Abomination Vaults: Stripping it for Parts

I’m a huge lover of Paizo’s Adventure paths. They’re a huge timesaver for busy GMs, and not just those who want to run a long pre-written campaign! You can easily pull out interesting scenarios from the APs, rub off a few serial numbers, and slot them into your custom campaign with no one the wiser. I’ve written about this for other APs, and now it’s time for me to give Abomination Vaults the same treatment.

Overall notes

Abomination Vaults is a unique campaign in that each chapter is a floor. Because of how the vaults are set up, there’s many floors you could pull out on their own and plop into a campaign. Creatures tend to stick to their designated areas, so there’s no worry about the floors bleeding together. They also tend to all have their own theme, based on who’s moved in.

You also don’t have to use the whole floor, since many have encounters that are self-contained enough to pull out and plop in the basement of some BBEG’s lair or in your own dungeon.

  1. Overall notes
  2. Book one
    1. Otari
    2. Floor 1: Ruins of Gauntlight
    3. Floor 2: The Forgotten Dungeon
    4. Floor 3: Cult of the Canker
    5. Floor 4: An abandoned retreat
  3. Book 2
    1. The Stolen Blade
    2. Dorianna’s Dreams
    3. Floors 5 and 6: The Arena and Labs
    4. Floor 7: Soul Keepers
  4. Book 3
    1. Floor 8: Decaying Gardens
    2. Floor 9: Hunting Grounds
    3. Floor 10: The Temple
  5. Final thoughts

Book one

Otari

One major thing you can pull from this book is the town of Otari. It’s a small port town that’s perfect for adventurers just starting out. It’s filled with interesting characters who have their own potential plots going on, and it’s not too far off from Absolom. It could be a fun place for PCs to start their adventure, stock up, or save at some point.

Floor 1: Ruins of Gauntlight

The first floor is completely above ground, so it would fit in any swamp-like setting. It’s filled with the sorts of creatures you could see cramming into a deteriorating structure, including natural creatures, the fey, and even an undead or two. There’s even non-combat encounters, including a brownie that my group adopted (Tangletop!) and a tribe of mitflits (who my players immediately slaughtered).

Possible hooks:

  • The PCs need to clear this old fort / lighthouse / whatever out for cold hard cash.
  • The party stumbles upon the structure and decides to make it a new hideout.
  • They’re there to ‘rescue’ the soulbound doll Mister Beak (the previous owner doesn’t know the doll left of his own accord and has fallen in with a bad crowd).
  • The locals think the old outpost is haunted, but it turns out that this is just Tangletop trying to keep the other creatures nearby away.

Floor 2: The Forgotten Dungeon

This is the first floor that’s completely underground. It has an interesting mix of creatures, with a dose of undead, aberrations, and even some infernal! The overall vibe I get from this floor is that of an abandoned villain’s lair. The old experiments have broken loose, the old staff has been turned, and the devils are stuck until their contract is completed. This also features a fight with a river drake that thoroughly handed my players their butts the first time they encountered it.

Possible hooks:

  • That drake has taken up residence in an abandoned structure outside of town, and it’s bothering the residents. The party has been hired to get rid of it… but no one knew that the abandoned mansion wasn’t so abandoned.
  • If you have a BBEG in your campaign, this could be an old lair of his before he upgraded. Crawling through it could give your party more information about their potential rival.
  • If you want to make allies of the morlocks, they want their old digs back, but aren’t quite up to the task of clearing them out. They do have their old boss’s funds, so they’re willing to throw money at the problem! Just don’t ask what happened to him…

Floor 3: Cult of the Canker

An undead library! This floor is a library populated by intelligent undead, so could fit in many places: Geb, a necromancer’s lair, the site of a former cult that went in a bit too hard… And, being a library, it’s a great place to drop lore or information that would be difficult to deliver via NPC. It also features an NPC who became a fast favorite of my group: Augrael! He’s a friendly ghoul who really just wants to sit in his cubby hole and read his books (I made him a fan of bodice rippers, but you do you). He’s not a fan of his ‘coworkers’, so he can offer a place for the party to rest and heal.

