APs you'd like to see in the future


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Adventure Path Charter Subscriber
Killer_GM wrote:
#2 I'd love to see a campaign along the lines of a Pathfinder version of something akin to the Tomb of Horrors, where the PCs walk the razor's edge for 15 levels full of traps, and undead horrors. It worked for Gygax and a generation of 1st ed players, I think it would do the same for Pathfinder.

based on your name and picture, this suggestion doesn't surprise me. ;-)

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Now that my wish for a pirate campaign has been granted YARRR! (More wenches!)

I would like to make my other wishes known:

Crusade to the Worldwound A Lawful Good skewed campaign that takes our heroes from Lastwall into Mendev, the Worldwound and finally into the Abyss itself.

The Megadungeon An AP that takes place in and around a massive sprawling dungeon.

Sands of Osirion A campaign that explores all the great themes Osirion has to offer.

My First Adventure Path An AP that focuses on the basic fantasy tropes and strips away the complex sub-systems and presents a region of adventure with a big Dragon to slay at the end. Perfect for a GM to graduate to when they outgrow the beginner box. Although perhaps ROTRL hardcover might fulfill this.

Scarab Sages

Pathfinder Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Superscriber
Sub-Creator wrote:
logic_poet wrote:
I'd like something that plays with the Age of Lost Omens. Like if the first part of the first adventure was uncovering some vague prophecy that nevertheless spells out the campaign, and then every episode made the players guess/wonder which part would come true or how. Kind of like the prophecy scene in Spire of Long Shadows, which had some visions of parts that had come true, and parts that had yet to come to pass.

Love this suggestion, though according to the Age of Lost Omens none of these prophecies are coming true "as written" anymore. Thus, a campaign based around this concept, but trying to figure out how the omens are changing and what inevitable darkness they may be leading to would be pretty awesome too. ;)

I know I'd definitely run such a game!

Yeah, it could start in Druma with the Prophets of Kalistrade and maybe involve missions into Galt, which would flesh out two underexplored Inner Sea nations. Maybe with a cameo stopover in Darkmoon Vale. It could also involve Taldor, since it's really old.


DM_aka_Dudemeister wrote:
My First Adventure Path An AP that focuses on the basic fantasy tropes and strips away the complex sub-systems and presents a region of adventure with a big Dragon to slay at the end. Perfect for a GM to graduate to when they outgrow the beginner box. Although perhaps ROTRL hardcover might fulfill this.

Don't forget a princess to save (with a note that it's okay for the GM to change it to a prince if he or she feels the PCs would prefer that).


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An original AP on Akiton giving homage to Edgar Rice Burrows and Michael Moorcock!


messy wrote:

finish maure castle!

but since that's not likely to happen, a new megadungeon would be great.

I'd like to see an AP Pathfinder version of the 'Village of Hommlet' and 'the Temple of Elemental Evil module'. The village fed into the quests in the computer game, and fed adventurers back into the dungeon and vice versa.


Nirmathas, Nirmathas.


I would like to see an extended AP (ie. 1 issue per month for 12 months - the length of two normal APs) that stretched across the same scope (1--20+) as the Dungeon APs (Savage Tide, Age of Worms, Shackled City).

According to James Jacobs, Word count on the Dungeon APs was around 324,000, and a current AP in 6 months is about 342,000. Given that the old Dungeon APs were printed in 12 to 13 months, I would love to see what Paizo can do now in the same amount of time.

I doubt we would ever see such a massive AP, as it would be a possibly risky deviation from the existing (and proven) release schedule. I can dream though.

Paizo Employee Creative Director

Eric Jarman wrote:

I would like to see an extended AP (ie. 1 issue per month for 12 months - the length of two normal APs) that stretched across the same scope (1--20+) as the Dungeon APs (Savage Tide, Age of Worms, Shackled City).

According to James Jacobs, Word count on the Dungeon APs was around 324,000, and a current AP in 6 months is about 342,000. Given that the old Dungeon APs were printed in 12 to 13 months, I would love to see what Paizo can do now in the same amount of time.

I doubt we would ever see such a massive AP, as it would be a possibly risky deviation from the existing (and proven) release schedule. I can dream though.

A full, 12 month AP installment would be about 700,000 words. At the very least, that would likely mean we'd shift over to the slow XP progression.

