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Orthos wrote:
You Have My Attention.

I hope that's a long attention span. I've been working on the AP a little, but my Kingmaker game is still going. Schedules randomize in two months, so that may fall apart in which case this AP will get more love.


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Just happened to get pointed to this thread from another one. The first 2 posts have really awesome ideas for what it seems like Wrath of the Righteous should have been. I haven't read or played in Wrath of the Righteous myself, but I have read several PbPs that started into it, and the beginning just seems really cheesy and 1-dimensional -- seems like the DM has to do a lot of work to keep it from being this way.

Anyway, here's mine, adapted from this thread. I don't yet have it adapted into episodes -- the numbers below do not correspond to chapters, but to story arcs/threads/themes running through multiple chapters. Also follow it up with thoughts (again not yet organized into chapters) about a follow-up Adventure Path.

Iron Horses (working Adventure Path title -- might get demoted to a chapter name, but has to appear somewhere)

Theme: Political Intrigue, Technological Advancement, Travel, Investigation

Location: centered in Andoran, but with many forays into other regions

1. Combat a plot to corrupt Andoran's electoral system. You can already find mention (but not details) of a plot to corrupt Andoran from within for the service of those who would make themselves nobles again (even if not in name), if you look in the right places on PathfinderWiki. Druma is not mentioned (yet), but should be strongly suspected, as should Andoran's economic tycoons, which may have considerable overlap with the aforementioned group. This gives hooks for forays into Isger, Druma, Cheliax, and even Taldor. Exposing the plot is not so easy, and nor is combating it even after exposing it, not only because of the plotters' secrecy and peoples' refusal to believe the risk, but also because of numerous sympathisizers and the diverse multi-pronged methodology of the plot itself.
2. Participate in a plot to build Golarion's first railroad under the leadership of a Numeria-inspired Andoren entrepreneur and a disgruntled Alkenstar expatriate. Among other things, you have to keep them alive, because a LOT of forces are going to oppose them, including not only Alkenstar assassins, but also Druids and their allies opposed to the burning of coal and/or wood required by the Andoren ban on enslaving fire elementals to run the locomotives, as well as to the major proposed use of the railroad for hauling lumber from Andoran's logging camps to its shipyards. But even if it succeeds, will the technological advancement make Andoran a better place, or simply help usher in Andoran's Gilded Age? And are the would-be railroad tycoons and their technology connected with the above plot to corrupt Andoran's electoral system?
3. Participate in a plot to create the Andoren Geographic Society, a competitor to the Pathfinder Society, founded in part by disgruntled ex-Pathfinders. The above-mentioned would-be railroad tycoons are benefactors, while the Pathfinder Society is a major opponent. Alkenstar, Numeria, and Andoran's outpost in Arcadia would be featured locations, all hooked in by the would-be railroad tycoons for various reasons.

This Adventure Path and a Galt Adventure Path (above in this thread or the one recommended by pennywit in the thread linked above) would make excellent preludes (you probably want both of them) to the World War G (Golarion World War) AP also recommended by pennywit (in the same post in the thread linked above). To make it really a World War instead of just an Avistan War with some peripheral Casmaronian and Arcadian involvement, you probably also want another Adventure Path to set things up for the involvement of other regions of Golarion, such as parts of Tian-Xia (Jade Regent doesn't count as a direct setup, but could conceivably count as a setup for a setup). Of course, a major part of World War G would center on Andoran and Taldor, when Cheliax and Taldor hit Andoran from opposite sides, but then almost immediately thereafter Qadira takes the perfect opportunity to stab Taldor in the back, and then the nascent Galtic Empire (created in the Galt AP) gets into the fray, while both Druma and the Aspis Consortium make a killing (in more ways than one) feeding multiple sides of the conflict. Of course, the war or at least its immediate repercussions would also spread to the colonies in Arcadia.


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The Tapestry Unveiled

Themes:Desna,Dark Tapestry,cultists,Azathoth
Location:Ustalav?

1.Crater of Chaos
The PCs pass near Carrion Hill when a massive object crashes into it. The PCs must brave the massive crater and its horrors to see what has crashed down into the hill.

2.Cult of the Water Lizard
After touching the piece of Azathoth that crashed to Golarion, the PCs are near pure insanity when Desna saves them and grants them mythic power. She explains that Azathoth came too close to Golarion and that she battled him,cutting a piece of him off. She then says that the Great Old Ones will be rushing to get the piece to increase their power. The PCs must defeat the evil cults that wish to gain the piece, starting by defeating the cult of Bokrug.

3.Into Insanity
After defeating Bokrug's cult, the PCs need to seek knowledge about the Dark Tapestry. To do so they must explore ancient catacombs filled with horrors and cultists from ancient times.

4.Yellow Doom
The PCs,after escaping the collapsing catacombs, learn that the cult of Hastur caused the collapse as they finish creating a portal for Hastur to enter. The PCs must stop the cult from opening this portal and releasing the King in Yellow.

5.Awakening of the Dreamer
The PCs learn of the impending coming of Cthulhu and must begin gathering forces from various nations to prepare for his attack and build up an army.

6.Fate of Golarion
The preparations are finished and Cthulhu arrives. The PCs must defeat his forces and stop him from gaining Azathoth's power.

It's a rough draft but I have had this on my mind for awhile.

Lantern Lodge

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Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber

Title: Return of the Annunaki

This can be run as a sequel to Serpent's Skull, or as a standalone AP. As each segment is compiled and published, it will be posted here. This adventure arc is meant to include psionics, mythic, technology, a tad of third-party publisher (3pp) material, and the use of the options presented in Ultimate Campaign, such as Downtime, Kingdom Building, and Mass Combat.

If Serpent's Skull is run first, it is recommended that it include mythic adventuring options applied to the pre-mythic published adventure.

Themes: Reptilians, ancient history, world travel (gates, space travelers), planar themes, and mythic adventuring

Locations: Tian Xia, Southern Garund, Vudra, Sarusan, First World / Planar, Castrovel / Planetary

Book 1 (Level 1-5): Revealing Serpent's Blood
What begins with a crime ring setting up shop in a small and isolated town in southeastern Tian Xia leads the PCs on the trail of a worldwide conspiracy. After making unlikely allies with the patrons of Nagajor, they are sent with an ancient gateway to Southern Garund, to unlock more secrets of the past, and to secure global resources in their ongoing battles against isolated cultists and fanatics bent on world domination. Resources include a section on Minatan Pirates (Tian Xia), a full Ecology of the Naga-Kin, a Player's Guide, and information on the ancient mythological beings known as the Ancient Ones, or the Annunaki.

