If you could make an AP or a Module.


Pathfinder First Edition General Discussion

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Brolof wrote:
If you had the ability to decide what kind of AP or Module Paizo would put out, what would you choose?

I'd ask the available writers what they would like. Because if it's really the AP they want to write, it automatically becomes much better. As a player or GM I prefer an awesome AP with a (technically) dull theme over a dull AP with a (technically) awesome theme.

Anyway. When it comes to interesting countries in the Inner Sea, I'd like to see more about Galt, Nex, Geb, Rahadoum and Razmiran. Beyond that, the First World could make an amazing playground. And storywise, I wouldn't mind more proteans as opponents (up to the BBEG final boss), after all they try to dissolve reality!


I've always liked super dungeon crawls...but perhaps add a twist of something like the large convention games, where there are teams working against one another for some type of grand prize.

I mean, you have 3+ tables that start at different locations on the first floor of a dungeon and are all, say, 5th or 6th level to start. There are traps and monsters and obstacles abound, with the rule of no PvP. Idealy, as each thing (trap/monster/obstacle) is defeated, the GM sends a runner/note to the organizer and they send a message (electronically?) to each table telling them that this spot is now "cleared" and there is no monster/trap/obstacle there any longer (if appropriate). Make it a true living dungeon.

Then after like 90 minutes or something, assuming you have defeated X things, the characters will level up and then proceed to the next level of the dungeon. If you don't defeat X things, you stay on your level and continue.

It would require some serious organization and/or electronic GMing (somewhat), but sounds like a blast and a way to compete against others without actually PVPing.

Liberty's Edge

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Pathfinder Companion Subscriber

An Arcadian AP, with an intended focus on native Arcadian PCs (but prepared to accommodate Inner Sea ones as well).

Book 1 -- Iroquois type setting
Book 2 -- Inuit type setting
Book 3 -- Apache type setting
Book 4 -- Aztec type setting
Book 5 -- Arawak type setting
Book 6 -- Inca type setting

Could maybe jiggle the exact settings a little from that, but the basic idea would be like that -- explore a different cultural region with each book in a "world traveling" type AP that requires you to travel the length of Arcadia.

The support articles would of course be focused on providing the necessary information to play Arcadian natives, like detailing ethnicities, gods et al.


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SheepishEidolon wrote:
Brolof wrote:
If you had the ability to decide what kind of AP or Module Paizo would put out, what would you choose?

I'd ask the available writers what they would like. Because if it's really the AP they want to write, it automatically becomes much better. As a player or GM I prefer an awesome AP with a (technically) dull theme over a dull AP with a (technically) awesome theme.

Anyway. When it comes to interesting countries in the Inner Sea, I'd like to see more about Galt, Nex, Geb, Rahadoum and Razmiran. Beyond that, the First World could make an amazing playground. And storywise, I wouldn't mind more proteans as opponents (up to the BBEG final boss), after all they try to dissolve reality!

I wonder if that has something to do with why the 2 GiantSlayer PbPs that I started following a while back(*) seemed surprisingly compelling. Or maybe I just happened to luck onto 2 really good GMs and groups of players . . . .

(*)But unfortunately am shamefully behind on — just very recently started catching back up with PbPs again.


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Would love to have an Adventure Path where the enemies are not ancient dragons, runelords, demons, aliens or outer gods. No, what I would enjoy is seeing a group having to save a region from a group of adventurers that were once part of the Pathfinder Society. However this group has killed every creature in their path, treated the region like their personal playground, and only care about gold and killing things. As such, the plot is the Pathfinder Society sending a party of adventurers to slay another party of adventurers for making them all look bad.


It would completely break the release cycle but I'd want to release a high adventure where each part forks into two different possibilities (part 1, part 2a, part 2b, and so on) based on either how well or how badly the party does it.

For example; Part 1 could be about rescuing a local noble from the nefarious clutches of a necromancer who in a delusional daze thinks that this nobles blood will let him summon some long dead eldritch evil. Part 2a would be if the party succeeded in saving the noble, they now need to aid her in getting back home and finding out that yeah, she actually does have blood that could summon death from beyond and need to guard her caboose.

Meanwhile in part 2b the party botches the rescue, but the necromancer botches the spell and ends up just as dead as his sacrifice, now the party needs to go to the other side of the continent to recruit one of several relatives that have shirked their duty to go and have fun, and the party has to either politicize, finagle, or just downright kidnap one of these people so that someone can rule the throne of the place that hired them.

And then from there each part forks out based on if the party either aced the challenge or flubbed it just hard enough to survive, resulting in a grand total of 64 different endings, and a total of 63 ap books released.

Yes, I am indeed a madman.


