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Will all Pathfinder 1e Adventure Paths be released on Roll20?

Title says it all, been thinking about running games for friends using the AP's but as someone who cant edit maps worth my life to fit the grids, I wanna know if the stuff will be potentially released in the future.
Some help from the same question thread about 5 months ago " Dean  Roll20 Team Permalink   Quote   Report We'd love to have as much PF1 content available as possible. That said, there are development and production realities to take into consideration. We will be dedicating a considerable amount of resources to PF2 support. We will still be working backwards through the PF1 catalogue, but I do not imagine we will come close to tackling it all in mid-term (there's sooooo much, as you know). There's still books on our radar though, and if you have specific books you think would be helpful, we're always listening to help shift planning / priority!" I replied as well for this interesting topic " Tom  Pro Permalink   Quote   Report   Edit   Delete My humble thoughts on Pathfinder I APs In order 1. Rise of the Runelords (Anniversary edition) Done by Roll20 :) **2. Curse of the Crimson Throne  The city of Korvosa is perched on the edge of anarchy—the king is dead, and rumors whisper that his young queen might be responsible! This urban campaign of decadence and dark dealings casts the heroes against plagues, barbarians, riots, and worse! A much beloved Urban Adventure AP that has a Hardcover comp of all 6 updated modules, and if done by Roll20 would have a higher price point but me thinks that would be a nice thing to have here as you get all of it in one purchase. 3. Second Darkness  A strange shadow lurks in the sky above the city of Riddleport, and the doomsayers take it as a sign of the approaching end of the world! The true menace comes not from the skies above but the benighted passages of the subterranean Darklands, leading the heroes on a sweeping quest that begins in a star-struck city, weaves through ancient elven ruins, and unmasks the terrible secret of the dark elves! Its ok but does have some issues at times in my opinion 4. Legacy of Fire  Long ago, two warring armies of genies fought on the slopes of Pale Mountain, and the world shook under the power of their wishcraft. Today, the armies are wakening, and one potent efreeti warlord is ready to pick up where he left off! This outrageous, inventive campaign takes the heroes to all corners of the desert land of Katapesh and beyond, with journeys to strange demi-planes and even the fabled City of Brass! Its an so so AP and better ones are out there :) 5. Council of Thieves  Once the seat of mighty Imperial Cheliax, the decaying metropolis of Westcrown now stands wrecked and ruined, haunted by mysterious shadow beasts and besieged by the agents of the nation's new diabolical rulers. Amid this chaos, a growing schism in the city's influential Council of Thieves threatens to tear Westcrown apart unless a new group of heroes rises from the ashes of empire to chart a new destiny for the lost souls of the city. This one as well has issues for more than a few players and GM's sadly **6. Kingmaker  The wild and dangerous Stolen Lands lie in the northern reaches of the River Kingdoms, realms ripe for the taking! Yet those who would become rulers of these new lands will soon learn that claiming a kingdom and keeping it are two different beasts. Can the heroes protect their lands from jealous and deadly enemies? This would be my first pick to do next after RotRL as it is a quite different AP with a big sandbox kingdom to make, evolve and is pretty current as a PC game came out for this last year.  More variety to PF products out for Roll20 :) 7. Serpent's Skull  A chance shipwreck in pirate-infested waters sets the heroes on a chase to discover a lost city in the jungles of the treacherous Mwangi Expanse! Factions like the Pathfinder Society and the Red Mantis assassin league are also on the hunt to discover the city's forgotten secrets, terrible revelations that could awaken a sleeping god and bring doom to the world of Golarion! Not a very good AP 8. Carrion Crown  The Cult of the Whispering Way weaves a wide-ranging conspiracy throughout the horror-tinged lands of Ustalav aimed at freeing the Lich King Tar-Baphon, better known as the Whispering Tyrant, from his eternal prison in the dungeon of Gallowspire. Their debased rites and malicious schemes set werewolf against vampire, ghost against terror from beyond time and space in a thrilling campaign that touches upon themes of classic horror and dark swords and sorcery! This might be of interest for horror/Occult RPGers and might be added at a later date and its not to bad of an AP 9. Jade Regant When a decades-old secret is exposed, an unassuming local tavern-owner and a close friend of the PCs discovers her birthright is to rule one of the ancient Dragon Empires of Tian Xia—the empire of Minkai. Yet the current ruler of this empire, the mysterious and increasingly cruel Jade Regent, has no intention of giving up his hold over the throne. In order to save Minkai from a would-be tyrant, the PCs must not only escort their friend from Varisia to Tian Xia, braving the frozen horrors of the Crown of the World, but must aid her in gaining the trust and support of a nation on