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Adventure Path Three: You'd Do...
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<blockquote data-quote="Abraxas" data-source="post: 2767152" data-attributes="member: 1266"><p>Given some of the comments here, how about an AP with Druids as the BBEGs.</p><p>That would </p><p>1) take it out of the dungeon</p><p>2) open it up for interesting locales with a variety of environmental conditions</p><p>3) allow for a range of alignments (LN/CN/N/NE/NG) for the various bad guys</p><p>4) not depend on undead or demons</p><p>5) could be used with creepy far realms twisted stuff</p><p>6) give all those mounted combat characters something to do</p><p></p><p>What I would like to see is more lead time in world specific conversion notes. The AoW notes are pretty good but still lacking in a few areas, primarily because they don't account for the next episode in the path as well as I would like (it would be nice if the at least the type of location needed for each episode were known far enough in advance so that they could be incorporated more easily).</p></blockquote><p></p>
[QUOTE="Abraxas, post: 2767152, member: 1266"] Given some of the comments here, how about an AP with Druids as the BBEGs. That would 1) take it out of the dungeon 2) open it up for interesting locales with a variety of environmental conditions 3) allow for a range of alignments (LN/CN/N/NE/NG) for the various bad guys 4) not depend on undead or demons 5) could be used with creepy far realms twisted stuff 6) give all those mounted combat characters something to do What I would like to see is more lead time in world specific conversion notes. The AoW notes are pretty good but still lacking in a few areas, primarily because they don't account for the next episode in the path as well as I would like (it would be nice if the at least the type of location needed for each episode were known far enough in advance so that they could be incorporated more easily). [/QUOTE]
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