Mix n' Match!


Pathfinder Adventure Path General Discussion


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First of all
All Cthulhudrew's idea!

i love the idea, so rules second.

1) link any six adventure path adventures
2) lets see how well we can connect them
3) it is however just a hypothetical exercise so don't be afraid to get ridiculous with it:p
4) one six part adventure path per entry
5) i'm not sure if spoiler tags are necessary but use them if you want:-)


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I posed an idea similar to this to James Jacobs, but he thought it would lack plot cohesion or have too many story elements. However, rather than mix-and-matching entire books, it would take elements from several Varisian APs and mix them all together:

HUGE SPOILER ALERT FOR LOTS OF ADVENTURE PATHS:
The party would start off in Magnimar as agents for the Pathfinder Society under Sheila Heidmarch. Sheila has recently acquired the Shard of Pride, a powerful artifact which seems to date back to ancient Thassilon, but she only suspects that it might be part of a much larger artifact. She tasks the party with traveling to Sandpoint to speak with Brodert Quink, a scholar who has spent decades studying Thassilonian ruins.

When the party arrives, the whole town has turned out for the annual Swallowtail Festival, which is then interrupted by a goblin attack before the PCs get a chance to speak to Brodert. The whole attack was merely a diversionary tactic meant to keep anyone from noticing when Nualia steals all of Brodert's books and burns down his home. While Brodert can tell the party about Thassilon, his interests recently have been on the Old Light, an ancient structure on the edge of town that he believes was once a mighty military weapon. His memory isn't what it used to be, and the party will have to retrieve his books and notes to fulfill Sheila's task.

It's obvious that goblins wouldn't have stolen books, as they hate writing, so the party begins an investigation to find out who could be responsible, while staying at the Rusty Dragon Inn for free as thanks for saving the town from goblins. Eventually they learn about Nualia and learn from Shalelu about the various tribes that might be responsible. When they return to the inn however, Ameiko has been kidnapped, and the trail leads them to the Glassworks.

The party defeats Tsuto and the goblins, discover he was in league with Nualia and that they had found some ancient Thassilonian artifact and had stolen Brodert's books to learn more and perhaps discover more such artifacts. Unfortunately, the artifact they found was a minor runewell, not another shard like Sheila's, and the catacombs underneath the Glassworks are filled with strange creatures and an insane demon, but no Nualia.

The party can investigate all of the goblin tribes, and a visit to the Brinestump goblins might even turn up a scroll revealing that Ameiko once had family in the ruined town of Brinewall, triggering her to abandon Sandpoint and the unhappy memory of her parents' and half-brother's death there. However, the Thistletop goblins are the ones playing host to Nualia as she broods over Brodert's notes and tries to find out information about the minor runewell and where more might be located, believing she can use them to manufacture an army to do Lamashtu's bidding.

Eventually, the party makes its way back to Magnimar, having learned that Sheila's artifact is almost certainly a shard of the legendary Sihedron. Unfortunately, one of Sheila's associates has stolen that shard while the players were away, and now the party must get it back, while Sheila researches Brodert's notes.

And that would be the first 'book'.

Liberty's Edge

Snows of Summer
Seven Days to the Grave
Broken Moon
Endless Night
War of the River Kings
The Divinity Drive

can anyone link those? =p

The Exchange

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So we already had a similar thread a while back.It was fun then and it could be fun now :)

Anyway, reposting my ideas:

The Crazy One:

1) Souls for Smuggler's Shiv, because of a unique location
2) The Sixfold Trial, where your PCs sing along in Cheliax
3) The Asylum Stone, where a tour of Kaer Maga happens
4) Wake of the Watcher, because we need some tentacles in the mix
5) Rasputin Must Die!, wait, what??
6) Sound of a Thousand Screams, with some awesome fae action

the disturbing one:

1) The Wormwood mutiny, where the PCs have to escape being pirate slaves
2) Seven days to the Grave, where they got caught in a mad scheme to murder a city in a horrible way
3) Hook Mountain Massacre, where the hill billies roam
4) Endless Night, where the PCs get a first hand experience of Drow society...
5) Ashes At Dawn, where they negotiate with vampires
6) Herald of the Ivory Labyrinth, retrofitted as part 6 of a non mythic campaign, where the PCs witness the downfall of a herald of Iomedae in the heart of the abyss

The tourist's guide to Golarion:

1) The Stolen Lands - a calm and scenic start to the tour. Enjoy the wild forests, rivers and people of the River Kingdoms.
2) Shackled Hut - join an adventurous track across the frozen land of Irrisen and wrap it up with a visit to it's famous capital
3) The Jackal's Price - Satisfy your shopping needs in this exotic market city, and mingle with the fascinating locals
4) Forest of Spirits - enjoy a king's hospitality and explore the culture of Tian Xia before delving deep into a forest rife with spirituality
5) Skeletons of Scarwall - take a break from exotic locations to stroll through a medieval castle with a rich history, resting in the middle of a beautiful lake
6) Spires of Xin Shalast - this final leg of the journey will take you to the tallest mountain tops, to a breathtaking archaeological site of a dead civilization

I must say I am particularly fond of the third one - but I also think that other tours of Golarion are entirely possible! Maybe I'll make time to plan another one later today.


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Lord Snow, I particularly like your Disturbing AP and your Golarion Tourist AP! :)

If I ever manage to finish running the regular versions of the APs, I just might be tempted to do a Tourist (or Disturbed) mash-up just to hit certain thematic high-lights.


Coridan wrote:

Snows of Summer

Seven Days to the Grave
Broken Moon
Endless Night
War of the River Kings
The Divinity Drive

can anyone link those? =p

I'll give it a shot:

Spoiler:
The PCs investigate the sudden and unseasonable appearance of a winter storm in Taldor, which leads them through a portal to a city beset by plague.

