Looking for 1e AP Summaries (Potential Large Spoilers)


Pathfinder Second Edition General Discussion

Dark Archive

So, my group is moving into 2e. We're already 3 books into Age of Ashes, and I was a big reader of old 1e lore. Problem is, world developments in 2e often stem from the outcomes and events of 1e APs.

My group didn't have time to play them all, and I'm not sure it was even possible in the first place.

So, I want to catch up on the outcomes of the 1e APs. Does anyone know where I can find a compilation of this information? I've been looking for a while, but the information is already integrated into the setting already in the Lost Omens World Guide, and so far, the websites I've found and been searching through haven't been super helpful. I even saw a Paizo stream on the subject, but it didn't really seem to include every AP, or at least left out the APs where disaster was avoided, but nothing notably changed on the scale of the setting.


Honestly I've kinda been wanting the same thing. Some of the new lore spins out of events in PFS scenarios as well it seems and I really never looked at any of those in 1e. Now I really miss those lore episodes James Jacobs did fairly often on Fridays!

Dark Archive

Great point about the PFS scenarios, too. Stuff they did like releasing one of the good elemental lords is really important to the setting.


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I have played or run three complete adventure paths and know the changes that they wrought on Golarion.

Rise of the Runelords:
The Rise of the Runelords adventure path, 4707 AR, started in the town of Sandpoint in Varisia. The dramatic events added to the history of the town, but except for the deaths of some prominent citizens, such as Lonjiku Kaijitsu, and the discovery of ancient tunnels beneath Sandpoint, the town was mostly unchanged.

The adventure was mostly to stop Varisia from being conquered, so it preserved the status quo. The one big change in Varisia was that the lost city of Xin-Shalast was discovered in the Kodar Mountains in the north. That city became a known adventuring site.

Jade Regent:
The Jade Regent adventure path, 4711 AR, also started in Sandpoint in Varisia with some trouble with the Licktoad Goblin tribe. That trouble was resolved and the tribe probably recovered and returned to normal. In my own campaign, a civilized goblin alchemist party member became its new chief, which fits in with the civilized goblins in Pathfinder 2nd Edition.

The overall plot of the adventure path was to put Ameiko Kaijitsu, secretly of the imperial Amatatsu clan of Minkai, on the Jade Throne of Minkai. A secret cabal of oni had wiped out the imperial families in Minkai itself, so Ameiko, or maybe her half-sister Amaya, was the last surviving true heir to the throne.

In the 2nd module, Night of Frozen Shadows, the party wiped out the Frozen Shadows ninja clan in Kalsgard in the Land of the Linnorm Kings. That was a hidden clan, so few people noticed.

In the end, the corrupt Jade Regent of Minkai was dethroned and Ameiko became the new empress of Minkai. The oni leadership was exterminated, but smaller bands of oni can still be found in Minkai.

Iron Gods:
The Iron Gods adventure path, 4714 AR, began in the city of Torch in Numeria. This adventure was mostly about maintaining the status quo: power was restored to Torch, the Iron Gods Hellion and Unity were defeated, and an alien invasion was wiped out.

However, Numeria has lead by the barbarian monarch Kevoth-Kul, who after conquering and uniting the barbarian tribes of Numeria was drugged into docility from ingredients added to the immortality potion brewed by the sinister Technic League. The Technic League was more interested in monopolizing the alien technology scattered across Numeria than ruling the country, so Numeria mostly remained ruled by the local barbarian tribes and town governments.

The party defeated the Technic League. The description in the Lost Omens World Guide leaves Numeria on the brink of drastic change because of this: "Recently, however, the Captain of the Technic League died under closely concealed circumstances. Brave souls whisper tales of a strange new goddess arising from the core of Silver Mount following the captain’s demise, but the truth of these rumors is unknown. What is certain is that the Technic League fell into squabbling, murderous disarray within weeks. The survivors largely fled Starfall, and the Black Sovereign, freed from their control, has begun to break fitfully free from his addiction. Many fear that if he regains his senses, Kevoth-Kul will resume his campaign of conquest across Numeria. Since most Numerians have grown accustomed to semi-independence and no longer trust their tyrannical, unstable ruler, this is not a welcome prospect."

