
Paradozen |
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A plane hopping adventure. In the first book a shapechanging plane-traveler of some sort steals a previous relic or assassinated an important NPC. The PCs track this villain across cities and countries only to discover they are up against a multi-dimensional crime ring, and the campaign shifts from bringing justice to an assassin/thief to protecting the material plane from them.

keftiu |

David knott 242 wrote:Here is one that would be an extrapolation from the history of my own campaign:
The PCs are agents of the government of Segada who are sent across the mountains to investigate rumors of apparently Avistani explorers who somehow got to the other side. The mystery deepens when the PCs learn that these people entered the region from the northwest rather than any more obvious direction. Needless to say, these people are not the ultimate challenge that the adventurers will face but just the first of many clues to areas that their people had not yet gotten around to exploring.
Obviously, this adventure path would require detailing a large portion of northwestern Arcadia and the wide variety of peoples and creatures likely to be found there.
Having said people being Ulfen who travelled there by ship from some circuitous northern passage (that only clears from being ice-blocked a few months of the year, and is generally thought impassable, and hasn't unfrozen since, leaving the dozen Ulfen longships trapped, and forced to set up a colony), could be funky (sort of aping the Pathfinder movie, which had nothing to with Pathfinder, the game).
One of the books (Heroes of Golaron, maybe?) has Ulfen spirits that Segadan Mediums can channel, which I thought was really cool.

keftiu |

I'd be pretty interested in a campaign focused on Razatlan. I'd love to learn more about Kazutal and how her alignment appears to have changed as the needs of her people did.
My ideal is a first or second book about the boundball championship that then escalates to some greater threat, possibly dealing with the Razatlani Empire and/or its successor states.

David knott 242 |

David knott 242 wrote:Having said people being Ulfen who travelled there by ship from some circuitous northern passage (that only clears from being ice-blocked a few months of the year, and is generally thought impassable, and hasn't unfrozen since, leaving the dozen Ulfen longships trapped, and forced to set up a colony), could be funky (sort of aping the Pathfinder movie, which had nothing to with Pathfinder, the game).Here is one that would be an extrapolation from the history of my own campaign:
The PCs are agents of the government of Segada who are sent across the mountains to investigate rumors of apparently Avistani explorers who somehow got to the other side. The mystery deepens when the PCs learn that these people entered the region from the northwest rather than any more obvious direction. Needless to say, these people are not the ultimate challenge that the adventurers will face but just the first of many clues to areas that their people had not yet gotten around to exploring.
Obviously, this adventure path would require detailing a large portion of northwestern Arcadia and the wide variety of peoples and creatures likely to be found there.
I was figuring that they would be descendants of an Ulfen colony that originated from Valenhall several centuries ago. The overall plot would have the big bads invade the northernmost part of Arcadia and displace its inhabitants. The displaced inhabitants would move south and displace the people there, and so on, until somebody moved into an area that Segada's nation would care about.
And of course Segada would be rather limited in their efforts to limit Avistani influence in Arcadia, as they really can only stop those who take a direct route to the coast near Segada.

