Staffan Johansson |
Kaiju are level 28 to level 30 creatures. They're pretty much equally capable of destroying a 20th level PC in one shot as they are a 1st level. A Kaiju-themed adventure (or adventure path) would not feature an actual fight against a kaiju.
I could see a kaiju being treated as some of the Really Big Bosses in World of Warcraft – basically, as terrain that spawns powerful creatures that are actually fightable, and you need to do that and wear them down in order to expose some weakness, at which point you can deploy a Superweapon (tm) that will let you actually defeat them.
Kasoh |
I don't think there have been much in the way of fey in previous adventure paths, have there? I understand there's some in Kingmaker, but but more as an obstacle to the actual Kingmaking than an actual focus.
Might be that fey aren't a strong enough theme mechanically to carry a whole AP, but maybe have some fey influence at the start, dealing with powerful fey on the material plane about mid-way through, and then taking things to the First World for the later parts.
Ironfang Invasion has some good fey content in it as well.
Castilliano |
More APs that run from level 1-10 for those of us who find campaigns that run 2+ years impractical.
Those could be modules, perhaps even connected modules in the classic style where each can stand alone as well as form a link in a larger chain.
And then there were the 128 page mega-modules which form some of the most notable adventures ever (according to a Dragon Magazine survey a decade back or so). Those don't always need to be dungeon crawls.IMO APs have a special niche of having a long character arc from farm to fame. Cutting them up into smaller bits defeats their purpose, especially if one wants to make an impact on Golarion history (a highest-levels proposition).
Heck, PFS Scenarios may make a better route (if not 3rd party materials), especially nowadays when there are season story arcs.
Cole Deschain |
1 person marked this as a favorite. |
I'm just happy people liked the postal service idea I (among others at various times) articulated.
An AP focused on disasters and disaster response could be interesting... like, instead of just Noping out of there when something blows up, the PCs have to go in after a place gets wrecked to save who they can.
Could do lots of funky stuff with environmental rules and terrain effects.
Could be a good "smack down some Rovagug cultists who've lucked into a disaster-causing McGuffin" AP, but have each volume cover a different sort of hazard in depth.
Another notion is my old "morally ambiguous war story" AP idea.
Or a shipwreck AP. No. Really. Hear me out. Quick and dirty without regard to who the baddies might be or the geographic details... Volume 1 is the shipwreck- and actually play out surviving it, dealing with the nasties in the water, all of that. Volume 2, figuring out where they are, trying to make sense of where' they've landed and get on a surviving basis, and figuring out what wrecked them. Volume 3 (so nobody's teleporting yet!) finding a means to get a new vessel built to get off of the island/coast they're on while avoiding the baddie/mcguffin that hampered navigation. Volume 4, setting sail and trying to navigate to a safe harbor while fending off Plan B of the wrecking plot. Volume 5, making it into harbor to find out that they're the only ones who've figured out a way around the mess. Volume 6, taking down whatever the problem is.
Castilliano |
1 person marked this as a favorite. |
The shipwreck AP looks like Serpent's Skull AP book 1 + some stuff from the early part of Skull & Shackles.
Which is to say that's not enough of an arc for a whole AP, yet might do for a module...if Paizo hadn't already covered that ground.
BTW, Serpent's Skull book 1 (by James Jacobs BTW) is one of my favorites and can stand on its own. It's what's discovered there that sows the seed to the AP's story arc so that discovery can be altered to suit whatever campaign seed you'd like to plant.
I suppose you could beef up the survivalist aspects, though I'd bet the players would be itchin' to move on to fightin' or befriendin' depending on their play style.
AnimatedPaper |
An AP focused on disasters and disaster response could be interesting... like, instead of just Noping out of there when something blows up, the PCs have to go in after a place gets wrecked to save who they can.
Could do lots of funky stuff with environmental rules and terrain effects.
Could be a good "smack down some Rovagug cultists who've lucked into a disaster-causing McGuffin" AP, but have each volume cover a different sort of hazard in depth.
No thank you. I would like to not read through “2020, the adventure path.”
Cole Deschain |
The shipwreck AP looks like Serpent's Skull AP book 1 + some stuff from the early part of Skull & Shackles.
I'm quite well acquainted with both- and in neither case is that the whole shebang. I'd be looking into unpacking it more.
