Where to find a shorter Adventure path


Pathfinder First Edition General Discussion


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Hi, Im looking for and Adventure path (or something like that) that ends by level 10-12, Ive GM some AP and we never finish them, by the time we hit the 4th book I get bored by all the book keeping with so many enemy abilities and the PCs are way overpowered, basically I don't like high level play :D

Any suggestions?

The Exchange

GO TO THE LINK ON THE LEFT THAT SAYS ADVENTURE FINDER. IT WILL LET YOU SEE THINGS BY LEVEL. sorry bout caps, new computer for me.


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Im not looking for a one shot adventure

Sovereign Court

I believe most if not all the APs go beyond level 12, however you could chain modules together to make a story line? For example Crypt of the Everflame into Masks of the Living God into City of Golden Death. Those three modules are written to be sequels to each other. Other modules can be interlinked as wll but would take a little bit more work.

You could also play the multipart Modules like Dragon's Demand or Gallows of Madness.

Grand Lodge

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If you don't mind 3rd party, the Zeitgeist AP is broken into arcs. The first arc of 5 modules takes the party to 8-9th and contains tips on playing it as self contained campaign.

Dark Archive

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Council of Thieves is only Pathfinder AP by Paizo that ends by level 12. You should consider getting APs that are easy to end early without players noticing difference.(Like, RotR is easy to end with book 4 being final boss since book 4's final boss is red herring bbeg whose death reveals the real bbeg :P You could do same with Book 3's final boss too though since you only need to change it so that the guy is the actual bbeg instead of working for yet another bbeg)


Similarly, Carrion Crown can end after book 3 fairly easily. Just set up the last boss you fight to be the main villain of the campaign.


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Serpents Skull and Skull and Shackles can also finish early.
Jade Regent could be changed so that you are simply trying to get the NPC to the other side of the world and not worry about what happens there.

Ruins Azlanti can be finished early, after the end of book 3.


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Rise of the Runelords could easily be ended at book 4 - just have Mokmurian be the final Big Bad.


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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Hell’s Rebels is designed to allow you to end at book 4 — where you take down the BBEG and free Kintargo. And it’s a great AP to boot.

(The last two books involve pursuing further developments, but you could just end at book 4. Indeed, I believe James Jacobs ran book 4 as a finale at one of the big Cons.)


I think most APs can be ended early with varying degrees of effort. Some have already been mentioned, so I will add 1.

Shattered Star:

After book 4, the last 2 shards were already recovered and sitting in a museum or other collection somewhere. Perhaps in the Pathfinders own vaults. And putting them together either doesn't cause problems or only causes the local problems in Magnimar. Perhaps it summons Xin(reduced in power to an appropriate level threat) to it.


Ill second hells rebels to finish at book 4. My players are close to the finale and it feels suitably epic.


Seeds of Sehan (Dungeon #145 "Vile Addiction", Dungeon #146 "Spawn of Sehan", Dungeon #147 "Dread Pagoda of the Inscrutable Ones") runs levels 8 - 10.

Vampires of Waterdeep (Dungeon #126 "Blood of Malar", Dungeon #127 "Dungeon of the Crypt", Dungeon #128 "The Fireplace Level") runs levels 11 - 14.


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I wouldn't second Jade Regent. It's not a very satisfying climax to say, "Well, after a three-thousand mile journey across a frozen wasteland, you finally got your friend to the place where she can attempt to overthrow the usurpers and bring liberty to a nation. But that's really none of your business, so you decide to walk back home across that icy wasteland and leave her to deal with the rest herself. The end."


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The three modules Crypt of the Everflame, Masks of the Living God, and City of Golden Death are a nice, little trilogy that goes from 1-6 (possibly 7... it's been a few years since I ran it).
Not quite as long as you're looking for but I'd suggest you take a look through them.


CorvusMask wrote:
Council of Thieves is only Pathfinder AP by Paizo that ends by level 12.

Problem with Council of Thieves is that many of the stat blocks are wrong.


Warped Savant wrote:

The three modules Crypt of the Everflame, Masks of the Living God, and City of Golden Death are a nice, little trilogy that goes from 1-6 (possibly 7... it's been a few years since I ran it).

Not quite as long as you're looking for but I'd suggest you take a look through them.

Thanks thats what Im looking for, any suggestion for another module to keep it going to level 10?

Grand Lodge

Probably The Harrowing or Realm of the Fellknight Queen, depending on what level they are by then.

Scarab Sages

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Pathfinder Maps Subscriber

I am still waiting for an AP to deal with the church of Razmer...


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The "Darkmoon Vale" module series plays like a mini-AP. You will need to a little conversion, as they are written for the D&D 3.5 rules.

Hollow's Last Hope
Crown of the Kobold King
Carnival of Tears
Revenge of the Kobold King
Hungry Are the Dead
Realm of the Fellnight Queen
Secret of Chimera Cove

Also pick up the Campaign Setting Guide to Darkmoon Vale.

There are a few PFS scenarios you could easily modify slightly and add in to a Darkmoon Vale series, as well.


a non-completionist group could finish the Emerald spire by 11th or 12th level. And sure it's not an adventure path but with how huge it is, it may as well be.


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Shem wrote:
I am still waiting for an AP to deal with the church of Razmer...

What?!!

No no no! There's absolutely no need for that. Let's just focus on the Runelords, I heard they're coming back...

Dark Archive

Razmir, the Living God wrote:
Shem wrote:
I am still waiting for an AP to deal with the church of Razmer...

What?!!

No no no! There's absolutely no need for that. Let's just focus on the Runelords, I heard they're coming back...

No, no, they meant 'deal' with the church of Razmir, as in negotiate with or work with.

Clearly we need an AP where the bold heroes spread the good word of Razmir into the failed states surrounding it, such as the various squabbling River Kingdoms, or that freaky cult that's taken over Druma.

:)


Set wrote:
Razmir, the Living God wrote:
Shem wrote:
I am still waiting for an AP to deal with the church of Razmer...

What?!!

No no no! There's absolutely no need for that. Let's just focus on the Runelords, I heard they're coming back...

No, no, they meant 'deal' with the church of Razmir, as in negotiate with or work with.

Clearly we need an AP where the bold heroes spread the good word of Razmir into the failed states surrounding it, such as the various squabbling River Kingdoms, or that freaky cult that's taken over Druma.

:)

Ah! Well in that case the standard package for devoting your life to the cause is a fancy mask. Complementary for the first few months!


Matthew Downie wrote:
I wouldn't second Jade Regent. It's not a very satisfying climax to say, "Well, after a three-thousand mile journey across a frozen wasteland, you finally got your friend to the place where she can attempt to overthrow the usurpers and bring liberty to a nation. But that's really none of your business, so you decide to walk back home across that icy wasteland and leave her to deal with the rest herself. The end."

For pretty much all of these APs, you'd need to alter the plot, but Jade Regent is quite doable.

There are no Oni. Ameiko is the lost heir to the throne (swept away in a storm and washed up in Sandpoint, where she was adopted). The Jade Throne is currently held by her grandfather, a kindly man who would welcome seeing her as long as she can appear with proof of her lineage (the Amatatsu Seal). She needs a band of friends to accompany her on the perilous journey to Minkai, but upon arrival in Tian Xia she'll be greeted and turned into their Empress.

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