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";s:4:"text";s:6050:"Check the last book of this one, there’s some examples by the Editor. Lots of Travel or Staying in one place? Kinda hard to play as a Paladin in it. There’s some RP, though not as much as others. You can find the unedited out there to beef it up, Players can become rich and overpowered really easily. Twice. FU Paizo for screwing that one up... royally. IMHO. You stay in roughly the same place, with some travel, but nothing too bad. Did your players find Kingmaker too easy? Since my players wanted to find him in AP 5. There’s moments where your players will want to build into the city, and you as a DM will have to run that. As a player, you can see where it’s going, it’s just… frustrating as a DM to keep it all on track. Depends on your group, really. Grow up on Conan? New comments cannot be posted and votes cannot be cast, More posts from the Pathfinder_RPG community, For info, news, resources, and anything else about the Pathfinder TTRPG! Which means your players have to be prepared, and some classes (Alchemist) don’t synergize as well. Has some cool backgrounds/traits for hardcore Golarian players. Running this and Hell’s Vengeance together is pretty cool for players. That will piss off some players. The main "dud" of this one is you have Mary Sue type NPCs following you around the whole time. If your group isn’t balanced as much as possible for tasks, you’re fucked. (Not administered by or affiliated with Paizo Publishing® in any way), Press J to jump to the feed. My buddy is also currently running Second Darkness which I'm playing in. Main type of game: Spy thriller… but this time you work for the KGB. Lots of Travel or Staying in one place? I would have been happier with some more RP type elements. Some characters (Neutral ones) will GTFO. Balance of RP to Fights: I’d say it’s a perfect balance. Fuck that one. The original Adventure path. You stay in one place. Somewhat hard at times, but it explores a region that is very interesting. The main bad guy may tick off the players really quickly, and it's a little difficult to keep the storyline going if they die trying to kill him. I have run Rise of the Runelords, Curse of the Crimson Throne, Kingmaker, and Legacy of Fire. 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. Fast. If you can make it work, great, but otherwise I'd back off. I did have moments of ‘What the heck does that do again?’ over and over. If your players aren't that well read on past APs or Varisia, this may not be the best one to run. For all of these, you'll have to convert them to Pathfinder. I've heard some DMs state running the last adventure is like having ADHD and playing 12 games of chess at once. Good to Read by itself: Yes. Lots of Travel or Staying in one place? Some cool end of the world moments, never do the same thing twice. Balance of RP to Fights: There are some interesting RP moments. My group is about to take on Council of Thieves in the upcoming months. It’s really different than others, and can grow into a memorable game. You can pull in any of the monsters of NPCs and have all the stats there, and track things like hit points and status effects. The second set piece is not that well written, Some of the tactics of the enemies varies between pants-on-head stupid to Patton-Level clairvoyant General. It's a kick down the door, follow the carrot type campaign. If you're not into a "Arabian Nights" setting, you may want to back off. There’s a lot of dungeons to read, which have cool backgrounds and histories, yet that only goes so far “fun to read”. It has an epic feel to it that is very satisfying. Really interesting moments that are somewhat Lovecraftian, Have a player who likes playing ‘trap guy’? Do you have a player who is a strategic genius? I think the plot in the above 3 is cooler than this one. Be prepared to take the prewritten NPCs and run with them. We did the Savage Tide path from Dungeon, after running Runelords before that. Good to Read by itself: Yeah, it’s fun…. Up for grabs! If your players aren't ready to be pirates and/or evil and/or at least neutral... avoid this one. I wasn't that interested, honestly. In my opinion probably the second best adventure path out there in Golarian. Campaign traits have an impact and effect on the story throughout the entire campaign. As an outsider, I really don't get how Ironfang is a reflection on the states. Main type of game: Wilderness/Planar Jumping/Dungeon Crawler. Some characters (Neutral ones) will GTFO. Granted d20pfsrd.org should have most of the monsters, still extra time. There’s a truly epic feel to some of the adventures. The villains are very memorable. Can we get an Emerald Spire review? There's an entire adventure that requires RP, but if you screw up, your players will die 4 more times. Balance of RP to Fights: Not as much RP as other APs, but I wouldn’t call this devoid of RP. It's actually astounding how badly they underestimated their mythic rules in this AP. If you never have, I highly recommend it. If you don’t like future stuff in your fantasy, run. Be prepared that the first adventure has a slow, slow, SLOW tone in it to ensure the players are in the right state of mind. The beauty of surviving a Chthulu game is that ever present sense that you’re barely making it. Hate traps? Lots of Travel. There’s modern weapons in it, so be prepared for someone with a rifle. How easy is it to convert: Not hard at all, really. Including the five times I re-wrote Kyuss, Very ‘niche’ type of game. Balance of RP to Fights: Depends on your players, really. I've read some reviews that say it's also a bloodbath. Lots of Travel. Also a scathing review of US Culture. Press question mark to learn the rest of the keyboard shortcuts. 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. 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