What would you like to see in an adventure path?


Lost Omens Campaign Setting General Discussion

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Liberty's Edge

I am a little different. So far I haven't seen what I want in an AP.

One of the things I would love to see a Lizardmen campaign. I love Lizardmen and would love an AP that focuses on this particular fantasy race and gives us something new.

If not an AP at least on adventure.

My idea would be an adventure where two warring factions of Lizardmen have been building to all out war and a small village stuck in the middle.

Add some Knights and cool elves and maybe a good dragon and I am sold.

Also I would love a green dragon adventure (Plus please please Mr Mona if you have the chance) Please, please re- design the green dragon I hate the design that they have at WOTC. I am such a fan of the green Campaign Box set dragon I would really love to see a really cool Green.

Ahem back to topic


flash_cxxi wrote:

The Mwangi Expanse is definatly something that screams AP. It is a huge area and has a lot of hidden potential.

The Silverback King and his Gorilla Minions would make a great BBEG for one of the Chapters.
One of the Chapters could also centre around The Shackles, The Sodden Lands and the Eye of Abendego.

Yes! Yes! Yes! I'm not so fussed about what, if anything, should be in the center of the eye, but if it's a huge ship wreck the PCs can fight something nasty on for the finale, then, awesome! The 'African' AP would be awesome with or without this. More Gorilla King!

Ape shall not kill ape - while there are adventurers to be hunted!

Peace,

tfad

Lantern Lodge

Todd Stewart wrote:
Tieflings. Doesn't matter in what capacity (just not 4e style tiefers, because they suck, stylistically speaking).

I've always loved Tieflings. It wouldn't be difficult to make Tieflings more appealing than 4E's red-skinned, white hair and tails race. Tieflings should be descended from any of a multitude of demons/devils, each with their own unique physical characteristics. Paizo should do a spotlight on Tieflings book to show how narrow a view the red-skinned, white hair and tails race really is.


Forgot to say, that I would love to see an ocean/underwater AP and AP focusing on other planes. Underwater adventures are totally underrepresented, and adventures in truly exotic and fantastic locations aren't very numerous as well.

Dark Archive

F. Wesley Schneider wrote:
32-point font and like 400 words a page. Who's with me! ...Anyone? ...hello?

Sorry i can't afford a $100/issue subscription even with the 30% off...

Spoiler:
Though I might consider changing my vote if i knew what the F stood for...and i got a free subscription :P

Dark Archive

Aldoth wrote:

I am a little different. So far I haven't seen what I want in an AP.

One of the things I would love to see a Lizardmen campaign. I love Lizardmen and would love an AP that focuses on this particular fantasy race and gives us something new.

If not an AP at least on adventure.

My idea would be an adventure where two warring factions of Lizardmen have been building to all out war and a small village stuck in the middle.

Add some Knights and cool elves and maybe a good dragon and I am sold.

Also I would love a green dragon adventure (Plus please please Mr Mona if you have the chance) Please, please re- design the green dragon I hate the design that they have at WOTC. I am such a fan of the green Campaign Box set dragon I would really love to see a really cool Green.

Ahem back to topic

Crucible of Chaos has Lizardfolk in it.

Scarab Sages RPG Superstar 2009 Top 32

David Wickham wrote:
F. Wesley Schneider wrote:
32-point font and like 400 words a page. Who's with me! ...Anyone? ...hello?
Spoiler:
Though I might consider changing my vote if i knew what the F stood for...and i got a free subscription :P

Spoiler:
I'm pretty sure the F stands for Fred. But I can't help you with a free subscription, sorry. ;)
Dark Archive

Pathfinder Rulebook Subscriber
F. Wesley Schneider wrote:
32-point font and like 400 words a page. Who's with me! ...Anyone? ...hello?

Heh. Totally. I'm already half-blind, so it's gonna be quite useful when my vision finally goes to be able to read the APs.

Ooh, ooh, can we take up half of each page with art, too? If you plan it right, you could make it into an adventure flipbook! :)


Adventure Path Charter Subscriber; Pathfinder Lost Omens Subscriber

I would love to see a campaign (or adventure) based around a carnival like that in Ravenloft's carnival product.

