AP suggestions,


Pathfinder Adventure Path General Discussion


I have a group of friends that is currently running through ROTRL (i am a player), but I am looking to purchase and start reading our next AP, which I am going to GM.

Me: So I currently run a homebrew / custom built world in another game that we play in via Roll20, but I've realized that i just don't have the time to really really flesh out the campaign the way I'd want it to be. This game tends to be a very casual, watered down story, goofball fest, which is all fun and good but I'd like to really nail down a pre-written adventure. I'd like to make it feel dark/heavy, with invested emotions, and just make it feel tangible. I want to encourage the players to think and react as characters as much as possible, as opposed to players trying to beat a game.

Players: These guys are gamers, they know the mechanics, and they try to use them to WIN. It doesn't mean that they'll totally abandon their character's background and personality, but I'd almost wish that they'd play as if in front of an audience who was watching for the story, as I feel that results in the most rewarding type of experience (collective storytelling). We also drink when we play... all of us... and quite a bit, and this is not gonna change nor do I really want it to change. The drinking makes all of us as players a bit more reactionary, and single tracked minded, but it also makes us lose nerves and inhibitions and we start to act and speak in character more, as well as just have fun as buddies.

What I'm looking for is an AP with a great story. One that makes sense of things as the books proceed. I have no problems with tweaking things here and there, adding interesting NPC's to point them in the right direction if needed, and re-balancing encounters to cater to the level of difficulty needed. I also like to weave their personal background stories into the plot as well, for added investment.

What I'd like to stray from is APs, that have lots of sandbox elements (Kingmaker), as I just don't have the time and resources to manage something like that. And one who's story seems to jump around all over the place, especially in the early levels. In playing the first few books of ROTRL, most of us were so confused about how one thing related to another that we eventually just went with it. I'd also like to avoid something that feels like one great dungeon crawl. I enjoy playing monsters and stuff, but I don't want it to be 95% combat all the time.

I'm open to suggestions, but please, at least give a small statement supporting your choice.

-Thanks


Curse of the Crimson Throne - It's dark, it's heavy on the role play, it's handily compiled in a super nice hardcover.


Skull and Shackles - All about pirates and pirating so you know there's going to be rum and role playing.


captain yesterday wrote:
Curse of the Crimson Throne - It's dark, it's heavy on the role play, it's handily compiled in a super nice hardcover.

Is this an older campaign? I know ROTRL was released with a new edition that cleans up some of the discrepancies and updates between 3.5 and pathfinder. Do you happen to know if this one is similar?


christian kramer wrote:
captain yesterday wrote:
Curse of the Crimson Throne - It's dark, it's heavy on the role play, it's handily compiled in a super nice hardcover.
Is this an older campaign? I know ROTRL was released with a new edition that cleans up some of the discrepancies and updates between 3.5 and pathfinder. Do you happen to know if this one is similar?

Yup, it was the second AP, they cleaned it up, updated it, and tweaked it for Pathfinder.

Acquisitives

Pathfinder Adventure Path, Lost Omens, Starfinder Roleplaying Game Subscriber

Ironfang Invasion - it's straight forward, hard-hitting, and doesn't go off into mystery solving tangents. It's not all combat, but combat does dominate, although the RP stuff is pretty cool, particularly in books 1, 3, and 6.


Sounds like a good group for Way of the Wicked. The sandboxy elements are easily contained:

Book 2:
Book 2 has them manage a lair for a few months, with a firm time limit, but the monsters they've recruited mostly desert get crushed to death when their base falls apart at the end of the module.

final book:
The final book has a firm time limit and boils down preparing for the final battle. After that it's just the closing verse.


captain yesterday wrote:
christian kramer wrote:
captain yesterday wrote:
Curse of the Crimson Throne - It's dark, it's heavy on the role play, it's handily compiled in a super nice hardcover.
Is this an older campaign? I know ROTRL was released with a new edition that cleans up some of the discrepancies and updates between 3.5 and pathfinder. Do you happen to know if this one is similar?
Yup, it was the second AP, they cleaned it up, updated it, and tweaked it for Pathfinder.

Yeah. Just make sure you have the updated verison. Some of the first prints has Grp not CMB or CMD. Back when all DnD had was Grapple I believe.


Thank you everyone, I narrowed it down to 8 choices, and after a blind vote with my group, Ironfang Invasion was the winner!

Acquisitives

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Pathfinder Adventure Path, Lost Omens, Starfinder Roleplaying Game Subscriber

it's a great AP.


Yay!

Definitely a great choice!

Silver Crusade

Pathfinder Adventure Path Subscriber

Yep, Ironfang is a very good "classic" AP.

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