D&D 5E Ideas for future APs

gyor

Legend
Here are some ideas for futures adventures for WotC to produce.

Ruins of Myth Drannar - Explore the Ruins of Myth Drannor and Shade that landed on top of it.

Sequal to Desert of Resolution - Explore the Old Empires region with a plot line that ties into the original Desert of Desolation.
 

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Pirates of Pins Ants. Medium size Ants who are pirates. Their bards occasionally break out in dance moves.
The Dragon's Liar. You try to figure out what % chance of the Dragon is not telling the truth.
A Day No Pigs Would Die. A mystery where the pc try to find out why on certain days, pigs can not be killed. Bonus xp if you can diagram why.
A Solstice Song. Ghosts haunt the party for no reason.
12 Angry Humanoids. The npcs put the murder hobos on trial.
Gnome Alone. Series of towers protected by crazy gnome.
Boot Hill sequal to Bone Hill but with guns.
 

Here are some ideas for futures adventures for WotC to produce.

Ruins of Myth Drannar - Explore the Ruins of Myth Drannor and Shade that landed on top of it.

Sequal to Desert of Resolution - Explore the Old Empires region with a plot line that ties into the original Desert of Desolation.
Sorry, WotC only wants to use the Realms to drop adventures into (preferably based on old Greyhawk adventures), not actually explore the details of the Realms ;)
 

Sorry, WotC only wants to use the Realms to drop adventures into (preferably based on old Greyhawk adventures), not actually explore the details of the Realms ;)

I hope your wrong because I'd hate for Myth Drannor and Shade to have been destroyed for nothing.

Other places to explore Undermountain, An adventure in Maztica to see what changed there since it left.

An adventure in Abeir would be cool too.

More ideas to come.
 

The next one should be based on the Forest Oracle.

"A group of seven men approaches. They are following the road east, and are making good time, neither tarrying nor running. Their faces are expressionless. One is dressed as a cleric of some sort, and another is dressed as a traveling drummer. The others could be peasants or serfs going from one location to another for the harvest season. Each carries some sort of weapon. It is plain that they are not soldiers by their haphazard way of walking. They do not seem to be joking loudly or singing as they advance. One could be Drizz't due to his heroic nature."
 


I'd like to see an adventure path which includes a high-stakes chariot race as a major plot point.

It could be used as an opportunity to provide optional (and clearer) rules on vehicles and mounts
 

I was just thinking about starting a thread called "Storyline Adventures WotC Would do if They had the Balls"

There was already some recent speculation of what is next. I said:

They've settled into a "big story" and "small story" rhythm. One tied into videogames and minis and more. And one that's not. The small spring story that is mostly a reprint (since it's coming so shortly after the fall book) and the big summer story that details the Realms and acts as a gazetteer.

Looking at classic adventures:
  • Desert of Desolation is a good choice. Combining three adventures, it should be pretty large. (128-pages apparently. So they only need to expand it by 100 or so. Which is easily done by having some more setting description and low level adventuring.) Plus, deserts, mummies, and ancient tombs (that are actual tombs) haven't been done yet, and are classical but slightly different.
  • Gates of Firestorm Peak is a biggie that hasn't been touched. That could work. Get into the Far Realms lore and touch on aberrants. Would need a lot more expansion.
  • Dragon Mountain and Red Hand of Doom likely feature monsters that have been in a spotlight too much. Dragons need a break. Ditto the drow and Queen of the Spiders... although they did overlap giants and Acererak. So that's no guarantee.
  • Scourge of the Slavelords. This one can easily fill a book.
  • Undermountain. Which was teased and set-up with Tales from the Yawning Portal and is a pretty iconic mega-dungeon. We've seen a lot of small dungeons, but no singular megadungeons.
  • Rod of Seven Parts. If this was planned, it might not have been a throw-away element of TStorm King's Thunder. But… it did tease that item and set it up for a future story…
  • Dancing Hut of Baba Yaga. It's been commented in the past, that this could work well as a feywild adventure. I'd love a faerie adventure.

