Writing an AP


Pathfinder First Edition General Discussion


Hello there, I have returned (for those of you that actually know me). I'm rewriting my Adventure Path, Black Plains. The first draft can be accessed here, and the rewrite can be found here.

It's quite the long read overall, but any thoughts, comments, or suggestions are welcome. In the past, I've included several suggested magic items and monster encounters in the AP, so if you make any suggestions that I like, you may see it turning up later on.

Advice regarding balancing treasure and encounter difficulty is also welcome- that's one of the most difficult parts of writing an adventure, in my experience.


Dropping a link and inviting people to read an entire AP with nothing more than a title is a big ask. Can you say a bit more about the AP to entice people to read it? Themes? Setting? Length? Any non-standard rules in use?


Andostre wrote:
Dropping a link and inviting people to read an entire AP with nothing more than a title is a big ask. Can you say a bit more about the AP to entice people to read it? Themes? Setting? Length? Any non-standard rules in use?

He did write thepost likeit was aimed at people who knew the project.


Yes, some people are already familiar with the project. I'll still give a rundown for those who don't have time to read the entire thing. It's an AP running from level 4 to level 11, functioning with milestone leveling. There's a short list of some houserules that I use in the document, but they're largely removable without too much conversion.

The setting is Sotrea, a region that I created but haven't really placed on the map- there's no set location as to where on Golarion it should go. The plot centers around defeating the plans of a mothman who serves the outer Goddess Shub-Niggurath, saving the people of Sotrea from an enormous sacrificial invasion of gnolls. It begins as a journey to a western town that's been besieged by gnolls, liberating the town and sealing the dungeons below it. After that, it turns into a more open-world exploration type of adventure, eventually facing the gnoll threat in the east before putting an end to the mothman in a segment that takes place in the Darklands.

Some of the prominent themes are Lovecraftian atmosphere, the "wilderness exploration" that many adventures in Varisia have, and subversion of some common fantasy tropes.

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