Help finding an adventure


Pathfinder First Edition General Discussion

RPG Superstar 2008 Top 32

Okay, got a bit of a bind. Our group is having one of our one-off games a week on Saturday. Problem is, last night, the guy who was supposed to be running it had his motherboard die on him, and he doesn't have the time/money to repair it *and* finish writing the adventure in time.

Which puts it down to me. Again. (Guess I won't be doing anything other than DMing until, like Easter then... *sigh*)

I don't have time to write a game inside a week, obviously (at least not to our level) - I've also got to start prep for a Rolemaster game at Christmas (and I'm DMing the current weekly game as well...)

Now, I have a couple of back-up modules, which I thought might serve... Problem is, from the looks of things they are all the wrong length. A full module is, obviously, way too long for a day game. The Pathfinder Society modules (specifically, the Third Riddle) look too short (as, from what I recall from the one I played at the one convention I went to, you run two a day).

So, what I'm looking for is something in between, that I can run in about six to eight hours (or thereabouts). For example, two linked Society modules would probably do it, if such a thing exists or could be reasonably cobbled together hastily.

Edition/rules set is largely immaterial (thought D20-based is preferred) (as I'll either cough loudly over the differences and/or adjust/enhance the combat encounters either way).

Does anyone have any suggestions? Of any type?


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

I actually ran Crypt of the Everflame in one night for my group and they are a bunch of procrastinators. So, if you want to do a first level thing, that's the way to go in my opinion.


How serious is the comment:

"Which puts it down to me. Again. (Guess I won't be doing anything other than DMing until, like Easter then... *sigh*)"

Consider carefully whether you actually WANT to DM this session.

Yes you could do it. But it sounds to me like you already do a lot.

Maybe one of the other players could step up and give it a go. Its only a 1 off so its not like it matters too much. You could even have two guys do it. One the first module, one the second.

You are already planning on running with a pre-made adventure so its even easier for them to start.

Do you want to always be the backup when the other guy cannot do it due to unexpected circumstances?

RPG Superstar 2008 Top 32

Jam412 wrote:
I actually ran Crypt of the Everflame in one night for my group and they are a bunch of procrastinators. So, if you want to do a first level thing, that's the way to go in my opinion.

I'll bear that in mind. (*Generally*, I tend to start out day-game characters at about level 3-5; but again, beggers can't be choosers and all that!)

Lightbulb wrote:

How serious is the comment:

"Which puts it down to me. Again. (Guess I won't be doing anything other than DMing until, like Easter then... *sigh*)"

Consider carefully whether you actually WANT to DM this session.

Yes you could do it. But it sounds to me like you already do a lot.

Maybe one of the other players could step up and give it a go. Its only a 1 off so its not like it matters too much. You could even have two guys do it. One the first module, one the second.

You are already planning on running with a pre-made adventure so its even easier for them to start.

Do you want to always be the backup when the other guy cannot do it due to unexpected circumstances?

It comes down to the fact that if I don't do it, it ain't likely gonna get done. Nobody else has the time to do the prep (first of which will involve generating new characters, and at least one player is coming down from Birmingham, so it's not like we can meet up before hand and do it); me and the would be DM have sort of agreed already to split the chargen between us. (There is one chap who might be prepared to run something if I put it in his hand, but he's suffering a bit with work at the moment - he's not making many of our weekly games at the moment, and he's more or less stopped wargaming - so I'm not prepared to put any additional weight on him.) I am, when it comes down to it, best suited in terms of time and experience, to pick up the mess.

(It is the first time we've ever had this problem, after all. As my Dad says, "these things come to try and and sometimes they suceed."

In any case, the major point is, regardless of who *does* ends up DMing (and I *haven't* ruled out slapping module in the would-be DM's hand and saying "here you go mate!" - it will really depend on how suitable the module is to our particular rules permutations - not least the fact that it'll be about an eight-character party), we still need a quest to run in the first place.


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

There are also the One night Stand adventures, which seem tailor made for your situation. However, I don't actually have any experience with them, so I can't give you any real opinion on the line.


White Plume Mountain. Has three main paths to choose from inside the dungeon. I have found that each of these three paths separately makes for a fun one-night adventure.

Silver Crusade

Depends how quick you run really. If you run through adventures quite quickly (like I do) then it shouldn't be too much of an issue to run something like the Feast of Ravenmoor or Godsmouth Heresy. So long as everyone is ready to go and you keep concious of time I reckon either of these are doable in 8 hours.

If your pace is a little more relaxed than mine then possibly the two City of Strangers PFS modules may be what you are looking for or possibly Voice in the Void and Mists of Mwangi.


Aotrscommander wrote:
So, what I'm looking for is something in between, that I can run in about six to eight hours (or thereabouts). For example, two linked Society modules would probably do it, if such a thing exists or could be reasonably cobbled together hastily.

City of Strangers, Parts 1 and 2 are two PFS scenarios that might do the trick (although they might be too setting-specific for your taste).

EDIT: ninja'ed!

Dark Archive

I also recommend the City of Strangers Scenarios. They are easy to run, they use flip-mats and map packs (so you don't have to draw out maps if you have access to the right ones,) and are a completely self contained story. They are written as tier 1-7, so you can easily have the party be level 3-5 if you like--they are already scaled for that. And, best of all, they are a bunch of fun.


You can look through the list of Pathfinder modules which some goofball on these boards is generating:
Here

RPG Superstar 2008 Top 32

The most likely solution (as in "unless the other DM has any other ideas, that's what we're going with") at the minute is going to be to use the first One Night Stand module Jam412 mentioned (thank you!) It's about the right level range, for the right number of PCs (8) and has one big advantage. It's set in a jungle, so I can slap it down onto my primary campaign world, change a few names to protect the guilty, and we can use it with our Evil Dark Lord's Commandoes party, who are level four. That means only one character to generate (and that player was going to have a new character whatever we did). It *does* mean me adding a bit more of a front end and converting/replacing the monsters, but the module's monster mix will make that really easy without having to impinge on the world's not-a-D&D-at-all-redesigned-from-scratch-bestiary.

City of Strangers is, however, noted for future reference in the event of any future problems!

Thanks for the assist folks, I think this is probably the most optimal solution, under the circumstances!

Silver Crusade

Aotrscommander wrote:

The Pathfinder Society modules (specifically, the Third Riddle) look too short (as, from what I recall from the one I played at the one convention I went to, you run two a day).

So, what I'm looking for is something in between, that I can run in about six to eight hours (or thereabouts). For example, two linked Society modules would probably do it, if such a thing exists or could be reasonably cobbled together hastily.

I've only played 3 of them so far, but the Pathfinder Society stuff seems to take about 3-5 hours per adventure. If you're talking about 6-8 hour sessions, then you're right that you could probably do 2 of them.

I haven't seen the adventure yet, so I can't vouch for the quality, but our local Pathfinder Society group has a two session adventure coming up called "Feast of Ravenmoor", so maybe that would work for you. Our group is new, so our characters are all level 1-4, but it sounds like these adventures frequently have options to run them at multiple difficulty levels, depending on your group.

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