Never finished a path


Pathfinder RPG General Discussion


2 people marked this as a favorite.

In 10 years, longer if you count Shackled City, despite multiple attempts I have never played an AP from beginning to end. I was in a group that managed to get to the end of book 3 of Hell's Vengeance. Another group needed a player to fill in after some losses, so I experienced the last book of Rise of the Runelords. I'm not really going anywhere with this, just getting that familiar feeling after the third week of the latest attempt to play Rise not meeting up. Just had to vent.


Yup life happens. I've done a few, run a few. But in the end most peter out.

Silver Crusade

Pathfinder Adventure Path Subscriber

That's a good thing about how Starfinder switched to offering some 3 book paths, I have a group and we just started book 3, we are just taking a month off for other commitments. Before this, I haven't even had a group who could finish a module.


1 person marked this as a favorite.

I killed my group three times while running Rise (once while they were purposefully optimizing), then we decided to quit. That AP is notoriously difficult.

If you want a shorter play, check out my module. It's one book long, and goes from levels 4-7.

I'm currently working on maxing out my ranks in Shameless Self-Promotion.

RPG Superstar 2008 Top 32

I haven't yet, but that's because we have been picking away at Rise and Shackled City in alternating spurts.

(And it was so late a start on RotRL that the anniversary edition had come out before I we actually started - I thimk I'd considered starting it in 2009 and it was actually 2013 before we started.

It takes us about six months to get through 1 book (and we don't run contiguously and other folk run in between to give me a break - one stretch of 4E took, like a year).

I don't foresee any problems with us getting to finish, since aside from one player we've had for about seven years, one just started (keen enough to want to run Starfinder between RotRL books 4 and 5), the rest of the group have been plsying with me from between twenty and thirty years.

(My party is blitzing through RotRL easily enough, even WITH the buffs I made! I DID give them a bit of a prior warning/divine intervention before the final boss in Skinsaw Murders to make sure they were fully rested, because of all the rumours. But they blitzed her pretty easily, actually - mostly because their casters wiped all of her buffs in just two dispels.

Ironically, the thing that gave them most trouble was a bit of King of the Storval Stairs I adapted, which involved a really long battle with harpies with longbows up a statue at extreme range!)


I have played or run four Paizo adventure paths.

My wife began running Rise of the Runelords at The Family Game Store in Maryland (now 3 Gear Games), and I created a 1st-level gnome ranger. She had to quit GMing at 7th level because her health became too poor, so I retired my character and took over as GM, and she made a character for the days she could participate. I finished that adventure path with three players who had run characters from 1st level to 17th level. My wife and I were also involved from beginning to end, but we had swapped roles. Then I continued that adventure path with The Witchwar Legacy and some homemade content up to 20th level.

I joined a Pathfinder game with homebrew content. The GM based the setting on a novel. We got to 6th level before the game ran out of momentum, but I don't think we reached all the content in the novel.

I ran Jade Regent from 1st to 17th level. The first module, The Brinewall Legacy, I had played as a eight-player one-shot while preparing The Witchwar Legacy. When I resumed the adventure path, a few months had passed and several players had moved to Ohio, and only three of the original players resumed playing with their characters. Two more players joined. All five made it to the end at 17th level.

My wife and daughter played in another GM's Serpent's Skull campaign, but my daughter retired her character at 9th level when she moved to Washington State. Later, I joined the game by taking over my daughter's character and played from 11th to 13th level until my wife and I moved to New York.

Here near Ithaca, New York, I began an Iron Gods campaign with my wife and two local friends. At 2nd level, I convinced another local friend to join the adventure path. That one ran with no-one leaving up to the conclusion at 17th level.

An adventure path typically runs from 2 years to 2.5 years. People can have major life changes given that anount of time, such as the birth of a first child or a job in another state. As for players losing interest, I try to adapt the adventure path to keep their interest; for example, I added the Ruby Phoenix Tournament to Jade Regent. My wife has a habit of derailing campaigns, so I learned to improvise, regardless.


