Trying to pick an AP - Hell's Rebels, Rise of the Runelords or Carrion Crown


Pathfinder Adventure Path General Discussion


Hi Everyone

I am trying to pick an AP to run with my group.
I have run Reign of Winter in the past for 3 books before logistical issues made it fall apart

I am setting up a Roll20 game to try and lessen some of the logistical restrictions. The games will hopefully take place in the form 2-3 hour session on weekday evenings (hopefully weekly) instead of the "traditional" 4-8 hour weekend / weekend evening sessions that are much trickier to arrange

I mention this just in case that factor makes a difference in which AP is potentially best

I have engaged my players and sent them all the summaries (as per Pathfinder wiki) of 10 APs I would have considered running, excluding those I have run, played in, have no interest in or have been exposed to the group via Pathfinder podcasts.

I got them to come back with preferences. The choice has boiled down to the three in the title:

Hell's Rebels
Rise of the Runelords
Carrion Crown

I am unsure how to pick from these three. The first two each had two players mark as a first choice option (the fifth player frustratingly had absolutely no preference at all)

What should my next step be? I could just pick myself or I could try and send them more detail.

More detail : Three player's guides is too much reading at this stage. So should I try and dig out the original hook and campaign traits and see what entices the players from there?

Or should I just pick one myself?

I would also like some help from people on here who have played / run these games

Do any seem to require more editing than others such as with extra campaign specific rules ?

My thoughts from things I have read both on forums and in some of the books-

Hell's Rebels:

> Just on first impressions is my favorite
> One core location appeals
> Presence of the villain from the start is an interesting and unique approach
> There seem to be jumping out points at books 3, 4 and 6 without requiring any modification to the modules. Since I have never played in a game that has got past book 4 this is something I have half an eye on
> Newest path so theoretically more able to cope with increased range of character class options
> Seems to have a theme that is quite easy to get behind
> Additional rules system seems like it could create complications

Rise of the Runelords

> Classic AP. Is a classic for a reason
> Classic Fantasy theme. Save the town from low level creatures at the start, end up against giants and evil wizards
> Probably has the most support on the forums of the three I have chosen
> Several kinks worked out in the update
> I played in a modified version for 3-4 books. Would be intrigued to see how it was actually supposed to go
> Having played parts before it is slightly less enticing to read as some of the novelty is not there for me as GM (offsets the point above)

Carrion Crown

> Popular enemies to the fantasy / horror genre makes for a compelling game
> Allows players to play types of characters / archetypes that normally wouldn't make it into other games
> Someone might actually play a cleric out of choice :-P
> Apparently the final villain is not up to much?
> Now the oldest so most out of date of the paths
> Seems like it would be greatly enhanced by extra work to include Horror and Occult adventures (which I probably don't want to do)

I appreciate any advice / help!


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

I'd say send it back to the players with more details, and get them to rank their choices.

Shadow Lodge

Lanathar wrote:
I am setting up a Roll20 game to try and lessen some of the logistical restrictions. The games will hopefully take place in the form 2-3 hour session on weekday evenings (hopefully weekly) instead of the "traditional" 4-8 hour weekend / weekend evening sessions that are much trickier to arrange

Run Hell's Rebels for this reason alone. It has fewer long dungeons than the other two, and throughout the first half of the game is broken up into weekly rebellion actions and missions which naturally leads to a large number of stopping points. For these reasons, it will be easiest to fit into this schedule.


Hells Rebels is great. I just concluded my HR game at the end of book 4, and it is honestly really good. Strong villains, strong npcs on both sides, good mix of social and combat, 100% recommend. Hell, books 5 and 6 look fun, I just dont have the endurance for running another year of the same campaign, especially for high level pathfinder.

Silver Crusade

I ran Hell's Rebels in 2-3 hour slots every other week on a weekday for about 2 years, and we did the whole AP. It worked out pretty well. The part that got the most frustrating to run in this format was the long dungeon in book 4.

Overall, though, it's a really great AP that my players and I both enjoyed immensely. I really don't think you can go wrong with it.


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I actually stripped most of that dungeon back, moved a bunch of the encounters to more dynamic settings from that module and rewrite the final boss into a 60ft tall soul monstrosity threatening to consume the entire city... hell of an ending


Thanks everyone
I had forgotten to look back here but the points raised about the format fitting better into the schedule is something that was starting to dawn on me as well.

It originally triggered in my mind when thinking about a potential player who dropped out of our module game with pretty much no notice last week (and did something similar the week before). They would be the 5th PC.

I figure if he does make noises about wanting to play (/not wanting to be left out) the format of HR makes it much easier to carry on. His character can easily have wandered around the corner. Or stayed at base. Or be a victim of doghousing. Or anything really

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