie monsters, but the first chapter sounded really good and I wasn't disappointed.

I haven't played it, though. How did the 'earning the town's trust' mini-game work for you?

Duiker wrote:
Iron Gods Book 3, sort of a hidden gem. The town of Iadenveigh seems like a normal sort of six page listing of all the places in town, but every single place has some sort of really interesting hook left hanging there.

That's exactly the stuff I love. Those little elements that remind you to stop the train for a bit and let the players take their lead. Like Carrion Crown, I wasn't on board for a sci-fi AP, but I'll have to go looking for Iadenveigh.

Scarab Sages

Fletch wrote:
Jericho Graves wrote:
Honestly? My favorite part of Carrion Crown was the first book.

Oh yeah. Harrowstone is also in my 'Best Of' library. I wasn't into the idea of an entire AP based around Universal Movie monsters, but the first chapter sounded really good and I wasn't disappointed.

I haven't played it, though. How did the 'earning the town's trust' mini-game work for you?

Duiker wrote:
Iron Gods Book 3, sort of a hidden gem. The town of Iadenveigh seems like a normal sort of six page listing of all the places in town, but every single place has some sort of really interesting hook left hanging there.
That's exactly the stuff I love. Those little elements that remind you to stop the train for a bit and let the players take their lead. Like Carrion Crown, I wasn't on board for a sci-fi AP, but I'll have to go looking for Iadenveigh.

There's a map shop! And an astronomery! And a coroner/graveyard runner with three weird daughters! Granted, we filled in lots of blanks, but the framework was there as opposed to just general store, black smith, rich dude's house, etc.

The Exchange

The trust mini-game actually worked well and forced the party to take up random jobs I created on the Ravengro post-board. They did things like a help a farmer bring in his crop before frost took it, they helped find a family's lost pet, etc. They did all of this to try and win the town over because they had all become entranced by Kendra and wanted to prove to the town she was good peoples.

Liberty's Edge

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I quite liked The Varnhold Vanishing.

Liberty's Edge

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Seven Days to the Grave is the best module of all time.


Pathfinder Adventure Path Subscriber
rknop wrote:
I quite liked The Varnhold Vanishing.

Is there a way to say why without spoiling anything? I'm currently a player in it and have no idea why we're doing anything or what's going on.


i like it for its american history reference (i.e. see Roanoke Colony) any thing else i could think of would be spoiler-y, just wait:-)


Pathfinder Adventure Path Subscriber

I got that reference. It was spooky in its own way, but with no clues and no information it almost had no purpose.


I have only done Rise of the Runelords, Curse of the Crimson Throne, and Carrion Crown myself. Out of those three though, I have to say both mine and my party's favorites were in CotCT. Seven Days to the Grave is just fantastic as an adventure, and even now my players will break out into a nervous sweat when they have anything to do with Blood Veil. (Especially fun considering we did RotR after Curse of the Crimson Throne.)

Skeletons of Scarwall was another one that my players loved, because this was the first time they really got to learn about Kazavon. Top it off with the fight to put down the Chained Spirit and to get Serithial, and they still love it.

Burnt Offerings is in many ways what I consider the perfect starting adventure, and Nualia is still one of my favorite Paizo-made villains overall due to her backstory.

And finally, there's Book Two of Carrion Crown. Trial of the Beast is just great, and hands down my favorite book I've run period.


The play from Council of Thieves. Probably the most fun straight role playing a portion of an AP we've ever had.

Dark Archive

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Seven Days to the Grave retains the top spot for me. Excellent characters / villains. Excellent urban adventure. Just really well-done overall.

Rasputin Must Die is also notable, but doesn't manage to eclipse it.


RotRL: Burnt Offerings, The Hook Mountain Massacre, Spires of Xin-Shalast
CotCT: Seven Days to the Grave, A History of Ashes
SD: Endless Night
LoF: Howl of the Carrion King, The End of Eternity

KM: The Stolen Lands, The Varnhold Vanishing, Sound of a Thousand Screams
SS: Souls for Smuggler's Shiv, The Thousand Fangs Below
CC: Trial of the Beast, Wake of the Watcher, Shadows of Gallowspire

RoW: The Shackled Hut, Rasputin Must Die
MM: perhaps Shifting Sands (there weren't any real doozies in this AP, but nothing that really stood out either.)

Liberty's Edge

Seannoss wrote:
rknop wrote:
I quite liked The Varnhold Vanishing.
Is there a way to say why without spoiling anything? I'm currently a player in it and have no idea why we're doing anything or what's going on.

Hmm... hard to say why without spoiling things. Sorry :) It does have a nice arc to it. I also like that early on, it is a big mystery, and the heroes don't really know what's going on and why things have happened, and have to explore to figure things out before they confront whatever it was that was behind it.

I haven't played it myself, ran it as GM. My Kingmaker campaign ended shortly after that (as I moved away), and finishing VV was a satisfying way to end that campaign.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

My favorite parts were:

RotR: Everything from the start up to the farm in Hook Mountain Massacre, really.
CotCT: Seven Days to the Grave
SD: Shadow in the Sky
LoF: End of Eternity
CoT: The Sixfold Trial
KM: Sound of a Thousand Screams
SS: Souls for Smuggler's Shiv
CC: Trail of the Beast
JR: Forest of Spirits
S&S: Island of Empty Eyes
SS: Curse of the Lady's Light
RoW: Rasputin Must Die!
WotR: haven't read (playing)
MM: Pyramid of the Sky Pharoah
Iron Gods: Valley of the Brain Collectors (although I haven't read The Divinity Drive yet, and it looks excellent)


Y'know, I haven't really pinged on any volume of Kingmaker as a standout chapter, but looking at Varnhold on its own merits, it really is a nice adventure. I haven't had a chance to run it yet, but for those of you who have played it, I have a spoiler-y question about it.

Spoiler:
It had seemed to me, on paper, that when the PCs show up in an abandoned town now populated by Spriggans, those PCs would assume the Spriggans were the ones who killed or drove off the townsfolk. Did your players make that same assumption, or does it play out differently when they're actually in the abandoned town?


Fletch wrote:

Y'know, I haven't really pinged on any volume of Kingmaker as a standout chapter, but looking at Varnhold on its own merits, it really is a nice adventure. I haven't had a chance to run it yet, but for those of you who have played it, I have a spoiler-y question about it.

** spoiler omitted **

kingmaker book 3 spoiler:

When i was playing Kingmaker me and my party didn't connect the spriggans with the vanishing of the people.

Grand Lodge

Thus far, Rise of the Runelords; Hook Mountain Massacre, Graul Homestead. The reactions of my players to all the flesh furniture, rot and traps had them, by the end of it, giving all of their nope


Stolen lands for me.


Gotta second all the comments on The Varnhold Vanishing. When my players walked into the abandoned city... yeah every single one of these guys, most of them gung-ho fear-nothing types, said they had chills from the sheer atmosphere of the place.

Then they found that tannery....


Iron Gods: Lords of Rust is pretty awesome. Pathfinder meets Mad Max!

Liberty's Edge

Second Darkness - Book 2 - really interesting story and kinda creepy

Kingmaker - Book 5 - The bad guy is a joke but this is where your Kingdom peeks and the war comes.

Serpent Skull - Book 1 - Great story and very much can be played like an
episode of LOST.

Shattered Star - Book 6 - The main story may be over but the best has yet to come!!!

Jade Regent - Book 5 - Finally, FINALLY, you get to explore Tian culture.


Stolen lands for me too
Liked JR 1 and SSt 1 as well

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