the edge of anarchy. An Oriental "sidetrack" from RotRL and should be considered for later on would be my take. 10. Skull & Shackles  There's adventure to be had on the high seas when a group of press-ganged strangers seizes a ship and becomes embroiled in the plots and politics of the Shackles—an infamous island chain dominated by pirate warlords. But as these new swashbucklers make names for themselves, rival scalawags, enemy navies, legendary sea monsters, and the infamous Hurricane King himself seek to see them walk the plank. Who will survive when there's glory to plunder? Can have some issues but a Pirate themed AP where you are said Pirate, you bet! 11. Shattered Star The seven-pointed star known as the  Sihedron  is well known to scholars of ancient Thassilon, yet few know that the original  Sihedron was itself a powerful artifact once owned by Emperor Xin himself. When the Emperor was betrayed by the Runelords, they shattered his  Sihedron  and hid the fragments in holdings throughout the land, where they would remain hidden for more than ten thousand years. But today, these fragments are surfacing, and it falls to Varisia's newest crop of heroes to gather the shards of the Shattered Star if they hope to be able to protect Varisia from a dangerous threat from the ancient past! 2nd in the Runelord trilogy and VERY dungeon heavy fun and interesting at times but can drag as well. 12. Reig n of Winter  It has been a century since the immortal witch Baba Yaga last visited the world, and the hour draws nigh for her return. But when she fails to appear in the frozen realm of Irrisen to usher in its newest ruler, pockets of winter begin to grow throughout the Inner Sea region. After 1,400 years of perpetual winter, the icy curse of Irrisen is spreading! What links do these strange blizzards and swaths of wintry landscapes have with Irrisen, and is there any truth to the growing rumors that the Witch Queen Elvanna has taken full control of the realm? Can her plans for the Inner Sea be thwarted, or will the Reign of Winter engulf the world? Can be fun if you like a hard winter and very Witchy campaign, has possibilities but perhaps later 13. Wrath of the Righteous  The Worldwound tore reality apart at the dawn of the Age of Lost Omens, murdering the nation of Sarkoris and unleashing a ravenous demonic horde upon the world. Only the quick action of several other nations of knights, barbarians, and heroes stemmed the demon army and contained it within lost Sarkoris, and for the next century, crusade after crusade tried to defeat the demons only to fail time and time again. Their greatest success, the line of magical artifacts known as wardstones that stand sentinel along the Worldwound's border, barely manages to contain the demons. So when one of the wardstones is sabotaged, a city falls and the demons within surge out in a massive assault like none before. Even before the Fifth Crusade has begun a city has fallen and some of the crusaders' greatest defenders and heroes are slain. Can anyone rise up against the demon host to prevent the armies of Deskari, the demon lord of the Locust Host, from swallowing the world? A  very good AP but the Mythic rules are pretty broken by module 3 so sadly can't recommend this one at all 14. Mummies Mask  The ancient lands of Osirion are blanketed by the sands of time, and eldritch secrets and vast riches lay just beneath the sun-blistered surface. As modern Osirion opens its vaults and tombs to outsiders for the first time in centuries, many of these lost treasures and secrets are now emerging—some more troublesome than others. Hakotep I, a now-forgotten pharaoh, was robbed upon his burial. A secret sect took his heart and his funerary mask, both containing a portion of his soul. Betrayed the chance to pass on into the afterlife during his burial, Hakotep has existed in a state between life and death for millennia. The recent rediscovery of one of these lost soul fragments has allowed the trapped pharaoh to once again work in this world to redress the wrongs committed against him, and a cult worshipping him as a god-king grows in the heart of Osirion. Can a group of heroes brave terrible guardians, foul cults, and the burning sands of the desert to stop the rebirth of this ancient tyrant? Desert Themed AP but never got into that style of game so a no for me but others might find it interesting. 15. Iron Gods  Numeria has a long history of mystery and wonder buried under its rugged landscape, for on that one fateful night thousands of years ago, the Rain of Stars scarred the land. The fragmented remnants of a ship from beyond the stars fell from the sky, scattering strange technological ruins and deadly perils across the land. Today, these sites are feared by the barbaric tribes and coveted by the sinister spellcasters of the Technic League. Yet something worse than brutish berserker or super-science wizard has risen to power in these hidden technological halls. The Iron Gods are ready to make their presence known, and if they are not opposed by the region's newest heroes, a scourge unlike any the Inner Sea has seen will arise! From small Numerian towns to strange technological ruins to the region's infamous capital of Starfall—and perhaps beyond—the Iron Gods Adventure Path will take your heroes into places unlike any seen before in the Pathfinder Roleplaying Game! Many liked this one as it mixes Fantasy with Scy Fy but not for me but should be considered for others who like this type of theme. 