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


Pathfinder Adventure Path General Discussion

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Silver Crusade Contributor

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captain yesterday wrote:
Realm Of The Mammoth Lords!!!!

While it's not an Adventure Path, it bears mentioning that the Mammoth Lords get a section in the upcoming Adventurer's Guide. ^_^


Sweet! That's a start. :-)

Dark Archive

Darklands War!

The players:
-Ghouls
-Drow
-Duergar
-Urdefhan
-Svirfneblin
-Intellect Devourer
-Munavri

Border skirmishes and conflicts are increasing between the various nations of the lightless depths.

The PCs are members of these nations/races and start in a neutral trading place for all Darklanders.
They are coincidently in the market, when something happens (a murder?) and all have their own reason to investigate.

They have to work together, if they want to or not, both for their own interests and their homelands to find out who - or what - is behind the happening, which seems to be connected to the increasing hostilities.

During the course of their investigations, they have to visit each of their homelands to follow the clues to the source.
But every time they seem to unmask the instigator of the coming war, the trail leads in another direction.

Who is the mastermind behind this?
Is it one individual or a group?
What reason for?

If the players don't achieve certain goals in time, hundreds or even thousands of each race die (which may be in the interest of some of them).
If they don't succeed, total war will break out.

Grand Lodge

I'd like to see a crime themed AP where the players are all a part of a criminal syndicate. It must include one heist and a mob war.

I'd also like to see a whole heist AP. For example, the PCs must infiltrate Galt to steal a MacGuffin from the vaults of a long extinct noble family. First they must establish themselves in Galt and acquire the knowledge, skills and equipment to complete the heist while keeping their heads attached to their shoulders. After that they have to successfully pull of the heist and then survive the fallout and escape from Galt.

An urban AP set in Absalom with lots of intrigue and politics.

A "Age of Exploration' naval AP that would start from Absalom and go clockwise around Garund to map and explore the regions south of Geb all the way to the Shackles. There hasn't been an expedition of this scope in a very long time.

I'd also like to see Casmaron explored. Kelesh and Vudra could both be their own APs.

SM


I'd like to see another Runelord finally wake up and get down to business.


Generic GM wrote:
I'd like to see another Runelord finally wake up and get down to business.
Well...
Spoiler!:
Curse of the Crimson Throne Hardcover wrote:
Runelord Sorshen is an incredibly dangerous foe, one of the most powerful wizards to have ever ruled on Golarion, and facing her may require heroes of mythic power. In fact, she may feature in a prominent role in an upcoming Pathfinder product [...]

So we may be be seeing the Sorshen, Runelord of Lust, & Ruler of Eurythnia soon (perhaps in AP after Ruins of Azlant?)


Yakman wrote:
UnArcaneElection wrote:

^Yes, but is that because of an inherent attraction to low level adventures, or because groups start out on the low end and then often fall apart before they get to the high end?

it could be both. but it matters little, b/c that's the market.

It does make a difference: In the former case, high level play would sell less, but in the latter case, an adventure path that started at high level would sell quite well, because it would be serving a market previously not tapped completely.

Acquisitives

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

^Yes, but is that because of an inherent attraction to low level adventures, or because groups start out on the low end and then often fall apart before they get to the high end?

it could be both. but it matters little, b/c that's the market.

It does make a difference: In the former case, high level play would sell less, but in the latter case, an adventure path that started at high level would sell quite well, because it would be serving a market previously not tapped completely.

maybe.

then again, it might not.

not having an in-depth knowledge of the industry like Paizo does, I'm hesitant to make a judgment about whether or not it would work.

They've done a lot of "different" stuff recently - Sci-Fi, Evil, Lovecraft - and I wouldn't have a super duper problem with starting high. But that being said, a lot of people seem to think that the game breaks down when it reaches the lofty levels of a high-power campaign and there's historically (from my understanding) a dearth of interest in high-level adventures.

Just saying "it'll work b/c it's different" is somewhat presumptuous.

