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


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Mark CMG said:
Mostly human NPCs and antagonists in an all-urban setting with mostly non-combat encounters as challenges.


ditto. with the Big Bad guys... being Good. i want intrigue and stuff with moral dilemnas.

no killing the NPCs. but having to work with them.
 


A god dies. Hijinks ensue.

Or perhaps a schism is created in one of the major religions that is engineered by Asmodeus, for the purpose of causing others to question the actual existence of gods, thereby furthering the goals of Hell. Countries war over religious values and beliefs. Hate and bloodshed and death in the name of religion are sown across the land. Zealotry run amok leads otherwise pious individuals to Hell on their death. It must all be stopped. And the PCs are the right people to do it. Unbeknownst to them, they are supported by another diabolic magnate, who seeks to usurp Asmodeus. Trickery and deceit lead the PCs to a confrontation with Asmodeus. Hijinks ensue.
 

I think 1-20 is the way to go. Maybe they should have a smaller plot point resolve at level 12, so those who like to end it at that point can have some resolution.
 


I like 1-20.

I like epic.

I like outer planes.

I like Eberron and would love an AP there, but I think that Wizards is still making Eb adventures so I see that as being unlikely.
I wouldn't want an FR adventure

I have to admit that the "race to stop apacolypse" could do with a break.
It's my favorite theme, and I'm loving AoW (as a player, which made skimming key on the spoiler filled thread. But I think they could do something else a bit more open ended.


I do like themes, but initially I wanted to say that I wouldn't go for an artic AP but I would. And I'd probably love it.

Ditto jungle.

I'd be very keen on a politics type "capture the throne" game.

Or empire building, where the group is trying to raise a country up.

Or planar hopping where you go to different planes starting at early levels. Maybe along with a series of articles on Sigil (people love it, wizards will never touch it again).

Spelljammer (or something with a "magical ship" travel-to-different-places type flair) would also be interesting.


I realize people may be burned out on the 1-20+ paths because they require a large investment to play. Since we have three then I think some other progression could be interesting.
But the fact is that 1-20 lets Dungeon fulfill their commitment to providing massive detailed adventures for the full level range. And a lot of the higher level stuff -is- very useful for people who run games in the space but don't have time to deal with it.
 

Voadam said:
Horror theme. A ravenloft adventure path culminating in a major darklord BBEG would rock. Undead, lycanthropes, out of control constructs, dark fey, witches, evil Cthulhu like cultists, poisoners, murderers, magical mad scientist types, vistani gypsies, villains, dark fortunes, and curses.

I second this idea. With 'Expedition to Castle Ravenloft coming out, WotC may be more inclined to allow Paizo to play with the setting.

Voadam said:
Fey theme. Dark sidhe = evil humanoids, ogres and trolls, plants, fey, elementals, magical beasts, witches. Not silly fey but medieval high fantasy feel.

This could easily tie in to the above. Ravenloft's Shadow Fey could be main opposition, and the fey in Ravenloft are nasty creatures!

Voadam said:
Ptolus. It doesn't come with its own 1-20 adventure so Paizo could do something great that can be used with or without the Ptolus book. City stuff, politics, church manipulations, big dungeons under the city. For WotC reference swap in Waterdeep with undermountain.

Though it doesn't set down every single encounter with read-aloud text and all the trimmings, Ptolus has more than enough stuff to support multiple 1-20 level campaigns. Plus, there is a campaign model included that gets your PCs from 1-20th level. You just have to piece it together for yourself from the numerous well-detailed encounter areas detailed throughout the book and the included CD-ROM. I for one couldn't see Paizo doing it any better than Monte Cook already did.
 

Well, can I get some jelly with my peanut butter?

How about an adventure path with an "ending" at 12th level, and a "overtime mode" that goes up to 20th? That satisfies everyone... other than those people who don't want space in Dungeon wasted on high level adventures. But admit it, Dungeon has to publish some high level adventures anyways... so they might as well be AP.

I like the Slavers Expanded idea. In general, I like the idea of doing a "Return To X" as an adventure path. That's kind of what RtToEE was afterall. Just not serialized. But I would worry about over-dungeonizing it. I personally like smaller dungeons. There's just something bad about starting your session up in the middle of a dungeon. Dungeon crawls should last one night, IMO.

You all know what it needs to be, don't you?

A return to something already done.
Something foreshadowed in a previous AP.
Something in multiple locations.
Something you can play in small pieces.

AP4: The Rod Of Seven Parts

That is all.
 

diaglo said:
ditto. with the Big Bad guys... being Good. i want intrigue and stuff with moral dilemnas.

no killing the NPCs. but having to work with them.

This is the first time, I think ever, that I actually come close to remotely agreeing with you about something. And, as a first time, I actaully agree 100% with you.
 

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