Design your AP, Redux


Pathfinder Adventure Path General Discussion


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At one time, I saw a thread on this forum where they suggested creating their own AP ideas that various people have in their heads. I propose to try to revive such a section.

I'll try to start with my own example.

Topic: Arcadia, daemons.

Location: Arcadia

Background: The ancient empire of Razatlan had lost much of its former power, but things began to change for the better when a new ruler came to power eighty years ago. Throughout most of his reign, he proved himself to be a great and wise sovereign, but he had one fear - the fear of death. In an attempt to cheat death, he tried to seek deals with many creatures, and one creature answered him - Charon. The Horseman agreed to keep his body alive in exchange for increasing sacrifices from among his enemies, forcing the Emperor of Razatlan to either sacrifice his political opponents or start wars to kill the people there. Due to the policy adopted in the city of Segada to limit the penetration of the inhabitants of Avistan deep into Arcadia, little was known about this, but a couple of weeks before the start of the AP, one of the Razatlan regiments captured Segada.

Book 1: The PCs are a group of natives of Arcadia from Elesomare hinterlands, recent arrivals from Avistan, and longtime residents of the Elesomare colony who have been sent to negotiate with the Cheliax Anchor's End colony. However, upon arrival at the colony, it turns out that the settlement was seriously damaged when a detachment from Segada arrived, plundered the colony and captured many of the inhabitants of the colony. Local residents have already sent a message to the metropolis about what happened. Players will have to help cope with the destruction in the colony itself, and then go to the city of Segada in order to understand the situation. Although they fail to rescue the captured colonists, they drive the empire's troops out of the city and learn general information about the empire.

Book 2: Even together, the forces of Segada, Elesomare and Anchor's End are unable to do anything against a large state, and therefore it is decided to send the PCs to search for a possible ally - the Ulfens from Port Valen. Fortunately, there is Sveinn Blood-Eagle in this settlement, who can become a worthy ally, but he has no plans to leave the settlement. The local colonists have poor relations with the locals, and the PCs must resolve the conflict either by making peace between them or by force.

Book 3: Andoran decided not to send an army to Arcadia, but Cheliax took advantage of the violation of the Segada Protocol to expand its influence. Meanwhile, Segada hears rumors that there is still active fighting against Razatlan on the other side of Arcadia, in Deadshot Lands. The PCs must cross enemy territory as a small group, helping the remaining pockets of resistance along the way.

Book 4: The PCs arrive in Deadshot Lands, where they must help the local inhabitants, as well as find a powerful relic that would indicate the PCs' role as protectors of Arcadia. How fortunate that rumors have recently spread about one such artifact - a Star Gun located in a tomb from ancient times. Players need to get inside the tomb, fighting both its defenders and competitors for possession of this artifact.

Book 5: The PCs have proven themselves worthy defenders of Arcadia and were able to unite various groups of Arcadia inhabitants and colonists against a common enemy. There is another bastion that could join their fight - the nation of Xopatl, which has been regaining its former prosperity over the past few years, where many of the clerics and champions of Kazutal, who are expelled from Razatlan, have also flocked. The PCs must earn their trust and learn of Charon's true plans.

Book 6: Charon's true intention was not to gain souls, but to force a talented ruler to spark numerous wars. Ultimately, Charon wishes to use the resulting destruction to open a semblance of Worldwound leading to Abaddon. With such a path leading to Golarion, the Horsemen of the Apocalypse would have a chance to break the prison of Rovagug and destroy the entire multiverse. To make matters worse, a suitable conflict threatens to begin very soon. The Cheliax fleet, transporting an entire army, has arrived at Anchor's End. Therefore, the PCs must prevent a large-scale war by infiltrating the capital of Razatlan and defeating the ruler before the war breaks out.

Conclusion: Although a major war was almost miraculously avoided, and the restoration of the Razatlan Empire would be dissolved after only a few years of existence, much has changed on the continent. Now the inhabitants of Arcadia learned much more about Avistan, as well as vice versa. International trade increases when Segada no longer has the ability to comply with the Protocol. However, the tension also increases. Cheliax begins building several forts for his forces on the new continent and creates a new order of Hellknights. Andoran rushes to join the race with Cheliax, securing his presence with military forces. Many other city-states and nations of Avistan open their trade missions.

In my opinion, this book would be a great addition to Lost Omens Arcadia, being a good journey through various parts of the continent, as well as breaking up one part of the canon that in my opinion prevents further delving into the continent. Namely, the low awareness of Avistan and Arcadia regarding each other and the restrictions imposed by Segada. It would also be the first adventure to feature daemons as the centerpiece of the story.


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I don't know how emphatically I can say "please, no" to an Arcadian AP being focused on trying to rally Avistani colonists against the locals.


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Yeah I mean I like the idea of the thread but not a fan of the pro-colonial AP where colonists unite and butcher the locals.


Um... I probably wrote something wrong when I translated the text into English, since my meaning was completely different. I tried to write a concept where the goal is to prevent war. And I am firmly of the opinion that both sides can have bad guys. Most of the history here is generally devoted not to the unification of the colonists, but to the alliance with the indigenous inhabitants of Arcadia.


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My point is that I think Arcadia deserves Arcadian heroes, the way Avistan has had Avistani heroes in dozens of AP volumes. There's no need to repeat Jade Regent's story beats of faux-Europeans from the far side of the world showing up to save the day by killing a bunch of locals.

Give me the first hero-gods born in Xopatl in generations against the newest Army of Fire. Give me a boundball sports epic that draws everyone from the Razatlani to the Mahwek. Tell me the story of Arazni's return to the land of her birth - now as a goddess in her own right, scarred but proud. Let's go wrestle some mummies, El Santo-style, or collect some star guns lost to time. There's a million stories you can do that aren't about the three villages of foreigners on the continent as the protagonists.


keftiu wrote:
My point is that I think Arcadia deserves Arcadian heroes, the way Avistan has had Avistani heroes in dozens of AP volumes. There's no need to repeat Jade Regent's story beats of faux-Europeans from the far side of the world showing up to save the day by killing a bunch of locals.

I understand your logic. I still feel like the Inner Sea is still the core of the setting, but I understand your logic.

