Recommended Modules for New Players


Pathfinder Society

The Exchange 1/5

I haven't played a ton of modules but I wanted to get peoples recommendations for new players and modules they might enjoy. I have a good collection of Maps from Piazo and minis to help but I just don't want to buy 30 modules and read through them, I am looking for 2-3 good recommendations to run at a convention.


For new players:

Shipyard Rats
Citadel of Flame
Voice in the Void


The Pallid Plague

Liberty's Edge 4/5 5/55/5 **

Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
yoda8myhead wrote:
The Pallid Plague

hmmmm... Bias much? ;-)

5/5 ** Venture-Lieutenant, Arizona—Tucson

I recommend Silent Tide as a very good one for new players. It has an interesting mix of combats, a puzzle scene and a couple of good roleplaying moments.

Spoiler:
I always hammed up the scene with the chests, with Grandmaster Torch and his "court" cheering and catcalling as they watch the PCs solve the puzzles.

With new players, I also remind them that they're in a large city, where they can purchase healing if they need it. We've had a couple of improvised ropleplaying scenes as the party repeatedly disturbed an increasingly-groggy priest of Sarenrae so he could patch them up before they ran off to the next scene.

Grand Lodge 4/5 5/55/5 ***

Joshua J. Frost wrote:

For new players:

Shipyard Rats
Citadel of Flame
Voice in the Void

SPOILER Shipyard Rats:
Shipyard was alot of fun, but if the GM isn't careful, Luscilia's channeling can wipe out a 1st level party

SPOILER Citadel of Flame:
Another great scenario, but you need a good ranged combatant. Otherwise, the Bridge of Flame encounter is near impossible for a noob party

Sir_Wulf wrote:
I recommend Silent Tide as a very good one for new players

+1. Excellent starting point. Good balance. Never heard of a player kill in this one let alone a TPK.


Another thread posted on the topic: good scenarios for new players:
Go to Paizo Publishing


TwilightKnight wrote:
Sir_Wulf wrote:
I recommend Silent Tide as a very good one for new players
+1. Excellent starting point. Good balance. Never heard of a player kill in this one let alone a TPK.

I had a TPK on this one, but I relented and let the monk escape (faster move speed, deflect arrows). They went into the final fight without a strategy and the tank got critted with a longbow in the surprise round. The end.

Shadow Lodge 5/5

TwilightKnight wrote:
Sir_Wulf wrote:
I recommend Silent Tide as a very good one for new players
+1. Excellent starting point. Good balance. Never heard of a player kill in this one let alone a TPK.

Due to horrifically bad rolling my home group (five players total: Fighter (1), Ranger (1), Monk (1), Sorcerer (1), and Cleric (2)) had trouble in the last fight. Everybody was unconscious except the ranger and cleric (who just sat behind him in the stairwell zapping him with a happy stick for the last part of the fight).

Still a fantastic new player module. Easily one of, if not, the best.

The Exchange 5/5

Pathfinder Lost Omens, Rulebook Subscriber

My good ones for new players (to both PFS and D&D/PFRPG) are:

#8 Slave Pits of Absalom
#5 Mists of Mwangi
#19 Skeleton Moon

After those I tend to go towards the newer Season 1 scenarios (almost exclusively starting with the Devil We Know Series (#29 Part I, #30 Part II, #41Part III, and #48 Part IV) and other harder Season 0 Scenarios.

The Exchange 1/5

So I just wanted to give feedback to people on how some of the modules have played.

Silent Tide, I could have easy had a TPK. I was nice and just made two critical roles normal hits, didn't want to scare off the new people. Maybe should make future modules only have crossbows or something x3 crit weapons are just mean.

Citadel of Flame, I made a ranger with range focus for a pregen which did help them out on the bridge. Using the normal set of pregens would just have killed them all.

Devil We Know Series, I borrowed and read through these modules from a friend but I didn't find them compelling.

I was really kinda hoping for a set of 3 modules that a good tied in story line to get people excited about Pathfinder Society, maybe a new person induction into pathfinder. I just had a bunch of people that didn't know a ton about the world and didn't make a huge amount of sense to them. Frankly I just started playing in this setting back in 09 so I don't have all the backstory either.

Most of the modules are geared towards you have played other ones before, I think it would be a huge boon if there was a 3 modules made just for player introduction.

Grand Lodge 2/5

Pathfinder Starfinder Roleplaying Game Subscriber
Frenir wrote:
Most of the modules are geared towards you have played other ones before, I think it would be a huge boon if there was a 3 modules made just for player introduction.

I just ran #45 for a group of new players last week and they love, love, loved it! Now there is a small risk of a TPK in one part but it's a great mix of combat and skill use to give a little something to everyone I think.

Now, because of the smallish part that Grand Master Torch plays in this mod I feel like this is also a great mod to start with Torch, and then move the plays on to #14 or #1. Especially going from #45 to #14 having the PCs 'stumble' into Torch again and then running them through #1 where he's actually been built up in their minds a little more as a key 'player' rather than just being told he's a key 'player.'

However, I'm actually sending these guys into #33 next because we are expecting a full table (7) for the next game and I think it'll play better to that size of table vs. a season 0 that was going to play 'easier' regardless of table size. Also #33 offers some non-typical outcome in act 1 as well as having a push towards a non-violent solution in the end so again it's offering a little more than just 'run in the room and kill everything' that many of these can devolve into.

*plink, plink*

Sovereign Court 2/5

Both Silent Tide and Voice in the Void are great. They both have cool encounters and they offer some good out of combat situations also. Voice can be played up by the GM to give an eerie feel to the group. The final fight is a good one for 1st lvl although try not to crit their cleric with shocking grasp like I did :)

Silver Crusade 4/5

Galahad0430 wrote:
Both Silent Tide and Voice in the Void are great. They both have cool encounters and they offer some good out of combat situations also. Voice can be played up by the GM to give an eerie feel to the group. The final fight is a good one for 1st lvl although try not to crit their cleric with shocking grasp like I did :)

+1. Love these mods.

Grand Lodge 3/5

Another +1 for Silent tide.

Devil we Know series is another big +1

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