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==The Pathfinder List== === Rise of the Runelords === Pathfinder's 'flagship' AP, RotR hits a lot of more classic tropes. Starts off with the party fighting goblins and an evil Aasimar, moves on to fighting ghouls and a Lamia, then it becomes a mild wilderness game to fight your way to a big ass dam and fight several types of ogres and giants, save a few towns, then go off to fight dragons and ancient evil spellcaster. Initially released for 3.5 before getting an official compilation re-release for Pathfinder's ruleset. === Curse of the Crimson Throne === Characters face stomp a petty crime boss when the ruler of the city suddenly up and dies and his new queen takes over and it becomes very clear that she's nothing like how she appears. This adventure path was popular enough to get a full update from [[Dungeons and Dragons 3rd Edition|3.5]] to Pathfinder just like ''Rise of the Runelords'' did. Is also incredibly difficult if not fucking impossible. '''Do not attempt if your GM has any sort of malicious intent.''' Fucking bards, man, fucking bards... === Second Darkness === A somewhat janky AP, it starts off with the party working for a casino before spiraling into a massive conspiracy about secret elf societies and the unknown Drow menace. While many agree the overall idea sounds good, the execution left a very bitter aftertaste in people's mouths, mostly involving the casino and aforementioned elf secret society. Due to this it's probably in the top three of least played APs. === Legacy of Fire === Genies and Arabian Nights the adventure Path. The final 3.5 AP. Among the very few modules set in a desert that is '''not''' Egyptian themed and isn't [[Dark Sun]] based. Though this is mostly accomplished by setting everything in ruins ''in'' the desert and restricting the actual desert to overland travel. Not technically a full campaign since as an experiment the modules have XP gaps that the GM is supposed to insert sidequests into. === Council of Thieves === The first AP written for the Pathfinder rules instead of 3.5. Be a hero and help the Nazis against the Mafia. Huge city but a total shithole. Has some major issues with player involvement because a lot of shit happens behind the scenes and the AP doesn't think much of informing the players about it. Needs some work from the DM. Starts off like a rebellion story, but does a hard turn into something else the last two books so if you wanna do that, play Hell's Rebels instead. === Kingmaker === Make Your Own Kingdom: The Adventure Path. Introduced the idea of an AP specific minigame. Unlike the future ones, this one actually ''works'' well enough to bother with it (it was updated in ''Ultimate Campaign'' to plug a few issues). The main complaint outside of the kingdom rules being imperfect is lack of foreshadowing for the true big bad: For the first few books the only clue you'll find is a non-decaying, carrion repelling unicorn corpse in the middle of the wilderness (Not an exaggeration). Probably best known because [https://owlcatgames.com/ Owlcat Games] (a Russian game developer), with Chris Avellone leading the narrative design, got the rights to make a CRPG based on this and released it on October 2018. Also covers the vast territory east of the map: Iobaria, that is Fantasy Russia. Got a hardback rerelease in October 2022 with the rules updated to Pathfinder 2e. If, however, you want to run the game in the original 1e format or in D&D 5e, additional splatbooks were also made available to convert it to those systems. Also has additional content such as an expanded story(that takes you all the way to Level 20), stats and quests for the companions and others from [[Kingmaker|the video game adaptation]]. Has been fairly well received, all told. === Serpent's Skull === The jungle exploration path with lizardfolk, normally considered one of the weakest APs alongside Second Darkness and Wrath of the Righteous due to the tremendous amount of padding. === Carrion Crown === An AP centered on hunting down and/or dealing with a variety of monsters that one would see from the classic Universal monster lineup. You have ghosts, a Frankstein monster, werewolves, things that look like the Creature from the Black Lagoon, zombies, skeletons, and vampires. Very gothic horror to Hammer Films horror in tone and setting. [[Castlevania]]'s notorious Medusa Head monster even makes an appearance! === Jade Regent === Travel to Tian-Xia to overthrow the current regime of a dictator and install its' proper inheritor, who happens to be one of your NPC bffs. A lot of the path is just getting there. Includes rules for managing a caravan, but they're so totally pointless you can just ignore them and the campaign is completely unchanged. Indeed, you should, since the caravan combat part was blatantly not playtested and effectively TPK city. Also includes a romance system for NPCs, with the particular odd bit that it is ''easier'' to get in a relative's pants because your relationship starts closer and nothing actually states the obvious to stop it. === Skull & Shackles === Pirates! You start pressganged on a ship, and after breaking free you need to make a name for yourself on the high seas. Awful for a GM that doesn't want to spend hours voicing the dozen or so important NPCs appearing in just book 1. Uses naval combat rules, though ship HP is so inflated boarding is the only practical option without house rules. === Shattered Star === Semi-sequel to ''Runelords'' (also touches ''Crimson Throne'' and ''Second Darkness''), you need to assemble a powerful artifact and defeat a different villain of ancient Thassilon before they to rise to full power. While an interesting idea, it's almost nothing but a pure dungeon crawl. === Reign of Winter === Somebody turned down the thermostat in Taldor, so you