Another AP idea, the PCs are the employees of a mining operation in the Disapora (totally inspired by Deep Rock Galactic). They have a colorful cast of roughneck NPCs to work with. They have to deal with pirates, the natives, saboteurs, and asteroid monsters. And then they find clues to where the Axe of the Dwarven Lords (or similar artifact important to dwarves) is hidden. Now it's a treasure hunt to find a relic of dwarven history. Should include a Starfinder update to the Belt of Dwarvenkind, involve the Hobgoblin empire, a dragon, dangerous mining locations, information on dwarf clans, a visit to the aloof elves, and a pirate crew that keeps hounding after the PCs who are also after the treasure.
AP where the heroes are bounty hunters. Let Paizo writers get creative and use over-the-top, wild, bizarre tropes to toss against the PCs. The criminal underworld, bounty hunter organizations and rivals, mad androids, bring in a Dragon to face justice, the Wild Hunt, assassins and spies, a vital piece of data inside a datajack implanted on a space corgi, hunting a vampire (ala Vampire Hunter D style), etc.
Good research stuff would be 1e stuff like Planar Adventures, Concordance of Rivals, and the article in End of Eternity by Amber Stewart (Keepers of Chaos). ___________ According to the Pathfinder wiki: on the Material Plane, proteans have a reputation of being both madcap and subtle, and might do anything from engineering aeons-long schemes or just eating a roadblock on the spot. At the same time, they delight in mortals' capacity for true free will. They can also be found in large empires like Kelesh and Cheliax, and, historically, Thassilon under the reign of Emperor Xin, seeking to break down their stability.
I would look for information on Cloud Giants. Cloud Giants generally have cloud citadels or mobile floating cities. Source information that delves deep into Cloud Giants is Pathfinder Campaign Setting: Giants Revisited. I would also look into Curse of the Riven Sky or Giantslayer's Shadow of the Storm Tyrant.
You got mail! Checking your inbox, it's from Desna. _________________________________ Cynosure appears to have regular traffic of planar travelers. According to old PF lore, stellar travelers are welcomed in Cynosure. So I imagine it's going to be similar as a location compared to Triune's Alluvion, which is another location where travelers are welcomed and just happens to have one of the Core Starfinder Gods ruling the city. In SF lore, Cynosure is described as a demiplane and located in the Vast. I'm looking forward to the Cynosure gazetteer. With more information on Black Butterfly and Pulura. Also.. Estonars!
Hwanggot. It allows me to tell fantasy stories from a inspired period of Korean History, the Joseon dynasty. Which there are LARGE amounts of Kdrama about to draw inspiration from. Which also includes fantasy horror Kdramas. The lonely traveler trying to reach home. Encounters a ghost along the way. The ghost leaves when the rooster crows three times before the sun rises. Tiger people. Fox people hungry for hearts. Stories that scared me as a child, and are great sources for encounters (family watched lots of kdrama).
Interesting thing about Manaket from the Pathfinder wiki on asura rana, Rahu the Sun Eater, and the veiled masters. Rahu has allied with a veiled master who hides under the city of Manaket in godless Rahadoum, due to their shared interest in deicide. To show his good will, Rahu sent the veiled master an aghasura named Shuvahavorath and two dozen tripurasuras, the latter of whom are now serving as the veiled master's spies in Manaket. Rahu is an asura rana associated with executions and eclipses, which his followers see as expressions of gluttony for life and light.
Rahadoum got lots of interesting locations and stories to tell. With all the fallen temples, cult hideaways, black markets, intrigue with Cheliax, outsiders conducting their secret wars, religious sects intrigue, the asura, magical beasts from the desert, thieves guilds, ruins of the Jistka Imperium, and macguffin artifacts. Rahadoum is also suffering from plagues, famine, swarms, and divine curses. A campaign can just be centered around going to place to place: lifting curses, helping nomad clans and saving rustic villagers, fighting monsters, evil warlords, ending plagues and famine, and the selfish whims of the gods. I would recommend the heroes to be nomadic, since many of the inhabitants of the region are nomadic. So if you're going to do a campaign, a style of play could be episodic (monster of the week or problem of the week), with lots of colorful NPCs that should make the PCs care about helping them, and the NPCs being reoccurring. With a nomadic theme adventure, it be more sandbox. You could have a linear background story going on behind the scenes influencing all the big bad things, and I would probably recommend the Asura to step up in the role of the big bad or a actual vindictive god (not any of the Core gods) that is angry at the nation to be the big bad.