I would love an mcguffin that must be cast into the false sun of a continent sized vault in Orv.

I would love a campaign based around Hermea.

I would love a trip to the ruins of Kho.

I would love a sudden surge by the Spawn of Rovagug, and adventures set around the feet of such beasts. Think Cloverfield.

I would love chokers with polearms

I would love to see many many more aboleth.

I would love to have more time and gaming groups to run all the Paizo material I already have.


deathsausage wrote:


I would love to see many many more aboleth.

I'm not to keen on aboleth. I mean I would not mind them in an adventure but doing a whole AP on them gives me pause. Really if one wants to play this AP I suggest they pick up The Night Below.


Aldoth wrote:


One of the things I would love to see a Lizardmen campaign. I love Lizardmen and would love an AP that focuses on this particular fantasy race and gives us something new.

The U series deals a fair bit with Lizard Folk. In any case, while I too like Lizard Folk I hesitate to do a whole AP around them for fear that it will get repetitive. Truth is I'm iffy on any AP that can be described as using a monster name. APs should be about stories not monsters. Monsters are just a prop to help the story along, not an end in and of themselves, IMO.


Adventure Path Charter Subscriber; Pathfinder Lost Omens Subscriber
Jeremy Mac Donald wrote:


I'm not to keen on aboleth. I mean I would not mind them in an adventure but doing a whole AP on them gives me pause. Really if one wants to play this AP I suggest they pick up The Night Below.

Actually, I have Night Below. It's pretty spicy, but it has a lot of flaws that I saw in pre-paizo adventure paths. Admittedly, it was one of the first full campaigns in a box. I would just like to see a treatment from the best writers in the biz.

Dark Archive

F. Wesley Schneider wrote:
32-point font and like 400 words a page. Who's with me! ...Anyone? ...hello?

That'll be for us GMs when our eyes finally go bad.

Lantern Lodge

psionichamster wrote:

Not in any particular order:

Time Travel
...
a post-apocalyptic AP, where the previous PC's screwed up, and the whole world is a wasteland/desert/covered in zombies. now go out and survive and try to fix this. combine with the time travel one to get really crazy.

An AP set in the era of First Darkness could certainly be interesting!


I'ld very much like to see a short of campaign in wich you work for a thievesguild.
with a lot o sneaking and stealing going on.

other favs are:
-Jungle (fighting animals, strange monsters and meet strange tribes
-Desert (very harsh Dark Sun style)
-95% dungeon crawl


I want to see a campaign that takes place in the frozen north with a heavily Norse-clansman influenced society. Adventures would include conflict with nearby clans, exploring ancient, icy cairns, battle with the Linnorm Kings, and missions to unite the clans to stand against a massing army of the dead.


Right this may be a long one but anyways.

- I'd like to see the inclusion of monsters from previous pathfinder issues/sources. I know this sounds like an odd request but I think its nice when previous monsters are used again it makes them feel like a part of the world rather than a one time throw away creature that comes with the adventure. For example the frequent mentions of Reefclaws in the descriptions of Riddleport or

Spoiler:
the Boggards in Crown of Fangs

-A Land of the Linnorm Kings AP would be pretty cool. I like the idea of an epic quest island hoping to Arcadia but anything would be cool.
-Osirion AP would be awesome preferably with that dangerous, pulp-y feel that Entombed with the Pharoahs had.
-A realm of the Mammoth lords AP (or at least portion of an AP) would be very cool and pretty different as that sort of primitive land of the beast is not very well catered for.
-Pirate AP based around the shackles would be cool. May convert Razor Coast into Golarion to fill that need. God bless you Nicholas Logue.
-A war based AP on the borders of Nirmathas and Molthune would be pretty interesting and seems to be perfect for a war campaign as it wouldn't require a massive change to the setting as the setting says that they're already effectively at war.
-A Vundra AP while unlikely has the potential to be so cool and go into an area left almost untocuhed by traditional D&D.
-Interplanar AP would be cool. I'm already liking what I hear about the planar aspects of Legacy of fire.
-Interplanatary AP as the article in PF 14 really got my imagination going. The potential for adventure on other planets seems as limitless as the potential for adventure on Golarion.
-Dragon based AP focusing on Draconic mythology could be very cool. May need to be wary about an AP that is against Tiamat as that could get cliched fast.
-I like the idea of having an organistion as a big bad like trying to take down the Aspis Consortium or something like that.

