What AP would you like to see next? 2018 / 19 Edition!


Pathfinder Adventure Path General Discussion

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Silver Crusade

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Yakman wrote:
Cole Deschain wrote:

I dunno, a gunslinger walking the wastes, pistol in hand as they track down a pack of mutants who ambushed a caravan with some innocent bystanders on it...

Feels heroic fantasy enough for me.

Especially if the overall villain is some upstart looking to kick the Geb/Nex war back into high gear...

or crush both under a new Steampunk Tyranny...

I would buy an AP called Steampunk Tyranny so fast!


UnArcaneElection wrote:

Yeah, what's wrong with an Alkenstar/Mana Wastes AP also covering Geb and Nex? Seems kind of like lost opportunity if it doesn't . . . unless you also have separate Geb and Nex APs soon.

the Mana Wastes aren't kind to casters, Nex and Geb aren't kind to non-casters.


Pathfinder Adventure Path, Lost Omens, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Yakman wrote:
Cole Deschain wrote:

I dunno, a gunslinger walking the wastes, pistol in hand as they track down a pack of mutants who ambushed a caravan with some innocent bystanders on it...

Feels heroic fantasy enough for me.

Especially if the overall villain is some upstart looking to kick the Geb/Nex war back into high gear...

or crush both under a new Steampunk Tyranny...

...and crush both under a new Steampunk Tyranny while they're distracted by fighting one another....

Liberty's Edge

An AP set in Andoran, with Thuldrin Kreed and Falcon's Hollow would be great.This area has a lot of potential!


If they did a Tian Xia AP, what would they do for iconics (beyond the monk)?

Same thing they did for Hell's Vengence?

Silver Crusade

deuxhero wrote:

If they did a Tian Xia AP, what would they do for iconics (beyond the monk)?

Same thing they did for Hell's Vengence?

Sajan the monk is actually Vudrani. There are three Tian iconics at the moment: Hayato the Samurai, Reiko the Ninja, and Yoon the Kineticist.


I'm aware of where he's from, but all the Tian Xia books (both the setting books and single module that take place there) use Sajan in their art (and it's not like any of the iconics backstories match up to any of the APs anyways).

The other 3 are non-core. Iconics for APs are always the core ones so you don't need anything but the CRB to run them. Non-core iconics only get to show up in art, never pregens.

Silver Crusade Contributor

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I believe Feiya is also of Tian descent. ^_^

Silver Crusade Contributor

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deuxhero wrote:
The other 3 are non-core. Iconics for APs are always the core ones so you don't need anything but the CRB to run them. Non-core iconics only get to show up in art, never pregens.

This is inaccurate. Among other things, pregen iconics haven't been included since Serpent's Skull. And the iconics for the APs' art have varied widely - the Strange Aeons iconics don't have a single Core class among them.


OK, then there isn't a problem, good to know. The group isn't too terribly unbalanced either.


Guy St-Amant wrote:
UnArcaneElection wrote:

Yeah, what's wrong with an Alkenstar/Mana Wastes AP also covering Geb and Nex? Seems kind of like lost opportunity if it doesn't . . . unless you also have separate Geb and Nex APs soon.

the Mana Wastes aren't kind to casters, Nex and Geb aren't kind to non-casters.

Well, then, this is an argument for having an AP that does all 3. Make part of the early quests be to find ways (maybe magic items or maybe something else) that allow each to function at least partially in the "wrong" environment. Related to this, why should the Blackfire Adepts (scroll down to Breaching) get to have all the fun in getting their magic to work even in a dead magic area?


UnArcaneElection wrote:
Guy St-Amant wrote:
UnArcaneElection wrote:

Yeah, what's wrong with an Alkenstar/Mana Wastes AP also covering Geb and Nex? Seems kind of like lost opportunity if it doesn't . . . unless you also have separate Geb and Nex APs soon.

the Mana Wastes aren't kind to casters, Nex and Geb aren't kind to non-casters.
Well, then, this is an argument for having an AP that does all 3. Make part of the early quests be to find ways (maybe magic items or maybe something else) that allow each to function at least partially in the "wrong" environment.

