Which Adventure Path to go with?

Wolfwood2 said:
I don't know how it is for you, but for me the hardest part of running games is coming up with actual story. What happens next, what are the NPCs up to, what's everybody's motivation? Tweaking monster stats is easy.

I have to agree here. Everything flowed well until the chapter with the gladatorial games. After that there was no strong link to the next chapter. Thankfully the party was in need of a side quest to get them some XP for the next chapter, so tieing that in was what I need to move the plot along.
 

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I've been running Shackled City for my players for 2 years now and everyone is very happy with the AP. I have all Dungeon magazines for AOW, and for Savage Tide, and have to admit that those AP's also look excellent, but I've only been running Shackled City so I can't comment on how well they run. Here are some benefits to running Shackled City (I'll avoid major spoilers):

- This AP is centered in and around the city of Cauldron, so your players will come to know this town and will befriend a fair number of NPC's
- The hardback copy of this AP provides a nice "single book" format, and corrects many errors and plot holes
- There are some excellent user-created enhancements and handouts on the RPGenius website for the Shackled City campaign, including additional detail for the city of Cauldron and also descriptions of a fun roleplaying event, the Demonskar Ball
- There is a group of adventuring "competitors" to your players that are built into the storyline, and this provides a lot of fun opportunities
- If you're looking to expand certain storylines and areas, I've been able to drop in a few side quest modules without much fuss. Some action in this AP takes place in areas of Greyhawk that relate to other published modules, so it's generally an easy fit.

Hurm.
 

R_kajdi said:
Thanks for all the feedback. As to the suggestions for the other adventure paths (Pathfinder/Burning Sky) those are both out because they aren't complete. I want the whole thing in front of me to be sure that I'm cool with where it is going before I start. Savage Tide, for instance, is certainly cool at the end, but you never get a hint that the final point is about the death of Demogorgon until much later in the path. The fact that the DM is blind to the plot of the adventures is one of the reasons I can't see running any of these adventures until the whole thing is out in the open.

I don't know wheter it will appease you, but Burnt Offerings (part one of Rise of the Runelords, the first Pathfinder Adventure Path) contains about what awaits you in later parts.
 

R_kajdi said:
Thanks for all the feedback. As to the suggestions for the other adventure paths (Pathfinder/Burning Sky) those are both out because they aren't complete. I want the whole thing in front of me to be sure that I'm cool with where it is going before I start. Savage Tide, for instance, is certainly cool at the end, but you never get a hint that the final point is about the death of Demogorgon until much later in the path. The fact that the DM is blind to the plot of the adventures is one of the reasons I can't see running any of these adventures until the whole thing is out in the open.

There is a plot synopsis of each of the pathfinder modules in the first module of Rise of the Runelords. I'm not blind as to where it's going to go.

SPOILERS FOR RISE OF THE RUNELORDS:
[sblock]
The AP starts off in Sandpoint, where the heroes fend off a goblin invasion of the town and eventually take out the leader of the goblins in the goblins' own 'town'.
In The Skinsaw Murders, a murderer starts killing people in and around Sandpoint and leaving their corpses desecrated. The PCs eventually track the murderer (a former acquaintance from the first module) down to his haunted house south of Sandpoint and finish him off after dealing with a houseful of haunts. The murderer was being manipulated by someone else, though, and from there they head to Magnimar to deal with that person, incidentally saving the life of the Lord Mayor of Magnimar in the process.
In Hook Mountain Massacre, the Lord Mayor asks them to investigate a wilderness fort that has stopped responding to even magical communication attempts. The PCs find the fort overrun by ogres and, after cleaning it out, are granted ownership of it. Local events eventually lead the PCs to attack the ogre village, where they discover that a stone giant priest has taken over leadership of the village -- and he's wearing the same symbol that the leader of the goblins and the lamia behind the murders both wore! When the PCs defeat the giant, they stop the ogres from launching a new offensive, but learn that an army of stone giants is already gathering to march on Sandpoint.
In Fortress of the Stone Giants, the PCs fight off the initial attack on Sandpoint but learn that this was just a scouting party; there's a force building that's much stronger. They also learn that the entire army is being run by a stone giant priest named Mokmurian, and that his defeat may disperse the army. The PCs travel to and infiltrate the fortress of the stone giants, eventually killing Mokmurian and his lamia priestesses. However, they finally uncover the root cause of the late troubles. The runelord Karzoug, Lord of Greed, is awakening -- and all the greedy stone giants they've killed recently have almost brought him up to full power!
In Sins of the Saviors, the PCs desperately search for a way to shut down Karzoug's runewell before he is able to completely restore his powers through it. They learn of an artifact called a runeforge and its location - far to the north, on the shores of an icy lake. There they run afoul of a white dragon before eventually finding the entrance to the runeforge's dungeon. Eventually, the find the runeforge and are able to empower their weapons with the ability to destroy a runewell - but time is growing short, and Karzoug's runewell is in the ruins of his capital city, Xin-Shalast.
In Spires of Xin-Shalast, the PCs finally go to confront Karzoug in his lair. He has cloud giants, lamias, and even dragons bound to his service and bound to stop the PCs or die trying. Once they get past his minions, they still must deal with the Runelord of Greed himself before they can destroy the runewell.
[/sblock]

