| Douglas Muir 406 |
Hello all,
About to start a new campaign with five players, all noobs. None heve ever played a tabletop RPG at all before. They've played MMORPGs and video games, though, and are interested and enthusiastic. We played a short introductory scenario last night and everyone seemed to enjoy it.
So, my question: what would be a good module / adventure path to start them on? Everyone is starting at first level, simply because that's easiest -- less for a new player to keep track of. So I could in theory start them on one of the adventure paths from the beginning. If so, though, it would have to be one that (1) eases them into the system, and (2) gives lots of opportunities for character development over time.
Suggestions?
Doug M.
W E Ray
|
The main reason it's better to start with a module instead of an Adventure Path is length. A module is over quickly; that's good because the little mistakes that you guys will make and the learning curve that you will experience can all be fixed with brand new PCs and a brand new adventure in just a couple weeks.
If you begin with an AP, well, it will be more challenging to make adjustments in "part 3" for mistakes made in "part 1." Additionally, a new Player may love the idea at first of playing Class "A" but a few sessions in decide he doesn't like it so much and want to try Class "B" instead. ... Also the APs are financial commitments, 120 well spent dollars, but $120 nonetheless. Modules are $20 or less.
Play a module, maybe two, then start a long term campaign with an AP with a little experience in your belt.
"Crypt of the Everflame" is the 1st level Pathfinder Module. While it's far from my favorite, it is 1st level and it has a couple sequels.
| doctor_wu |
Masters of the fallen fortress is another 1st level module that you can get the pdf of for free. It does not have a sequel but is an okay module.
There is one difficult encounter really bad in master of the fallen fortress.
Gorbacz
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Honestly, my choice is always Hollow's Last Hope. It's FREE, it kicks off a whole series of modules related to Falcon's Hollow and environs, it's a blast, it's great to introduce new players. The only flip side is that it's written for 3.5 ruleset, meaning that some quick conversion work might be in order. But apart from that, it's as good an introduction as it gets.
BobChuck
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IF you are up for converting Hollow's Last Hope from 3.5 to Pathfinder, run that. Otherwise go with Crypt.
If you are not sure what Converting entails, aren't all that familiar with either 3.5 or pathfinder, or don't have a lot of time, then I suggest you not make the attempt. Statistics you need (like CMD - Combat Manuver Defense) will not be in the stat blocks, and trying to calculate them on the fly will be hard with everything else you are trying to keep track of.
That said, if you do have the time, by all means try. You'll learn a great deal about character, monster, trap, and encounter creation. Converting the module will teach you the rules, and you should definitely consider doing it - if you are already somewhat comfortable with the pathfinder core rules (have read the core book cover to cover at least twice), and if you have the time to be through and double-check your math as you go.
| Douglas Muir 406 |
Isn't Hollows Last Hope the one where you have to find three different indegredients for the medicine that will cure the disease?
I read it. It seemed okay, but a bit... forced? It's your classic "go on a quest for a McGuffin", except three times. Yes?
What about the sequel modules to it? Something with kobolds, IMS?
Doug M.
Gorbacz
|
Yeah, I think the OP is looking for Pathfinder RPG mods, not 3E.
There are tons of great 3E 1st level modules -- most considerably better than "Crypt of the Banal Everflame." But Crypt is Pathfinder.
Crypt of Everflame is a very good intro modules. Since OP's players are newbies to RPGs, the more banal the scenario, the better. I just like HLH better because Falcon's Hollow is such a wonderful subversion of the "sleepy Good starting town" trope.
| Douglas Muir 406 |
I'm okay with 3.x modules. In fact, I briefly considered using the old Freeport series (which I have). Decided against it only because it seems a little much for an all-noob group -- a bit of a sandbox, and also a bit intense. (Hell in Freeport is an awesome little adventure, but it can be dropped into any campaign once the PCs are ready for it.)
Doug M.
Deidre Tiriel
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Isn't Hollows Last Hope the one where you have to find three different indegredients for the medicine that will cure the disease?
I read it. It seemed okay, but a bit... forced? It's your classic "go on a quest for a McGuffin", except three times. Yes?
What about the sequel modules to it? Something with kobolds, IMS?
Doug M.
As Falcon's Hollow series are written you will mainly fight kobolds, evil fey (in the carnival - really twisted mod!), and undead. There are, of course, other encounters, but they are not the main ones.
HOWEVER - the Falcon's Hollow modules and the Guide to Darkmoon Vale book give ideas for TONS of campaign treks.
Darkmoon Vale contains werewolves (including a group of werewolf hunters), evil fey, an evil Lumber Constorium, many small evil cults that are banned in most places - including those of Urgathoa, ancient dwarven ruins to the evil god Droskar (where the kobolds are)
Not in any of the modules directly is Daralathyxl - the highest CR red dragon in Golarion most likely - His stats are in Dragons Revisited.
