What Third Party Adventure Path Do You Want?


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Greetings all,

My name is Gary McBride and I own Fire Mountain Games. We are right now half way through "Way of the Wicked", Pathfinder's only evil adventure path and are considering what comes next. We won't be making any definite decisions for some months, so this is your chance to toss out suggestions.

If you could have any third party adventure path for the Pathfinder RPG, what would it be? Don't worry about practicality or marketability. We'll worry about that for you. Instead, describe your dream product no matter how outlandish. What would be an adventure path that would make your heart race?

Remember, we can't use Golarion or Paizo's IP and we aren't interested in licensing anything (beyond using the Pathfinder Compatibility License). But we can make an epic adventure easily portable to any fantasy world.

What should it be? We're listening.

Gary McBride
Fire Mountain Games


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Psionics. :D


Lilith wrote:
Psionics. :D

Dreamscarred Press is already doing that :D

Dark Archive

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I would love to see some sort of underground Adventure Path. Most of the published ones are set in jungles, towns or the high sea. Such an AP would have a wealth of monsters already out of the gate as well there are good deal of friendly type races found there. Perhaps it could be an underground/dungeon mix, having it span a few underground areas and a series of dungeons made centuries ago by a Lich(still unliving perhaps). They have to solve some puzzle to a treasure horde using clues from each of the various dungeons. The best thing about that type of AP is that the underground or dungeon areas would most likely have been taken over by other nasty things.

All in all I love most of the APs for the Pathfinder game system. Way of the Wicked is one of the best as it allows for an evil game to be run in a new and fantastic way.


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A Final Fantasy-stle AP that mixes traditional settings with technology and airships might be fun... although a separate book for the tech might be needed.

Liberty's Edge

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I was going top say something dwarf-themed, and then I saw Chris's comment about underground, so that dovetails nicely.

It seems like Paizo doesn't like or pay a lot of attention to dwarves. They're one of my favorite races to play and interact with, and their culture has so much potential, but none of it ever seems to be realized.


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I like the underground idea above as long as some new ground is covered and some long beloved sacred cows are either avoided or slain.


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A living megadungeon--with plot, NPCs, even towns. The PCs could even be born and raised inside the dungeon. And I do mean dungeon, not just Underdark cavern or what have you. The dungeon revises itself constantly for reasons unknown, spawning and destroying life forms, puzzles, rooms, even entire levels. Mapping it is only possible in the relatively short term.

You ever read the Death Gate Cycle? Think the Labyrinth, but not quite as homicidal. A dungeon so large and old that complete societies has formed in it.

---

That or something with a lot of plane-hopping. : D

Grand Lodge

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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

1) Something with a strong emphasis on the planes and plane shifting. Something reminiscent of Planescape and Sigil. I think the planes create an opportunity to create some really alien and interesting environments and creatures.

2) Something around a sunken city or empire beneath the waves. Lots of Atlantian flavor and maybe an aquatic PC race or two.

3) Egyptian/Arabian theme. I know Paizo has an egyptian themed AP, but I love ancient middle east flavored themes. I'm an old Al Qaddin fan and would love to see an AP set in this kind of environment.

4) Post Apocalyptic - A fantasy realm in a very dystopian time period where some kind of apocalypse has really taken everything back to the stone age. Dark Sun/Conanish type setting.

Dreamscarred Press

Matsci wrote:
Lilith wrote:
Psionics. :D
Dreamscarred Press is already doing that :D

It's just taking us forever because it's a giant learning experience for all involved. :)


I like the idea of an adventure path built around the players designing and building a dungeon. Of course, making a believable reason for them to do so is a bit tricky.

Relatedly, an adventure path that begins with the players finding some major artifact (again requiring some tricky justification) and then realizing that they'll have to resist the temptation to use it.

Besides, or in addition to, those, I'd second the idea for something involving more plane hopping. I had an idea for something where the PCs began the adventure on a mostly empty demiplane (with a couple of portals) and eventually built it up into a nice headquarters. I couldn't really figure out a good long term goal though.