Book 2 (Level 6-8): The Rise of Giants
As the PCs explore the ancient ruins of subterranean serpentfolk bases filled with exotic technology, they finish some of the alliance they began in Book 1 (Southern Garund), and across several continents they find the rising up of genetically-enhanced reptilian giants has become a real threat to their goals, and to those all around the world. Finding ancient mythic, psionic, and technological resources can tip the balance in their favor, so long as they stay ahead of the yet-unknown enemy. Resources include a full description of the descendants known as the Blood-Kin of the Ancients, and a section on Southern Garund.

Book 3 (Level 9-11): A Legacy of Bloodshed
After dealing with one of several processor stations for the AI used by the Annunaki's ancient tracking systems, and discovering several key pieces of clues of further technology to help tip the balance in their favor, the PCs head to Vudra at the behest of their Nagajoran allies. As they uncover more plots to kill them, cultist groups, and powerful psionic and reptilian villains with plots for world domination, the revelation of a powerful undead leader and its sleeping lover colors an already bizarre secret culture of fanaticism and psychosis. PCs will temporarily take on the mantle of undeath (mythic) in order to properly infiltrate the final underground base, and will have the option of retaining this undead nature when the adventure segment is completed, if they so choose. Resources include a section on Vudra, and a detailed section on the new goddess, Amaditi-teratsu, created specifically for the adventure.

Book 4 (Level 12-14): Creations of Blood and Scales
Further continuing their descent into the ancient underground bases of the serpentfolk and other Annunaki blood-kin, the combination of cultists, assassination attempts by similar parties coveting the accomplishments and resources of the PCs, and revealing more details of the wicked past which once and again afflicts Golarion with despair and malevolence, all stand in the shadow of the great tyrant that is growing in the depths of space and time. The PCs must destroy this newest menace, even though the return of even more powerful beings is already in place, and this leads to the final confrontations in Book Six, while also wrapping up the themes of sacrifice and bloodshed presented within Books 1-3. Resources include a section of the Valashmai Jungle, and the Ancient Valashmaian Culture which once ruled there.

Book 5 (Level 15-16): Destiny in the Stars
All planar and interplanetary themes are explored, detailing all manner of notions of the ancient past, alternate parallel Material Plane worlds, and the ancient pacts between the progenitors of the nagas and serpentfolk, as well as dragonkind. The draconic menace is not only dangerous, but interplanar in origin, with strong ties and holdings in Tian Xia and Sarusan. The PCs must first travel to Sarusan - a feat in an of itself, at least if they wish their memory to remain intact after their visitations - in order to temporarily ally with the Primal Lords of that distant land, and once again take on the draconic armies of eastern Tian Xia and their reptilian leaders. Resources include a section on Sarusan, and on the extinct race of mysterious technologically advanced humans known as the Ancient Taumata.

Book 6 (Level 17-18): Return of the Ancients
Wrapping up their allegiances to the Primal Lords of Sarusan, and closing off the route/method used to access the ancient lands, ties to Castrovel and the First World are explored, revealing the final pieces to an ancient mystery, and the inevitable return of the pantheon of mythic rulers who claim superiority over technology and the mortal races. Various threats seek to take what the PCs have acquired in their travels, while advanced psionic technology and giant robotic suits from the ancient past seem to be the only thing stopping them. When the Annunaki finally arrive in their massive sky-vessels the size of ships and cities, descending to the world's surface to reclaim their ancient empires, will it be the beginning of the end, or an age of liberation and enlightenment? Travel off-world will occur, and the final AI menace plaguing the Pantheon of the Royal Mantles will finally be confronted. Exploring the possible outcomes of the adventure arc, as well as a wide variety of post-campaign adventuring ideas, will take PCs all the way to 20th-level and full mythic potential, including more adventuring sites on other worlds and planes. Resources include a section detailing the Technology of the Serpent Overlords, and a section on Annunaki worlds, detailing the many world over which the empire rules across the Material Plane and other realms.


I'm up to fleshing out book four of this and I'm thinking about changing from a straight Plane of Shadow adventure to a Dan Simmons's Hyperion Saga style trek across the Golarion universe from Castrovel to Apostae using the gates that link worlds and Apostae's 'mystery gate' for the time travel. Thoughts?

The Exchange

DM_aka_Dudemeister wrote:

The Riddle of Osirion

Themes: Treasure Hunting, Politics, Religion, History

Location: Osirion

Book 1: Tomb Raiders (Level 1-4) The PCs have each been given a piece of a map that supposedly leads to a great treasure - the problem is the final piece of the map is missing. The PCs must infiltrate a notorious thieve's guild and snatch the piece before heading into the desert to find the Lost Tomb of Wa-djet - lost king of Osirion. Unfortunately the PC's inadvertently free undead mummy king who blows into the desert.

Book 2: The Canopic Keys (Level 5-6) Having freed a mummy king from his imprisonment the PCs must seek out his organs that are hidden in tombs throughout Osirion. The Mummy King is wasting no time though and has raised his servants to hound the PC's at every step. The PCs must break into a Museum, a Palace, A River Barge and a Temple.

Book 3: The Pyramid of Wa-djet (Level 7-8) Armed with the Canopic Keys the PCs must seek out the Pyramid of Wa-djet - designed to restore the long dead ruler's power to it's utmost. The PCs must brave a megadungeon in order to access the inverse pyramid of Wa-Djet. At it's deepest point the PCs face off against Wa-Djet's most fearsome guards and the king himself uses the power of the pyramid to throw the PCs back in time to the height of the corrupt king's rule.

Book 4: The Sphynx's Riddle (Level 9-10) The PCs are sent back into the Age of Destiny the PCs see Wa-Djet during the height of his rule. The PCs in the past watch the pyramid being built and are able to seek the help of the Sphynx who originally imprisoned Wa-Djet. The PCs discover that they are the key to imprisoning the corrupt Pharaoh.

Book 5: Time Tossed (Level 10-11) The PC's time gate throws the PCs into dangerous eras of Golarion's history, the PCs must restore these moments in Golarion history in order to return to their own time. Along the way gaining weapons and items that will help them in their final confrontation with...

Now this one I would buy and love to run.