Travelling Sasha wrote: I guess Andoran never really got its chance to shine though, to an extent. Is there an AP set there? They did a bunch of adventures based in Andoran's Darkmoon Vale region. Most of the content is D&D 3.5. Crown of the Kobold King, Revenge of the Kobold King, Hungry are the Dead, and Carnival of Tears. They also made a region book for it, Guide to the Darkmoon Vale. There is also the Realm of the Fellnight Queen, set in Bellis.
If they do keep humanoids as food in Geb, would it be better go the direction of "camp" instead of "grimdark" by portraying humanoids in the fashion of: minotaur burgers, human pork, elf salad ears, halfling protein shakes, mystery meat, and so on? Especially when players have the options of being undead with archetypes. Time to bite into another Gary, or drink Diet Gary.
MindFl*yer98 wrote: The fact that there are living people in Geb bred as food for the ruling undeads is something very unique about the nation, and a logical consequence to its fundamental premises. So, do you think they will fix it with some sort of "artificial substitute for meat/blood", they will have "vegetarian vampires" Twilight-style, or they will just ask us not to think too hard about it? In Starfinder, they grew flesh farms in Eox using necromancy. Undead didn't like eating them, but it was their version of fast food. We could be seeing a introduction of flesh farms in Geb in PF2, and Geb does have connections with Eox. No slaves needed. Just artificial magic flesh and blood grown in farms. Of course there is gonna be those evil undead that are anti-GMO.
Okeno blew up. A wizard did it. I imagine if someone wants to do a adventure with the fall of Okeno, a slave revolt uprising in Katapesh, and a chain reaction across Garund where political leaders decide to free their slaves or else encounter a large army (ala Game of Thrones's Daenerys Targaryen conquering each slaver city) coming to their cities, it probably be best as a home game, something that a talented writer could do for Pathfinder Infinite, or something that happened offscreen in your campaign game. Of course, you would want to give a cautionary warning to readers that this is a empowerment story.
I'm looking forward to reading up about the Geb AP. I'm hoping it's going to be a story for those PCs that always wanted to play a necromancer or undead character. I imagine the story will involve dealing with themes of: Undead + Living in harmony with one another. And they're going to be going up against undead that want to kill all the living (i.e the Whispering Way), undead hunters, psychopomps, and a angry old ghost named Geb who is resistant against change.
I would love the idea of a campaign where the PCs are detectives in a land of magic. Dresden Files (independent wizard for hire), Garret P.I (detective in a city ruled by wizards), Lord Darcy (world governed by magic instead governed by physics and Sherlock Holmes wizard), Craft Sequence (wizard lawyers), Tales from the Nightside (detective in a world of weird magic) or any sort of modern fantasy tropes that can easily fit within Nex. The campaign hook is that the PCs run a detective agency. Each AP book should be a self contained case story, but with clues hinting of a bigger background plot by a hidden big bad. The last book should be where all the clues connect together and the PCs confront the big bad before the villain of the story gets away with ... It should address mystery stories and delving into magic being used in mystery stories for PF2. But that's one idea for Nex.
Orcs vs. Undead Book 1 starts in the city of Urgir, where the PCs learn rumors of a undead lord from the Gravelands uniting the tribal and fractured orc tribes. The PCs get caught up in intrigue and adventure in the city, and face against spies of the Whispering Way. They gain the attention of a orc tribal leader, who is anti-Whispering Tyrant, and recruits them. Goal, to unite the orc tribes of Belkzen. Note that the city of Urgir is primary orcs and half-orcs, but the presence of other species has grown in recent years. So any race can play in the campaign. Each of these non-orc inhabitants must buy and display a token from a tribal chief that indicates that this person is under the protection that tribe. Book 2 starts with the PCs traveling the Hold of Belkzen and meeting up with three major tribes, trying to convince them to join the alliance against the Whispering Tyrant. Once again they face agents of the undead lord trying to unite the orcs under their banner, and they must face challenges from each tribe. The book ends with the PCs acquiring allies from either one, two, or all three tribal orc tribes and other minor orc tribes. Introduce Gorum stuff, Orc spiritualism, and Kazavon lore. Book 3 starts with the siege of Urgir by the undead lord from the Gravelands with his orc army. The PCs rally their troops and allies, fight the undead champion. The story ends with the orcs united under the banner of the PCs.
