Remathilis
Legend
All you sandboxers, out of the pool! This one's for module lovers!
I'm deciding that since my time to loving craft my own adventurers is suffering to this thing called "real life" I'm going to take the plunge and try doing an adventure path for my next Pathfinder game. Thing is, I'm not sure what one to run.
I have a few suggestions, mentioned below. While I'm not ready to run it yet (my current game has some life yet and I want to wrap it up properly) I want to look at what modules and materials to start buying so I can acquire them slowly, before we begin.
The Initial Options
Kingmaker (Paizo): Paizo's latest sounds like a blast, and it rife with old-school elements, from hexcrawling to dominion management. Its also fairly easy to get in PDF or print.
Council of Thieves (Paizo): A more traditional AP with lots of devil elements. Still easy to get, and bonus for being PF compatible already.
Legacy of Fire (Paizo): Genies, armies, and a non-traditional (IE non European) setting. Would require a smidge of touch up to run in PF, but nothing serious.
West to Empire (Goodman): Actually, its a collection of DCCs that was suggested as an AP in #35: Gazeeteer of the Known Realm. Goodman's adventures tend to be fun old-school dungeon romps, and this one (lacking a giant metaplot) allows me to put my own spin on things. OTOH: They're 3.5 mostly (and some 3.0) so it would require conversion, and they are OOP to boot (Ebay, here I come). It consists of the following DCCs: [sblock]DCC #35A: Halls of the Minotaur, DCC #29: Lair of the White Salamander, DCC #1: Idylls of the Rat King, DCC #27: Revenge of the Rat King, DCC #5: Aerie of the Crow God, DCC #19: The Volcano Caves, DCC #30: Vault of the Dragon Kings, DCC #12: The Blackguard’s Revenge, DCC #12.5: Iron Crypt of the Heretics, and DCC #13: Crypt of the Devil Lich[/sblock]
Saga of the Dragon Cult (Goodman): Another DCC AP, this one strings four classics (DCCs #2, 6, 10 and 17) together with an additional booklet that gives some setting a metaplot to it. It has all the drawbacks of the other one (OOP, 3.5) and it ends at 10th level.
The Wrath of Asharadon (WotC): The Original 3.0 AP that starts at Sunless Citadel and ends with Bastion of Broken Souls. Not too hard to find (though still OOP) and also 3.0 (with lots of conversion needed).
Red Hand of Doom (WotC) Ok, not an AP, but centering a campaign on RHoD would pretty much fill up the bulk of a good campaign. OOP (but easy to get), it would require some work to fill in the early and later levels.
Age of Worms (Paizo/WotC): The Classic. Set in Greyhawk, its a meatgrinder for the unprepared. A bit hard to get (though I think Paizo still has back issues) and would require some updating.
Other: Good suggestions go here.
Thoughts, comments, and experiences from formervictims survivors.
I'm deciding that since my time to loving craft my own adventurers is suffering to this thing called "real life" I'm going to take the plunge and try doing an adventure path for my next Pathfinder game. Thing is, I'm not sure what one to run.
I have a few suggestions, mentioned below. While I'm not ready to run it yet (my current game has some life yet and I want to wrap it up properly) I want to look at what modules and materials to start buying so I can acquire them slowly, before we begin.
The Initial Options
Kingmaker (Paizo): Paizo's latest sounds like a blast, and it rife with old-school elements, from hexcrawling to dominion management. Its also fairly easy to get in PDF or print.
Council of Thieves (Paizo): A more traditional AP with lots of devil elements. Still easy to get, and bonus for being PF compatible already.
Legacy of Fire (Paizo): Genies, armies, and a non-traditional (IE non European) setting. Would require a smidge of touch up to run in PF, but nothing serious.
West to Empire (Goodman): Actually, its a collection of DCCs that was suggested as an AP in #35: Gazeeteer of the Known Realm. Goodman's adventures tend to be fun old-school dungeon romps, and this one (lacking a giant metaplot) allows me to put my own spin on things. OTOH: They're 3.5 mostly (and some 3.0) so it would require conversion, and they are OOP to boot (Ebay, here I come). It consists of the following DCCs: [sblock]DCC #35A: Halls of the Minotaur, DCC #29: Lair of the White Salamander, DCC #1: Idylls of the Rat King, DCC #27: Revenge of the Rat King, DCC #5: Aerie of the Crow God, DCC #19: The Volcano Caves, DCC #30: Vault of the Dragon Kings, DCC #12: The Blackguard’s Revenge, DCC #12.5: Iron Crypt of the Heretics, and DCC #13: Crypt of the Devil Lich[/sblock]
Saga of the Dragon Cult (Goodman): Another DCC AP, this one strings four classics (DCCs #2, 6, 10 and 17) together with an additional booklet that gives some setting a metaplot to it. It has all the drawbacks of the other one (OOP, 3.5) and it ends at 10th level.
The Wrath of Asharadon (WotC): The Original 3.0 AP that starts at Sunless Citadel and ends with Bastion of Broken Souls. Not too hard to find (though still OOP) and also 3.0 (with lots of conversion needed).
Red Hand of Doom (WotC) Ok, not an AP, but centering a campaign on RHoD would pretty much fill up the bulk of a good campaign. OOP (but easy to get), it would require some work to fill in the early and later levels.
Age of Worms (Paizo/WotC): The Classic. Set in Greyhawk, its a meatgrinder for the unprepared. A bit hard to get (though I think Paizo still has back issues) and would require some updating.
Other: Good suggestions go here.
Thoughts, comments, and experiences from former
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