The Exchange

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SoulDragon298 wrote:

The Tapestry Unveiled

Themes:Desna,Dark Tapestry,cultists,Azathoth
Location:Ustalav?

1.Crater of Chaos
The PCs pass near Carrion Hill when a massive object crashes into it. The PCs must brave the massive crater and its horrors to see what has crashed down into the hill.

2.Cult of the Water Lizard
After touching the piece of Azathoth that crashed to Golarion, the PCs are near pure insanity when Desna saves them and grants them mythic power. She explains that Azathoth came too close to Golarion and that she battled him,cutting a piece of him off. She then says that the Great Old Ones will be rushing to get the piece to increase their power. The PCs must defeat the evil cults that wish to gain the piece, starting by defeating the cult of Bokrug.

3.Into Insanity
After defeating Bokrug's cult, the PCs need to seek knowledge about the Dark Tapestry. To do so they must explore ancient catacombs filled with horrors and cultists from ancient times.

4.Yellow Doom
The PCs,after escaping the collapsing catacombs, learn that the cult of Hastur caused the collapse as they finish creating a portal for Hastur to enter. The PCs must stop the cult from opening this portal and releasing the King in Yellow.

5.Awakening of the Dreamer
The PCs learn of the impending coming of Cthulhu and must begin gathering forces from various nations to prepare for his attack and build up an army.

6.Fate of Golarion
The preparations are finished and Cthulhu arrives. The PCs must defeat his forces and stop him from gaining Azathoth's power.

It's a rough draft but I have had this on my mind for awhile.

Again another winner. I would love to buy something like this.

The Exchange

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Aldori Dance Of Deception
Themes: Brevoy, Aldori Sword Lords, Pirates and Lost Treasure of the dead God
Location: Brevoy and Old Iobaria

1. Dance of Swords
The party starts in New Stetven, the capital of Rostland. The PCs come to Brevoy to find the Aldori Swordlord Maester Silvano Hestori to learn more about his art of Flying Blades. However, when they get to his mansion, they find he was murdered. The party is tasked to find his killer and the Maester's prize sword for his family.

2. A Pirate's Gamble
Finding Maester Hestori's murderer, the party is lead to the city of Port Ice and the den of piracy within. A captain there paid the fee to kill the Maester. But why and what benefit did this bring the unknown captain? The party will find out in a twist of double crossing and skullduggery.

3. An Eagle's Flight
After dealing with the captain, the party is drawn into a web of politics and underlying currents to overthrow the current King of Brevoy. There are families vying to take the throne at all costs. Evidence leads to a cult in Eagles Watch. Does the lord of this citadel know? Or is it an infiltrator group looking to destabilize Brevoy?

4. An Old Claim
After uncovering and slaying the cult lead by a witch and a powerful demon, the party heads to Old Iobaria to find out if there are plans to retake Brevoy and put it under the rule of Iobaria. What the party discovers is beyond anything they can imagine.

5. Orlovsky's Gamble
Upon discovering that Lord Orlovsky is a key conspirator to hand Brevoy back to Iobara, the party must confront him on behalf of the kingdom and thwart his imperialistic plan.

6. A Gift Of Aroden
The party chases Lord Orlovsky and his demonic patron to Winterbreak to stop hi. From retrieving the Sword of Aroden. He plans to use it in a twisted plot to turn back time and return Brevoy to Iobaria's clutches.

Silver Crusade

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Pathfinder Lost Omens, Rulebook Subscriber

Theme: Magic/Subterfuge/Disaster/Aberration

Location: Korvosa (Academae) Absalom (Arcanamirium,) Mwangi Expanse (Magaambya) and the outlying areas of each.

First Lessons: Getting into the Academae is legendarily hard. Surviving your first year there? That will take a miracle. Aspiring mages and those who accompany them will need to face diabolic teachers, dangerous experiments, and summonings gone awry in Varisia's most prestigious arcane school.
Specific themes: Elitism, Education, Survival

Forgotten Lore: Did you think your education at the Academae was over just because you saved it from a crazed devil? That only served to increase your load! Now you have to fend off murderous colleagues, defeat their diabolic (and worse) allies, and remember to do your research. This adventure ends with the PCs aiding in setting up the Breaching Festival, and keeping something in as much as they need to keep everyone else out.
Specific Themes: Skulduggery, Investigation, Horror

Knowledge as Power: Congratulations! You saved the Academae. Sure, you had to oust the headmaster to do it, and now you're banned from Korvosa, but your time in the Academae was informative in ways most people wouldn't dare to dream. Now you're taking your knowledge to the most influential and impressive institutions of inquiry: The Arcanamirium of Absalom. The greatest arcane minds in the world gather here, and while definitely less hazardous than the Academae, you'll find no shortage of challenges when faced with your greatest task yet: founding a new campus. When they mess up, it's on you, and with the world watching, how will you fare your first day on the job?
Specific Themes: Social Combat, "Kingdom" Building, Urban

Genesis of Deception: After the assassination attempt at the hands of the aberrational Deceivers, the PC's must find the inventor of these near-human monsters and learn the extent of the Deceiver's infiltration into humanoid society.
Specific Themes: Mystery, Dungeon-Crawl, Ethical Dilemma

Masks of Magic's Saviors: The PCs findings in Grobbick's Lab have led them to believe a much larger plot has been at work behind the scenes. Some of the papers hinted at the world's oldest learning institution, Magaambya. Sequestered in the Mwangi expanse, this wizardry school was founded ages ago by Old Mage Jatembe and his Ten Magic Warriors. As the PCs acquaint themselves with Magaambya, they begin to receive strange dreams of impending doom. Can the PCs collect the lost ten masks belonging to the Magic Warriors before their dreams come true?
Specific Themes: Adventure, Relic Hunting, Omens, Conspiracy

Apotheosis: High-Sun Mage Oyamba is dead. The arcane energies released by the Aboleth's device threaten to cause destruction not seen since Earthfall. Before he died Oyamba hinted there was a way to stop the apocalypse hidden somewhere in Magaambya. Can the PCs fend off the aberrational onslaught long enough to find the secret that will save the world? Or will the magic you've spent your life studying wipe out Golarion as we know it?
Specific Themes: Adventure, Cataclysm,

Bonus: The shop tagline for the AP announcement would be: Unearth some Arcana!


