Do all Pathfinder 1e adventure paths start at level 1?


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Quick dumb question:

Do all the Pathfinder 1e adventure paths start at level 1? Or do any APs begin at different levels?


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I'm pretty sure they all start at 1, though there might be some high level paths that "take over" once you've finished a regular path.

However I know of at least one AP you can start a bit later - Skulls and Shackles.

The module PLUNDER AND PERIL was written to be an alternative to book 2 of Skulls and Shackles, but as a module it's also playable as a stand-alone adventure. So you could start at level 4 with this module and then just continue into book 3 of Skulls and Shackles.

There may be other modules with similar ties to other APs, but that's the only one I know.


Ok thanks, seemed like they all did. I know there are modules at all sorts of levels as well as some stuff from the Pathfinder Society. Was just really curious if all the AP started at level 1.

I normally only run homebrew stuff. But we havent really played in a while and some of my friends really wanted to play again. So I said, I can just run something from piazo. Since I didnt have anything prepped and I really dont have as much time as I used too.

But looking up the APs they all started at level 1 and my group really despises playing at level 1. Most of them are comfortable at level 5 or later. Easier for me too, since they are so fragile at lvl 1.

Most of the individuals in my group arent really power gamers either, and just like playing and mostly doing really bad ideas. So rarely are most of the players optimized or play their class to its fullest.

I ended up just picking Feast of Dust and started running that. Seems pretty cool so far. Its just really difficult for me GMing a pre-built module and not a homebrew. Ive only done it once before. Have years of experience running my own homebrew games, but a pre-built is difficult for me.

So I guess any advice for running pre-built modules?.....lol


BTW, Plunder and Peril was on the list to play. But Feast of Dust won out among the players.


Lord_Rachen wrote:
Its just really difficult for me GMing a pre-built module and not a homebrew.

What are you struggling with? Technical aspects? Organization? Getting into a story someone else made up?


SheepishEidolon wrote:
Lord_Rachen wrote:
Its just really difficult for me GMing a pre-built module and not a homebrew.
What are you struggling with? Technical aspects? Organization? Getting into a story someone else made up?

I think its the later, getting into the story someone else made up.

Its hard to RP the NPCs when the players ask anything that isnt laid out in the book.

I also struggle with it seems to assume the players will do things in certain ways, and I struggle when the PCs do something really outside the box. Do I force them to stay in the box or do I roll with it and adjust accordingly?

I am also a little bit confused with the order things are supposed to be done, since the module is laid out a bit open but I am sometimes wondering if I am letting the PCs do things in the wrong order.

Finally, I struggle with is the players arent taking the bait with the clues the book is giving the player. And I have given them virtually all the clues the book has, but they arent really putting 1 + 1 together.

These are all things I overcome in my homebrew by adjusting behaviors and mold the world around the PCs actions without breaking the immersion because I understand all the motivations of the NPC and how and where everything should go, if the PCs do something out of the box.


Lord_Rachen wrote:
SheepishEidolon wrote:
Lord_Rachen wrote:
Its just really difficult for me GMing a pre-built module and not a homebrew.
What are you struggling with? Technical aspects? Organization? Getting into a story someone else made up?

I think its the later, getting into the story someone else made up.

Its hard to RP the NPCs when the players ask anything that isnt laid out in the book.

I also struggle with it seems to assume the players will do things in certain ways, and I struggle when the PCs do something really outside the box. Do I force them to stay in the box or do I roll with it and adjust accordingly?

I am also a little bit confused with the order things are supposed to be done, since the module is laid out a bit open but I am sometimes wondering if I am letting the PCs do things in the wrong order.

Finally, I struggle with is the players arent taking the bait with the clues the book is giving the player. And I have given them virtually all the clues the book has, but they arent really putting 1 + 1 together.

These are all things I overcome in my homebrew by adjusting behaviors and mold the world around the PCs actions without breaking the immersion because I understand all the motivations of the NPC and how and where everything should go, if the PCs do something out of the box.

Adventure paths require some player buy in. They need to know that they need to at least try to follow the story and clues. Sometimes it even takes the GM saying hey guys, you're doing the wrong thing.

Most AP's are written "in order" So you can just go chapter by chapter.

APs can be loads of fun, if everyone understand their part. I fins that for the same amount of preparation time, I can have a much better game experience for my players.


TxSam88 wrote:

Adventure paths require some player buy in. They need to know that they need to at least try to follow the story and clues. Sometimes it even takes the GM saying hey guys, you're doing the wrong thing.

Most AP's are written "in order" So you can just go chapter by chapter.

APs can be loads of fun, if everyone understand their part. I fins that for the same amount of preparation time, I can have a much better game experience for my players.

Yeah I think that where I went a little bit wrong. I probably needed to give them more information in advance than I did. I was just hesitant because I didnt really know what information they should or should not know and probably leaned too much into the later.

They did buy in, I just think it was a bit of failure on my part since I am more used to running my own stuff where I am more comfortable with seeing where the players turn and adjust accordingly.

Maybe before the next session I will just let them know and give them more background information and tell them more stuff they should know.


Ok, TxSam88 covered a lot already.

I'd write down two or three personality traits for each relevant NPC. Could be as little as a single word per trait, like "openminded" or "mercenary". This way it's much easier to improvise. Even if your version of the NPC somewhat deviates from the author's original vision, this not necessarily means harm.

To paraphrase Sam: Yes, you are allowed to say "Sorry people, that's not within the scope of the module". It's a bit immersion-breaking and restrictive, but better than a whole module falling apart.

When it comes to encounter order, it might help to draw a diagram. One bubble per encounter, with a short name or number, and lines how they lead to further encounters. This way you can easily identify linear sequences and sandboxes, and the general order. In case the players skip serious amounts of experience, loot and information, feel free to tell them - it's another immersion-breaking thing, but better than a dead party.

If players really don't get the clues, send along some friendly NPC who tells the solution in a straight-forward manner. Or add another clue - you know your players, maybe there is some type of thing they usually notice.


I don't know if it's too late for this to be useful, but another alternative would be just to start your PCs at level 3 and have them play from the beginning of the AP. Yes they'll probably stomp through the first few encounters, but they'll get through that part so quickly it won't matter, and withint a few sessions they'll have caught up and be the correct level again.


I've had to use SheepishEidolon's "Sorry people, that's not within the scope of the module" quite a bit over the years.

I can get myself confused real fast if I start making up stuff to answer those unanswered questions. (Did the Queen tell them that? Or was it the shady mercenary in the other town....or did I just think I was going to tell them...where's my notes on that...but...wait...where am I? What day is this?)

So, I pretty much just blame the book. I'll literally hold up my hands and say: "Out of Character here: I don't know/book doesn't say/outside the scope of the adventure/moment"

This also has the convenience of I can also use that to avoid giving away a Plot Spoiler if a player puts together all the facts and asks 'That Question' before it is time. ;)


MrCharisma wrote:
I don't know if it's too late for this to be useful, but another alternative would be just to start your PCs at level 3 and have them play from the beginning of the AP. Yes they'll probably stomp through the first few encounters, but they'll get through that part so quickly it won't matter, and withint a few sessions they'll have caught up and be the correct level again.

I did level them up one extra level than the recommended since the party is only 3 characters when the module is built for 4 characters.


Ill see how the next session goes.

I might just give them a bit more info next time before we start.

Maybe I just need a bit more experience.

If I end up with more questions/problems maybe I will be back looking for more advice.

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