What would you like to see for a 2e adventure path?


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Alright, so I'm DMing my first adventure path (rise of the runelord), but I also read ahead for a few other path, and there's something I noticed that could be pretty cool.

AP Connections:
In Rotr, there's a "failed lich" that due to unforceen interference in his ritual, became basically a living disease (named vorel's phage), while his philactery basically became his house (not really, more like a bunch of shroom that grow on the the house, but same thing really). On top of being a pretty nasty plague, he can also resurect it's victim so that they can infect more people. The player have a chance to destroy his manor, but an infected rat is hauled away by red mantis wanting to use vorel as a bioweapon before the player have any chance to get here, so he's still an active threat at the end of the AP. In the very next adventure path, the bad guy do exactly that, and vorel's phage is used as a bioweapon in the city of korsova, the main goal of one of the modules being containning the spread. From what I've read so far, it never appear again in any AP afterward, but as far as I'm aware, the mantises still have a stock of vorel phage they can use, don't they?

And since 2e main plot thread is about the rise of the wispering tyran, a lich that want to drown the world in a sea of undeads, getting vorel out would kinda be the perfect AP I think. A zombie plague is a classic, but it could also be a story that "advance the main plot" of facing the Tyran without having tar baphon himself being the end boss of the adventure.

Also, it would be the perfect main thread in the much awaited "red mantis AP", since so far they are the one who have him in stock. Having an Ap where you are mantises send to deal with a traitor who turn out to have stolen vorel and is trying to deliver him to tar baphon would be pretty cool. After all, infighting and having to go against your own peer is pretty much the bread and butter of every story about people in these kind of organisation, because merelly following order and doing normals missions one after the other lack drama.

Liberty's Edge

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I want to go back to Darkmoon Vale, get Hitchcock, Pett, and Logue back :)


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The Land of the Linnorm Kings has never properly hosted an AP unto itself, and it's got me curious - what Viking-adjacent stories do people want to spend 3 or 6 books with?


Pathfinder Adventure Path Subscriber
keftiu wrote:
The Land of the Linnorm Kings has never properly hosted an AP unto itself, and it's got me curious - what Viking-adjacent stories do people want to spend 3 or 6 books with?

Luis Loza named that as his top place where he'd like to see an adventure path set, other than Arcadia!

I feel like the no-brainer idea is Linnorm Kings, an AP where the PCs work their way up the hierarchy as they solve some nation-ending threat and eventually become Linnorm Kings themselves. But also... that's basically just the plot of Blood Lords :p

Liberty's Edge

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willfromamerica wrote:
keftiu wrote:
The Land of the Linnorm Kings has never properly hosted an AP unto itself, and it's got me curious - what Viking-adjacent stories do people want to spend 3 or 6 books with?

Luis Loza named that as his top place where he'd like to see an adventure path set, other than Arcadia!

I feel like the no-brainer idea is Linnorm Kings, an AP where the PCs work their way up the hierarchy as they solve some nation-ending threat and eventually become Linnorm Kings themselves. But also... that's basically just the plot of Blood Lords :p

Could be better for a less good-aligned game so we can go raiding.


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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
keftiu wrote:
The Land of the Linnorm Kings has never properly hosted an AP unto itself, and it's got me curious - what Viking-adjacent stories do people want to spend 3 or 6 books with?

Fafnheir.

Liberty's Edge

Evan Tarlton wrote:
keftiu wrote:
The Land of the Linnorm Kings has never properly hosted an AP unto itself, and it's got me curious - what Viking-adjacent stories do people want to spend 3 or 6 books with?
Fafnheir.

With a First World ritual that enables the PCs to share his death curse. It gives them Fafnheir's great powers (though also shared). But only when they are close to one another. As long as they keep apart, the powers are lessened, but so is the curse (lower DC).

Of course, they also benefit from his death curse should somebody kill one.


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I desperately want both “forge Numeria into an actual country where tribes and cities care about their neighbors” and “protect Numeria from a proper Dominion of the Black” invasion on the page, but with the apparent shift to 3-parters, I worry only one or the other can live.

One gives us diplomacy alongside Lady Altouna and working to stamp out League remnant-backed warlords. The other has androids and “barbarians” coming together to protect everything they know from alien harvest.

Don’t make me choose!


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keftiu wrote:

I desperately want both “forge Numeria into an actual country where tribes and cities care about their neighbors” and “protect Numeria from a proper Dominion of the Black” invasion on the page, but with the apparent shift to 3-parters, I worry only one or the other can live.