The Falcon's Hollow books have tons of ways to go to make it a really cool ongoing game. If you aren't good at adding stuff on your own, run the modules as written. You will probably get so many ideas that you will add little encounters.
W E Ray
|
Ah, cool -- 3E stuff is acceptable.
"Hangman's Noose" is among the absolute best 3E adventures Paizo has done and it's for 1st level PCs. Trust me, you need to get this module.
"Into the Haunted Forest" is a very good adventure, a rare thing for ones made for 1st level PCs.
"Black Waters," finally, is a $4 PDF from the Pathfinder Society that, in addition to taking place in the same place as "Hangman's Noose," is a very strong "brief" adventure. Quite brilliant.
Those three are far and away the strongest Paizo has done (post WotC killing the mags) for 1st level PCs. They are fresh, interesting concepts and strong adventures to boot.
Get these three and I promise, you'll love them enough to name your children after me.
I'd put these three equal to or stronger than Freeport, one of two of the best 3.0 adventures published (the other being "The Harrowing.")
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Other post-Dungeon strong possibilities include...
The Crown of the Kobold Series of of Pathfinder Modules,
The Falcon's Hollow Series oft mentioned, and
"Silent Tide," another really strong $4 PDF for the Pathfinder Society.
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If you have any of the Dungeon mags let me know, I (and Rezdave, here on the Boards) can point out some good 1st level adventures from there, too.
Robert G. McCreary
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I'm a little biased, but The Godsmouth Heresy is a new 1st-level adventure. It provides lots of hooks to expand into other adventures, and coupled with City of Strangers, it can form the basis of a pretty cool campaign. But like I said, I'm a little biased. :)
| Douglas Muir 406 |
Ah, cool -- 3E stuff is acceptable.
"Hangman's Noose" is among the absolute best 3E adventures Paizo has done and it's for 1st level PCs. Trust me, you need to get this module.
I've heard of this one. Ghost traps the PCs and a bunch of suspects, right? Twelve Angry Men, Agatha Christie?
It sounds awesome -- but could near-complete noobs handle it?
Doug M.
| Aaron Bitman |
Huh? Twelve Angry Men is based on a television play by Reginald Rose, later made into a movie by Sidney Lumet. Agatha Christie had nothing to do with it, did she?
Anyway, so many people here are recommending Crypt of the Everflame, so I guess I'm in the minority in this opinion, but I think that while it might be a good module for 3.5 veterans to learn Pathfinder RPG, a group that's new to RPGs will get TOASTIFIED in that Crypt!
Take, for example, the...
And so, Douglas Muir, if you're going to put newbs through that module, I would suggest making it a LOT easier. For instance, you could...
| Douglas Muir 406 |
Huh? Twelve Angry Men is based on a television play by Reginald Rose, later made into a movie by Sidney Lumet. Agatha Christie had nothing to do with it, did she?
Heh. No, what I meant was it sounded like Twelve Angry Men crossed with Agatha Christie.
It's sort of a whodunit, right? The idea sounds really intriguing, but whodunits are hard. No?
Doug M.
| Aaron Bitman |
Ah, now I see.
Anyway, I skimmed a couple of reviews of Hangman's Noose, which seem to say that the module is hard. But just for the record, a whodunit adventure needn't necessarily be difficult for players.
For instance...
Boy, I didn't mean to ramble on that long. I'll spoilerize this.
W E Ray
|
I'm not sure how "too challenging for new Players" any of these adventures are; I can't really give advice on that -- I think it all depends on the DM, maybe a bit on the Players themselves: what they want out of the game, what the DM wants from the game, y'all's style, etc.
My recommendations were based on novelty, creativity and "generic" fun.
Oh, and woops, I did not remember that The Sunless Citadel was for first level PCs. As a 3E adventure for 1st level, I have to agree that it's up there with Hangman's Noose and Freeport as tops.
I browsed through the Dungeon index for 1st level adventures (3E) and the only really good one is "Siege of the Spider Eaters," which isn't even as good as the ones already mentioned in this Thread.
I also browsed over "The Godsmouth Heresy" last night -- pretty good -- not as good as Hangman's Noose, The Sunless Citadel, Freeport, "Black Waters," or Into the Haunted Forest but certainly as good as "Silent Tide" and "Siege of the Spider Eaters."
Anyhoo, get a couple and decide which ones you think will be best for your new Players. Have fun; maybe start a Thread in the Campaign Journals Forum and tell us about your adventure.
At least get the two Pathfinder Society PDFs; they're only $4 each.