Adventure Path Three: You'd Do...

AFGNCAAP said:
One idea:
... How about something along the lines of Ultima 4: a quest. Not a "go stop the BBEG and save the world" style quest, but simply "find the Book of Exalted Deeds" &/or "find the Regalia of Good", etc. Have it take the PCs from levels 1 to 20 on order to complete the quest.

The PCs can encounter hardships along the way (maybe even competition), but nothing really along the lines of a major force/faction/cult devoted to stopping them from succeeding, per se. And, hopefully, part of the reward of completing the quest was the quest itself.



this was done in 2edADnD too. Axe of the Dwarvish Lords or Rod of Seven Parts style.

this could use the Weapons of Legacy book. Manual of the Planes. or perhaps even the Expanded Psionics Handbook (if you make the item a Psionic Crystal of Legacy)
 

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MavrickWeirdo said:
Evil Lycanthropes are slowly conquering the Beastlands, Sentient animals are fleeing to the Prime Material Plane.

Campaign starts as PC’s dealing with a (not so) simple rat infestation at level 1, and they slowly come to realize there is much more at stake.


and the answer to the whole question is 42.

plus don't forget your towel
 

MavrickWeirdo said:
Evil Lycanthropes are slowly conquering the Beastlands, Sentient animals are fleeing to the Prime Material Plane.

Campaign starts as PC’s dealing with a (not so) simple rat infestation at level 1, and they slowly come to realize there is much more at stake.

Sounds like an adventure path Wil Upchurch could write.. he has published two adventures (1 5th level and 1 17th level) recently that featured lycanthropes and the cult of Malar. Great adventures both of them (although I haven't played the high-level one).

Miniature suggestions was used in Sons of Gruumsh, and it took up half a line. No space wasted there as it would just have been empty space anyhow.

What I would like to see is a little more slow-paced adventure path. I don't like the thought of teenagers running around as 20th level characters. If I ever run AoW I'll probably try to slow down the build-up, spacing it over 20 years or something.

Maybe a Star Wars like path where 1/3 of the series took place when the adventurers are young and low-level (1-6), then we meet them again at around 30 years (7-13) and again at about 40 years (14-20). In the meantime, things can have evolved around them on a regional / world basis, and also on a personal basis (marriage, kids, etc). I know this takes a lot of individual DM work, but I think it would be cool. The threat of railroading is there, as the players might feel that no matter what they do in the early stages, the world is just gonna be the same in the last stage, and nothing really matters before the end. But hey, it worked in Star Wars :)
 

Let's see... some other thoughts.

1. An enemy that the players can't defeat, no matter how powerful they become. This could be a god, or a sentient plane or just some monster that most likely, they'll die if they fight. In SC, the big bad is powerful and a worthy threat for epic level characters, but in the end, he's still punk'd by the players. Something that the players have to seal away or destroy it's power base without actually fighting it head to head.

2. Passed on Gifts: In many times, characters can gain their items through their friends and allies. For example, in the Horselord series, the main character is given Widowmaker, in Lord of the Rings, Frodo is given Sting, Strider is given his sword reforged by the elves. It would be tricky to take into account the power level of said items, but as we now have Weapons of Legacy, it shouldn't be too problematic and a few encounters with wild beasts who have no treasure, could make up for the CR vs gold bits. Not every item should come from a dragon's horde.

3. NPC growth. While there are many NPCs in the Shackled City, none of them are really aimed at playing alongside the characters. Such an "insider" would allow the GM to do a bit more and perhaps add some shock value to the encounters if the NPC can be used properly. Alternatively, more notes like the flaws presented in SC to represent their homebody interests could be used to integrate the characters themselves more fully into the adventurers. Perhaps some template that grows with them as they grow in levels.
 

JoeGKushner said:
...Alternatively, more notes like the flaws presented in SC to represent their homebody interests could be used to integrate the characters themselves more fully into the adventurers. Perhaps some template that grows with them as they grow in levels.


taint is included in the Heroes of Horror.
you could also introduce Incarnum
or totemists magic
or rune magic
or spellfire

or a bunch of other options from various WotC products.
 

diaglo said:
taint is included in the Heroes of Horror.
you could also introduce Incarnum
or totemists magic
or rune magic
or spellfire

or a bunch of other options from various WotC products.

The reason I mentioned a template that grows with the player as he rises in levels is that if it's presented only in Dungeon, the player will have less access to it then he might another core book.

Spellfire would be another odd thing if they could make a "new" type of spellfire that wasn't associated with the realms. About the only problem with such a unique talent is that either everyone would want it or that no one would as they might feel the dreaded plot device coming for them.
 


Anyone else have any thing they'd like to see in the third adventure path?

I wouldn't mind seeing some more material tied in to Shackled city or Age of Worms. I like how the Ebon Triad showed up in AoWs as they were first introduced in SC.
 

I'd like to see a "Silk Road" adventure path.

The campaign would feature an extremely long (and dangerous!) trade route that winds across an entire continent. It crosses every type of terrain and, perhaps, every type of climate. It is the road to the exotic West, where wondrous civilizations and bizarre cultures exist. Why travel the road? Commerce, my friend. The West features a wild array of delicacies and commodities that fetch the highest prices in the East.

However, the journey is perilous. The "road" is really more of a trail and, in some places, fades out of existence for miles at a stretch. Unimaginable creatures and savage tribes prey on those who travel West for riches and glory.

It would be an adventure in a more classic sense as the PCs (for whatever reason, be it personal enrichment or rescue/investigation of an overdue traveller) walk the road and face new environments at every step. :)
 

How about political intrigue

I'd like to keep it small - just a couple of kingdoms. No planar travel, no demonic threat, no cultists, no end of the world scenario. Something like a kingdom falls into civil war after the last known heir is killed mysteriously. PCs can investigate the death, lookign for evidence of who is responsible, try to keep the peace or even take sides.
 

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