That said, it's not something we'll be likely to do. The Adventure Path format continues to be one of our most successful lines, with its popularity continuing to grow. That isn't the right time at all to make drastic changes like this... especially when I'm seeing a fair amount of "This AP isn't the one for me, but I like the sounds of the next one." I've heard that conceit since the start, honestly, and the fact that if we do an AP that doesn't appeal... you only have to wait 6 months for the next one to start is, I suspect, one of the greatest strengths of the AP. Not one I'm eager to tinker with.


Some AP's I'd love to see done:

1. A military centric campaign where things aren't so incredibly boiled down as in KM. Some examples:


  • Lastwall - a military campaign against the Orc Hordes of Belkzen.

    Adventure 1 is the PC's joining the Lastwall Military. Their first mission is a crossborder scouting/harassing mission to see what the Orcs are doing and may be burn down a few villages/cull the herds. While there, they learn taht the orcs have gotten themselves a new leader who is energizing the locals. So the pc's then have to find out more about what is going on by capturing a few orcs, and then learning that the leader is massing a horde, they have to flee back to their home base in Lastwall.

    Adventure 2 is the PC's returning to their home base and their CO dispatching them to start warning villages of the threat of attack. One of the villages is already under attack by an over eager tribe of orcs and the PC's have to repel the attack and then fight their way back to their castle, saving as many villagers as possible. Once at the castle, they learn that the Orcs have indeed invaded enmasse.

    Adventure 3 find's the PC's back in their home castle and having to endure a full on siege by one of the orc divisions. They have to fight the various incurions into the castle through tunneling, wall climbing, manage their castle's resources, etc.. Ultimately, with supplies running low and no hope of reinforcements, they have to sally forth and drive off the orcs by defeating their leader. For some RP goodness, make the castle's lord a craven who got the position unjustly and thusly making their life harder.

    Adventure 4 has the PC's castle now secure and them the new lords of the castle. They learn that a nearby castle has fallen, and an important noble/artifact/whatever has fallen into the orc's hands and the Orc's are taking it back to Belkzen as their prize, and they're the only ones in a position to intercept. This leads to an infiltration mission into Belkzen to rescue the wumpus.

    Adventure 5 see's them heading to Vigil and meeting the Watcher Lord. As one of the more competent groups he has available, he needs them to blunt the Orc's invasion. This leads to a series of battles where the PC's have to defeat the various orc forces, and ultimate drive it back from Lastwall. This session would be an indepth battle type game.

    Adventure 6 has the PC's at last going on the offensive where they counter invade Belkzen. They track the Orc leader back to his bastion and there invade his base of power and ultimately kill him.

  • Nirmathas v. Molthune - Similar to the last one, but instead of castles & crusaders, it's rangers v. humans.

2. A historical AP would be AWESOME. There are some amazingly awesome events in Golarion history and quite a few of them scream out to be explored as APs.


  • White Estrid - Either one of the PC's playing the role of White Estrid, or having her as an NPC in the group. But take the PC's through her rise from organizign the raid on Nidal, the blockade breaking, and sailing to Absalom. Then returning home and taming Boiltongue.
  • The Even-Tongue Conquest which is far enough in the past that Aspex the Even-Tongued could be anyone, man or woman.

3. A purely viking AP. I know this might be a bit of a wait, but start with a crew from Kalsgard gaming prominance and eventually joining Svienn Blood-Eagle on his voyage to Valenhall. It has the opprotunity for exploring Azlant, then Arcadia and things may be not being all they're reputed to be, and a war with the Skraelings.

4. An AP about a Spawn of Rovagug. The Tarrasque is pretty awesome, especially if it was an AP centered in say Galt.


Quote:
4. An AP about a Spawn of Rovagug. The Tarrasque is pretty awesome, especially if it was an AP centered in say Galt.

Legacy of Fire:

LoF actually centers about the heroes trying to prevent BBEG from resurrecting a Spawn of Rovagug...


Harek wrote:

Some AP's I'd love to see done:

...
3. A purely viking AP. I know this might be a bit of a wait, but start with a crew from Kalsgard gaming prominance and eventually joining Svienn Blood-Eagle on his voyage to Valenhall. It has the opprotunity for exploring Azlant, then Arcadia and things may be not being all they're reputed to be, and a war with the Skraelings.
...

A viking campaign is what Land of the Linnorm Kings made me think of. Made me nostalgic for an old college campaign made with the AD&D Vikings sourcebook. Good times, raiding and pillaging, fighting sea serpents.