^ Just out of curiosity, when five of the players in Jade Regent left mid-game how did you explain it in-universe?


Yqatuba wrote:
^ Just out of curiosity, when five of the players in Jade Regent left mid-game how did you explain it in-universe?

The end of The Brinewall Legacy is when the party discovers that a prominent family in Sandpoint, Varisia, is really the last true heirs of the Jade Throne in Minkai, on the other side of the world. The next step, which requires three modules, is to travel from Varisia to Minkai escorting the NPC in the party that belongs to that family. I declared that the five missing party members were not willing to leave home and family for a journey that would take years. They instead returned from Brinewall to Sandpoint to inform the people of Sandpoint of their discovery.

By coincidence, two of the PCs had a backstory from Minkai and neither of them had left the party. For them the long journey was returning home. In another coincidence, one missing party member was a goblin alchemist that we had made the new chief of the Licktoad goblin tribe, so him returning to the Licktoads rather than traveling to Minkai fit the story well.

I exploit every little coincidence when improvising a new plot.

Spoiler details are available at Amaya of Westcrown.

Scarab Sages

Pathfinder Adventure Path, Lost Omens, Maps, Rulebook, Starfinder Adventure Path Subscriber; Pathfinder Battles Case Subscriber

I’ve been running for the same group for awhile. It took 6 1/2 years to finish Rise of the Runelords, and we’re now almost a year into Shattered Star.

Dark Archive

Pathfinder Adventure Path Subscriber

The first AP I ran was Second Darkness. It took us 2 years of fortnightly sessions, and the party actually TPKd in the final encounter of the entire AP...a bit of an anticlimax, although they DID manage to save the world, even if they weren't able to kill or punish the BBEG.

I'm currently running Strange Aeons, and we are having a ball. We've been playing fortnightly sessions for just over two years, and are about a quarter of the way through book 5. We're on track to finish in about another 12 months.

I participated in Mummy's Mask for the first 4 books, but the player buy-in was fairly low for the last book or two, and we never finished.

I've just started Return of the Runelords, at a slightly slower pace, and we've just completed the first quarter of Book 2. The campaign has been going for about 9 months.

So...APs are one hell of a time commitment. Not everyone has that much free time. Remember it's also a stupid amount of work for the GM just to prepare the campaigns as written, let alone customising the story or adding extra content. Never forget to thank your GM for putting in all that effort. Paying attention and being invested is a great way of doing that.


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Shackled City took us from May 2014 to November 2015 - so 18 months, playing one eight hour session per month.

Age of Worms took us from December 2015 to May 2017 on the same basis - 17 months.

We are now 66% through Savage Tide - 24 months and counting!

The Exchange

Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Past 7 years:
Jade regent
Wrath of the rightous
Crimson throne
Age of worms (finishing in 2ish games)
Starfinder as GM: deadsuns

In progress: DnD curse of stradt (lvl 6 and going strong)

Unfinished APs (same GM)
Carrion crown (1-5)
Skulls and shackles (1-2)
Serepent skull(?)(1)

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber; Pathfinder Battles Case Subscriber

I feel your pain on that.

Shackled City managed to get up to about 15th level, with a rushed conclusion of Thirteen Cages.

Reign of Winter has been our one successful completion, over the course of about two years. We had fractures in the group by the last session but managed to power through and reach a satisfying conclusion.

Skull and Shackles has been on hiatus for at least a year, stuck around the end of book 5/beginning of book 6. I have started running my own campaign of it for a new group, while we work on scheduling a weekend to power through to the end of the first.

Carrion Crown got into book 2 or 3 before player schedules and a move disrupted it. We hope to pick it back up now that things have settled more.

Rise of the Runelords is puttering along nicely as we assault Fort Rannick. We're down to once a month but I think we will stick it out barring unforeseen cataclysms.

