3 out of 5 rating for Legacy of Fire Adventure Path
I had to put this one on hold at Chapter 5. The adventures are OK, and some of the encounters are great. But it didn't really hold up the Arabian Nights theme, and so felt very generic in a lot of places. The first adventure was a small dungeon, followed by a small dungeon. Then the PCs get a year of downtime. The second chapter was a very large dungeon. The third is very sketchily written, with the party dependent on an NPC to study an object for them, and the party given 2 weeks or more with no written encounters, other than "during the 2 weeks, they must meet these 3 people somehow." I had to make up 2 weeks of encounters for them while they waited for the magic 2 week period to pass. Ironically, the players told me this was their favorite part of the AP before I told them that was the part I made up. I figured out why: This was the only part that wasn't on hard rails. Chapter 4 is a bit more open with the order in which the party explores and the side they take, but the rails close back in for the ending. There are a few ways to handle it, but none have any practical effect on the rest of the AP. Chapter 5 is a very large dungeon. When we got to Chapter 5, and the party escaped from one bottle into another, I could sense the discontent, and put the AP on hold. Also at issue is the Arabian theme. It just really isn't there very strongly. The aesthetic is there, and the theme is present in the history, but the adventures don't express it very well. Gnolls in the mountains doesn't really capture the Arabian Nights theme very well, in my opinion. The only chapter that encapsulates the theme well is the third, in the market city of Katapesh, and I pulled material from the back matter of the AP, from the Dark Markets sourcebook, from the Dragons Unleashed sourcebook, the Inner Sea World Guide sourcebook, and at least one other source that escapes me now, to populate the city with experiences for them. On the bright side of that, I think Katapesh is probably the most developed location in Golarion. The down side is that the module itself doesn't give it to you. There are a few things that GMs can do to reinforce the theme, but it really depends on your players, your time allowance, and your level of motivation to do so. There's very little in each adventure to affect the subsequent ones. A major presence in the first volume is given short shrift in later books. A few items that are given or mentioned early on as being useful are never mentioned again, so adding things to keep your players invested is another extra task you have to do yourself. There's also a set of myths given in the inner cover of each volume. The modules give you no way to introduce these myths into the story until chapter 4, and gives you no context to their importance, so when you run into their creator in the next book, the encounter is really humdrum instead of a big event. So, this one is runnable, but it requires the GM to do a lot of outside work to engage the players. The history is confusing and forgettable, and finding a good place to introduce it to the story without large info-dumps is problematic. It really depends on your group, but mine got bored with it.