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This crossover:
into 1918/1919 Earth in Reign of Winter

gives me inspiration for at least the concept of a series of Adventure Paths set on Earth, with most covering 3 to 6 years each, and the upcoming pulpy-sounding Occult Adventures sounds like it would fit very well with this.

Rise of the Warlords (1919 - 1923): In the chaos of World War I and its immediate aftermath, a breach between realities went essentially unnoticed. But this breach deposited on Earth a set of most unlikely heroes. Can these heroes stall the plans that the world-ruining Daemons have for bringing everlasting ruin to Earth? After all, they won't be up against just one Lord of Greed, but several whole companies of them, already wide awake, and thoroughly established!

Curse of the Ivory Mansion (1924 - 1927): Heroes from another world have banded together with local heroes to stall -- although not permanently defeat -- the Daemon's plans for Earth. Seeking a center of power in which to base themselves, they have uneasily chosen the most powerful nation on Earth, which promises reminiscence of Andoran, the previous cradle of freedom with which the offworlders were familiar . . . but which has a great many broken promises. A GREAT MANY. The heroes must discover the sources of corruption within their adopted land . . . and is the highest office in the land destined to be forever corrupt beyond redemption?

Second Deluge (1928 - 1932): Daemonically-aligned masters of Sin Magic have followed the offworld-spawned heroes from their home to Earth, and also begun to meddle in Earth's history, and have made an unholy alliance with creatures of the depths that have become just as Envious of humanity's success on Earth as they did long ago on Golarion. When their conspiracy spirals into a worldwide economic collapse, the heroes must swim as hard as they can just to stem an imminent disaster of Biblical proportions.

Council of Robber Barons (1933 - 1934): At last, the Curse of the Ivory Mansion seems to have been neutralized . . . but for how long? A sinister Hell-spawned conspiracy from within the highest strata of society in the heroes' adopted land threatens to undo all the good that has been done. The heroes must put a stop to this conspiracy, but do so in a way that does not tear apart the nation.

Mountainmaker (1935 - 1938): Although the heroes have managed to neutralized the most severe threats to Earth, new ones keep popping up like moles. Word comes back from survivors of a secret Antarctic mission gone horribly wrong that at least some parts of Earth have at least two sets of geography that exist simultaneously, and that accessing the wrong one can lead to mind-wrecking horror. The Great Old Ones claw at the fragile barriers protecting Earth's reality, and the heroes must travel to Earth's battered remnant of its equivalent to the First World to try to rally survivors to build a secret nation that will act as a bulwark against the horrors of the Dark Tapestry, while thwarting forces spawned Earth itself that seek to destroy the last of Earth's equivalent of the First World.

Alien's Skull (1939 - 1941): Although the Great Old Ones have been temporarily thwarted, they are not the only menace lurking in the Dark Tapestry. An alien civilization, with members of individual power much less than the Great Old Ones, but with their advanced technology no less dangerous overall, has taken interest in Earth, and has freed Daemonss from imprisonment and allied with Earth's most Evil leaders to create a new maelstrom that threatens the annihilation of civilization itself, with the outbreak of World War II. Our heroes must race to keep technology far beyond any native to Earth out of the hands of Earth's greatest murderers.

Iron Crown (1942 - 1944): The heroes' defense of Earth has been a secret well kept . . . but not well enough. Their efforts have come to the attention of the Office of Strategic Services, which has uncovered a new horrific plot that threatens to wipe out freedom once and for all. The Shouting Tyrant publicly professes disdain for the spiritual, but has secretly turned to the occult, and has commissioned a program to release no less than a zombie plague to wipe out the nations resisting the Third Reich. The heroes must put an end to this experimentation before it spirals past the point of no return. And on a world in which "elements" refers to substances far more basic than the classical elements as named on Golarion, the heroes will find that plans are afoot on Earth to use metals far deadlier than mere iron . . . and the walking dead are the perfect workers for handling such deadly substances.

Uranium Regent (1945 - 1948): The walking dead have been put back in the grave . . . for now. But the powers of Hellfire itself are now in the hands of mortal leaders. As World War II draws to a close, a new war, fought much of the time in the shadows, is already brewing between the Lords of Greed and a quasi-religious collectivist ideology that that seeks to assimilate all of existence. The heroes must travel to far nations not only to ensure the defeat of the existing tyrants, but to install leaders who will -- if not bring Good -- at least not build upon the Evil whose clutches have threatened to tear the world apart, while limiting the further spread of Hellfire technology as much as possible.

Crystal Skull and Silicon Shackles (1949 - 1953): The technologically advanced aliens that aided and abetted the onset of World War II have allied with both sides of the new Cold War, and seek to fuel the conflict with advanced technology that promises freedom, but delivers slavery. To put a stop to this plot, the heroes must infiltrate space pirates that prey upon the aliens' clandestine commerce through the Dark Tapestry. Will the heroes build the brigands into something greater than they have been, or will they become their latest victims, lost in space?

Shattered Planet (1954 - 1957): When a common thief winds up with a mysterious shard of material that emits radiation toxic to certain otherwise seemingly invincible heroes, a race ignites to collect the other fragments of an artifact forged from the remains of a doomed world. The problem is that the heroes have not been the only ones actively collecting: Some of the shards are already in the hands of the enemies of freedom, and not just those of the collectivist variety.

Winter of Rain (1958 - 1961): When what should be snow in the winter instead begins to come down as rain, the change is so gradual that most people simply do not notice, or even deny that such a change is occurred; after all, the idea that technologically generated pollution may be to blame is simply too horrific to conemplate. Yet a stray sighting of an artifact traveling between worlds illuminates a far more sinister problem: The Warsaw Pact, unsatisfied with being kept in check by the Mutual Assured Destruction ordered by the forces of Hell, has sought alliance with different otherworldly forces, and has made common cause with disgruntled tyrants of similar heritage and attitude on Golarion. The heroes must infiltrate the heart of the Soviet Union to strike supernaturally-powered enemies on a world that they have not been to for decades. Will Earth's warming be restored to the slow march to the drumbeat of technological pollution, or will Earth be turned into a steambath as it soaks up the heat meant for TWO worlds?

Fall of the Righteous (1962 - 1968): When a Paladin loses her faith, she loses her powers. What happens when a goddess loses her faith? Earth is not the only planet facing existential threats, and indeed the problems on Golarion can prove to be enough to cause even the divine to break under pressure. Decades ago, Golarion's goddess of justice began to crack under the pressures from the demonic assault on that world, and to attempt to avoid falling to Diabolical damnation, she has come to Earth in self-imposed exile, where she seeks redemption. Will the heroes be able to help her to find redemption, or will temptations of the rising tide of Sin on Earth prove too much for her . . . and them? For while Earth does not have native Sin Magic, it certainly has Sin Technology.

