well, the second AP is a little weak, but it’s fun. They’ve added a few bits too, from new NPCs and monsters to entire areas to explore that were not in the original (to be clear, Runelords came out in 2007 and the anniversary collection was released in 2012, while the add-ons mentioned below are new). I incorrectly noted this would be good for beginners. As always, thanks for the list. You do not want Serpent's Skull to be your first AP. Lots of Travel or Staying in one place? The “Dark Matter” concern is heavy here. Main type of game: An anti-hero build up of insanity, the state of the mind, confusion, and Lovecraft style arenas. A lot. Seriously, this is a sandbox where your players build a kingdom, explore a country, fight wars... have I mentioned they build a kingdom? (Not administered by or affiliated with Paizo Publishing® in any way), Press J to jump to the feed. I feel like the fourth adventure may trip up some players. A lot of times where we could talk our way out of something or fight our way out. The semi-annual adventure path is a great model for sustaining interest (and sales) once everyone has bought your core rulebook — indeed, Wizards of the Coast has adopted it in some ways for 5th edition D&D. Main type of game: Wilderness/Planar Jumping/Dungeon Crawler. Balance of RP to Fights: There’s a really good balance on this one. I was considering running Way of the Wicked by Fire Mountain Games, but I didn't know if starting players in an evil game, even a well written one, would be a good idea. Remember how I said it works well with the Intrigue and Occult rules? Good to Read by itself: I enjoyed it. There’s moments where your players will want to build into the city, and you as a DM will have to run that. Don’t get me wrong: I think this has some amazing NPCs, however think of it more like a character piece. Balance of RP to Fights: Really nice balance, actually. Just level the party a bit faster, give them hero points, cherry picked mythic abilities, more gold, and/or an extra feat or two. Currently fixing my Savage Tide conversion. Good balance. This is not a kick down the door adventure at all. Seems unfair. The beauty of surviving a Chthulu game is that ever present sense that you’re barely making it. The fifth adventure has been voted the easiest adventure ever published in the APs. - However in 3.p, so far my players haven't died in the first 4 levels, so it's easier in Pathfinder. There’s a lot of dungeons to read, which have cool backgrounds and histories, yet that only goes so far “fun to read”. The fifth and sixth adventures need to be read quite a bit. Location: Varisia/Polar Regions/Land of the Linnorm Kings/Tien. And if you’ve never played an RPG without some good sound effects at the table, it makes an enormous difference. I own all of the Pathfinder Adventure Paths and have read through most of them (still finishing Ruins of Azlant as of Nov 15th). It had awesome monsters, terrifying villains, tons of maps, mysteries, investigations, dungeons, manors, temples, and lots of evil. Kinda? I agree it should change the normal strategies. I have run Rise of the Runelords, Curse of the Crimson Throne, Kingmaker, and Legacy of Fire. Tied with three others for second worst AP out there. Well we have an answer to that! Lots of Travel or Staying in one place? I have heard this a few times. Watch out if your players don't like too much bookkeeping. There’s chunks where you’re expected to loot everything and don’t and then are penalized for it. Because of the high power level, wealth, and mythic rules, spellcasters will be OP AF and will greatly outshine marshal based characters as the party progresses in levels. Also buying stuff isn’t easy until the fifth book. Same with quite a few of them. Lots of Travel or Staying in one place? You’re expected to evil, you’re going to be evil, and heck, if you’re neutral, you’ll end up evil. Why the fuck haven’t you run away yet? Good balance. If you can make it work, great, but otherwise I'd back off. Kinda hard to play as a Paladin in it. I have run Rise of the Runelords, Curse of the Crimson Throne, Kingmaker, and Legacy of Fire. Balance of RP to Fights: Perfect balance, throughout. If your players run it like a game of Civilization 5, you’ll have a long running, amazing campaign that could last years and have very few fights (in comparison to the amount of RP). You are going to make a whole bunch of towns/cities to allow for characters buying stuff. Balance of RP to Fights: Some RP moments, though I’d say it’s mostly fighting. I am almost finished running the second book and I've nearly TPK'd the party 3-4 times, not including the encounter they just said "Oh hell no" and ran away from...and that is with me seriously pulling my punches. Balance of RP to Fights: Great balance as the game progresses. Balance of RP to Fights: Decent balance, though don't expect to talk your way out of too many fights. Personally this is tied for the second worst AP made. Some fights will be easy, others are next to impossible, The plot is so complicated that I've seen players who have played it multiple times have trouble with what actually happened. It's a kick down the door, follow the carrot type campaign. The second through fifth adventures are golden, with number 2 making the AP worth it. Too bad though, I was hoping for your thoughts on War for the Crown. Lots of Travel or Staying in one place? For the anniversary edition, they’ve stuck with what worked, changing things as little as possible. You’re expected to evil, you’re going to be evil, and heck, if you’re neutral, you’ll end up evil. If your players haven’t read a lot about Cheliax, a lot of the story may be lost on them, The amount of downtime is small, but you’re in one place, so your players may want to build things and then… not be able to, Balance of RP to Fights: There’s a lot of RP. You travel a lot yet all of that is growing your fiefdom. AP 2 was