Best Adventure path or modules for new DM and players?


Advice


Hi all,

I am starting a new Pathfinder game with folks who have played previous editions of DnD but none of us are recent players. I am running the game and would prefer to use an adventure path or something similar but worry that some of the urban or intrigue based paths might be a bit much for a rusty gm like myself. Any recommendations on which adventure path or module series might be good for a bunch of old guys getting back into the gaming world after a decade or more out of it?

Thanks,

Shawn


Dragon's demand module.

Scarab Sages

If I remember correctly, Crypt of the Everflame is specifically designed as an introductory adventure. It even has a couple of sequels.


Arazyr wrote:
If I remember correctly, Crypt of the Everflame is specifically designed as an introductory adventure. It even has a couple of sequels.

Crypt of the Everflame is excellent for one purpose only. Those who are feeling very nostalgic for the DM VS PLAYERS mindset of the old editions and want your players to hate you when they don't know the one (UND ONLY ONE!!) path forward. I am not a fan personally.

As for the ops question: I'll second Dragon's Demand if you want a module. Its pretty great for feeling super strong, though its pretty loot heavy. If you're going full AP I love Rise of the Runelords.

Scarab Sages

I really enjoy Crypt for exactly the reason that it has a throw back feel to it, but it also is a module that will only take 5-10 hours.

Dragon's Demand is a fantastic module though and you should get a solid few weeks out of it, which sounds like it might be more up the alley of requesting an AP, but much shorter than one of the actual APs which are designed for the very long haul. That could let a DM getting back into the saddle get back up to speed without committing to one massive story for the forseeable future.


I would start with a module, then move into an AP. Both of the recommended modules, Crypt of the Everflame and Dragons Demand are great for new players. If you decide after the module that you like pathfinder, Rise of the Runelords is an excellent AP. It's a standard adventure with evil wizards, dungeons, dragons and such. It's really well written and really fun. I ran it for over a year( we had a TPK in the last book just before the final dungeon), but my players all had a blast.


I'd start with Rise of the RuneLords. The first module is a set of flavorful and well-linked adventures, and if you want to keep playing, the adventure path goes forward from there.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber

Maybe try the Hollow's Last Hope/Crown of the Kobold King/Revenge of the Kobold King trilogy.


Add carnival of tears to the end of that and I agree with TOZ.....


We Be Goblins.

Shadow Lodge

KenderKin wrote:
Add carnival of tears to the end of that and I agree with TOZ.....

Festival of Logue!


Arazyr wrote:
If I remember correctly, Crypt of the Everflame is specifically designed as an introductory adventure. It even has a couple of sequels.

The second sequel (the 3rd book) is actually very bland and quite uninteresting... also crypt of the everflame is out of print.


Thanks for all the feedback folks. I will read the modules selected.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Best Adventure path or modules for new DM and players? All Messageboards

Want to post a reply? Sign in.
Recent threads in Advice
Druid Gear