The Masked Mummy (1969 - 1974): You know the story. A Mummy comes to life to terrorize the world. The problem is: This time, the Mummy that has arisen is far more clever than most of his kind. Proving to be an adept master of disguise and political maneuvering. This Mummy is no clawed horror striking only from the shadows, but an adept manipulator, who seeks no less than world domination through political action. The heroes will find that by the time they have figured out the identity of the Undead Mastermind, he has already ascended to political power that most people can only dream of. Can the heroes bring him down without revealing to everyone horror that will cause the collapse of civilization?

Silicon Devils (1975 - 1980): Although the technology-smuggling aliens from the Dark Tapestry were (at least temporarily) thwarted years ago, enough of their technology leaked through for the more exploitative types on Earth to get their efforts to replicate it to bear fruit. Although they have yet to move their efforts to suppress free will into the public sphere, they have been working behind the scenes to create devices to steal the very concept of freedom. Will the heroes be able to thwart or at least stall their plans, or will they become the latest willing slaves of the Lords of Greed?

Giantmaker (1981 - 1985): Faced with the prospect of secret annihilation, or worse yet, enslavement, the heroes must face their greatest fear: going public. As the forces of Evil move to squash the pests once and for all or make them into minions, will the heroes be able to win hearts and minds as Earth's first openly acknowledged superheroes, or will they become no more than the latest broken promises on a world that seems bent on going to Hell?

Winter's Rebels (1986 - 1991): Turmoil on two worlds! By a remarkable coincidence, unexpected deaths of old guard leaders enable reform-minded leaders in both the Soviet Union on Earth and Irrisen on Golarion to come to power almost simultaneously. Various forces on both worlds see both of these as existential threats, and will stop at nothing to ensure that both hopes of freedom wither on the vine -- or, failing that, explode into ruinous chaos. Will the heroes succeed in enabling both evil empires to dissolve largely peacefully, or will the forces of tyranny succeed in making their warnings of chaos into self-fulling prophecies?

Lantern Lodge

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Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber
UnArcaneElection wrote:

** spoiler omitted **

gives me inspiration for at least the concept of a series of Adventure Paths set on Earth, with most covering 3 to 6 years each, and the upcoming pulpy-sounding Occult Adventures sounds like it would fit very well with this.

That's a win. World of Darkness meets Occult Adventures on Earth meets every AP on Golarion happening alongside each other in some form of game-world parallelism. Excellence! ....And 16 chapters and counting....


Varisian AP.
Background: Varisia faces an ancient enemy that is not linked to the long lost empire of Thassilon, Uvaglor, the Misbegotten Prince. The vrock oracle has set in motion a conspiracy for proclaim himself rightful ruler of Varisia with the help of a terrible ally which he communed with during his imprisonment in the Malestrom, Shub-Niggurath.

-The Broken Anvil: Jorgenfist is soon to be the place of reunion for the representatives of all the settlements in Varisia as recent crisis forces them to negotiate a possible alliance which may become something more but assassination and sabotage menaces to spark a war between the mighty city-states.
-Womb of the Black Goat: A new strange cult is spreading across Varisia and it has declared war on the followers of Lamashtu, Pazuzu and Norgorber while horrible mutations and sightings of never seen before monsters become more common by the day. Hints point towards the City of Strangers as possible origin of these events when a deranged member of the Brotherhood of the Seal discovers the access to a ruined temple and demiplane that even the caulborn ignore it existed: The Womb of the Black Goat.
-Conquerors of Greed: Xin-Shalast is under siege! The many colonies that try to claim the ancient city ask for help as a horde of darkfolks, derro and duergers is assaulting the famed ruins with the help of strange fungoid aberrations that resemble insects. Can the PC settle the differences between the different colonies and face the enemy before Uvaglor's minions can claim an artifact that may help Shub-Niggurath come to Golarion.
-The Triumvirate of Retribution: Shub-Niggurath cultist had managed to wipe out almost all the followers of Lamashtu, Pazuzu and Norgober in Varisia and as a mockery to the Mendevian crusade the Mother of Monsters has done the unthinkable, she has forged an alliance with Norgorber and Pazuzu to stop the Black Goat and the Misbegotten Prince with a Crusade of Freaks and Shadows. To stop the incoming horde of dark fanatics the PCs must settle the differences between Riddleport, Kaer Maga, Korvosa and Magnimar or the land will soon succumb to an unholy war.
-The Last Fight of Alaznist: The PCs had aborted the plans of Uvaglor to bring the goddess Shub-Niggurath to Golarion from the deeps of the Dark Tapestry as well as the Triumvirate of Retribution's unholy crusade, but the Misbegotten Prince is far from being defeated. The vrock oracle brings an ultimatum: "Proclaim me king of Varisia or you will know the might of the Oliphaunt of Jandelay". The PCs must do an insane mission to stop this from happening, awaken the Runelord of Wrath herself, Alaznist, from her slumber in one of the most deadly dungeons in Golarion.
-All Hail the Misbegotten Prince!: The PCs had discovered where Uvaglor hides, under Castle Korvosa, in the resting place of Sorshen, Runelord of Lust. After conquering the dangerous vault, they find that the Misbegotten Prince has escaped to the most unlikely place: the celestial planes. Uvaglor plans to use a mythic artifact created by Sorshen herself able to dominate demigods like the Empyreal Lords with the idea of force them to proclaim him supreme ruler of Varisia.


Been too long since anyone added to this incredible idea repository.


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Pathfinder Adventure Path, Lost Omens, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
kadance wrote:
Been too long since anyone added to this incredible idea repository.

Since you put it that way...

How about a break from world-shaking supernatural events?

What Price Victory?

Themes: War

Location: Nirmathas, Molthune

Book 1: The Kindled Flame (Level 1-3): The PCs are low-ranking members of the Nirmathi militia. They get called up due to Molthune making some aggressive noises, and their position comes under attack from Molthuni irregulars. After distinguishing themselves in the defense, they're nominated to go reconnoiter the Molthuni positions. The PCs infiltrate across the border and discover that this isn't just the usual border bickering- Molthune is preparing to move in earnest. They have to escape back to Nirmathas to get the word out.