Other inspirations above and beyond those two APs for the basic idea include but are not limited to:
Robinson Crusoe
The Swiss Family Robinson
The Voyages of Sinbad (he wrecks all the friggin' time)
Several real-world shipwreck narratives (The Grosvenor in what is now South Africa, the Fury in the Canadian Arctic, Erebus and Terror in the same- although the Franklin expedition's more of a downer than what you ought have the PCs doing, the 1829-1832 Arcticv voyage of John Ross, the Globe mutiny, the Sea Venture, the Doddington, among others)
The Tempest (although this actually got a "module" treatment waaaaaaaaaaaaaay back in the AD&D 2nd Edition days in Dungeon Magazine)
The Mysterious Island.
Just saying. My hastily slapped together six-volume notion shouldn't be taken as the be-all and end-all- there's a lot to mine there.
Castilliano |
Castilliano wrote:The shipwreck AP looks like Serpent's Skull AP book 1 + some stuff from the early part of Skull & Shackles.I'm quite well acquainted with both- and in neither case is that the whole shebang. I'd be looking into unpacking it more.
Other inspirations above and beyond those two APs for the basic idea include but are not limited to:
Robinson Crusoe
The Swiss Family Robinson
The Voyages of Sinbad (he wrecks all the friggin' time)
Several real-world shipwreck narratives (The Grosvenor in what is now South Africa, the Fury in the Canadian Arctic, Erebus and Terror in the same- although the Franklin expedition's more of a downer than what you ought have the PCs doing, the 1829-1832 Arcticv voyage of John Ross, the Globe mutiny, the Sea Venture, the Doddington, among others)
The Tempest (although this actually got a "module" treatment waaaaaaaaaaaaaay back in the AD&D 2nd Edition days in Dungeon Magazine)
The Mysterious Island.Just saying. My hastily slapped together six-volume notion shouldn't be taken as the be-all and end-all- there's a lot to mine there.
I disagree.
Yes, such events could be exciting elements of an AP, yet alone they don't have the legs to carry an AP's plot. Most of the adventures you've listed rely on internal narratives and nature driving the plot, and that seems poor grounding for an RPG arc, especially one covering 20 levels! Again, great as a background, maybe for a module or two (which your notion could easily fit within), but not for an AP, not without lots of additions that would overshadow the premise.I empathize with you. More struggles against nature would be welcome, even if said nature has supernatural causes. Aside from hexploration, which I find meh, we don't get too much, but maybe because there's seldom a direct enemy to face. When a day's worth of surviving & crafting can be boiled down to 2 rolls, what's next?
Maybe a major set of various skill challenges, but then again, they're faceless so maybe better in some GM's guide.
PossibleCabbage |
4 people marked this as a favorite. |
Cole Deschain wrote:No thank you. I would like to not read through “2020, the adventure path.”An AP focused on disasters and disaster response could be interesting... like, instead of just Noping out of there when something blows up, the PCs have to go in after a place gets wrecked to save who they can.
Could do lots of funky stuff with environmental rules and terrain effects.
Could be a good "smack down some Rovagug cultists who've lucked into a disaster-causing McGuffin" AP, but have each volume cover a different sort of hazard in depth.
"There are disasters, but the people with power are working to stop them and ameliorate their impact by helping people" might be the kind of fantasy world I'd like to live in these days, though.
The Raven Black |
AnimatedPaper wrote:"There are disasters, but the people with power are working to stop them and ameliorate their impact by helping people" might be the kind of fantasy world I'd like to live in these days, though.Cole Deschain wrote:No thank you. I would like to not read through “2020, the adventure path.”An AP focused on disasters and disaster response could be interesting... like, instead of just Noping out of there when something blows up, the PCs have to go in after a place gets wrecked to save who they can.
Could do lots of funky stuff with environmental rules and terrain effects.
Could be a good "smack down some Rovagug cultists who've lucked into a disaster-causing McGuffin" AP, but have each volume cover a different sort of hazard in depth.
PCs as humanitarians and NGOs?
We would need an alternative to looting as the basis for power growth even more carefully managed than what should have been in AoE.
In fact the whole concept seems to have even more potential for belligerent threads than AoE. So, I do not think it will happen anytime soon, if ever.
Castilliano |
PossibleCabbage wrote:AnimatedPaper wrote:"There are disasters, but the people with power are working to stop them and ameliorate their impact by helping people" might be the kind of fantasy world I'd like to live in these days, though.Cole Deschain wrote:No thank you. I would like to not read through “2020, the adventure path.”An AP focused on disasters and disaster response could be interesting... like, instead of just Noping out of there when something blows up, the PCs have to go in after a place gets wrecked to save who they can.
Could do lots of funky stuff with environmental rules and terrain effects.
Could be a good "smack down some Rovagug cultists who've lucked into a disaster-causing McGuffin" AP, but have each volume cover a different sort of hazard in depth.
PCs as humanitarians and NGOs?
