
CaelibDarkstone |

As long as I have a job and finite time, I won't be able to play through every Adventure Path, but this is a summary of all the edits I would make, in one handy place for easy reference.
Second, spend a significant chunk of time figuring out downtime activities and working on recruitment.
Once they've cleaned up the colonist's mess in Book #6, finish the Adventure Path with another adventure where the PCs are active participants in overthrowing Sargava and establishing Vidrian.
For Trial of the Beast, the final dungeon needs to be redone. The timing of the final battle is atmospheric in concept, but doesn't really work in practice.
Also, consider swapping the last two adventures, and possibly adding adventures introduced by Legendary Games.

CaelibDarkstone |


CaelibDarkstone |

Adventure Path Connections
Varisia Adventure Paths
Rise of the Runelords, Curse of the Crimson Throne, and Second Darkness can all occur relatively simultaneously.
Jade Regent should occur after Rise of the Runelords and Second Darkness.
Rise of the Runelords, Shattered Star, and Return of the Runelords should occur in order.
Cheliax Adventure Paths
Council of Thieves should occur before Hell's Rebels and Hell's Vengeance. Hell's Rebels and Hell's Vengeance work well when they're played by two different parties running campaigns at the same time, but both come after Wrath of the Righteous.
Ustalav Adventure Paths
Carrion Crown, Strange Aeons, and Tyrant's Grasp occur in order.
Absalom Adventure Paths
Extinction's Curse and Agents of Edgewatch both occur on the Isle of Kortos. They should both occur after Tyrant's Grasp.

CaelibDarkstone |
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Adventure Path and Card Game connections
Some of these are pretty obvious.
Rise of the Runelords is tied to the Rise of the Runelords set and the associated Season of the Runelords.
Curse of the Crimson Throne is tied to the Curse of the Crimson Throne set used with the new core set.
Skulls & Shackles is tied to the Skulls & Shackles set and the associated Season of the Shackles.
Wrath of the Righteous is tied to the Wrath of the Runelords set and the associated Season of the Righteous.
Mummy's Mask is tied to the Mummy's Mask set and the associated Season of Plundered Tombs
The Card Game Year of Rotting Ruin, which uses the Core Set and the Curse of the Crimson Throne Set, is supposed to take place after Tyrant's Grasp and is set in Lastwall.
Of the remaining Card Game seasons, Season of Faction's Favor (using the Mummy's Mask box) and Season of Tapestry's Tides (using the Skulls & Shackles box) are tied to Pathfinder Society seasons. As best as I can tell, Year of Reborn Strife is not tied to anything.

CaelibDarkstone |
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Adventure Path and Module Connections Part One: 3.5
Ideally I'd organize these by adventure path instead, but it's easier to break them up by module edition because of how the Paizo site is organized. Note that I don't actually have access to most of the modules, so these are best guesses.
Hollow's Last Hope, Crown of the Kobold King, Carnival of Tears (with a jump to 5th level), Revenge of the Kobold King, and Hungry are the Dead all take place in Darkmoon Vale, and so make a series of their own. Note that this is different from Bloodsworn Vale, which also has a module.
Tower of the Lost Baron (5th level) and Treasure of Chimera Cove (7th level) make their own series.
Seven Swords of Sin is a 7th level adventure that can tie into the Runelords APs. I remember seeing a sidebar about conflict between this and another adventure path, but can't find it.
Entombed with the Pharaohs (6th level) and The Pact Stone Pyramid (8th level) fit together and could possibly be tied into Mummy's Mask.
The Demon Within is an 11th level adventure that takes place in Mendev and could be tied to Wrath of the Righteous.

Lord Fyre RPG Superstar 2009 Top 32 |

I have to disagree with you on one point.
Adventure Path Connections
Cheliax Adventure Paths
Council of Thieves should occur before Hell's Rebels and Hell's Vengeance. Hell's Rebels and Hell's Vengeance work well when they're played by two different parties running campaigns at the same time, but both come after Wrath of the Righteous.
Council of Thieves should be avoided if possible. There are some things that can be salvaged in it, but on the who it falls into the "failed" adventure paths.

Bellona |

Adventure Path and Module Connections Part One: 3.5
...
"The Demon Within" is an 11th level adventure that takes place in Mendev and could be tied to Wrath of the Righteous.
The stand-alone module is set before WotR. It could serve as a short introduction to the Worldwound borders and the issues with them, but it doesn't fit into the AP itself. You could run it as is with one set of characters, then start the AP with a new set of characters.
Also, IIRC, some Worldwound facts were changed between the module (3.5 Golarion) and WotR (PF1 Golarion).