Book 2: The Good Fight (Level 4-7): While Molthune hasn't exactly got the element of surprise, they're still benefiting from having taken the initiative, and making gains. The PCs are tasked with evacuating a swathe of territory to enable the Nirmathi to lay a trap for the leading elements of the Molthuni army. After getting the locals to leave (either through force or persuasion), they help set up the ambush. But then word reaches them (via a Molthuni defector) that they have a traitor to deal with. The Molthuni know, and are obligingly springing the trap in order to keep the Nirmathi concentrated, while they strike elsewhere. The PCs must locate the traitor and figure out how to salvage the situation... but even if they catch the traitor on time, it will be too late for the Nirmathi forces caught in the Molthuni counterstroke.

Book 3: A Time to Stand (Level 8-10): In the wake of the debacle in the previous adventure, and owing to their sterling service, the PCs are now among the highest-ranking members of the Nirmathi forces still at large. Molthune's armies continue to advance, and the battles fought become increasingly suicidal holding actions. The PCs must manage to rally their forces to push back the invaders, at least enough to gain some breathing room. But as they push back the Molthuni forces, they start to discover, among the prisoners and among the dead, signs that Molthune isn't fighting alone. Nidal has sent advisers and material aid to the enemy.

Book 4: Desperate Times (Level 11-13): Nidal commits more aid to their Molthuni allies... or are they puppets? In either case, the PCs find themselves facing more than just the basic military of Molthune, and they'll need help. As winter hits hard, causing a lull in the fighting, the PCs, as some of the most successful Nirmathi in the present war, are selected to help seek foreign aid. The Hold of Belkezen is almost certainly out of the question, Lastwall is busy and has demands on its own military strength, and Varisia is essentially disorganized. But across Lake Encarthan, there are other options. Razmiran is willing to offer aid... provided the Church of the Living God is allowed a free hand in proselytizing in Nirmathas. The elves of Kyonin have little interest in human squabbles, but the least the Nirmathi can do is ask. Ustalav is no military powerhouse, but they're far better than nothing. And Druma's financial acumen is something that might be worth far more than the military aid of any of them. The PCs' must turn their leadership talents to diplomacy, and see just whose aid they can secure in face of Molthuni objections-and at what price.

Book 5: This Kind of War (Level 14-16): With the spring floods over, the campaign resumes in earnest. The PCs are back, along with such allies as they have been able to secure- and the tide begins to turn. As they retake territory, Nidal quietly withdraws its aid for Molthune, leaving them hung out to dry. Now the PCs have to finish the drive back to the border- and keep their allies from overstepping their bounds.

Book 6: Once More Unto the Breach (17-18): With the border back where it was when the war started, many, weary of the conflict, are calling for a halt. But what insurance does Nirmathas have that Molthune won't try this sort of thing again? And besides, Nirmathas owes its allies... and making Molthune pay some of that debt has a certain appeal. While the bulk of the Nirmathi population sets about rebuilding, the PCs (by now legitimate powerhouses), along with representatives of their allied nations and the elite core of the remaining Nirmathi armed forces, pursue the retreating Molthuni armies in order to dictate terms on their soil. But though their armies have been driven from Nirmathas, the Molthuni have no intention of simply rolling over and surrendering. How far are the PCs willing to go to achieve their mission?


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Arise, dear thread, for you have been missed greatly.


@Cole Deschain: Your idea noticeably prescient of an actual upcoming AP: Ironfang Invasion.


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I'd like to see an AP in a region we have not heard much from. Also, there has not been all that much when it comes to investigation and high intrugue. Now, where could that happen...

For Prince and Country

Location: Taldor
Theme: Intrigue, mass combat (later).

1. Shadows of Golsifar - the murder of the up-and-coming baroness Arimanna has shocked the provincial town of Golsifar. There is an official investigation, but a local nobleman and a friend of the baroness suspects that the official investigation would not be particularly interested in getting too far into the matter. The PCs have been accused of the crime, but through a technicality and a lot of influence, their new patron gives them a chance to find the real killer. They have to find the assassins and turn them in,dead or alive... or else. Finding what the motive is would not hurt either.

2. Bad luck and worse bedfellows – the involvement of the cut of Zyphus in the Arimanna affair has shown this group to be a lot more influential and ambitious than what is normally believed in Taldan society, and the PCs find out they have been marked for death for their interference. They must engage in a cat-and-mouse game with the leaders of the local cell in Mut, unmasking or slaying their leaders while remaining themselves unseen. In the background, other enemies pursue their own vendettas.

3. Opparan nights – with newfound reputations for loyalty and heroism, the PCs can enjoy the fruits of their success, only to find out that navigating the morass of Taldan high society can be just as dangerous. An old patron's plans may finally seek to bear fruit, alliances from before must be honored or broken, and new rivalries erupt. Honor, pride and love itself are tools to be used against the unwary. If the characters play their cards right,they can get a quick promotion to the crème of Taldor's aristocracy. If they do not, disgrace and exile await.

4. The Lion's fangs – the empire of Cheliax' recent successes has left some of their generals eager and overconfident, and some of them have decided that there is glory and easy plunder to be had in Taldor's unruly western reaches. The chaos in the region and its recently disgraced general promises easy pickings. However, the empire's newest strategi are sent there to quell the riots in Cassomir and show the simpering diabolists just how wrong they and their myriad agens are. Yet in the background of this border conflict, a hidden manipulator finally overplays his hand, when his plans for engineering a big crisis for Taldor that would shake the foundations of the empire and leave the monarch weak and reeling does not play out as he would want...

5. The price of treachery – the machinations of the viscount De Graive have come to the front and an apocalyptic war between Taldor and Qadira is about to erupt.The PCs need to mediate between the different factions of the Taldan army and ideally resolve the crisis before a massive war erupts. To do that, however,a peer of the Empire who would certainly NOT be a cardial of Zyphys must suffer a regrettable and totally not intentional incident. What a coincidence that itwould involve the same people he threw to the wolves in Golsifar.

6. Three days to the apocalypse– Despite the deaths of the viscount de Graive, his final gambit proceeds as foreseen with a planar invasion of Oppara. They have less than half a week advanced notice before rifts to Abbadon open throughout the countryside and armies of daemons swarm out, and assassin cults and plaguesbearers already spread throughout the country. Hastily appointed as wardens of Oppara, the characters need to secure the city and Taldor itself in order to beat back the hordes of Abbadon and seal the greateste rift before the Seraph of Desolation herself rides out from it brings down the mighty empire that survived legendary betrayals and the death of a god. Will the Lion of Taldor rise from its slumber and roar defiantly once more atop a defeated foe on the grey wastes of Abaddon, or will it fall silent forever?