I could go on. In fact in retrospect it would probably be quicker to list what I'm not interested in AP-wise. Still I'd rather keep it positive. I've enjoyed all the APs so far so just keep up the good work and I'll keep on buying.

Silver Crusade

An Alkenstar (Guns and magic) well... guns and monster.

Test of the Starstone....Who wants to be a god.

Treasure hunt.... Something like Rod of the Seven parts used to fight Worldwound.

Dark Archive

I'd like to see some unusual themes for future APs. Please don't get me wrong, I love many of the ideas already mentioned here. I'd buy the Gorilla King/Mwangi and Linnorm Kings APs on the spot. An explorer-styled AP would be great too!
-----
What I'd like to see would be an AP or module with a survival theme, where the story starts at some terrible event and the heroes have to escape from something horrible (invaders, demons, invading demons and so on... ;-) ) and have to overcome several obstacles before reaching safety where they could arrange things to get revenge and drive out the enemy.

Headhunting would be cool to, with a race against time across the lands of the Inner Sea, stoping an enemy that could set something terrible into motion.

Also, I'd like to see Paizos take on the Mafia. A truly frightening organisation; not another thieves guild or cult, but an alliance of traders, noble families or whatever that are really, really dangerous because the have the power and the money to break the PCs backs and their families backs and the families of the friends of the family's backs and so on.

Some takes on modern themes would be cool too, done with caution of course. A struggle between faiths or certain cults with the PCs in the middle, trying to save a city from the anger of fanatics.
Rascism could be another theme that could lead to interesting new themes. In my current campaign there's a monarch trying to drive out and destroy the hobgoblin of the nation (hobgoblins are mostly civilized in that country) and until now we had some interesting adventures around these themes.
-----

These are all ideas and fragments that could be used. I'm aware that none of the ideas is enough to justify building an AP around it, but I'd find it cool if there'd be themes like these explored in future APs or modules.


I'd like to see APs focusing on:

- Jungle AP
- Pirate AP
- Land of the Linnorm Kings AP (if the geography is small, tight, and focused... ie. easily adapted to other campaigns)
- undersea AP

Scarab Sages

I like the idea of the Flight from assured destruction idea...perhaps a demon gate opens and scores upon scores of demons step out of the portal and begin eviscerating and devouring the entire city. The PCs must flee or die from overwhelming power and numbers.

Perhaps this happens in the 2nd part as the PCs failed to stop villain X from opening the demon gate. He toys with them making them watch the sacrifice of innocent victims, powerless to stop him. Of course when the gate opens he's torn to pieces, and the bonds holding them are released...time to run!

The rest of the AP would be the escape, seeking items to fight the invasion and then ultimately how to seal the portal. I know demons have been used a lot, so it could be something else..devils, daemons, or some alien threat.

The other parts of the adventure could be world-spanning, gaining powerful allies, who help them find the lost items of demon (or X monster) fighting potential.

This AP could end with the closing of the portal, then there could be an epic module that adds on to the end of the adventure, where they have to go and destroy the *-lord that was summoned before it can return.

RPG Superstar 2009 Top 16

Reading over the various ideas, here is a plot idea...