Halting the magical disease, they then track its creators to a werewolf-ridden forest and find themselves caught between warring lycanthropes and a the mysterious death cult responsible for Korvosa's plague.

Clues left on the bodies of the cultists point to a Darklands connection, and the PCs must disguise themselves as drow in order to infiltrate a dark elf city and try to piece together the identity of the real mastermind. They uncover information pointing them towards King Irovetti of Pitax; could he be the ultimate evil?

Journeying to the Stolen Lands, they must first defend a budding young kingdom against Pitax's invasion force, then take on King Irovetti in his very own palace. At last, they learn that Irovetti- originally from Numeria- was being manipulated by someone operating out of Silver Mount.

In the land of twisted metal and superscience, they discover that the weather manipulations, diseases, and other manipulations are being initiated by an artificial intelligence that has awakened to divinity and is attempting to exercise control over the very planet itself!

Liberty's Edge

Cthulhudrew wrote:
Coridan wrote:

Snows of Summer

Seven Days to the Grave
Broken Moon
Endless Night
War of the River Kings
The Divinity Drive

can anyone link those? =p

I'll give it a shot:

** spoiler omitted **

Heck that's more tightly woven together than RotRL! Kudos.


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Okay, I think I've come up with a really good one. I call it "Conquest of Kaer Maga."

The modules I've used are:

Shadow in the Sky (AP #13)
Lords of Rust (AP #86)
The Infernal Syndrome (AP #28)
The Asylum Stone (AP #63)
Ashes at Dawn (AP #47)
Sanctum of the Serpent God (AP #42)

I switched the order of two (Asylum Stone and Infernal Syndrome, #3 and 4, respectively, of their APS), because of level suggestions. Even so, the last four have some leveling overlap/gaps that would need to be ironed out a little bit. I'm also modifying things so that they stay in the same geographic region.

The Synopsis (Spoilers Abound!)

Spoiler:
#1: The PCs are hired to work in Downmarket's Gold Goblin Gambling Hall. They soon prove to be more than capable enforcers for its owner, Saul Vancaskerkin; capable enough that he realizes they might well try to take over from him- worse yet, they might uncover his dirty little secrets! So Saul tries to take them out first, only to fail spectacularly. The PCs discover that Saul had been working with a serpentfolk lurking in the catacombs beneath the city! For reasons undisclosed, that serpentfolk had been causing a series of strange phenomena across Kaer Maga. In the end, his odd machinations are stopped, and the PCs end up running the casino themselves!

(Modification: Substituting serpentfolk for drow, as it fits better with the overall plot.)

#2: As the PCs begin to make a name for themselves as casino owners, other gangs of Kaer Maga decide to muscle in on their territory. The Lords of Rust, a group of thugs known to make use of clockwork parts and other strange technologies, makes the first foray. The PCs have to venture into the Warrens and prove their mettle with the various gangs therein, ultimately overthrowing the Lords of Rust and their mysterious leader, and establishing their rep as Kaer Maga's newest faction.

(Modification: Subbing technological stuff for clockwork/construct things. Not strictly necessary, but a suggestion for those who don't like Numerian tech in their fantasy.)

#3: "Uncle Guden" is well known in Kaer Maga as a generous benefactor, yet there are few who aren't suspicious of his motives. When his home in High Stacks suddenly explodes, it seems as if those fears aren't quite so unfounded. The PCs are enlisted by his majordomo to stop the escape of an imprisoned Pit Fiend whose release would imperil the entire city- including their casino! As if that wasn't bad enough, someone has sent vampire assassins to stop the PCs- or kill them!

(Modification: Some minor tweaks to make it fit into Kaer Maga. The tieflings employers will be the serpentfolk- bringing that plot back into the mix, as will the vampire assassins.)

#4: The PCs fame (or infamy) is spreading, and people across the city are beginning to turn to them for advice and help. Such is the case when the organ-reading troll Augurs approach them to help rescue one of their own from the clutches of the Ardoc clan of Bis. Upon saving him, the troll reveals a vision to them that seems to hint at answers to some of the mysteries they have run across involving the serpentfolk and plots against the city. Embarking on a vision-quest, they descend into the depths of Kaer Maga, learning some of the secrets of the serpentfolk beneath the city and suggestions of their ultimate designs, as well as discovering an artifact that might be needed in the future.

(Modification: Drop the trek to Kaer Maga in the beginning. Perhaps make Ardoc the benefactor of the Lords of Rust in part 2. Have Maligast give them some background on the serpentfolk, using material from the Serpent's Skull background, as setup for the final chapter.)

#5: Back in the city, the PCs are once again approached for help- this time to help the vampire Lord Victae Cobaru. There is a war brewing among the vampires of High Stacks, and he needs outside help to stop it. As his enemies are the same group behind the assassins that earlier tried to kill the PCs, he feels safe in seeking their assistance as they have a vested interest. Destroying their enemies uncovers the final piece of the puzzle the PCs have been dancing around since their early days as Vancaskerkin's employees: There is a veritable army of serpentfolk awakening beneath the city, and they are attemping to resurrect their dead god and take over Kaer Maga itself!

(Modification: Some minor changes to make it fit Kaer Maga. Drop the dullahan battle in the beginning, and/or parallel it with the battle with the Dark Rider in the previous adventure.)

#6: The PCs must wield all their accumulated influence in the city to rouse its various factions to join them in the fight for Kaer Maga! Then, armed with an ancient weapon they recovered beneath the city in part 4, delve once again into the catacombs of Kaer Maga to stop the resurrection of the serpentfolk god, and perhaps unifying the anarchic city for the first time under their leadership!

(Modification: None, really. Just have to bridge some level gaps from the previous adventure.)

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