I like the idea of a Historical AP as well. I think it would be fun to see a module or two of a stone age / ice age adventure, hunting mammoths on the tundra. I wonder if there is a way to make an AP cross a large span of Golarian history without seeming contrived, such as the PCs having to re-live key moments in history in order to find some specific pieces of information that weren't big enough to make it into the history books, but are key to the quest...

The Exchange

I would love to see an adventure path that takes place in a major city.

I think something to do with mass combat might be cool as well.

An adventure path involving a lost city hidden under water or in the desert.

Grand Lodge

Toadkiller Dog wrote:
Quote:
4. An AP about a Spawn of Rovagug. The Tarrasque is pretty awesome, especially if it was an AP centered in say Galt.
** spoiler omitted **

That's not the same thing. I'm talking about an AP that centers on actually dealing with a Spawn. From low levels and dealing with news of it's coming and a kingdom going to pot in panic to high levels where they actually have the wherewith-all to fight the thing.

Paizo Employee Creative Director

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Funny thing about the tarrasque...

I've been trying to fit the tarrasque into an AP since Age of Worms. Sometimes, he sticks in there until nearly the end (he almost saw an appearance in Savage Tide, and then again in Runelords, and then again in Legacy of Fire, and then again in Kingmaker), but it usually ends up being, "The tarrasque is too spicy. The AP needs to be ABOUT the tarrasque if he's gonna show up. We'll do the tarrasque AP next time." And then next time rolls around and we get distracted by pirates or ninjas or drow or whatever.


James Jacobs wrote:

Funny thing about the tarrasque...

I've been trying to fit the tarrasque into an AP since Age of Worms. Sometimes, he sticks in there until nearly the end (he almost saw an appearance in Savage Tide, and then again in Runelords, and then again in Legacy of Fire, and then again in Kingmaker), but it usually ends up being, "The tarrasque is too spicy. The AP needs to be ABOUT the tarrasque if he's gonna show up. We'll do the tarrasque AP next time." And then next time rolls around and we get distracted by pirates or ninjas or drow or whatever.

I would individually marry every single person who works for Paizo if it meant I could have a Godzilla movie AP about the Terrasque.


I want to see outsiders causing trouble such as the Aeons, Daemons, Proteans or Qlippoths.

Demons and Devils needs a break. :)

Another idea-->Maybe that Numeria place can be explored.

PS:In case I spelled Numeria wrong it is the place that has the robots(?).


James Jacobs wrote:

Funny thing about the tarrasque...

I've been trying to fit the tarrasque into an AP since Age of Worms. Sometimes, he sticks in there until nearly the end (he almost saw an appearance in Savage Tide, and then again in Runelords, and then again in Legacy of Fire, and then again in Kingmaker), but it usually ends up being, "The tarrasque is too spicy. The AP needs to be ABOUT the tarrasque if he's gonna show up. We'll do the tarrasque AP next time." And then next time rolls around and we get distracted by pirates or ninjas or drow or whatever.

Good call. I could possibly see him in the Age of Worms, but the others it would have felt like an excuse to use him, imo.


Chiming in with my two cents:

Bastardhall -- I know a horror campaign has already done, and it was already done in Ustalav, and you guys are keeping clear of mega-dungeons, but Bastardhall would be awesome. The whole AP wouldn't have to be Bastardhall, part of it could be adventures leading up to Bastardhall. The dread of that black carriage leaving Bastardhall again in 4713 has the locals on edge.

Also, I'd like to see an AP that features both space adventuring and planar travel. Like a series of events leads to the party being stranded on another planet and they have to traverse some planes to get back. Or vice versa: The party gets stranded on another plane and when they do get back to the Material Plane, they find out they're on the wrong planet. Of course they'll need to get back to Golarion and can't just settle on the new planet because some Big Bad is at work on Golarion and only they can stop him/her.

Scarab Sages

Pathfinder Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Superscriber

I keep thinking Bastardhall would make an appearance in the evil AP.


James Jacobs wrote:

A full, 12 month AP installment would be about 700,000 words. At the very least, that would likely mean we'd shift over to the slow XP progression.