Possibly hooks:

  • This library used to belong to the group’s patron, but it was taken over by a cult of undead morlocks.
  • This library belongs to the BBEG of the campaign, and could offer clues about their motivations and abilities.
  • It could be a non-combat location if your party is in Geb or an otherwise undead-friendly location.
  • The group has been tasked with delivering books to Augreal… they just have to find him first amidst all the hostile undead.

Floor 4: An abandoned retreat

The theme for the fourth floor is a luxurious retreat for a villain that has been long abandoned. Of course, other creatures have moved in, and some unfortunate individuals were never able to leave. There’s a mix of undead, aberrations, and demonic, so a little bit of something for everyone. The main goal of this floor is to find the ghost of a long-dead adventurer so he can give you a lore dump, but he can easily be swapped out for anything that would suit your campaign better.

Possible hooks:

  • Something has been harassing the local town… turns out it’s a werewolf, holed up in some local caves. Time to problem solve!
  • If you have a BBEG, this would be a great place for the players to learn about them without being face to face.
  • Or, heck, clean up the descriptions slightly and pop your BBEG in there! They could take the place of the voidglutton (who can be rough on a level 4 party)
  • An adventuring party lost one of its members when they separated in the dungeon. They’ve come down with a case of being lily-livered, so have hired you to find their friend.

Book 2

Book two includes quite a few side quests for the party, and they’re fairly easy to pop into most campaigns.

The Stolen Blade

A famous sword, passed down over generations, has been stolen. The owner knows who it was, but doesn’t know where the culprit is, and doesn’t reveal to the party why the thief may actually have a claim to it. This quest has the players bouncing around town a bit to find clues, then cornering the thief in a cave before he can run off with his prize.

Dorianna’s Dreams

The party has been approached about a young woman in town who’s been suffering from increasingly strong nightmares, none of which she remembers upon waking. Her father is desperate to find the cause and do whatever it takes to heal her. This has the party doing some investigation based on their own wits (or what wits they can hire), and leads them eventually to a confrontation with a creature from Leng.

Floors 5 and 6: The Arena and Labs

These floors go together, if you’re plugging whole floors into your campaign. The first is the largely abandoned lair of a BBEG (starting to see a theme?), while the second level is occupied by various groups that have moved in. The most striking feature is one that spans both floors: An enormous colosseum that currently houses a shanrigol behemoth, but this could be swapped out for most gargantuan creatures. Outside of the arena, there are signs of terrible experiments being done in the past, some of which are still being carried out.

The arena isn’t the only feature of the floors. Floor six has a tavern, with its very own punk band!. Honestly, if you steal anything from this book, let it be these guys. They deserve to make it big in more campaigns.

Possible hooks:

  • Once again, this is a good addition to any campaign where the players are chasing a somewhat unhinged BBEG. There’s lots of places to sprinkle clues about what their nemesis can do, and hooks to where they should go next.
  • A talent scout has contracted the party, with rumors of a band with a hot new sound… they just have to make their way to them. Easy money!
  • The party hears a rumor of an undefeated champion somewhere near their home. It’s not really their problem… but someone keeps luring young idiots to challenge it, and no one has come back…

Floor 7: Soul Keepers

This floor is more devil-y than some of the others, and includes a puzzle that has the players collecting various keys around the dungeon in order to open a magically sealed door. It also has a collection of stasis chambers that can have players either saying “Let’s poke every button” or “Absolutely not” and turning their heel. The ‘big bad’ of the floor is a contract devil eager to make a deal in order to get a soul owed to him, so meeting him could lead to a fun new plot or a blow-out of a fight.

Possible hooks:

  • Set this in Chelliax, and it’s just another admin building! If the players aren’t on the offensive, they have a handful of interesting NPCs to talk to. If they’re there to throw down, it’s already thematic!
  • Odd requests have been popping up on the request board in town: Find certain creatures, but do not kill them. Capture them, then leave them in a clearing outside town. The mayor wants to know what’s behind this.
  • If the party is morally grey, they receive a letter requesting help tracking down a certain ne’er-do-well and bringing him to a newly rented office in town. It reads like the guy owes someone money, but something feels off…
  • A tiefling bounty hunter has gone missing, and his partner is desperate to find him. Everyone thinks he just skipped town, but she knows him better than that…

Book 3

Normally, by the last book in an AP, I don’t have much to suggest when it comes to plundering. AV, however, still has lots to borrow and shove into your own games! Book three has a few clusters of NPCs, some interesting dungeons, and a big set-piece for whatever BBEG you might have in your campaign.

