Pathfinder Adventure Paths: Complete List and What They Cover

Paizo Publishing has been producing Adventure Paths — multi-volume, interconnected campaign series — since 2007, making them one of the longest-running structured campaign formats in tabletop RPG publishing. Each Adventure Path spans 3 to 6 volumes and takes a group of characters from 1st level through to a dramatic conclusion, typically around 20th level in Pathfinder Second Edition. This page breaks down what Adventure Paths are, how they're structured, which major paths exist for both editions, and how to decide which one fits a particular group's playstyle.


Definition and scope

An Adventure Path is not a single module. It is a serialized campaign — a sequence of linked adventures published by Paizo that tell one complete story arc across multiple books. The format traces back to Dungeon Magazine's "Adventure Path" column, which Paizo inherited before striking out independently with the Rise of the Runelords series in 2007 (Paizo Publishing).

Each volume in a path typically runs 96 pages and includes the adventure itself alongside supplemental content: setting lore, new monsters, player-facing options, and rules expansions. In Pathfinder Second Edition, Paizo restructured the format so that most paths run 3 volumes instead of 6, keeping each volume longer and the pace tighter.

The full scope of published Adventure Paths is substantial. As of the conclusion of Paizo's Second Edition publication cycle through 2024, the company had released more than 30 distinct Adventure Paths across both editions — roughly 19 for First Edition and over 14 for Second Edition, with some paths still in active publication. That number continues to grow on a roughly quarterly schedule.

For a broader understanding of how the game's rules underpin these adventures, the conceptual overview of how Pathfinder RPG works covers the mechanical scaffolding that Adventure Paths are designed around.


How it works

Each Adventure Path follows a consistent internal architecture:

  1. Volume 1 establishes the setting, introduces the central conflict, and brings characters from 1st to approximately 4th level (in 3-volume Second Edition paths) or 1st to 5th (in older 6-volume First Edition paths).
  2. Middle volumes escalate the stakes, introduce major antagonists, and explore the broader world connected to the conflict — often taking characters through distinct geographic or thematic "chapters."
  3. Final volume delivers the climactic confrontation and resolution, targeting the level cap for that path, which varies but typically lands between 17th and 20th level in Second Edition.

Paizo designs Adventure Paths so that following the experience point awards embedded in each volume keeps the party at the intended level without requiring GMs to manually balance encounters. The encounter building system in Second Edition — which uses an Experience Point budget per threat level — integrates directly with this pacing.

Supplemental content inside each volume often connects to the broader Golarion setting, giving GMs regional lore, faction details, and deity information that enriches the campaign without requiring separate sourcebook purchases.


Common scenarios

Second Edition Adventure Paths (selected major titles):

First Edition Adventure Paths (foundational titles):

The contrast between these editions is meaningful. First Edition paths often feel more maximalist — 6 volumes, wider level ranges, denser rules appendices. Second Edition paths run leaner, with streamlined encounter math and fewer redundant subsystems. Neither approach is objectively superior; the choice depends on whether a group prefers expansive scope or focused momentum.


Decision boundaries

Choosing an Adventure Path comes down to four variables:

Tone. Abomination Vaults leans into dungeon horror. Extinction Curse is theatrical and strange. Curse of the Crimson Throne is politically dark. Groups should match tone to table preference before anything else.

Edition. Groups playing First Edition have access to nearly two decades of paths. Those on Second Edition have a smaller but growing catalog. The First Edition vs. Second Edition comparison covers the mechanical differences that affect which paths are practical to run.

Length. A 3-volume Second Edition path typically delivers 200–300 hours of play at a standard pace. A 6-volume First Edition path can run 400+ hours. Shorter paths like Abomination Vaults are well-suited to groups with uncertain long-term scheduling.

Entry point. Abomination Vaults and Beginner Box-adjacent paths work well for new GMs. Experienced GMs comfortable with kingdom-building subsystems or mythic rules have more options. The Pathfinder Beginner Box page covers the on-ramp resources that feed naturally into shorter Adventure Paths.

The full Adventure Paths index on this site lists every path by edition, level range, and thematic focus.


References