weak, AP 3 sucked balls and the party TPK’ed due to one of the Lizard peoples dominate person. Maybe skip this one, While I personally don't see it, multiple people have informed me the first two books lead to some close TPKs, Balance of RP to Fights: Starts out with a good amount of RP. How sweet is that? Can you clarify? There’s a lot of dungeons to read, which have cool backgrounds and histories, yet that only goes so far “fun to read”. At least tied for third best Golarian AP. I'm very interested in the limited resources / town building aspect of it, especially since it feels like it will cause some of my players to rethink their normal strategy, Sadly due to shipping issues I have only received the first issue. All those evil things your players want to play? I remember the 4th adventure had some confusing parts in the dungeons, but not enough to stop reading. Good to Read by itself: I think the first couple are good, and then you realize that the players aren’t the main characters and it falls apart. If I remember correctly, there were precisely 3 or 4 encounters in the entire thing that really challenged us without being altered at all. The main bad guy doesn't really have much punch, so you NEED to do some rewrites to get him involved earlier than written, otherwise you end up with something similar to Kingmaker. In my opinion probably the second best adventure path out there in Golarian. World wound: Our GM couldn’t handle it after AP 3, because our characters were so overpowered he had to rewrite all the encounters. Lots of Travel. Depends on your group, really. I’m thinking I’m going to buy the remastered Rise of the Runelords, excited to give it a go as a Dm! Balance of RP to Fights: RP Heavy. Good RP moments throughout. The whole Indiana Jones/Jungle exploration thing is pretty cool. This one needs to be rewritten to make the characters the centre of the storyline. Main type of game: The Crusades... without that troublesome moral ambiguity. I will admit that I find Hero Lab frustrating to use at times, but the way they have these encounters set up is pretty cool. The first adventure was a victim of editing. Yeah, this was printed before those came out. The first and last adventures aren't that great. But mostly War. Both. It's 3.5. Good to Read by itself: Yes, very well written. Your players get to be pirates. Make sure you use the updated war and kingdom rules to work out some bugs. Really well done. Main type of game: Jack and the Beanstalk. I wasn't the biggest fan of leaving the city, as were my players. FU Paizo for screwing that one up... royally. I converted Curse of the Crimson Throne and Legacy of Fire to 3.p (prior to the new release of Crimson Throne). CC & HV are not what you'd call "archetypal fantasy adventures. Balance of RP to Fights: Decent balance, though don't expect to talk your way out of too many fights. My group is about to take on Council of Thieves in the upcoming months. It's mostly central to one city. And I'm not doing it justice. As with Kingmaker, there's a chance that your players will end up completely blinged out with money. Main type of game: War. Not for new players. Good to Read by itself: Yes, especially the last adventure. Your players get to be pirates. It’s really different than others, and can grow into a memorable game. Main type of game: Naval with some Dungeon Crawls. I'm eager to see your thoughts on Ruins of Azlant when the time comes. The first adventure may take some time to get your head around, but I really got into this villain and backstory. Against the Giants. They completely set the mood and adds to the atmosphere the GM is trying to create. Not for new players. The first adventure may take some time to get your head around, but I really got into this villain and backstory. It starts off making you think the players should be evil, then basically forces the players to be good without giving a good reason until one adventure later. High level play. Why the fuck haven’t you run away yet? Lots of different challenges. I personally loved Kingmaker. I enjoyed it quite a bit. Main type of game: War. Don’t like massive dungeons? That said, as it’s been brought up before, a good DM will read ahead and gently push them towards the order. It’s quite fun to read, actually. If your players aren't that well read on past APs or Varisia, this may not be the best one to run. I did have moments of ‘What the heck does that do again?’ over and over. You have to be prepared. It revolves around one place, and it’s near a metropolis, so your players have down time and a connection to the main village. I never really got what we were suppose to do with the whole militia rules. It's a kick down the door, follow the carrot type campaign. Thanks for this, gonna be super useful when my group is done with our current AP (starting book 5, won't be long now). My buddy is also currently running Second Darkness which I'm playing in. I think the issue is that War for the Crown isn't entirely out yet, so its entirety can't be rated. If players don’t like being the cogs of a large country, they aren’t going to like this one. I am concerned if that will happen here. You don’t need to know about Golarion to get some references. It’s quite fun to read, actually. There are some amazing moments and it is a lot of fun. I’m pretty sure a lot of players are going to die in this campaign, There’s a part of the game where you have to protect an NPC. If you have someone who isn’t subtle, or able to play subtle, you’re screwed. Hate traps? Check the last book of this one, there’s some examples by the Editor. Main type of game: The Crusades... without that troublesome moral ambiguity. If you run the AP as written, then it’ll be mostly fights. There are a bunch of added sound effects you can trigger manually for those times you really need to punctuate the bar brawl with a solid punch effect.

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