Casters can easily get archetypes to help them in the Mana Wastes, and the Mana Wastes also affect magic items, so even the non casters can get an hard time there.

Archetypes to help non-casters in Geb and/or Nex? probably faster to just say non casters aren't good choices for an AP there... and both have a lot of Mythic ranked guys.

so an AP focused on the Mana Wastes would need little to no focus on Geb and Nex, outside of backstories and backgrounds, granted, the opposite isn't entirely true.


1. Something starting as sea-raiders based in Linnorm Kings but moving overseas thru exploration of some new unknown areas along the coast of Arcadia where it could wind up in some sort of sandboxy settlement-building (and continued sea-raiding).
2. Exploration and settlement-building into the wilds(?) of Iobaria. Hmmm, have to check the map but maybe a bonus if you somehow figure a water-route to tie in lieu of Arcadia into #1 above.
3. More pirates.
4. Something set entirely or mainly on Triaxus, something which played well to the differences of that world from Golarion. Can't explain why that appeals but it does.


Steam Punk Tyranny:
The thing is this a direction Piazo wants to take their setting?
Or is a way for them to publish alternate setting ideas and be able to take further in StarFinder?

For example if the idea is greatly received maybe as a result of it being in the StarFinder setting it can be more fully detailed and expanded upon so it turns into a fully functioning setting all its own.

MDC

Shadow Lodge

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IrishBouzouki wrote:
1. Something starting as sea-raiders based in Linnorm Kings but moving overseas thru exploration of some new unknown areas along the coast of Arcadia where it could wind up in some sort of sandboxy settlement-building (and continued sea-raiding).

Oh for Heaven's sake. Arcadia isn't empty, people. Stop assuming that it is.


zimmerwald1915 wrote:
IrishBouzouki wrote:
1. Something starting as sea-raiders based in Linnorm Kings but moving overseas thru exploration of some new unknown areas along the coast of Arcadia where it could wind up in some sort of sandboxy settlement-building (and continued sea-raiding).
Oh for Heaven's sake. Arcadia isn't empty, people. Stop assuming that it is.

Well, granted . . . but there have been lots of places that weren't empty, yet still considered unknown by those who had no presence there. I fear you're taking a phrase and willfully associating a negative connotation where it's entirely possible negativity did not exist. This happens a lot nowadays.

Oh, and I'm still in for anything Linnorm in origin. We need more Vikings.

Something that actually delves into the Mwangi culture more would be fun, too.


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Pathfinder Adventure Path, Lost Omens, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Actually, what we've seen of Arcadia indicates that their eastern coast has been beefed up to keep these dangerous and crazy outsiders from just moving in like they own the place... any Linnorm action there would involve trying to invade a populated, settled region whose residents would rather you didn't... and we've already had an all-Evil AP in recent memory, so...

Iobaria, on the other hand, is canonically plague-depleted, so a move in there might be a little less... reprehensible.

Shadow Lodge

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Cole Deschain wrote:
Iobaria, on the other hand, is canonically plague-depleted, so a move in there might be a little less... reprehensible.

In the barest technical sense, Kingmaker's Nomen Hills are on the march of Iobaria. So there's a tidbit of precedent. On the other hand, the Nomen Hills are very much populated, so one wonders about the rest of Iobaria.


Pathfinder Adventure Path, Companion Subscriber

I'd kind of like an adventure path that gives a bit more restrictions on what you play than the standard adventure path. Not to the point where it comes with pre-made characters like the adventure Jason Buhlman's writing, but like, an adventure where you're all worshipers of the same god, so everyone is one of 3-or-4 alignments.

