Every few weeks, someone on r/Pathfinder2e asks for thoughts on what AP their group should run. In the spirit of “I’m tired of writing out my response every time”, I figured I’d make a blog post about it instead.
Yes, I mostly blog to save myself time later.
What I’m including
I’m including every AP that I’ve at least experienced part of, either as a GM or a player. I also include how I ran it (since I sometimes like to switch things up and run APs in a non-conventional way).
I’m not including Adventures, even though I’ve experienced a few. Maybe a blog post for another day!
The Adventure Paths
Agents of Edgewatch
Role: GM
Game type: West Marches
Status: Mostly completed
I ran Agents of Edgewatch as part of a West Marches game, which worked shockingly well. I had to move the main elements of Book 1 to our town, but they were fairly easy to transplant. For later books, I added teleportation circles to the town that were only active for those working their way through the adventure. This did require removing some bits, but no one missed them.
I enjoyed running it so very much, and it’s one of the rare APs that I find myself wanting to run again. It’s full of so many fun set-pieces, and being set in Absolom could give players a chance to really branch out during the adventure. If your players do like to wander, grab a copy of Pathfinder Lost Omens: Absalom, City of Lost Omens. It’s filled with lots of hooks and little details that can bring the campaign to life.
That said, let’s talk about the elephant in the room: The first part of the book has you working as guards who make their money by getting it off of the people they’re guarding. I highly recommend just paying them to keep the peace, rather than taking the property of the people they’re policing.
If you want a high-level review of the cool encounters, check out my blog post about stripping AoE for parts.
Abomination Vaults
Role: GM
Type: Standard
Status: In progress Done!
This is hands down one of the best APs I’ve ever run. I’m going to put a huge caveat on that statement, though: I love dungeon crawls, and so do the rest of my players. There’s something very satisfying to me, clearing levels one by one, plunging deeper into unknown depths. Not every player is into this sort of set-up, though. Players really, truly need to understand that they won’t be leaving Otari, and that the thing they will be dealing with for ten levels is the dungeon. The dungeon does switch up themes as you go, but you’re not going to some exotic new locale or running into a town of completely new NPCs.
That said, you are fairly close to Absolom so a lenient GM could work in some sidequests there. My players never bothered, opting instead to order what they wanted through a weekly caravan. Like, I said, we like dungeons.
From the GM side, you should either grab the modules already on your favorite VTT or settle in for a lot of prepping. Because players can go any direction, you can’t just prep the ‘next few’ areas. Once they’re near a floor, you should have it ready to go. On the flip side, this AP does allow you to be more passive as a GM. Most of the time, I was sitting back while the players discussed where they wanted to go next. I didn’t have to run complex social encounters or dinner parties, and most NPC interactions were limited to just one NPC. It’s a pretty chill experience until it’s killing time!
Some warnings:
- Quarters are tight, so limit bodies. This means discouraging too many minions. It can work, but if everyone has a wolf, someone is going to be sitting in the hall in some encounters.
- Emphasize that the players should not go down until they’ve cleared most of the floor. They will get their butts handed to them.
- Rest is important! If the party is low on resources or sitting on a nasty disease or curse, they should go get that fixed before moving forward.
I wrote more about Abomination Vaults in its own post!
Fists of the Ruby Phoenix
Role: Player
Type: Standard
Status: Complete
This is one we streamed over on D20Saves with a group of experienced players. It was an absolute blast, and delivered on what it promised: A bunch of heroes entering a fighting tournament and accidentally saving the world. There’s a fair mix of social and combat as well as some traditional combats, so you can’t afford to create a group of one-trick ponies.
This is a high-level AP, so it’s not one I would throw at new players. You really should know what you’re doing with your characters and running complex encounters.
Strength of Thousands
Role: GM, then player
Type: West Marches, then stream
Status: Started, abandoned, started again!
This AP didn’t work quite as well in a West Marches game, so it was abandoned fairly early. I did read the first part, though, and it’s left me aching to either run or play in this one for legit years. How can you resist a Magic School AP? Also, book one had one of the best collections of NPCs I’ve seen in an AP ever.
Thankfully, one of the GMs over on D20Saves has agreed to run it for us, so I’m getting another crack at it!
Quest for the Frozen Flame
Role: GM
Type: Speed run
Status: In progress Done!
I’ve been blogging about this AP book by book, so you can check out my previous posts here. In short, it’s a great AP for players who are down for a wilderness campaign that focuses on surviving, exploring, and building a following. I want to be clear, though: When Paizo said it was a wilderness campaign, they meant it.
Some suggestions:
- Have a spreadsheet ready to keep track of renown and followers gained. You don’t want to have to backtrack and figure it out because suddenly it matters at the end of a book.
- Dear lord, use ABP. The loot is sparse.
- Make sure players know they can take downtime to craft items they might need. They will not have access to cities. In fact, the players in my game are in book three and just heading to their first major encampment.
Gatewalkers
Role: GM
Type: Standard
Status: In progress Done!
This is another game that’s being streamed on D20Saves. We’re currently in Book 2, and it’s been a wild ride. Book one especially has a lot of hard lefts that no one in the party predicted. This is a great AP for people who happily follow plot hooks, but may be a struggle for a party who resists going with the flow. Also, some of the fights are deceptively hard. If your party is too squishy, you’ll run into trouble quickly.
I have a series of GM posts about prepping and running this AP if you want a more in-depth review.
Stolen Fates
Role: Player
Type: Standard
Status: In progress
And other D20Saves stream! We’ve only just begun, but so far, it’s been an intriguingly weird adventure. Amusingly enough, we’ve had more gates in book one than we had in all of Gatewalkers. In fact, I feel like this would pair well with Gatewalkers as a follow-on adventure to get the players to level 20.
And that’s it!
I’ll update this post as I finish / start new APs. For now, this is the complete list as of July 2024! Rankings are highly subjective, if I were giving out awards:
- Favorite overall: Abomination Vaults
- Most likely to run more than once: Fists of the Ruby Pheonix
- Most modded: Gatewalkers
- Most niche: Quest for the Frozen Flame