Floor 8: Decaying Gardens

The major NPCs of this floor are a group of Calgni cultists… but nice ones! They probably won’t turn the party into soup since they’re so intent on finding their oracle who hears whispers from a magical MacGuffin. They’re more than happy to work with the party, given that they’re polite and don’t poke them too hard about their strange beliefs. On the less cult-y side of things are a small party of Drow / cave elves who are hunting these wild caves for food and sport. The caves also feature wee bog mummies (their original bodies came from deep gnomes) and a delightful mix of deadly flora and fauna.

Potential hooks:

  • The friendly cult is in freakout mode, since their oracle wandered off. They need you to find him and bring him back, unharmed… though one might bribe the party to lead him somewhere even more secret, and tell only her the location.
  • The drow have been tasked with getting this floor under control, but they’ll begrudgingly admit they bit off more than they could chew. Since the party is hanging around and looking dangerous anyway, maybe they could help out?
  • Not far out of town, the roof of a cavern has fallen in, revealing dangerous previously unknown in the peaceful village. The mayor is asking for someone to come and ‘neutralize’ the cave, either through negotiations or violence.

Floor 9: Hunting Grounds

This floor has two groups of NPCs that you could easily pluck up and place into a campaign that has any access to the underdark. The first is a sizable enclave of Drow (the ones the hunters on floor 8 belong to, but you can easily just use them) who are stuck where they are due to previous vows, but would really rather go home. The other is a group of Caligni who would also prefer to return to their main settlement deep in the Underdark, but are blocked from going back. There’s also a group of immediately hostile urdefhan and an abandoned temple that could be scooped up and reused.

Potential hooks:

  • The Drow hunters have lost track of a precious MacGuffin (a crystal lens in the AP, but it can be anything). They can’t return to their people without it, but their attempts to find it have been thwarted by a cave system filled with dangerous flora and fauna.
  • The Caligni outpost was only supposed to be out here for a few months, mapping this section of the Underdark. While they were working, however, their way back has been blocked by a dragon. Being a selection of slightly sturdy cartographers, they’re stuck where they are until someone takes care of the problem for them.
  • A mysterious temple has been discovered outside of an abandoned settlement. The party is hired to check it out and document it for a local historian. This could easily lead to floor 10, or a plot of the GM’s choice.
  • A town has been reporting disappearances, mostly of scouts or individuals who live alone in the outskirts. An investigation points to a cavern that’s supposed to be empty… or at least, it was.

Floor 10: The Temple

The last floor! This entire floor is a gauntlet, with the players being pushed through various challenges meant to wear them down. That isn’t a metaphor, by the way. It was literally built for the followers of the BBEG of AV to prove themselves. For your players, it could be that, or it could be the barriers set in place by their foe to slow them down.

Potential hooks:

  • Obviously, this could be put in place by their nemesis to keep their inner sanctum from being invaded by the unworthy. If you do this, you may want to remove a room that’s explicitly set aside for their peons to rest in before entering the sanctum.
  • This could also be presented as a challenge to overcome. A local lodge has set it up as a way to train potential Pathfinders more efficiently than tossing them to someone more experienced and saying “Good luck!”
  • Or you could do a bit of both. The party has been tasked with infiltrating a local cult, and if they choose the sneaky option, they could pretend to be members in order to get a shot at the big boss.

Final thoughts

AV is hands down one of my favorite APs, mostly because it’s filled with so many fun and varied encounters. I really hope more people give it a go, either as an AP, or inserting chunks of it into their ongoing campaign.

Exploring Abomination Vaults: A Dungeon Crawler Experience

On September 15th, 2024, my group finally finished the epic dungeon-crawling Adventure Path known as Abomination Vaults. When I first heard that Paizo was putting out a mega-dungeon, I was stoked. While I haven’t been able to do many, I’ve always been enamored with the idea of a campaign focused on one dungeon, where things get more dangerous the deeper you go. Having a modern one where I didn’t have to convert the whole thing was doubly exciting.

The deets on us

The sessions were held once a month, for about three hours each. This may seem like a short amount of time to many, but this was an extremely focused group bent on getting to the bottom of the vaults. I don’t think we had a single session that we spent on fluff.