In addition, the party had the opportunity to raise the android Casandalee to not only the status of an Iron God, but up to full godhood. That adds another god of technology to the pantheon.

My own party took over the Technic League and changed its mission from hoarding technology to teaching it. Under their influence, 17th-, 18th-, and 19th-century technology will start to spread out from Numeria.

I began running the Ironfang Invasion adventure path. We are still in the 1st module, Trail of the Hunted, but information from the Lost Omens World Guide tells me where it went.

Ironfang Invasion:
The Ironfang Invasion adventure path, 4717 AR, began with two countries, Nirmathas and Molthine, splot apart in a civil war in 4655 AR, still having border disputes with each other. Unexpectedly, the Ironfang Legion, an all-hobgoblin division of the mostly-human Molthune army, invaded the village of Phaendar in Nirmathas. General Azaersi, hobgoblin leader of the Ironfang Legion, began this invasion on her own initiative to carve a new hobgoblin nation out of Nirmathas.

The Lost Omens World Guide shows that she succeeded. The map on page 37 shows the country Oprak in what had been Nirmathi territory. However, Phaendar is in Nirmathas, so apparently the Ironfang Legion was not able to hold all the territory it invaded. The Oprak entry on page 44 hints that war with Oprak may break out again.

Dark Archive

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Thanks for the contribution, Mathmuse.

If we're going to chronicle the events of the APs here, I think it would be most useful to readers if we keep it to events that are outlined in the APs only (not player deviations) so that the maximum number of people can utilize the information. Let's also assume that all challenges in the AP were succeeded, and that open-ended NPCs didn't do anything significant unless Paizo used them elsewhere.

Dark Archive

Pathfinder Adventure Path Subscriber

Neither Second Darkness nor Strange Aeons has any really public events in them. We never quite finished Mummy's Mask, but I don't believe it had any large, on-screen effects, either.

The other big ones I haven't seen covered would be -

Iron Gods:

The Triune god was created, which is also a strong part of the Starfinder setting.

Hell's Rebels:

Kintargo and the surrounding countryside rebels against Cheliax, and successfully secedes, becoming the country of Ravounel.

Return of the Runelords:

Something about some of the Runelords staying. Haven't finished this one, so been avoiding details.

Tyrant's Grasp:

The Big T finally broke out of his prison, and created a whole new undead country right in the middle of a bunch of other lands.


Pathfinder Adventure, Adventure Path Subscriber

I'd really like something like this too! Perhaps even make a video on it.

I agree with GM1's points on keeping things pretty general, so here's my crack at RotR with more detail, definitely more than previous posts (and background given it's the first AP):

Rise of the Runelords:

Millennia ago, the ancient Runelords ruled over the Thassilonian empire with an iron first, but the Age of Legends, and their empire, would soon come to a close. The sky itself fell in the great calamity of Earthfall, and the Runelords sought desperately to use every ounce of magical resources available to them to find ways to survive the cataclysm!

As the world shudders from the Earthfall, and the Age of Darkness begins, no Runelords appear to have survived, and Golarion slowly moves forward through the ages.

Now, nearly 10,000 years later, in 4707 AR and the Age of Lost Omens, the small city of Sandpoint celebrates their yearly Swallowtail Festival, when a band of goblins attack!

A group of adventurers step up to save the town, and soon find themselves involved in something far bigger than they could have imagined, stopping not only goblins, but much more sinister murders. Even the once-peaceful stone giants from the nearby Storval Plateau have united under a mysterious force to raze Sandpoint to the ground!

Our party stops threat after threat, all the while following a strange symbol of a seven-pointed star. Signs continue to point to the long-dead Thassilonian Empire. The party learns that at least one Runelord has indeed managed to survive, and is trying to fully return to this world: Karzoug, the Runelord of Greed!