Plane hopping adventure paths would need a good description of the cosmology though.


Jeremy Smith wrote:
Matsci wrote:
Lilith wrote:
Psionics. :D
Dreamscarred Press is already doing that :D
It's just taking us forever because it's a giant learning experience for all involved. :)

This is much loved. I totally can't wait, as Psionics is easily my favorite concept in Pathfinder.


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Forgotten Realms... but then I know thats impossible lol so...

1. I like the Living Dungeon Idea blahpers had. Something ala The Death Geath Gate Cycle's Labyrinth would be great. Actually that incorperates both a dungeon world and a planescape type game if the party ever gets out of the dungeon.

2. Another Open Campaign like Kingmaker.

3. Something massivly hard. An AP where the DM and the players know that it will be near impossible to keep the same character the entire campain. Crazy Lethal Traps, High CR encounters, Harsh unforgiving enviroments... Something truelly epic if completed. An AP that really rewards a good Defense... actually this can also be worked into Idea number 1. The Labyrinth was supposed to be a living hell of a dungeon. Always evolving, and it had a personal goal of killing its captives.

Silver Crusade

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I want a dragon. I'm not sure how to relate it to an AP, but something epic that culminates in a fight against a dragon as the final encounter. It can be totally cliche for all I care, starting off with rescuing a princess or some other damsel in distress.


From The Death Gate Cycle wiki wrote:

The Labyrinth.

In the Labyrinth, the Sartan who should have been monitoring the prison realm either died or left. And without its caretakers, the Labyrinth slowly evolved from a temporary correctional facility into a sadistic and sentient prison. Instead of forcing a hard existence upon the Patryns and teaching them to care for others through relying on one another, it created a lethal, murderous hell where survival was the cruel torture of having hope dangled in your face, only to have it ripped away. Setting out on journeys that lasted generations, they traveled and fought in nomadic bands or simply alone. The Patryns became even more warlike as they fought against incredible odds to push farther and farther towards escape. Though some Patryns did eventually escape, they did so only by climbing on the corpses of those who had come before.


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Dragonamedrake wrote:
3. Something massivly hard. An AP where the DM and the players know that it will be near impossible to keep the same character the entire campain. Crazy Lethal Traps, High CR encounters, Harsh unforgiving enviroments... Something truelly epic if completed. An AP that really rewards a good Defense... actually this can also be worked into Idea number 1. The Labyrinth was supposed to be a living hell of a dungeon. Always evolving, and it had a personal goal of killing its captives.

Are you aware of the the Slumbering Tsar hardback and/or forthcoming Rappan Athuk hardback (from Frog God Games)?

Silver Crusade

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Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

A crusader campaign, swing the pendulum the other way as the characters are recruited to take back the holy land from infidels and their LG status becomes sorely tested, finally taking the crusade into Hell (or the Abyss) itself.

A planescape style AP, where characters start in a planar hub and travel planes, dimensions and time itself, perhaps to reshape material reality in some significant way.

The path of Gods, the players travel the path to Godhood! This AP assumes the players achieve their goal half way through the campaign, ending with a battle against a tentacled Elder God.

Psychonauts: The players adventure through the minds of various NPCs attempting to find a secret so powerful it will change the campaign world forever.

Apocalypse: the world is ending in book 1. The PCs must deal with the aftermath.

DRAGONS. Dragons have declared war on the young races, the PCs face the draconic threat eventually coming to blows with Tiamat herself!


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ericthecleric wrote:
Are you aware of the the Slumbering Tsar hardback and/or forthcoming Rappan Athuk hardback (from Frog God Games)?

No but I will certainly take a look now. Thanks for the heads up.


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High Politics, Game of Thrones-style, with lineages etc. If someone can pull it off, then you.

I'd also love a weird AP using interplanetary themes à la "It came from the stars" or "sailing the starlit sea".

I'd also buy a book about Hell/Heaven of earth - the judgment day is upon the world - what do you do? Can you stem the tide? Broker a peace?

A no-divine healing AP with tweaked characters, something gritty and dark fantasy-like, with no bad choices, only consequences.