An AP with a feeling of The Black Company, where the party are mercenaries at the service of whoever pays best. They start as the garrison of some decadent city. Its a city-based adventure that envolves intrigue and someone working behind the scenes, till the party discovers the whole merc company is been dupped, and they punish the responsible person (which is none other than the city's governor)

It leads them to work for a new boss, who helped them discover the governor's dirt. On the second adventure, they do work for this new boss searching for a man who ran away with important documents. After a crosscountry chase that takes the party thru several villages, they confront the man just to find out he is the last survivor of a party of paladins and clerics who sacrificed themselves to capture an ancient tome from the new boss (the document they must recover). The party has to fight him to recover the book, even if suspicious of the fact. Throw in the misterious attack of hooded assassins who try to take the book as they fight off the paladin-type

The AP follows a few other missions for the new boss, each revealing the man's mystery (locating an ancient stonehedge-like place and killing the resident fey) and inclination towards evil (pacifying a village, hunting down common robbers with full force, etc)

Clues eventually lead to the party discovering the new boss in part of a demonic ritual to destroy Golarion. They have the chance to end it (after all, if there is no Golarion, there is no pay!). But, as they finish the job, they discover it was only the tip of the iceberg. The boss was just a puppet on someone's hands

The party is then hired to work on Lastwall as garrison just as strange events begin to happen, among them assassination attempts against them, strange nightmares where all of them are found together in a dark deadly land, and strange people who seem to watch them from the corner of the eyes before disapearing. They finally discover they are the target of a powerful wizard who was sent to torment and punish them for their interference. It is when they discover the truth: a secret society of undead was behind the 'new boss' as they want to bring the Whispering Tyrant back.

The fifth adventure takes them (still under Lastwall contract) to deal with hordes of orcs who have been migrating to the area. As they investigate it, they discover they are trying to get to the Tyrant's 'tomb'. They (and soon other creatures) seem to answer a call from the evil warlord and gather before his tomb, where the secret society works a ritual. They must be stopped before it is too late

The last adventure takes the party into a journey underground to prevent the remaining members of the society to reach the Tyrant using an ancient elfgate to cross into a parallel dimension that will allow them to exit inside the Tyrant's tomb, where they may release it. Its a race against time first thru ancient ruins, then into an alien dimension to stop the evil society. (Whispering Tyrant not included, of course!)

End!

Scarab Sages

How about a Pathfinder Society Adventure Path, not for actual PFS games, but one which takes a group of Pathfinder Society members through a grand pulp, Indiana Jones style adventure.

Liberty's Edge

1. Land of the Linnorm Kings AP

I think a viking AP would be the best....A couple of ideas that I was kicking around was that the characters would actually start on a as hired hands on a linnorm hunt, and of course things go from bad to worse. I am thinking mostly wilderness and dungeons with some urban intrigue. The final battle would have to be with some chaos-linnorm (or an evil undead Death Knight allied with a dracolich) that dreams of conquest.

2. Some sort of Mega Darkland dungeon, with little to no wilderness/urban adventuring.

3. Something up in the world wound area.


deathsausage wrote:
Jeremy Mac Donald wrote:


I'm not to keen on aboleth. I mean I would not mind them in an adventure but doing a whole AP on them gives me pause. Really if one wants to play this AP I suggest they pick up The Night Below.
Actually, I have Night Below. It's pretty spicy, but it has a lot of flaws that I saw in pre-paizo adventure paths. Admittedly, it was one of the first full campaigns in a box. I would just like to see a treatment from the best writers in the biz.

While I agree with you that The Night Below has some flaws I actually feel that its one of the better done 'proto' APs. However at this point I feel thats really a choice between a rehash of something that was done pretty well (and could be made great with a little DM sweat) or something thats much more original. Personally I'd prefer original material.


jmberaldo wrote:

Reading over the various ideas, here is a plot idea...

An AP with a feeling of The Black Company...

Thats a pretty good plot line up you have there.

Scarab Sages

Pathfinder Maps Subscriber

I forgot to add. I would love an AP centered around a Dwarven Clan and their underground home.

Also, maybe an abandoned dwarven cave system that has to be reclaimed or some such...


In an AP, i would love to see :
- roleplay parts (not limit NPC roles to quest givers, reward givers, or targets to kill)
- one big dungeon (like pathfinder #11 : scarwall)
- some encounters where you have to use your skills to resolve it, not increase your damage

Well all things we can find in CotCT but improved, enhanced, and with more challenges to players intelligence and characters skills and powers.