That said, it's not something we'll be likely to do. The Adventure Path format continues to be one of our most successful lines, with its popularity continuing to grow. That isn't the right time at all to make drastic changes like this... especially when I'm seeing a fair amount of "This AP isn't the one for me, but I like the sounds of the next one." I've heard that conceit since the start, honestly, and the fact that if we do an AP that doesn't appeal... you only have to wait 6 months for the next one to start is, I suspect, one of the greatest strengths of the AP. Not one I'm eager to tinker with.

I still like the idea of a 9 month (launched at Gen Con), followed by a 3 month (maybe launched at Paizo Con). That would allow for a longer AP to cover 20 levels and then more focus on the lower levels for the next six months (3 months of the short AP follower by the first 3 parts of the next one).

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

logic_poet wrote:
I keep thinking Bastardhall would make an appearance in the evil AP.

What's "the evil AP"?

Dark Archive

Pathfinder Roleplaying Game Superscriber
wraithstrike wrote:

I want to see outsiders causing trouble such as the Aeons, Daemons, Proteans or Qlippoths.

Demons and Devils needs a break. :)

Sorry but the Devils have a iron clad contract as a union to keep the others out and us in work. We go along because it keeps others out of our sandbox.


JoelF847 wrote:
logic_poet wrote:
I keep thinking Bastardhall would make an appearance in the evil AP.
What's "the evil AP"?

AP for evil PCs.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

Toadkiller Dog wrote:
JoelF847 wrote:
logic_poet wrote:
I keep thinking Bastardhall would make an appearance in the evil AP.
What's "the evil AP"?
AP for evil PCs.

Has Paizo indicated that they're planning on doing that?

Dark Archive

Pathfinder Roleplaying Game Superscriber
JoelF847 wrote:
Toadkiller Dog wrote:
JoelF847 wrote:
logic_poet wrote:
I keep thinking Bastardhall would make an appearance in the evil AP.
What's "the evil AP"?
AP for evil PCs.
Has Paizo indicated that they're planning on doing that?

The new Skulls and Shackles one seems to lean that way. Paizo has said that a Paladin for a example really wouldn't work in it. Second Darkness really worked better for evil characters I thought, ones that didn't want to see the world destroyed cause they like messing with it.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

I guess I see Skull and Shackles as more of a non-lawful AP - one which allows for underhanded but potentially good hearted characters ranging from a Captain Jack Sparrow to Conan (or other pulp hero) leading a mutiny and going pirate for a while. These types of characters could still be good or neutral, but would be less likely to be lawful. But, that's based on my own perceptions of the AP, and I haven't put a lot of time into finding out about it too early - I like to enjoy reading through the APs with a limited perception of it ahead of time, to not spoil it too much too soon.

Paizo Employee Creative Director

Dark_Mistress wrote:
JoelF847 wrote:
Toadkiller Dog wrote:
JoelF847 wrote:
logic_poet wrote:
I keep thinking Bastardhall would make an appearance in the evil AP.
What's "the evil AP"?
AP for evil PCs.
Has Paizo indicated that they're planning on doing that?
The new Skulls and Shackles one seems to lean that way. Paizo has said that a Paladin for a example really wouldn't work in it. Second Darkness really worked better for evil characters I thought, ones that didn't want to see the world destroyed cause they like messing with it.

While Skull & Shackles is certainly an easy one to play with evil PCs... we're not assuming that, nor are we building it to be that. We've said that Paladins wouldn't work well for the AP mostly because of the psychological baggage the class brings with it... I think that a lawful good character (even a lawful good cleric or monk or the like) COULD play in Skull & Shackles fine, but the fact that the paladin has 30+ years of inertia and alignment arguments and the like means that, from a fundamentally traditional level, paladins would have a tough time being justified as characters in the AP. Not impossible, but certainly tough.

Skull & Shackles' core goal is, after all, to get rich and be pirates. Paladins, more than any other class, don't mesh well with being pirates. But the concept of good-aligned pirates doing your thing in "pirate land"? That's pretty awesome.

Paizo Employee Creative Director

JoelF847 wrote:
I guess I see Skull and Shackles as more of a non-lawful AP - one which allows for underhanded but potentially good hearted characters ranging from a Captain Jack Sparrow to Conan (or other pulp hero) leading a mutiny and going pirate for a while. These types of characters could still be good or neutral, but would be less likely to be lawful. But, that's based on my own perceptions of the AP, and I haven't put a lot of time into finding out about it too early - I like to enjoy reading through the APs with a limited perception of it ahead of time, to not spoil it too much too soon.