Armed with the knowledge they need from the ancient Runeforge, the party travels deep into the Kodar Mountains, finds the hidden city of Xin-Shalast, and defeats the evil wizard of greed before he can rise to reclaim his former empire! But is he the only Runelord to survive, or are there deeper evils that have only begun to stir?

Something like that? Too much detail? I tried to go more for a proper summary rather than a simple "this is how the larger state or the world may or may not have changed".


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I can provide answers for a few (haven't completed many, but have read a lot of campaign journals). If it isn't here, it means I really don't know what's happened with it. Some of this is detailed in the Setting chapter of the CRB, and some is in the LOWG or LOCG, but here goes:

Rise of the Runelords:

The first Runelord, Karzoug, is awakening and his forces act to hasten his awakening. A group of intrepid heroes, brought together in Sandpoint by chance - or perhaps fate - enter the demiplane he survived Earthfall in and slay him. The lost city of Xin-Shalast is discovered.

No major setting changes at this time.

Curse of the Crimson Throne:

A group of strangers is gathered by cryptic Harrow cards to defeat Gaedren Lamm, a man who has wronged all of them. They succeed in killing him, only to find that Korvosa has erupted into chaos and the King is dead. Queen Ileosa assumes the throne, but greater disaster follows. Eventually, the heroes must stop her from performing a ritual to exterminate the citizens.

Queen Ileosa dies. Field Marshall Cressida Kroft becomes the ruler of the city.

Kingmaker:

Tensions rise in Brevoy as Noleski Surtova claims rule of the Dragonscale Throne in New Stetven following the disappearance of the entire House of Rogarvia. The Aldori Swordlords in the Free City of Restov, sensing the possibility of war, charter four expeditions into the Stolen Lands, a section of the River Kingdoms long unclaimed. One of these expeditions features a group of adventurers, brought together, who manage to defy the odds and forge a new kingdom in a land which seems to actively resist civilization. In the process they conquer the nation of Pitax and defeat Nyrissa, a nymph who sought to rip all life in the Stolen Lands an place it in a bottle.

A new kingdom arises in the River Kingdoms, south of Brevoy, that also includes the former territory of Pitax.

Serpent's Skull:

A group of travelers is shipwrecked upon a cursed island - Smuggler's Shive. The travelers must figure out what happened and find a way to leave the island. Doing so, they discover clues pointing to the location of the lost Azlanti city of Saventh-Yhi. Upon arriving in the former Chelish colony in Sargava, they deal with tensions between colonists and natives before leading an expedition in search of Saventh-Yhi. Once they arrive in the city, they explore it before learning of a serpentfolk invasion from beneath the Darklands beneath the city. Descending into the Darklands, they find the plot to return the Serpentfolk god Ydersius to full life, and must stop the serpentfolk from achieving their goal.

No major setting changes seem to have come out of this, apart from Ydersius staying dead.

Jade Regent:

A chance discovery in the aftermath of a goblin attack on the village of Sandpoint kicks off an adventure through Varisia to discover a hidden legacy. A group of heroes must protect Ameiko Kaijitsu, owner of the Rusty Dragon, as she crosses the Land of the Linnorm Kings and the Crown of the World to journey to Minkai. Along the way, they will face assassins sent by the Five Storms, oni who tried to exterminate her family years ago. Eventually, they will arrive in Minkai and lead a rebellion against the Jade Regent, slaying him, dispersing the oni, and placing Ameiko on the throne as the new Jade Emperor.

Ameiko Kaijitsu is now the Emperor of Minkai.