All of that information is given in the first module. The second module continues giving pointers on events that are going to happen in future modules and how you can connect them.
 


DragonLancer said:
They are experienced players, some of which I've known for almost 20 years. I would not peg them as all that cautious and they certainly don't stock their backpacks for every contingency (though a handful silver arrows are kept for the odd encounter).

The swarm in Whispering Cairn is nasty, but the party did not lose anyone to it. They fled the cairn, planned and came back. Actually that sums my players up quite well - encounter, fight, possibly flee, adapt and come back.

The only area in which they have had problems and a loss, was the Spire of Long Shadows. The intitial encounter at the entrance gave them grief and the
Overworm devoured
one of them. Otherwise they have had no real issues at all.

Different groups will handle the threats in different ways. From running AoW I've not found it as lethal as all that.

That's really about the same. I doubt I can get this group to fall back like that. That gives a slight edge to the Savage Tide AP, since it's early encounters, while hard, do not contain a bunch of situations that require a bunch of understanding about how the game works, and more just general non-stupidity (Mostly thinking about the somewhat hard 7 pirates encounter that's right off the bat)
 

I ran both Shackled City and Age of Worms, and helped my brother run Savage Tide. Of those, Age of Worms was, far and away, the biggest success for our group. We did have a slightly larger (6 players) group, though, so that may have affected its difficulty.

I can't recommend Age of Worms enough. In fact, I have a little shrine to the Age of Worms set up here at my desk, with the Age of Worms promo posted signed by Wayne Reynolds and two illustrations of my players' characters, one by (Shackled City artist) Jeff Carlisle and the other by (Order of the Stick artist/scribe) Rich Burlew.
 

Age Of Worms D00d...

I'm running the second chapter (Three Faces of Evil) and have only up to this point lost one PC. But only because the halfling rogue wandered off by herself in the Grimlock area and got snatched up by a cloaker there.

We played through the Whispering Cairn with 6 players and it was still pretty challenging. Especially the beetle swarm and the wind tunnel trap. Also in a bit of foreshadowing, the rogue almost got killed by a strangler (??) while wandering off in search of treasure.

A big part of getting the PC's vested in the early adventures is playing up the NPC's that surround them and are part of thier lives. The Paladin PC is based in the garrison so I stressed his ties to his fellow soldiers and his mentors, The Sorcerer PC is based in the Emporium so I stress his ties to his employer and the various characters in and around town. Also play up Balabar Smenk, the PC's dont like him but they truly no idea what he's set them up for at present.

Right now after the PC's are done in the Dourstone mines they cant wait to head to the Free City to unload some of their loot.

In short, AOW is awesome. My players are mostly playing 3.5 for the first time and havent really optimized thier characters. My Sorcerer player has decided that he's interested in the planes and is focused on summoning things (his celestial dogs, I think have done more damage in thier early levels than most of the PC's) and the Paladin is starting to be a real power house with his great axe, power attack and cleave combo. But they are nowhere near optimized as they could be.
 

I agree that the Age of Worms is awesome, I've been running it for a while now. There are a few brutally deadly adventures I've found so far, "The Hall of Harsh Reflections" ends with a killer encounter, as does "The Champions Belt" (that one killed half my party!). The real meat grinder so far has been "The Spire of Long Shadows". As written, the Swords of Kyuss are utterly out of control. With the fix James Jacobs posted on the paizo boards, they're sane. Still lethal, but not the sort of thing that's going to blow your party to smithereens in one round.

I've read a good chunk of Savage Tide. For my money, it hurt itself badly in the final leg, when it went into a fanboyish "how many big D&D names can we cram into THIS adventure path?" fit. It was doing quite well up until "Wells of Darkness" otherwise.

If your party is willing to hang on for dear life and aren't afraid of dying, then hit 'em with the Age of Worms. If they enjoy "The Whispering Cairn", then you're good to go with the rest of it.

Oh, and by the way
go for what they suggest in Hall of Harsh Reflections. My players are still talking about that one months afterwards. They'll never ever forget Un-Ralf I think.
;)
 
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