@somewhere-in-the-dungeon asked:
What are the good pathfinder adventure paths? (I haven't read any of them)
These are my impressions from reading them (not playing them) and are biased by my preferred style of play:
Rise of the Runelords 1 - Burnt Offerings: Fairly solid, a good mix of social encounters, combat, and dungeon delving
Kingmaker 1 - Stolen Lands: This is the only adventure I have played. I am not a fan of hex crawls generally and this one felt particularly aimless. A lot of the stuff it does is setup that shines in later adventures, but it is a roughhhh start
K2 - Rivers Run Red: Hexploration is still too aimless, but the nation building mechanics help a lot with that, and there are some clever interactions between the two
K3 - The Varnhold Vanishing: Feels like the AP really hits it's stride here, much more direction in the hexploration. Would actually run this one
Carrion Crown 1 - The Haunting of Harrowstone: The town events and dynamics are actually quite neat, but they never really go anywhere. The stories of the spooky prison also didn't feel like they built on each other to become more than the sum of their parts. This is exacerbated by each part of this AP taking place in a different location which means almost nothing here can be built on. If the whole AP stayed in this one town which reacted to what you did this would actually be amazing. As it is, 5/10
CC 4 - Wake of the Watcher: Good lovecraftian fun, would run
CC 6 - Shadows of Gallowspire: A gauntlet with not a lot of story. Way too many liches, which I feel cheapens them. The rules for the gallowspire itself are neat tho
Shattered Star 1 - Shards of Sin: Got like five pages into this one and had to put it down. The first encounter just felt so clichƩ and manipulative. Maybe it gets better later
Mummy's Mask 1 - The half-dead city: The first half is a functional pyramid-delve that unfortunately has literally nothing to do with the rest of the AP. The second half has another pyramid-delve where the PCs accidentally stumble across the path of the McGuffin with little understanding of why it might be important, it didn't seem engaging as a hook. I believe that gets fixed in MM2, but it leaves this adventure feeling very hollow
Iron Gods 1 - Fires of Creation: Like Expedition to the Barrier Peaks this one felt gimmicky and "clever" in a way I would find frustrating as a player. A matter of taste. Unfortunately it also comes with a whole bunch of new and somewhat cumbersome rules to use
Agents of Edgewatch 1 - Devil at the Dreaming Palace: This one was solid, but felt like there was a lot of filler? Stage seemed to half twice as much stuff in it as necessary. Maybe this is fun at the table and helps fill out the fantasy of being detectives, but it was a frustrating read
Abomination Vaults 1 - Ruins of Gauntlight: Top 2 adventure, going to be running it next week! A megadungeon that cuts straight to the point, has a lot of interesting encounters as well as consequences that carry over between encounters, and narratives that crisscross it
AV2 - Hands of the Devil: I liked the sidetracking back to the town, felt very The Whispering Cairn, it is a pity none of the town stuff has consequences or follow-up down the line. The dungeon levels themselves kind of drag, feeling like there is maybe too much filler. You could probably cut out a third of it, a whole dungeon level's worth (and I would love to play it then)
AV3 - Eyes of Empty Death: Like AV2, but without the town side quests. Would probably slap as two levels instead of three
Fists of the Ruby Phoenix 1 - Despair on Danger Island: Another kind of aimless-feeling hexploration, and the dinner scene feels far too long when reading it (maybe it plays better)
FotRP 3 - King of the Mountain: A lot of nice payoffs to previous setup, the Celestial Dragon quest felt like it had slightly too many steps. Campy, bordering on self-parody at times. Whether that is a good or a bad thing is a matter of taste
Strength of Thousands 1 - Kindled Magic: Got five pages into this one and put it down because it was roleplay-heavy and I was looking for something combat focused. Those pages were amazing though and I'd recommend playing it. Kind of the opposite of Shards of Sin?
Quest for the Frozen Flame 1 - Broken Tusk Moon: This one starts off very slow and then moves into two bits of mediocre hexploration. The hexploration is better than that in Stolen Land due to the leadership mechanic and having something to run away from
QftFF 2 - Lost Mammoth Valley: Top 2 adventure, I think it loses out to Ruins of Gauntlight due to being the second adventure in a path rather than the first. An actually good use of hexploration, each part builds on the others. Good variety. I would have liked more opportunities to gain Reputation Points in the valley, it seems like grinding them out at the end would be a pain. And not letting the tribe participate in the battle at the end feels like a missed opportunity
QftFF 3 - Burning Tundra: It's fine. Leadership score really only gets used twice in the whole AP and that sucks? The hexploration in the middle seems like filler content. Overall fine though, better than most on this list
Honorable Mention - Emerald Spire Superdungeon: While not an adventure path it is similar in size in content. Unlike most megadungeons I've read (looking at you Dungeon of the Mad Mage) it largely keeps up the variety and pacing throughout. It does this by having each level be written by a different author and giving them more or less free rein. Megadungeons feel like they'd be a slog to me, but if I were to run any of them (besides Abomination Vaults) it would be this













