Best module / adventure path for complete noob group


Pathfinder First Edition General Discussion


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.

Silver Crusade

Pathfinder Adventure Path Subscriber

Start with a module. Crypt of Everflame or Hollow's Last Hope are best choices, IMHO.

Shadow Lodge

Gorbacz wrote:
Start with a module. Crypt of Everflame or Hollow's Last Hope are best choices, IMHO.

And if they enjoy either of those, they can be expanded into mini-campaigns with their sequel modules.

Grand Lodge

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.


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.

Spoiler:
The burning skeltons in one room might be better replaced with regular skeletons as the burning skeletons are hard and deal a lot of damage.

Silver Crusade

Pathfinder Adventure Path Subscriber

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.

Liberty's Edge

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.

Grand Lodge

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.


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.

Silver Crusade

Pathfinder Adventure Path Subscriber
W E Ray wrote:

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.


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.

Scarab Sages

Douglas Muir 406 wrote:

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.

Falacon's Hollow series encounters and possible encounters - SPOILERS!:

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.

Grand Lodge

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.")

------------------------------------------------------

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.

-------------------------------------------------------

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.

Sovereign Court

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. :)


W E Ray wrote:

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.


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...

Crypt of the Everflame:
...Shield Guardian in room 9. Do you really think that newbies will figure out that thing's weaknesses? Heck, I have doubts that even experienced players will figure them out. The module suggests telling the players one of the monster's weaknesses with a Knowledge(Arcana) check... but they'd have to get at least 20. And what are the odds that a level-1 character will have a rank in Knowledge(Arcana) anyway?

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...

Crypt of the Everflame:
...have Roldare give the PCs clear and helpful advice. Or maybe you could replace Kassen's Golem with... I don't know... a small animated object, or something?


Aaron Bitman wrote:
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.


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...

Threadjack:
...are you familiar with Faery's Tale Deluxe? It's an RPG for young children. One of the sample adventures is a whodunit. There are several suspects. The text of the adventure explains that it can be difficult - even for adults, and certainly for kids - to solve a mystery. The adventure proposes an interesting solution: ANY ONE OF THE SUSPECTS COULD HAVE DONE IT! Whichever suspect the party investigates, the GM could have them find evidence that the suspect is, or is not, the guilty one. The adventure recommends that the second person the party investigates will be the culprit. It suggests that if the players are easily frustrated, the GM could make it the FIRST party investigated. For more determined players, the GM could make it the third or fourth.

Boy, I didn't mean to ramble on that long. I'll spoilerize this.

Anyway, my favorite introductory 3.X adventure is The Sunless Citadel. (Although I'll confess that I only ran it in 3.0.)

Grand Lodge

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.


I recently played master of the FF at a con

3 people had never played PF before

everyone had a great time. it is a really interesting 'dungeon' and a lot of fun


I started off a group with The Shattered Gates of Slaughterguard. It's a D&D 3.5 module but, as all things 3.5, easily updated to Pathfinder.

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