Liberty's Edge

psionichamster wrote:

Not in any particular order:

Time Travel

a post-apocalyptic AP, where the previous PC's screwed up, and the whole world is a wasteland/desert/covered in zombies. now go out and survive and try to fix this. combine with the time travel one to get really crazy.

-t

How about combining these two ideas?

The first couple of adventures could be set in a post-apocalyptic Golarion with everything gone to hell. Then the PCs discover that there's a way to undo the apocalypse if they travel back in time, kind of like a reverse Heroes. In the past, Golarion is as we know and love it now, but something nasty is brewing.

This would work well for player's that have previously gone through an AP, since they would know more about what Golarion SHOULD be like.

U


Ukos wrote:
The first couple of adventures could be set in a post-apocalyptic Golarion with everything gone to hell. Then the PCs discover that there's a way to undo the apocalypse if they travel back in time, kind of like a reverse Heroes. In the past, Golarion is as we know and love it now, but something nasty is brewing.

That's quite a nice idea, actually.


I would like to see....

James Jacobs Presents....

BABA YAGA'S HUT

You got your Vikings, your high level and multi-planar stuff right there in the mix too... Linnorms!

You could do the low levels with adventures involving the Ulfen versus their frozen neighbors.. culminating with some adventuring involving the Hut itself.

Perhaps its time for the Queen to change? Or something unexpected has happened that disrupted the Cycle?


WAR! PC's starting their quest in war area as neutral agents, getting recruited by one side, and ending chased by both!

LOST! Unknown lands, artefacts, civilizations and creatures...

POLITICS and INTRIGUE! A campaign for spies, diplomats, assassins and courtisans. The King is dying... the succession plan is open...

DEFEND OUR NON-HUMAN WAY OF LIFE! Have the players be elves or orcs fighting against human encroachment.

LEGACY OF ELDERS! Each character has a reason to be there and then. Let them discover progressively the details of what their ancestors did (the horrible truth is in their blood...).

NEW RELIGION! They get involved in the ascension of a new divinity, and witness the establishment of its clergy (amid attacks from jealous and vindicative churches of all alignments).


Ukos wrote:
The first couple of adventures could be set in a post-apocalyptic Golarion with everything gone to hell. Then the PCs discover that there's a way to undo the apocalypse if they travel back in time, kind of like a reverse Heroes. In the past, Golarion is as we know and love it now, but something nasty is brewing.

Thats more something for the X-men.


I like that Post-apocalyptic/time travel idea...very nice

I really really like the idea of the Ascension campaign, it could culminate in the Star test (errr whatever it's called). Perhaps it's even one of the PCs who becomes the new god...

RPG Superstar 2009 Top 16

Mmm.. taht ascension idea may work with some twists... Have this new religion be around a fake god. They faked his exit from the temple. He uses the potion of longevity from that garund nation I forgot the name... The guy begins to say he is the one responsible for Aroden's death and/or is his true heir. He uses illusions, artifacts and trickery to pretend miracles while it all hides an attempt to uncover an artifact from Lost Azland. And, of course, they end up releasing some Dagon-like ancient evil that must be delt with

(it may or may not involve that fake god nation I also forgot the name, either as the supposed god or someone who pays the PCs to prove the supposed ascended god fake)


So basically all you have to do to gain ideas for APs is to go through the PFCS (Campaign Setting) and see what strikes your fancy. Like things that got my interest:
1. Numeria, a land of Superscience. There’s gotta be plenty of stuff that would have a sci-fi and fantasy taste to it.
2. Nidal seems like a fun place to try that post-apocalyptic AP people are crying for. Just imagine trying to be a rebel fighting for not only the freedom of the people, but of the very sun.
3. Isgar would be a great area for a war AP, with monster opponents first, then maybe Cheliax next, or even another country that attacks it Isgar’s weakened state.
4. Ustalav and the Whispering Tyrant, for obvious reasons. Undead! Or even a cult of the Whispering Way.
5. Taldor and Qadira are also good for a new war. East vs. West.
6. What DID cause the Eye of Abendego, and just who is Abendego anyways? These mysteries need solving!
7. On a different note, I think the Daemons are in need of development. They are something that is distinctly Pathfinder and could be the next great BBEG group. Devils are involved with Cheliax, Demons in the Worldwound, and Daemons… we’ll see.