Souls At War |
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I'm curious about the Hell's Vengeance edits, the Slavery ones would require quite a few rewrites, especially book 4, and trying to figure out what you mean by "brutality"?
If I'm running an evil AP, I want to give the PCs an opportunity to summon demons, use evil class features, and wear a lot of red and black,
Would be Devils in this case. +1 to the "use evil class features" part

CaelibDarkstone |

Adventure Path and Module Connections Part Two, PF 1E
Modules that could be potentially added to APs
Academy of Secrets (13th level) and The House on Hook Street (6th level) could be tied into Curse of the Crimson Throne.
Broken Chains (6th level) could be tied to Legacy of Fire.
Carrion Hill (5th level) could possibly be tied to Carrion Crown or Strange Aeons, but it’s a stretch.
Dawn of the Scarlet Sun (5th level) is intended to be connected to the Shattered Star adventure path.
Feast of Ravenmoor (3rd level) takes place near Magnimar and might make an addition to Rise of the Runelords.
Plunder and Peril (4th level) is a good addition to Skulls & Shackles, which already needs longer adventure pieces.
Realm of the Fellnight Queen (7th level) could potentially be added to Kingmaker.
Risen from the Sands (3rd level) is another adventure that could theoretically be added to Mummy’s Mask.
Wardens of the Reborn Forge (12th level) takes place in Alkenstar and so could be a potential sequel to Outlaws of Alkenstar.
Several APs have similar themes of interplanetary/portal travel or demons that might match with The Moonscar (16th level), including Age of Ashes and Strength of Thousands.
Prequel Adventures
The Harrowing is a prequel to Stolen Fate and, as a 9th level adventure, could potentially lead straight into it. However, Stolen Fate is one of only two APs I don’t think are worth salvaging.
The Ruby Phoenix Tournament (11th level) takes place a decade before the Fists of the Ruby Phoenix AP and is intended as the culmination of the first edition Pathfinder Society Season 10: Season of the Ten.
The Witchwar Legacy (17th level) is intended as a prequel to the Rein of Winter AP, but has notes for how to adapt it to take place after.
Module Campaigns
We Be Goblins, We Be Goblins Too, We Be Goblins Free, We B4 Goblins, and We Be 5uper Goblins make a Goblins series.
The Dragon’s Demand (levels 1-6), The Emerald Spire (levels 1-12+), and Thornkeep (levels 1-7) are campaigns in their own right.
Crypt of the Everflame, Masks of the Living God, and City of Golden Death make their own series titled Price of Immortality.

CaelibDarkstone |

Care to rant a bit about your issues with the Ruins of Azlant AP?
The concept of the Azlanti as some sort of super-human species is problematic, to put it mildly. I like that PF 2E moved away from this.
On top of that, I find the campaign outline and villain motivations to be way too convoluted to follow. It's ironic that an Adventure Path that begins with an editorial on a cool new way of keeping track of the plot requires several reads for me to even attempt to make sense of what's going on, and I'm not convinced the developer kept track of it properly either.
Finally, this one is only a personal pet peeve of mine, but I really dislike the aeon stones as computers aesthetic.

CaelibDarkstone |

I have to disagree with you on one point.
CaelibDarkstone wrote:Council of Thieves should be avoided if possible. There are some things that can be salvaged in it, but on the who it falls into the "failed" adventure paths.Adventure Path Connections
Cheliax Adventure Paths
Council of Thieves should occur before Hell's Rebels and Hell's Vengeance. Hell's Rebels and Hell's Vengeance work well when they're played by two different parties running campaigns at the same time, but both come after Wrath of the Righteous.
Council of Thieves isn't that bad, in my opinion. The first chapter is lackluster, but there are tons of cool concepts.
Note that I'm also excited to run a thoroughly re-written version of Serpent's Skull if I had the time to re-write it. Salvaging an AP can be part of the fun as a DM, provided there's something left to salvage.
So far, the only adventure paths I don't think can be saved are Ruins of Azlant and Stolen Fate. Gatewalkers, Serpent's Skull, and Giantslayer require a lot of work, but the last two at least sound fun to re-write. As huge sandboxes, Kingmaker and Skulls & Shackles also require a lot of work on the part of the GM. Second Darkness and Council of Thieves definitely could use some help, but they're far from the failures of the first four listed.

CaelibDarkstone |

What are you problems with Stolen Fate? It's one that I'm really excited to run after Abomination Vaults
The fundamental problem is tracking down a deck of 54 cards is simply too many quests.
The portals of the Harrow Court are a strong railroad, leading the PCs rather bluntly from card to card. At level 10+, the PCs should be able to use their own research and magic to track down leads anywhere on the planet. If this were the only problem, it would be easy enough to eliminate the portals, but there's so little detail on each of the encounters to retrieve a card (especially early on) that each ends up feeling like a random encounter. Many are in interesting places, but the AP barely has space to detail what happens if the PCs stay on the rails, let alone provide guidelines if the PCs go off them.
The AP makes strong assumptions about the PCs allying with every group they stumble into, often with little motivation for the PCs to help them or them to help the PCs.
I don't dislike Stolen Fate as much as Ruins of Azlant, but I don't think there's anything worth salvaging in it. I'd personally be much more likely to run Fists of the Ruby Phoenix after The Abomination Vaults, but that shouldn't stop you if you like Stolen Fate.

