Escape adventure path?


Pathfinder First Edition General Discussion


Has paizo done an adventure path where you escape from something, like a dangerous land or planet?


A whole AP? You spend 15+ levels escaping? I don't think so.

The closest I know of would be Council of Thieves, where you don't exactly escape, but you are fugitives (good heroes in an evil country with evil rulers, evil people, and evil, well, everything). But instead of escaping, you hide out and try to fix the realm.

Probably not quite what you meant.


DM_Blake wrote:

A whole AP? You spend 15+ levels escaping? I don't think so.

The closest I know of would be Council of Thieves, where you don't exactly escape, but you are fugitives (good heroes in an evil country with evil rulers, evil people, and evil, well, everything). But instead of escaping, you hide out and try to fix the realm.

Probably not quite what you meant.

They aren't even fugitives really - most of the AP there is no organized government or higher authority out to get them.


Skull and Shackles you start out press ganged


Just thinking about it - Legacy of fire has two books (4 and 5) devoted entirely to this ...


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Way of the Wicked started you off in prison, but there is not an entire AP based on you escaping and/or running away.

Paizo Employee Creative Director

Yeah... an "escape" adventure works better as a single adventure rather than an entire campaign, especially considering that eventually spells like wind walk or fly or teleport increasingly make "escape" easy, forcing a constant escalation of what it is you're escaping from. As folks have pointed out, we have done escape adventures before. The first adventure in Serpent's Skull is one I'd point out—in "Souls for Smuggler's Shiv," the plot is basically "escape the creepy tropical island you shipwrecked on."

We do, in fact, have at least one more big "escape" adventure in the works down the road, but an entire AP? Not so much.


What if you played Reign of Winter with more emphasis on the players being hunted?


It's my understanding that an AP will typically take 1-3 years to run. At some point you've got to turn around and face your foe.

I can easily imagine a campaign with heavy emphasis on, for instance, trying to escape your past in exile, and it coming back to haunt you but even then, I would expect there to be a point where you had to stop running.


While its 3PP, but for the Kaidan setting of Japanese horror (PFRPG), of the Curse of the Golden Spear trilogy of modules, the first module is getting there, but the following 2 modules are all about escape from Kaidan, being chased by dozens of samurai and elite assassins. A full escape doesn't come until the last page of the third module.


James Jacobs wrote:

Yeah... an "escape" adventure works better as a single adventure rather than an entire campaign, especially considering that eventually spells like wind walk or fly or teleport increasingly make "escape" easy, forcing a constant escalation of what it is you're escaping from. As folks have pointed out, we have done escape adventures before. The first adventure in Serpent's Skull is one I'd point out—in "Souls for Smuggler's Shiv," the plot is basically "escape the creepy tropical island you shipwrecked on."

We do, in fact, have at least one more big "escape" adventure in the works down the road, but an entire AP? Not so much.

Thanks. Then there's no competition. :-)


*Poing*
-Whats that, Wizard?
-I think we just leveld up.
-Does that mean?
-Yes, we're level 9.
*casts teleport*
DM: *campaign ruined*


There's nothing to stop you homebrewing something like this. I have a homebrew campaign that I'm currently designing that starts off with the characters being plane-shifted away from their homes and placed on basically the game-battlefield of a group of squabbling deities who then place a barrier around the plane that prevents interplanar travel until you have a sufficiently high level. The goal of the players is to not get destroyed by the other pawns of the gods while still leveling up enough to be able to leave.

Now mind you this is a Lvl 10-20 mythic campaign so you might not need to go quite as overboard in making it hard for your players to escape. :)

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