A War-AP focused on warfare, commanding units and conquering an empire.

A rebel Guerrilla-warfare AP centered on the opposite.

One set in the Inner planes.

An AP that focuses on colonization.

An AP set in an Inuit-style land, one in a native american-style land (steampunk cowboys vs. magic native americans?). One in an African-style setting. A TRUE jungle AP.

That's what I can think of from the top of my head.

Dark Archive

1)I know its almost impossible to actually do, but I'd like to see a CE adventure path.

2) I think running a LG alternative version of your "Way of the Wicked" where the players are a step behind and trying to stop the evil caused in the adventure path would be interesting and fun.

3) An Epic adventure (you would be able to publish your own epic rules for Pathfinder) path set after "Way of the Wicked".

4) A Pathfinder zombie and other undead adventure where the characters are trying to stop(or spread) a worldwide and multi-planar undead outbreak.

5) A Dwarven focused (We be Space Dwarves?) planar adventure.

6) A NE adventure path. You've done evil so well in your LE adventure path you might as well run with it.

7) Work with Dreamscarred Press to publish a Psionics adventure path.


Alliance building and a great battle at the end with the Characters as generals of individual armies to fight back the expansion of some great power. Sorta Kingmaker but with less paperwork and each character with their own forces that they can marshal (kingdom soldiers, holy order knights, followers of their god, tribes of barbarians, etc)

Sovereign Court

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Snow White and the Seven Dwarfs: Bear with me here, and it doesn't HAVE to be dwarfs and there don't have to be seven.

The PC's (who all have a trait focused on their connection with the Princess, but servants of some kind) overhear that the queen (not by blood, her husband died and she isn't the Princess' mother) is going to kill the princess to keep the throne.
They must get her out to safety. Then you can deal with the summoned creatures/army the queen is hunting them down with. Eventually, they have to get her in to a neighboring country as a political refugee. There they bring the prince to fall in love with her and lead in the war to take back her country, uniting the 2 kingdoms, just in time for a big menace (ancient dragon or something) to get into the picture and the PCs to have to stop it.
Sprinkle in Grimm's fairy tales (in a non-silly way) throughout.


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>Seconding the idea for a war AP. Make all factions in the war have their pros and cons (LN, N, CN?) so players can sympathize with whom they're fighting. The PC's could start as members of a Neutral nation that's under attack. They will be fighting as a squadron together, participate in a few battles, secure aid from other groups, search for magic spells/items that will help the war effort, look for spies in the ranks, and maybe do some spying themselves!

>Also supporting the call for extra-planar adventures. Maybe get the ball rolling in an art gallery where the paintings can act as portals? Or is that too Super Mario 64?

>Urban adventure (who doesn't love these?) in a huge metropolis with feuding guilds, noble houses, and street gangs.

>Not really an AP, but I think it would be cool if the PC's got magically shrunken down to the size of a mouse when they revisit Baby's First Dungeon. The place will be mostly familiar, but they wont be able to open doors, "small" creatures will be a terror, and they'll be able to explore the cracks, crevices, and tunnels. Eventually they'll find a new area in said dungeon, where they can grow to their proper size.

>Two words: Mushroom. Forest.


Zape wrote:

Snow White and the Seven Dwarfs: Bear with me here, and it doesn't HAVE to be dwarfs and there don't have to be seven.

The PC's (who all have a trait focused on their connection with the Princess, but servants of some kind) overhear that the queen (not by blood, her husband died and she isn't the Princess' mother) is going to kill the princess to keep the throne.
They must get her out to safety. Then you can deal with the summoned creatures/army the queen is hunting them down with. Eventually, they have to get her in to a neighboring country as a political refugee. There they bring the prince to fall in love with her and lead in the war to take back her country, uniting the 2 kingdoms, just in time for a big menace (ancient dragon or something) to get into the picture and the PCs to have to stop it.
Sprinkle in Grimm's fairy tales (in a non-silly way) throughout.