Dark Archive

With the high level issue I wonder if a product that was more like the multi-level 64 page modules that could figure out an interesting way to cater to orphaned characters and campaigns that broke down might not be an interesting twist. I have no idea at the moment what the plot would be, but that could be fun and perhaps less challenging then a full on AP. Alternatively maybe you split a normal AP run in half the first 3 are a mini campaign like I'm suggesting then the next is a normal length AP followed by another 3 month run of an exclusively high/ Epic level AP for characters that have completed an AP.


Yakman wrote:

{. . .}

Just saying "it'll work b/c it's different" is somewhat presumptuous.

I wasn't saying it would work because it is different, but that it would work because it would be tapping an untapped market. Not a majority, but a decent number of people on these boards in a previous thread about high level campaigns expressed interest in a high level campaign.

Unfortunately, in different past threads on these messageboards, the Paizo people have made it clear that they can't really work in a double-length AP (after all, if the reason for lack of high level players is groups falling apart, that is also a reason that the end of a double-length AP won't sell well), and a pair of a 5 part AP and a 7 part AP is just maybe barely within the realm of consideration.

Also, play becoming unbalanced at high levels is a real problem (but then again, so is play becoming unbalanced with Mythic Rules), which would make a high-level AP harder to pull off (unless the Pathfinder RPG infrastructure high level support is fixed first . . . which leads to a chicken and egg problem).


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
UnArcaneElection wrote:
Yakman wrote:
UnArcaneElection wrote:

^Yes, but is that because of an inherent attraction to low level adventures, or because groups start out on the low end and then often fall apart before they get to the high end?

it could be both. but it matters little, b/c that's the market.

It does make a difference: In the former case, high level play would sell less, but in the latter case, an adventure path that started at high level would sell quite well, because it would be serving a market previously not tapped completely.

Actually, a hypothetical AP starting at 17th level doesn't really have anywhere to go, because the characters will max out at the end of part 1, or part 2 at the lastest. There are no "epic level" rules for Pathfinder to go beyond that, and I very much doubt Paizo would incorporate the D&D 3.0 epic rules, even if they are Open Gaming Content. (Yes I know the Core Rulebook has a short section for playing beyond level 20, but that's still not really core Pathfinder and probably too unstable to base the major part of a full AP on it.)


An Absalom AP would be outstanding!

Acquisitives

Pathfinder Adventure Path, Lost Omens, Starfinder Roleplaying Game Subscriber
Davor Firetusk wrote:
With the high level issue I wonder if a product that was more like the multi-level 64 page modules that could figure out an interesting way to cater to orphaned characters and campaigns that broke down might not be an interesting twist. I have no idea at the moment what the plot would be, but that could be fun and perhaps less challenging then a full on AP. Alternatively maybe you split a normal AP run in half the first 3 are a mini campaign like I'm suggesting then the next is a normal length AP followed by another 3 month run of an exclusively high/ Epic level AP for characters that have completed an AP.

a module for one or two characters perhaps? possibly do a hook where the intrepid duo(uo?) was a part of a larger party but "fell through a hole" and now have to surmount challenge X?


In the past, and the market may have changed dramatically now, high level series of adventures have either done really well or really poorly with it seeming to be very hit or miss.

I do know a lot of people lover to play in the lower level area so you could do some strangeness, like have players play to 10th, die and be reincarnated at 1st level to finish the rest of the AP. You could even have after death the party use the quick Exp tables up to level 10 to represent their link to a past life and its knowledge.

Another option I have been thinking of a shorter AP's but having said that I am on the fence as to if the higher level adventures might be easier to write than strong low level adventures. So in effect the high level adventure is helping the who product line gross profit margin.

MDC

Dark Archive

It wouldn't be unprecedented for the extra rules/fluff part of the AP to attempt to describe some Epic level rules to try out. It's a lot less risky then devoting a full hardback run to a full book on it.


They have their version of epic levels, it's Mythic Adventures. :-)

The Exchange

I have a quick question for James Jacobs in all of this. Or whoever now is in charge of the Campaign System for the Inner Sea. Who are the people at Paizo assigned to areas like:
1. Casmeron
2. Tian Xia
3. Arcadia
4. Azlant
5. Sarusan

I am just curious. I know that in interviews, the team has said different members are over the development of countries in the Inner Sea along with areas.

