FenrysStar |
Council of Thieves has been nice. I'm interested in seeing where the next one goes but I also have a suggestion for a future path. How much trouble would it be to have an adventure path that is sea based and the final battle if you will takes place in an underwater city? I'm thinking something on the order where the kraken are acting up driving the sahuagin to increase their raids but the ultimate reason for all this trouble are some major aboleth power brokers living in an undersea city that is at least partially domed for air breathing victims. If it can be done, borrow heavily from Stormwrack for monsters and rules. Or am I allowing my recent discovery of Marine Boy episodes to play on mind a bit much?
Luthia |
Council of Thieves has been nice. I'm interested in seeing where the next one goes but I also have a suggestion for a future path. How much trouble would it be to have an adventure path that is sea based and the final battle if you will takes place in an underwater city? I'm thinking something on the order where the kraken are acting up driving the sahuagin to increase their raids but the ultimate reason for all this trouble are some major aboleth power brokers living in an undersea city that is at least partially domed for air breathing victims. If it can be done, borrow heavily from Stormwrack for monsters and rules. Or am I allowing my recent discovery of Marine Boy episodes to play on mind a bit much?
Sounds interesting, though some sailing/shore play wouldn't hurt. Maybe it could be kept to around half of the AP to keep it from getting too overwhelmingly wet? I could picture something like: You start in a shore village solving some problem, originating from the water. You go underwater/sailing to fix it. You get back up, only to discover something bigger related to the first. You get deeper into the water (this is probably where you go really underwater) to fix this problem. You stay underwater to explore the hint of a truly terrible opponent and find the way to beat it up for good. You beat the underwater foes in their own environment.
The majority of the underwater action being later in the campaign has several good reasons: You have the spells need to deal with breathing. You have much greater chance of having magical items that will fix the issue. You have a better chance of surviving should your "measures for breath" and such be cancelled.
Interesting idea though.
malkav666 |
I like this idea. I would even be interested in some high seas adventure that was mostly above water with naval combat options and such. I mean the possibilities are endless. Some cool scenarios I can think off the top of my head are:
-Secluded pirate islands with buried treasure! (I mean how often do you actually hunt for buried treasure in D&D?)
-Ghostships full of all kinds of nastiness.
-Storms of al varieties and surviving them whilst on a boat.
-cannonballs flying to and fro between ships while the players try and board (or avoid being boarded)
-peglegs and sabres
-underwater behemoths (like moby dick or a kraken)
and lots and lot of rum and screaming Yar!
love,
malkav
Lord Fyre RPG Superstar 2009 Top 32 |
Might want to check this out: From Shore to Sea.
So, are you agreeing that this would be possible?
Would it be sustainable through an entire 1st to 13th/15th Adventure Path?
varianor |
An island/seashore AP that included an adventure in an underwater city or ruined temple complex or the like would be cool. I don't think an entire underwater AP would be fun for PCs. I've run underwater adventures. They frustrate PCs a lot because they can't move/function like they do on land and they have to divert gp and resources to be able to function down there.
F. Wesley Schneider Contributor |
So, are you agreeing that this would be possible?
Possible? Sure. Exploring Azlant and spooky underwater adventures make obvious fodder for an Adventure Path. We might even have something like this penciled in (in very light lead) on our list of future APs. Are we likely to do something like this on the heels of From Shore to Sea (heels tending to mean within 2 years in editorial parlance), likely not. There's also a number of issues with a seafaring, underwater heavy AP, some of which folks have already noted.
On the bright side, a lot of what's being asked for here should be well satisfied by the Serpent Skull Adventure Path. And we'll have more on that here shortly.
F33b |
Lord Fyre wrote:So, are you agreeing that this would be possible?Possible? Sure. Exploring Azlant and spooky underwater adventures make obvious fodder for an Adventure Path. We might even have something like this penciled in (in very light lead) on our list of future APs. Are we likely to do something like this on the heels of From Shore to Sea (heels tending to mean within 2 years in editorial parlance), likely not. There's also a number of issues with a seafaring, underwater heavy AP, some of which folks have already noted.
On the bright side, a lot of what's being asked for here should be well satisfied by the Serpent Skull Adventure Path. And we'll have more on that here shortly.
Just want to chime in and mention that patrons, especially at the higher tiers, really can direct/influence the development of Open Design projects. Now, this isn't done in a vacuum, it's a collaboration with the designers, writers and other patrons, but it is an interesting and engaging experience and the results have been, in my humble experience, completely awesome. I only wish I had more time to contribute.
Check out the Open Design entry in the Kobold Quarterly Store or Wolfgang's personal site for more information on Open Design projects.
James Jacobs Creative Director |
FenrysStar |
Also... don't forget the "Savage Tide" adventure path we did in Dungeon #139–#150. Lots of ships and pirates in that one.
Yes, but at later levels it got rather convoluted dealing with a certain Demon Lord. The idea I have would eventually lead underwater. And be Golarian based. An example of how this could work is that the PCs are all junior members of the Pathfinder Society out on a training mission with senior pathfinders looking for a tropical island noted for having a lot of aberrations for some odd reason. Along the way the ship gets attacked by a Kraken and the PCs wash up on the shore of the very island they were going to investigate as the sole survivors of the expedition. And from there things just got weirder.
FenrysStar |
Might want to check this out: From Shore to Sea.
I have paid for patronage to this product actually. And I'm still waiting for Razor Coast.
Gray |
Also... don't forget the "Savage Tide" adventure path we did in Dungeon #139–#150. Lots of ships and pirates in that one.
Some of us were not Dungeon subscribers, and unless I'm mistaken, some of those issues are hard to come by. At least, I'd rather funnel my limited gaming budget to my AP subscription (or your new products, in other words).
As a subscriber, I wouldn't mind seeing a new AP that was similar to "Savage Tide". Pirates, Lost Azlant, exploring islands,. . . all sound good to me.
FenrysStar |
James Jacobs wrote:Also... don't forget the "Savage Tide" adventure path we did in Dungeon #139–#150. Lots of ships and pirates in that one.Some of us were not Dungeon subscribers, and unless I'm mistaken, some of those issues are hard to come by. At least, I'd rather funnel my limited gaming budget to my AP subscription (or your new products, in other words).
As a subscriber, I wouldn't mind seeing a new AP that was similar to "Savage Tide". Pirates, Lost Azlant, exploring islands,. . . all sound good to me.
And unless there are plans on putting out a HC like you did Shackled City, which I suppose you can't now, then for this point references to Savage Tide are really null and void since they are no longer all that relevant to the current model of Adventure Paths. Which is one of the reasons for my suggestion. Heck, you could use it as an excuse to reintroduce some of us to your flying monkeys, you know, the ones in Crucible of Chaos?