Like, kind of spit-balling, Kofusachi is a CG god from Tian Xia that we know very little about. What we do know is that the nations he is commonly worshipped, they were either never conquered by Lung Wa (Tianjing and Hongal) or held out the longest against Lung Wa (Hwanggot). Now, maybe there's a mystery there (I kind of doubt it, I think its just that Lung Wa especially suppressed the faith more than the other Gods, but maybe there's a mysterious reason why)


Guy St-Amant wrote:
UnArcaneElection wrote:
Guy St-Amant wrote:
UnArcaneElection wrote:

Yeah, what's wrong with an Alkenstar/Mana Wastes AP also covering Geb and Nex? Seems kind of like lost opportunity if it doesn't . . . unless you also have separate Geb and Nex APs soon.

the Mana Wastes aren't kind to casters, Nex and Geb aren't kind to non-casters.
Well, then, this is an argument for having an AP that does all 3. Make part of the early quests be to find ways (maybe magic items or maybe something else) that allow each to function at least partially in the "wrong" environment.

Casters can easily get archetypes to help them in the Mana Wastes, and the Mana Wastes also affect magic items, so even the non casters can get an hard time there.

Archetypes to help non-casters in Geb and/or Nex? probably faster to just say non casters aren't good choices for an AP there... and both have a lot of Mythic ranked guys.

so an AP focused on the Mana Wastes would need little to no focus on Geb and Nex, outside of backstories and backgrounds, granted, the opposite isn't entirely true.

If you were going to use magic items in the Mana Wastes, you would want them to be those made by casters who figured out how to make their magic work in the Mana Wastes (hmmmm . . . maybe you have to steal them from the Blackfire Adepts, and maybe that's part of your quest to figure out how to get your own magic to work there eventually).

On the other hand, more standard (although not necessarily common) magic items could help the non-casters in Geb and Nex.

IrishBouzouki wrote:
{. . .} 4. Something set entirely or mainly on Triaxus, something which played well to the differences of that world from Golarion. Can't explain why that appeals but it does.

Suddenly my brain scrambled this into something set entirely or mainly in Texas . . . .

zimmerwald1915 wrote:
Oh for Heaven's sake. Arcadia isn't empty, people. Stop assuming that it is.

On the other hand, if Arcadia does have a large empty space, it probably has a REALLY GOOD REASON for being empty, and depending upon what it is, those living around it might be afraid to even talk about it.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Such as a place like The Mournlands in Eberron. :-)


West side of Arcadia?


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Pathfinder Adventure Path Subscriber
Cole Deschain wrote:

... and we've already had an all-Evil AP in recent memory, so...

Wow are you indicating vikings were/are evil?

Don´t you know what they really did?
They tried to hold back a flood of religious fanatics, came to liberate nature by burning those ugly villages, liberate women, treasures, everything. They even provided the men with a good opportunity to die in battle and earn a place at Odins hall. Such lucky men got to meet valkyres too!
The people of arcadia should be happy if they were subject to such a grace. Way better than meeting the chelish.

On a serious note, i think Hells Vengeance is pretty cool.
Looking forward to play Tyranny from Paradox studios soon, which has a similar approach.
That´s something i would love to see a lot more in APs. PCs being faced with difficult decisions, good or bad, and their consequences directly in the AP. Also low level decisions and paths walked influencing later books.


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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I think he was saying invading already civilized areas and displacing native populations was evil.

Shadow Lodge

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captain yesterday wrote:
I think he was saying invading already civilized areas and displacing native populations was evil.

Rather, he was saying that colonialism, regardless of whether the native population fits into the arbitrary box the conquerors call "civilized," (which they probably won't, because the definition tends to stretch to legitimize colonial conquest) is Evil.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

That's what I meant! Thanks! :-)


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Pathfinder Adventure Path Subscriber

I understood that and was trying to make a joke.
Hence the "On a serious note..." later.


Will Huston wrote:

I'd kind of like an adventure path that gives a bit more restrictions on what you play than the standard adventure path. Not to the point where it comes with pre-made characters like the adventure Jason Buhlman's writing, but like, an adventure where you're all worshipers of the same god, so everyone is one of 3-or-4 alignments.