16. Giantslayer  Deep in the Mindspin Mountains, a storm giant warlord known as the Storm Tyrant has seized control of a cloud castle and an Orb of Dragonkind, and is gathering an army of giants from across western Avistan—first to bring the orc hordes of Belkzen under his banner, then to conquer the neighboring realms. Heroes defending the human town of Trunau from an orc raid discover that the attack is just a precursor to the Storm Tyrant's larger plans. Working their way through an abandoned border fort, an ancient giant temple, the tomb of an undead frost giant, and an elite fire giant training facility beneath a dormant volcano, the heroes eventually take the fight to the Storm Tyrant himself inside his flying fortress. Can the giant army be defeated before it can conquer the human lands of the Inner Sea, or will all of Avistan bow down in fealty to the Storm Tyrant? I  had such high hopes for this but after the first good Module its seems like all the same, just with different giant types, so no please, again in my opinion here. **17. Hell's Rebels  The city of Kintargo has a new lord-mayor, but he's not someone interested in maintaining that city's free spirit. Paracount Barzillai Thrune has placed the city under martial law, and his cruel proclamations and sinister plans for the city bode ill. Can a small group of heroes and would-be rebels stand against the might of the Thrice-Damned House of Thrune and the Church of Asmodeus and save their home town from being crushed under the boot of an infernal tyrant? Will one of Cheliax's most powerful inquisitors make the city his playground, or can the rebels known as the Silver Ravens rise up to bring a new era of freedom to the so called Silver City of Kintargo? Join the rebellion! Save Kintargo! DOWN WITH THRUNE! Yes please, running an urban adventure rebellion, quite well done!! 18. Hell's Vengeance  In Hell's Vengeance, Paizo's first Adventure Path designed for evil characters, the players take on the roles of villainous agents of the Thrice-Damned House of Thrune, which rules the devil-dominated nation of Cheliax. Under the leadership of a zealous paladin of Iomedae—goddess of honor, justice, and valor—a new knightly order called the Glorious Reclamation seeks to purge Cheliax of its diabolical taint by overthrowing the House of Thrune and reclaim the country for its people in the name of Iomedae. As the uprising gathers strength, the evil adventurers must defeat the valiant knights and their celestial allies to stop the rebellion's spread through Cheliax and preserve Thrune's oppressive rule. Will the wicked antiheroes quell dissent and uphold the infernal laws of Cheliax and its diabolic rulers, or will the heroic knights of the Glorious Reclamation overthrow the corrupt House of Thrune and usher Cheliax into a new age of peace, prosperity, and glory? The EVIL flip side of Hell's Rebels, not for all but might be worth having here for a diversified Roll20 Pathfinder adventures to pick from 19. Strange Aeons  In a distant land polluted by an alien menace from beyond the stars, a great cancer grows within the earth. As its tendrils reach out through the dreams of those who learn and study its existence, a sinister cult grows more active in preparing the way for a devastation that will destroy more than the minds of would-be heroes. Can the adventures reclaim lost memories in time to stop the advance of a cataclysmic contagion that could threaten all of Golarion? Can they resist the mind-shattering truths revealed by the Yellow Sign, and the monstrous force it symbolizes? The Strange Aeons Adventure Path pits the heroes against the cosmic horrors of the Cthulhu Mythos, with new monsters, mind-shattering terrors, and explorations far beyond the known lands of Golarion. Had high hopes for this Occult adventure but in the end did'nt quite do it so I would pass on this 20. Ironfang Invasion  When the PCs witness their hometown of Phaendar destroyed in the first steps of an all-out war of conquest, they begin a quest that leads them from desperate survival to heroes of legend as they push back against the monstrous Ironfang Legion. This ruthless army—helmed by the hobgoblin General Azaersi and empowered by an ancient artifact known as the Onyx Key—intends to claim both Nirmathas and Molthune while the isolated nations bicker with one another. The heroes' quest will take them deep into the fey-haunted Fangwood Forest, to the craggy bluffs of western Nirmathas, and delve deep into the earth to explore the Darklands. Can a small band of refugees grow into champions and push back against Azaersi's horde, or will the Ironfang Invasion give way to an Ironfang nation? Not to bad of an outdoor adventure and one gets to lead troops to battle as an optional mini game so worth considering 21. Ruins of Azlant  Thousands of years ago, a barrage of meteors called forth from the vastness of space by humanity's greatest enemies rained down on Golarion, cutting short the remarkable human empire of Azlant while plunging the world into an era of darkness. Since then, the shattered continent of Azlant has lured intrepid explorers to its broken shores, but few have the mettle to survive in the remains of this dangerous and mysterious land. Now, a hopeful expedition has established a colony on one of the nearest islands across the sea, but danger has struck the fledgling settlement. An ancient enemy was accidently released from its prison and has resumed its millennium-old machinations to punish the hubris of humanity once again. Can the adventurers survive in a faraway land and track down this enigmatic being before its sinister plans can come to fruition? Kind of a hum drum AP so not a top priority. 