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<blockquote data-quote="DrunkonDuty" data-source="post: 9451380" data-attributes="member: 54364"><p>I've only run the one AP - Reign of Winter. It goes from level 1 - 17.</p><p></p><p>Ran the whole thing. Mixed feelings.</p><p></p><p>The first 2 books are pretty good. They make a coherent whole. You discover the evil witch's plot, you go to her land and start working toward stopping it. There's plenty of role play opportunities dealing with revolutionaries and the winter witches. It hangs together thematically and plot-wise. This gets your group to about level 7/8.</p><p></p><p>The Ice Witch's land of Irresen is well described in these two books. Plus there are Golarion supplements that cover Irresen proper (<em>Irresen Land of Eternal Winter</em>), and one that gives details about a few Golarion cities, including the capital, Whitethrone. (The name of the book escapes me.) So there's plenty of resources for fleshing out the early part of this AP.</p><p></p><p></p><p>From here the AP becomes a fetch quest across time and space.</p><p></p><p>I'm not a fan of fetch quests, nor of loosely themed adventures.</p><p></p><p>Book 3 is a large dungeon crawl. I dislike dungeon crawls. But as they go this one's pretty good. Actually has RP opportunity. The dungeon's big conceit - it's actually 3 dungeons with teleport gates linking them - is completely wasted on the players. They'll probably never realise, nor does it actually effect play.</p><p></p><p>Book 4 changes genre to planetary romance. Not that you'd know. The adventure itself is fine. There's lots of details about the planet your on. You could make it a mini campaign all of its own. The main action is the PCs have to infiltrate the bad guy's fortress and take out the white dragon king what lives there.</p><p></p><p>Book 5 is whacky. PC's visit planet Earth. Our Earth, or very like it. It's 1917 and the PCs have to take on Rasputin (ra! ra!) Dodging cannon and machine gun fire and tanks as they go. As a weird stand alone it's kinda fun. My players enjoyed it. </p><p></p><p>Book 6 - the PCs have the macguffins and must now challenge the Queen of Irresen in her sanctum sanctorum. It's another dungeon crawl. This one not very good. And the adversaries are just not up to scratch. None of them presented more than a speed bump. Even the Queen, who I bumped up with extra allies and a thoroughly re-worked spell list, could not slow down the paladin. The other PCs admittedly struggled a bit because I used a lot of area control spells.</p><p></p><p></p><p>How to stick to it? Don't know. It depends on your group. My bunch were happy enough with it as our only game for - I wanna say 2 and bit years. I will be honest and say that, by the end of the Rasputin adventure, I was over it. I was working real hard for a TPK. Got 2 of the PCs with Destruction spells. But the others survived and we stuck with it.</p><p></p><p>I think you could make an excellent, tightly themed and plotted AP out of the first 2 books and the supplements I mentioned. But it would require a bit or work. Probably a lot of work. One thing you could do is make the PCs be natives of Irresen. Use some of the suggested material for Irresen specific feats and background options. You could even let someone play a Winter Witch. You could focus more on the revolution and get a lot more roleplay and faction action.</p><p></p><p>I put a lot of work into the game prep when we got to higher levels. Especially spell choice for enemy casters. I also drew up stats for a lot of the major nobility of Irresen as my plan was to take the final battle to the Throne Room of the Queen. Didn't happen, players were too smart.</p><p></p><p>We played face to face so no idea about VTT for it. I just googled that Paizo has Foundry versions of their APs. So... maybe there's VTT for this one?</p><p></p><p>Hope this helps.</p></blockquote><p></p>
[QUOTE="DrunkonDuty, post: 9451380, member: 54364"] I've only run the one AP - Reign of Winter. It goes from level 1 - 17. Ran the whole thing. Mixed feelings. The first 2 books are pretty good. They make a coherent whole. You discover the evil witch's plot, you go to her land and start working toward stopping it. There's plenty of role play opportunities dealing with revolutionaries and the winter witches. It hangs together thematically and plot-wise. This gets your group to about level 7/8. The Ice Witch's land of Irresen is well described in these two books. Plus there are Golarion supplements that cover Irresen proper ([I]Irresen Land of Eternal Winter[/I]), and one that gives details about a few Golarion cities, including the capital, Whitethrone. (The name of the book escapes me.) So there's plenty of resources for fleshing out the early part of this AP. From here the AP becomes a fetch quest across time and space. I'm not a fan of fetch quests, nor of loosely themed adventures. Book 3 is a large dungeon crawl. I dislike dungeon crawls. But as they go this one's pretty good. Actually has RP opportunity. The dungeon's big conceit - it's actually 3 dungeons with teleport gates linking them - is completely wasted on the players. They'll probably never realise, nor does it actually effect play. Book 4 changes genre to planetary romance. Not that you'd know. The adventure itself is fine. There's lots of details about the planet your on. You could make it a mini campaign all of its own. The main action is the PCs have to infiltrate the bad guy's fortress and take out the white dragon king what lives there. Book 5 is whacky. PC's visit planet Earth. Our Earth, or very like it. It's 1917 and the PCs have to take on Rasputin (ra! ra!) Dodging cannon and machine gun fire and tanks as they go. As a weird stand alone it's kinda fun. My players enjoyed it. Book 6 - the PCs have the macguffins and must now challenge the Queen of Irresen in her sanctum sanctorum. It's another dungeon crawl. This one not very good. And the adversaries are just not up to scratch. None of them presented more than a speed bump. Even the Queen, who I bumped up with extra allies and a thoroughly re-worked spell list, could not slow down the paladin. The other PCs admittedly struggled a bit because I used a lot of area control spells. How to stick to it? Don't know. It depends on your group. My bunch were happy enough with it as our only game for - I wanna say 2 and bit years. I will be honest and say that, by the end of the Rasputin adventure, I was over it. I was working real hard for a TPK. Got 2 of the PCs with Destruction spells. But the others survived and we stuck with it. I think you could make an excellent, tightly themed and plotted AP out of the first 2 books and the supplements I mentioned. But it would require a bit or work. Probably a lot of work. One thing you could do is make the PCs be natives of Irresen. Use some of the suggested material for Irresen specific feats and background options. You could even let someone play a Winter Witch. You could focus more on the revolution and get a lot more roleplay and faction action. I put a lot of work into the game prep when we got to higher levels. Especially spell choice for enemy casters. I also drew up stats for a lot of the major nobility of Irresen as my plan was to take the final battle to the Throne Room of the Queen. Didn't happen, players were too smart. We played face to face so no idea about VTT for it. I just googled that Paizo has Foundry versions of their APs. So... maybe there's VTT for this one? Hope this helps. [/QUOTE]
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