Adventure Paths: Which Ones Are You Enjoying?

Psion

Adventurer
I thought about putting up a poll (and I still may), but I figured there may be too many options and too few people have played through more than a few of the adventure paths.

Of adventure path type products, which adventure paths have you played and enjoyed? Which have you played and NOT enjoyed?

For the purpose of this thread, an adventure path is string of adventures with a related backstory and written to advance a party through many levels, and as typified by the adventure paths in Paizo's Dungeon Magazine and Pathfinder. I'm specifically excluding super-dungeons like Rappan Athuk, WLD, and Castle Whiterock here.

An incomplete listing, feel free to cite more:

Paizo/Dungeon:
Shackled City
Age of Worms
Savage Tide

Paizo/Pathfinder
Rise of the Runelords
Curse of the Crimson Throne
Second Darkness

EN Publishing
War of the Burning Sky

Mongoose
Drow War
 

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Shackled City
Age of Worms
Savage Tide
Shackled City was our groups first Adventure Path, and I enjoyed it a lot as a player. There were a few frustrating encounters, though.

Age of Worms was our second AP. I couldn't come to every session, and the typical encounter difficulty combined with a smaller party (even if with cohorts), and a not-so-good DM made the whole adventure path a failure for us. We gave up (I've already posted on that stupid Fang-or-what-it-was Dragon with its 2d6 Con Drain attacks. It was the final straw...)

Savage Tides - we are playing it currently, with the same DM as Shackled City, and I find it okay, so far. It suffers a bit from the fact that we converted it to Pathfinder (making us recreate the non-core characters, like the Warlock and the Draogn Shaman), and then to 4E. In 4E, it worked pretty well so far.


Rise of the Runelords
Curse of the Crimson Throne
I am not sure about the latter, but I think these are two adventure path we run. Both are now being converted to 4E. I wasn't able to catch all sessions, but so far, they seem to be good. We've only reached 2-4th level (4-6 in the 4E conversion), though, so I don't know how it will turn out.

War of the Burning Sky
I considered picking up War of the Burning Sky, but at the moment I am busy running Keep on the Shadowfell and plan on running Thunderspire Labrynth after that, and I also plan to get the next adventure modules from WotC. If I pick up WotBS, I would need to convert it, too. At the moment, I am more interested in planning a new homebrew "Points of Light" campaign instead of running an adventure path or published modules, but it might take months or years till I get there, considering the books still ahead of me. ;)
 

I just finished running "Rise of the Runelords" by Paizo for my group. My players and I all agree that it's the best campaign we've ever played together. There were 2 PC deaths throughout the course of the campaign. Which didn't seem like too many to me. And it serves as a great, organic introduction to Paizo's campaign world.

My players were so into it that they didn't forget the name of a single location or NPC. That's pretty rare for my group. They usually forget at least a couple of minor details over the course of a campaign. This campaign though: their attention was focused like laser beams. Good times.

We're definitely looking forward to starting "Curse of the Crimson Throne" next week.
 

I played through an adventure in Shackled City ("Flood Season"), I've looked through the book, and I can't really think of anything positive about the AP whatsoever. Perhaps it was merely the group I was playing with that soured me to it, but the adventure I went through felt very... monotonous.

Of the three other APs I have looked through, I would have loved running the Crimson Throne. In fact, I proposed running it to my group, but they liked my homebrew idea better. In addition, I thought Savage Tide was good quality (I am using pieces of it for inspiration), and would have enjoyed it were I a player. Although I can't really take bullywugs seriously.

Rise of the Runelords isn't really my cup of tea, but I cannot deny the quality of it, and how much I'd like to steal some of it (Sandpoint, Skinsaw Murders, and I have yet to look into Hook Mountain but from what I can piece together, it's really yoink-worthy).

My one beef is that some parts of the AP really hare hard to translate into 4e. (Specifically "Here There Be Monsters" and Orlangu's abduct and SLAs; that whole adventure is full of atmosphere that's hard to reproduce without those powers present).
 
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Paizo/Dungeon:
Age of Worms
Savage Tide

I own all of the Dungeon magazines for these two. I bought them recently on eBay and have started to read Savage Tide. It looks very interesting. I like the journey elements, and the boat, although I think I would try and increase the use of the boat, and make it a more permanent part of the adventure later on.