Been watching Once Upon A Time as well? :P I do like the idea though, it sounds like fun!

Sovereign Court Contributor

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I have a lot of notes for a India or pseudo-Vudra AP, myself. It goes from a small village festival to the planes of the gods, involves dice games with Asuras, battles with elephants, monsoons rains, jungles infested with tigers and ghosts, deserts, burning grounds, and the players are minor divine avatars...

Sczarni

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An AP focused on playing unusual races


Perhaps something designed around the modern path: heroes of the modern world? I have my fill of generic fantasy, maybe a gothic horror/Dark Matter-esque/alternate reality game so as to explain magic mixing with modern times.

It just seems like such a well designed system and I think that 1-20 AP for it would do it wonders. Although, their may be licensing issues with it so I can understand if you choose not to go in that direction.

Alternate options in case modern path is a no go:

1) Gothic Horror
2) Something large scale and expansive, "lets go kill gods" type of thing
3) Sci-fi/space opera (cause I'm wierd. :P)
4) A sherlock Holmes style detective story/intrigue. (Something in-vogue with where the second movie went.)
5) Sandbox style action-adventure AP

Sovereign Court

OmegaZ wrote:


Been watching Once Upon A Time as well? :P I do like the idea though, it sounds like fun!

I haven't, actually. Should I?


Matsci wrote:
Lilith wrote:
Psionics. :D
Dreamscarred Press is already doing that :D

Although, I wouldn't mind a 1-20 Psionic's themed AP from Fire Mountain Games using Dreamscarred Press' material.

(In case you didn't notice I'm big on cross pollination of 3rd party material. :P)


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i want an AP called "ANGRY BARDS" that revolves around the kidnapping of somebody's kid (how about a tengu's egg) by a bunch of pig-faced orc boar-shaman druids that hole up in a fortress. it should involve siege engine combat.

just sayin'.


Something like a Jackie Chan movie adventure path, not necessarily asian-monk themed, but with great set pieces for zany action sequences. Light-hearted high adventure. Ninjas vs. pirates incongruity.

Dark Archive

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Seconding an AP dealing with dragons (or at least one, at the end). Instead of the dragon being the Big Bad's mount or scary minion, the dragon *is* the big bad, and the standard 'spellcaster at the end of the module' is his half-dragon kid.

Also seconding an AP designed for unusual races. I'd love to see one that is built around accessibility for an 'iconic' party consisting of a goblin, a hobgoblin, a bugbear, a gnoll, an orc and a kobold, or a similar oddball group.


Zape wrote:
I haven't, actually. Should I?

NO. Read the comic Fables instead. The show has some good ideas, but absolutely terrible writing. It is seriously a fanfiction of a bunch of fairy tales.

Anyway, I would be interested in seeing what you guys could do with a horror adventure path. :)


Frerezar wrote:
An AP focused on playing unusual races

That'll be every AP after The Advanced Race Guide comes out.

Just sayin'. :(


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I would be interested in:
-a Norse/Viking themed AP. I know that Jade Regent had some of that. I want MORE!

-An Underdark type themed AP. I would even be interested in one that focused on the Political Intrigue aspects of Drow culture.

-An Underwater AP. We could explore Atlantis, take on the Aboleth Consortium, or something like that.

-A Prehistoric AP. Flavor the weapons to be primitive, flavor the races to be primitive, put the adventurers up against dinosaurs and other prehistoric beasts.

That's just my 2cp.

-Aaron

Sovereign Court

Now to me too a couple of the other ideas:

  • Ascension based AP. Fallen gods reborn, no memory of life as a god before, earning your powers back as you go.
  • Plane hoppers. Unfortunately, it could be challenging to keep this one from being too sandboxy.
  • Dragon Riders. There, I said it. I've resisted that all day.


I think it would be neat to play 2 AP's at once. For a level or 2 you play the good guys, then for a level or 2 you play the bad guys, alternating between the 2 until it culminates in an epic battle between both sets of characters played by the same players ... in a sense the final battle could be played without the GM doing much at all.