Pathfinder Adventure Path, Lost Omens, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
UnArcaneElection wrote:

@Cole Deschain: Your idea noticeably prescient of an actual upcoming AP: Ironfang Invasion.

I dunno, I seem to have hit the geographic starting point, but Ironfang looks like a horse of a different color.


I was writing a homebrew AP which got away from me. It was to do with necromancers exploiting what they saw as stored energy beneath the earth at the site of many bloody ancient wars, realising that as humans they had no real connection to the earth and instead resorting to experimenting on the local subterranean races like dwarves. Of course, as a fringe group of outcasts they were quashed easily and everyone carried on ignoring that dark spot in their history.

Book One: Started with the players in a town situated on a mountain pass, controlled by a benevolent dwarven smuggler queen who has installed herself as mayor. The town is seeing heightened attacks from bandits, the town's forces are taking a beating, the trade route is closed to being shut down so the players are hired by the mayor to head in to the mountains and light a dwarven distress beacon in the hope that there are some dwarven nomads nearby who still remember what the beacons signify. Unbeknownst to everyone, the tunnels leading to the beacon are the home of the descendant of a dwarf woman who was experimented on by the necromancers and is suffering from a madness because of this. He is working with the town's political enemies to gain control of the town and the trade route.

Book two would see the players traveling to a town controlled by a rival smuggler in an attempt to disrupt the political plot to gain control of the area.

Essentially the AP was about a part of the world with a chequered past, and discovering that the origins of the culture, traditions, local festivals and holidays etc were rooted in something much darker than they seem. Although worshipping the necromancers and their gods has been outlawed, the fact that things slipped through the net and became a seemingly innocent part of local life kept the magic alive, and of course caused it to resurface during a time of political uncertainty. They would be trying to prevent the reformation of a cult that doesn't yet realise that it's a cult.

Of course, like all APs I was much more interested in the earlier chapters than the later ones.

The Exchange

The creativity of this community never ceases to amaze me. Hopefully we can revive this thread, and get some more ideas flowing.


From the Dragon Empires...

The Price of Ichimeiyo

Location: Shokuro
Themes: honour, service

1. Lord of the Moon - In the quiet fishing village of Nura, the adventurers have arrived in time for the local Tsukimi festival. During the celebration, the local yakuza make a play for control against the local lord with hired mercenaries from nearby Kaoling, but the mercenaries have designs on more. After saving the lord, the party is asked to visit the yakuza and discover they have been betrayed by the mercenaries. Trailing the mercenaries to their camp near the Sea of Eels, they find the conspiracy points to the capital of Mukinami.

2. The Price of Ichimeiyo - Word of their exploits has reached Shogun Toriaka and his advisor summons the party for an audience, interrupted by ninja. After, they are told to report to Jing-ko keep in the wild lands in the south east beyond where the Shogunate army has pacified, the border with Shenmen! This small outpost in the forested hills has attracted some loggers and farmers to the area. Several monsters plague the nascent village and need be cleared, culminating with a naga.

3. Spirituality - Bandits raids from the Gossamer Mountains threaten the stability of the burgeoning new land of Shokuro. Tracking them back to their base the party discovers they are former sohei from the Gossamer Cloud Monastery, high up in the mountains. They were forced out by an unspeakable evil. Traveling to the monastery, the party must defeat horrific undead. Clues point to a greater evil in the Spectrewood.

4. Blood and Honour - Making their way through the Spectrewood, the party eventually comes to the ruins of a long abandoned monastery where they face the undead minions of a powerful jiang-shi vampire! However, it does not want to defeat the party, it wishes to ask a favour: free it from the curse given by a powerful circle of nagas, the Godai Five.

5. Journey to Destiny - Travel through to the darklands, facing many hideous monsters, on the way to the Temple of Godai.

6. The Temple of Godai - Face off against the Godai Five. This will be a mega dungeon/temple where the party must defeat all five powerful naga, each representing an element.


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Been writing this up for a while now... 25+ pages of notes, encounter ideas, a player's guide, a bunch of new monsters and items. So far, notes cover most of first 3 "books" out of 5.

(working in progress)

Winter of Anarchy

Themes: survival, isolation, exploration, dark fantasy

Inspirations: History, Slavic Folklore, dark fantasy novels.

Location: Iobaria

Background

Long droughts, poor trade, due to war in Brevoy, as well as a series of long winters has pushed the population of northern Iobaria to extreme poverty, to the edge, beyond which is chaos and death. As a threat of another long winter looms, several dark figures put in motion a plan, that would plunge all of Iobaria into an age of cold, hunger and death, where they shall rule.

Summaries

Book 1: Buran's End (Levels 1-4)

Adventurers find themselves stranded in a small town of Buran's End, at the edge of wilderness, surrounded by harsh, unnatural weather. Paranoia, fear and despair sets in as monstrous humanoids and sabotage pushes the town to search for alternative means of survival.

Book 2: Winter's wife (Levels 4-7)

Adventurers are urged to explore infamous Finadar Forest, in search of a bound spirit, who may be connected to the mysterious weather. Their path and choices will be swayed by the secrets they uncover and new evil, bestired by ancient Omens coming into life.

Book 3: Feast of adders (Levels 7-10)

Old allies and friends will show their true faces as Adventurers fight a race against time and an army of savage marauders, led by mad cultists, to stop a ritual that can signal their doom.

Book 4: Sea of holly (Levels 10-13)

Signs and omens point the party towards an unsettling deal with ruinous powers, for a chance to strike against one of the orchestrator of current events, by entering a shattered demiplane, once a part of the First World.

Book 5: Secrets of Kask-Kirrulthar (Levels 13-16)

All plans revealed - adventurers learn they stalled the disaster for but a moment. The party has very little precious time to plan and prepare an assault on Kask-Kirrulthar, knowing very little of what waits them beyond the colossal walls of the greatest of Cyclopean watchtowers in the region. Faltering may push all Iobaria into a an endless Winter of Anarchy.