Looking at big villain types that haven't been featured:
  • Githyanki. Iconic to D&D, having been featured on the cover of the Fiend Folio. And invasion of the material plane ending in a planar jaunt to the Astral Plane and siege of a Githyanki city would be cool. But… it's not evoking a classic adventure, so WotC likely won't do it… (Although, Chris Perkins did write the high level Lich Queen's Beloved for Dungeon Magazine.)
  • Mind Flayers. These were skipped in Out of the Abyss. Likely so they could be used later. Again, this could tie nicely into Gates of Firestorm Peak. I imagine they might wait until 2019, and tie it into a psionic book. Or something with the Mind Flayers and githyanki fighting. But, again, it's not evoking a classic adventure, so WotC likely won't do it...
  • Orcs. There's not really any iconic orc adventures, so these guys have fallen to the wayside… And probably will continue to just be random encounters. But since WotC is only interested in call-backs...
  • Devils. These saw a little attention in Tyranny of Dragons but we haven't seen Asmodeus really make himself known. And, one more time, no classic to draw from. Well… maybe A Paladin in Hell...
  • Genies. Likely to Al-Qadim. But I'm gagging for a big adventure that goes to the City of Brass, which has always been a criminally underused part of D&D, despite once being featured on the cover of the freakin' DMG.
  • Fairies/ fey. See above.

Spring 2018
I think Scourge of the Slavelords is high on the list of most likely updates. It can be given the Curse of Strahd treatment and made a little more cohesive, while also working as a series of smaller adventures. Because people want smaller adventures.
Summer 2018
Then maybe a reimagined Desert of Desolation, placed in Mulhorand.
(Either could be replaced for Undermountain.)
Fall 2018
A book of magic items. Maybe with some lore on crafting and shopping, with some magic item shops. More artifacts and lots of advice on creating artifacts and building campaigns around them.
Ideal title: Bazaars of the City of Brass. Detail the city and its markets.
Maybe also the artificer, now that I think of it.
Spring 2019
Time to get weird. Expanded Expedition to the Barrier Peaks
Summer 2019
Summer of aberrations Gates of Firestorm Peak mashed with invading Githyanki versus Mind Flayers.
Fall 2019
Psionics and the Mystic. Maybe something on the planes. Planar gazetteer, like the Sword Coast Adventurer's Guide.


That above is what I expect (at least for 2018. 2019 is far more speculative). Because Slave Lords, Undermountain, and Desert of Desolation are "safe". Like Strahd, dragons, giants, demons, and dinosaurs & Acererak.
They're not making up whole new things and ideas, like TSR did in the '70s or '80s. Or trying all kinds of big experimental and varied adventures like TSR did in the '90s.

I'd love to see some wholly new stuff. Brand new ideas unlike anything before.

A Shieldmeet Night's Dream
A journey into the feywild that's a mash-up of classic Irish & Germanic faerie and folk tales. Interacting with the archfey and eladrin faerie residents. Dealing with sprites, dryads, satyrs, and pixes. Encountering Seelie and Unseelie fey courts. Facing the fomorians and their minions. Maybe bring back the 4e cyclopses as variants.
Viewing this as similar to Out of the Abyss where the party just gets pulled into the feywild by accident and has to find a way back to the mortal world, only to get caught up in local politics and problems. They might find themselves enchanted by archfey, hired as outside agents, or indebted to powerful beings who expect repayment.
Faerie and the Feywild are such a recent addition to D&D but a big, obvious gap and it's an easy way of making a modern classic.

The Pride of Genies
The genie adventure. Maybe in Al-Qadim. Maybe not.
The four types of genie (dao, efreet, djinn, and madrin) are at odds, launching border conflicts that threaten to escalate into war. They build their forces through constriction, snatching up people from the mortal world to use as infantry. Lots of genies and elemental beings leading to a journey into the Elemental Chaos with a huge centerpiece in the City of Brass. A grand tour of what's arguably the first or second most famous city in D&D lore.
The opposite of Elemental Evil as it's mortals in the elemental's world rather than the reverse. And, again, the City of Brass has been criminally underused for something that was on one of the most iconic covers in D&D history.

Against the Horde
The players gain ownership of a small mountain keep that they have to repair. They have clear out the ruins of monsters, hire various NPCs to staff their keep, and gather the resources to repair the keep. Then, as local lords, they're responsible for helping the surrounding commoners with their problems. These can be small, personal issues or monstrous drama.
Then word reaches them of a local orc chieftain somewhere in the wilds that has united several tribes of orcs into a massive warband that's a threat to the entire region. The only thing standing between the orcs and the farmers of the lowlands is the human keep in a strategic pass: the one owned by the PCs. Now they *need* to repair, gather troops, and engage in missions to hinder the orcs long enough to prepare. Allies need to be gathered and favoured called in to stand against the horde of orcs and other monstrous humanoids.

I'd love a few storylines that have a very different feel from the classical "big damn heroes" adventures of late.
Maybe one where the PCs are pirates along the Sword Coast. Take inspiration from every Pirate of the Caribbean movie with lots of island hopping and travel and hunting for lost treasure.
Or one where the PCs are all rogues (and rogue-ish people) in a Thieves' Guild in a city, working their way up to be crime bosses.
 



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