But one way or another, I would be glad to see your concepts in more detail.


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Two years ago, I plotted out an Iron Gods sequel Numerian Steel, about building a railroad in Numeria. keftiu shot the idea down with two objections: (1) mundane steam technology steals the thunder away from Numeria's alien high technology, and (2) railroads were associated with unfairly taking land away from natives.

This thread gives me a chance to fix that. I still want to play with steam engines, but a steamboat should be less intrusive than a railroad.

Hot Iron River
The fall of the Technic League in Numeria freed its people to experiment with the alien technology littering the barbaric land. Elderly Captain Fitch after years of trial and error built a working steamboat powered by perpetually hot skymetal, and now he and his crew ply the Sellen River. But the captain is not the only one taking great risks for new opportunities, and some are less scrupulous.

Full Steam Ahead (1st level) The steamboat Endeavor deals with peculiar business and threats as it travels up the Sellen River in Numeria.
Scrap and Ruckus (4th level) With the Endeavor docked in Scrapwall port for renovation, the adventurers are caught in a conflict between the town and its barbarian Ghost Wolf neighbors.
Technic Difficulties (8th level) Technic League renegades in Chesed steal the Endeavor's power source.
Sovereign of Steel (12th level) Kevoth-Kul, the barbarian Black Sovereign, enters Chesed to quell challenges to his rule.
Library of Mists and Veils (15th level) The Endeavor is hired to recover the spaceship Alexandria and its data banks sunken in the Lake of Mists and Veils.
Moon River (18th level) The demigoddess Casandalee sends the Endeavor on its longest journey yet: to Golarion's moon.

I also want to avoid the mistake of the Extinction Curse adventure path in sidelining its circus theme as the adventure continued. The steamboat Endeavor will remain relevant throughout the adventure.


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Funnily enough I too have an AP idea that involves the Moon. I'll post more later but basic gist is "Pathfinder Agents find themselves in a position where their actions will determine which of two somewhat dead deities will experience a rebirth, the original Nurgal or Acavna. Spans the Moon, Heaven, Basrakal, the Mordant Spire and the domain of an ancient dragon that served Acavna in life."


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Okay so here we go. It's a 11-20 AP that goes like this:

Beneath the Faceless City (11-14)
A party of experienced Pathfinder Agents are called to investigate a Society Observatory that has failed to report in for a week, only to discover a group of rogue Mordant Spire Elves dismantling the place. They soon uncover the existence of the Faceless City, an Azlanti penal colony on Somal that has been in contact with the Observatory and has apparently uncovered something that resembles the Starstone within the caverns below. Traversing up to the moon, they find their way to the colony and have to fight their way into the caverns, since the only way down has been taken over by demonic remnants from the Moonscar. Below the surface of Somal, they uncover a Xiomorn laboratory and its owner, who has become obsessed with the Moonstone, a fragment of the same meteor that birthed the Starstone.

Star Above the Cerulean Sea (15-17)
The Agents discover that the Moonstone contains the essence of the dead goddess Acavna, and are confronted by a Star Archon who reveals that a nascent godling, Nuruu'gal, has become aware of and obsessed with it. The stone cannot be destroyed or its power claimed by another, not without help; the Archon brings the Agents to Heaven's Shore, so that the Agents can convince the celestial council there to grant them access to the safest passage to their true goal; Basrakal, home of Acavna's old herald. Finding evidence of the godling's corrupting influence the whole way, the Agents make a name for themselves in the bizarre city of outsiders, gaining audience with the Shieldmarshal and securing his advice on how best to deal with the Moonstone. Before they can act on this, the Star Archon, having been corrupted and driven mad by Nuruu'gal, leads an army of burning celestials into the city in a grand purge, forcing the Agents to decide whether to run or fight.

New Moon Rising (18-20)
With a ritual in hand, the Agents must travel to the Mordant Spire to convince the Elves there that they must claim the spiritual essence of Acavna. The tower itself reacts violently to their plans, and must be calmed before the Agents can convince the goddess' remnants to take back the Moonstone's power and be reborn! But it's too late for that; a new creature closest to Acavna's ideals must make the ultimate sacrifice to remove the Moonstone from play, being reborn as a new moon god. To do this, the Agents need to cleanse Acavna's center of worship (and it's master, an undead moon dragon) and perform a ritual that will allow a chosen mortal to ascend. Nuruu'gal refuses to back down though, as a host of demons, devils, mutants and aberrations assault the ritual site, the tripartite forces of Nurgal's pieces making their final ploy to become one again and teach mortalkind to fear the sun! Win or lose, the Agents are the catalyst for the rebirth of a god, be it of the new moon or the burning sun.


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I too have had an AP idea, sort of a sequel to Kingmaker. The party is a group of adventurer/explorer sent by the newfound stolen land country to explore eastward into the seemingly accursed land of Iobara to map the territory, establish contact with the centaur tribes and jauge if there are any threats in this place that could "spill out" of Iobara and menace the country.

The most difficult part of writting this AP would be of course to account for every possible variation of every group that played Kingmaker (both the 1e, 2e and even the videogame), but I don't think it's an unsurmountable task. As the adventure path would actually take place in Iobara, and not in the stolen land proper, this AP wouldn't need to go into detail about the stolen land as a country, but instead simply place it as the party's "patron", and add the possibility of using it as homebase if the party want to go back to it in between module/chapter. The only things that would need to be set in stone is that as for every other AP, the campaign was successfull, and that some portion of the leaders of the country (which is to say, the kingmaker party) are interested or wary of Iobara, which can easily apply for every party as all saw the "Vordakai" incident that made them aware of Koloran's ruins, and the history of Iobara as being "the land where civilisation crumble" is eerily similar to that of the stolen land and can easily rouse curiosity (or fear) from any party.

As for the story proper, I have two idea, a "normal" one in 6 module going 1-20, and another one that a bit less iobara and hexploration focussed that came to me latter, in 3 module going 1-10. I'll post the 6 module story latter this week, here's smaller adventure rundown :

Topic : Iobara, Hexploration, Survival, Daemon, Abbadon.

