Ambrus |
As per the title, I'd like a brief, spoiler free description for each of the Adventure Paths that I can send to the players in my group so together we can discuss which APs to examine more closely for eventual play.
One or two sentences with the key themes, common environments and monsters types as well as any weak points would be greatly appreciated. Adding a 1-5 star rating for each would be frosting on the cake.
I myself don't familiarize myself overmuch with the various APs outside of those I've run or played in case I eventually get the opportunity to play through them myself. I know such description lists exist, but they usually lack the newest APs, so I thought a more current list would be generally helpful for those shopping around for their next AP.
Liz Courts Community Manager |
I found a useful Reddit thread on that topic. We also have this page, but that's not as useful to your purposes.
Ambrus |
I found a useful Reddit thread on that topic.
Thanks Liz. That's pretty insightful, if a bit wordy. It's a shame the later APs are missing.
We also have this page, but that's not as useful to your purposes.
Interesting, though rather spoilerish and lacking in insight as to how the various APs are actually structured and what problems they may have.
You could also skim the free Player's guides to get a feel for the different APs...
I'm aware of the Players Guides; I'd just like to narrow the field down to one or two options before asking the group to read through the appropriate Players Guides.
ryric RPG Superstar 2011 Top 32 |
I can try to tackle the APs I've played and run:
Rise of the Runelords: Start out defending a small town against local threats, growing threat from ancient forces. Lots of goblins then giants. Adventure 3 has some elements that might squick.
Legacy of Fire: Desert/Genies/Planar Travel. Gnolls at first, then outsiders. Downtime is front-loaded. Adventures 4 and 5 trap players on other planes.
Kingmaker: Claim a wilderness and forge a kingdom with the PCs as rulers. Many animals/fey. Very sandboxy. Can get mired in kingdom building - while fun, it can add many sessions to playthrough.
Serpent's Skull: Ancient jungle ruins; a lost civilization attempts to awaken a dark god. Serpentfolk, animals, monstrous humanoids. Adventure 2 is a railroad; adventure 3 is a sandbox but needs a lot of extra development.
Carrion Crown: Horror path; many horror subgenres explored. Undead common. Some parts very tough; each adventure emphasizes a new subgenre.
Skull&Shackles: Pirate path. Purely good characters might have issues. Fight a lot of other sailors. First adventure tough and has the nastiest alcohol in existence.
Wrath of the Righteous: Mythic path. Fight against hordes of demons. Lead armies, rebuild towns, punch demon lords. Mythic makes everything super easy if run as written.
PFW1-K1 |
The PathfinderWiki page on the Adventure Path line includes the official, spoiler-free summaries, which are each about a paragraph long.