21. War for the Crown Done by Roll20!! 22. Return of the Runelords Ongoing and will be done on Roll20!! **23. Tyrant's Grasp Slain by a super-weapon unlike anything seen in Golarion's history, the heroes must fight their way back to the land of the living and warn the nation of Lastwall about the dreadful grasp of the lich-king long thought consigned to history. Can a handful of heroes stand against one of the greatest villains to ever to loom over Golarion? The last PF I AP we will ever get and seems quite cool so far as I am running this right now survival Horror theme can work quite well!! Sorry for the long post but as most know there is a lot of Pathfinder options, but I figure there is a 2-3 year window that PF I will still be played a lot then it will fade away as other systems do in favor of PF II. So to recap my top 5-6 picks for the next Pathfinder AP project is 1. Kingmaker 2. Hell's Rebels 3. Curse of the Crimson Throne 4. Skull & Shackles 5. Ironfang Invasion 6. Tyrant's grasp (But only the first couple modules are out so can't really recommend it yet). Hope others will chime in here as well and see their differeing opinions and lists and I would also like to see "coming soon" products a tad earlier as well to please :) Thanks for reading Tom (a mostly PF 1 die hard GM and sometimes player who has been on Roll20 over 6 years now, wow has it been that long, YIKES!!, LOL PS and can I ask what is up with no Starfinder AP's yet, Dead Suns (6 parrt AP), Against the Aeon Throne (3 part AP), Signal of Screams (3 part AP) and the current ongoing AP right now of Dawn of flame, don't wait to long!!" And their final reply " Dean  Roll20 Team Permalink   Quote   Report Great thorough list. Really appreciate such detailed feedback! As for Starfinder APs, our Starfinder focus at current is getting out the Core Rulebook with Charactermancer functionality and drag and drop features. That has been in the works for quite some time and is coming *very* soon. From there we can begin to assess the next priorities. Thanks again for all those thoughts above :)" Cheers Tom
Thank ya very much, tad bummed Hell's Rebels wasnt part of the priority list but oh well, can't win em all.
No prob, people have to post up about the subject they want to see sooner rather than later!! And with 4.5+ Million users here on Roll20 most don't even bother and just take what shows up with no input sadly. :( Tom
I know this is a rather late reply, but, if I had to pick any PF1e APs I'd want to see, definitely Hell's Vengeance and Hell's Rebel's.  My issue right now, though, is how the release of Return of the Runelords was handled. The first book was released pretty much over half a year ago, and then silence. After two months people started asking "hey..what happened", and we got "oh, well..pf2 and all that, too busy for this!" kind of responses, which seems a bit silly to me. PF2 wasn't really a surprise, it was in the works for a while, and if it was going to take a lot of resources to focus on bringing it to Roll20 upon release, I would've preferred if they didn't even start on Return and waited to when they could give it the same release schedule that War for the Crown got, which was pretty much monthly.  I started running Return after the first module was released on Roll20, and my group is starting book 3 now, I have no reason to purchase the rest of the module because our options were for me to set it up myself and be ahead, or put the whole game on hold for an ambiguous release date(which was not appealing to my group). If I buy anymore of the AP releases really depends on how they communicate their release schedule on them from now on.  Although, if they do a good release of Tyrant's Grasp, I'll probably be gifting that to my GM buddy who wants to run it! 
Anyone posting about this topic is a good thing whenever they can!!  I hear ya on Return but not a big deal to me, one of my groups tried it and just did not like the AP, and I as well.  But good to see your group is having a good time with it at least!! I'm sure we will get more old AP's done for PF!, but one has to be on the cutting edge on the latest and hottest RPG property that sparks interest in the community. Once they get as good as they do for their larger target audience here, D&D 5th and have AP releases the day of its street date then we things are good.  But as we know Module 3 for Age of Ashes is out and we still don't even have module 1 yet........ GULP,  But we do have the Plaguestone module, the CRB and now the Beasty book, and charactermancer and a good character sheet with a lot more bells and whistles on it is next and I would assume they are now starting to work on Age of Ashes at  least in small ways but we will find out sooner or later, LOL Tom
Kingmaker definitely needs to be added aswell as jade regeant, Return of the runelords needs to be finished in a timely manner.