Even so, it wasn’t a short campaign. We ran from April 2021 to September 2024, with only a few skipped months due to holidays and scheduling issues. Doing some back-of-the-envelope math, I think AV is more dense than your average Paizo AP. One book is usually six four-hour sessions for my groups, and by my calculations, AV took us a quarter longer than your average AP. This math feels right, because AV is super dense. Every inch of the ten 40×70 grid maps is filled with something to fight, figure out, or talk to. There are encounters you can skip, but most players won’t want to leave potential enemies at their backs.

We had a shifting cast of characters since this was a campaign where we worked on a quorum rather than insisting everyone was there. The crew:

  • Kobold Thaumaturge
  • Strix Swashbuckler
  • Cave Elf Fighter (Bows)
  • Kobold Alchemist (Mutagenist, but threw lots of bombs)
  • Tengu Sorcerer
  • Dhampir Oracle

The oracle had to drop due to Real Life Cool Shit, so we swapped in the Iconic Kyra to follow the group around and keep them on their feet.

We used Automatic Bonus Progression, but no other variant rules since the AP didn’t recommend them. Yes, Virginia, you can play without Free Archetype.

Overall takeaways

This is an awesome AP. I squealed when they announced it, then worried it wouldn’t live up to my expectations. It really did, though. Hell, it even exceeded them, since it’s easy to have a dungeon crawler that starts to, well, crawl. The pace kept moving along at a nice clip, and there was always something to find just around the corner. Every floor is themed, so you don’t have to stress out too badly if a PC is less effective for a while. Things will swap around, I promise you, and it will give players a chance to dig into what else they could be doing to help their fellow party members.

One interesting thing as a GM was that much of the game was spent with me sitting back while the players planned. For me, this was a nice break from APs where there’s more roleplaying from me to get the story moving forward. Not that I mind running NPCs (I enjoy it!), but man, it was kind of nice to give them a map of what they’d explored, then sip my tea as they talked about where they wanted to go next, and how they should prep.

This is also one of the few APs that I could see running again since so much of the story comes out based on where the players go, and what they pick up along the way.

The elephant in the room: Difficulty

On Reddit, this is often considered a super deadly AP, with groups racking up body counts before they’ve found the first set of stairs. Meanwhile, our group had zero deaths. There were a few close calls, but that’s expected in PF2.

That’s not me saying that these other players were just clueless! We had a few advantages that many AV groups don’t have:

  • Experience. Over half the players were experienced with PF2, and all of us were experienced with TTRPGs of a similar ilk.
  • Old farts. When I say ‘experienced’, I don’t mean five years. Some of us are in our fourth decade of gaming. This means many of us came from an era when dungeon crawls were common. We already understood the metarules behind them, like pulling back when you need to, exploring carefully, and being prepared to run.
  • For some games, we had a larger crew. This alone can help balance for a creature that the group isn’t quite built for.
  • The NPC healer came in clutch. Sometimes, I just had her waiting by the stairs to heal after battles, but that was enough to keep the group out of the danger zone.
  • Shorter sessions meant no one got mentally exhausted, which can be the biggest killer in games.

GM suggestions

Prep in advance. In many APs, you can make an educated guess as to where your players could go in the next session. After all, there’s only so many encounters they can run into based on their current location. This is not the case with Abomination Vaults. Once a group is on a floor, nearly every room will be a possibility. So, if your players are close to going to the next floor, make sure you have it ready to go. And this isn’t just the creatures: Keep an eye out for interactions between encounters. Sometimes, running into a friendly NPC first can negate another room, or finding a switch or a clue can make another encounter less (or more) difficult.

Rest! Emphasize to your players that they’re the ones who control when they rest, and that there’s no gun to their head to push forward. They can fall back to town or a safe hidey-hole and rest as often as they like. While my players tended to only rest at the end of a session, there were a few times that they had one rough fight, noped out, and rested while they made a plan. They also chose to rest a few times when key daily resources were depleted rather than push forward with just cantrips and big sticks.

This goes for players, too. Being tired will kill you in this AP, so if players are starting to flag, it might be time to go back to town and have some fun, non-lethal interactions there.