Paizo Employee Developer

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Flynn Greywalker wrote:

I have a quick question for James Jacobs in all of this. Or whoever now is in charge of the Campaign System for the Inner Sea. Who are the people at Paizo assigned to areas like:

1. Casmaron
2. Tian Xia
3. Arcadia
4. Azlant
5. Sarusan

I am just curious. I know that in interviews, the team has said different members are over the development of countries in the Inner Sea along with areas.

No one is really "assigned" to any particular region, but many of us developers have favored places and plans for particular places. Much of the time other developers working in one of the favored regions will run material past those "stakeholders" to make sure they're getting it right. Of your list, I'm one of the biggest stakeholders of Arcadia, and while Azlant is a big subject created in the early days of Pathfinder, I've nabbed it for the Ruins of Azlant Adventure Path.


Zaister wrote:
Actually, a hypothetical AP starting at 17th level doesn't really have anywhere to go, because the characters will max out at the end of part 1, or part 2 at the lastest. There are no "epic level" rules for Pathfinder to go beyond that, and I very much doubt Paizo would incorporate the D&D 3.0 epic rules, even if they are Open Gaming Content. (Yes I know the Core Rulebook has a short section for playing beyond level 20, but that's still not really core Pathfinder and probably too unstable to base the major part of a full AP on it.)

You wouldn't have to start all the way up at level 17, but supposing you did: You would, of course, need Epic rules, plus as an integral part of this, what I said before about needing fixes to balance high level play (now we're getting into Pathfinder 2.0 territory here). Which as I also said, has a chicken and egg problem: You need to really get this out at the same time as an AP that uses it, and that's going to be tricky. Of course, if you don't start all the way up at level 17, but somewhere more in the 11 - 13 range, then it gets less tricky, and if successful, can serve as a gateway to something later on that does start all the way up around level 17.


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

Well I didn't pull "level 17" out of thin air, I was reacting to this post:

Failed Saving Throw wrote:
Actually, after all this time, I'm surprised we haven't seen an "epic level" AP yet (or at least something that begins at level 17 or so). I think that would be a good challenge for the Paizo team.

Paizo Employee Contributor—Canadian Maplecakes

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Marco Massoudi wrote:
Darklands War!

A lot of this mindset is similar to the material I put together for a Darklands campaign I wanted to run... :)

Dark Archive

Thurston Hillman wrote:
Marco Massoudi wrote:
Darklands War!
A lot of this mindset is similar to the material I put together for a Darklands campaign I wanted to run... :)

Where can i sign to be a player? ;-)

Have you read the Forgotten Realms "War of the Spiderqueen" six-parter?
The best Underdark/darklands novels ever written imo.
You can get a lot of ideas there.


Pathfinder Adventure Path Subscriber
Thurston Hillman wrote:
Marco Massoudi wrote:
Darklands War!
A lot of this mindset is similar to the material I put together for a Darklands campaign I wanted to run... :)

So you have a Darklands campaign and a Tian Xia campaign somewhere in your drawers?


For me I like real world themes. What comes to mind is a viking themed campaign/Land of the Linorn Kings or a Native American themed campaign/Acadia. Since Mummy's Mask there have not been any real word themed AP's. My 2 groups are falling way behind in AP's in queue to play so something along those lines would be needed in order to get us to buy it.

Paizo Employee Contributor—Canadian Maplecakes

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Hayato Ken wrote:
Thurston Hillman wrote:
Marco Massoudi wrote:
Darklands War!
A lot of this mindset is similar to the material I put together for a Darklands campaign I wanted to run... :)
So you have a Darklands campaign and a Tian Xia campaign somewhere in your drawers?

I DO! :)

Neither of these campaigns are things Paizo's asked of me, but I tend to take my home campaigns pretty seriously. I've added bits of lore about these two campaigns into printed products to ensure my home games remain accurate (lore purist and such). Darklands Revisited and Shenmen from Horror Realms include a few nods to games I've run / want to run. Not an uncommon tactic from writer. After all, much of Golarion is from James Jacobs home game.