This is a much more accurate interpretation of the AP than an "It's the EVIL AP!"


James Jacobs wrote:
JoelF847 wrote:
I guess I see Skull and Shackles as more of a non-lawful AP - one which allows for underhanded but potentially good hearted characters ranging from a Captain Jack Sparrow to Conan (or other pulp hero) leading a mutiny and going pirate for a while. These types of characters could still be good or neutral, but would be less likely to be lawful. But, that's based on my own perceptions of the AP, and I haven't put a lot of time into finding out about it too early - I like to enjoy reading through the APs with a limited perception of it ahead of time, to not spoil it too much too soon.
This is a much more accurate interpretation of the AP than an "It's the EVIL AP!"

That is good enough for me. I just have to decide to lobby for RoTL as a player, or this one. Since I will end up running whatever I don't get to play I guess I will have to wait for more info in the coming months.

Dark Archive

Pathfinder Roleplaying Game Superscriber
James Jacobs wrote:
Dark_Mistress wrote:
JoelF847 wrote:
Toadkiller Dog wrote:
JoelF847 wrote:
logic_poet wrote:
I keep thinking Bastardhall would make an appearance in the evil AP.
What's "the evil AP"?
AP for evil PCs.
Has Paizo indicated that they're planning on doing that?
The new Skulls and Shackles one seems to lean that way. Paizo has said that a Paladin for a example really wouldn't work in it. Second Darkness really worked better for evil characters I thought, ones that didn't want to see the world destroyed cause they like messing with it.

While Skull & Shackles is certainly an easy one to play with evil PCs... we're not assuming that, nor are we building it to be that. We've said that Paladins wouldn't work well for the AP mostly because of the psychological baggage the class brings with it... I think that a lawful good character (even a lawful good cleric or monk or the like) COULD play in Skull & Shackles fine, but the fact that the paladin has 30+ years of inertia and alignment arguments and the like means that, from a fundamentally traditional level, paladins would have a tough time being justified as characters in the AP. Not impossible, but certainly tough.

Skull & Shackles' core goal is, after all, to get rich and be pirates. Paladins, more than any other class, don't mesh well with being pirates. But the concept of good-aligned pirates doing your thing in "pirate land"? That's pretty awesome.

Oh I wasn't saying it was a evil AP, only that due to it being about pirates that it leaned that way more than most AP's to date.


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I vote for a We be Goblins themed AP.


Just ideas, take them as such.

1) A Taldan noble man (or woman) is tired of all the stupidity that runs through the empire and wants to bring it back to real glory. Since he's benevolent and altruist, he'll be annoying for other aristocrats that really only think of themselves, and as such will be victim of intimidations and assassination attempts. This leads him to call his trusted friends (the PCs) for protection (or maybe he doesn't know them, but hires them from the ranks of good-hearted people who want to work for Taldor's betterment) and for uncovering the dirty secrets of other Taldan nobles.
Then maybe the noble will go close to falling into corruption (Aspis consortium interests?) or into evil acts, and the PCs will have to keep him in the right road.
Later, he will die, but no sooner than having officially made the PCs his heirs, both moral and material. To them the last steps for trying to clean up Taldor while the Keleshites from east try to exploit the empire's inner turmoil.

2) An ancient race of alien beings is confined within a finite demiplane. Their resources are running short, and the demiplane is polluted due to their many and different attempts to escape it via their advanced technology (not advanced enough to escape, sadly). They wear masks that allow them to breathe, and they never learned to use magic. They were confined there by their ancient enemies (pick any kind of Aberration devoted to magic).
The PCs have someway been involved in fighting that kind of Aberrations, when inside an old and apperently unclaimed relict of Numeria they stumble in the access to the strange prison-demiplane. The pollution immediately makes them pass away, but the alien beings find and recover them. Then, they ask for their help and send the PCs back, perhaps equipped with some shiny techno-stuff that will draw the actention of Numeria's Technic League (after their many attempts to escape, the aliens discovered that things which came from outside the demiplane after it was sealead can still go in and out freely).

