
Harles |
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I'm about to undertake yet another attempt at PF2 on Foundry with my wife and best friend (side note - I'll be looking for players soon).
Even though a big part of me would like to write my own adventure, I think getting a new group together would benefit from the name recognition of an AP.
I've had a bad run of APs in PF2, and I'm trying to find that "Goldilocks AP."
Age of Ashes - too difficult
Extinction Curse - also too difficult
Abomination Vaults - dungeon crawling got boring
What are currently considered the best APs? I'm looking for something with better levels of challenges than Age of Ashes, more variety than Abomination Vaults, and something that might appeal to bringing in new players to PF2.
Or would you recommend stringing together Society Adventures (but not running for Society credit)? OR perhaps converting a previous edition AP (Age of Worms?)
Thanks in advance. I really want to finally run a successful PF2 game (after three failed attempts with different groups).

keftiu |
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I’ll just copy my recent reply from a similar thread, if that’s alright! Happy to go further in depth on any of these.
Abomination Vaults (optionally using the Beginner Box as an on-ramp) is the most popular option by far.
Age of Ashes, Extinction Curse, and Agents of Edgewatch have some balance issues due to coming out in the system's infancy; AoA gets the worst of this, but there's some punishing difficulty spikes in the other two. Extinction Curse also suffers some from being incoherent, as the circus elements that are all over the branding never really marry with the heroic main plot.
I'm very fond of both Quest for the Frozen Flame and Strength of Thousands, from last year. Frozen Flame is only levels 1-10, and has a lot of wilderness exploration, being a campaign where you play as scouts for a nomadic clan in a land of mammoths; it rocks if you like that flavor. Strength of Thousands casts the PCs as students (and after book 2, staff) of the oldest magical school in the setting, and is a wonderful romp across Pathfinder's vibrant West African-inspired setting with a focus on non-violent solutions to problems. If your group is big on roleplay and wants to get away from familiar faux-European locales, I can't praise it enough.
Fists of the Ruby Phoenix starts at level 11, so I don't recommend it for newcomers. Outlaws of Alkenstar was a dud for me for a number of reasons, and Blood Lords isn't finished yet, so I'd feel silly passing judgment on it. Kingmaker 2e is a little too massive and heavy on additional mechanics for me to suggest it as a first experience.
That's all of 2e's AP offerings so far - hope it helps!

Perpdepog |
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I have to give a big second to Strength of Thousands. It could be because I am just coming off of GMing Tyrant's Grasp, and that's a pretty grimly grimdark dark AP, but so far I've found SoT's presentation and number of challenges a pleasure to read, and it's getting me excited about being a GM again.
The AP is also more open about some of its goals than other APs, I feel, which is helpful for tailoring it to the tastes of your group. It has lots of roleplay opportunities if that's the kind of thing your group wants, but it does also give some advice on how to cut some of that out and get to the fighty and skilly bits if that's more your group's speed. (I wouldn't recommend it, the NPCs are wonderful and I think most tables will love at least some of them, but the option is there.)

Herald of the Redeemer Queen |
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I'll echo Strength of Thousands as well, for the reasons listed above.
I will of course also step up to the plate for Outlaws of Alkenstar. The first Book has been Very Solid in terms of both it's story AND it's encounter balance. It starts out as an Revenge Story that eventually evolves into something more, and isn't afraid to play with all the tools the game has to offer (Chases, Victory Points, all that fun stuff). My group's been having a blast so far, and it very much feels like while SoT gets away from the faux-Euro in terms of it's cultural touchstones, OoA gets away from your standard fantasy and fully embraces the craziness of it's Steampunk roots.

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I'll echo Strength of Thousands as well, for the reasons listed above.
I will of course also step up to the plate for Outlaws of Alkenstar. The first Book has been Very Solid in terms of both it's story AND it's encounter balance. It starts out as an Revenge Story that eventually evolves into something more, and isn't afraid to play with all the tools the game has to offer (Chases, Victory Points, all that fun stuff). My group's been having a blast so far, and it very much feels like while SoT gets away from the faux-Euro in terms of it's cultural touchstones, OoA gets away from your standard fantasy and fully embraces the craziness of it's Steampunk roots.
The first book of Outlaws is fantastic. My group has just finished part 1 of the second book and are into part 2 and so far it's pretty bad. The first part is basically a repeat of the story from book 1 and the second part