Which is your favorite Adventure Path?

War of the Burning Sky is great.

Especially that second adventure!

Boy, howdy, that author should be nominated for a Pulitzer or something!

:p
 

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Savage Tide. My only real qualm with it is my qualm with D&D in general - it gets CRAZY at high level, which is why we had to drop it. We got to about the 7th adventure, and it just turned into a huge headache, and PCs were dropping like flies.

I'm getting ready to run Rise of the Runelords using Savage Worlds - should be a lot of fun.
 

I can only speak about the Age of Wroms AP as we ran it from start to finish.

I really can't recommend it as written. While the story is good it's too deadly and it's dungeon after dungeon (which wasn't the most interesting after awhile).

If it you look it over and like it, it would take some tweaking to be playable.
 

Kamikaze Midget said:
War of the Burning Sky is great.

Especially that second adventure!

Boy, howdy, that author should be nominated for a Pulitzer or something!

:p

Honestly, I love the work you did with that one. The only thing I'd change in hindsight is to give the PCs more freedom to travel through the forest rather than being trapped on the road. We could have come up with a better way to have the PCs want to deal with events in the forest, other than literally trapping them. Players never like that.

But the plot turned out beautifully, I think.
 

Thanks for all the insightful replies so far. I had D&D 3.5 in mind when I posted, but some of the other alternatives do sound intriguing. Our primary campaign is coming to a natural conclusion within a few months (hopefully). I am interested in taking over as GM, and wanted to start preparing in advance. Adventure Paths of various types seem like a great idea to me, since I'm better at details, and less good at overarching themes for the campaign. I really like the sound of some of them, and it helps to know which are more a string of dungeon crawls, and which have more roleplaying elements interspersed.

For instance, the Burning Sky does sound ideal for my group. From what I can tell it's got a good mix, plenty of intrigue and roleplay stuff, but we still get to roll some dice and mix it up a bit. That's what we're looking for (or at least what *I* think the players will enjoy). I'm not sure how 4E impacts that, if conversion notes will be allowed by the new GSL, and how hard it might be to transition it over. It is still undecided as to whether we're moving to 4E or not - but hope to run a playtest when the new module and pre-gen's come out.

It sounds like it's possible to end the campaign early if we don't want to play to 20, and don't want to be in charge of major aspects of the war. I'll read up on Savage Tide as well, since that one also sounds fun. Thanks again!
 


Jdvn1 said:
Will there be a way to update this to 4th edition?

Russ definitely wants to, though we don't have the capital to buy in to the new SRD, so it would have to wait at least until next January, when everyone gets access to the 4e SRD.

I think an epic war that shakes the pillars of the earth is a good way to say farewell to 3rd edition. Of course it would work fine as a dramatic way to kick off a new edition too, but it's kind of hard to speculate how the revision would look. Either way, it would be a long way off.

Zinovia said:
I'm not sure how 4E impacts that, if conversion notes will be allowed by the new GSL, and how hard it might be to transition it over.

Well, I'm sure fan conversions would not be a problem.
 

Rise of the Runelords and Burning SKy are definitely better written. However, good DM's can make any of them into an awesome experience.
 

1) Age of Worms. Completed every module, taking us nearly a year of weekly sessions. Best campaign ending in over 20 years of DM'ing, and some of the most memorable set-pieces. "Prince of Redhand" (the "low-combat" social interaction module) alone was spectacular, but there were many other highlights (the arena, Filge, Dragotha, dragons vs giants...).

2) Rise of the Runelords. Just started Module 4, and we're having a blast. Not quite as epic as Age of Worms, but dripping with atmosphere and imagination.

3) Savage Tide. I thought this would be cooler than it was. I was really psyched about it, and the first 4-5 modules were amazing. And then two things happened: 1) the difficulty level reached a point where my players were losing characters nearly every session; and 2) they started realizing that it was all demons, all the time. Age of Worms kinda fell into that syndrome with undead and... uhh... worms. But at least they broke 'em up with some other stuff. Savage Tide does get awfully demon-y in it's second half. And surprisingly, my players got tired of it.

4) Shackled City. ...and even this path wasn't *bad*. It just wasn't up to the level of the other three. I'd still replay Shackled City in a heartbeat, over some of the alternatives (World's Largest Dungeon, Rappan Athuk, Return to the ToEE, any of the Expedition to... supermodules).

Not included above, but worth mentioning, is Red Hand of Doom. It's not really an adventure path, but it's almost big enough to count as one. I'd rank that as #2 above, in terms of my group's enjoyment of it. Even though they went through three complete parties of character deaths...
 

RangerWickett said:
Russ definitely wants to, though we don't have the capital to buy in to the new SRD, so it would have to wait at least until next January, when everyone gets access to the 4e SRD.

I think an epic war that shakes the pillars of the earth is a good way to say farewell to 3rd edition. Of course it would work fine as a dramatic way to kick off a new edition too, but it's kind of hard to speculate how the revision would look. Either way, it would be a long way off.
Well, if ENP does get around to it, I'll probably be looking for a campaign arc probably January-ish for 4E. I know one customer does not a good business plan make, nonetheless I've heard excellent things about WotBS and am currently favoring it over my other options.
 

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