Morhek |
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I'd love to see campaign set in Ninshabur, where the people of Ezida embark on the long, hard and dangerous task of cleansing their ancestral homeland in preparation for the return of their God-King Namzaruum.
Book 1: the party are among many recruited by an Ezidan Imam in Absalom. They can be from across the Inner Sea, but preferable from the Golden Road since that would grant them fewer barriers to travel. After a few odd jobs and settling business in the city, they set sail to Katheer.
Book 2: arriving in Katheer, the party run into bureaucracy. Outsiders need very specific paperwork and a patron just to work in the country, and Qadiran patrons willing to sponsor the reclamation of Ninshabur are few and far between due to the risks, and some of the NPCs leave or are hired away, but they eventually find one (perhaps multiple choice) and hire a caravan. At this point, they have caught the attention of Kelesh's bureaucracy - Kelesh isn't especially interested in claiming Ninshabur, but likes the idea of a resurgent nation on its border even less.
Book 3: trekking across the desert from southern Qadira through the neighbouring satrapy of Ayyarad, the PCs navigate across the dunes, survive the dangers of the sands, resupply in a golden-domed oasis city, and pass through the also-devastated lands of Yenchabur on their way, all the while pursued by assassins intent on making sure Namzaruum never returns. Finally arriving at Ezida, they realise the scale of the task before them - exploring an entire country, haunted by the ghosts of the Tarrasque's victims and aberrations that have crawled out of the Pit of Gormuz. Fortunately, the Imams of Ezida have been working on the problem for millennia and know something the Padishah Empire doesn't - the existence of a celestial artefact built by one of the great kings of Ninshabur originally for use on the Spawn of Rovagug that might be able to cleanse the land and summon Namzaruum.
Book 4: the party sets out to explore, travelling from site to site, fighting off or avoiding the creatures and undead that roam the place, piecing together the story of the artefact and the events of the fall, figuring out its location, which eventually leads them to the fallen city of Tabsagal where word of the artefact drew the elite of Ninshabur to what they thought would be safety, only for it to be destroyed before the artefact could be used on the Tarrasque. After finding it, communing with the spirit of Namzaruum and a successful test firing at half-strength, which lays the souls around Tabsagal to rest, agents of Kelesh, tired of losing assassins, approach and make an offer - rather than handing the artefact to Ezida, they could hand it over to Kelesh. Now that they know it's possible, Kelesh would be just as prosperous a patron for a Neo-Ninshabur as Ezida, and has more resources for resettlement. And Kelesh can reward them far better than the tired old men of a ruined city or a returned demi-god.
Book 5: Whatever the PCs decide, they return to Ezida just in time for the Pit of Gormuz to rumble to life. Almost as if in response to the firing of the ancient weapon, Rovagug has chosen this moment to disgorge the first of its terrible children into the world since Wrath-Blazing Xotani, the Firebleeder. Whatever name this thing gains, it lumbers across the border and begins marching to Ayyarad's capital. Either at the anxious behest of their new Keleshite employers, or the concerned Imams, the adventurers are sent ahead to warn them, organise and help with its evacuation and try to use the weapon on the Spawn. Whether they summon Namzaruum or fight it themselves, they prove inadequate to kill it but do drive it off, only for the area to be overrun by abominations that slough off it like dandruff (very Cloverfield). If the demi-god returns, he shows a marked disregard for the Keleshites and prioritises his homeland.
Book 6: chasing the Spawn back to the Pit of Gormuz, either their Keleshite patrons or the Imams, or a reluctant alliance of both, work out an ambitious plan to finally close the Pit of Gormuz. Delving into the pit itself, the party do their thing, fight the Spawn, and collapse the walls of pit finally closing Sarenrae's greatest mistake. In the aftermath, they are named Lords of Ninshabur by Namzaruum who hopes they'll stay to keep participating in their reclamations, or get a generous payment by Kelesh which intends to genuinely make Ninshabur a prosperous place under an appointed satrap, perhaps one of the party.

Morhek |
4 people marked this as a favorite. |

Arachnofiend wrote:I'd be pretty interested in a campaign focused on Razatlan. I'd love to learn more about Kazutal and how her alignment appears to have changed as the needs of her people did.My ideal is a first or second book about the boundball championship that then escalates to some greater threat, possibly dealing with the Razatlani Empire and/or its successor states.
I love the idea of a professional sports team turned heroes, especially if they keep playing the sport throughout the wider adventure, fighting bad guys and proceeding up the brackets. Like an anime, where not only do you have to seal away the ancient horror and stop the villain who wants to end suffering and has a sword bigger than he is but ALSO win the tournament and use the prize money to save the community centre! :P

keftiu |

keftiu wrote:I love the idea of a professional sports team turned heroes, especially if they keep playing the sport throughout the wider adventure, fighting bad guys and proceeding up the brackets. Like an anime, where not only do you have to seal away the ancient horror and stop the villain who wants to end suffering and has a sword bigger than he is but ALSO win the tournament and use the prize money to save the community centre! :PArachnofiend wrote:I'd be pretty interested in a campaign focused on Razatlan. I'd love to learn more about Kazutal and how her alignment appears to have changed as the needs of her people did.My ideal is a first or second book about the boundball championship that then escalates to some greater threat, possibly dealing with the Razatlani Empire and/or its successor states.
dunks the entire Fifth Army of Fire through the hoop

Morhek |
1 person marked this as a favorite. |

Morhek wrote:dunks the entire Fifth Army of Fire through the hoopkeftiu wrote:I love the idea of a professional sports team turned heroes, especially if they keep playing the sport throughout the wider adventure, fighting bad guys and proceeding up the brackets. Like an anime, where not only do you have to seal away the ancient horror and stop the villain who wants to end suffering and has a sword bigger than he is but ALSO win the tournament and use the prize money to save the community centre! :PArachnofiend wrote:I'd be pretty interested in a campaign focused on Razatlan. I'd love to learn more about Kazutal and how her alignment appears to have changed as the needs of her people did.My ideal is a first or second book about the boundball championship that then escalates to some greater threat, possibly dealing with the Razatlani Empire and/or its successor states.
"My god. The ultimate chaos dunk."