Silver Crusade

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Pathfinder Adventure Path Subscriber

I'd just like to remind everybody of this one passage in Messageboard rules:

"Users posting messages to the site automatically grant Paizo Inc the royalty-free, perpetual, irrevocable, nonexclusive right and license to use, reproduce, modify, adapt, publish, translate, sublicense, copy and distribute such messages throughout the world in any media."

Dark Archive

Gorbacz wrote:

I'd just like to remind everybody of this one passage in Messageboard rules:

"Users posting messages to the site automatically grant Paizo Inc the royalty-free, perpetual, irrevocable, nonexclusive right and license to use, reproduce, modify, adapt, publish, translate, sublicense, copy and distribute such messages throughout the world in any media."

Don't expect Paizo to comb through the messageboards for good ideas. This is just a disclaimer to prevent any legal trouble should Paizo publish something that is vaguely similar to what you post on this website. It also says NONexclusive right to publish, so you are still welcome to publish whatever it is that you post on this website.


Also I don't think Paizo guys can do a Slavic-themed survival and suffering Iobaria adventure the way I'd do it. Heck they pretty much forgot Iobaria exists. And if they do, heck, more love for Iobaria.

Silver Crusade

Pathfinder Adventure Path Subscriber
the David wrote:
Gorbacz wrote:

I'd just like to remind everybody of this one passage in Messageboard rules:

"Users posting messages to the site automatically grant Paizo Inc the royalty-free, perpetual, irrevocable, nonexclusive right and license to use, reproduce, modify, adapt, publish, translate, sublicense, copy and distribute such messages throughout the world in any media."

Don't expect Paizo to comb through the messageboards for good ideas. This is just a disclaimer to prevent any legal trouble should Paizo publish something that is vaguely similar to what you post on this website. It also says NONexclusive right to publish, so you are still welcome to publish whatever it is that you post on this website.

Of course I am aware of this. I didn't go to law school so that I could pick up ladies at the bar. I'd never be as good as Foggy Nelson at that. And at law, too.

In any case, I just wanted to make sure that everybody is aware of the boilerplate. Could save people some frustration down the road.


Dot for interest!


You are an Avocado at Law?

MDC

The Exchange

I've been following this thread for a while, and it always stimulates my own creativity. Here's a little something I've been noodling over for a while.

This Thing of Darkness

Location: River Kingdoms

Themes: Betrayal, Manipulation, Annihilation

1. Weeds Spring From Waste – Times are tough for the hamlet of Keely’s Crossing. Bandits plague the roadways, the local humanoid population is unusually active, and local crops and animals are sickly and dying. The party is sent to deal with the problems, and stumbles upon a tragic betrayal, a dark secret beneath a local ruin, and hints of a new generation of evil.

2. This Odious Peace – Someone is stealing bodies from the local graveyard, and tensions in town are rising. Neighbors are accusing each other of witchcraft and some local girls have gone missing. The party must sleuth out the clues from the deceptions, and navigate the surprisingly complicated social structure of Keely’s Crossings. Their discoveries lead them to discover a generations-old conspiracy, a ruthless necromancer, and a vengeful witch whose plot to destroy the village and its citizens is working according to her twisted plans.

3. Season of the Witch – Tracking down a witch is easier said than done – especially when she has the favor of Gyronna, and allies among the followers of Hanspur, including a powerful regional aristocrat. However, the wilderness itself may become the most dangerous enemy of the party – unless they manage to recruit their own allies among the fey and the druidic guardians of the wild.

4. Of War and Wickedness – Powers both temporal and supernatural have taken notice of recent events. Petty rulers are threatening war, but are they being manipulated? By whom, and to what end? The party must win the trust of both sides in order to diffuse a war, all the while searching for the secrets that will expose the real threats – a coven of hag queens, and a group of powerful wizards who oppose them.

5. Moonchild – The war between the hags and the wizards rages on. The party must travel to the hags’ nightmare realm in the Abyss and infiltrate the wizards’ Astral fortress in order to unravel the mysteries surrounding an age-old plot to create a superweapon capable of destroying worlds.

6. This Thing of Darkness – With the coming of the Moonchild, the party must race against time itself to destroy the mythical Doomesday Clock and avert the annihilation of reality.

Silver Crusade

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Mark Carlson 255 wrote:

You are an Avocado at Law?

MDC

That's one way of interpreting what I wrote, and certainly an interesting one!

One a more serious note, after several years of frustrating work in law practice, I'm now a full-time academic with side jobs of in-house lawyer for 2 NGOs. But the things I saw and heard in the courtroom ... they will haunt me until the end of eternity.


Gorbacz wrote:
Mark Carlson 255 wrote:

You are an Avocado at Law?

MDC

That's one way of interpreting what I wrote, and certainly an interesting one!

One a more serious note, after several years of frustrating work in law practice, I'm now a full-time academic with side jobs of in-house lawyer for 2 NGOs. But the things I saw and heard in the courtroom ... they will haunt me until the end of eternity.

It is a classic line from the Daredevil series on Netflix. I do not know if it was in the comic or not as I did not read it and have only seen the Netflix series. Which I really enjoyed.

It plans on the Spanish word for lawyer, abogado. Which in the series after a night of drinking became avocado and thus avocado's at law.

MDC


The Royal Talisman

Location: Isger

Themes: Grand fantasy, discovery, kingdom building

1. On the Run - A dying Kellid monk gives you an ancient artifact and tells you to flee. The PCs must avoid being captured by an Asmodeus inquisitor and his gang while discovering the origins of the Royal Talisman.

2. A Dream Unrealized - The PCs must travel to the Five Kings Mountains and earn the trust of the dwarf kingdom to start to unravel the history of the Royal Talisman.

3. The Chitterwood - The PCs continue to trace the history of the Royal Talisman and that search takes them into the Chitterwood, from where the Goblinoid Wars were born.

4. The Source of Decay - A startling discovery drives the PCs into the center of the Cult of Urgathoa to recover a second artifact and defeat the source of the undead scourge.

5. The Widow Queen - The heir of the ancient Isgeri chieftain must be found. Unfortunately, the heir is held prisoner by the Widow Queen, the high priestess of Mammon.

6. A Kingdom Reborn - With both artifacts recovered and the Isgeri heir freed, can the PCs help the heir to build alliances, root out pockets of resistance, become independent from Chelish rule and diabolic influence, and become King of Isger.


In the same line of thinking as what I posted nearly 2 years ago, Garrett Guillotte wrote this set of APs for Starfinder.

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