We would need an alternative to looting as the basis for power growth even more carefully managed than what should have been in AoE.
In fact the whole concept seems to have even more potential for belligerent threads than AoE. So, I do not think it will happen anytime soon, if ever.
That's an overlooked facet: the loot.
Building a postal network, trading group, or NGO requires lots of funding (or favors & gifts, but too many might become hamhanded). Since funding plays a key role in the PCs' power curve, a generous or greedy PC will skew the encounter difficulty unless there's a subsystem akin to the looting & pillaging in Skull & Shackles. (Kingmaker?)I have no idea (yet) how to finesse such a system.
Not that the problem's new. There's long been an issue with adventurers carrying wealth that could skew economic systems. Even Frodo's mithril shirt was worth more than the Shire.
Might we have to rely on players focusing on RPing?
TheGoofyGE3K |
1 person marked this as a favorite. |
Cole Deschain wrote:Castilliano wrote:The shipwreck AP looks like Serpent's Skull AP book 1 + some stuff from the early part of Skull & Shackles.I'm quite well acquainted with both- and in neither case is that the whole shebang. I'd be looking into unpacking it more.
Other inspirations above and beyond those two APs for the basic idea include but are not limited to:
Robinson Crusoe
The Swiss Family Robinson
The Voyages of Sinbad (he wrecks all the friggin' time)
Several real-world shipwreck narratives (The Grosvenor in what is now South Africa, the Fury in the Canadian Arctic, Erebus and Terror in the same- although the Franklin expedition's more of a downer than what you ought have the PCs doing, the 1829-1832 Arcticv voyage of John Ross, the Globe mutiny, the Sea Venture, the Doddington, among others)
The Tempest (although this actually got a "module" treatment waaaaaaaaaaaaaay back in the AD&D 2nd Edition days in Dungeon Magazine)
The Mysterious Island.Just saying. My hastily slapped together six-volume notion shouldn't be taken as the be-all and end-all- there's a lot to mine there.
I disagree.
Yes, such events could be exciting elements of an AP, yet alone they don't have the legs to carry an AP's plot. Most of the adventures you've listed rely on internal narratives and nature driving the plot, and that seems poor grounding for an RPG arc, especially one covering 20 levels! Again, great as a background, maybe for a module or two (which your notion could easily fit within), but not for an AP, not without lots of additions that would overshadow the premise.I empathize with you. More struggles against nature would be welcome, even if said nature has supernatural causes. Aside from hexploration, which I find meh, we don't get too much, but maybe because there's seldom a direct enemy to face. When a day's worth of surviving & crafting can be boiled down to 2 rolls,...
Hmm. I was just thinking about a shipwreck AP myself.
Book 1: Surviving the shipwreck caused by a storm. Plot twist-not near the eye of abendago! Chapter 4 introduces some new monsters who seem out of place on this Island.
Book 2: as said before, investigating the creatures who attacked them. Finding some ancient ruins. Maybe ends with a heist to steal a real ship.
Book 3: reveals leaving is more difficult than expected. Shipwreck curse keeps you on islands. Learn more about baddies
Book 4: delve into their underground lair. Find the secret to unlocking the curse is fetch quests for totems?
Book 5: is the fetch quest set up in other book. Go to previously too dangerous parts of the island. Learn there are bigger baddies behind the baddies (hobgoblins to the goblins)
Book 6: defeat big baddies!
Got a little vague there, but a group trying to trigger a massive volcano to activate more volcanoes would be cool. Having the whole island chain being volcanic would add some cool flavor I don't think we've really seen before in an AP.
Ched Greyfell |
I am excited that they're doing a couple of 3-part APs like Starfinder does.
I love long campaigns and high-level play. But just once in a while, it'd be cool to have a couple of 3-part ones thrown in to mix it up, like they're doing coming up. Doesn't have to be all the time. But I'm excited to try the megadungeon one.
Yqatuba |
2 people marked this as a favorite. |
I actually think the "PCs fighting disasters" sounds cool. Especially if the disasters seem like natural occurances at first, but turn out to be due to a cult of some evil god. Rovagug is the most obvious choice, as someone said, but the Four Horsemen or the evil Elemental Lords would work as well. In the last case I could even see different cults causing different disasters (forest fires for Ymeri, Floods for Kelizandri etc.)
Yqatuba |
I also just thought of an idea of how to use Mogaru despite there being no Mythic yet. We know he can be affected by music, right? So, perhaps an evil bard finds an artifact instrument that can control Mogaru (like dominate, but with no save and lasts as long as he plays it.) and uses him to destroy cities. The PCs would have to kill the bard (who would only be level 20 or so), and use the artifact to make Mogaru leave.
