
Kiesman |
Hey there everyone.
I'm soon going to be trying my hand at GMing for the first time and the way I'm wanting to do it (for an easy introduction to GMing) is to create a decently flowing line-up of PFS and AP modules. This way once I'm comfortable enough with GMing I can stop using the modules and insert my own narrative.
Now the problem I'm having is that I REALLY don't know much about the modules that are available in order to create this campaign path. I'd like to recruit the help of the community to do this.
My core concept of the game is going to be that at some point, all magic in the world went... 'weird'. Every magic item, spell cast, and magical effect I am going to be rolling on the Quirks, Perks and Flaws tables in the magic items rules (my friend and I have already created a small program to roll and store the data for me). The eventual goal will be for the PCs to discover and solve why the magic went 'weird'.
I'm thinking that they will be members of the Pathfinder Society, and so I'd like to mostly use PFS modules that revolve around magic and artifacts, in a mostly cohesive story.
I appreciate any help that can be given, and if you have more questions I'll be here to answer them.

SanderJK |
https://www.pfstracker.net/#/search may be a handy tool for you. It allows you to search which scenarios are at which tier, and then click through into the paizo page, where you can see the reviews.
Also most scenarios have a GM thread on the Organized Play subforum, where you can read up on any questions other people have had, and ask your own question
As for which exact scenarios to pick.... adding magical McGuffins to scenarios should be easy enough.
Many scenarios deal with some sort of magic or artifact, many more send you to exotic locations where such things may be found.
As for adventure paths, I haven't played it, but from the blurp Serpent's Skull may be a good main focus? It sends you into the jungle trying to find an ancient city, with competitive factions also chasing you.

Tim Emrick |

My core concept of the game is going to be that at some point, all magic in the world went... 'weird'. Every magic item, spell cast, and magical effect I am going to be rolling on the Quirks, Perks and Flaws tables in the magic items rules (my friend and I have already created a small program to roll and store the data for me). The eventual goal will be for the PCs to discover and solve why the magic went 'weird'.
I think you have a dramatically different idea of "an easy introduction to GMing" than most gamers I know do. But good luck!

Flyboy |

If adventuring in Osirion is an option, the Mummy's Mask AP has the PC's searching for artifacts and antiquities. I've only read part of the first book, but it looks like 2 major artifacts are at the core of the plot. Perhaps these ancient artifacts are causing the magical distortion that the PC's need to uncover and deal with.

Kiesman |
So far I've come up with this as a set of adventures, and need to figure out a nice set for 2nd level. It's mostly (all?) set in Varisia so I should find some scenarios/modules/paths that are also there.
1st Level
Master of the Fallen Fortress
First Steps
The Confirmation
2nd Level
???
???
???
3rd Level
Feast of Ravenmoor(??)
Rise of the Goblin Guild
My Enemy's Enemy
4th Level
SS01 -- Shards of Sin
SS01 -- Shards of Sin
SS01 -- Shards of Sin
5th Level
The Golemworks Incident
The Shadow Gambit
The Twofold Demise
6th Level
SS02 -- Curse of the Lady's Light
SS02 -- Curse of the Lady's Light
SS02 -- Curse of the Lady's Light
And then after that I think I'll be able to make up some story for myself to entertain my players.