One gives us diplomacy alongside Lady Altouna and working to stamp out League remnant-backed warlords. The other has androids and “barbarians” coming together to protect everything they know from alien harvest.

Don’t make me choose!

Couldn't you do the former as a 1-10 and the latter as an 11-20?


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Pathfinder Adventure Path Subscriber
keftiu wrote:

I desperately want both “forge Numeria into an actual country where tribes and cities care about their neighbors” and “protect Numeria from a proper Dominion of the Black” invasion on the page, but with the apparent shift to 3-parters, I worry only one or the other can live.

One gives us diplomacy alongside Lady Altouna and working to stamp out League remnant-backed warlords. The other has androids and “barbarians” coming together to protect everything they know from alien harvest.

Don’t make me choose!

On the other hand, the shift to 3-parters means we're more likely to get a Numeria AP at all!


PossibleCabbage wrote:
keftiu wrote:

I desperately want both “forge Numeria into an actual country where tribes and cities care about their neighbors” and “protect Numeria from a proper Dominion of the Black” invasion on the page, but with the apparent shift to 3-parters, I worry only one or the other can live.

One gives us diplomacy alongside Lady Altouna and working to stamp out League remnant-backed warlords. The other has androids and “barbarians” coming together to protect everything they know from alien harvest.

Don’t make me choose!

Couldn't you do the former as a 1-10 and the latter as an 11-20?

Sure, but we haven't seen a proper pair of APs in 2e yet, and I doubt they'd spend it on the single most divisive locale in the Inner Sea.


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The Owlcat Wrath of the Righteous has absolutely consumed me over the last week or so (in no small part to how much fun the Aeon storyline is), and I've also been reading up a ton on the old PFS 1e Sky Key storyline... so it's worth coming out and saying that a time travel AP could be a lot of fun. I know it's a very, very tough set of tropes to get right, but Pathfinder's got so many great time weirdos - Shyka, Bythos Aeons, Siktemporas - that it's a shame not to play with them.

Plus, there's no shortage of Golarion history that's worth touching - and you can only do ancient, crumbling ruins so many times!

Shadow Lodge

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They've played with time travel in APs before, primarily in Return of the Runelords but there was also that history projector in Second Darkness. Not to say there isn't merit to revisiting the concept, but it would also be unfair to say it hasn't been visited.

Paizo Employee Creative Director

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Time Travel is a plot point we've been long intrigued by, but it's a tricky one to pull off, since so much of the vast majority of rules and lore we've published is increasingly irrelevant or even unusable the further back you go, as deities, ancestries, and classes start going away. Go back far enough and you're essentially requiring a brand new campaign setting—one that'd be even tougher to do than, say, going to another continent. It makes for a potentially tough sell to some gamers to say "Yeah, you can't worship Cayden Caliean, or play a gnome or a dwarf, or come from Absalom, or be a member of the Pathfinder Society, and so on."

And then there's the complication of if you time travel back... players are going to want to change the timeline, so how can we present that without making each table have to accept the fact that beyond what happens in their own game, none of it will matter? In contemporary Adventure Paths, we assume the PCs are victorious so if your group finishes it, it's easy to see future publications we create as being impacted by what happened at your game table.

None of that is stuff we can't solve, of course, but it makes time travel SO much more complicated to do.

Of course, we've done time travel stuff already, in a previous Adventure Path as noted in the above post. Spoiling more details here so as to not ruin it for folks who haven't played this 1st edition Adventure Path, but if you want to check out what we've done already with time travel, check out...

Spoiler:
...Return of the Runelords. Time travel is a big part of that adventure path, with what happens in the past that takes place in the later volumes having specific effects in the present of the PCs in earlier volumes, while also giving the PCs a chance to see a horrible future that they can fix and perhaps play a key role in causing some of the big setting changes that were happening elsewhere in Golarion at that time.


zimmerwald1915 wrote:
They've played with time travel in APs before, primarily in Return of the Runelords but there was also that history projector in Second Darkness. Not to say there isn't merit to revisiting the concept, but it would also be unfair to say it hasn't been visited.

I never said it hadn’t been done! Just that I’d enjoy it as the thematic heart of a 2e AP.


Hmm, now I am wondering if the reverse trope could work as an AP (or maybe more as a series of oneshots).
With a "bad guy/gal" trying out different futures, only to foiled over and over again by the same / different groups of heroes.

But looking at the upcoming AP's, maybe that will be covered already :)


A 1-10 AP in Tian-Xia that connects thematically well to FoRP.

