Best Adventure Path

Malachei

First Post
I'm trying to convince a friend to DM a campaign -- and because of his time constraints, he would probably like to use a published one and then adapt it as needed.

We'll be playing 3.5, but we're looking for a Pathfinder Adventure Path.

As of now, the party consists of a Warblade and a Beguiler (going Ultimate Magus). Both will be good-aligned. The Warblade is a swordmaster and natural leader. Obviously, he will shine in any scenario with a lot of tactical battles (such as Red Hand of Doom, if you are familiar with this). The Ultimate Magus is troubled by a family tragedy involving spirits.

I'd love feedback on my questions:

(1) Which Adventure Path in general is the best in your opinion (and why)?

(2) Which would fit the characters best (i.e. for Council of Thieves one might want different characters)?

As I will be playing in this, I kindly ask you to include no spoilers please!

Thank you for your ideas / thoughts.
 

log in or register to remove this ad

For minimum conversion work, you may wish to suggest one of the first four adventure paths, as they were designed for 3.5. All are excellent, but I would rate them as follows:

1. Rise of the Runelords
2. Legacy of Fire
3. Curse of the Crimson Throne
4. The Second Darkness

I have played in the entirety of the Second Darkness, and in part of the Crimson Throne and Legacy of Fire. I have run Rise of the Runelords and Crimson Throne to their conclusion, and am presently running Legacy of Fire.

To be honest, any of them would work well the two character concepts you've presented.

All but the Legacy of Fire take place, in whole or in part, in a region of Golarion called Varisia, so there is a lot of great worldbuilding present.
 

Hmmm, I like Urban adventures, so Curse of the Crimson Throne is one of my two favorites. Lots of flavor, plenty of intrigue, lots of jumping around on roof tops, large events that are outside of the players' control, and the player's guide does a decent job of saying why the group has banded together.

Then there is Kingmaker, which I like for pretty much the exact opposite reasons. :) The PCs are the movers and the shakers, founding towns, battling back the wilderness, and exploring the area. The PCs gain charters first to explore then to settle the lands. A nice big sandbox with lots of little quests along the way.

Given a choice between the two my players were unanimous in choosing Kingmaker, but I would not have been disappointed either way.

The Auld Grump
 

I'm trying to convince a friend to DM a campaign -- and because of his time constraints, he would probably like to use a published one and then adapt it as needed.

We'll be playing 3.5, but we're looking for a Pathfinder Adventure Path.

As of now, the party consists of a Warblade and a Beguiler (going Ultimate Magus). Both will be good-aligned. The Warblade is a swordmaster and natural leader. Obviously, he will shine in any scenario with a lot of tactical battles (such as Red Hand of Doom, if you are familiar with this). The Ultimate Magus is troubled by a family tragedy involving spirits.

I'd love feedback on my questions:

(1) Which Adventure Path in general is the best in your opinion (and why)?

(2) Which would fit the characters best (i.e. for Council of Thieves one might want different characters)?

As I will be playing in this, I kindly ask you to include no spoilers please!

Thank you for your ideas / thoughts.

SCAP-Shackled City
AoW-Age of Worms
STap-Savage Tide

All of these are 3.5, but were written by Paizo. They are very tough though, and they go from level 1 to 20. SCAP comes in a hard cover book. The other two will require you to hunt magazines down. The story line is better developed for AoW and Stap, but SCAP is not a bad adventure to run.

Rise of the Rune Lords is what I would reccomend if you don't want to hunt magazines down, but you may have to buy the pdf. The physical copies are limited IIRC.
 



Remove ads

Top