Paizo/Pathfinder
Rise of the Runelords
Curse of the Crimson Throne
Second Darkness

I am GMing the Rise of the Runelords at the moment. We are close to the end of Burnt Offerings, and this is an excellent low level adventure. It does get tough though. At the moment my party are facing up to the BBEG after 3 quite large battles, without a chance to rest. That is probably pushing the limit of their capabilities, especially given the toughness of Paizo foes. Still, running away should always be an option for adventurers! The town that the adventure revolves around is great, with lots of interesting characters and hooks to tie the players to it and to make them want to save it.

The Skinsaw Murders (the second in the 6 part Rise of the Runelords AP) is a different feel. It takes place in a bigger city, and is more of a murder mystery with lots of frightening things. I find it tricky to GM horror as the fear factor often ends up as a dice roll. That, to me, is not frightening. I will need to work hard with this one to actually make it work.
 

I've played with pieces of some of these, but never run or played in one from start to finish or anywhere close, really.

I used the setting and NPCs from Rise of the Runelords, and one adventure from Shackled City. I might steal a couple more of the low-level adventures from the other Pathfinder paths.
 

The Skinsaw Murders (the second in the 6 part Rise of the Runelords AP) is a different feel. It takes place in a bigger city, and is more of a murder mystery with lots of frightening things. I find it tricky to GM horror as the fear factor often ends up as a dice roll. That, to me, is not frightening. I will need to work hard with this one to actually make it work.

I'm using the first half of Skinsaw Murders right now. I thought it wasn't going to work either, but I put in some time making handouts for the different hauntings so I could give them to the afflicted player each time -- and they really got into it! I also pre-assigned them except in cases where it simply affects the first person to take a certain action.

Here are my handouts (be aware that I changed some details of the timeline to make Aldern older).

[sblock]
B2 (1st time through). You smell the scent of burning hair and flesh.



B2. That “stuffed” manticore is really alive – and it’s looking right at you! It doesn’t have a man’s face, but the face of a young woman with red hair and an impish look on her face! Its fur bursts into flame, the manticore lurches to life and its flaming tail strikes at you!

You can react with some roleplaying, and then we’ll see if the “manticore” can “hit” you…


B5. As you step into the path of the unseen pacing figure, another person’s memories flood your mind. You are Kasanda Foxglove and your husband has been laboring over secret rituals in the basement for a long, long time. He won’t tell you what he is doing. You are scared about what might be going on – scared for yourself, and for your daughter Lorey.

Suddenly, one of the members of your party (your choice) now looks like Lorey. You say (out loud) to “Lorey” – “Lorey, sweetheart, go pack a bag and keep it ready and hidden in your room. Go!” You have a deep dread that something awful is about to happen downstairs.

The feeling fades and you feel normal again, but you remember everything from the experience.


B9. As the scarf tightens around your neck, something strange happens… You are no longer Sindaris, but Iesha Foxglove, newly married to young, handsome Aldern Foxglove. You see a ghostly image of him, and he’s using the scarf to strangle you! His face is so full of rage! You weren’t doing anything wrong … you and the butler were just looking at a book on history together. Maybe the way you were huddled together in the candlelight gave him the wrong impression? But it’s too late now … you’re dying, and you can’t even tell him it was just a simple mistake!

React, then make a Will save and we’ll continue from there…



B11. You are a young girl. It is late at night. You are playing with your sister and brother here in your brother’s room when you hear shouting from your parents in the hall. You look out, and see your parents fighting – not just yelling, but pushing and grabbing! You are absolutely convinced that your mother and father are trying to kill each other out in the hall. Your mother has a torch and looks like she might burn the place down, while your father has a knife. Whoever wins is going to come in here and kill you and your sister and brother! You’d better hide!

React, then make a Will save and we’ll continue from there.


B13. You feel a sudden severe itching sensation all over your face. A child’s voice, quivering with fear, calls out, “What’s on your face, mommy?” You raise your hand and feel, to your horror, masses of blobby tumors emerging from the skin of your face!

React, then make a Will save and we’ll continue from there.



B15. When you see the picture, you are filled with loathing for the subject. For she betrayed you … or tried to stop you … or tried to leave you … you can’t really remember now, because she could be any woman and suddenly you hate all women.