3) Deep in a wild forest is the entrance to an odd realm, where only children live. And the PCs also become children after they enter it! (And of course they'll be unable to leave freely.)
The child-people of this realm do not know the meaning of aging or growing up, nor of reproduction; when one of them dies, a new, different child pops up from nowhere, saying that he travelled a long journey from a distant kingdom he/she doesn't remember much about. Despite the fact that they always retain a somewhat childish and easy-going psyche, they still have knights, guards, healers, wizards and everything else.
In this realm there is an Evil Knight Lord who terrifies the children, and even though they constantly fight his minions, they are too afraid to ever defy the master and end his reign of fear.
The arrival of the PCs brings funny situations, as they come with a lot of odd questions that the children never thought of or don't want to.
The truth behind the scenes is that the inhabitants of that realm are a large group of children of various races that for some reason were all together and ended up in the secluded forest due to an accident. An ancient and strange Devil that dwelled in that place put them all in an eternal stasis, linking their minds in a permanent and common dream. Then entered the dream himself as the Dark Knight Lord. The Devil feeds on the fear he causes to the children while eternally keeping them in a false world.
The new child that comes from "afar" when one of them dies is a "reincarnation" of the falsely dead child, with no memories of his/her previous existance.
To the PCs will be the hard final choice of killing the Devil and making the dream end, with all the children then rapidly growing old to death, their spirits finally free, or rather let the Devil live and leave the children in their endless, blissful dreamy prison in exchange for regular bursts of fear.

Shadow Lodge

I personally like the idea of a military-based AP against an army of orcs/hobgoblins. Something about the idea of a marauding barbarian warlord strikes me as a fun BBEG very different from the usual monsters (eg. devils, genies, fey) and casters (Karzoug, Adivion [think I spelled that right], Ileosa).

Senconding the idea for a plane-hopping AP as well as one centered around the tarasque.

Dragon slaying would also be fun. Dragons are iconic to the game as some of the baddest monsters in existence and haven't got their chance as a BBEG yet. There's plenty of them to be had, but not as the end-all-be-all bad guy yet. Also, Skyrim has showed plenty of interest in this concept recently.


I'd like to see:

1. Vikings headed across the sea, stopping in Azlant, ending up in Arcadia, making use of cool Native American style mythology there. Should end with everyone dying a glorious death.

2. A military campaign, maybe in the Worldwound - a new crusade out of Mendev. Probably ends up in a bit of planar travel. Get to highlight the Kellids too.

3. A noir-y, mostly urban campaign in Geb and Nex. Cold war espionage and an opportunity to show off some of the more exotic parts of the world.


There are so many good ideas and a lot that could become APs. Here's what I'd like to see...

AP dealing mostly with dwarves.
Citadels, orc fighting, axes, and ale!

AP dealing mostly with halflings.
Perhaps a slave liberation movement in Cheliax? Put those dirty tallies in their place or die trying!

Lands of the Linnorm Kings and Irrisen.
Ulfen are awesome, nuff said.

Numeria.
Dirty barbarians and spaceships. How can it be this hasn't been made yet?

The Worldwound.
There are just days when I want to play an ultra crusader and that'd be a great place to do it.

Galt.
I'd love to see a party try to bring some stability to the region or make it worse depending on their actions.

Azlanti.
I'd like to see a full blown AP dealing with their lost empire.

Andoran.
It's an interesting nation with a lot going on. Lots of modules placed there but no AP.

Arcadia and other continents.
Maybe have something like Kingmaker where you have to start a colony in the "New World" for your patron kingdom or nation. Or just a grand AP set to explore those other continents.

Sequels to the other APs.
With most of the APs it seems they end before you hit 20th, so why not continue those adventures...or at the very least some follow up modules to the APs for high level characters.


Highway Man, you have to understand, Paizo makes money out of APs, and that's the reason that APs must be appealing to the majority of the players. While Dwarvish campaign sounds fun, there's a 99.99% chance that Paizo won't make an AP that assumes that PCs are dwarves, because that completely ruins it for the people who don't like dwarves or just plain would rather play something else. That applies even moreso to halflings, because they're not as popular as dwarves. And of course, by playing a certain race that has fixed ability bonuses/penalties, it is harder to pulloff some classes (cha-based for dwarves, str-based for halflings ). So, if you have an AP that discriminates most of the races and about third of the classes, well you don't have to be a marketing genius to figure out that it won't sell well.

What Paizo *might* do one day is make an AP centered around Five Kings Mountain. Or at least that it starts there. I don't think we'll be seeing a Chelaxian AP any time soon, simply because they did it already, and it wasn't that much of a success.