go and investigate. Things get out of whack when you fight winter fey in the middle of summer, get teleported to Bumfuck, Icy Nowhere and get roped into a date with a [[Winter Wolf]], and it only escalates from there when you go to another continent, another planet, and another galaxy on your quest to rescue damsel-in-distress [[Baba Yaga]] from her uppity daughter and son Rasputin(yes, '''that''' Rasputin), and his army of mustard gas elementals, Russian soldier zombies(to say nothing of living ones), and magically-animated tanks. If your group hates fun, the author for the book with that last bit wrote an unofficial conversion that replaced going to WWI Russia with a trip to [[Greyhawk]] to fight [[Iuz]]. Includes a Winter Witch [[Prestige Class|prestige class]] in the player's guide, but you shouldn't play it. The title of the AP alone should tell you that half the bad guys are ice themed. === [[Wrath of the Righteous]] === The Demons of the Worldwound have decided that being trapped in the area around the Worldwound is a bum game, and break free, inadvertently giving your party mythic power in the process. You progress deeper into the Worldwound and eventually to the Abyss itself to save the world from demonic invasion. Dependent upon poorly balanced mythic rules (essentially a redo of 3E's Epic Adventures) and notorious for some very mismanaged NPCs. Unlike most APs, this one goes all the way to level 20. By the time you get to the later books, this adventure path goes [[Bloodstone Pass|balls-to-the-walls loony]] with its monsters and setups. Things like Dragon-Riding Worms that Walk with tons of cleric levels become the foot soldiers of the big bads, and most of the powerful NPCs have statblocks that read like warped poetry ripped out of the anuses of the world's most sadistic GMs (the...thing on page 52 of City of Locusts is an exercise in absurdity). One under-appreciated feature is the utter nightmare scenario in the event of PC Fail. Rather than getting a vague description of the villain's plans, the players are treated to a play-by-play of every nation in the northern half of the inner sea getting torn apart by the immense rush of demons. These two pages contain seeds for at least six awesomely brutal campaigns for any GMs who somehow accomplishes the herculean task of slaughtering a team of high-level, high-mythic adventurers. After it all, if you liked what ''[[From The Ashes]]'' did to Greyhawk, this is where you set up similar GRIMDARK for Golarion. On December 4th, 2019, Owlcat Games announced that this AP is their next CRPG. After teasing fans for a few short days, it leaked very quickly and so they stepped up and admitted it is coming out. It will feature Seelah the Iconic Paladin and add the Witch and Oracle classes. They've announced they're reworking the Mythic system, though it remains to be seen if they'll fix the first book sharing an author with ''[[Baldur's Gate (Games)|Siege of Dragonspear]]''. On March 12th, 2020, the Kickstarter campaign had officially ended with 2$ mil. Among new features are nine Mythic Paths, 9 new classes (Cavalier, Warpriest, Skald, Hunter, Arcanist, Bloodrager, Witch, Oracle and Shaman), 3 new races (Dhampir, Oread and Kitsune), mounted combant and crusade management with tactical battles like HOMM series. The video game was released October 2021. It's pretty good. === Mummy's Mask === The Ancient Egyptian/Osirion adventure path. In case you thought this would be a serious AP, book three is spent entertaining an obese female bureaucrat who has fallen for one of the PCs and is the only one willing to authorize them to visit the library they need to do research at. If you want to be Brendan Fraser from the Mummy series, really lean into it though. Expect lots of undead, bugs, elementals and other stereotypical enemies. Get's crazy when the flying pyramids come into play. === Iron Gods === Spiritual successor to ''[[Expedition to the Barrier Peaks]]''. Travel through Barbarians and scavenged technology land fighting aliens, an organization that wants to monopolize all high technology, and face down an AI that wants to make itself a god. Do not charge the final boss if its linnorm is still alive. Learn from others' mistakes. One of the few APs to explicitly encourage playing a non-core race that isn't [[Planetouched]]. The [[Android]] race is included in the player's guide since it's a natural fit. === Giantslayer === Giants are ruining your day so you need to kill them before they kill you. Do not attempt to make giants fail will saves as your GM will fuck your ass. Is Pathfinder's homage to [[Against the Giants]] a bit too well, with its plot falling into the same "go kill the next tier of giants" rut. Even more than G2-3, the 5th book is just a fire-themed version of the 4th. === Hell's Rebels === In a city at the edge of Cheliax, the Thrunes moved one of their family that even those devil-worshipers find too much. As he cracks down, you rise up. Well developed city. This AP actually is what most people thought Council of Thieves was going to be. Takes place almost entirely within one city, with a trip to a neighboring one, a few underwater segments, a visit to the outskirts and the finale being the only parts not to. Has the unfortunate flaw of predating ''Ultimate Intrigue''. This means it can't take advantage of all the sabotage and social stuff that book introduced and has zero support for playing a [[Vigilante (Pathfinder)|Vigilante]] when it ''really'' should, a lesson that was not repeated when ''Curse of the Crimson Throne'' was re-released. === Hell's Vengeance === The bad guy path - Cheliax proper can't focus on the rebellion going on in Hell's Rebels because they're dealing with one of their own, an ill-considered attempt at their capital. You work for the Queen in helping put it down and restoring order in the