I’m a huge lover of Paizo’s Adventure paths. They’re a huge timesaver for busy GMs, and not just those who want to run a long pre-written campaign! You can easily pull out interesting scenarios from the APs, rub off a few serial numbers, and slot them into your custom campaign with no one the wiser. I’ve written about this for other APs, and now it’s time for me to give Abomination Vaults the same treatment.
Overall notes
Abomination Vaults is a unique campaign in that each chapter is a floor. Because of how the vaults are set up, there’s many floors you could pull out on their own and plop into a campaign. Creatures tend to stick to their designated areas, so there’s no worry about the floors bleeding together. They also tend to all have their own theme, based on who’s moved in.
You also don’t have to use the whole floor, since many have encounters that are self-contained enough to pull out and plop in the basement of some BBEG’s lair or in your own dungeon.
Book one
Otari
One major thing you can pull from this book is the town of Otari. It’s a small port town that’s perfect for adventurers just starting out. It’s filled with interesting characters who have their own potential plots going on, and it’s not too far off from Absolom. It could be a fun place for PCs to start their adventure, stock up, or save at some point.
Floor 1: Ruins of Gauntlight
The first floor is completely above ground, so it would fit in any swamp-like setting. It’s filled with the sorts of creatures you could see cramming into a deteriorating structure, including natural creatures, the fey, and even an undead or two. There’s even non-combat encounters, including a brownie that my group adopted (Tangletop!) and a tribe of mitflits (who my players immediately slaughtered).
Possible hooks:
- The PCs need to clear this old fort / lighthouse / whatever out for cold hard cash.
- The party stumbles upon the structure and decides to make it a new hideout.
- They’re there to ‘rescue’ the soulbound doll Mister Beak (the previous owner doesn’t know the doll left of his own accord and has fallen in with a bad crowd).
- The locals think the old outpost is haunted, but it turns out that this is just Tangletop trying to keep the other creatures nearby away.
Floor 2: The Forgotten Dungeon
This is the first floor that’s completely underground. It has an interesting mix of creatures, with a dose of undead, aberrations, and even some infernal! The overall vibe I get from this floor is that of an abandoned villain’s lair. The old experiments have broken loose, the old staff has been turned, and the devils are stuck until their contract is completed. This also features a fight with a river drake that thoroughly handed my players their butts the first time they encountered it.
Possible hooks:
- That drake has taken up residence in an abandoned structure outside of town, and it’s bothering the residents. The party has been hired to get rid of it… but no one knew that the abandoned mansion wasn’t so abandoned.
- If you have a BBEG in your campaign, this could be an old lair of his before he upgraded. Crawling through it could give your party more information about their potential rival.
- If you want to make allies of the morlocks, they want their old digs back, but aren’t quite up to the task of clearing them out. They do have their old boss’s funds, so they’re willing to throw money at the problem! Just don’t ask what happened to him…
Floor 3: Cult of the Canker
An undead library! This floor is a library populated by intelligent undead, so could fit in many places: Geb, a necromancer’s lair, the site of a former cult that went in a bit too hard… And, being a library, it’s a great place to drop lore or information that would be difficult to deliver via NPC. It also features an NPC who became a fast favorite of my group: Augrael! He’s a friendly ghoul who really just wants to sit in his cubby hole and read his books (I made him a fan of bodice rippers, but you do you). He’s not a fan of his ‘coworkers’, so he can offer a place for the party to rest and heal.
Possibly hooks:
- This library used to belong to the group’s patron, but it was taken over by a cult of undead morlocks.
- This library belongs to the BBEG of the campaign, and could offer clues about their motivations and abilities.
- It could be a non-combat location if your party is in Geb or an otherwise undead-friendly location.
- The group has been tasked with delivering books to Augreal… they just have to find him first amidst all the hostile undead.
Floor 4: An abandoned retreat
The theme for the fourth floor is a luxurious retreat for a villain that has been long abandoned. Of course, other creatures have moved in, and some unfortunate individuals were never able to leave. There’s a mix of undead, aberrations, and demonic, so a little bit of something for everyone. The main goal of this floor is to find the ghost of a long-dead adventurer so he can give you a lore dump, but he can easily be swapped out for anything that would suit your campaign better.
Possible hooks:
- Something has been harassing the local town… turns out it’s a werewolf, holed up in some local caves. Time to problem solve!
- If you have a BBEG, this would be a great place for the players to learn about them without being face to face.
- Or, heck, clean up the descriptions slightly and pop your BBEG in there! They could take the place of the voidglutton (who can be rough on a level 4 party)
- An adventuring party lost one of its members when they separated in the dungeon. They’ve come down with a case of being lily-livered, so have hired you to find their friend.
Book 2
Book two includes quite a few side quests for the party, and they’re fairly easy to pop into most campaigns.
The Stolen Blade
A famous sword, passed down over generations, has been stolen. The owner knows who it was, but doesn’t know where the culprit is, and doesn’t reveal to the party why the thief may actually have a claim to it. This quest has the players bouncing around town a bit to find clues, then cornering the thief in a cave before he can run off with his prize.
Dorianna’s Dreams
The party has been approached about a young woman in town who’s been suffering from increasingly strong nightmares, none of which she remembers upon waking. Her father is desperate to find the cause and do whatever it takes to heal her. This has the party doing some investigation based on their own wits (or what wits they can hire), and leads them eventually to a confrontation with a creature from Leng.
Floors 5 and 6: The Arena and Labs
These floors go together, if you’re plugging whole floors into your campaign. The first is the largely abandoned lair of a BBEG (starting to see a theme?), while the second level is occupied by various groups that have moved in. The most striking feature is one that spans both floors: An enormous colosseum that currently houses a shanrigol behemoth, but this could be swapped out for most gargantuan creatures. Outside of the arena, there are signs of terrible experiments being done in the past, some of which are still being carried out.