Hell's Rebels has picked back up and we are committed to finishing it out. Gotta kill Thrune!

Curse of the Crimson Throne is not yet restarted, but is part of the same group for Rebels, so I don't worry about getting it done.


I've done serpents skull. I hated most of the last 3 books.

I ran skull and shackles. Wonderful game though a few parts are excessively hard. Once the swashbuckler came in the game broke in 2 and they walked through the game. No effort required.

Was in a rise of runelords game. We stopped end book 2 when GM just gave up on us all.

I've tried to run reign of winter 2 times now. Book 3 is the farthest. Le sigh

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber; Pathfinder Battles Case Subscriber

We have Wrath of the Righteous on the short list and I fully expect that to be gonzo cakewalking.


Adventure Path Charter Subscriber

We've been pretty diligent about finishing paths we start for our tabletop. We're just not all that prolific.

We mostly finished Shackled City and I consider it a completion because I didn't really want to run all of the final chapter as written. The main plot was foiled - we were good with as it was.

Council of Thieves - completed
Skull and Shackles - completed
Wrath of the Righteous - completed
working on Curse of the Crimson Throne now


Like many here, I've been playing on and off since Pathfinder RPG was first released in August 2009. I've attempted to play through both Carrion Crown (TPK in book 1, players were demoralized after that) and Jade Regent (I moved across the country during book 1). GM-wise, I attempted to run Rise of the Runelords: Anniversary Edition but we only slogged our way through the first book of that when it became apparent that scheduling was going to make continuing that campaign impossible. We had too many players (6) and five of them had volatile schedules.

It was only last year that I finished my first Adventure Path, Curse of the Crimson Throne: Anniversary Edition--played from start to finish with only one player switched out over the course. Pretty soon I'll take another crack at running an AP from start to finish--this time Strange Aeons, with the GM and two of the players from CotCT:AE playing and a fourth player yet to be determined. Since this core group has been able to stick to a schedule, there might be hope for this one yet! For the other players, a West Marches-style game might be more appropriate.


My same group of friends have been playing 28 years and coutning now. We have only finished Council of Thieves.

However, we've been in homebrew campaigns for years.

Our junior high/high school/college campaign over 8 years ended with us at 18-19th level in 2nd edition.

My 3/3.5 campaign was running concurrent with the last 2 years of that, and I ran that for 14 years(mind you, 2 years in there only saw us playing 4 times total). Still, those players hit 21st level after the final adventure.

So, during the beginning years of my 3/3.5 campaign, my friend started another 3.5 campaign, which ended just before mind did (9 years there, ended at 19th level, since he shrugged his shoulders about giving us experience after the final adventure. He did do a handwave and say 'fine, you finish having reached your 20th level).

Then, he ran Council of Thieves, as I started my own Pathfinder campaign. So, looking back, as a laugh, we started 'fully' using Pathfinder rules in year 6 of their publishing. ;-D

Also, another friend ran a failed Kingmaker...but unfortunately, he's not a very good GM.

Since then, I've gone on to purchase a lot of back APs, and am also running my own home PF campaign (at 9th level now after 2 years), and also am running a combo IronFang Invasion/Giantslayer campaign.

So...I guess finished ONE AP, but glad to have shared my experience!

Silver Crusade

Pathfinder Adventure Path, Lost Omens, Pawns, Rulebook Subscriber

We made it through Rise of the Runelords with me as GM, and we started both Wrath of the Righteous and Carrion Crown, but both got sidelined when I moved across the country. The group I left has played through Curse of the Crimson Throne, Skulls & Shackles, Reign of Winter and Serpent's Skull in their entirety since I left.

Dark Archive

Pathfinder Adventure Path, Lost Omens Subscriber

Since 2005 we've been fortunate enough to finish nine APs with a group that has seen our six-man table go through eleven members. So a decent amount of turn over.

