
xSaber0022 |

I’m running War for the Crown for my group of friends and I’m all for fun and crazy stuff in Pathfinder. One of the things that was a little disappointing was that it ends at level 18.
I don’t mind making adjustments or anything for my players, but I was wondering if I were to take the adventure to level 20, where would be a good place for those extra 2 level ups? Maybe adding them to backstory related subplots that take a decent amount of time?
I’m not worried about XP, I’m using milestone level ups for my running of it.

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Well, I can share my schedule, I suppose. Maybe that'll be helpful?
https://docs.google.com/spreadsheets/d/1JfEUwCKmMaOZEM6FYV4OK3yuXZyKgyi8iWv GYgLQJOM/edit?usp=sharing
Here's a copy of my milestone chart. I think most of that is pretty self-explanatory, with one possible exception.
I was not a fan of the Agents of Change system, not at all, and wrote a replacement system I'm calling the spymaster system. In the case of the book 2 reference, I relied on the updated system to help guide the party through the wide-open sandbox section of Part 2. Those changes don't really play into milestone leveling, though, so long as you know what it translates to, you should be okay.

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I’m running War for the Crown for my group of friends and I’m all for fun and crazy stuff in Pathfinder. One of the things that was a little disappointing was that it ends at level 18.
I don’t mind making adjustments or anything for my players, but I was wondering if I were to take the adventure to level 20, where would be a good place for those extra 2 level ups? Maybe adding them to backstory related subplots that take a decent amount of time?
I’m not worried about XP, I’m using milestone level ups for my running of it.
I'd start thinking about where you want to go [as the previous poster mentioned, there's still lots of bad guys about] when you are in Books 5 & 6.
The tone of the campaign and the relationships your PCs are building should drive the action to its completion.
One of the great things about an AP, is you can always throw in, as you are going, hints about this or that, which you never have to build on, but CAN. If players latch onto something, then maybe that can be the hook for your post-book 6 adventure.