A fetch quest AP that leads through almost all of golarion. AoA did go in a similar direction, but I would love to see what paizo would do with this concept now since pf2e has gotten so much more content.

An AP were you play evil characters and fight celestials and good NPCs (Bloodlords seems to mostly be an evil vs evil thing afaik).

An AP with little to no NPCs from common ancestries that instead puts the spotlight on interacting with the least represented ancestries. Give me interesting conrasu, goloma, automaton and poppet NPCs instead of the millionst human or elf.


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keftiu wrote:
The Land of the Linnorm Kings has never properly hosted an AP unto itself, and it's got me curious - what Viking-adjacent stories do people want to spend 3 or 6 books with?

I think it could be cool to have an AP dealing with the White Estrid/Belimarius conflict going on up there. Maybe the PCs could be viking warriors defending their homes from whatever ancient monsters the Runelord has unleashed. Though I don't know if I'd want to see the end of Belimarius so soon.


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I want to have a AP entirely focused on the Planes and exploring the Great Beyond.

My idea for one is helping Shamira ascend to Demon Lord while thwarting a plot by Socothbenoth to take vengeance on his sister. Helped along with Pazuzu who joined him in the “our GFs become goddesses and left us behind like dirt” club. With Belial as Socothbenoth‘a Sugar daddy/mommy helping to weaken the Abyss and for their amusement.

Because I’d love to see the Lower Plane Poltics after Nocticula ascended.

Any Fiends taking her message to heart and breaking free from their base natures?

See what it is like in the other planes know with Her message that Outsiders should Abandoned their jobs.


Yqatuba wrote:

3 ideas I had

2.A whole AP about daemons. Seeing as there's one for demons (Wrath Of The Righteous) and one for devils (Hell's Rebels) I think daemons should get their due. As for what would happen I'm not sure, maybe have the daemons try to somehow subvert the afterlife so everyone goes to Abaddon.

For that, we could have something like a temporary alliance with the Four Horsemen.


Eww I can see allying with Demons or Devils as they have actual motivation then the end of everything. But deamons do nothing but kill things and eat souls.

Which Devils and Demons also do but they also have other motivations.

Another note apparently the other three good elemental lords got freed off screen after it took a entire season of the Pathfinder Society to free one.


We haven't done time travel in the "Go forward, find out the terrible thing that has happened, try to get back to the past in order to prevent it" sense right?

That seems to at least dodge stuff like "well, Iomedae wasn't a God yet."


I mean I think the Divine are beyond time somewhat.

But a full on time travel hijinks adventure.


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I'm for an AP battling daemons since we don't have one for that. Facing the Four Horsemen seemed like the best case. We just need the right story for it.


I mean Daemons are so bad that Devils and Azata team up to guard against them soul poaching.

So it isn’t hard to think of a reason why you would want to fight them.

They want to eat souls and destroy existence. Almost any other creature opposes them.

I actually find them kind of bland because of how simplistic they are. But I can understand that their “shtick” as it where is their self loathing. They hate themselves just a little bit less then they hate existence. So they want to be the last thing in existence before they off themselves.

Demons, Devils and other Fiends don’t seem to hate themselves they love being evil. But Daemons have a sense of self loathing which they project into everything else.

But it is probably going to need a better hook than that. Maybe I had this idea in my head that Deamons are responsible for the existence of Golarion.

The order goes an old Horseman was experimenting with Larvae in the Abyss. Makes the first Demon. The Abyss decides they like Demons because the Abyss is sapient and before you know it they become like rabbits in Australia.

Leading to the Qlippoth the previous dominant life forums of the Abyss to go underground as they fight outnumbered against the Demons this leads to the Qillppith god Rovagug wanting to destroy everything. Which lead to the gods building Golarion as a prison to hold him.

The reason I say all this is I had the idea of Geryon or another Jerry deity setting up a cult of Daemon worshippers who give thanks to Daemons for life and worship them with fertility rituals and creating new life.

This infuriates the Horsemen so much that they decide they want to Destroy Golarion. As their whole thing is life is bad

But they did help to create it.

Or something like that. Maybe have it end with the PCs with the help of Axiomites, Aeons, Protans, Devils, Demons, Anchrons, Azata, and Gurdinals who all where able to team up to make a defiant strike against Abandon and take back the souls that belong to them. In a epic Interplanar adventure which ends with Trillions of souls being taken back from Abandon

With the PCs having to help gain Allies with disparate groups for the invasion of Abanndon and going all around the Great Beyond. So they can stop the plan to destroy Golarion.