We've been able to finish:

1. Curse of the Crimson Throne (Player)
2. Serpent's Skull (DM)
3. Kingmaker (Player)
4. Skull & Shackles (Player)
5. Reign of Winter* (DM)
6. Shattered Star** (Player)
7. Iron Gods (Player)
8. Giantslayer*** (Player)
9. Carrion Crown (DM)

* With a shortened Book 6. Only did one of the demiplanes then jumped to the last demiplane to finish.
** With a shortened Book 6 due to DM having to leave the group but wanting to finish the AP.
*** With shortened Book 5 & Book 6. DM changed this to only hit the main encounters to wrap this AP up.

We were unable to finish:
1. Age of Worms - DM'd to the beginning of book 10 (of 12). Ended due to military deployment.
2. Rise of the Runelords - Player to mid-book 2. Ended due to military deployment.
3. Second Darkness - Player to beginning of book 5. Horrible "Memory of Darkness" ended that campaign.
4. Council of Thieves - Player to end of book 5. Campaign ended due to TPK and wanting to move on to something else.

We are currently playing:
1. Ruins of Azlant - Player in Book 2

Just my advice is - if you are able - try to have two DMs and two APs going at the same time. We've had great luck switching APs between every book. This gives each DM a chance to have fun being a player and not get burnt out. It also gives you another adventure to switch to when life happens and someone has to miss a game.

Silver Crusade

1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Pawns, Rulebook Subscriber
Jenner2057 wrote:

Since 2005 we've been fortunate enough to finish nine APs with a group that has seen our six-man table go through eleven members. So a decent amount of turn over.

We've been able to finish:

1. Curse of the Crimson Throne (Player)
2. Serpent's Skull (DM)
3. Kingmaker (Player)
4. Skull & Shackles (Player)
5. Reign of Winter* (DM)
6. Shattered Star** (Player)
7. Iron Gods (Player)
8. Giantslayer*** (Player)
9. Carrion Crown (DM)

* With a shortened Book 6. Only did one of the demiplanes then jumped to the last demiplane to finish.
** With a shortened Book 6 due to DM having to leave the group but wanting to finish the AP.
*** With shortened Book 5 & Book 6. DM changed this to only hit the main encounters to wrap this AP up.

We were unable to finish:
1. Age of Worms - DM'd to the beginning of book 10 (of 12). Ended due to military deployment.
2. Rise of the Runelords - Player to mid-book 2. Ended due to military deployment.
3. Second Darkness - Player to beginning of book 5. Horrible "Memory of Darkness" ended that campaign.
4. Council of Thieves - Player to end of book 5. Campaign ended due to TPK and wanting to move on to something else.

We are currently playing:
1. Ruins of Azlant - Player in Book 2

Just my advice is - if you are able - try to have two DMs and two APs going at the same time. We've had great luck switching APs between every book. This gives each DM a chance to have fun being a player and not get burnt out. It also gives you another adventure to switch to when life happens and someone has to miss a game.

That's what my group did as well. After Rise of the Runelords me and another GM switched off every week, so that we were always playing but it also gave each of us ample prep time. And when I moved, my game ended but another player took up GMing

Scarab Sages

AP's I've played that had precisely 1 session before falling apart:

Rise of the Rune Lords (GM)
Kingmaker (PC)
Skull and Shackles (PC)
Serpent's Skull (GM)
Skull and Shackles (again, PC)

AP's I've Completed:

Strange Aeons: PC'd this one we finished in about a year playing sporadically, sometimes 3 times a week, sometimes once a month.

AP's Currently in Progress:

Kingmaker (Again, PC): Just started book 2, been playing about a month, maybe 5 sessions.
Return of the Rune Lords (GM): Just started book 5, been playing since the end of September, and took a break during December. 2-3 hours once a week like clockwork. Looks like we are going to finish in just under a year of play time.

