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Which Adventure Path to go with?
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<blockquote data-quote="Testament" data-source="post: 3822092" data-attributes="member: 21833"><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Oh, and by the way [spoiler]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.[/spoiler] <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Testament, post: 3822092, member: 21833"] 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 [spoiler]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.[/spoiler] ;) [/QUOTE]
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