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

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

For resources. Maybe metals, minerals or elements that are rare on the surface, but available in relative abundance right under their feet. They don't have to invade to conquer the entire underdark, just a portion that they see value in.

Once they get what they want and begin mining it or whatever, perhaps they unleash something...problematic, that leads to the next stage of the campaign. Miners going missing, confined terrain, darkness, sounds like the makings of a scary movie.
 

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00Machado said:
Once they get what they want and begin mining it or whatever, perhaps they unleash something...problematic, that leads to the next stage of the campaign. Miners going missing, confined terrain, darkness, sounds like the makings of a scary movie.


.....Or an episode of Star Trek. "Hidden Caves of the Horta" anyone? :cool:
 

I LOVED the rushed feeling in RHoD. It didn't allow the PCs time to attack, rest, attack, rest, etc. After playing RHoD, I just don't think it is funner any other way.
 

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

Just a couple reasons offhand:

*Invading to lay claim to mineral rights (dwarves in particular might be so inclined), or some other sort of discovery (Faerzess, from the Realms, or something similar)
*Invading to wipe out the hated and vicious creatures who prey on surface worlders once and for all
 

Oooh, I like the idea of using genies as the bad guys. An arabic style (think 1001 Nights) adventure path would be very, very groovy. Start off in small oasis type places, Indiana Jones the honking big temple, end up dealing with stuff in the City of Brass.

Me likie.
 

Cthulhudrew said:
Just a couple reasons offhand:

*Invading to lay claim to mineral rights (dwarves in particular might be so inclined), or some other sort of discovery (Faerzess, from the Realms, or something similar)
*Invading to wipe out the hated and vicious creatures who prey on surface worlders once and for all

After typing that I came up with an interesting idea.
Have the surface world become uninhabitable, forcing surface dwellers to seek shelter underground. Hmmm, sounds like a campaign idea. :D
 

My big wish, which I know will *never* be done, is a Ravenloft adventure path, using the actual Ravenloft setting. Ravenloft's got tons of stuff that would make great adventure paths. Perhaps something regarding the brewing war between Falkovnia and the Treaty of Four Towers nations. That would fulfill the "major war" and "horror-themed" Adventure Path requests.

In terms of more realistic possibilities, I'd like an Adventure Path focusing on aberrations - illithids, beholders, aboleths, the wholecrew from Lords of Madness and more. Definitely some Far Realms action.

Chris Nichols
 

Hussar said:
Oooh, I like the idea of using genies as the bad guys. An arabic style (think 1001 Nights) adventure path would be very, very groovy. Start off in small oasis type places, Indiana Jones the honking big temple, end up dealing with stuff in the City of Brass.

Me likie.

Sounds like fun! :D
 

James Jacobs said:
Using solars and other good outsiders as villians is problematic in the same way that incorperating firearms and psionics and steampunk elements in adventures is problematic—it just narrows the scope of who can use the adventure to such a significant degree that most DMs simply won't be able to use the adventure. We do include adventures like this now and then, but making it the focus of an Adventure Path, which is bad (since it takes up a third of the magazine for a year) since the Adventure Path needs to appeal to as wide an audience as possible.
How about an entire AP where our heros are the bad guys?

This opens up for a whole new element that is otherwise always hidden for the players. Classes that are always evil like Necromancers.

It would of course take a very diciplined group of players to play such a campaign, because personal egos are much easier to roleplay.

I once played an evil Dragonlance campaign, best homemade campaign I ever played. One requirement was that all characters had LE alignment, to help ensure that we could work together. We did have two internal partykills though, but that is part of being on the bad side.

If the goal is clear for the party, evils can work together. It would be awesome to have a whole evil campaign.

But then again, it might not appeal to the masses, I don't know.
 

Personally my preference would be for a AP based on Iggwilv and the Demonicon (especially if Grazzt is somewhat tied into the current AP). Perhaps base some of the adventures in the Lost Caverns of Tsojancth and the various demiplanes tied into that module. I'd probably bring Drelzna back from the dead as one of the sub-BBEG.

Another suggestion would be to base the setting largely in the former Great Kingdom with several adventures investigating the ruins of Rauxes and the various artifacts that remain dormant in the area. That way you could bring in the Machine of Lum the Mad or the Mighty Servant of Leuk-o.

My final suggestion would be to deal with Codex of Infinite Planes in some manner.
 

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