So it looks like if I get past one session things tend to go well. Its that first session that's a doozy. Also these were all largely with the same group.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber; Pathfinder Battles Case Subscriber
Bartram wrote:
AP's I've played that had precisely 1 session before falling apart:

Oh right, that. Jade Regent for me.


Got through second darkness book 1 way back when, then the group moved to homebrew.

Never made it through kingmaker book 1 despite trying 3 times.

Got through carrion crown book 1 then had to move.


If you want to finish an AP, you need a weekly group, even then life can happen.

I have personally never finished an AP and have gotten to book 3 only twice.

I've given up, I only run and play PFS scenarios and modules now. That is the most anyone can handle.


Does anyone here ever use just one book from an AP like a stand-alone module?

Dark Archive

I've finished GMing Strange Aeons
I played in a Hell's Vengeance that had a satisfying end, but did not get to book 5 or 6
I had a slow moving Rise of the Runelords group that disbanded in book 2
I'm currently GMing Shattered Star and we just hit book 3 and despite only averaging twice a month things look good.

Shadow Lodge

Yeah, I've been frustrated by this sort of thing as well.
Kingmaker, Mummy's Mask, and Skull & Shackles fell apart after the first book; for that last one, I tried to GM it twice.

Fortunately, I managed to finish Jade Regent as well as Council of Thieves. I'm going to finish GMing Rise, though only two of the PCs were there from the beginning. I joke that the near-entirety of one PC's Leadership feat comes from former PCs who gave up.


3 attempts so far, zero successes. Will most likely keep on trying.

Made it to Book 4 of Wrath of the Righteous. GM was moving out of state, and the group fell apart about 4 months pre-emptively.

I GM'd to the end of Book 2 of Giantslayer, life intervened with a player couple and we haven't met back up since.

Ran a single session of Kingmaker as GM for my long-time gaming crew (who were basically new to PF, but not 3.x), no player drive to have a second session. Oh well, only way to many hours of prep work for that one, ha.


Got to the last book of Rise, with us heading to the city the Runelord was in, only for the GM, who was my mom’s fiancé, to abandon her because he couldn’t steal anymore pain pills from her because she stopped taking them.

Yeah. Haven’t been very lucky in keeping in a new group since then.


I DMed Age of Worms to completion from 2005-2007/2008. I just recently completed a home brew Pathfinder campaign that included modified Pathfinder modules, Dungeon Magazine adventures, a deluxe D&D 3.5 Eberron adventure, and the second half of the Shackled City adventure path excluding one adventure. I will soon resume running Iron Gods, picking up with Valley of the Brain Collectors.

As a player, I am currently participating in the D&D 2e Night Below boxed adventure modified and converted to Pathfinder. I am also playing through Curse of Strahd in 5e.


Our core group has played together for 25 years or more. In that time we've had some players (spouses, friends) come and go from the group, but the core group of 4 has remained steady.

We played Carrion Crown all the way through and even extended the campaign to level 20 using the Paladin In Hell module. That whole endeavor took about 4 years.

I ran a 5e version of Giantslayer from start to finish that took about 2.5 years.

We haven't tried any other APs beyond those, but have played some very lengthy home brew games using Pathfinder as well as other, earlier systems.


Yqatuba wrote:
Does anyone here ever use just one book from an AP like a stand-alone module?

I've used scenarios from APs in my own campaigns, with Paths I don't intend to run.

I've also been in the process of merging Giantslayer and Ironfang Invasion together into one gestalt campaign.

Dark Archive

Umm, if I understand right, this is venting out thread? Meaning I shouldn't probably come here to point out the aps my group has finished even if I want devs to remember people do finish aps <_<;

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber; Pathfinder Battles Case Subscriber

I mean, it's commiseration. Some of us have finished APs and mentioned them. What about you, did you have any that failed to complete?


Yqatuba wrote:
Does anyone here ever use just one book from an AP like a stand-alone module?