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My ideas are my own.

Certainly not transmitted across space and time, using this chump as a vessel.

Absolutely not that.

*end transmission*


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Pathfinder Adventure Path Subscriber
Thurston Hillman wrote:
Hayato Ken wrote:
Thurston Hillman wrote:
Marco Massoudi wrote:
Darklands War!
A lot of this mindset is similar to the material I put together for a Darklands campaign I wanted to run... :)
So you have a Darklands campaign and a Tian Xia campaign somewhere in your drawers?

I DO! :)

Neither of these campaigns are things Paizo's asked of me, but I tend to take my home campaigns pretty seriously. I've added bits of lore about these two campaigns into printed products to ensure my home games remain accurate (lore purist and such). Darklands Revisited and Shenmen from Horror Realms include a few nods to games I've run / want to run. Not an uncommon tactic from writer. After all, much of Golarion is from James Jacobs home game.

Here´s hoping we will hear and read more from you there one day!

Shadow Lodge

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roysier wrote:
For me I like real world themes. What comes to mind is a viking themed campaign/Land of the Linorn Kings or a Native American themed campaign/Acadia. Since Mummy's Mask there have not been any real word themed AP's.

Yeah, you're going to have to explain what you mean by "real world themes," because I'm having trouble seeing anything in Mummy's Mask that's grounded in reality as opposed to pulp orientalism, and I've gone on at length elsewhere about the Cheliax APs' grounding in history. Do you just mean "really hitting the Fantasy Counterpart Cultures on the nose?"

Silver Crusade

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Pathfinder Adventure Path Subscriber

Not to mention the fact that we've been told several times that Arcadia =/= pre-white North America.

Paizo Employee Developer

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Gorbacz wrote:
Not to mention the fact that we've been told several times that Arcadia =/= pre-white North America.

Why does no one listen to me!?

:D


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Adam Daigle wrote:
Why does no one listen to me!?

They don't understand Flumph.

Paizo Employee Developer

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Fair.

Shadow Lodge

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Sailor Aucturn wrote:
Adam Daigle wrote:
Why does no one listen to me!?
They don't understand Flumph.

Even after Strange Aeons?

Oh well, maybe Ruins of Azlant will teach people to study aberrations' languages once and for all.

Paizo Employee Contributor—Canadian Maplecakes

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Hayato Ken wrote:
Here´s hoping we will hear and read more from you there one day!

That would be the goal! :D

Admittedly, I'm currently focusing a lot on Druma for my next home game. Now that Ultimate Intrigue is out, there's a lot of room to expand on that nation and create an adventure path worth of material there.

Dark Archive

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Thurston Hillman wrote:
Hayato Ken wrote:
Here´s hoping we will hear and read more from you there one day!

That would be the goal! :D

Admittedly, I'm currently focusing a lot on Druma for my next home game. Now that Ultimate Intrigue is out, there's a lot of room to expand on that nation and create an adventure path worth of material there.

Maybe we´ll get a "Pathfinder campaign Setting: Druma - Kalistocracy of Commerce" in 2017? ;-)

Dark Archive

Complete with the Bardic Masterpiece for the Chelish Divas-- Kalistocrats on Ice


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StarMartyr365 wrote:
I'd like to see a crime themed AP where the players are all a part of a criminal syndicate. It must include one heist and a mob war.

So basically Second Darkness, before it got sidetracked by that whole drow business :P ?

I would like to to have something around Galt, Taldor or Qadira. The Underworld would be nice, too, especially now that Throne of Night appears to be dead.

A while ago I saw a thread with ideas for APs, here is what I came up with - and I'd love to see something like it 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 Taldor. 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 plaguebearers 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 greatest rift before the Seraph of Desolation herself rides out from it and 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, its victorious standard planted in the dusty vistas of the Grey Waste, or will it fall silent forever as a new Worldwound tears it apart?


Davor Firetusk wrote:
Complete with the Bardic Masterpiece for the Chelish Divas-- Kalistocrats on Ice

I found the Christmas edition of this.

Scarab Sages

Aroden.

Either a quest to find out what happened to him, or actually having him return.