I think Steve Jackson and Ian Livingstone could write your books. They have experience


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Icy Turbo wrote:
Would love to have an Adventure Path where the enemies are not ancient dragons, runelords, demons, aliens or outer gods. No, what I would enjoy is seeing a group having to save a region from a group of adventurers that were once part of the Pathfinder Society. However this group has killed every creature in their path, treated the region like their personal playground, and only care about gold and killing things. As such, the plot is the Pathfinder Society sending a party of adventurers to slay another party of adventurers for making them all look bad.

Major bonus points if the Evil Party is hyper-optimized (but it must be all strictly legal Rules As Written, and not depending upon anything ambiguous).


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Magaambyan Academy vs the Gorilla King


Pathfinder Adventure Path, Lost Omens, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Ryan Freire wrote:
Magaambyan Academy vs the Gorilla King

With a trip to Akiton for one volume, then a return...


Pathfinder Battles Case Subscriber

My theoretical AP takes place on an open plateau with warring nomadic tribes, including particularly Centaurs.

You start either with or against the centaurs, but either way there are several points along the way where you can switch sides.

Culminates with a massive raid on the capital city.


A campaign heavily featuring dragons and draconic creatures as npcs, foes, movers and shakers.

A mainly/mostly/completely underwater campaign.

An AP where you get to kill (or join) Razmir.

An AP that figures out just what happened to Aroden.

An AP that figures out just what Caden Calien DID that night.

An AP that reaches the very bottom of the Darklands/Underdark.

We Are Kobolds

A 1st-level halloween-themed module where the big bad is a low-level necromancer who's been raiding the local butcher shops for raw materials. Zombie cows and skeletal chickens.


an adventure that features an intergalactic war between the Greys and spacefaring shapeshifting reptilians.

Dark Archive

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An AP that explores Sarusand.


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Something where Daemons could really shine. They are so underused and under appreciated in spite of having so much potential. An Urdefhan invasion of the surface world begins, and the players have get the aid of the Munravis, eventually journey into Abaddon itself, and confront a Horseman of the Apocalypse.

RPG Superstar Season 9 Top 16

A Geb and Nex AP

An AP about Razmir

Underwater campaign

Liberty's Edge

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber

A campaign that straddles the realms, space, and time.

Players traveling between the planes, encountering strange new things, and even traveling between the worlds, all in pursuit of a stolen planar/time hopping machine, and to stop a madman from bringing his worlds war back to golorian.

Prepare to face the unexpected, to plumb the depths of the planes, and to leave the realm you know behind...

on the COSMIC CARAVAN


Something dragon-centered (probably focusing on one family or bloodline of dragons), but working with pairs or clutches of dragons instead of a single Big Bad Dragon. (BBEGs are just too mechanically handicapped).

Something with plains nomads and lots of them. (Centaurs would be good. Something in Iobaria would work.)


Dieben wrote:
An AP that explores Sarusand.

There was one. Don’t you remember? ;)

I was reading through The First World, Realm of the Fey a while back and thought it would be really cool to have an AP set largely (or even entirely) in the First World.


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I'm actually hoping to run a game based off of a fantasy novel I've been writing. It's set in 3 kingdoms and the PCs would occasionally ally with the Crown Princess of Kingdom 1, the Crown Prince of Kingdom 2, and the son of a Council member of Kingdom 3. Kingdom 3 doesn't have royalty.

The basic plot goes that a cult is trying to overthrow all 3 kingdoms and rule themselves. But the lower members of the cult are actually being deceived by the leaders. The true purpose of the cult is to release the God of Death and Destruction to bring about the end of the world. I'm using Rovagugg as the god for the planning. I'll figure out an original name by the time I get the book finished.


PCs become adoptive parents of a shunned child, whether that child is a changeling, just a half-orc, or something else is irrelevant. They know the child hasn’t done anything wrong, as their first quest is to find the child after it is believed they murdered somebody, with the PCs finding the real murderer along the way. But they can’t prove it, and become outcasts themselves for protecting the child. Now, while raising an unnatural child, they must discover a conspiracy that is looming in the background in order to redeem themselves and the child.

Seems like it could be fun.

Scarab Sages

I'd like to see Sarusan or Acadia, and what the strix and syrinx empire is like (a strix uprising would be cool)


Are there any good versus good modules? I think that could be more interesting than the standard good versus evil.


I was thinking the plot of Halo: Combat Evolved could make a good set of modules.

While at sea, the players' ship is being pursued by an orc fleet (including goblins, hobgoblins, gnolls, ogres, and trolls). In an attempt to escape, the captain sails into a storm and the ship crashes on an uncharted island. The orcs land on the island and begin exploring while the survivors of the shipwreck regroup. After investigating the ancient structures on the island, the players learn there is an Azlanti doomsday weapon hidden deep below the island. The players have to secure the weapon before the orcs get to it. As the adventure goes on, the players learn the doomsday weapon is actually a fail-safe for something even worse. A form of undead created to slaughter the Azlanti lie dormant under the island and the orcs' actions are about to release them on Golorian.

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