First Edition’s Adventure Paths are finished, long live Second Edition’s Adventure Paths. Come see the Age of Ashes, the first AP for a new age.
Pathfinder has, in many ways, been built on Adventure Paths. Paizo got their start with long winding campaigns that span the levels from baby-tier adventures where you’re lucky if the goblins don’t kill you, to high-fantasy superheroes (basically) who punch dragons, gods, dragon gods, and all kinds of other weird villains. You could also argue that Pathfinder was built on revising 3.x edition D&D instead of moving over to 4th, and you’d be right–that’s where a lot of Pathfinder’s design philosophy comes in for better and worse. And the newest edition looks like it’s 5th Edition but with Pathfinder ethos (so, ironically a lot of 4th Edition D&D is secretly in there).
But what hasn’t changed is the Adventure Path–this adventure seems like it is poised to embrace Paizo’s big penchant for creating sprawling adventures. And kicking off with an apocalyptic event looming large, but the Age of Ashes all begins with Hellknight Hill.
Dawn of a New Age
Fires burn atop the ruined citadel on Hellknight Hill, sending plumes of red smoke into the air that could be a call for help. Within the old keep, strange invaders from a distant land, mysterious long-lost ruins, and the machinations of a shadowy organization await discovery. Something dire is building toward an apocalyptic event, and it falls to your characters to stop the end before it begins. The Age of Ashes Adventure Path begins with “Hellknight Hill”—a complete adventure for 1st- to 4th-level characters.