Player map. I gave my players a map of where they had been at the start of each session, which gave them a chance to plan on their own. You can do this by hand, or you can do what I did on Roll20 if that’s your VTT.

  1. At the start of the game, make sure Explorer mode is on.
  2. Make sure your vision is attached to your players’ tokens.
  3. Put their flag on the floor you want to make a map of.
  4. Log in as a player.
  5. Take a screenshot.
  6. In the image editing software of your choice, fiddle with exposure until all of the areas are more clearly defined.

It’s a bit of work, but it’s better than dealing with an endless Q&A about where they’ve been and it gives them something to mark up if need be.

Stairs are not an invitation, not a summons. Another important thing to drill into your players: Just because they found the stairs to go down doesn’t mean they have to go down. Depending on which direction the players go, they could find the stairs down just a few rooms in. Going down immediately means they skip much of the content, and that they’ll likely be under-leveled for what they’re about to face. So, remind them that they likely don’t want to leave hostile forces at their back, and try to get them to hold off going down until they’ve cleared at least 80% of a floor.

Leash your murderhobos. The Vaults are full of things that want to kill the players, but they also are host to a number of friendly NPCs and factions. If murder is what they want to do, okay, but some of the fights that this could kick off are extreme or just very boring. Also, they’ll need information going forward if they really want to get the full story of what’s going on in the Vaults.

Lock all doors. If your players are the kind to wander and open every door willy-nilly, consider locking all doors until they come to them. The encounters are dense on these maps, with many starting the second the players stumble into them. You can also feel free to let them fuck around and find out! You do you, boo.

Otari fun! Don’t ignore the town! My group did less lingering there due to the nature of our time slot, but if you have more time to play with, make sure to play up the town plots. There’s a ton of cool characters and hooks to dig into that can help bring the town to life.

By the books…

Book one

Favorite bits: Augreal, the bookworm ghoul, and Tangletop, the grumpy sprite. The group immediately adopted both of them. They made a point to bring Augreal bodice rippers every time they did another dive, and hired Tangletop to keep their rooms in order. They also slowly grew more fond of Magiloy the Bartender. Amusingly, outside of a few required conversations, they ignored the main NPC with the most backstory and hooks.

Roughest bits: The vampiric mist was a bit of a struggle, though they got through it. There was also a drake that thoroughly stomped their butts. This was the fight that drilled home that, yes, sometimes they were going to have to run and come back later. Not only did they run, but they didn’t come back to deal with it for a few levels.

Book two

Favorite bits: Oh my god, the punk band. Paizo put a legit punk band in their mega-dungeon, and I had so much fun with them. I even had their set playing throughout that dungeon in the background. The players ended up getting them gigs in Otari, much to the distress of some of the locals. I also loved the fact that they could see the shanrigol behemoth well before they had to interact with it, leaving them with a growing sense of dread.

Roughest bits: To be honest, the behemoth wasn’t the toughest fight because they were able to prepare for it. The hardest part of this book was dealing with the seugathi, who had a habit of attacking from areas the PCs couldn’t reach (or sometimes see!). By the end of this book, they were practically foaming with hate any time they ran into one.

Book three

Favorite bits: This book was full of social interactions, but my favorite was the drow encampment because one of the players was playing an agoraphobic cave elf. The whole campaign, his character was grumpy about being forced to walk back to town all the time and hang out with a bunch of ‘upsiders.’ They met the drow, and he was suddenly Mr. Social, macking on all the ladies and playing made-up card games with the off-duty guards.

Roughest bits: This book featured the most instances of running and coming up with a plan. There was a huge spider, a huge mole rat, a terrible bird, and some creatures hidden in caves in the wall. Thankfully, this was also the book that had the most comfortable places to retreat, which was important since they refused to activate even one teleportation ring.

Final thoughts

I absolutely loved running Abomination Vaults. It lived up to my highest expectations, and even as the GM, I was excited to see how each session would turn out. Even if you aren’t interested in running an AP, this one is worth grabbing so you can strip it for parts. Each dungeon can be run on its own as a standalone adventure and could easily hold plot points for your homebrew campaign. It’s one of the few APs that I could see running again in the future, if a new group was interested. Once the maps are set up, there’s remarkably little for me to do but wait for players to choose a direction.

Pathfinder 2e Adventure Paths: My GM and Player Recommendations

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