So the basic events is some Hersey fiends decide to have a cult that gives thanks for the Horseman for creating Golarion. This pisses then off so much that they decide they will destroy Golarion. The PCs then have to gather unlikely Allies like in Mass Effect Three for an invasion of Abandon.

Traveling all across the Great beyond to recruit some of every type of non Deamon outsider to stop the destruction of Golarion and a massive change to the river of souls. All while trying to keep peace amount their Allies.


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If there's any planar storyline I want to tackle in an AP, it's protecting lovely little Basrakal from anyone who wants to do it harm. Maybe some dastardly Aeon wants to come along and "correct" all its residents?


That whod be fun I’d love going to Basrakai and seeing the inhabitants

Radiant Oath

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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
keftiu wrote:
If there's any planar storyline I want to tackle in an AP, it's protecting lovely little Basrakal from anyone who wants to do it harm. Maybe some dastardly Aeon wants to come along and "correct" all its residents?

Heck yeah! Love stories showcasing big magic chaotic cities and their delightfully weird inhabitants! Sigil, Sharn, Kaer Maga, they're all so much fun! Besides, I feel like Basrakal didn't get the spotlight it deserves because it kinda appeared on the tail-end of 1e's run. Now would be a GREAT time for it to take center-stage!


Yep especially when Nocticula became the goddess of Outsiders overcoming their nature.


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no more absalom
only interesting part about that island was about half of agent of edgewatch

really want a ap entirely in quantium
of all the metropolis this one seems to have most potential

would be perfect with maybe 5 new rakshasas fill out the level

Liberty's Edge

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An AP where the PCs are manipulated to become more and more evil, by minions sent to corrupt them. With the minions becoming ever more powerful and desperate to push the PCs to the Evil side for fear of their terrible masters.

The end battle is the PCs confronting the BBEGs who are actually the alternate Evil version of the PCs trying to make sure their younger selves end up becoming them.


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My three dream APs:

A full 1-20 campaign in the classic mold, brave heroes stopping the conquering overlord or the sealed ancient evil... but through an Arcadian lens: the Champion serves a jaguar goddess, the Druid is a little construct made of wood, you receive the legendary prophecy from a Couatl, the the holy relic is a Star Gun. Have it romp across the continent the way Age of Ashes was a highlight reel for the Inner Sea, so that we can see the bustling cities of Razatlan, but also Arcadia's frigid north and wild deserts.

A sequel to Iron Gods, ideally as an 11-20. The first campaign knocked the Technic League out of power, gave Kevoth-Kul his senses back, and gave the newly-freed Androids a patron goddess; now, Numeria needs to pull together into a proper nation in the face of a Dominion of the Black invasion! This isn't just about blasting aliens and robots, but also diplomacy with the likes of Kellid tribes and independent cities.

A sort-of sequel to Wrath of the Righteous, probably fitting into a 1-10 shape, centered on the Sarkorian Reclaimer effort. The Worldwound has been sealed, but the cities of Old Sarkoris have been razed due to their thorough taint. This could be a settlement-building campaign, Kingmaker on a smaller scale; building your frontier fort into a bastion of returning Sarkorians, retired Crusaders, descendants of lost Jormurdun, and other folks willing to respect this scarred land and its traditional ways.

Honorable mentions go to "1-10 horror campaign in Shenmen," "following through on the Golden Road alghollthu plotline from LO: Legends," and "doing a crazy planet-hopping 1-20 Distant Worlds gonzo mess."

Silver Crusade

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keftiu wrote:
A sort-of sequel to Wrath of the Righteous, probably fitting into a 1-10 shape, centered on the Sarkorian Reclaimer effort. The Worldwound has been sealed, but the cities of Old Sarkoris have been razed due to their thorough taint. This could be a settlement-building campaign, Kingmaker on a smaller scale; building your frontier fort into a bastion of returning Sarkorians, retired Crusaders, descendants of lost Jormurdun, and other folks willing to respect this scarred land and its traditional ways.

"Quest for the frozen flame" but in post-demon post-apocalyptic wasteland with ancient ruins of the previous civilization is 100% my jam.


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Rysky wrote:
keftiu wrote:
A sort-of sequel to Wrath of the Righteous, probably fitting into a 1-10 shape, centered on the Sarkorian Reclaimer effort. The Worldwound has been sealed, but the cities of Old Sarkoris have been razed due to their thorough taint. This could be a settlement-building campaign, Kingmaker on a smaller scale; building your frontier fort into a bastion of returning Sarkorians, retired Crusaders, descendants of lost Jormurdun, and other folks willing to respect this scarred land and its traditional ways.
"Quest for the frozen flame" but in post-demon post-apocalyptic wasteland with ancient ruins of the previous civilization is 100% my jam.

