Requesting Purchased Adventure Advice


Advice

Scarab Sages

Our usual GM wants a break. I will be the new GM for awhile. I don't have huge amounts of time for prep so I will definitely go with a purchased adventure/module. Some conditions:

1) Group has 5 players that aren't super min/max'ers. So I think they tend to be about the same average power level as a typical 4 person group.
2) Group doesn't want to resart at 1st level so that tends to cut out the AP's, though I liked my read through of the first part of Jade Regent. Looking for something that starts at level 5+.
3) Can't be all RP or all combat. This group needs a fair amount of both to keep their attention.
4) As I said, I don't have huge amounts of prep time, so I would rather it be written for PF not something I have to spend a bunch of time converting from 3.x or S&S. Though I suppose I could if necesary.
5) Not a real sandbox type of adventure. This group tends to get pretty bogged down if there is not a pretty clear path forward. I think they would not enjoy Kingmaker for example.
6) I'm out of practice as a GM (I think last time was back in 2e). I understand the core rules pretty well but I don't want something that is to difficult for a new to PF GM.

So given that, what modules/adventures would you suggest?


Since you were looking at Jade Regent, if you like the flavor, I have trilogy of adventures which feature 'gaijin' outsider barbarians (westerners) for a short term package delivery for a merchant to a Japanese island nation called Kaidan. While Jade Regent is about getting to Golarian's Japanland, Kaidan, is about getting there and spending 3 adventures dealing with a horrific oriental setting.

The Curse of the Golden Spear consists of 3 adventures starting a 5th level, and ending up at 8th level at the end of the third adventure. The 3 adventures are The Gift, Dim Spirit and Dark Path.

The first half of the first adventure and the start of the second adventure features lots of roleplay opportunity, but there is also a significant amount of combat, though it isn't hack/slash, and each combat opportunity has different goals and differing situations. Read the reviews on the adventures to get more insight on this.

This is a publication of Rite Publishing, authored by Jonathan McAnulty and developed by me. It is highly regarded from the reviewers. And since you were looking at Jade Regent, it has similar themes, but built for the level that you're looking at starting at.

Kaidan is feudal Japan, crossed with Asian horror (kind of like Ravenloft meets Oriental Adventures...)

Check it out!


Trial of the Beast (from Carrion Crown) is a nice mix of combat and adventure.

You just need to come up with a reason for the party to work for the employer. (I made her part of the Pathfinder's Guild and that gave our heroes a link).

I even moved it to the River Kingoms (to a Ustalavian Colony: Lengport) to coincide with their travels.

It's got some fun combat, some awesome set-piece encounters, some humor, room for some decent roleplaying, and of course, quick and easy trial rules. Theres enough dungeon crawl for the combat monkeys, enough roleplaying for the drama queens, and some puzzle soolving and mystery, that can be solved with brute force if necessary.

And even a travelling sideshow.


Ah didn't mention.
Carrion Crown is out.
That is the AP the other GM is currently running us through.

Scarab Sages

gamer-printer wrote:
...The Curse of the Golden Spear consists of 3 adventures starting a 5th level, and ending up at 8th level at the end of the third adventure. The 3 adventures are The Gift, Dim Spirit and Dark Path...

Looks interesting, I will see if they like the description.

Scarab Sages

Anyone have any others to suggest?


If you are looking for a one-shot module (4-6 sessions of 3-4 hours each), then here is the LINK to the Pathfinder rules only modules.

You will have to look at the descriptions to determine PC levels.

-- david
Papa.DRB


It wouldn't take a lot of modification to make Pathfinder #2: The Skinsaw Murders (part 2 of "Rise of the Runelords") into a single-module adventure.

To modify it as a standalone, you really only need to make two changes:

1) You'd need to run a role-playing encounter or two at the beginning (before you start the module itself) to introduce a major NPC to the PCs on friendly terms. (In RotRL, the character in question was introduced as an ally in "Pathfinder #1: Burnt Offerings").

2) At the end, you'd need to make the BBEG of the adventure to have put the events into motion for her own ends, rather than as a servant of a greater bad guy, and don't include the plot hooks for the next module.

The downside is that it's written for 3.5 rules, so you'd need to do a bit of conversion to PFRPG.

My players loved this adventure, particularly Chapter 2, where the PCs explore a creepy old haunted house.

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