Into Accursed Lands (1-4) :
It begin with a Hexploration focussed 1st module, exploring the lands west of Noyrus River and south of Norinor forest. The party find traces of a careless necromancer leaving his discarded experiement in his wake, who will be the main "bad guy" of this module. It end when the party have dealt with the necromancer, found the friendly centaur tribe, and charted most of that module map, whichever came last.

The Madman's Trail (5-7) :
The party receive instruction to push exploration further north into the forest of Norinor. The tribe also tell them of the passage of a human pilgrim worshipping Groetus, that seeked a ruin from Koloran who according to him housed a Doomsday Door, which he claimed would bring the apocalypse if opened (the obvious madness of the pilgrim meant that the centaur didn't took him seriously). Fearing another possible Vordakai incident (ans possibly the door if they are inclined to believe the pilgrim), the group Hexplore again in the next module, and can track down the pilgrim. They find him soon after he finished openning the door, which is a permanent gateway between golarion and Abbadon. Fortunately the daemons weren't prepared for this portal openning here (as even they didn't notice or care about the mad pilgrim), and thus only a handfull have arrived so far. The climax is a battle against those daemons. As for the pilgrim, his soul was absorbed by a cacodaemon and turned into a soul gem. While after the climactic battle, no more daemon are spilling forth, the Horsemen are bound to notice the portal if it stay open, and it would truly unleash apocalypse upon golarion. Furtunately, there is a way to close it, but there is a catch : It must be done from the other side. The module end when the players close the door to save golarion and are trapped in Abbadon.

The Price of Virtue (8-10) :
As such, the last module is not so much about Hexploration as it is about survival, as the bellow level 10 party must find a way to escape the plane. As they struggle to survive, they are pursued by daemon and meet the hunteds, petitionner of this plane who are all too eager to use the players as daemon bait to buy a few more days of survival. Finding themselves once again in uncharted territory, the players will need to use everything they learned in Iobara to explore this hostile plane and find a way out. If they survive long enough, the player will find a strangely out of place house, the residence of a hag for when she visit the plane to participate in the soul trade. Of course, the hag will only see them as three more soul to trade, but if the party defeat her, they might be able to force her to send them back on golarion, or even to use her equipment to carve their own way back.

Unlike most adventure, the "true climax" which have huge repercution of the player fail is in module 2, while the third module is all about wether the player will live to tell the tale, or wether they will always be unsung hero who saved the world without anyone ever knowing it, who received oblivion for sole reward. I'm not sure it's the kind of story that would appeal to every group, but I personally really like it.


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Let's get indulgent. It's a three-parter, levels 5 to 15, centered on Numeria; the Player's Guide has some light guidance on which Starfinder 2e content is best to bring in, like the Lashunta ancestry or Solarian class.

We open in the city of Hajoth Hakados, with the PCs as enfranchised troubleshooters in Lady Altouna's unnamed network. Their most recent investigation follows the trail of some Technic League survivors who've been drawn to the (now abandoned) Chapel of Rent Flesh, where they discovered technology from the Dominion of the Black. Crushing the local cell reveals signs of wider Technic Leagues leftovers who've aligned themselves with the Dominion.

Book 2 sees Lady Altouna dispatch the PCs to Kevoth-Kul's court, hoping to warn the Black Sovereign of the threat to his nation. You probably get some fun politicking here as the warlord, his traditionalist Kellid kin, and the devout Android population in his city all have different desires - all of which need to be soothed if Numeria is to survive an alien invasion. Once favors have been exchanged, it's time for something dramatic: maybe Technic League assassins come for Kevoth-Kul, maybe a Dominion ship starts abducting people from Starfall, maybe both at once...

Book 3 sees the battered survivors retreating to Hajoth Hakados, everyone now fully aware of the devastating threat the Dominion and their mortal servants present. The quest to find an ancient Androffan teleport device is substantial, but the true test comes when it flings the heroes aboard the Dominion of the Black's horrifying local mothership for a desperate decapitation strike. Success sends alien tech raining from the heavens into a now-united Numeria, while failure spells doom for all Golarion!


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An AP I came up with after discussing interworld adventures.

Swords against the Worlds (working title-- all titles are working rn tbh)

Themes: Sword and Planet, War, Technological Advancement, Magic, Interworld Travel, Politics,

Location(s): Technically the entire solar system, but with a heavy focus on all the parts of Golarion, with Castrovel and Akiton being second (and other places not to feature much until book 4-- tentatively speaking)

Book 1 : A Powder Keg, Ignited (Levels 1-3)

The PCs are a group of world travelers (of varying composition) representing various exploratory societies (possible source of campaign traits) on a mission in Qadira, hoping to follow up on leads of an incredible discovery. While in the city of Katheer, however, an act occurs which rapidly plunges the city-- and soon the world-- into chaos: the assassination of a major political figure from Kelesh. The PCs must contend with the consequences of already fraught international relations exploding into open tumult, from outraged civilians to government patrols seeking to apprehend any they suspect of the crime. In making their way out of the country, however, the PCs may have to deal with the remnants of the forces behind the unrest as well.

Book 2: The Burning Red World (Levels 4-6)

Having escaped the unrest in Qadira in the previous book, the characters find themselves transported to the world of Akiton via an ancient portal located in a Thassilonian temple since converted into the headquarters of a cell of the Cult of the New Eon, the anarchistic group responsible for the assassination in Qadira. There, the PCs join a passing trade caravan between the city-states of the Akitonian continents. Upon their arrival in Seldo, a major trade hub of the region, the PCs find themselves embroiled in the intrigue of the city-state's changing relations with other places on Akiton, culminating in a daring battle with Casmoran Empire soldiers on board an experimental skyship over the burning ruins of Seldo.

Book 3: Storming the Gates (Levels 7-11)

The PCs are back on Golarion, after miraculously surviving the Ardent Sirocco 's first (and only) in-action usage of its experimental crystalline wind drive. The PCs are rapidly extracted from their crash site in the Inner Sea region by Taldan soldiers of the United Avistan Alliance (or the Allies for short), and brought before a local Taldan military governor, who inducts them into a special unit of the Taldan military as a result of the UAA declaring their exploratory societies military assets. They are promptly sent out to aid and assist in securing potential magical gates and portals to other worlds, against Casmoran occupation, taking them one end of the war front to the other, where they must confront the war and its aftermath up close.