The arena isn’t the only feature of the floors. Floor six has a tavern, with its very own punk band!. Honestly, if you steal anything from this book, let it be these guys. They deserve to make it big in more campaigns.
Possible hooks:
- Once again, this is a good addition to any campaign where the players are chasing a somewhat unhinged BBEG. There’s lots of places to sprinkle clues about what their nemesis can do, and hooks to where they should go next.
- A talent scout has contracted the party, with rumors of a band with a hot new sound… they just have to make their way to them. Easy money!
- The party hears a rumor of an undefeated champion somewhere near their home. It’s not really their problem… but someone keeps luring young idiots to challenge it, and no one has come back…
Floor 7: Soul Keepers
This floor is more devil-y than some of the others, and includes a puzzle that has the players collecting various keys around the dungeon in order to open a magically sealed door. It also has a collection of stasis chambers that can have players either saying “Let’s poke every button” or “Absolutely not” and turning their heel. The ‘big bad’ of the floor is a contract devil eager to make a deal in order to get a soul owed to him, so meeting him could lead to a fun new plot or a blow-out of a fight.
Possible hooks:
- Set this in Chelliax, and it’s just another admin building! If the players aren’t on the offensive, they have a handful of interesting NPCs to talk to. If they’re there to throw down, it’s already thematic!
- Odd requests have been popping up on the request board in town: Find certain creatures, but do not kill them. Capture them, then leave them in a clearing outside town. The mayor wants to know what’s behind this.
- If the party is morally grey, they receive a letter requesting help tracking down a certain ne’er-do-well and bringing him to a newly rented office in town. It reads like the guy owes someone money, but something feels off…
- A tiefling bounty hunter has gone missing, and his partner is desperate to find him. Everyone thinks he just skipped town, but she knows him better than that…
Book 3
Normally, by the last book in an AP, I don’t have much to suggest when it comes to plundering. AV, however, still has lots to borrow and shove into your own games! Book three has a few clusters of NPCs, some interesting dungeons, and a big set-piece for whatever BBEG you might have in your campaign.
Floor 8: Decaying Gardens
The major NPCs of this floor are a group of Calgni cultists… but nice ones! They probably won’t turn the party into soup since they’re so intent on finding their oracle who hears whispers from a magical MacGuffin. They’re more than happy to work with the party, given that they’re polite and don’t poke them too hard about their strange beliefs. On the less cult-y side of things are a small party of Drow / cave elves who are hunting these wild caves for food and sport. The caves also feature wee bog mummies (their original bodies came from deep gnomes) and a delightful mix of deadly flora and fauna.
Potential hooks:
- The friendly cult is in freakout mode, since their oracle wandered off. They need you to find him and bring him back, unharmed… though one might bribe the party to lead him somewhere even more secret, and tell only her the location.
- The drow have been tasked with getting this floor under control, but they’ll begrudgingly admit they bit off more than they could chew. Since the party is hanging around and looking dangerous anyway, maybe they could help out?
- Not far out of town, the roof of a cavern has fallen in, revealing dangerous previously unknown in the peaceful village. The mayor is asking for someone to come and ‘neutralize’ the cave, either through negotiations or violence.
Floor 9: Hunting Grounds
This floor has two groups of NPCs that you could easily pluck up and place into a campaign that has any access to the underdark. The first is a sizable enclave of Drow (the ones the hunters on floor 8 belong to, but you can easily just use them) who are stuck where they are due to previous vows, but would really rather go home. The other is a group of Caligni who would also prefer to return to their main settlement deep in the Underdark, but are blocked from going back. There’s also a group of immediately hostile urdefhan and an abandoned temple that could be scooped up and reused.
Potential hooks:
- The Drow hunters have lost track of a precious MacGuffin (a crystal lens in the AP, but it can be anything). They can’t return to their people without it, but their attempts to find it have been thwarted by a cave system filled with dangerous flora and fauna.
- The Caligni outpost was only supposed to be out here for a few months, mapping this section of the Underdark. While they were working, however, their way back has been blocked by a dragon. Being a selection of slightly sturdy cartographers, they’re stuck where they are until someone takes care of the problem for them.
- A mysterious temple has been discovered outside of an abandoned settlement. The party is hired to check it out and document it for a local historian. This could easily lead to floor 10, or a plot of the GM’s choice.
- A town has been reporting disappearances, mostly of scouts or individuals who live alone in the outskirts. An investigation points to a cavern that’s supposed to be empty… or at least, it was.
Floor 10: The Temple
The last floor! This entire floor is a gauntlet, with the players being pushed through various challenges meant to wear them down. That isn’t a metaphor, by the way. It was literally built for the followers of the BBEG of AV to prove themselves. For your players, it could be that, or it could be the barriers set in place by their foe to slow them down.
Potential hooks:
- Obviously, this could be put in place by their nemesis to keep their inner sanctum from being invaded by the unworthy. If you do this, you may want to remove a room that’s explicitly set aside for their peons to rest in before entering the sanctum.
- This could also be presented as a challenge to overcome. A local lodge has set it up as a way to train potential Pathfinders more efficiently than tossing them to someone more experienced and saying “Good luck!”
- Or you could do a bit of both. The party has been tasked with infiltrating a local cult, and if they choose the sneaky option, they could pretend to be members in order to get a shot at the big boss.
Final thoughts
AV is hands down one of my favorite APs, mostly because it’s filled with so many fun and varied encounters. I really hope more people give it a go, either as an AP, or inserting chunks of it into their ongoing campaign.

