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

The Paizo Publishing forums are probably your best bet. I can tell you, though, that each Adventure Path is a standalone series that could be connected - references are made in the Age of Worms and Savage Tide Adventure Paths to events that occurred in the city of Cauldron during the Shackled City Adventure Path, for instance, but there aren't many direct connections. If you haven't played through Shackled City then it was clearly some other group of heroes involved in those events. There's a reference in the second Savage Tide adventure to a festival commemorating victory over the villain in the Age of Worms storyline, but it's not like you need to know all about that.
 

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I'd like to see something other a fiendish conspiracy. After thwarting the Cagewrights and Kyuss and the AFAIK-as-yet-unnamed conspiracy to bring about the Savage Tide, something different. Framing the campaign as an actual war is a decent idea.
 

Acid_crash said:
No Planar Hoping, No Outsider BBEG. No Single BBEG, make it a group of lesser powerful people individually but together are just as powerful as the last BBEG have been. Put more Mass Combat with Armies into it.

Would the 4-part Slave Lords series (expanded) have met this suggestion?

--Eric
 

Flexor the Mighty! said:
So is there anywhere I can read more detail about what the three adventure paths consisted of? How tightly integrated are they? Would they allow you to play them in episodic format or do you have to do each part right after the last?
They pretty much each tell a single story, with players trying to outrace ongoing apocalyptic events.

The Shackled City is about a mysterious conspiracy in the city-in-a-volcano Cauldron that quickly takes on very ebil (one might even say fiendish) overtones. (I know the least about this one, since I'm playing in it and trying to avoid over-exposure.)

The Age of Worms is about a prophecy concerning the evil god Kyuss and his undead harbingers. It's very Oerth/Greyhawk-flavored by default and full of undead.

The Savage Tide is full of pirates, dinosaurs (including the Isle of Dread) and about a conspiracy by a truly iconic (pre-AD&D, in fact) figure to solve one of his long-term problems. And, oops, it'll devastate the world of mortals, but tough noogies. Naturally, his cultists aren't interested in letting the swashbuckling heroes from stopping it from happening. At the higher levels, the action moves to otherworldly oceans.
 

ericlboyd said:
Would the 4-part Slave Lords series (expanded) have met this suggestion?
Ooh, I like that. A2 remains one of my favorite modules, and of course, A3/A4 are all sorts of iconic. I'd love to see something like that taken and given more room to breathe.
 

Whizbang Dustyboots said:
They pretty much each tell a single story, with players trying to outrace ongoing apocalyptic events.

The Shackled City is about a mysterious conspiracy in the city-in-a-volcano Cauldron that quickly takes on very ebil (one might even say fiendish) overtones. (I know the least about this one, since I'm playing in it and trying to avoid over-exposure.)

The Age of Worms is about a prophecy concerning the evil god Kyuss and his undead harbingers. It's very Oerth/Greyhawk-flavored by default and full of undead.

The Savage Tide is full of pirates, dinosaurs (including the Isle of Dread) and about a conspiracy by a truly iconic (pre-AD&D, in fact) figure to solve one of his long-term problems. And, oops, it'll devastate the world of mortals, but tough noogies. Naturally, his cultists aren't interested in letting the swashbuckling heroes from stopping it from happening. At the higher levels, the action moves to otherworldly oceans.

Thanks. That was what I wanted to know.

How far into Savage Tide are they?
 

Here's what I would like to see in the next AP...

I want to travel the world... I want to have adventures in every climate imaginable...

Desolate Deserts... Check
Frozen Wastes... Check
Steaming Jungles... Check
Stinking Swamps... Check
Craggy Mountains... Check
Verdant Plains... Check
Vast Oceans... Check

Oh yes... and I want to fight pirates on a flying ship! Oh... and when I go to all of those places, I want to face off against Elementals of every stripe and creatures that I can't find anywhere else but in those climes.

Is that too much to ask? I don't think so...
--sam
 

ericlboyd said:
Would the 4-part Slave Lords series (expanded) have met this suggestion?

--Eric
Probably.

I may be running a Slavelords campaign soon, so if this ends up as the new AP, I'll be pleased pleased pleased!

That said, the Adventure Path I'd most love to see (and I highly doubt anyone feels like writing this, but who knows?) is one based off the old Companion and Masters' set CM and M module series. You could drop in a bunch of Mystara references just as you put the Greyhawk ones in AoW, and the entire series could focus on carving a realm out of the wilderness, dealing with the responsibilities of rulership, and eventually being forced to stop a nascent world war. No need for an end boss (since the conclusion to the adventure involves stopping a conflict), lots of potential traveling to all kinds of distant environments (or even planes), and there's already a fleet of flying ships built in!

Actually, this could be paired with a 1-12 AP, with the above-suggested path as a sequel to that one. After all, 12th-level PCs are in a perfect situation to do realm-building.
 

Lalato said:
Here's what I would like to see in the next AP...

I want to travel the world... I want to have adventures in every climate imaginable...

Desolate Deserts... Check
Frozen Wastes... Check
Steaming Jungles... Check
Stinking Swamps... Check
Craggy Mountains... Check
Verdant Plains... Check
Vast Oceans... Check

Oh yes... and I want to fight pirates on a flying ship! Oh... and when I go to all of those places, I want to face off against Elementals of every stripe and creatures that I can't find anywhere else but in those climes.

Is that too much to ask? I don't think so...
--sam
This sort of Final Fantasy-ish structure would please me as well (and would also make the next AP much more Eberron-friendly than the first two, at least, were, which is probably also a plus). This could be done hand-in-hand with another suggestion I agree with, namely making it more terrestrial in focus with perhaps a large-scale war as the backdrop. It would also make room for dragons to play a big part, with at least one in every adventure; a dragon could even prove to be the BBEG behind everything.

Another advantage of this idea is that (if Takasi is wrong as usual and 4E isn't out yet by then) there would be at least one good opportunity to get some use out of each of the three WotC environment books.
 
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