Adventure Path - what issues and any good?

One more thing to consider: unless you already have access to the issues, ordering all the issues for the adventure path series is gonna run you like 80 bucks. :\ That happens to be my current problem since I only have the last three in the adventure path...
 

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Bryan898 said:
One more thing to consider: unless you already have access to the issues, ordering all the issues for the adventure path series is gonna run you like 80 bucks. :\ That happens to be my current problem since I only have the last three in the adventure path...

Also keep in mind that Erik (Mona) and James (Jacobs) have both stated that Paizo is looking into compiling the adventures from the Shackled City adventure path into one mega-adventure type, big module type thingy... Most likely would be sold for a considerable amount less than 80 bucks.
 

One more thing to consider: unless you already have access to the issues, ordering all the issues for the adventure path series is gonna run you like 80 bucks. That happens to be my current problem since I only have the last three in the adventure path...

You could try ebay as well. I grabbed about half of them there and ordered the rest.

Also keep in mind that Erik (Mona) and James (Jacobs) have both stated that Paizo is looking into compiling the adventures from the Shackled City adventure path into one mega-adventure type, big module type thingy... Most likely would be sold for a considerable amount less than 80 bucks.

True but that's easily months away, most likely not until the GenCon time frame.

Cool icon by the way. :)
 

The adventure path are good for dungeon hacks, interspersed with some other stuff. Which, lets face it, is most likely what you're after if you're playing D&D.

I'd suggest reading through some of the later episodes first, and noting down important locations and NPCs. Otherwise you're in this situation where new places and people keep spontaeneously appearing in the city without having previously been mentioned.

Cr's are wonky.
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The final baddie in Jzaridune does too much damage. As-is, he should easily be able to kill a PC in a single hit (2 if they're particularly tough), and he's almost never going to miss. I doubt that most parties could possibly take him out before he wipes the whole lot of them out. I ended up simply not using his main weapon (an urgrosh I believe) and relied on his claws instead, so PC's would at least have some warning that their HP's were getting low before he finished them.

The final baddie in the cagewright manufacturing plant is too lame - she needs some low-level support.

The dragon CR's seem way off.

The CR for the advanced erinyes is way wrong. Hell, the ORIGINAL CR of an erinyes is messed up - apparently something with more hitpoints, hitdice, better stats, flight, powerful SLAs, more AC, resistances, immunity to illusions, SR, better skills, a powerful bow and damage reduction is the same CR as an 8th level fighter. I could have hovered in full view of the PCs and repeatedly slammed them with unholy blight. It would have killed them all in under 3 rounds.

The two prisoners bhal-hamatugn are a pain to DM. How did they get there? Where did they come from? Where will they go after release? How will they get home? Makes for a lot of hasty making-stuff-up-on-the-spot. Poor showing for a social encounter not to have any of this information.
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In short, I don't think my players are morons, nor do they have a particularly unusual party makeup, but I'm pretty sure that if I played the tough fights to anything LIKE their full potential, that I'd have a TPK on each one.
 

Rauol_Duke said:
Also keep in mind that Erik (Mona) and James (Jacobs) have both stated that Paizo is looking into compiling the adventures from the Shackled City adventure path into one mega-adventure type, big module type thingy... Most likely would be sold for a considerable amount less than 80 bucks.
That's been announced, with a street price of $59.95. Available in July, I think.
 



good but deadly

It's good, but very deadly for a party of 4.

I don't fudge die rolls, and we gave up on it after 3 TPKs in a row. The problem is that the 'bosses' in the first and second adventures are very, very tough relative to a party of the level they're written for.

Ken
 

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