Varisia is also nowhere near done being explored and developed yet, and mysteries abound.

Spoiler:
Brinewall is a ‘build a stronghold’ story waiting to happen, even more than was given in the RotRL AP with Fort Rannick. There is the mystery of the missing previous occupants. In addition there is the Rift of Niltak nearby spreading madness to all who enter, or Rimeskull for those dragon-hunters. Even Crystilan lays across the waters to the west with it’s mysteries. Who will claim it, Cheliax, or Magnimar, or even the Linnorm Kings? Who will hold it from the Nolanders who grow less wary of it by the day? Or are there some there already?

Numeria is one that gets my creative juices flowing though. They don’t have a clue (for the most part) what they’ve got with the tech, but they plan to be the political power in the area. An Adventure Path would be easy, something like

Spoiler:
‘The Technic League find something in Silver Mount, a power source of some kind and decide to use it to power a weapon. However they have to send it all the way to Alkenstar to develop it into a weapon of some kind (think laser of some type). A weapon is developed, but unknown to the inventors or the patrons from Numeria, magic makes the weapon unstable and will explode in a great big ball of flame (Nuclear!), making the surrounding land ripe for demon take-over, which the demons have been influencing all along. The PCs could originally been on their way to the crusade (AP1), but been sidetracked and hired by the Black Sovereign into helping transporting the artifact through the River Kingdoms downriver to Cassomir, and on to the Mana Wastes and Alkenstar (AP 2 and 3). Their job completed, the PCs then discover what will happen when the weapon is fired and the PCs set out to stop the development of the weapon (AP 4). The power source is sent back to Numeria though and the PCs chase it, not wanting it to fall into the wrong hands, bringing back friends and foes from AP’s 2 and 3, maybe some switching sides (AP 5). The power source makes it back to Numeria, growing more and more unstable in the midst of a Demon attack along the northern border, and the PCs have to stop the King from trying to use the source as a weapon, possibly by stopping the Demon Leaders themselves, who are trying to pressure the king into using it.’

Yeah, something like that.

I love this thread. It really gets me thinking...

Liberty's Edge

snowyak wrote:
Ukos wrote:
The first couple of adventures could be set in a post-apocalyptic Golarion with everything gone to hell. Then the PCs discover that there's a way to undo the apocalypse if they travel back in time, kind of like a reverse Heroes. In the past, Golarion is as we know and love it now, but something nasty is brewing.
Thats more something for the X-men.

Nah. The X-Men have done that kind of crap so often they've gotten tired of it. They're going to let someone else take a crack at it next time... ;)

Sam

Liberty's Edge

I would like to see terrain/world expanding ideas.

Jungle and/or Savannah. Dinosaurs, Lizard folk, Lion people, Monkeys...sign me up! Can I keep the monkey?

Norse themes. Frost Giants are just so cool...Though I get tired of cumbersome cold rules.

Pirates. Everything is better with Pirates. Some underwater stuff here can be fun to.

Egyptian themes are good to. I like my Mummy.


I know there was discussion awhile back about how dark the APs were, but I'd love to see an alternative motivation for the APs from the stand point of a more LE or CN aligned party. It's a pipe dream, I'm sure, but the OP asked...

Dark Archive

Andre Caceres wrote:
joela wrote:
deinol wrote:
So what would other people like to see in future adventure paths?
I would love an AP exploring under the seas of Golarion.

Underseas would be fantastic, but my dream adv. would be something along the lines of a full epic level adv.

In my vision the path would assume characters are 15th to 17th level, and end around 30th. In a perfect world Paizo would do this as soon as the epic level handbook pathfinder edition comes out, prob. in 2011, to show how there improvments funtion in an actual adv. Don't get me wrong, I wouldn't want this to be a common thing, but it would be a great event. Maybe end it with a earth shattering break up of the setting. Not as drastic as FR but maybe the fall of a kingdom, return of atlantis or something along those lines. Maybe a new threat form other world, something along those lines.