For the above mentiod reasons, APs usually are suitable to all races and classes. The only AP that I know of that specifically discriminates one class is the upcoming Skulls and Shackles, as devs have said that it's not that suitable for Paladins.


Well firstly this is a thread about what we'd like to see. I didn't see anywhere that they had to be great money making ideas, just adventure paths we'd like to play in or game master for.
Secondly I would argue that most of the adventure paths are human centric where the other races honestly play second fiddle and not everyone likes playing humans, just as you would argue not everyone likes playing dwarves or halflings.
Thirdly I would also argue that adventure paths based on elves, gnomes, dwarves, halflings etc would only fail if the writing was shoddy and the marketing for them terrible. Plus I didn't say you couldn't play other races in such an adventure path. Being the outsider looking in is a viable and fun character concept in any adventure.

Anyway, those were just two of my ideas and I'm not under any illusion that they'll become adventure paths or anything. They are just ideas I'd like to see is all.

Scarab Sages

BQ wrote:

Thought I'd create a thread where we could throw up some ideas for future APs.

What I'd like to see is an infiltration style campaign where the PCs are a different race. Maybe Drow or Serpentfolk or I guess you could flip it have standard PCs infilitrating a Drow or Serpentfolk community/city.

For those of us that didn't get enough the first time... King Maker 2. A similar scenario (Get a writ to go out, explore, claim territory and build a civilization) with different actors and perhaps in a different place.


Cele wrote:
BQ wrote:

Thought I'd create a thread where we could throw up some ideas for future APs.

What I'd like to see is an infiltration style campaign where the PCs are a different race. Maybe Drow or Serpentfolk or I guess you could flip it have standard PCs infilitrating a Drow or Serpentfolk community/city.

For those of us that didn't get enough the first time... King Maker 2. A similar scenario (Get a writ to go out, explore, claim territory and build a civilization) with different actors and perhaps in a different place.

honestly I doubt you will see this possibly EVER. My reasoning on this is they have announced a paizo mmo that will be heavily based around that, and most likely they'll keep those ideas for that...

Scarab Sages

Stewart Perkins wrote:


honestly I doubt you will see this possibly EVER. My reasoning on this is they have announced a paizo mmo that will be heavily based around that, and most likely they'll keep those ideas for that...

*Shrug* I hope that the MMO doesn't have negative effects on their AP products. They are basing the MMO on it because it was so popular...


Cele wrote:
Stewart Perkins wrote:


honestly I doubt you will see this possibly EVER. My reasoning on this is they have announced a paizo mmo that will be heavily based around that, and most likely they'll keep those ideas for that...

*Shrug* I hope that the MMO doesn't have negative effects on their AP products. They are basing the MMO on it because it was so popular...

I agree wholeheartedly. What I meant (and may have not been very clear, in which I apologise) is that Most of the adventures and content for the MMO (the writing not programming) will presumably be done by proffessional designers (such as Paizo has on staff) if they want that authentic Pathfinder experience they seem to want to give. As such, with so much effort being diverted or redirrected that way as far as content goes, I would assume they would only have so much to do in that area without treading on a new AP. I'm also under the assumption that as such they would want to keep the two seperate as far as that goes. As such I just wouldn't expect to see much in the way of that area in the same way there isn't APs in Absolom (Pathfinder society has that kind of locked down), etc.

RPG Superstar 2014 Top 32

+1 for Worldwound / Mendev
+1 for Dragons / Arthurian (Brevoy? Lastwall?)

-1 for Numeria (are we allowed negative votes?)


Here's my idea for an AP focused on Galt: La Révolution est finie. Je suis La Révolution.

The perpetual upheaval in Galt ends with the rise of a brilliant, ruthless military commander, who quickly consolidates power and raises the mightiest army Golarion has seen in an Age. Led by the brilliant tacticians who rise through the ranks under his policy of absolute meritocracy, his forces quickly subjugate and establish puppet rulers in Brevoy, The River Kingdoms, Razmiran, and Druma, forge a treaty of neutrality with Kyonin, then march south along the Sellen valley to seize the coastal plains of Taldor and Andoran.

In the face of this onslaught, traditional enemies will be forced into an uneasy alliance: the leaders of Qadira, Cheliax, Osirion, and Absalom cannot fail to see the threat posed to their own power and territory should Taldor and Andoran fall to the new empire.