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I think APs in the following areas would be fun:

1) Planes - As above a Planescape/Sigil-type theme would be cool.

2) Fey-themed - a Dark Fey/Light Fey AP would be interesting.

3) Underground/UnderDark - I second this idea that was proposed.

4) Unusual races sounds interesting too


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Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

Atlantis themed Underwater AP sounds fun. PCs could even be underwater races.

Or an AP in space. SPAAAAAAAACE!

Grand Lodge

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I've asked my gamers to answer this question as well, and hopefully they'll have some answers soon. For now, I'll put in my piece.

I do like the idea of undersea Atlantian adventures. They're so rare.

1) Dragons Rule. Since the original conception of Dungeons and Dragons, there have been an insane lack of adventures that involved either. Rather ironic actually. One type of module I'd like to see is a low magic campaign. A friend was designing one, but it ended up falling through. The premise was that dragons held close the secrets of arcane magics, and anyone trying to learn their secrets would be out right murdered. Divine magic still existed, but due to an arch-dragon that was so powerful it rivaled the gods, only lower level spells could be granted by the heavens. Nothing beyond 6th.

2) A Mountain Range AP. Adventures can travel all over the the world, or even across planes. However, mountain passages aren't all that common. Most players don't like the isolation from the outside world, and what could be hiding under those large rocks. Or the idea that a rock slide could bury them.

3) Vampires and Werewolves. Have it be a war and PCs somehow accidentally get caught up in it, or they're a bunch of slayers to purposely get involved. Heck, make them vampires and lycanthropes.
a) Another suggestion is bring us to a world or continent not unlike the original Ravenloft, and make your own artifact that protects vampires from the sun, and lesser medallions that other vampires can wear based off of the artifact that can mimic the same thing, but maybe only for a few hours.

4) Underground seclusion. If mountain ranges can spook a PC, being in the dark and an inclosed space can do that much more. A rock slide's one thing, but a complete cave-in's quite another. Maybe throw in some phrenic scourge, and their thralls. Maybe even a few drow.

5) Stop the Apocalypse. There's templates for it, but have the world slowly being destroyed and the PCs take on the avatars of the four horsemen.

6) Slave Gladiators for the Emperor. The PCs all wake up on a pirate ship and are being taken to an arena where they must fight to survive, and bring about a rebellion to get them all released and take down the tyrannical society that enjoys seeing slaves being ripped apart by lions.

7) Death to Civilization. A sect of evil druids have decided that urban centers have done enough damage to forests and nature in general. They've come together, gathering other beings of the fey and giant community and are slaughtering everyone to make the land pure again with their victim's blood. The PCs either help, or stop this genocide.

8) The First Gods. In the beginning, there were four gods. The sun god, and the gods of the three moon phases (eclipse, full, and red). The red was evil. The evil god tried to destroy the world, as that's what CE gods that don't like not having all the power do, and was locked away for centuries after being defeated by other gods and becoming a fallen god. His followers disbanded. All except one. In present day, a lich oracle who never gave up hope in being back her god has made a breakthrough. The PCs must stop his resurrection at any cost. (Current campaign that I'm running, and based off of the original story of the spider god, Shagrath).

9) The Black Knight. The terrible scourge that is the black knight has been moving about country to country, taking the land from peasants and kings on behalf of his lord. This dark menace is the emissary of evil and tyranny. It's finally come to the PCs' land to bring about oppression, or war if anyone's dumb enough to challenge him. The PCs could all be knight characters (armiger, knight, fighter, paladin, etc) or part of the king's court (mage, healer, musician) who have been given charge to take down this cold-hearted blaggard.

10) The Misfits. Bad things are randomly happening, and only beggers, the homeless, street urchins, and the almost crazy are left to defend the city. This would be a perfect urban setting for classes like guttermage.

11) Witch Hunt. Children are slowly going missing all over the country. There's rumours about a pied piper and witches traveling throughout the land luring the young and impressionable to them. What are they doing to the children, and why do they need them?

12) Undead Pirate Scurvy Dogs. This one just writes itself really.