CaelibDarkstone |
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Adventure Path Setting Conversions: Age of Worms
This one is a bit more ambitious, but here are my conversion notes on the pre-Golarion Paizo adventure paths. The idea is that each of these take place before Rise of the Runelords, so Age of Worms is set in AR 4705. I'm starting with the Age of Worms because it's the easiest.
Much of the rest of the conversion is relatively simple. Spire of Long Shadows should take place in the Mwangi Expanse, near Mzali and Kalabuto (which will be renamed to Umnyango). The Library of Last Resort, as it is reached by teleportation, can be set in the Eye of Abendego. Kyuss and the Rod of Seven Parts can basically be ported as is. Manzorian could potentially be Grandmaster Torch or Lord Gyr, or could simply be a new wizard.
I have a lot of thoughts about the prophecies in Age of Worms, but those will be a post in their own right.

CaelibDarkstone |
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Adventure Path Setting Conversions: Shackled City
This one is a bit more ambitious. It starts in 4704. It's very much still a rough draft.
Wee Jas becomes Pharasma, Nerull becomes Urgathoa. The Striders probably become undercover mages from the Maagambya. The church of St. Cuthbert becomes either a bunch of colonial priests of Iomedae who can come to understand the error of trying to convert the populace, or a church to Mazludah.
Since it's set in the Mwangi Expanse, serpentfolk are in abundance for Strike on Shatterhorn, if I decide to keep this adventure, but it's a likely adventure to cut. Vhalantru becomes a maharaja rakshasa. Nabthatoron becomes the Gorilla King.
Note that continuity-wise, this means Shackled City should probably be run before Serpent's Skull.

Souls At War |

Lord Snow wrote:Care to rant a bit about your issues with the Ruins of Azlant AP?The concept of the Azlanti as some sort of super-human species is problematic, to put it mildly. I like that PF 2E moved away from this.
I kinda saw it as a good way to explain their personalities and hubris, and the main reason the Alghollthu wanted to get rid of them.
Main issue I had was that all the Pure-blood ones were also high point buy.

CaelibDarkstone |

Bonus Adventure Path: Age of Worms Prophecies
The Age of Worms adventure Spire of Lost Shadows references a list of artifacts and events in other Dungeon magazine adventures. This 'Adventure Path' is a framing device for a campaign that includes these adventures.
Of course, prophecy itself is dead on Golarion. These events aren't prophecies coming true, they're a desperate attempt by the surviving Saoc Brethren from the Sodden Lands - who have recruited the PCs - to forcibly restore prophecy by bringing a series of prophecies to pass.
The Black Egg - Dungeon #106. While this adventure is level 12, it's the only adventure on the list that I don't have the magazine for and the adventure list is very high-level-heavy already. My plan is to write this from scratch as a low level adventure, perhaps even the start of the campaign.
The Obsidian Eye - Dungeon #120 (Level 3): These ruins are in Osirion.
Given the large break in levels between The Obsidian Eye and the rest of the adventures, Expedition to the Ruins of Castle Greyhawk, also set near Absalom, is a good adventure for levels 8 - 12.
City of Shadows - Dungeon #117, #118 and #119 (Level 12): The biggest problem here is that there isn't really a place on Golarion where frost and fire giants live close together. The most sensible place is likely the Mindspin Mountains, although this makes the series very similar to Giantslayer. Depending on whether the goal is prioritizing Golarion lore or the Istivin arc, Istivin can either be Vigil itself or a orc town in the Hold of Belkzen.
Maure Castle - Dungeon #112 (Level 12+): Placed under the Spire of Nex. Full Conversion Notes.
Tomb of Aknar Ratalla Dungeon #119 (level 14): Given that he united devils and angels, Aknar Ratalla was probably a warlord devoted to Rovagug. This adventure can be set almost anywhere. Given that City of Shadows is already set near the Hold of Belkzen, that might be a good place.
Lost Temple of Demogorgon Dungeon #120 (Level 14): This is a temple to Angazhan in the Mwangi Expanse.
Root of Evil Dungeon #122 (Level 18): Started by a cultist of Treerazer in Tanglebriar.
The Quicksilver Hourglass Dungeon #123 (Level 30): As this is an epic level adventure set on a demiplane, the biggest conversion challenge here is mechanical. Various magic items found in Maure Castle might convey mythic powers.

Scarablob |
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The concept of the Azlanti as some sort of super-human species is problematic, to put it mildly. I like that PF 2E moved away from this.
I always took the azlant as deconstructions of the "ubermench". They are objectively stronger, faster smarter and all that... But their society wasn't better or more moral for it. In a way, it ended up preventing them from openning to the rest of the world, which meant that once the apocalypse happenned, they were the only ones to be completely and entirelly wiped out. The only ones who bothered stepping outside their island (the thassilonians) still put a hard line between them and the varisian native, which ended with them (almost) entirelly wiped out as the varisian native survived the apocalypse and thrived afterward. Being physiologically "better" didn't make them better people, nor did it better the world or their society, in a way it meant that all the problem they caused were magnified.
The only real problem I see is with Aroden being one, as his story completely feed into the ubermench "simply built better" idea rather than deconstruct it like the azlant history as a whole do. At least the story that came out about Aroden in early PF2 seemed to be intent to correct that, with the emphasis on all the problems he left in his wake.