Book 4: Shooting Over the Moon (Levels 12-14)

With the final Casmoran-threatened gate secured, the PCs are called back from the world of Castrovel to the Allied command in the famous city of Absalom, where the salvaged parts of the wreck of the Ardent Sirocco have contributed to the creation of new ships to traverse space and travel to different worlds on the Material Plane. The PCs are given the honor of being on the first to travel offworld with these first generation ships. Their first mission? Travel to the Moonscar and recover vital intel on the suppliers of Casmaron's new war material.

Book 5: A Wartime Tour (15-18)

The battle between demon residents, Casmoran forces, and Cult of the New Eon agents on and over the desolate landscape of Somal has concluded, in the UAA's favor. However, the Casmoran empire has found other allies in secretive alliances with the Bone Sages of Eox. In the face of this assembled fleet, the UAA scrambles to build up industry and alliances throughout the other worlds of the system. The PCs are sent to attend major diplomatic missions on Castrovel and Akiton, investigate and counter New Epoch plans throughout Triaxus and Verces, and ultimately lead a major battle in space for the safety of all the system.

Book 6: Having Done All, Stand (19-20)

With the ultimate deception of the Cult of the New Eon revealed, and their forces shattered, the PCs must ally with one-time enemies and old allies alike to prevent the Cult's plans for the awakening of Aucturn. Traveling past the Diaspora, the PCs must battle the remnants of ancient and modern foes alike to make a final stand against the plots of the New Eon in the depths of Aucturn, with the knowledge that their universe might change-- for better or worse, is up to them.


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I decided to add another concept that popped into my head. In my opinion, such an AP would be a great addition to a book dedicated to the Hellknights, presenting their order as non-evil protagonists. In addition, this would be a good starting point to give more information about Rahadoum, since at the moment we know very little about this country.

Themes: Rahadoum, Hell Knights, lawful vs lawful.

Location: Khari

Background: After the end of the Glorius Reclamation conflict, Khari found itself under the control of the Rahadoum army. Nevertheless, the government was in no hurry to officially incorporate the city into the country. They were cautious due to the possible attack of Cheliax and concerns about a rebellion among the believers. Therefore, they decided to give the city temporary self-government under their patronage, retaining the possibility of worshiping deities, but under strict control.

To manage the city, they decided to turn to the Order of the Scourge, who are known for their impartiality and desire to find the true culprits. The Hellknights ruthlessly set about maintaining the city's fragile order, but gained respect through their neutrality among the followers of the city's two largest deities, Iomedae and Asmodeus.

A year ago, Malduoni decided to end the temporary position of the city of Khari, for which he sent a Pure Legion officer to study the situation in the city to make a final verdict. What he did not know, however, was the fact that his officer, as an active patriot of his country, decided to falsify reports and independently provoke a religious war in the city in order to prove the inability of believers to live according to the laws of the country.

Book 1 (levels 1-4): The PCs are a group of dottari led by Hellknights who are sent to investigate a murder. One of the veterans of the war against Glorius Reclamation was killed by a group posing as followers of the Iomedae seeking vengeance for their fallen comrades. It is necessary to investigate the circumstances of the murder, while two groups of believers are ready to start urban battles. Players need to act not only as detectives, but also as diplomats to communicate with the priests of Iomedae and Asmodeus, who don’t trust each others. Their final discovery is that a third party orchestrated the murder, although its motives are still unknown.

Book 2 (levels 5-7): The main culprit of what happened is faced with the failure of his plan to organize an uprising in the city, and decides to create conflict in a different way. One of the prohibitions on the part of Rahadoum was the ban on calling outsiders serving the gods. To this end, he attracts a group of arcanists who bind angels and devils to begin a battle between them on the streets of the city. The PCs must continue to search for the culprits, and when the outsiders find themselves on the streets of the city, their new task is to find those who carried out this, making their way through the battle-torn streets.

Book 3 (levels 8-10): A Pure Legion officer left Khari to build a case against the city's authorities when his true identity was revealed through the PC's efforts. The Hellknights command fears that this will be followed by an attack on Khari by the Pure Legion. Therefore, they ask the PC to go to the Legion military base where this officer is located in order to obtain guaranteed evidence of his machinations and deceit.

Conclusion: Through the efforts of Order of the Scourge and the PC, they manage to stop the conflict and prevent an attack on the city. Proof of the machinations of a Pure Legion officer is presented as proof that being too ideological can violate the Laws of Mortality much more reliably than worshiping a deity. This is the reason for Malduoni to declare Khari not part of Rahadoum, but an allied free city where worship of the gods will be allowed. In addition, the Hellknights are gaining popularity in the country itself for the success of the investigation, and the authorities of Rahadoum are now thinking about creating a new Order within the country.


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Alright, finally, this has grown a bit out of control, but here's the story of the Iobara 6 parter I though about :

Themes: Hexploration, Iobara, Daemons, Cyclops

Backstory:
Before earthfall, rose an empire of cyclops called Koloran. The founders of Koloran came from another cyclopean empire, called Ghol-Gan, renown for it's brutality, and they wanted to make something better. However, cyclops have an innate gift for divination. As earthfall approached, all of them started to see visions of apocalypse, and most of Koloran abandonned the promise of Koloran and turned to dark power in hope of being saved from this fate. The Horsemen of the Apocalypse especially spread their cult far and wide in this crumbling empire, and liberally gifted the cyclops with power and artifacts.

Not all cyclops fell to the power of Abbadon tho. Some still wanted to do good, and were horrified by the exactions of their peers. They though that peraps there might be a future even after earthfall, and that the reason why the power of Abbadon were so generous with their gift was to rob the world of this future, by pushing their servant into destroying any possibility of recovery themselves. These cyclops led numerous campaign to destroy the most powerfull cults of the horsemen, and to steal the daemonic artifact, so that they could be destroyed. In retaliation, the cult of the then horseman of pestilence created an artifact that worked as a prison made to countain one of their strongest member, a variant of swarm that walk made of viruses known as "the Thinking Plague". They hoped to use it as a trojan horse, letting their foe get ahold of it so that they would destroy it, and unleash the thinking plague in their own headquarter. Unfortunately for the cultist and their adversary alike, earthfall was quickly approaching, and put an end to all these plans.