Yqatuba |
Something I keep forgetting to add: what about one where the whole group is trying to pass the Starstone quest and become gods? They would, of couse, have other (evil) "contestants" to fight, but I figure if they when they would in fact become gods at the end of the AP (which would mean retiring the character, but the player could choose the god's domains and the like,. and PCs in a future campaign might even worship one of the new gods.
Andrew the Warwitch |
1 person marked this as a favorite. |
I would love to see some that would expound on little known about areas, like something that covers:
Nidal
Something that explores the history (ie Choral the Conqueror) of Brevoy, to include the ongoing feuds between Issia and Rostland.
Something more to do with the Shackles
Shokuru in Tien Xa or something more about the Wayang
Ustalav
etc
AnimatedPaper |
I kind of hope they never do the test of the starstone in an official adventure. It's one of those things like "what's going on in Sarusan?" where I think leaving it mysterious is more beneficial than depicting it in text.
I get what you mean, but on balance I think I disagree, for 2 main reasons.
First off, each run of the Starstone is different, so even if they lay it out for players once, they can canonically go back and have it be totally different (also an option for GMs). They can even make use of their practice at quest writing, and randomize some elements (with a note encouraging GMs to come up with more options) so even the GM doesn't fully know what will happen next.
Second, this can be their Tomb of Horrors Module. Literally everything is there to kill and confound players, and the adventure writers can 100% give themselves permission to make near-impossible, completely open ended challenges, with zero guidance on how to actually accomplish...anything. Like the crossing: why invest any time or page space in coming up with ways for the players to cross and give them to tools to do it? Let the players figure it out from their own resources, with perhaps a few notes on what is not allowed (since you can't reuse someone else's method, which I assume only applies to successful runs).
keftiu |
A space exploration AP. Instead of plane hopping, we find some way to travel to all the cool planets in the plane Gloraian is in.
I would be all over this! For what it's worth, this is space (heh) 2e has already played with in the Adventure Path line:
But yes, I'd quite like the excuse to talk with Aballonian machine-mystics, walk the streets of the Lashunta city Qabarat, cross swords with Diaspora space pirates, and put down cosmic horrors on squamous Aucturn.
willfromamerica |
1 person marked this as a favorite. |
I also just thought of an idea of how to use Mogaru despite there being no Mythic yet. We know he can be affected by music, right? So, perhaps an evil bard finds an artifact instrument that can control Mogaru (like dominate, but with no save and lasts as long as he plays it.) and uses him to destroy cities. The PCs would have to kill the bard (who would only be level 20 or so), and use the artifact to make Mogaru leave.
This was a great call too.
keftiu |
4 people marked this as a favorite. |
Have I already floated an Arcadian boundball league AP in here? We know there's competition between a dozen nations of that continent, and a sports epic that inevitably becomes something a little more dire (while making for a good excuse to travel lands we've never seen before) would be a dream come true.
NielsenE |
1 person marked this as a favorite. |
I think I'm almost always looking for something that's more "regional" in scope -- not AV tight-local/single dungeon, not AoA meta-region hopping. Most APs probably fall into this bucket -- though Gatewalkers and Edgewatch might spill out the opposites sides.
And I'm always looking for less horror/occult influences than Paizo likes to include. I also prefer non-evil, and non-technology/guns-forward and high-fantasy So its been a bit of a lull in APs for me since SoT. I'm definitely worried that Gatewalkers will lean far into the occult/horror side of things, prolonging the void for me.
The KM release is helping bridge/fill the gap in the regular AP cycle.
I usually have two APs in flight as a GM and one as a player, and I'm kinda wondering what I'll run when my current EC finishes in the next couple of months. Currently it feels like doubling up on re-running something I've run before feels more interesting.
willfromamerica |
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Give me anything with political intrigue! I was hoping to see more along those lines in Blood Lords, but the PCs seem to stay in a troubleshooter role throughout. I’d love something where the PCs act as the agents of a city or nation and have to travel to other places and cultivate/maintain international relations.
DM_aka_Dudemeister |
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I'd like to have a campaign set in the political upheaval of Brevoy / Return of Choral Adventure Path. Something like a mix between War for the Crown and Kingmaker, perhaps with the PCs positioned as minor nobility trying to jockey for the throne themselves or Swordlords trying to finally cement independence for Rostland.
keftiu |
2 people marked this as a favorite. |
I'd like to have a campaign set in the political upheaval of Brevoy / Return of Choral Adventure Path. Something like a mix between War for the Crown and Kingmaker, perhaps with the PCs positioned as minor nobility trying to jockey for the throne themselves or Swordlords trying to finally cement independence for Rostland.
