My group is currently playing Tomb of Annihilation in 5e, and we are getting to the end of the campaign. Once complete, I'm going to try to transition my group into 2e. I got interested in 2e earlier in the year and have a number of the books in the Humble Bundle offering. I was already starting to feel the limitations of 5e in a number of ways, and 2e offers a number of attractive alternatives. I'd like to take my shot as GM using Pathfinder instead of D&D. I could use some advice as to where to start to ease my group (and the new GM) into the system.
I've bought and run the Beginner Box with my wife and son. It's an excellent product, though I do think with my group it would be more successful to jump into 2e without quite that much simplicity. I'd like to find a good adventure that will last at least several sessions so we can get used to the new system, so ideally not a one-shot or something meant for higher levels.
I'm hoping that I can get some suggestions as to an adventure that is a good intro to both the mechanics and the lore, doesn't take a ton of repair to make work, and that is just fun to play. Obviously, as I'm trying to get the group to switch from D&D, I want to hit the ground running with an adventure that's a good time.
I know Abomination Vaults tends to come up a lot as a good adventure, but coming from ToA I wonder if those would feel too similar. Strength of Thousands is also a consideration, and as a GM (and player) I do really like the ability to circumvent combat with clever solutions and diplomacy, although I do worry a little that maybe it might be too combat-light.
I'll certainly put it out to my group as to what general style of adventure they're looking for, though it would be helpful to me if I had some suggestions as to what to more heavily explore and what to avoid.
Thanks in advance.