Adventure Path Participation?


log in or register to remove this ad

I ran the Shackled City as it was being published in Dungeon back in the day. That group fell apart about halfway through the story.

I started running Tomb of Annihilation but when once player moved out of state and another got a new job, that campaign collapsed.

I played in Curse of Strahd as it was being run piecemeal as AL games at a nearby FLGS. That e collapsed when the store went out of business.

These experiences are a big part of why I now look for (or write) smaller, more episodic adventures and string them together myself.
 

Altogether, eight, as both a player and DM (though mostly as a DM). In my experience, adventures paths last around 1-2 years, unless they lose momentum and fall apart, in which case that generally happens before the three month mark.

My list:

Queen of the Spiders
Avatar Trilogy
Tyranny of Dragons
Out of the Abyss
Storm King's Thunder
Tomb of Annihilation
Descent into Avernus
Rime of the Frostmaiden
 


4e Ashes of Athas - played everything but the finale module, most of it in "first run". Between convention slots, offered a thick sheaf of paper to an Ashes organizer and saw some of my ideas in the later modules - most cool. Convention releases took about 3 years.

HotDQ / Rise of Tiamat - began playing HotDQ at Balders Gate, continued to the flying castle. Was asked by the group to become DM (previous DM graduated college and returned home), aboard the castle. Finished HotDQ and continued Tiamat through the green dragon lair. Had to drop out (and group broke up) due to job interference. Not quite 1 year total.

My new group has played chunks of Yawning Portal, completed Dragon Heist, tried to do Undermountain but the DM's job cut him short, ran a series of Tiamat season AL modules and began the Slaver series, and recently started Saltmarsh with a second DM.
 

Princes of the Apocalypse (DM): I've also attempted this one twice. The first time was running it piecemeal and skipping around with my college gaming buddies when we got together a few times a year. They focused on one elemental prince and did a dungeon related to that prince each time we'd get together over a period of a couple years. Ultimately there was an epic showdown with Imix - and it was amazing. The other time I tried to run this I was running it with my girlfriend and her family, including her dad who had gotten her into the hobby when she was younger. He hadn't played D&D in probably 15 years, and it was awesome. Then I killed her family with a random encounter with gnolls. And we broke up soon afterwards - so that game ended.
Dude. Total faux pas.
 

Pathfinder classic bi-weekly sessions 4-8 hours
Curse of the Crimson Throne - player through book 3. GM didnt want to do fantasy genre anymore.
Serpent Skull - player through book 3. GM got frustrated with mid-high level PF and didnt like AP material.
Kingmaker - player through book 3. Party got TPK'd and decided to hang it up.
Jade Regent - player through book 3. GM got frustrated with players wanted to do other RPGs
Carrion Crown - GM to completion. 2 years.
Mummys Mask - GM to completion. 2 years.
Iron Gods - GM through book 3. One player moved, another player had another child.

Mongoose Traveller 2.0 bi-weekly 3 hour sessions
Pirates of Drinax - GM currently. Sandbox not sure how to measure. 6 months in.
 

Dude. Total faux pas.
I like to think the breakup was unrelated to the TPK. Everything worked out in the end ultimately. We patched up and stayed friends. Even ended up DMing her in my Tomb of Annihilation campaign, and my wife and I attended her wedding last October. I had a cigar and bourbon with her new husband and her dad - whose character had died in that gnoll encounter.
But interesting side note: our cat (which still lives with me) is named Faux. (My ex-gf thought it was pronounced "fox.") So when she makes biscuits, she uses her "faux paws."
 

DM:
Shackled City - I consider this the best campaign I've ever run. I used the hardcover and it took about two years to run from start to finish. We did skip the last chapter, Asylum, because I did not think it felt well with the story. I gave the players the option to play it and they declined since Adimarchus was safely locked away in Skull Rot. If I were to ever run it again, I'd swap the order of the last two chapters my group played: "Thirteen Cages" and "Strike on Shatterhorn".

Falcon's Hollow/Kobold King - This sorta counts, I guess. I'm running a small campaign set in Falcon's Hollow. Hollows Last Hope -> Crown of the Kobold King -> The Kobold King's Revenge -> Hungry Are the Dead -> Carnival of Tears. I added in some other Pathfinder Society Scenarios to help space things out and help introduce things. Campaign is still in session via roll20 and Zoom.

Player:
Shackled City - I played up through Zenith's Trajectory. However, real life had me moving several hours away and I was unable to play with that group after that. Shortly after I left, the group collapsed. Playing in that group is what inspired me to run it myself though.

Lost Mines of Phandelver - My groups introduction to 5E.

Curse of Strahd - Eh, I was disappointed by this scenario. I've listed my reasons and thoughts elsewhere on the forums.
 

I ran part of Savage Tide mixed up with homebrew and other older Dungeon Magazine stuff. But that's it. I doubt I'd ever run an AP as is and while I would play in one my ideal games don't require the characters to follow one line of plot (or if multiple lines, all tied together by the path).

Edit to add: I am running Ghosts of Saltmarsh, if that counts (don't think it really does), but again adapting it, removing some adventures, and adding stuff from other sources depending on player choice.
 

Remove ads

Top