keftiu |
1 person marked this as a favorite. |

keftiu wrote:"My god. The ultimate chaos dunk."Morhek wrote:dunks the entire Fifth Army of Fire through the hoopkeftiu wrote:I love the idea of a professional sports team turned heroes, especially if they keep playing the sport throughout the wider adventure, fighting bad guys and proceeding up the brackets. Like an anime, where not only do you have to seal away the ancient horror and stop the villain who wants to end suffering and has a sword bigger than he is but ALSO win the tournament and use the prize money to save the community centre! :PArachnofiend wrote:I'd be pretty interested in a campaign focused on Razatlan. I'd love to learn more about Kazutal and how her alignment appears to have changed as the needs of her people did.My ideal is a first or second book about the boundball championship that then escalates to some greater threat, possibly dealing with the Razatlani Empire and/or its successor states.
"I believe Sahkils are like dogs and they just sort of do things randomly."

keftiu |
2 people marked this as a favorite. |

They seem to mostly be telling this story in 2e Society, but I have to wonder if seeking Valenhall might not make for a fun 11-20 AP, or at least a high-level Adventure? Taking a mixed party of powerful Arcadian and Ulfen/LotLK heroes on one final quest to become legends would be a TON of fun!
It'd also be one hell of a path for characters to become Mythic, whenever we get that.

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Azlant Strikes Back... set the whole thing in the islands of Azlant, w/ maybe a volume or two in, say, Varisia or Rahadoum/Mediogalti, where the players are pirate hunters to start, pursuing their quarry into the shattered islands... there they find SOMETHING messing with ancient Azlanti technology/secrets... there's time travel back to pre-cataclysmic Azlant... and finally the AP goes into the abyssal depths where the agollthus or daemon-tainted underdwellers rule.

keftiu |
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There's something to be done with linking either Kho (in the Mwangi Expanse) or Eihlona (in Southern Garund) with the broken Shory city of Yjae that's been listless in Tian Xia for millennia now, but I'm wrestling with the shape of it a little. Is it a reverse Jade Regent, where the party begins in Shaguang and makes the long trek to Garund? You could also begin in the Mwangi, journey down south to seek Eihlona's wisdom, and then fly an Eihlonan airship all the way over to Tian Xia...
I'm glad 2e seems to be doing more with the non-Azlant, non-Thassilon ancient empires of the world, and the Shory are among the coolest of the bunch.

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Azlant Strikes Back... set the whole thing in the islands of Azlant, w/ maybe a volume or two in, say, Varisia or Rahadoum/Mediogalti, where the players are pirate hunters to start, pursuing their quarry into the shattered islands... there they find SOMETHING messing with ancient Azlanti technology/secrets... there's time travel back to pre-cataclysmic Azlant... and finally the AP goes into the abyssal depths where the agollthus or daemon-tainted underdwellers rule.
Ooh, I like that. I don't know if Paizo would write that story as they like to keep Azlant mysterious, but I love the idea of time traveling back to a pre-cataclysm Azlant. Maybe the PCs would even be the ones to uncover the Veiled Masters, leading indirectly to Earthfall...

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Inspired by the intro to the Impossible Lands I just read, so I do not know how it could contradict further info in the book.
A cabal of Nexian wizards experiments to infuse the Mana Wastes with a mind / soul they could control, using fleshwarping, genie-binding... They start with some small area as a Proof of Concept.
The PCs are involved in this in some way and must escape the deleterious effects of the experiments going wrong (or maybe right ... to a point), perhaps saving other innocent bystanders along the way.
After reaching civilisation, they are contacted by Geb's agents who want to learn more about this incident. Further queries by the PCs bring bountiful results, but also the nagging impression that someone in Geb has already tried to obtain the same result that the Nexians went for, only this time through necromantic means.
Investigations by the PCs in Geb allow them to complete their understanding that a third party wants to animate and control the Mana wastes and conquer all surrounding territories to incorporate them in this new "body" they are creating for themselves.
The PCs are the only ones with the abilities, knowledge and proximity to the BBEG to disrupt the ritual in time.
The potential reward if they do so is the creation of a small sentient area within the Mana wastes that sees the PCs as their patents. Maybe the beginning of something new and Impossible in these Lands.

Wrong John Silver |
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General campaign idea: The PCs cross paths with the Bottle of the Bound at the beginning of the campaign, and watch as it ends up in the hands of an evil wizard who frees all the creatures within it, which spread to the far reaches of Golarion.
The campaign is the party rushing around the world tracking down and resealing all the creatures in the bottle (and possibly adding a few more besides).