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Interesting ideas, guys! Let me throw out a couple of ideas and see if any of it stirs up some conversation.

Viking Saga -- You are the bloodsworn crew of a viking raider plying the seas in search of glory and plunder in a mythic norse setting. What strange lands will you find? What mysteries will you discover? And who will know your fury? The saga isn't over until you die in battle and arrive in Valhalla where the brave shall live forever.

The Guildmaster -- You start small-time, a local batch of hoods, eager to make a name for yourself with whatever small jobs you can manage. By the time you're done, you will control this great metropolis. You will be the corruption at this city's heart, with eyes on every street, fingers in every pie. You will, if you can survive, be the Guildmaster.

The Great Game -- Once the gods warred, but now they resolve their differences with the Great Game. Whoever wins, to them shall be awarded dominance in the coming age. What are its rules? How is it played? Who can say? The gods are mysterious. But you are players in the great game -- brought here along with beings from across the multiverse. You will need cunning, might and wisdom to prevail at the Great Game. You must be ruthless. Only one faction can win. And the prize for victory -- to return home.

What do you think?

Gary McBride
Fire Mountain Games

Dark Archive

blahpers wrote:

A living megadungeon--with plot, NPCs, even towns. The PCs could even be born and raised inside the dungeon. And I do mean dungeon, not just Underdark cavern or what have you. The dungeon revises itself constantly for reasons unknown, spawning and destroying life forms, puzzles, rooms, even entire levels. Mapping it is only possible in the relatively short term.

You ever read the Death Gate Cycle? Think the Labyrinth, but not quite as homicidal. A dungeon so large and old that complete societies has formed in it.

Yes. A thousand times.

Dark Archive

A Lovecraftian themed campaign/end of days type scenario.

Or a Goblin PC themed campaign would be awesome.


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I agree on an underground/Dwarven AP. For inspiration, definitely something like Dragon Age: Origin, divert from the usual Dwarven tropes.

I'm also for plane-hopping in order to keep things fresh but I don't know how simply that could be done in the early levels. Perhaps something like the planeswalkers from Magic: The Gathering?


The Great Game sounds very intriguing.

Dark Archive

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Pathfinder Roleplaying Game Superscriber

I agree with some of what others have said. So my list in no particular order.

1) Gothic horror
2) Sherlock Holmes style investigation
3) Escape from monster(prehistoric) island(think the old Isle of Dread where at the end you finally get off the island)
4) Game of Thrones, high on political and social aspects with fighting and some wars with different houses trying to claim the throne.
5) Fey Themed, where you go into the fey realm and try to find your way out. Having to make allies, do favors etc while trying to survive. (I know similar to escape from monster island)
6) Save the princess mentioned above.
7) Kill the dragon, a dragon is rampaging and have to on quests to get items to kill the dragon or protect the kingdom from it for awhile etc.

Dark Archive

Pathfinder Roleplaying Game Superscriber
Fire Mountain Games wrote:

Interesting ideas, guys! Let me throw out a couple of ideas and see if any of it stirs up some conversation.

Viking Saga -- You are the bloodsworn crew of a viking raider plying the seas in search of glory and plunder in a mythic norse setting. What strange lands will you find? What mysteries will you discover? And who will know your fury? The saga isn't over until you die in battle and arrive in Valhalla where the brave shall live forever.

The Guildmaster -- You start small-time, a local batch of hoods, eager to make a name for yourself with whatever small jobs you can manage. By the time you're done, you will control this great metropolis. You will be the corruption at this city's heart, with eyes on every street, fingers in every pie. You will, if you can survive, be the Guildmaster.

The Great Game -- Once the gods warred, but now they resolve their differences with the Great Game. Whoever wins, to them shall be awarded dominance in the coming age. What are its rules? How is it played? Who can say? The gods are mysterious. But you are players in the great game -- brought here along with beings from across the multiverse. You will need cunning, might and wisdom to prevail at the Great Game. You must be ruthless. Only one faction can win. And the prize for victory -- to return home.

What do you think?

