What would you like to see a stand alone module about?


Pathfinder Second Edition General Discussion


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An idea I had for a long time was some kind of evil boarding school type place that ostensibly teaches magic, but in reality the teachers are all reptoids or rakshasas trying to turn the kids evil, and the PCs have to save them.


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Members of the whispering way, evil module, even better if their overall goal is something good but they are stuck fighting against good aligned people at times (evil vs evil)


The player's are tormented in their dreams by Sakhil.

An adventure taking place entirely on an extra planar city.

More shadow plane stuff.

Wilderness survival.


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It's probably never going to happen because of how much the dead magic and wild magic in the Wastes would disrupt normal gameplay, but I'd love to see an adventure set in Alkenstar and the Mana Wastes once we get firearm rules.

Sovereign Court

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Lightdroplet wrote:
It's probably never going to happen because of how much the dead magic and wild magic in the Wastes would disrupt normal gameplay, but I'd love to see an adventure set in Alkenstar and the Mana Wastes once we get firearm rules.

That might be exactly why it's good module material. As the Slithering shows, standalone adventures allow you to suspend some of the normal assumptions about which classes/ancestries are playable.


Ascalaphus wrote:
Lightdroplet wrote:
It's probably never going to happen because of how much the dead magic and wild magic in the Wastes would disrupt normal gameplay, but I'd love to see an adventure set in Alkenstar and the Mana Wastes once we get firearm rules.
That might be exactly why it's good module material. As the Slithering shows, standalone adventures allow you to suspend some of the normal assumptions about which classes/ancestries are playable.

True, but I feel like a no-human campaign is not on the level of disruption a no-magic campaign would be. Humans are just one option out of fifteen, but spellcasters are 7/16 (9/18 once SoM comes out) of the classes, and most spellcasters in 2e have little to no features outside of spellcasting.

It's true that it could still work now that there are rules for non-magical enhanced weapons/armor and now that Alchemy is fully non-magical, but I still think it would be a very tough thing to make.


Pathfinder Adventure, Adventure Path, Lost Omens, PF Special Edition Subscriber

I like the idea of an evil romp. Being the minions of a traditional villain type and doing all the usual off-screen activities; kidnapping a princess, stealing magic resources, and "enlisting" the lesser minions. Then, of course, fighting off a quirky band of misfits that sort of came out of nowhere, are bizarrely strong, and are currently RUINING EVERYTHING (or are causing more problems than you, fighting each other over trinkets, and are conveniently stuck on a simple puzzle).


They already have done an adventure set out of Alkenstar.

https://paizo.com/products/btpy92lr?Pathfinder-Module-Wardens-of-the-Reborn -Forge

Wardens of the Reborn Forge

I wouldn't be surprised if we head to the area in 2022 or 23.

Liberty's Edge

AnimatedPaper wrote:
They already have done an adventure set out of Alkenstar.

I agree, generally that a Module in Alkenstar isn't ideal. The region itself is MUCH better suited to a proper 3 or 6 part Adventure Path given how underdeveloped it is at the moment and how much lore there is lying about with loose ends waiting to be pulled at as well as a culture of industry that can flourish since Magic is unreliable.

Scarab Sages

I'd love to see a few stand alone modules freeing the remaining elemental lords, and being modules they can be single plane adventures that really show off the setting. Like, flying mounts would be the norm in the plane of Air, burrowing in Earth. Let us really go wild with rare planar options for unique experiences.

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