Frozen Flame handled the nomadic half of the Kellid fantasy; now let me reclaim, purify, and build something new in their broken homeland.

Liberty's Edge

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I would LOVE a Star Gun that would incorporate a very tiny bit of the Starstone.

Silver Crusade

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Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

1. SOUTHERN GARUND, anything set here really. Please, please I'm begging, I want my catfolk city-state and lizardfolk Dinotopia and beautiful, glorious Holomog. I'm down on my knees here, Paizo!

2. I'd like to see something done with intrigue & conflict in Brevoy; it's been totally-teetering-on-civil-war for too long and a resolution would be nice. Lots of different places it could be taken that I'd be happy with. Seems good for an 11-20 if Choral gets involved, or a 1-10 focused more on intrigue.

3. Flying cities and floating islands are a fantasy trope that doesn't really exist in Golarion, but they used to and it'd be cool to see this make a comeback. That's why we should get an adventure that features Yjae, the last Shory city! This also gets to star Denizens of Leng and Oni as its villains, and explore another corner of Golarion.

4. Land of the Linnorm Kings deserves something suitably epic; Vikings' cultural moment is finally winding down (which is good, we've hit over-saturation imo) but something 1-20 heavily featuring fey & the First World is where I'd take it.


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CrusaderWolf wrote:

1. SOUTHERN GARUND, anything set here really. Please, please I'm begging, I want my catfolk city-state and lizardfolk Dinotopia and beautiful, glorious Holomog. I'm down on my knees here, Paizo!

2. I'd like to see something done with intrigue & conflict in Brevoy; it's been totally-teetering-on-civil-war for too long and a resolution would be nice. Lots of different places it could be taken that I'd be happy with. Seems good for an 11-20 if Choral gets involved, or a 1-10 focused more on intrigue.

3. Flying cities and floating islands are a fantasy trope that doesn't really exist in Golarion, but they used to and it'd be cool to see this make a comeback. That's why we should get an adventure that features Yjae, the last Shory city! This also gets to star Denizens of Leng and Oni as its villains, and explore another corner of Golarion.

I'd love all of these!

Southern Garund just seems so wonderfully weird and extra-high fantasy, between the planar influences, the age of several nations, and the glimpses of things like magitech that we've seen - plus all the nonstandard Ancestries! Having a fuller portrait of Garund to match all we know of Avistan would be an absolute delight. That said, I'm super sympathetic to the scale of the undertaking that would be.

Brevoy has waited to boil over for long enough, especially with Kingmaker 2e once again reminding us of the tensions and Legends gesturing at Choral's return. Noble houses, Swordlords, dragons... the classic adventure crowd would eat it up.

I came into the hobby with D&D4e, and the 4e iteration of the Realms was absolutely lousy with flying islands (called 'earthmotes' in their parlance); I was devastated when the 5e metaplot advancement got rid of them all! Between how cool the visuals are and the interesting mystery the Tian-Yae people present, I'd love to explore Yjae and the Shory in more depth. Seeing their Southern Garundi heirs in Eihlona would be a real treat!


I had an idea for a 1-10 or 5-15 adventure about the party being small time criminals that suddently found way too big a treasure and now have to deal with all the attention it attract.

Basically, the adventure would start as the group of PC are member of a gang in kaer maga or another sufficiently corrupt city. They are sent to raid and secure a place belonging to another new gang and discover that somehow, they managed to set up an actual plantation of sun orchid, something previously thought impossible. And while nobody in the city know how to make the famed elixir, with a plantation they could actually have time to try and experiment to discover the formula, making that plantation the single most valuable thing in the whole city, perhaps the whole continent.

So at first the "tutorial" ennemies would be that gang that first made the plantation, then the "first module boss" being their own boss who either don't trust the party and want to silence them (if they decided to do as told and hand it over to him), or is pissed that they tried to double cross him (if they try to claim it for themselves). Then it would be the rest of the criminal underworld once the party try to sell any of their treasure (either the plantation as a whole or just portions of nectars), and it would finally culminate in Thuvia discovering the plantation and investing a massive amount of ressources to destroy it and kill the PC, as the PC themselves, now set up against an entire country thousands of miles away, must find a way to escape with their lives (and hopefully, some of that hard earned money) and get thuvia to call off the attack.