Like, kind of spit-balling, Kofusachi is a CG god from Tian Xia that we know very little about. What we do know is that the nations he is commonly worshipped, they were either never conquered by Lung Wa (Tianjing and Hongal) or held out the longest against Lung Wa (Hwanggot). Now, maybe there's a mystery there (I kind of doubt it, I think its just that Lung Wa especially suppressed the faith more than the other Gods, but maybe there's a mysterious reason why)

I agree just like I proposed a quite a few posts back that an AP that had some class/race restrictions or requirements would be a change from the norm.

Restricting it by religion or lack of would also work. ie a no cleric or divine worshiper AP would really throw off how most people play the game and make some encounters a lot harder than they are with those classes.
MDC


Unfortunately, an AP like that would probably garner a lot of hate thrown at the AP and possibly at Paizo for daring to restrict a player's options and going over the DM's head about restricting.

As for an AP I would really like to see next... First World AP (I can see the whole "first world problems" thing tossed around, though), or one that has elementals of all sorts (I am a sucker for elementals). A dragon AP would be pretty awesome, too.


Pathfinder Adventure Path Subscriber
Mark Carlson 255 wrote:

ie a no cleric or divine worshiper AP would really throw off how most people play the game and make some encounters a lot harder than they are with those classes.

MDC

That´s funny because that´s exactly what i´m seeing mostly when i play.

No divine caster at all. The last one we had was my warpriest and people absolutely didn´t appreciate that i could raise them from the dead when their broke-ass builds where countered by the GM and wiped off.


Hayato Ken wrote:
Mark Carlson 255 wrote:

ie a no cleric or divine worshiper AP would really throw off how most people play the game and make some encounters a lot harder than they are with those classes.

MDC

That´s funny because that´s exactly what i´m seeing mostly when i play.

No divine caster at all. The last one we had was my warpriest and people absolutely didn´t appreciate that i could raise them from the dead when their broke-ass builds where countered by the GM and wiped off.

Let me guess, ban all divine, but keep Arcane full-casters?


^That could work for Rahadoum and maybe Razmiran, Touvette, or Bachuan . . . .


Will Huston wrote:

I'd kind of like an adventure path that gives a bit more restrictions on what you play than the standard adventure path. Not to the point where it comes with pre-made characters like the adventure Jason Buhlman's writing, but like, an adventure where you're all worshipers of the same god, so everyone is one of 3-or-4 alignments.

Like, kind of spit-balling, Kofusachi is a CG god from Tian Xia that we know very little about. What we do know is that the nations he is commonly worshipped, they were either never conquered by Lung Wa (Tianjing and Hongal) or held out the longest against Lung Wa (Hwanggot). Now, maybe there's a mystery there (I kind of doubt it, I think its just that Lung Wa especially suppressed the faith more than the other Gods, but maybe there's a mysterious reason why)

Wrath of the Righteous already did that. It was one of the many, many reasons it was terrible.

Shadow Lodge

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deuxhero wrote:
Wrath of the Righteous already did that. It was one of the many, many reasons it was terrible.

1. No it didn't.

2. Overstatement much?


Guy St-Amant wrote:
Hayato Ken wrote:
Mark Carlson 255 wrote:

ie a no cleric or divine worshiper AP would really throw off how most people play the game and make some encounters a lot harder than they are with those classes.

MDC

That´s funny because that´s exactly what i´m seeing mostly when i play.

No divine caster at all. The last one we had was my warpriest and people absolutely didn´t appreciate that i could raise them from the dead when their broke-ass builds where countered by the GM and wiped off.
Let me guess, ban all divine, but keep Arcane full-casters?

I am not saying one way or another but it is a tried and true method to limit or exclude things/classes/races to change a play experience.

The same can be said of a no arcane class AP or mini AP, it IMHO would dramatically change a lot of peoples experiences.
The same can also be true by adding things to your game, ie adding psionics, creating rules for using higher CR races as PC's, Mythic Rules, etc.

I fully agree that some would like it and some would hate it but I have done it in the past and it has been a fun change from the norm.
MDC


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Repeat for Taldor intrigue, kingdom building and mass combat all at once!

