Adventure Path 3 - please no cults / end of the world


Age of Worms Adventure Path

Dark Archive

Just wondering if others have noticed the fact that both APs have dealt with evil cults & doomsday prophecies? I've seen mail & threads in the past that say to avoid cliches. Hopefully the Dungeon staff will realize there are more choices to build a campaign around - search for a fabled magic item, discover lost continent, good old dragon hunting,...

My current campaign is Return to the Temple of Elemental Evil, so if I run both APs after this I'm looking at 3 cult-based campaigns in a row. I'll probably need to do something else in between somewhere so the cult plot doesn't get too old for my group.


Michael Cummings wrote:

Just wondering if others have noticed the fact that both APs have dealt with evil cults & doomsday prophecies? I've seen mail & threads in the past that say to avoid cliches. Hopefully the Dungeon staff will realize there are more choices to build a campaign around - search for a fabled magic item, discover lost continent, good old dragon hunting,...

My current campaign is Return to the Temple of Elemental Evil, so if I run both APs after this I'm looking at 3 cult-based campaigns in a row. I'll probably need to do something else in between somewhere so the cult plot doesn't get too old for my group.

My biggest non-published campaign was built around pursuing a bandit leader and his gang across Greyhawk, and then discovering that the bandit leader was a minion of a Lich...

A more "street level" AP would be a nice change of pace - bring on political intrigue, undead lords and alien invasions...

M

Paizo Employee Creative Director

Marc Chin wrote:
A more "street level" AP would be a nice change of pace - bring on political intrigue, undead lords and alien invasions...

That actually kinda sounds like some of the things we've got planned for Age of Worms...


James Jacobs wrote:
Marc Chin wrote:
A more "street level" AP would be a nice change of pace - bring on political intrigue, undead lords and alien invasions...
That actually kinda sounds like some of the things we've got planned for Age of Worms...

Cool!

I better save my pennies so I don't have to go begging back-issues from friends...

M (broke DM)

Paizo Employee Chief Creative Officer, Publisher

The "Age of Worms" is not the end of the world. It is merely a period of darkness and "writhing doom." Not even scholars know exactly what that means.

Not everything is as it seems.

--Erik


Erik Mona wrote:

The "Age of Worms" is not the end of the world. It is merely a period of darkness and "writhing doom." Not even scholars know exactly what that means.

Not everything is as it seems.

--Erik

An age of 'Darkness and writhing doom' doesn't sound so bad for some...

The fishing should be downright excellent!

M


Honestly, I don't see the problem with this AP or a third having cults and doomsday prophesies... this AP is the same story as the first one... just a different place and in the future. Kinda like a Star Wars type of story. I thought that was the point, and if the first adventure is any indicator of how the rest of AP2 will come out, then we're looking at a VERY different feel and play than the first... but is it so wrong to have a continued story-line? I think not.

Dark Archive

Pathfinder Lost Omens, Rulebook Subscriber

Indeed, the continuity ensures its longevity. Twenty years from now, at the release of D&D 5th edition, we'll all be clamoring for updated Adventure Paths in Dungeon 364. Erik Mona, still editor-in-chief of both mags (only because Paizo paid to put his preserved brain into a jar hooked up to a computer) will work twenty-seven hours a day (after the comet alters our planetary rotation, of course) to create "Return to the Shackled City of Abyssal Evil" and "Age of Worms 2: Kyuss' Revenge".

The D&D newbies will decry them as lacking originality, clamoring instead for large killer dungeons (complete with oversized poster maps) full of inescapable traps, unkillable foes, and DM fiat. The gaming scizm will distract us all from noticing that our earth governments had been overrun by Green Worm-Men from Beyond Time(TM) and their zombie slaves.

Then we'll realize that was Kyuss's plan all along. Sneaky bastard.


Doomsday cults are good -- 16th level adventurers surely have more important things to worry about than looting treasure chests.

I think at that level they *should* be saving the world.

My two cents, probably not worth that :)

Jack


One thing I would appreciate in AP3 is less undead. In fact, almost none would be an exciting change of pace. Seems like every other module or adventure has the BBEG an undead of some sort.

Is there anyone else that feels this way?

Scarab Sages

Tatterdemalion wrote:

Doomsday cults are good -- 16th level adventurers surely have more important things to worry about than looting treasure chests.

I think at that level they *should* be saving the world.

My two cents, probably not worth that :)

Jack

I agree completely... when you look at the LGG and see that most of the leaders of the world are an average of level 12 or so, you should get the idea that high level adventurers are movers and shakers in the world. By level 10 or so, the ante should be upped from just being treasure delvers to being up-coming leaders. By level 15 or so, you're in Team America (F@#$, Yeah!) territory... you are bastions of your faith, pillars of your king and country, scourges of profound threats. Or you are dying in the attempt, anyway.

(actual ponderance of a campaign, is of course, as subjective as any of the fluff v. cruch, pro-Wil v. anti-Wil, red v. blue arguments that break out here. The preceeding was just my view.)

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

If you don't have dooms day cults and threats to world saftey, what the heck you you do with the near epic level characters?

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