Gary McBride
Fire Mountain Games

First one would be interesting, but not to soon as it is to similar to the current pirate AP by Paizo at the moment.

The second one has promise especially if you expanded it a bit to feel a bit like Thieves World book series.

I am pretty meh about the last one to be honest. Just not my thing.

You could throw in to my list above though.
8) The Odyssey, first adventure is perhaps about the war they went to and then on they way home they get cursed, lost or what have you and then have to try and find their way home like the story.


golem101 wrote:
blahpers wrote:

A living megadungeon--with plot, NPCs, even towns. The PCs could even be born and raised inside the dungeon. And I do mean dungeon, not just Underdark cavern or what have you. The dungeon revises itself constantly for reasons unknown, spawning and destroying life forms, puzzles, rooms, even entire levels. Mapping it is only possible in the relatively short term.

You ever read the Death Gate Cycle? Think the Labyrinth, but not quite as homicidal. A dungeon so large and old that complete societies has formed in it.

Yes. A thousand times.

A game where the evil guys are the good guys... sort of.


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Fire Mountain Games wrote:

Interesting ideas, guys! Let me throw out a couple of ideas and see if any of it stirs up some conversation.

Viking Saga -- You are the bloodsworn crew of a viking raider plying the seas in search of glory and plunder in a mythic norse setting. What strange lands will you find? What mysteries will you discover? And who will know your fury? The saga isn't over until you die in battle and arrive in Valhalla where the brave shall live forever.

The Guildmaster -- You start small-time, a local batch of hoods, eager to make a name for yourself with whatever small jobs you can manage. By the time you're done, you will control this great metropolis. You will be the corruption at this city's heart, with eyes on every street, fingers in every pie. You will, if you can survive, be the Guildmaster.

The Great Game -- Once the gods warred, but now they resolve their differences with the Great Game. Whoever wins, to them shall be awarded dominance in the coming age. What are its rules? How is it played? Who can say? The gods are mysterious. But you are players in the great game -- brought here along with beings from across the multiverse. You will need cunning, might and wisdom to prevail at the Great Game. You must be ruthless. Only one faction can win. And the prize for victory -- to return home.

What do you think?

Gary McBride
Fire Mountain Games

First two - not so much - Vikings perhaps, if the exploration aspect was emphasized. Small time hoods, nope. Great Game - sounds intriguing but I would wait to see what that actually involved in concrete terms.

I would buy an Underdark / underground themed AP; something in which numerous practical and environmental hazards caused problems, and in which the PCs couldn't simply teleport out, using the kind of material that was presented in the old Dungeoneers Survival Guide. Lost for months at a time, traversing hundreds of miles of tunnels, chasms, subterranean rivers, buried cities and unspeakable horrors. Something like Night Below, in fact, which was probably the pinnacle of my DMing career.


Fire Mountain Games wrote:

Interesting ideas, guys! Let me throw out a couple of ideas and see if any of it stirs up some conversation.

Viking Saga -- You are the bloodsworn crew of a viking raider plying the seas in search of glory and plunder in a mythic norse setting. What strange lands will you find? What mysteries will you discover? And who will know your fury? The saga isn't over until you die in battle and arrive in Valhalla where the brave shall live forever.

The Guildmaster -- You start small-time, a local batch of hoods, eager to make a name for yourself with whatever small jobs you can manage. By the time you're done, you will control this great metropolis. You will be the corruption at this city's heart, with eyes on every street, fingers in every pie. You will, if you can survive, be the Guildmaster.

The Great Game -- Once the gods warred, but now they resolve their differences with the Great Game. Whoever wins, to them shall be awarded dominance in the coming age. What are its rules? How is it played? Who can say? The gods are mysterious. But you are players in the great game -- brought here along with beings from across the multiverse. You will need cunning, might and wisdom to prevail at the Great Game. You must be ruthless. Only one faction can win. And the prize for victory -- to return home.

What do you think?

Gary McBride
Fire Mountain Games

+1 on the Great Game. Sounds intriguing, personally I would like a better reward than, "you can go home now,".

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