Make a Will save, DC 16 – if you fail, you must immediately try to kill one of the female PCs. Each round after the first you’ll get a new save.

If you succeeded on the save, you are paralyzed with fear and horror for the first round of combat.



B15. When you see the picture, you are filled with loathing for the subject. For she betrayed you … or tried to stop you … or tried to leave you … you can’t really remember now, because she could be any woman and suddenly you hate all women.

Make a Will save, DC 16 – if you fail, you must immediately try to kill one of the female PCs. Each round after the first you’ll get a new save.

If you succeeded on the save, you are paralyzed with fear and horror for the first round of combat.



B18. No … no! You killed her! She loved you, she was only trying to help you … but you set her on fire and she leapt from the observatory window to her death on the jagged rocks below! [In your mind’s eye, it is Ameiko who you remember killing even though that makes no sense on some level, deep inside you.]

But now that she is gone, you have this one sweet moment of clarity. It’s time to end your miserable, wretched life before the insanity returns…

Make a Will save, DC 15 – if you fail, you walk over to the desk, pick up a letter opener lying there, and try to kill yourself. If anyone tries to stop you, you attack them once with the letter opener (treat as a dagger).




B22. You feel uncomfortably warm in this room.

A moment later, you discover to your horror that you have caught on fire! Make a Will save, DC 16 – if you fail, you feel compelled to smash through one of the windows where there will surely be some cool water below to put out the flames.




B23. Ah, you’ve spent so much time in this room, poring over old accounts of safaris, expeditions, and tales of adventure. But you never got to do any of it because of her … your shrill harpy of a wife. She kept you from your dreams! It’s all her fault!

Make a Will save and we’ll go from there…





B29. You feel the sudden urge to cross the room and examine the books.

When you do so, you are flooded with information about Vorel Foxglove, the man who originally built Foxglove Manor. He was a necromancer and was seeking the path to lichdom here in this house. You see glimpses of him poring over ancient texts to learn the rituals, gathering strange and disturbing components for the lich transformation potion, building his phylactery (using the harvested souls of four of the world’s longest-lived creatures: a sphinx, a treant, a kraken, and a roc), finally culminating in a vision of Vorel drinking the lich potion and doubling over in agony.

Suddenly, you realize you are Vorel’s wife, and it is too late – your husband has done some horrible thing and you need to get out of here! But first you need to get upstairs and make sure your daughter Lorey is safe! Hurry, hurry! If anyone tries to stop you, make a DC 16 Will save – if you fail, you attack whoever is trying to stop you. If you succeed, you snap out of it.



B30. Aldern Foxglove is here! He’s sweaty and wild-eyed, and he’s digging away with a pickaxe. He looks at you and smiles. “For you! All for you!” he says. You don’t know if he means you … or his dead wife … or his great-great uncle Vorel Foxglove, whose obsession with lichdom continues even now, beyond the grave.

Suddenly, Aldern breaks through. A horde of ghouls swarms out toward you!

Make a Will save, DC 16 – if you fail you start thrashing around as the “ghouls” tear into you. If you succeed, the vision fades away.


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Psion, to your list I'd add the original 3.0 modules WoTC put out at the start of 3rd edition. Even though the theme/story wasn't particularly well defined, they did accomplish most of what you describe as an adventure path.

Only reason I bring them up is because my 7-year campaign based on these modules has only three games left, with the PC's gearing up up for a final confrontation with Ashardalon.


Also running Age of Worms, and find it to be extremely enjoyable for the type of game I want to play (gritty, fairly dark). As with any pre-written module, the more time you put into making it your own, the better it will shine.
 

I ran the entire Shackled City AP for my group, and am now playing in AoW being run by one of my players. In a few more chapters we'll probably take a short break and I'll start up the Scales of War 4E AP being released in Dungeon right now.

As my group is likely going to be doing 4E full time in the future, it seems unlikely that we'll ever get a chance to play Savage Tide, or any of the other great APs from Paizo and others released for 3E.

Edit: Of course, before I ran Shackled City I did run the original AP, the set of adventures put out with the release of 3.0. The party ended up wiping in Lord of the Iron Fortress and we ended up leaving that campaign. I never did run Bastion of Broken Souls either ...
 

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