Understanding that they didn't have the time to painsteakingly research how to destroy each of their stolen artifact and put it into action, the good cyclops instead created a vault to store them. Knowing that every vault is eventually breached, they devised it's defenses to be much more effective against undeads and those marked by the power of Abbadon, hoping that by doing so, the first one who would open the vault would be foes of the daemon, and would venture to destroy these artifact instead of trying to use them.

After earthfall, the heart of Koloran became what is now known as Iobara. Multiple empires tried to rise here, but numerous plague and other disasters made them all crumble one by one. The ruins of Koloran still remain, and from them multiple cult to the Horsemen arose, the most powerfull currently being a cult of Appolyon, the Horseman of Pestilence. That cult found the vault, but were unable to breach it, and instead hired a powerfull hag to retrieve the artifact within for them. The hag, unwilling to risk her life herself as she also resonnated with energies from Abbadon, contacted a group of pilgrims of Groetus making their way through the country, and directed them into the vault, knowing that they wouldn't trip the vault most dangerous defenses, and hoping that they would want to use these artifact to bring the end time they were raving about, and thus take them out of the vault, where she could simply steal them.

Yet once again, this plan was not to be. Once they finally breached the innermost vault and gazed upon the pristine artifacts, anger and indignation overcame the pilgrims, for what right did these thing had to still remain intact after so many millenia have passed. Rather than exiting with the artifacts, they endavoured to do exactly what the vault creators wanted, and started to destroy the artifacts one by one. After destroying most of them, they finally destroyed the thinking plague prison, and unleashed the 10 000 year old trap. The plague slaughtered the pilgrims and raised them as undead, but soon discovered that it was trapped in here, the ward of the vault still holding strong against beings like him.

Meanwhile, a new kingdom have arose from the neighbouring stolen lands. Having experienced the kind of problems that can arose from the ruin of Koloran, and from an "accursed" land that seemingly reject all attempt to tame it, the rulers of this newfound kingdom have tasked the PC with the mission of exploring Iobara, contacting any group that might be open to trade, and report on any possible danger that might arise from it.

Book 1 (1-4) : The PC are tasked with investigating the part of Iobara that directly border the Stolen Lands, but are expressely forbidden from entering ruins of Koloran, as the kingdom don't want a new Vordakai incident. They encounter a "friendly" druidess during their hexploration, who is actually the hag in disguise, who endavour to win the PC trust so that she can use them the way she used the pilgrim (she have no idea what happenned to them, as she simply know that they went in and never came out). The PC also encounter another group of explorers, working for a noble house in Brevoy, who share their discovery with them. These are meant to become the PC friend and rival, and to also be manipulated by the hag - a lot of this AP rely on the PC doing the hag bidding unknowingly, but this second group allow them to outsmart her and for the AP to still continue with them doing the bad stuff instead. The main objective of this book is simply to hexplore and raly a friendly centaur tribe the kingdom know should be around here, but don't know preciselly were.

Book 2 (5-7) : The PC are tasked with pushing their investigation further, but are targeted by a small daemonic cult implanted in the centaur tribe that don't like interlopper such as them. The hag having no tie to these one, she is happy to give some direction to help the PC, and tell them that she will search for them on her own. The book end when the small cult is dealt with and most of the new land is explored.

Book 3 (8-10) : Once again the PC are tasked with pushing their Hexploration further, but halfway through the book (when the hag believe them strong enought to be able to survive the vault), she contact them with dire news: a groetian cult have entered cyclopean ruin, intent to use the artifact laying down there to provoke the end time! the PC should go there and stop them, and find somewhere safe to hide the artifact too. The second half of the book is the vault, where the PC face both traps and the undead remains of the pilgrims, and are unknowingly infected by the Thinking Plague, who intend to "ride along" with them until they leave the vault. Wether the PC take the artifact with them on their way out or leave them inside, the Hag await them near the exit. She drop the the mask and intend to take all of the artifact they took from the vault, and being the boss of book 5, the PC are unlikely to be able to face her by now. Luckily for them, she doesn't want to kill them, as powerfull adventurer like them fetch a good price in the soul market. She trap them all into specially made jars, and transport them to her special retreat, a cottage in the plane of Abbadon itself.

Book 4 (11-13) : The jars holding the PC all spontaneously shatter (as the thinking plague inside them don't want to be trapped yet again), and they must escape not just the hag cottage, but the plane itself! In the cottage, they meet a friendly nosoi, also a prisonner of the hag, who tell them that they are in abbadon, and more specifically in the realm of Appolyon, the horseman of pestilence. Fortunatelly, the hag has a way to make herself immune to plagues, an elixir named "Apollyon's Panacea", and the PC should find it before leaving the cottage into the plague infested lands. This way however don't make them truly immune to plague, but merely to their symptoms. The PC can't suffer any ill effect from illness anymore, but they can still cary them and infect other, and it's exactly what will happen once they finally escape the plane and return to golarion. After some extraplannar Hexploration and survival, during which the PC must locate a portal to Golarion, the book end when they finally leave the plane.

Book 5 (14-17) : The PC are back with a vengeance, and now of high enought level to perhaps defeat the hag. This module turn into an investigation as the PC must retrace the path of that "friendly" druidess to understand where she is now, defeat her, and get back the artifacts that she stole from the vault (either by taking it from the PC at the end of book 3, or by comissionning the other group to do the same during the time the PC were trapped in Abbadon). In the meantime, the thinking plague is finally free, and using the PC as vector, spread in their path like wildfire, killing people and rising them as special undeads. Once they learn about that plague, either in this module or the next one, a new goal for the PC should be to find a way to end it. During their investigation, they might learn that this plague is a single malicious being. Fortunately for them, one of the artifact that was held within the vault might be of use against this "Thinking Plague", an object that may be used to forcibly turn a soul into a soul gem, which might be used on the plague itself, as it has only a single soul. The module end when the PC finally track back the hag and have a climactic showdown against her. As for the artifact tho, the hag have already passed them to the cult of Apollyon, and the PC can't get them back yet.