Themes of Dark Fantasy, Horror, and Knights. Book 1 could involve a Night of the Living Dead scenario for the PCs' starting town. The PCs end up being recruited by the Knights of Last Wall at the end of the battle. The PCs (and the survivors of the town) are then led to the Knight's chapterhouse. They encounter politics, investigation, intrigue, and minor side quests. PCs should realize that things look bleak for their region. The undead are growing stronger every day. By the end of the adventure, the PCs learn about a macguffin that can help the alliance of the living. So begins a knight's Quest. In Book 2, the PCs head into enemy territory to retrieve the macguffin. This is the grand tour of the Gravelands and ends with the PCs reaching the dungeon where the macguffin is located. This is the Walking Dead part of the story. The PCs should be confronted with difficult decisions that tests a knight's virtue. In Book 3, it should just be a classic dungeon crawl with Gothic Horror themes. Also introduce undead politics. PCs get their hands on the macguffin. The last part of the adventure should be the PCs returning to their chapterhouse. A new undead invasion attacks and the PCs take part in a epic siege showdown defending the chapterhouse. The story ends with the PCs using the macguffin in a ritual that turns the tide of battle. The conclusion of the story should reflect a new status update to the region as the PCs brought hope to the living and people begin to join the Knights of Last Wall in larger numbers. The PCs become Knight Commanders of a new crusade against the Lich King.
With a Tian Xia AP, I want to see a Romance of the Three Kingdoms style AP. With Lingshen, Po Li and Quain duking it out (with Shokuro and other successor states caught in the war). Or maybe I just want to see a Hobgoblin samurai standing on top of a warhorse while doing a T-pose posture and monologuing how he's going to defeat you while his horse and his small army charges at you. That could totally be a encounter.
Kung Fu Hustle had harpist assassins = Ninja Bards. From Kung Fu Hustle = The Harpists are a pair of hitmen hired by the Axe Gang. Their weapon of choice is the (immensely over-sized) Guqin-Guzheng hybrid. Although capable of melee combat, they much prefer to use their special fighting style, the Deadly Melody.
It depends on the party's resources and the type of players you have. The adventure plot for the AP is linear, but the adventures are written very sand boxy. When I ran it for my PCs, see following: In book 1, it took the PCs 7 days in game time to complete the adventure, exploring Briarstone Asylum (9 sessions in real time). In book 2, it took the PCs 5 days in game time to complete the adventure, exploring Thrushmoor and environs (16 sessions in real time). In book 3, it took the PCs 79 days in game time to complete the adventure, PCs traveling from Thrushmoor to Cassomir by riverboat (23 sessions in real time). We just got to book 4, and the PCs spent 3 days finishing the Cassomir chapter (13 sessions in real time). My PCs will now have to figure out how they're going to travel to the next destination (either by purchasing a ship, renting passage on a ship, using teleportation, transport via plants, etc) which will determine how much time is spent traveling or if they wish to do anymore downtime. So it gonna differ with each group with how much time PCs spend with chasing their personal interests, downtime, trying to build connections with NPCs, etc.
I would say just use black and white mosaic designs, or anything dealing with angels, as angels seem to be common theme for the Mysterium. If you use a photo editing program (I use LunaPic since it is free and online), you could use Filters and Effects to make black and white art and make them mosaic looking.
Impossible Lands theme, someone is trying to start a war between Geb and Nex. Book 1 starts with the PCs in the Mana Wasteland, in a little town, maybe next to a "food railroad" between the trading towns between Geb and Nex. Bad things happen. PCs investigate. PCs get hired by the Grand Duchy to troubleshoot. Appendix about Mana Wastelands. Book 2 brings the PCs to a city in Nex. James Bond stuff happens. PCs journey to city in Geb. Learn that neither Nex or Geb are the bad guys. They need to head to Jalmeray. Appendix about land trade routes and smuggling. Book 3 pits the PCs against the big evil mastermind in Jalmeray, who plans to profit from a war between Geb and Nex. PCs need to head back to the Grand Duchy where diplomats between Geb and Nex are meeting. Stop the assassination attempt. Appendix about war profiteers, diplomats, or assassins. It's a old trope: stopping war between two powerful nations.
Junk Sword: You are automatically proficient with this melee weapon, and you add 1-1/2 times your caster level to damage rolls with it (in place of a Weapon Specialization bonus). A junksword functions only for its creator, and once created it cannot leave your hand. Should you wish to sheathe it, the junksword obliges by collapsing into a wreath of junk that surrounds your hand like a glove. I do agree that Weapon Focus wouldn't apply to this, but versatile focus would. |