Pathfinder Adventure Path Subscriber

Aroden is on a getaway with the Peacock Spirit. They fell in love after he made holidays in Tian Xia and thought let´s leave all this behind and start over together somewhere else.


As proposed by Ryan and Perram from the Know Direction podcast, an AP set in the afterlife, that tours the outer planes would be incredibly neat.


Adam Daigle wrote:
Gorbacz wrote:
Not to mention the fact that we've been told several times that Arcadia =/= pre-white North America.

Why does no one listen to me!?

:D

You sound like me after visiting my family. :-)

Galt!!!!!!!!!


What about an AP that have a cursed lord as main villain? A Ravenloft-style campaign?


Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path Subscriber

I would like to see a slow paced AP, something where the players do not go from 20 year old newbies to 17th Level in 2 years! To be a paced Sandbox style. My Reign of Winter players are currently 6th, 2 months world time in...

Way to do this would be:

1)
A "Your in the Army Now" Campaign, where you play recruits slowly working there way up the ladder. May be a similar to Ironfang. And might be best with a very slow level progression on +1 Level per AP (see e6) - the AP ending when you reach 7th. Paizo can dust off their medieval /Byzantine history books...

2)
You play young members of a Drow trading clan (20 - 30 elves) - cf D3 Vault of the Drow, Trading Houses. You slowly work your way up, with players having the option of play humanoids (Bugbears, Trog's, Orcs, Goblins) etc etc. Each AP can be for a 20-50 year period...elves are old...again a sandbox.


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What about a Worldscape adventure path.

I've really been enjoying the comic and an adventure path plus an extra book or two, to really flesh out the setting would be cool

Silver Crusade

Ooooo, yeah!


Sean Foster wrote:

I would like to see a slow paced AP, something where the players do not go from 20 year old newbies to 17th Level in 2 years! To be a paced Sandbox style. My Reign of Winter players are currently 6th, 2 months world time in...

Way to do this would be:

1)
A "Your in the Army Now" Campaign, where you play recruits slowly working there way up the ladder. May be a similar to Ironfang. And might be best with a very slow level progression on +1 Level per AP (see e6) - the AP ending when you reach 7th. Paizo can dust off their medieval /Byzantine history books...

2)
You play young members of a Drow trading clan (20 - 30 elves) - cf D3 Vault of the Drow, Trading Houses. You slowly work your way up, with players having the option of play humanoids (Bugbears, Trog's, Orcs, Goblins) etc etc. Each AP can be for a 20-50 year period...elves are old...again a sandbox.

I have also been thinking about doing something along this line, ie very slow Exp advancement but with higher level PC's to start.

I am glad that someone else is thinking the same thing.
MDC


I'm interested in a less "let's go kill monster after monster after monster" and more "let's go kill a monster and then spend a few quiet months running a business or something."

Also, some sort of evil campaign (Drow and Deurgar players have to find a way to work together to kill the Elf and Dwarf populations while getting maximum personal gain).

I'm sure my friends and I would love to play one where we were working to undermine some sort of corrupt government organization (We really like the TV show Leverage).

And finally, the thing I'd like most: A Mega Adventure Path that takes characters from level 1 to beyond level 20 (I guess that this is sort of out of question as the APs have a limited time to come out but I want to see something like this SOOO BADLY! I've heard of Drow Wars but book one is super expensive...). Maybe the kingdom is under attack by an Orc Army led by a Super Orc Thing that can only be killed by magical weapons that are super hard to find (superdungeons or something).

Liberty's Edge

LegitName wrote:

I'm interested in a less "let's go kill monster after monster after monster" and more "let's go kill a monster and then spend a few quiet months running a business or something."

Also, some sort of evil campaign (Drow and Deurgar players have to find a way to work together to kill the Elf and Dwarf populations while getting maximum personal gain).

I'm sure my friends and I would love to play one where we were working to undermine some sort of corrupt government organization (We really like the TV show Leverage).

Based on some of these ideas I would suggest taking a closer look at Kingmaker, Second Darkness and Hell's Rebels. You might find some themes that match what your looking for.

ARCADIA!

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