My ideal structure for such a Napoleonic AP is inspired by the Richard Sharpe novels, with the PCs playing a role much like that of Sharpe and his Chosen Men. As the AP progresses they will be tasked with larger and larger missions: scouting, at first, then rallying an occupied town against its Galtian garrison, holding a crucial fort, commanding troops in the field, undertaking a mission to the far north to slow the enemy's advance into Numeria until the winter sets in and forces their retreat, and finally infiltrating the enemy capital to engineer a coup that will leave the enemy leader exiled and imprisoned on an island in the inner sea... only to see him escape and reestablish his regime in Part 6, whereupon they must lead a combined army of all the Southern Allies to meet the assembled strength of Greater Galt in the climactic battle that will decide the fate of Avistan.


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A further thought: one cool thing about my Napoleon-inspired Galt scenario is having high-level Cavaliers as the BigBad and some of his lieutenants (or Field Marshals, as the case may be). I don't think that's been done yet. Cooler still if part of the reason for his success is heavy use in his army of Alchemical weaponry, along with Summoners and their eidolons acting as shock troops and and order of Inquisitors maintaining security in conquered lands -- the relative rarity and obscurity of the APG classes would make them a challenge for nations whose spell-casters are mostly clerics, wizards and bards, and who are used to thinking in terms of those types when defending against magical threats, to cope with.

Silver Crusade

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I doubt we would see anything like that. Paizo don't want to upset the applecart by making major changes to the world. This extends to political boundaries.

Sounds like a cool campaign though.


FallofCamelot wrote:

I doubt we would see anything like that. Paizo don't want to upset the applecart by making major changes to the world. This extends to political boundaries.

Sounds like a cool campaign though.

But that's the neat thing about the Napoleonic Wars as a model -- the political boundaries post-Waterloo didn't look that different from prior, and most of the same dynasties that had ruled the countries Napoleon conquered were restored to power after his defeat. The wars certainly led to major shifts over the next century due to the rise of nationalism, especially in Germany and Italy, but the situation after the treaty of Paris looked superficially very much like status quo ante.

Thinking it over, though it might make more sense to do something like this in Pathfinder On-Line, maybe five years down the road; it seems like exactly the sort of thing a creative design team could do to shake up an MMO that's starting to seem too predictable to its players.


Favorite ideas.

1. A heavy Ulfen AP, possibly culminating in being named a Linnorm King.
2. Deep Tolguth adventure path. Against the troglodytes/snake men.
3. Akiton/off-world adventure path. (Yeah, I'm an Edgar Rice Burroughs fan)
4. Time-travel/AP set in one of the past ages of Golarion.
5. Outer planes AP
6. Against the Old Ones AP
7. Urban adventure in Absalom.

Also, while I know that running a direct follow up AP for those PCs is off limits, what about connecting a high level PF Module to take the PCs down one of those 'after the adventure' paths or at least get it started?

Shadow Lodge

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Adventure Path Charter Subscriber; Pathfinder PF Special Edition Subscriber

I've been planning one of my own for my current group. We're currently a;most throughy Kingmaker (me runningit), then I get to play carrion crown and hopefully I can try this on them. I've started plotting and putting thoughts together on an AP in which an ancient Duergar "scientist" has built himself a body of iron and gone into a long slumber in a city deep in the underdark. The city can only be accessed by a series of special iron key, only 7 in the general world with some appentices and henchmen he sent to explore - all equally mechanical/automata/twisted. Starts when PC'sgo looking for answers when villages disspear into the earth and whole village populations dissapear (to Duergar mining machines?slaves?). Fins a key and subsequent investigation awaken the scientist. he sends some of his minoins to find out who worngfully has access to his citadel starting a whole chain of events. Many, many constructs, Duergar, Mechanus (or similar), a vengeful and insane Kolyarut(?) Inquisitor or an insnae Marut trying to find the scientist and willing to stop at nothing to collect the keys he needs to reach him (villages decimated, a showdown in a town ala pale rider), Aboleth, ruins of the Azlant and finally an Iron Golem Duergar alchemist hell bent on domination of a world gone soft in the absence of Azlant, Aboleth and Rune Lords. A creture that can freely transfer consciousness between his body and others he has crafted. Yeah it might be little retro with a fairly clear line between good and evil, but...

Shadow Lodge

And we have a clear winner. Paizo, please hire this guy.^

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