Book 6 (18-20) : The PC continue their investigation to find the cult of Apollyon, but facing more and more aggressive interference from the thinking plague, now that it actually feel threatenned by the PC (and now that it can't kill them with the plague anymore). The Hexploration is now interupted by powerfull undeads that specifically hunt them down, and the cultist also grow restless, and infect themselves with the plague so that the plague can raise their body if the PC kill them. Despite everything, the head of the cult refuse to destroy the "blessed" artifact of the horseman, which will allow the PC to finally deal with the Thinking Plague once they find it.

Special thoughts : The Thinking Plague could be a very interesting antagonist if it start to "possess" the undead it create once the PC understand that it's not a mere illness, but an actual being. It can lead to interesting encounter if for exemple the PC face a horde of zombie with one in particular being especially dangerous and casting spells, and once they kill it, the plague simply "possess" another one and start casting plague from that other zombie instead.

Apollyon's Panacea, as an "elixir" that make one that drink it immune to the ill effect of disease, but not to the disease itself, and allow them to spread it is an interesting idea that fit right in the horseman deal I think. You take something anyone would want, immunity to illness, and now you have the horseman of illness being able to gift people exactly that, except in a way that help the illness spread amongst the larger population.

The principle of the vault would also the writters to create a large swathe of abbadon themed cool artifact. On the other hand, the 4th module rely on the PC loosing at the end of module 3, and even if facing the end boss of module 5 two whole module too soon should be enought to ensure their loss, it's still not garanteed. Canny PC might find ways to escape, or even to use the Vault traps agaisnt the hag to be able to defeat her. This would require extensive rewrite, but it shoudln't derail the adventure too much. Obviously the Thinking Plague would spread far sooner, but the PC could then ear about the fact that the hag had some way of making herself immune to illness. Then, the goal could be a reverse of module 4&5, as the PC must now track down the witch cottage in Abbadon in order to get the panacea to avoid dying to the plague. Afterward, it would require the additionnal rewrite of the cult already having the soul stealing device, and then module 6 can go on unimpeded, as the PC still need to track down the cult and the device to stop the Thinking Plague.


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The Grand Venture
A three-part Adventure Path for levels 1–10

In the musty, smoke-filled Bloom Cabaret of the Ivy Playhouse in Absalom, proprietor and Ivy District nomarch Alain Always makes an announcement, and issues a challenge, to the members of the Ordaire of Goode Standing: he intends to retire and leave the city, and rather than leave the fate of his Playhouse and the Ivy District to mere contract and democracy, he intends to arrange a successor to both through competition.

The task: lead a group of derring-doers in a race to circumnavigate Golarion without the aid of propulsive or displacing magic, whether arcane, divine, or otherwise. Even if used in situations of mortal self-defense, any advancement by means other than their own mortal flesh or mundane ingenuity are instantly disqualifying. Any deviation beyond 30 degrees' distance from the equator is disqualifying. Otherwise, all else is fair in The Grand Venture.

Spoiler:
The patron whose team finishes first gains possession of the Ivy Playhouse and succeeds Always as nomarch, a deceptively small office with tremendous influence over the arts and culture in the City at the Center of the World, and with it the lens through which much of Golarion views each other.

Five take him up on the challenge: The Libertine, the Plagiarist, the Powerbroker, the Strategist, and the Scion. Each is intrigued by either the competition or the prize and quickly sets about pulling together a team of resourceful globe-hoppers from their extensive contacts. Some would wield this for their own ambition. Others would wield it toward nefarious ends. One would wield it to expose everyone else's secrets.

Other than last place, the rest receive prizes of Always' choosing, from mere wealth to having a swath of the city named after whomever they choose.

But what's a competition without real stakes? The patron who finishes last is not only permanently drummed out of the Ordaire but also has their deepest secrets plastered upon the city's broadsheets. Most in the Ordaire consider this a bluff, that Always knows something ribald to share but nothing truly damaging. Some believe they have no secrets dark enough to damage them. All are too arrogant to believe they'd ever finish last.

When all options are exhausted, each patron approaches the players to recruit them as a team. Who do you accept, and whose patronage would none of you ever consider? What secrets do you hide from each other, and to what extent will you go to conceal them? Are you truly working for your shared patron? Are you racing for first, or only to ensure someone specific is exposed by their finishing last?

Players' Guide: Most characters have a backstory with some secrets they prefer to keep, but in The Grand Venture each character must have three: one about themselves, one about another player character, and one about their patron. When up against a seemingly impossible challenge, each player can act in a way that reveals one of these secrets as a boon toward success. The ramifications of sharing or keeping their secrets unfold over the adventure, particularly in the final act.

Book 1: Always and Never

Each of the five patrons attempts to recruit the player characters as a team, each offering a promise of unusual compensation: access to exclusive social strata, ill-gotten and dangerously magical wealth, political influence among the region's most powerful forces, violent vengeance against nearly anyone they choose, or a chance to upend and expose it all to the world.

After accepting a patron, the players must devise their plan for winning the race. Will they rely on easily corruptible favors and largesse on their journey, risking betrayal? Will they take risks on technological contraptions toward an edge or stick to simplicity? Or will they focus on subterfuge and attempt to sabotage their competitors?

Spoiler:
After working their patron's contacts and assembling their plan, they travel to Anuli, the City of New Beginnings, to begin The Grand venture. The competition stipulates that they must travel from west to east, beginning with a treacherous voyage across the Obari Ocean. Whether they choose to detour through Iblydos or rough it straight across into the wilds of Casmaron, they face the first direct opposition from the team of their patron's most bitter rival upon landfall, where the race truly begins in earnest.

Book 2: Under an Embaral Sky

The players' team and their rival race and battle across sweltering Casmaron and stumble into a battleground, as a mysterious cyclopean army attempts a shock invasion of northern Vudra at the exact time the teams try to cross the region.

