Mars Roma
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I Want to present this to a group I will be running for. They are all new to the Pathfinder. So let me know if i should add or take away anything.
Rise of the Runelords: Th first and arguably the best. Standard Sandboxy Adventure that builds up to a fight with an Ancient Evil. Levels (1-14)
Curse of the Crimson Throne: Long Live the King... Until the Queen gets Bored. You find yourselves in the midst of a major power struggle. With the Cruel Queen becoming more Tyrannical by the day. (1-14)
Second Darkness: Looming Spot of Darkness hovering over the city of riddle port. (1-14)
Legacy of Fire: Desert Adventure, Start with reestablishing an Old Settlement, but find yourselves caught up in an Old conflict when Fire awakens. (1-14)
Council of Thieves: Urban romp to the very underbelly of evil and Corruption. (1-11)
Kingmaker: Wanna make a Kingdom? have epic large Mass Combats in a war for territory? (Warning More bookkeeping on the Player part for this one)(1-15)
Serpent's Skull: Explore the lost city before others take everything. Wait is that a Snerson? or is it Sneple?(1-15)
Carrion Crown: Classic horror adventure, set in medieval transylvania-ish location within the Golarion setting.(1-13)
Jade Regent: Heavy Asian Influences in this rush for power, as you must escort a good friend that recently discovered they are the Inheritor of the Throne to Tian-Xia! Levels (1-13)
Skull & Shackles: Pirates. Rough start as slaves on a boat, but leads into a all around fun Pirate adventure! Can you Become Pirate King?(1-13)
Shattered Star: Collect the seven shards of the Ancient Artifact? What could possibly go wrong?(1-15)
Reign of Winter: Back to Ustalav for a trip through the Cold and Encounter witches and Barbarians, and yes Baba Yaga!(1-15)
Wrath of the Righteous: Epic Tier adventure where you all ascend to become Gods/Godesses or Die trying. (Maybe after we finish our first AP)(1-18)
Mummy's Mask: Can a group of heroes brave terrible guardians, foul cults, and the burning sands of the desert to stop the rebirth of this ancient tyrant?(1-15)
Iron Gods: Dungeon delve deep into the land of Numeria, Starship crash ridden land. From small Numerian towns to strange technological ruins to the region’s infamous capital of Starfall—and perhaps beyond.(1-15)
Giantslayer: Ever want to fight things larger than yourself? This is the Adventure for you! because you get to fight a whole army of them!(1-15)
Hell's Rebels: Revolution is the game, and Revolutionary is your name. (1-15)
Hell's Vengeance: Revolutionary? HERETICS is more like it! In this uniquely Made for Evil Characters Campaign that parallels Hell's Rebels. (1-15)
Strange Aeons: You wake up in strange room. Is- Is this an asylum? Like Lovecraft? Cthulhu? then this Adventure path will scratch that itch. Be warned: heavy Horror Elements which Introduce a whole new rule set on how to handle Sanity.(1-15)
General Dissa Ray.
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Perhaps silly questions, but:
1) Why not use the Paizo descriptions? (I do think your descriptions are good.)
2) Why do you cap the APs at level 14? Most go to 17, Wrath of the Righteous goes to 20, and perhaps a handful (Skull & Shackles, maybe others) cap at 14.
If you're thinking about a full caster, the only way to cast those L9 spells is an AP that hits 17.
Just a few ideas on your post. I do think it's a very good, concise, and thorough list. Probably worth mentioning which of the early APs are not written for Pathfinder, but 3.5.
Mars Roma
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Perhaps silly questions, but:
1) Why not use the Paizo descriptions? (I do think your descriptions are good.)
2) Why do you cap the APs at level 14? Most go to 17, Wrath of the Righteous goes to 20, and perhaps a handful (Skull & Shackles, maybe others) cap at 14.
If you're thinking about a full caster, the only way to cast those L9 spells is an AP that hits 17.
Just a few ideas on your post. I do think it's a very good, concise, and thorough list. Probably worth mentioning which of the early APs are not written for Pathfinder, but 3.5.
1) they are filled with a lot of Fluff about Golarion. Which none of the players are familiar with. I know they can pick up that fact, but I just wanted to present them with the bare bones of each AP.
2) I havent read them yet. I looked at their description of each chapter and thats the level they said they capped at. Though I knew it would most likely end 1-2 levels beyond that. Except WoR. I had no idea it went to 20. Makes sense though.
I'd be doing Conversions for 3.5 to Pathfinder anyways. for monsters and Loot. so I dont see the need for it to be mentioned unless it comes up.
Also thanks for saying you think they are good descriptions. Still looking for more feedback, as I said, I havent read any of the books for them. So I dont know what to add or change/remove.
EDIT: also if anyone could point out a list that shows what levels these each end at that would be great.
| Mathmuse |
1) they are filled with a lot of Fluff about Golarion. Which none of the players are familiar with. I know they can pick up that fact, but I just wanted to present them with the bare bones of each AP.
2) I havent read them yet. I looked at their description of each chapter and thats the level they said they capped at. Though I knew it would most likely end 1-2 levels beyond that. Except WoR. I had no idea it went to 20. Makes sense though.
I'd be doing Conversions for 3.5 to Pathfinder anyways. for monsters and Loot. so I dont see the need for it to be mentioned unless it comes up.
Also thanks for saying you think they are good descriptions. Still looking for more feedback, as I said, I havent read any of the books for them. So I dont know what to add or change/remove.
EDIT: also if anyone could point out a list that shows what levels these each end at that would be great.
Regarding the module levels, the typical pattern in an Adventure Path is the 1st modules starts at level 1 and goes through levels 2 and 3, the 2nd modules covers levels 4 through 6, the 3rd module covers levels 7 through 9, the 4th module covers levels 10 through 12, the 5th module covers levels 13 and 14, and the 6th module covers levels 15 and 16. After such an adventure path, the characters will be 17th level. A module typically has enough material for three levels, but at 13th level the advancement slows down.
I have run three adventure paths and can write more honest descriptions of them. For example, Jade Regent is about the lost heir of Minkai, Golarion's Japan-like country, but the players don't reach Minkai until the 4th module. The Asian theme is fairly thin in the first three modules--the 2nd module is about Vikings (called Ulfen in Golarion).
Rise of the Runelords: In the first and arguably best Adventure Path, adventurers explore the ruins of Varisia, former domain of ancient Runelords, to stop the dangers that made those ruins their homes. Levels 1-16.
Jade Regent: Discover the lost heir of Japan-like Minkai, escort her over the northern ice cap to her ancestral homeland despite ninja assassins, and put her on the throne to defeat a corrupt oni-controlled government. Levels 1-16.
Iron Gods: Searching for a wizard lost in caves beneath town grows into a mission across the barbaric land of Numeria that uncovers the technology of a crashed spaceship fleet and the evil entities that use it for conquest. Levels 1-16.
| captain yesterday |
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End level you should be for all the adventure paths I own.
Rise Of The Runelords 17th
Curse Of The Crimson Throne 16th
Council Of Thieves 13th
Kingmaker 17th
Serpent's Skull 17th
Carrion Crown 15th
Jade Regent 16th
Skull And Shackles 14th
Shattered Star 17th
Reign Of Winter 17th
Wrath Of The Righteous 20th
Mummy's Mask 17th
Iron Gods 17th
Hell's Rebels 18th
Hell's Vengeance 17th
Strange Aeons 17th
Ironfang Invasion 18th.
Mars Roma
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This Thread was actually very helpful. Thanks for pointing the Thread out. Thanks Captain Yesterday super Helpful.