TTFN Dre

I am not so sure if I would wholeheartedly embrace an Adventure path that started around 15th Level. I would more appreciate an Adventure path that took the Characters from 1st Level up to Level 20 or beyond. Although this would mean either a faster progression (if APs stay within their 6 issue Limit) or, and that is more to my liking, if the 6 issue limit would be expanded to an 8 or 12 issue limit. (only once in a while....., lets say for X-Mas, or my Birthday, or on any one else's birthday...or at least at an anniversary. Yep, anniversary sounds good).

I assume there are quite a few people out there who would find an AP (or even a single Module) that goes beyond the 15th Level intriguing.

Sure, one might say that if I or my players wanted to play such high levels, go write one of your own. Unfortunately I don't have enough time for that. (otherwise I would not have to invest money to buy someone else's work, and of course I am to lazy :))

Dark Archive

deinol wrote:


I'm hoping Council of Thieves has a real urban campaign feel to it, because there aren't nearly enough of those. Something really political in nature. Power Behind the Throne, the old Warhammer FRP module is the best example I've ever seen.
KaeYoss wrote:


Hard to pull off, especially for D&D, but that would be nice nonetheless.

Nope, I don't think it would be hard to pull off. Back during the "Golden AD&D Days" (thats far before 4E :)) We used to play in an all urban setting, making use of the Sactuary (Thieves World) Box published by Chaosium Inc. during the early 1980s (might have been 82 or 83). Yep, before any one asks, thats sanctuary as in Robert L. Asprin's and Synn Abbey's Sanctuary/Thieves world, like the Novels by the same name. The Box had rules for the City for some of the (then) major RPGs like D&D, AD&D, Chivalry & Sorcery, Runequest, Dragonquest, Tunnels and Trolls (that was a weird one), and even Traveller.

Both, my players and me enjoyed those gaming sessions and we used to play in that setting for weeks, month and years.

Dark Archive

fopalup wrote:
So basically all you have to do to gain ideas for APs is to go through the PFCS (Campaign Setting) and see what strikes your fancy.

Awesome ideas. I like the one involving the Numerian weapon particularly!

Scarab Sages

Devlin 'Dusk' Valerian wrote:
deinol wrote:


I'm hoping Council of Thieves has a real urban campaign feel to it, because there aren't nearly enough of those. Something really political in nature. Power Behind the Throne, the old Warhammer FRP module is the best example I've ever seen.
KaeYoss wrote:


Hard to pull off, especially for D&D, but that would be nice nonetheless.

Nope, I don't think it would be hard to pull off. Back during the "Golden AD&D Days" (thats far before 4E :)) We used to play in an all urban setting, making use of the Sactuary (Thieves World) Box published by Chaosium Inc. during the early 1980s (might have been 82 or 83). Yep, before any one asks, thats sanctuary as in Robert L. Asprin's and Synn Abbey's Sanctuary/Thieves world, like the Novels by the same name. The Box had rules for the City for some of the (then) major RPGs like D&D, AD&D, Chivalry & Sorcery, Runequest, Dragonquest, Tunnels and Trolls (that was a weird one), and even Traveller.

Both, my players and me enjoyed those gaming sessions and we used to play in that setting for weeks, month and years.

the Green Ronin Thieves' World is excellent also. It has some great alternate setting rules, and I still like to put the Maze and The Vulgar Unicorn in appropriate cities, like Riddleport...

Dark Archive

Xaaon of Xen'Drik wrote:
Devlin 'Dusk' Valerian wrote:
deinol wrote:


I'm hoping Council of Thieves has a real urban campaign feel to it, because there aren't nearly enough of those. Something really political in nature. Power Behind the Throne, the old Warhammer FRP module is the best example I've ever seen.
KaeYoss wrote:


Hard to pull off, especially for D&D, but that would be nice nonetheless.