Spoiler:
To both teams' surprise, the general leading the army is the spitting image of Alain Always, but as a cyclops. Upon spotting the players, this cyclopean Always redirects his entire army at the teams, pursuing and attempting to capture them and their patrons.

When the players do eventually come face to face with their pursuer on the eastern coast of Casmaron, the cyclops reveals the deeper conspiracy afoot. The cyclops' soul is that of the true Alain Always, cursed to exchange bodies years ago with a cyclopean oracle after refusing to pay for an attempted divination. The Always in Absalom who engineered the contest intends to use the influence of Always' office to learn exactly how to infiltrate and subvert Absalom from within, raise a new pantheon of cyclopean deities through the Starstone, turn the Inner Sea into the seat of Eternal Ghol-Gan.

This competition is the false Always' attempt to move his most stalwart rivals out of the city long enough to put his true plan into motion. But Always had a charisma lacking in the cyclopean oracle whose body he now inhabits, and he quickly ascended not only to lead his community but to also unite several others into a significant force.

And he kept up with his contacts in Absalom, particularly the Pathfinder Society, who planted a spy into the Ordaire and is one of the participating patrons. Upon hearing about the competition, the true Always led the cyclopes in this feint of an offensive in order to ensure at least two of the teams would be slowed enough by it to reveal the truth to them.

The true Always makes the players an offer just by virtue of being the first he meets: he'll give them an advantage in the race by having his forces escort and supply them with ease to the shores of eastern Casmaron while harrying the rival team into a disadvantage. In exchange, the players must ensure the cyclopean Always reaches the point where the Embaral Ocean and Valashamai Sea meet, near the center of a triangle between Casmaron, Tian Xia, and Sarusan at the southernmost edge of the race's allowance, during a lunar eclipse on a specific date. Doing so would revert the curse, return the true Always' soul to Absalom, guarantee their patron's benefit regardless of the result, and allow them to extract whatever scheme they like on the imposter.

The point is far off course and would complicate their chances at winning, but the cyclopean Always makes it clear that if they refuse, he'll do much more than complicate their race—he'll turn his army toward protecting Alain's secret.

The players must either fight their way out of an army of cyclopes to escape Casmaron, or take up the cyclops' very beneficial offer.

In secret, the cyclops Always makes them a second offer. If the players agree to deliver their own patron to the ritual point, he'll eliminate the other team altogether. The true Always is honestly happy with his lot and has little desire to return to the haute and petty clashes of Absalom. He finds it amusing that any of the five patrons would suddenly find their soul in Always' body, and he'd also much rather ruin the oracle who cursed him in person than swap back with him, especially not to grant the deceptive oracle the leadership and army that Always had built.

The players' decision either way sets them up for a confrontation with an unexpected entity at the ritual point. A lost sect of cyclopes who delved into the Darklands to battle the serpentfolk never left, instead plumbing through tunnels on the backs of mighty purple worms for centuries until they encountered the remains of an even older civilization sunken from the surface into the depths by some pre-Earthfall calamity. Upon the transfer of the false Always from Absalom to the players' ship, the cities that once sat on the land bridge that connected Tian Xia, Casmaron, and Sarusan and now lie in ruin in Nar-Voth open a whirlpool into the Embaral Ocean. The vortex spins so deeply that the starlit sky shines upon this Sleeping Empire for the first time in tens of thousands of years, and the players must battle both the furious oracle and horrors from the depths trapped with them in the long-swirling drain into even deeper reaches of the Darklands before witnessing long-lost parts of Nar-Voth known to no being, mortal or otherwise, but these immortal cyclopes of the Sleepless Frontier.

Book 3: And Boy Are My Arms Tired The Sleepless Circuit

The player team discovers an esoteric stretch of lands lost across Golarion's many layers, both material and metaphysical, melded together by being the only point damaged by every calamity Golarion has ever faced—the world's unluckiest place. The discovery of this world within provides an unexpected connection to Absalom, and the decisions the players make in navigating it will reshape the very nature of secrets, and in turn delicate balances of power, across Golarion.

Spoiler:
The players find themselves in what the lost Darklands cyclopes refer to as Regua-Mog, the Sleepless Circuit, as the oceanic vortex rages on around them and drains indefinitely into the layers below, this city surrounded in its eye by the churning wall of water. Neither hostile nor welcoming, the withered cyclopes bear solid black eyes tell of their sleepless immortal existence in cryptic detachment. Unable to truly live or truly die, and accompanied by the equally immortal and emaciated withered worms they arrived here on, the players can see what these cyclopes have long since become indifferent to: a solid, intact, island-sized wedge of Golarion's moon resting in the center of their sunken metropolis. As the players explore, they find the city to be eerily similar to a mirrored Absalom, with streets and landmarks evoking uneasy senses of deja vu at every turn and signs of calamity after calamity permeating everything they see. Inexplicable relics of Thassilon, Lung Wa, the Shory Empire, Ninshabur, Jistka, Ghol-Gan, Osirion, Androffa, Sarkoris, and lost worlds and planes far and near litter empty shops set up in a distant mockery of civilization, run by Sleepless cyclopes too disaffected to do business. At the moon fragment in the ruins' center, where Absalom's Starstone Cathedral would be, is a cavern leading into the piece of Golarion's fallen moon.

Within that cavern are Acavna and Amaznen.

These dead gods persist here, their eyes as black as the cyclopes but as recognizable as their depictions. The cavern is fashioned into a domestic home. They are gods made flesh and nearly mortal, the first beings to take the Test of the Starstone and the first to fail it. And they are happy, living a facsimile of the life they would have had if they had been simply lovers and not gods.

When the players intrude, these dead gods are gracious hosts. When the players have questions, they provide gracious answers. And when the players ask to leave, they shrug and ask why anyone would leave a place as beautiful as this.

Stairs carved in their moon cavern lead to the fragment's surface, and when looking up from it the players see the world of Golarion from the moon's perspective, spinning below them. When the gods join them their eyes are clear, and their divine powers radiate from them as if they were alive. This moon fragment is in two points of time at once, both above and within Golarion, both before and after Earthfall. It is a piece of the moon's trauma frozen in grief, a deathbed frozen in respite. If the Starstone was made divine by the blood of these gods, this Moonstone was made mundane by its absence, and this frozen moment was set in this unlucky place by Amaznen's sacrifice.