Skull & Shackles:

Press ganged! A group of strangers find themselves press ganged into service aboard a pirate ship called the Wormwood. They must survive the cruel pirate captain and his crew until they are assigned a new ship under two of the Captain's subordinates. Once on that ship, they mutiny against the captain's subordinate's and become pirate captains in their own right. They then engage in various pirate-related adventures, winning the Free Captain's Regatta to become Free Captains of their own, and discovering that the captain they mutinied against is a Chelish spy. They rally the pirates to defeat a Chelish invasion fleet, and then, since the Hurricane King Kerdak Bonefist refused to raise the pirates himself, lead an attack to replace him.

Sandara Quinn is now the Hurricane Queen and the "Ruler of the Shackles".

Shattered Star:

A chance discovery leads a group of neophyte Pathfinders to discover a piece of an ancient Thassilonian artifact called the Sihedron. They must journey across Varisia to find the pieces of it so it can be reassembled to help defend Varisia. Once it is, they must save Magnimar from the effects of the palace of Xin, the first Thassilonian Emperor, rising from the waves, then journey to the palace itself to defeat the mad clockwork housing Xin's soul and preparing to invade Varisia.

No major setting changes, apart from Magnimar got a little damaged.

Reign of Winter:

Summer in Taldor takes an unexpected twist when a local noble's kidnapping leads to the discovery of snow. Rescuing the noble, the group explores the snowy area, looking for its source and eventually finding the Winter Portal. Once there, they encounter the Black Rider, one of Baba Yaga's heralds, who tells them Queen Elvanna plans to cover the world in snow and they must free Baba Yaga from her clutches. They travel through the Winter Portal to Irrisen, where they close the portal to the village in Taldor, journey to the capital to find Baba Yaga's Dancing Hut, and then go on a journey to find Baba Yaga, eventually resulting in their arrival on Earth, in Russia in 1918. There, they must defeat Baba Yaga's son Rasputin and rescue the princess Anastasia, who is Rasputin's child and thus Baba Yaga's grandchild. They return to Golarion and free Baba Yaga, who places Anastasia on the throne.

Anastasia is now the Queen of Irrisen, despite 1) not being a Winter Witch, 2) not speaking the language, and 3) not really being prepared for ruling a country where the nobility can literally do magic.

Wrath of the Righteous:

The demons have attacked Kenabres and destroyed the Wardstone. A group of survivors must band together to drive the demons from the city. In the process, they will gain Mythic Power and lead the Fifth Crusade, eventually resulting in an invasion of the Abyss, the deaths of the Demon Lords Baphomet and Deskari, and the closing of the Worldwound.

The Worldwound is now closed, but demons are still around.

Hell's Rebels:

The Glorious Reclamation seeks to liberate Cheliax. In response, House Thrune imposes martial law and sends Barzillai Thrune to take over as Lord-Mayor of Kintargo. His cruelty and capricious rulership leads a group of Kintargans to band together and revive the Silver Ravens, a group who sheltered Kintargo during the Chelish Civil War after Aroden's death. They eventually overthrow and slay Barzillai Thrune, gaining the allegiance of the nobles both within and without of the city, and negotiate the creation of the state of Ravounel, independent of greater Cheliax. Cheliax, dealing with the Glorious Reclamation, allows it after extracting concessions from Ravounel to not attack it or incite rebellion within its borders.

Ravounel is now its own country, with Kintargo as its capital.

Hell's Vengeance:

A group of black hearts support the Thrune rule in opposing the Glorious Reclamation, defeating the Iomedaen crusade and ensuring Chelish rule remains.

No major setting changes.

War for the Crown:

The Glorious Exaltation turns from one of celebration of a commoner's elevation to nobility to a slaughter of the Senate. By the end of the evening, the King is dead, and Taldor is in civil war. A group of heroes, brought together by Martella Lotheed, help Princess Eutropia in her bid to become ruler of Taldor.

Eutropia is now the ruler of Taldor, and Taldor has begun something of a societal reform.