For the Lion!

Thanks
EtG


zimmerwald1915 wrote:
deuxhero wrote:
Wrath of the Righteous already did that. It was one of the many, many reasons it was terrible.

1. No it didn't.

2. Overstatement much?

The campaign traits had very specific backstories attached to them. These were not only required, but required for your mythic path and thus character class. The AP proper further pushes these mandatory backstories with heavy plot involvement.

Here is what any character that intendeds to be primarily an arcane caster has to have in their backstory.

Quote:
You bear a strange birthmark on your body—something you’ve learned is the Sign of the Seeker’s Spiral, a rune associated with the secret society known as the Riftwardens. You have researched this rune, and have learned that the mark sometimes appears on the children of Riftwardens who have been exposed to particularly strange planar energies. Unfortunately, you never knew your parents, for you were raised by a foster family in Kenabres. Your foster family has conf irmed that both of your parents were Riftwardens, and has further conf irmed that your parents went missing on a secret mission into the Worldwound less than a month after you were born. You’re not sure what happened to them, but you’re certain they’re dead—and your gut tells you that the one who murdered them yet lives! In any event, you’ve long felt magic in your blood, and casting spells comes easily to you. You gain a +2 trait bonus on all concentration checks. Associated Mythic Path: Archmage. Multiple Characters: You should be siblings with any other character that takes this trait, so that you share the same missing parents. Your parents could even be foster parents.

It's sadly not even the worst with the actual contents of the AP taken into account. Divine caster in particular gets really bizarre with certain deities (Something as simple as a human cleric of Torag, supposed to be relatively common, causes issues.). The parts that make this a huge problem come multiple books in so the GM can't discourage them in character creation.

Really, I'm not exaggerating. WotR has way too many problems inherit in its design.

Liberty's Edge

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Reading the CotCT hardcover has got me really reminiscing for our campaign of it, I think it's nigh time for a sequel and let us go back to Korvosa for an AP.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
deuxhero wrote:
zimmerwald1915 wrote:
deuxhero wrote:
Wrath of the Righteous already did that. It was one of the many, many reasons it was terrible.

1. No it didn't.

2. Overstatement much?

The campaign traits had very specific backstories attached to them. These were not only required, but required for your mythic path and thus character class. The AP proper further pushes these mandatory backstories with heavy plot involvement.

Here is what any character that intendeds to be primarily an arcane caster has to have in their backstory.

Quote:
You bear a strange birthmark on your body—something you’ve learned is the Sign of the Seeker’s Spiral, a rune associated with the secret society known as the Riftwardens. You have researched this rune, and have learned that the mark sometimes appears on the children of Riftwardens who have been exposed to particularly strange planar energies. Unfortunately, you never knew your parents, for you were raised by a foster family in Kenabres. Your foster family has conf irmed that both of your parents were Riftwardens, and has further conf irmed that your parents went missing on a secret mission into the Worldwound less than a month after you were born. You’re not sure what happened to them, but you’re certain they’re dead—and your gut tells you that the one who murdered them yet lives! In any event, you’ve long felt magic in your blood, and casting spells comes easily to you. You gain a +2 trait bonus on all concentration checks. Associated Mythic Path: Archmage. Multiple Characters: You should be siblings with any other character that takes this trait, so that you share the same missing parents. Your parents could even be foster parents.
It's sadly not even the worst with the actual contents of the AP taken into account. Divine caster in particular gets really bizarre with certain deities (Something as simple as a human cleric of Torag, supposed to be relatively common, causes issues.). The parts that make this a huge problem come multiple books in...

There is nothing specifically saying you have to take the trait associated with your mythic path, it's heavily suggested but not necessary.

Secondly, all adventure paths have campaign traits. All of them.

But like all traits, are completely optional.


Hollow Mountain...

OK admittedly this might be a module, not an AP, but I am sure they could build an entire campaign around Hollow Mountain.