Why would the players leave? Aside from their own desires to return to the world and people they know, if their patron is still with them they also still want to win the race, regardless of whose soul is in Alain Always in Absalom. Their reputation is on the line. (And if their patron is the spy, they have one hell of a Chronicle to write.)

And their path home in this time-broken splinter is clear, if indirect. The part of Golarion this fragment is pointed at is Absalom. They are already in Absalom. An Absalom of the distant, distant future, decimated by every disaster its creation wrought on the rest of reality. They just have to figure out which one.

The players must explore this broken Absalom, fraught with manifestations of the damage related to the many calamities since Earthfall. And when they find their way to its Ivy Playhouse, they find themselves there as the embodiments of the disaster they've just wreaked on the world in this vortex. The players must battle this manifestation of themselves, who taunt them that victory will undo what they've done. And it will; they will return to the moment they took the job, remembering everything and leading to a final confrontation with the false Always.

Since the moment this false Always swapped his way into Absalom, he found enlightenment and delight in Norgorber. For the players to now know his secrets but also secrets beyond knowing—the fates of Amaznen and Acavna, the existence of the Sleeping Circuit—without engaging in any subterfuge apparent to him is beyond sacrilege, and draws the Reaper of Reputation's complete attention.

The Secret Shade himself comes to the false Always' aid, and the players (with or without their patron or the true Always in aid) are sorely outmatched. But they can wield their own secrets as manifest against the false Always and Norgorber's servant by revealing them, especially any they kept secret through the entire path or learned in the Sleepless Circuit. This includes Acavna and Amaznen, whose mortal forms will manifest to fight alongside them against this abomination serving a god of evil they know was born, even indirectly, from their sacrifice.

If the players prevail, the false Always' plot is undone. The true Always can come forward (or not). The players' patron "wins" a race that never started, but the knowledge they gained is worth far more than any prize. The Ivy District needs a nomarch and the Playhouse needs a proprietor.

And, uh. Acavna and Amaznen are still here. And mortal now. And have no idea what this city is. And the players and these dead gods know things nobody else on Golarion knows. And they're in a city full of and surrounded by Norgorberites. Have fun continuing this campaign.


Another idea that came to me as I was thinking about how I could tell a story about Mwangi's jungle while changing it significantly and having significant effects on the setting. Such an AP would be more suitable for the end of the edition, and was created with the goal of changing the region, somewhat similar to Tyrant Grasp.

Topic: Mwangi, demons

Location: Mwangi Expanse

Background: The death of the current Gorilla King led to the opportunity to strike a major blow against the cultists in the region, capturing the altar, which was necessary for the ascension of a new leader. This was done through the joint work of the Kalijae elves and the Mualije orcs, thereby supporting the region's main opponents in chaos and discord. However, this was not enough, and a desire arose to destroy this artifact forever, eliminating the risk of the emergence of a new Gorilla King.

Book 1: We are a group of mercenaries who will have to accompany a small caravan with cargo from a small elven village to an elven settlement. As the adventure progresses, we eliminate several weak opponents and reach a settlement where we are told a revelation - our caravan was actually transporting an altar, using small numbers and the unknown for secret transportation. At the same time, a large detachment of orcs and elves distracted the charau-ka's attention, falling victim to their large-scale attack, and this detachment is moving after us. We need to get to Nine Walls as soon as possible, where we will have protection.

Book 2: Nine Walls have become a reliable defense, but an army of cultists besiege the settlement, while the orcs manage to hold back their onslaught. We are temporarily mobilized to help defend the settlement, to monitor the walls, and repel minor attacks. Eventually, the cultists will attempt a large-scale attack, which we will need to repel and defeat the leader of the attack, forcing them to retreat from the walls of the settlement.

Book 3: Unfortunately, due to the secrecy regime, Nine Walls never knows for what purpose the altar was supposed to be transported, so our next path lies in the main settlement of Kalijae. Unfortunately, along the way we learn that one of the elves themselves informed the cultists about the route of movement of the true detachment with the altar, and our task at the destination will be to search for a spy who is connected with demons and cultists.

Book 4: Now that we have managed to solve the problem of espionage in our ranks, we are informed about the true purpose for which the altar movement was started. The Alijae elves in the city of Nagisa report that they may have a way to permanently disable the totem. They want to use the crystal in the center of one of the complexes, which is connected to another Demon Lord, to destroy this altar with the forces of a warring deity. Our task is to descend into the depths of the temple of Gogunta to extract the necessary ingredients from there. However, due to our absence, we miss the attack on the city, and the altar disappears.

Book 5: A surprise attack on the city by the Bloodcove people allowed them to steal the altar, since the location of the altar in the city was a secret even to most of the elves, and this allowed the attackers to take it with little blood. However, we now need to go to Bloodcove and the Aspis Consortium headquarters in the region to find out the reasons for their involvement in this attack.

Book 6: Shosenbe used the Bloodcove mercenaries to acquire the totem for himself, offering them in exchange the huge amount of Mwangi relics he managed to obtain. Now the totem has been transported to Usaro, and preparations are being made there for the formation of a new chosen one of Angazhan. However, few people know Shosenbe's true plans to become the new demon lord. Luckily, the heroes are given advice on how they can try to prevent a full-fledged Demon Lord from appearing on the material plane. It is necessary to destroy the totem, which is the cornerstone of the ritual, using the previously obtained crystal.

Consequences: The consequences of destroying a totem are horrific in many ways. Since the stone was split right during the transfer of energy from the demon lord to the challenger, the huge amount of energy transferred from one plane of the universe to another created a stable hole. Usaro became the site of a stable rift leading to Outer Rifts, a new Worldwound in the center of this region. Moreover, Shosenbe survives despite the partial success of his plans to become a deity. He becomes a weak Demon Lord, attracting more cultists and demons to invade the region. On the other hand, Angazhan himself survived the ritual, although he was significantly weakened, and is now eager to destroy his enemy. And of course, Nantambu, Kalijae, Ekujae and Mualije must unite to contain the massive demon invasion.

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