Return of the Runelords:

Alaznist has awoken, and she has begun using time travel to gain greater power and rule Thassilon, without her competition. A group of heroes accidentally find themselves in possession of Baraket, and must embark on an adventure across Varisia to prevent other Runelords from awakening. In the process, they become allied with an apparently reformed Sorshen, who seeks to create the state of New Thassilon. They also free the city of Xin-Eurythnia from its time locked bubble of Crystilan. Eventually, defeating Alaznist, peace comes to Varisia.

New Thassilon now exists between Varisia and the Land of the Linnorm Kings, consisting of Xin-Shalast, Xin-Eurythnia, and the Kodar Mountains.

Tyrant's Grasp:

Tar-Baphon, the Whispering Tyrant, has finally broken free of his prison. His followers have struck at Lastwall, crippling those who could best stop him. A group of people from the village of Roslar's Coffer, somehow in the Boneyard without being dead, must return to the land of the living and find a way to stop him. In so doing, they help Arazni to shake off Geb's control of her and return to her demigod state, although still a lich, and finally sacrifice themselves to keep Tar-Baphon from using the Starstone and ascending to divinity.

Lastwall is now a haven of the undead, there is a magically unstable region on the Isle of Kortos (Starstone Isle), and Arazni is an independent demigod again.


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

I'll just chase Phntm888's summary with a few editorial notes- but I'm going light on any spoiler tags that 2nd edition books give away anyhow, since this in the PF2 forum.

Rise of the Runelords- The big changes to the setting this ushered in were largely dealt with in 1st edition. Thassilon wasn't just some hazily-recalled myth, Xin-Shalast was rediscovered. This far down the line, it does indeed seem like this one didn't change much, but that's only because we've been living with the changes for longer than Pathfinder has been its own game.

Curse of the Crimson Throne- Nothing to add, except that Cressida taking the throne is sort of a "we can't predict what every group did, so this is a safe status quo outcome to put in place for future setting development" choice.

Second Darkness- The big "change" here was that surface-dwellers outside of Kyonin became aware of the existence of Golarion's drow. Prior to these events, they were a well-kept secret, at least among non-Darklands civilizations. In terms of other changes to the setting, Kyonin "opened up a bit," although that's been somewhat retconned since they were always meant to be fairly friendly.

Legacy of Fire- The whole game here was to prevent major changes to the setting, so...

Council of Thieves- Hell's Vengeance sort of presumed the bigger changes to the setting that were possible here didn't actually happen.

Kingmaker- There's a new River Kingdom. Saying too much more one way or the other would basically run afoul of what is the most Sandbox AP Paizo has put forward.

Serpent's Skull- The second edition canon fallout is the (evidently gonna stick!) death of the Gorilla King, and the subsequent splintering of the kingdom he held together.

Jade Regent- Minkai has a new ruler, and Sandpoint is a little less lively for her absence.

Skull and Shackles- Tessa Fairwind becomes Hurricane Queen (because, much like Cressida, she's a suitable table-neutral NPC choice rather than an impossible to accurately predict or reflect PC) and the Chelish Navy takes one on the chin, forcing them to be a little more circumspect with maritime rivals. This plays a minor role in the fall of the colonial state of Sargava, due to disrupting existing structures in the Shackles.

Shattered Star- Magnimar gets dinged up a bit, and the legacy of Thassilon gets a little more wide renown.

Reign of Winter- Irrisen gets a new and more broadly benevolent ruler (that's a really low bar, of course), although as of yet, the country as a whole doesn't appear to have changed all that much.

Wrath of the Righteous- Actually Baphomet is fine, presumed to have survived. Deskari's toast, though, and so is the Worldwound. The demon-infested ruins of Sarkoris are a long way from safe.

Mummy's Mask- Much like Rise of the Runelords, this is more to do with the long-vanished past coming back to haunt the present, and the changes are more about awareness than anything too terribly mechanical.

Iron Gods- Not Triune, but a part of it, arose from this AP- Casandalee, who gets a writeup in the new Big Book of Deities, lucky her!

Giantslayer- Not many developments I can think of, and those that were, got overshadowed by subsequent events.

