Mar 29, 2019 Still searching for her father, Scarlett Rhodes and her ragtag band of adventurers travel to the ancient city of Delphi. They soon learn that a Sentinel Trial has been in progress for centuries – perpetually trapping some of the city’s former inhabitants.
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Pathfinder Adventure Path is a series of monthly 96-page publications released by Paizo Inc. Each volume consists of one segment of a six-part series of adventures linked together by a story arc and theme. In addition to the main adventure, each issue also features support articles on the Pathfinder campaign setting, new monsters, and (through the end of the Strange Aeons Adventure Path) serial Pathfinder's Journal fiction.
Each Adventure Path includes a free Player's Guide that provides a spoiler-free overview of the path, as well as tips and content to help players create characters for the campaign. Some Pathfinder Campaign Setting and Pathfinder Player Companion products are released in concert with specific Adventure Paths to provide related setting context and rules options.
Pathfinder Roleplaying Game
The tradition of Adventure Paths was begun by Paizo when they published the official Dungeons & Dragons periodicals Dungeon and Dragon. When these magazines were discontinued in summer 2007, Paizo continued the popular tradition, now set in their own proprietary game setting—the world of Golarion. The line was originally titled simply Pathfinder but was changed to the current Pathfinder Adventure Path when additional Pathfinder-branded product lines were introduced.
Each path is intended to take a party of characters from 1st level to upwards of 15th level over the course of the series, but individual adventures can be run independent of the overall path should a GM wish to do so.
Originally published using the OGL 3.5 rules set, Pathfinder Adventure Paths converted, along with all other Pathfinder products, to the Pathfinder Roleplaying Game rules in August 2009.
Each Adventure Path is helmed by a particular lead developer, who sees it from concept to outline and from six raw turnovers from freelance authors into a coherent whole. The first six APs were helmed by Creative Director James Jacobs, who then co-developed Serpent's Skull with Developer Rob McCreary. Beginning with the Carrion Crown Adventure Path, McCreary and Jacobs alternated lead development of APs through Hell's Vengeance. Thereafter, Developers Adam Daigle and Crystal Frasier alternated development on the next four APs. Jacobs returned to the lead developer seat for Return of the Runelords, while Developer Ron Lundeen helmed the Tyrant's Grasp Adventure Path, the last in support of Pathfinder First Edition.
Pathfinder Second Edition
Starting with the Age of Ashes Adventure Path, the line began using Pathfinder Second Edition rules and incorporated the advanced timeline of the Pathfinder Lost Omens product line.
Pathfinder Adventure Card Game
With the launch of the Pathfinder Adventure Card Game, Paizo and Lone Shark Games began adapting Adventure Path stories for card game play. An adapted Pathfinder Adventure Path has an equivalent Base Set, and each issue has a corresponding Adventure Deck.
Supporting product lines
In addition to the primary Adventure Path game products, Paizo produces several lines of complementary products for individual Adventure Paths.
Pathfinder Adventure Paths
There are 24 released or announced Adventure Paths:
External links
Retrieved from 'https://pathfinderwiki.com/mediawiki/index.php?title=Pathfinder_Adventure_Path&oldid=259339'
What is Dark Sun?' Dark Sun is a campaign setting for the Dungeons & Dragons roleplaying game set on the desert world of Athas. Dark Sun is about the struggle for survival in a dying world ruled by tyrant sorcerer-kings.It is a world where magic drains the very essence of life. Ancient wars have left vast swaths of the planet sterile; even now, druids fight a losing battle to preserve the environment. To practice magic is to tempt death at the hands of the mob, yet the cities themselves are ruled by the most powerful of defilers.' Dark Sun was originally released in 1991 and was and still is among the most original and popular DnD settings of all time. It was unique at the time in that a series of novels were being released in conjunction with adventure modules that were dramatically changing the nature of Athas.By the time of 4th edition reboot, Athas was a very different place politically and structurally.
Some people felt like the core drama of the world was too 'fixed' and the 4th edition reset the time frame to pre 'verdant passage' cannon. Fortunately, this resulted in an accidental boon - a setting in which there are multiple, well defined timelines with different kinds of features in which you can set your campaign.
This is a moving, living world and you can find your own space to play in it that is unique to your and your players.Various Rulesets. DnD 5.0.Actual Plays.Cartography.Video Games.Related Subreddits.
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Welcome to the burnt wastes of a post-apocalyptic, environmentally devastated world!Your question is a tricky one, as 'what adventurers do' will depend heavily on what your group wants to do.In general, Athas is a dangerous, resource-starved place. Trekhead has done already a great job explaining this, but I'll add my take on adventurers as a social class from a worldbuilding point of view.What do adventuring parties do in Athas? Frelling survive.
You have in Athas a point of light setting, only every point of 'light' is dominated by a deranged dragon sorcerer tyrant.So you on one hand have an overly violent world in which nomads, raiders and mercenaries just explore trying to get enough to survive or an edge on the wastes, hence the exploration for resources and raiding of ruins. Living outside of the cities means you have to stay alive and that's it, you are not likely to find a 'Pathfinder Society' or 'Adventurers' League' with parties trying to find treasures but scattered bands of scavengers like in Mad Max. There's no Volo, there's no Mordenkainen, there's only sand and the unforgiving sun in the wastes of Athas. An 'outside only' group is together usually because it serves a short-time objective or because they have formed a brotherhood bond. Remember that in the original AD&D setting (not sure about other editions) characters where meant to be expendable and you had a character tree in order to have another replace the ones that die.On the other hand you have the City-States. Imagine Greyhawk/Baldur's Gate/Lankhmar but in Conan.
You have a city ruled by an evil sorcerer that has become a mutant dragon-like-creature-thing with a magic that is literally killing the plane. A world in which slavery is common and deadly blood sports are the main way to entertain a cruel aristocracy. You have templars that gain their powers from their evil masters and a living tribute send to The Dragon in the form of slaves to be sacrificed to keep an even greater evil at bay. The dangers of the desert are nothing compared to the cruelty of the nobles and tyrants. A 'city-focused' party is one of mercenaries, gladiators, slaves or conspirators that partake in the everyday life of a merciless society in exchange of not dying on the unforgiving desert.Of course a playing group will probably fit several or even all of these niches as it was already pointed out.
But 'adventurers' as a social group that exist in-universe are not like Sigilian. ( I dunno, the people from Sigil) or regular planar adventurers that are heroes and raiders looking for loot but instead are usually a ragtag group of survivors, scavengers and mercenaries that are pretty much just trying to live their lives. You are in a city?
You are frelled because evil dragon mutant esper are evil and it shows. You are outside of a city? WELP THIS IS EFFIN' ATHAS BOY, EVERYTHING IS TRYING TO KILL YOU AND IF YOU DON'T DIE OF STARVATION, HEATSTROKE, THIRST OR DEVOURED BY A LANDSHARK YOU WILL SEE YOURSELF HUNTED BY A BUNCH OF ANTHROPOPHAGOUS HALFLINGS RIDING DINOSAURS!Is a perfect adventuring setting because in the outside you don't have regular Joes just minding their own business and living their life peacefully but, again, Mad Max-inspired bands.
In the inside you have that, but is also a corrupt society of backstabbers and hardcore slavery so you have to survive that too. Pretty much everyone is an adventuring party here, not for pride, honor or thirst for adventure but necesity.
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