The "gimmick" of that adventure (on top of being basically the mobster adventure path) would be that once the PC have control over the plantation, they would basically have "won" pathfinder econnomy and would have riches far above what's normal for their level (but of course, also facing ennemies that are supposedly "too strong" for their level due to all the unwanted attention). It's actually what made me think of a mobster adventure in the first place, trying to imagine an AP were the gimmick is that the players are "over geared" for their level because they're all filthy rich.

So outside of this precise scenario, I guess what I would like is a "low level" AP that have this "too much money" gimmick, because in my experience, letting low level PC play with "the big guns" and have high level gear is really fun, but it throw the balance off too much and basically don't work with published AP without heavily reworking encounters. So having an AP were it would be expected that the player are low level but have high level gear would be nice.

Acquisitives

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Pathfinder Adventure Path, Lost Omens, Starfinder Roleplaying Game Subscriber
DM_aka_Dudemeister wrote:
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.

preferably that sun is the one in the center of the cage...

HOLLOW EARTH BAYBEE!


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I've had a thought, actually; above, I pitched a "build a new city in Sarkoris as a 1-10," but between the potentially gnarly demonic threats in play and the chance to act as an unofficial companion to fellow-Kellid Quest for the Frozen Flame, an 11-20 might work better.

Obviously, most of the Frozen Flame would keep to a nomadic lifestyle, but some may go to aid their Sarkorian cousins or establish a new meeting place on their migratory route. It'd be cute to have a Kellid campaign like that.

...of course, I'd also like Kevoth-Kul's Big Day Out, but that's me getting greedy.

Liberty's Edge

I had the temptation ever since you pitched the new city of Sarkoris idea to envision an AP about doing exactly this but as a refuge for Demons and their ilk.

Evil AP for sure but one where you try to survive both demon-hunters and rival powers to create a sanctuary for your hunted kind.


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The Raven Black wrote:

I had the temptation ever since you pitched the new city of Sarkoris idea to envision an AP about doing exactly this but as a refuge for Demons and their ilk.

Evil AP for sure but one where you try to survive both demon-hunters and rival powers to create a sanctuary for your hunted kind.

I had a similar idea, but its a bunch of demons who can't get back to the Abyss and just decide to make it work and stop being such jerks about everything.


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Talking about a post wrath of the righteous AP, it would be interesting to see (either in an AP or a singular module) a villain that want to cut a deal with qlippoth to hunt the remainning demons. They are a bit underused as monster, one of their defining characteristic is their hate of anything demoniac, it would work wonders.

Beside, an adventure that start as "worldwound cleanup" and that end in a crusader/demon tagteam against the qlippoth would be cool. It could also be used to underline the new and improved nocticula, and show off those redeemed demons.

The main reason I had this idea is because I recently read the Iathavos stat block, and I kinda want them becomming as iconic as a balor. Those transformation/beams/ichor ability are sweet, and their design is great.


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Most of my base problems come from the system itself, but I suppose that is a different topic.

Specifically, I want to see more guns and tech (including magitech) outside of the "theme park zones" (ie not just "more Numeria" or "more Alkenstar"). I would want to see guns being "core handbook weapons" Also, implementing at least a late 19th/early 20th century level of guns and such would not be a problem for me, considering it would clear up a lot of problems with needing to compensate for a inherently bad weapon (like in 1e) and allow for more options and possibilities.

And on the topic of "more tech" I don't necessarily mean "more Numeria," I mean maybe more "Golarion setting" tech as well (and not just "steampunk" which is overused at this point).


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Wrong thread, D3stro?

Dark Archive

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Adventure Path Charter Subscriber

I'd love an AP set entirely within and below Kaer Maga. There are so many opportunities in that unique city for a combination of inter-faction politics, dungeon crawling, exploring the mysteries and history of the location and discovering new mysteries.


keftiu wrote:
Wrong thread?

Oof, misread the title.

Then, I really want to see more APs that emphasize different time periods (ie the stone age one, and thus maybe a more "high scifi" one), or "interworld adventures". That is, the AP doesn't need them to be the topic of the whole AP, but just including them.


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D3stro 2119 wrote:
keftiu wrote:
Wrong thread?

Oof, misread the title.

Then, I really want to see more APs that emphasize different time periods (ie the stone age one, and thus maybe a more "high scifi" one), or "interworld adventures". That is, the AP doesn't need them to be the topic of the whole AP, but just including them.

What would you want from a Stone Age AP that wasn’t done in Quest for the Frozen Flame? I’m super curious.

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