lands in a manner befitting the iron grip of a dictator. Pretty damn great if you have an average to good GM though it can get a tad railroady at times thanks to the main hook for why the PCs are working for the Queen. === Strange Aeons === Lovecraft the adventure path, now made possible thanks to ''Occult Adventures''. Lethal as fuck. Bring backup characters (which is weird, because the plot is heavily dependent upon the original PCs) and do not, I repeat DO NOT have any mental score below 10. You'll be insane by the end of the first book. Also bring a tank along with you everywhere. === Ironfang Invasion === One of the more "traditional" adventure paths. This one involves stopping a massive hobgoblin army, though it does have some relatively unusual twists in the later books. Set in Nirmanthas, the country of Robin Hood (or Wood, for those of us who live in T.H. White's books). === Ruins of Azlant === Visit the ruins of not-Atlantis and fight evil psychic fish (Aboleths), lots of nautical themes and aquatic monsters. Also, there's a magic theremin as an optional treasure. Like Council of Thieves, it makes the mistake of setting up the players to care about a settlement that's almost a non-entity for the second half of the plot. Likewise the player's guide and first three modules imply the players will be isolated from civilization for long periods and may need to craft to get their needed magic items, but book four introduces a what is effectively a large city for magic item purchases and the players don't really have time to craft much in book 3 onward. This is unique among adventure paths in that the last section actually deals a little bit with the legendary city of Absalom. By that, I mean that there's a footnote saying that it gets nuked to shit if the players don't defeat the final boss within a certain time frame. === War for the Crown === There's a Succession Crisis in Taldor, so it's time to play the Game of Thrones... or it would be if it could decide what the hell the main conflict is supposed to be. Women can't inherit, except half the characters are women who inherited their position. A dozen factions are involved in the power struggle, but you are literally only given more details than the names of three of them, and one of those three doesn't show up till almost the end. Also development made Taldor fit the AP instead of making an AP to fit Taldor. Taldor previously had stuff like sumptuary laws against beards (which has been an actual plot point in an older module, where Taldor's aligned PCs are ordered to shave a disgraced noble as part of demoting him to commoner) and bans on Sarenrae worship, since she was the patron of their worst enemy (and this ban actually had large amounts of crunch behind it, devoted to how worshipers hide their faith). This was dropped because it supposedly made them a "joke" and it made it unfriendly to potential PCs respectively. Despite these being established in fluff that was supposed to reflect the present day it was retconned into weird shit in the past people vaguely remember. This was even though the AP itself portrayed the current emperor as increasingly erratic and mad with age, leaving a perfectly reasonable explanation for ditching them without retcon. Also added to Taldor to make this AP was heavy institutional sexism, something that was '''never''' alluded to before. Oh and even though Taldor has a colony in <s>Kara Tur</s> Tian Xia, one that is explicitly its only actual accomplishment in centuries and most productive part of the empire, it is ''never'' mentioned (not even as a potential homeland of a PC). A good GM though can make it work though and weave in those issues as much as they want. === Return of the Runelords === A sequel to ''Rise of the Runelords'' and ''Shattered Star''. You know those ancient max level wizards who ruled the world millennia ago? They're back! Goes to 20, which it does by excluding a lot of the non-adventure parts of each book that were previously included. The adventure deals with five Runelords in total (Greed was dealt with in Rise while Sloth either had his ass kicked or kicked stratospheric ass in a Pathfinder Society Adventure), although you only ever fight two of them at full power. Two of them have been weakened by various forces (read: other Runelords) smacking the gravy out of them before the players have a chance to fight them (granted, these weakened versions will probably take at least one or two PCs to the grave with them). The last one gets a redemption arc that no rational GM or party should fall for (A Chaotic Neural 20th-level 10th-mythic-tier Full Caster with +41 to both Bluff and Diplomacy is an extinction-level event in any campaign, and that goes double for somebody who's been built up in a decade's worth of lore as being a sadistic and manipulative tyrant). ===Tyrant's Grasp=== Paizo attempts to run Survival Horror in Pathfinder. Poorly. So poorly nobody realized it was supposed to be one till the final part said it was. The first two parts don't have any opportunities for shopping, but that's described as being so the action "flows quickly" and to make the PC feel "out of their depth" rather than resource management. It turns out a game with super human heroes, math that means mobs of enemies rarely being much of a threat to mid-level heroes and completely falls apart without the heroes getting proper gear is a bad system to make a survival horror game in. The story also ends with {{spoiler|all the PCs dying irrevocably (unless you play your cards right) and they only stop the big bad's current scheme, not kill him, because he needs to survive to be a major figure in 2E (although you do make sure he never has access to his most powerful weapon again)}}. This makes it a pretty shitty send-off to the edition.
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