This is one I've definitely grown curious about. The renewed Issia/Rostland split has seemed inevitable since the early days of 1e, while 2e has teased Choral's draconic nature and potential return in multiple places. Like you say, I think it has the chance to dabble in a pretty beloved thematic and genre space.
Almost every nation in the Broken Lands has an obvious potential AP that I'd go completely feral for, and it haunts me knowing we won't see all of the Brevic Civil War, the reclaiming of Sarkoris, an Iron Gods sequel/Dominion of the Black invasion of Numeria, and Razmiran Must Die.
DM_aka_Dudemeister |
3 people marked this as a favorite. |
Unification of the Holds of Belzken against the Whispering Tyrant, and the ramifications of what happened to the Giants in the region post-Giantslayer.
Or perhaps even a module set at a negotiation/summit between Belzken and Oprak to work together to hold back the Tyrant's undead forces. With Lastwall fallen, these nations are key to defending the Inner Sea against the ever-swelling armies of the dead.
DM_aka_Dudemeister |
Unification of the Holds of Belzken against the Whispering Tyrant, and the ramifications of what happened to the Giants in the region post-Giantslayer.
Or perhaps even a module set at a negotiation/summit between Belzken and Oprak to work together to hold back the Tyrant's undead forces. With Lastwall fallen, these nations are key to defending the Inner Sea against the ever-swelling armies of the dead.
Mostly I just want "the Horde vs. The Dead" as a campaign theme, that really allows players to let loose with their wildest character concepts.
DM_aka_Dudemeister |
2 people marked this as a favorite. |
What would be super interesting is two 3-part APs that go 1-10: One for Belzken/Oprak, another for Nirmathas/Molthune all about uniting the tribes/making peace etc.
Then a level 11-20 3 part AP where players continue the story of those heroes ultimately all uniting to to retake Lastwall back from the Tyrant's Grasp.
keftiu |
2 people marked this as a favorite. |
The changes happening at the moment in the inner planes could make for an interesting adventure seed, especially with Tian Xia's connection to the elemental planes of wood and metal. Perhaps a plane-hopping diplomatic mission is in order.
I've convinced myself a Tian Xia book is imminent and inevitable, in no small part because of Rage of Elements, so I'm deeply curious to see what the new AP is when it gets announced at the month's end. This might end up looking deeply prescient.
James Jacobs Creative Director |
12 people marked this as a favorite. |
Not here to say yes or no to anything, other than to say I've been very very excited and eager and impatient to start talking bout an AP I'm working on for next year that hasn't been announced yet, since it's the most excited I've personally been about an AP since Return of the Runelords. (And the one AFTER that one is perhaps the most excited I've been about an AP since... well... maybe Rise of the Runelords, for personal reasons.)
witch-hazel |
1 person marked this as a favorite. |
Not here to say yes or no to anything, other than to say I've been very very excited and eager and impatient to start talking bout an AP I'm working on for next year that hasn't been announced yet, since it's the most excited I've personally been about an AP since Return of the Runelords. (And the one AFTER that one is perhaps the most excited I've been about an AP since... well... maybe Rise of the Runelords, for personal reasons.)
Well colour me intrigued.
keftiu |
Not here to say yes or no to anything, other than to say I've been very very excited and eager and impatient to start talking bout an AP I'm working on for next year that hasn't been announced yet, since it's the most excited I've personally been about an AP since Return of the Runelords. (And the one AFTER that one is perhaps the most excited I've been about an AP since... well... maybe Rise of the Runelords, for personal reasons.)
I can't wait!
James Jacobs Creative Director |
8 people marked this as a favorite. |
Iron Gods 2 confirmed. (I’m only kind of joking)
My goal of doing more Numeria stuff remains steadfast, but introducing technology rules into Pathfinder is not a priority for 2023 or 2024, so what I'm talking about is not Iron Gods 2 (or anything Numeria-based).
I hope to be able to chat more about these two Adventure Paths by the end of the year, but we're still sorting out schedules and timing for announcements for content coming at the end of 2023 or early 2024. (My hope is to get them announced before they all go to print, of course, so I can gauge interest and adjust things based on preliminary feedback/reactions from the internet as best I can...).
keftiu |
3 people marked this as a favorite. |
I still want to see a "Journey To The Centre of Golarion" adventure, about mapping and exploring the layers of the Darklands. An AP that goes into the Darklands at level 1 and doesn't see the sun again until level 20.
Imagine an 11-20 that goes to Deep Tolguth, so that you could staple it onto the back of Frozen Flame!