| Joana |
Which module would you choose to run as a last-minute substitution for our normal campaign? (A player can't be at our next session, and we don't want to advance the story without him.) I'm looking for something I can pull together and be ready to run in the space of a few hours. Suggestions, please!
Paul Watson
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Which module would you choose to run as a last-minute substitution for our normal campaign? (A player can't be at our next session, and we don't want to advance the story without him.) I'm looking for something I can pull together and be ready to run in the space of a few hours. Suggestions, please!
Any of the Pathfinder Society modules. They're designed to be run in a convention setting so they have to be fast pick=up and play.
What level would you like to run at?
EDIT: Link to the scenarios.
| Joana |
Joana wrote:Which module would you choose to run as a last-minute substitution for our normal campaign? (A player can't be at our next session, and we don't want to advance the story without him.) I'm looking for something I can pull together and be ready to run in the space of a few hours. Suggestions, please!Any of the Pathfinder Society modules. They're designed to be run in a convention setting so they have to be fast pick=up and play.
What level would you like to run at?
I hadn't even thought of the Society modules. One of our players will have to generate a new character anyway; the other guys have characters they've run in other adventures they can use at various levels. Something 5th level or lower, maybe?
Edit: Okay when it says something like
This product is a Pathfinder Society Scenario designed for 1st to 5th level characters (Tiers: 1–2, 4–5)
does that mean you can run a mixed group of characters at different levels under 5 all together?
Paul Watson
|
Paul Watson wrote:Joana wrote:Which module would you choose to run as a last-minute substitution for our normal campaign? (A player can't be at our next session, and we don't want to advance the story without him.) I'm looking for something I can pull together and be ready to run in the space of a few hours. Suggestions, please!Any of the Pathfinder Society modules. They're designed to be run in a convention setting so they have to be fast pick=up and play.
What level would you like to run at?
I hadn't even thought of the Society modules. One of our players will have to generate a new character anyway; the other guys have characters they've run in other adventures they can use at various levels. Something 5th level or lower, maybe?
Edit: I don't really understand how the tiers relate to levels, but I'm just about to read the Guide. Maybe it will tell me?
Most of them are below 5th level. You can run them as a Society event, which requires you to stick to the Society rules or just as one-0off modules (or even a campaign). In other words, if you don't like the restrictions the Society Guide implements, ignore them just don't submit the game.
Tier equals level, generally, so most will have one level set to meet what you want.
I'd recommend Silent Tide. It's got a good plot, a lot of interesting encounters, and a new monster to kill, sorry, I mean, surprise your players with. It also works right over your level range. It also features one of the best NPCs I've found in Grandmaster Torch.
EDIT in response to the edit: You can, but it's probably best if they're in the ame tier range (1-2 or 4-5) as the encounters change somewhat in power depending on tier and you don't want some characters feeling too weak or overwhemling the encounter.
| Joana |
We just this minute finished Silent Tide. 2 of the PCs who started at 0 XPs are leveling up as I type. We ran just a bit past 4 hours, but part of that time, the gaming was on hold as movies were discussed so it was probably 4 hours actual gaming time.
It was a fun evening -- nice to wrap up an adventure in a single session without adding to our list of ongoing campaigns. Next time we have a missing player, I'd be happy to run another scenario. Thanks for the suggestion!