Module Suggestion Thread


Adventures

Liberty's Edge

There's always talk of suggestions for new APs but this forum doesn't get the same. Throwing some ideas out there and just curious what other people want.

A Test of the Starstone seems to be a popular favourite. It's so steeped in Golarion lore and it'd be a nice excuse to have a mythic adventure, getting more use out of that hardcover. And enough time has passed since Wrath of the Righteous to be able to do high level mythic well.
It'd be interesting to have someone "cheating" at the test, leading to a race through the cathedral. Or some divine intervention to prevent another Norgorber.

Lords of the Castle
A Kingmaker lite adventure. But instead of managing a kingdom and city they're just looking after a single castle.
One of the stories I've always enjoyed playing and running was adventurers taking control of a keep or fortress and making it their own. Where they have to fix the structure, defending the surrounding lands, get supplies, hire workers and support staff, and the like. It's a trope that's popped up in lots of video games (Might and Magic IV, Neverwinter Nights 2, DragonAge Origins: Awakenings, DragonAge Inquisition, etc), and I've seen it done well in TT RPGs.
Plus, it's a nice modular module. If the party gets hold of a castle the GM can just buy this module and drop it into their game.

Beyond the Grave
The post-TPK adventure.
The party has died and travels to Pharasma's Boneyard for judging when they are tasked by the Lady of Graves to investigate lost or stolen souls. An adventure through the planes with the greatest of rewards at the end: a second chance at life.
Another modular adventure because recovering from a TPK sucks, and it's neat to instead turn that into a story.

Those are my thoughts. What would you like to see?

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