Everflame Follow up


Lost Omens Campaign Setting General Discussion


For the first time since my group started Pathfinder I get to play a character! And a friend of mine gets to DM for the first time! So there is excitement all around of course.

That said, being a newbie DM is opted to use a premade module- based on advice I fished on these boards I suggested Crypt of the Everflame, which he felt quite capable of running. We figured that upon it's closing he'll know whether he wishes to continue DMing.

So here's the question: if he does want to keep DMing and wants to continue using paizo's adventures which module is the most appropriate follow-up? Should he switch to a adventure path? If so which one? What would be the most appropriate story-wise and playability-wise.

Thanks in advance!

P.S. I haven't read any paizo adventure yet, with the exception of Stolen Lands- I call dibs on it.


Some of the Pathfinder Society modules are fairly quick and easy and suitable for a low-level party. For instance, Silent Tide is a good one.


I'm aware that the normal modules cover one level (1-2 for example) Is this the same for The Pathfinder Society Modules?


Everflame has lots of hooks for Masks of the Living God, but is set at level 3. However, if you use a fast XP progression and have a thorough party, you should be at or pretty close to 3 after everflame. throw in a few encounters with overland travel and voila, prepackaged fun.


MinstrelintheGallery wrote:
I'm aware that the normal modules cover one level (1-2 for example) Is this the same for The Pathfinder Society Modules?

No; they're more like 1/3 or 1/2 of a level, I think.


MinstrelintheGallery wrote:
I'm aware that the normal modules cover one level (1-2 for example) Is this the same for The Pathfinder Society Modules?

Pathfinder Society scenarios are doubly or triply statted, for two or three different levels of play. Look at the description for a given scenario, and you'll see.

(Mind you, Silent Tide was written for 3.5, not for Pathfinder RPG. Some people are comfortable running a 3.5 adventure in PFRPG. Some aren't. If you aren't, you should check out more recent scenarios.)

Super Genius Games

MinstrelintheGallery wrote:

For the first time since my group started Pathfinder I get to play a character! And a friend of mine gets to DM for the first time! So there is excitement all around of course.

That said, being a newbie DM is opted to use a premade module- based on advice I fished on these boards I suggested Crypt of the Everflame, which he felt quite capable of running. We figured that upon it's closing he'll know whether he wishes to continue DMing.

So here's the question: if he does want to keep DMing and wants to continue using paizo's adventures which module is the most appropriate follow-up? Should he switch to a adventure path? If so which one? What would be the most appropriate story-wise and playability-wise.

Thanks in advance!

P.S. I haven't read any paizo adventure yet, with the exception of Stolen Lands- I call dibs on it.

I followed up Everflame with Crown of the Kobold King and now we're on Carrion Hill. I'll follow that up with Fellnight Queen.

Hyrum.


What i really want to know about is length, how long do the module's take? If a module takes you from level one to level two it won't last much longer than 2-4 sessions. if a module takes us from say level 3 to level 6, itshould last use a good long while. the shorter the module, the sooner we'll need a new one. so any info on legnth is appreciated, sorry if I was unclear. Thanks for the help!


They're about 4 encounters long, and they're supposed to be good for a 4-hour session. Maybe too short for what you're looking for.


Hogarth wrote:

They're about 4 encounters long, and they're supposed to be good for a 4-hour session. Maybe too short for what you're looking for.

maybe, maybe not-I have no idea how long he'll want to DM- after Crypt of the Everflame he might find he has little interest for it. I personally like the set up of the APs- they give you a string of adventures enough for a very full campaign.

Liberty's Edge Contributor

MitG, with Crypt of the Everflame (the first full tabletop module I've run after many years of play-by-post), I chose to start my group off with a fast progression. My four players finished the module with each of their PCs at 3rd level.

We played the entire module in two 8-hour (more or less) sessions. Everyone had a great time.

Now I've moved on to the sequel, Masks of the Living God. Together with City of Golden Death, these three modules constitute a 3-module mini-campaign, after which we'll have to see what happens.

Either way, we're now slowing down the progression to "normal" because the modules are supposedly written for that speed of progression.

If your GM is looking for a short campaign to see how a full story arc feels, then I think you could do a lot worse than this trilogy. FYI, the overall arc's title is the "Price of Immortality".


Crypt of the everflame-Masks of the living flame-City of golden death. Gotcha.

We'll probably use medium XP, maybe he'll come up with his own things in between.

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