Not intentionally, but as seen above it tends to work out that way a lot. : /

FWIW, when we attempted Rise of the Runelords: Anniversary Edition, we did call it out as a trial run that we would abort if things didn't work out. So I guess I'm wrong--we did do use the first book like a standalone module intentionally, at least as one of two possible intentions.

Dark Archive

TriOmegaZero wrote:
I mean, it's commiseration. Some of us have finished APs and mentioned them. What about you, did you have any that failed to complete?

Most of the campaigns I've failed to complete(whether it was when running orplaying) were homebrew... In few of them gm got burnout from work and in one case players weren't able to come anymore :'D None of them lasted for even half a year

Oddly enough only published campaign that wasn't finished that I played in was Storm King's Thunder from D&D 5e(I've played in two 5e published campaigns, princes of apocalypse which went heavily off the rails and that one) because gm in that one also got burn out.

(I did play kingmaker campaing twice though, because first time it ended on first book.. The second campaign is currently in fifth book)


Pathfinder Starfinder Society Subscriber

I have yet to finish a whole AP. They seem almost insurmountable!

Played and dropped:
Rise of the Runelords (Played. Ended midway through book 3 due to GM availability)
Kingmaker (Played. Dropped after end of book 2 due to lack of player interest in the sandboxy style)

Currently in progress:
Iron Gods (GMing. My group has started book 3 after about a year and four months of play, though we've lost the last couple of months to scheduling conflicts)
Curse of the Crimson Throne* (Playing. Currently partway through book 3. Particularly optimistic about playing this to completion)
Rise of the Runelords* (GMing. Currently finishing book 1.)
Dead Suns* (Playing. Mid Book 3)
Dead Suns* (GMing. Starting Book 3, this is a totally separate game with a different group than above)
Against the Aeon Throne* (Playing. Mid Book 2)

(*) APs with a star are via Play by Post, so they chug along very slowly, but you get the treat of playing a lot in parallel.

My F2F group plays at a pretty slowish pace. It takes us around 6-9 months per book. Considering that we've only been Pathfinding for the last five and a half years (and four of those were a single massive homebrew adventure), it's going to be a while before we get some completed APs under our belt. And with PF2 on our doorstep, we may very well switch and leave Iron Gods uncompleted.


1 person marked this as a favorite.
Pathfinder Companion, Maps Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

I guess one advantage that my GM has with running his own stuff is that he can always claim that his campaigns reached their natural conclusions even when I have reason to suspect that he wrapped them up early.

I guess one of the disadvantages of running a published AP is that there is objective documentary evidence about just how much of that AP wasn't run.


Thanks for sharing your anecdotes everyone.

Silver Crusade

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

May I vent? This issue's been causing me a lot of anxiety, and I feel like if I don't get it out of my system I'm gonna go nuts, but I don't want to be rude and hijack someone else's thread for my own issues...


1 person marked this as a favorite.

Could always start a new rant thread. : )

Silver Crusade

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
blahpers wrote:
Could always start a new rant thread. : )

That's the thing, I'm not sure what subforum I would place it in.


I've tried to run Shackled City at least half a dozen times, never getting farther than Bhal-Hamatugn in Zenith Trajectory.

I've started Age of Worms a couple of times but it never got past the first dungeon.

As a player, the only ap I've finished is Rise of the Runelords last year and we TPK'd hard on Karzoug. The GM reset the encounter to be nice and give us a second crack at it. We TPK'd again.

I've played in Carrion Crown twice and never got past the 1st book.

I played a very entertaining game of Hell's Vengeance, but the GM moved away at the end of book 1

I'm currently playing in Return of the Runelords and we're near the end of The Polymorph Plague.

As a GM I've been much more successful. I finished a Kingmaker game in about 30 months of weekly short sessions and that game was a blast.

