Seven Dooms for Sandpoint

Level Range: 4-12

Player's Guide

The town of Sandpoint has seen more than its fair share of danger and trouble over the years. But something sinister has been manipulating events all along, and now a new band of heroes must step in to save this legendary small town from seven deadly dooms!

For the 200th Adventure Path Volume, Paizo put an entire Adventure Path in a single volume. The entire Seven Dooms for Sandpoint was authored by Paizo’s Creative Director James Jacobs. This relatively new AP is already a highly-rated fan favorite.

Seven Dooms for Sandpoint is a huge dungeon crawl punctuated by trips to the iconic town of Sandpoint and some adventuring in the wilderness of the Lost Coast. Although the AP stands on its own, it is clearly intended as a love letter to Pathfinder’s early history, particularly to the events of Rise of the Runelords. Players who have previously experienced Rise of the Runelords will enjoy seeing some of their old allies and enemies resurface.

Seven Dooms for Sandpoint does an admirable job mixing dungeon delving with urban and wilderness encounters, leaving plenty of scope for a mix of play styles, from old school kick-in-the-door to complex role-playing. The AP serves as a toolkit for whichever play style the GM wants to support, with a variety of fun combats and a variety of NPCs to interact with. Plus, the ending [Hidden with inviso-text:] has a satisfying twist that GM’s and players will love.

Given that Seven Dooms for Sandpoint starts at 4th level and occurs in the same general part of the world as Rusthenge, which covers levels 1-3, Rusthenge is a natural choice for GM’s to run prior to this AP.

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