Hell's Rebels- Ravounel calves off of Cheliax.

Hell's Vengeance- Very much about maintaining the status quo, noteworthy mostly for acknowledging the removal of the shadow monster problem from Westcrown but otherwise basically burying Council of Thieves' more exuberant possible outcomes under an avalanche of plot.

Strange Aeons- No major setting changes. That's kind of the goal, since the alternative is pretty nasty!

Ironfang Invasion- The canon fallout of this is the new Hobgoblin nation of Oprak.

Ruins of Azlant- There's some colonization going on in the titular ruins, and some strengthened ties between some undersea and surface cultures, but nothing too concrete.

War for the Crown- Taldor has a new Empress, and some of the more.... stick in the mud traditionalist elements of its elite have been de-fanged.

Return of the Runelords- This is basically where New Thassilon comes from.

Tyrant's Grasp- Bye-bye, Lastwall. Plus, there's now a big necromantic crater on the Isle of Kortos, the Isle of Terror is a lot, er, livelier than it's been...


Carrion Crown:

Spoiler:
Much of the Whispering Way is devastated and destroyed, leaving Tar-Baphon much less on the ground and mortal support when he breaks free in TG. Yeah, that's about it...

Liberty's Edge

Cole Deschain wrote:
Mummy's Mask- Much like Rise of the Runelords, this is more to do with the long-vanished past coming back to haunt the present, and the changes are more about awareness than anything too terribly mechanical.

There's actually a few big changes to Osirion here. There was a natural disaster in the form of falling pyramids and now the fallen pyramids are swarming with monsters, which causes its own problems, and these two issues have provoked the Ruby Prince to legally close off the tombs of Osirion from being explored, so doing so is now illicit and illegal (even if its necessary to deal with the fallen pyramids full of monsters).

Scarab Sages

I would have to reread Age of Ashes...

spoiler:
but I'm willing to guess that the usage of orbs of dragonkind in Giantslayer by it's BBEG may have been some motivation for Mengkare to move a bit faster toward that APs setup taking place.

Liberty's Edge

Cole Deschain wrote:

Iron Gods- Not Triune, but a part of it, arose from this AP- Casandalee, who gets a writeup in the new Big Book of Deities, lucky her!

There's actually quite a bit of fallout (no pun intended) from this AP for Numeria's internal situation, though it doesn't look all that much different from the outside. The collapse of the large, monolithic oppressor organization has, as it usually does, led to a whole bunch of smaller, individual oppressor-wannabes scattered across the area, and something just a step away from civil war has broken out between the would-be inheritors of the Technic League legacy. This is complicated by the freeing of the Black Sovereign, who was kept basically pacified by the League's manipulations. He's feeling his strength again, and might want to go a-conquering himself sometime soon.

The Exchange

Carrion Crown pushed the Esoteric Order of the Palatine Eye into regional prominence and cemented their animosity to the Whispering Way.


Yay, Golarion history! I'll have to look through the APs that I have when I get home, but it looks like everything's been covered pretty thoroughly regarding the OP.

Dark Archive

steelhead wrote:
Yay, Golarion history! I'll have to look through the APs that I have when I get home, but it looks like everything's been covered pretty thoroughly regarding the OP.

Well, if we've gotten all the major consequences out of the way, maybe we can focus on smaller stuff that isn't necessarily a result of the main conflict, but maybe happens at some point during the AP. I'm not one to turn down lore!


GM1 wrote:
Well, if we've gotten all the major consequences out of the way, maybe we can focus on smaller stuff that isn't necessarily a result of the main conflict, but maybe happens at some point during the AP. I'm not one to turn down lore!

That will be a bit tricky to talk about without spoiling events in the Adventure Paths. In case you want to play or run them.

I know this is already a heavy spoiler thread, but that's getting into really specific stuff.

Liberty's Edge

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I read it as a suggestion to read the product's description of each AP book. Or peruse the AP boards.

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