Same with Skull and Shackles which my group finished in just 18 months with longer sessions. Both Skull and Shackles and Kingmaker have been my favorite to run so far.

I've finished a play through of Shattered Star, which wasn't as fun do to all the incredibly long dungeons that was fatiguing to both me and my players. It took about 26 months.

I've tried to run Carrion Crown myself but only got to the end of book 2. Which is a shame, I really like that ap.

I only got to the mid point of book 2 of Serpent Skull and I already wasn't enjoying it be the time the game collapsed.

I tried to run a group through Wrath of the Righteous, which was fun up until about lvl 10/mythic rank 3-4 and then my PCs got bored one-shotting everything in sight. It made me never want to use Mythic rules again.

I'm currently running Strange Aeons, which I'm having a blast running and my PCs are greatly enjoying. They're half way through book 4 currently.

My Wrath of the Righteous group switched to Iron Gods and have never regretted it. Though, it is by a country mile the most lethal campaign I have ever run. I have 15 permanent character deaths and they're in the back 1/3rd of book 4. Iron Gods has shocked me at how lethal the encounters have proven.


RotR - 3 players, finished
CotCT - 4 players, finished, but with two of the characters run as NPCs in the final book because we lost the players
Skull & Shackles (GM) - 4 players, finished
Mummy’s Mask - 2 players plus NPCs, TPK in book 2
Giantslayer - 8 players, technically finished, though I suicided my character in the penultimate session because I hated the AP so much
Strange Aeons - 3 players, finished
Jade Regent - 4 players, ongoing

It was sheer bloody mindedness that meant we finished CotC, as it was a scheduling nightmare.

That’s over 4 different gaming groups, and the best one (Strange Aeons) was two couples, so having one player drop out wasn’t going to happen.

Silver Crusade

Pathfinder Adventure Path, Lost Omens, Pawns, Rulebook Subscriber
Bahamut wrote:


As a player, the only ap I've finished is Rise of the Runelords last year and we TPK'd hard on Karzoug. The GM reset the encounter to be nice and give us a second crack at it. We TPK'd again.

Oh man, that's the opposite experience of our group. Mostly thanks to the Gnome Wizard, they took Karzoug down in a single round for the most anti-climatic boss fight I've ever seen. The goblins in book 1 gave them more trouble.


Cori Marie wrote:
Bahamut wrote:


As a player, the only ap I've finished is Rise of the Runelords last year and we TPK'd hard on Karzoug. The GM reset the encounter to be nice and give us a second crack at it. We TPK'd again.

Oh man, that's the opposite experience of our group. Mostly thanks to the Gnome Wizard, they took Karzoug down in a single round for the most anti-climatic boss fight I've ever seen. The goblins in book 1 gave them more trouble.

That was not our experience, unfortunately. I wish it had been that easy. We had five players; a Slyph Winter Witch, a Gathlain Sorcerer, a Human Samurai/Savage Technologist Barbarian, a Human Warpriest, and I was a Ratfolk Investigator.

The GM started the encounter with Karzoug casting Time Stop, then Prismatic Wall behind us, then held his action to Tsunami us into the Prismatic Wall. myself, the sorcerer, and the Witch failed our saves for both the Tsunami and the Prismatic Wall, which killed the three of us. Karzoug then picked off the Samurai and the Warpriest.

The GM reset the encounter to give us another chance. This took longer, though Karzoug's opener was to Maze the Sorcerer, who failed the save and was basically out of the fight. He Baleful Polymorphed me, and Feebleminded the Witch and again, picked off the Samurai and the Warpriest.

So that was basically that :(

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber; Pathfinder Battles Case Subscriber

I expect to introduce Karzoug to the advancement of magic since his time by having my witch lock him up in an Icy Tomb. (That was how my other Runelord lost the fight I ran.)

Community / Forums / Pathfinder / Pathfinder RPG / General Discussion / Never finished a path All Messageboards

Want to post a reply? Sign in.