Nope, I don't think it would be hard to pull off. Back during the "Golden AD&D Days" (thats far before 4E :)) We used to play in an all urban setting, making use of the Sactuary (Thieves World) Box published by Chaosium Inc. during the early 1980s (might have been 82 or 83). Yep, before any one asks, thats sanctuary as in Robert L. Asprin's and Synn Abbey's Sanctuary/Thieves world, like the Novels by the same name. The Box had rules for the City for some of the (then) major RPGs like D&D, AD&D, Chivalry & Sorcery, Runequest, Dragonquest, Tunnels and Trolls (that was a weird one), and even Traveller.

Both, my players and me enjoyed those gaming sessions and we used to play in that setting for weeks, month and years.

the Green Ronin Thieves' World is excellent also. It has some great alternate setting rules, and I still like to put the Maze and The Vulgar Unicorn in appropriate cities, like Riddleport...

Thanks for the hint about Green Ronin. I'll check that out as soon as possible. Knowing my lack of self restrain, I most likely end up ordering it.

Placing the Mace and the Unicorn within the vicinity of Riddleport....sounds like a good idea. And Jubal being in secret associated with the Red Mantis.

Scarab Sages

"Yeah, the whole system has some great rules I'll probably be lifting for my Pathfinder+ campaign.


Great ideas all around and I like a lot of them.
African Jungle sounds good.
Invasion of the Undead sounds cool.
Red Dragon army sounds fun as well.

Here are a couple of ideas that just popped into my head:
- Instead of questing to save the world, perhaps the Heroes are question for something more personal? For example, Druss the axe (Legend) spent many years searching for his wife across the lands and living adventures as he found clues. Something like this could be fun: the players should all be connected by a major NPC (wife, cousin, son, master, connected through honor system, vast reward, guilt...). Each adventure is centered around finding this NPC or at least finding clues as to where he or she is, but this is just a goal. The real adventures each could explore a particular theme, sin or backstory of a PC.
Might be a little difficult to make into a connected story as an AP, but I think it could make for a nice change. An Epic travel across lands filled with foreign elements (at least for the PCs). As a different take, the NPC could be a villain responsible for a war, treason, death, murder...and the PCs are after him for revenge. Still, the core idea does not change.

- Second idea and also stolen from David Gemmell: a siege. Each AP centers on one part of the City / Fortress / Country falling into the hands of the enemy. The PCs cannot stop this from happening but if they accomplish their objectives in each adventure, they delay / minimize the damage. By the last adventure, they will have done enough good to rout the armies / make them give up / allow for enough time for allies to show up / killed the enemy general / created terms for peace / resolved a misunderstanding (the drow / mindflayers / demons created the conditions for war).
Some ideas from the Battle of Helm's Deep, Hoth planet, Legend (By David Gemmell again) could be cool.

Dark Archive

I posted this thought elsewhere, but this thread seemed to be a more appropriate place to throw this out.

I really like the tomb aspect of Osirion--one of my favorite Dungeon adventures is The Mud Sorcerer's Tomb. I would really like to see an adventure path that sends the characters into deadly tombs of wicked Pharoahs. Not the entire storyline, mind you--that might get a bit boring--but if there were a few such places that would have to be discovered and delved it would be coooooooool.

Edit: I also really like the siege idea, just above this post.

Sovereign Court

I'd like to see the concept of Bloodsworn Vale furthered along an adventure path. The players arrive in a frontier town, clear out local dangers, including a castle or manor. The local lord rewards them with knighthood and gives them lordship halfway through the path (9th or 10th level). The next half is them learning the ropes of governing their new lands while dealing with hostile neighbors, roving monsters, jealous rivals, disease, etc., the end revealing some big plot or conspiracy behind their troubles.

Grand Lodge

Wow!

A Glen Cook based AP and a David Gemmell based AP.

We just need Steven Brust for the Rambler's Bookshelf Trifecta.


I'd like to see James Jacobs get over his irrational hatred of dwarves. APs can go into space and go back to Varisia AGAIN, but heaven forfend an AP deal with dwarves. I mean, it's not like dwarves have any kind of presence in fantasy...

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