Paizo Any good High Level Adventure Paths, starting at lvl 10?

dogoftheunderworld

Adventurer
Supporter
Currently GMing a PathFinder (1e) campaign. started with a homebrew mix and match of "modules" which lead to a campaign arc from lvl 5-10. Now the players want to conintue, but I don't have any good high level campaign ideas or source material.

Are there any good Adventure Paths that could take off at level 10? (or start-mid-campaign?)

(I should mention that I'm good with D&D 3.5, other settings to convert.)

Thanks.
 
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payn

He'll flip ya...Flip ya for real...
Unfortunately, I think the Paizo APs are best 1-10 and then fall off after that. It might be a ton of work that you dont want to do, but grabbing a first part of an AP and leveling up all the NPCs and challenges might work out well.

That said, if you dont want to do all that work, book 4 of Carrion Crown adventure path is a Cthulhu esque adventure that any group could be dropped into with a little work. It can be combined with Carrion Hill adventure module too.
 


Have you looked at the Pathfinder Society scenarios? Most (all?) of them have adjustments for different tiers of play. For instance, if the party is level 3 they encounter X, if they're level 6 they encounter 2x+y. I've been using them to fill in some gaps for a campaign set in Falcon's Hollow.

It looks like most of them cap out at level 11 but there are a few that are for levels 12 to 15 and even one that is 15+. Even if you can't use the module as written, it's pretty easy to tweak them and get it to where you want it to be. (I, of course, speak from personal experience.)

Maybe try:
First Taste of Eternity -> All the Gods Beyond -> Serpents Fall

Pathfinder Society Scenarios
 

dogoftheunderworld

Adventurer
Supporter
Thanks. I started looking through some of these to help fill some gaps!
Have you looked at the Pathfinder Society scenarios? Most (all?) of them have adjustments for different tiers of play. For instance, if the party is level 3 they encounter X, if they're level 6 they encounter 2x+y. I've been using them to fill in some gaps for a campaign set in Falcon's Hollow.

It looks like most of them cap out at level 11 but there are a few that are for levels 12 to 15 and even one that is 15+. Even if you can't use the module as written, it's pretty easy to tweak them and get it to where you want it to be. (I, of course, speak from personal experience.)

Maybe try:
First Taste of Eternity -> All the Gods Beyond -> Serpents Fall

Pathfinder Society Scenarios
 

Are there any good Adventure Paths that could take off at level 10? (or start-mid-campaign?)
I think you could probably run the second half of Rise of the Runelords without needing to play through the first half. If the PCs don't care much about Sandpoint, it should be easy enough to have an army of stone giants threaten somewhere they do care about.

Parts 4 and 5 of Curse of the Crimson Throne would probably work as stand alone adventures, but Part 6 would be tricky to adapt.

Parts 4, 5 and 6 of Legacy of Fire would be quite easy to do without needing to run the first three, but (from memory) part 6 does revisit a dungeon from one of the earlier parts and assumes the DM knows what they are talking about when they refer to it.

You could also run the second half of Serpents Skull but you'd need to introduce the Lost City somehow.

It would be easy to run the second half of Giantslayer without running the first half. However, whilst I've never played that adventure path it reads as being fairly tedious.
 

GreyLord

Legend
You could always adapt the second part of Jade Regent with them joining the caravan as body guards.

Shattered Star could work if you give them someone who has the first few shards who gives it the Pathfinder Society and have the party go to the next few adventures looking for the rest of the shards.

Ironfang Invasion could work if you have them step into the events during the middle of the war.
 


CapnZapp

Legend
As other answers have made clear the real answer is "no, not really".

Sure many campaigns cover levels 10+, but I would say extremely few (probably less than 1%) start at high level.

Things I didn't see mentioned:

There are high-level adventures if not campaigns from back in the AD&D day. This was before TSR found out such material didn't sell... :p

One relatively recent is the 2000 module (theoretically for 3rd edition, but clearly written before writers were able to switch from the AD&D mindset) Into the Dragon's Den by Sean K Reynolds.

I also think one little thing deserves at least a mention: Paizo is preparing to publish exactly what you want. That is, starting in April they're doing a levels 10-20 adventure path called Fists of the Ruby. It won't be completed until late June, and it probably won't fit a party of generic Western heroes. But still.
 

dogoftheunderworld

Adventurer
Supporter
Thanks for all of the ideas (so afar)! Just needed a reminder that lots of good stuff is out there! (I've been mostly doing short, low level campaigns the last few years :) )
 

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