APs for 7th level characters?


Pathfinder Adventure Path General Discussion


After several one-off modules, my 7th level group would like to start a more organized campaign. Are there any recommended APs (or other campaigns) I could have them jump into? I saw the threads for good APs to start at book 2, but I'm guessing I'd need to start with book 3. Is that simply too far along? The only thing I've found so far is the Rise of the Drow modules from AAW, which starts at level 6.

Thanks in advance for any suggestions!


Giantslayer would be a good one to jump into starting with book 3. You might want to take a look at book 1 and see if you can figure out a way to introduce a certain treasure item from the end of that book into the adventure, but otherwise I think you're good to start at book 3.

I would advise against starting with book 3 using Carrion Crown. Most of the character motivations and immersion happen in book 1 and carry forward from there.

I don't have any personal experience with other APs, sorry.

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Seems wrote:

After several one-off modules, my 7th level group would like to start a more organized campaign. Are there any recommended APs (or other campaigns) I could have them jump into? I saw the threads for good APs to start at book 2, but I'm guessing I'd need to start with book 3. Is that simply too far along? The only thing I've found so far is the Rise of the Drow modules from AAW, which starts at level 6.

Thanks in advance for any suggestions!

Can you give us some more information about your group?


Lord Fyre wrote:

Can you give us some more information about your group?

Good point! Their characters are a bunch of mostly independent-minded, anti-establishment, chaotic good or chaotic neutral types, with a soft-spot for the vulnerable. The players themselves are quite smart and want a good storyline as opposed to a combat grind. I thought possibly Crimson Throne, since it's so well regarded, and it would put them in the position of "champions of the people" and opposing the queen?

I would probably try to condense some of the introductory material and buff some of necessary early adventures until they caught up to their current level in the storyline.


The first two books of Curse of the Crimson Throne are really good. It would be a pity to condense them.

On the other hand, it would be better than never playing them at all ...


Seems wrote:
Lord Fyre wrote:

Can you give us some more information about your group?

Good point! Their characters are a bunch of mostly independent-minded, anti-establishment, chaotic good or chaotic neutral types, with a soft-spot for the vulnerable. The players themselves are quite smart and want a good storyline as opposed to a combat grind. I thought possibly Crimson Throne, since it's so well regarded, and it would put them in the position of "champions of the people" and opposing the queen?

I would probably try to condense some of the introductory material and buff some of necessary early adventures until they caught up to their current level in the storyline.

Sounds like Hell's Rebels would also suit your party well. I'm not sure how starting on the third book would go, though. The second book is probably skippable (the party gets a secret base and ally with an order of Hellknights, could be easily glossed over), but the first establishes a lot of stuff about the main villain and friendly NPCs.

I agree that the second book of Curse of the Crimson Throne is very good. The third book is alright and the fourth is easily the worst. I never got around to running parts 5/6, but I hear Scarwall is very popular.


Thebazilly wrote:

Sounds like Hell's Rebels would also suit your party well. I'm not sure how starting on the third book would go, though. The second book is probably skippable (the party gets a secret base and ally with an order of Hellknights, could be easily glossed over), but the first establishes a lot of stuff about the main villain and friendly NPCs.

I agree that the second book of Curse of the Crimson Throne is very good. The third book is alright and the fourth is easily the worst. I never got around to running parts 5/6, but I hear Scarwall is very popular.

I'll take a look at both Hell's Rebels and Crimson Throne. I may solicit opinions in those subforums as to any material that's sort of "filler", but the compromise I may have to make with my group (who don't want to start over) is that progression will be V...E..R..Y slow until they catch up to the appropriate material. I'm fairly confident I can buff the encounters so they're still challenging, and not everything should or needs to be a desperate fight to the death.

Thanks all for your opinions. Happy to hear any other suggestions.


Honestly, I wouldn't buff encounters at all. Run them straight, let your players enjoy the power they have earned. 7th level is no small thing!

This can help with outside motivation: if the PCs are obviously competent, the quest giving NPCs will continue to make requests of them. And when the threats start to suddenly increase, said investments will seem all the more justified.

As an aside to Giantslayer, this would actually be a really solid way to start it. Giantslayer suffers from basically being two loosely connected stories: Parts 1 to 2 make a great "short" campaign, but suffer from a weak bridge into the rest that is heavily reliant on "you are the only ones who can help!"

Regarding the other mentioned APs, the only thing to watch out for would be any plot points that are time or endurance based, as the higher levels will certainly overwhelm/outlast such obstacles. Beyond that, running the adventures as written will have 3 advantages: No extra prepwork as DM, players get to fully experience their acquired power, and it will go by quickly.

I would reccommend tracking XP through the "cakewalk" adventures, as that will help you keep them on par with the wealth they accquire during their high-powered escapades. They may hit level 8 before the third adventure, but just call that a reward for playing the "prequel"!


The Black Bard wrote:

Honestly, I wouldn't buff encounters at all. Run them straight, let your players enjoy the power they have earned. 7th level is no small thing!

This can help with outside motivation: if the PCs are obviously competent, the quest giving NPCs will continue to make requests of them. And when the threats start to suddenly increase, said investments will seem all the more justified.

As an aside to Giantslayer, this would actually be a really solid way to start it. Giantslayer suffers from basically being two loosely connected stories: Parts 1 to 2 make a great "short" campaign, but suffer from a weak bridge into the rest that is heavily reliant on "you are the only ones who can help!"

Regarding the other mentioned APs, the only thing to watch out for would be any plot points that are time or endurance based, as the higher levels will certainly overwhelm/outlast such obstacles. Beyond that, running the adventures as written will have 3 advantages: No extra prepwork as DM, players get to fully experience their acquired power, and it will go by quickly.

I would reccommend tracking XP through the "cakewalk" adventures, as that will help you keep them on par with the wealth they accquire during their high-powered escapades. They may hit level 8 before the third adventure, but just call that a reward for playing the "prequel"!

Thanks, you've certainly given me something to think about. I took a look at Giantslayer's description and wasn't overwhelmed. I have to confess I played the original Against the Giants (when I was much, much younger!) and, if Giantslayer is similar, I didn't relish the thought of one dungeon crawl after another. Of course, I could be wrong.


Rise of the Runelords works also beginning with #3 Hook Mountain Massacre.

You're players could begin in Magnimar instead of Sandpoint, maybe after a short murder mystery (Dawn of the Scarlet Son short module). Zaedendi and her pet could be working for Xanesha (ROTR) instead of Avalexi, carving Sihedrons into their victims. The clock tower is better encounter area than the old shrine anyway.
Kasadei could be the party's liason to the Mayor after doing a good job solving/stopping the murders. From there, the Mayor might ask them to look into their loss of contact with Fort Rannick, etc.

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