
Alagard |
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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?

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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.

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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)

Porridge |
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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.)

Valandil Ancalime |

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

Matthew Downie |
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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."

Alagard |

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?

Haladir |
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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.

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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...
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.
:)

Razmir, the Living God |

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!

Reverse |

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.