What do you want to see in the fourth Adventure Path?

Arnwyn said:
"It's always invasions from the Underdark" for a reason.
That's why I suggested invasions from the Underdark... to the Underdark. Maybe the ilithids and aboleths (or some such) are killing each other, which wouldn't be much of a problem except that svirfnebli are stuck in the firing line.

Not sure how it would proceed from their, but it seems like a cool opener.


glass.
 

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Erik Mona said:
It is a safe bet that the next campaign from Paizo will not feature a major outsider enemy. It will probably have a far more terrestrial focus, and most likely won't jump around as much as the Age of Worms or Savage Tide.

My original plan for the post-Age of Worms Adventure Path was to be a massive war between the elven nation of Celene and the orc hordes of the Pomarj, again with the focus on the most basic of D&D concepts (orc/elf war) and lots of political intrigue in the elven court. Prince Melf was to be a major player, with another cameo from Celeste and probably Manzorian/Tenser.

Ultimately we decided to go another direction, but not without spending a lot of time thinking about using a war as a background and framework for a campaign. We haven't seriously started discussing the next campaign, but something with a "hot" war going on in the background is a strong contender.

Glad to hear that the War idea is a hot contender. It would be way cool to lead armies and have epic battles. Something like the old D&D module X10 (red arrow, black shield) would be freaking awesome to see as an AP.

Another idea is to have the PCs to run a realm(s). That would be cool.

To be honest I've found it hard to get excited about the STAP. It just seems like so much the same as the previous 2 (this time with pirates!!!).

I'm also glad to hear about the no outsider BBEG. This was getting a little old as well. I would prefer strongly to see more terresterial baddies. Beholders, Orcs, Mind flayers.

Red hand of doom gave us a taste of a war theme with dragons, I wouldn't go there.

I would also like to see less dungeons, more NPC interaction

Lastly I really like the idea of having campaign "outs" along the way. Places where the campaign could end if the DM didn't want it to go all the way to 20th. These "outs" could be at 5th, 10th, and 15th
 

SCMrks said:
How about featuring the Shadar-Kai? They are fey but have a connection to the plane of shadow.
I'd like to put my vote 100% into a war vs. "things" from the Plane of Shadow. With NPC interaction and skullduggery and conspiracies. (Does that cover 'em all? ;) )
 

I'd like two sorts of adventures.

1. An x-files style arabian adventure filled with dark conspiracies of tainted Djinn blood or something.

2. A post apocalyptic underground complex riddled with fallout, ludicrously big. The government of this dying world are hatching a dark plan; as the oxygen is rapidly running out the techno-lichs in charge of the place organise a mass slaughter - but they haven't the political power to do it openly.
 

The AP should be 1-20. Yes, we all know that some (a lot of) people don't like high-level play. Fine. But the game itself is expressly designed for 20 levels. The Adventure Path should be designed to take full advantage of the system, and this means a full 20 level campaign.

Although...
Gundark said:
Lastly I really like the idea of having campaign "outs" along the way. Places where the campaign could end if the DM didn't want it to go all the way to 20th. These "outs" could be at 5th, 10th, and 15th
This is a really good idea. Perhaps a small sidebar, or something to that effect, of how a DM might want to wrap it up.
 

mhensley said:
I would love to see Night Below rewritten for 3rd edition as an AP. That was a great campaign adventure.

Sign me up!!!!
They won't do a straight conversion though. It will be a rewrite. I'd like to see a conversion personally.
 

Cthulhudrew said:
It's always invasions from the Underdark. How about reversing that trend for once, and having the surface dwellers attempting to invade the lands below?

But why would surface dwellers want to invade? The Underdark environment is not very hospitable.
 

Gundark said:
Lastly I really like the idea of having campaign "outs" along the way. Places where the campaign could end if the DM didn't want it to go all the way to 20th. These "outs" could be at 5th, 10th, and 15th
Oh yes. Very good idea.
 

I would like to see less of a time constraint. Adventures in which the players feel they need to rush or else they won't save the world in time don't allow down time for things like spell research, crafting items, training, or any side quests the DM wants to add. They feel too linear in that the players feel like they have to do the next adventure right away or else terrible things will happen. There isn't much room for player choice about what to do. It is dictated that you need to do this next adventure or the world ends.

I don't mind a war adventure path but I would not want it to be like Red Hand of Doom in which the party must do all these scenerios within 45 days or the city gets destroyed. There should be some down time for players to do some character development/roleplaying with their character. Maybe the mage wants to go visit his mentor, the cleric needs to go visit his temple, the druid wants to commune with nature, someone wants to craft an item or train for a prestige class. In a rush to save the world campaign there isn't much time for this stuff.
 

SCMrks said:
I don't mind a war adventure path but I would not want it to be like Red Hand of Doom in which the party must do all these scenerios within 45 days or the city gets destroyed.
Agreed.

As mentioned previously, I would like to see an AP with a more open and ambiguous "goal." How this could be constructed in an adventure path scenario, I do not know. I like the idea of a war with two sides that are neither Good nor Evil, and the PCs must choose which cause to represent.

How this can be worked into an intrinsically linear adventure path, I do not know.
 

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