Silver Crusade

Caen wrote:

Hollow Mountain...

OK admittedly this might be a module, not an AP, but I am sure they could build an entire campaign around Hollow Mountain.

Season of the Runelords for the Pathfinder Adventure Card Game is based on Hollow Mountain.


Darklands, a good excuse to play a Caligni?

Planescape-style plane hopping fun, possibly going into mythic?


1) Dragon centered one, but not your average "dragon attacks the city", nothing average at all. Something around the lines of a half-celestial time dragon cleric of Apsu from the future trying to prevent a human/humanoid mortal from discovering a draconic secret/artifact related to Dahak that's capable of uniting all evil dragons under his command. Something exotic like that.

2) Quest to rescue Nex from something that went wrong in his refuge, with Geb finally meeting his rival so they can battle once again - and for all (Let this be were we die, old friend!).

3) Stopping necromancers that are trying to revive a dead god, proving that even a god could be afflicted by mortals necromancy. The Azlanti gods Acavna and Amaznen were my choices, for the necromancers would need the Starstone for their plan, and these deities were "killed by it". If they succeeded, two perverted undead deities would walk in Golarion, destroying and feeding from the world they once died protecting.

Sovereign Court

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Pathfinder Battles Case Subscriber; Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Charter Superscriber

I'd like to see something that has a different narrative structure than so many of the other APs. Instead of gradually discovering what the Big Bad is, maybe you start out knowing... because it's your fault.

Chapter 1 would be a party of young would-be adventures exploring a dungeon. Many of the other APs save the dungeon crawl for later chapters, but start there instead. Almost 1E feel, not much back story, rights-of-passage or just met in a tavern. And at the end, PCs accidentally set something loose, something ancient and bad that was locked away or trapped or something.

Then, for the rest of the AP, they're chasing it down, trying to put it back in the bottle, so to speak. It's going around, doing bad things, killing people, destroying villages, getting more powerful, etc. Maybe it even looks like one of the PCs, or has taken one of them captive, or even has possessed one of them (get a player agree to play a PC in Chapter 1, and then switch to a new PC for 2-6).

PC have to learn more about it, gather things to defeat it, try to prevent it from gathering things that it needs to grow more powerful, maybe even revisit deeper levels of the original dungeon looking for clues. And then there is the final showdown. This would also allow the PCs to face the Big Bad a couple of times as it grows in strength along with them.

Kinda' Harry Potter-ish I guess, but I'd like to see something other than the standard "solve a problem, only to discover there is a bigger problem, to discover there is a bigger problem, to discover that the whole world is in danger" story line.


Something something Darkness, something something Death, something something Evil AP, something something Shadows, something something Nidal, something something Despair, something something Ustalav, something something Path of Shadows, something something GAAAALLT!, something something TOO AWESOME!!

Liberty's Edge

Something something ARCADIA!


Pathfinder Adventure Path Subscriber

Anything everything Tian Xia.


Just the other day I was musing over the prospect of a slaver ring that was operating under a city. Slaves being brought in from outside of the city with the help of corrupt guards... held underneath the sewers in a makeshift prison.. finally, being shipped overseas in the dead of night to an island where they are put on the block and shipped the world over. My campaign arc had an orc stronghold in the wilderness where the slavers operated from. You can never go wrong with a nice Orc stronghold... just sayin.

Elements of dungeon crawl, urban adventure, corrupt government officials, pirates, and an isle of dread sort of thing to travel to and subdue.

just a thought.

Shadow Lodge

Taldor verses Qadira from a Taldan perspective, including the fall of Oppara, supporting Eutrpoia in he bid to retake the throne and restore Taldor. Themes evolving society as Taldor wakes up to the reality that it's not the center of the universe. A "lawful" campaign.

One I'll never see--

Overthrow the evil and corrupt ten of the Pathfinder Society as members of the heroic Shadow Lodge.

Liberty's Edge

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Taking down the Decemvirate could be fun, but probably best to take place in PFS somehow. Besides, they are just ten veiled masters anyway.

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