Help needed for a Pathfinder Trial Campaign


Advice


I'm a player in an avid D&D 3.5 group. Every year we have have a week in which we do some heavy gaming (and drinking). During this week we usually try something that we normally wouldn't in a campaign, such as gestalt/all-evil/mounted characters. We have also used this week to test 4th edition. This year we would like to see if pathfinder is to our liking.

The basics:

  • 5-8 players
  • About 5 hours of gaming per day
  • For 7 consecutive days
  • Rotating DM/GM (every player takes a turn)
  • There is limited time during the week for preparation/rebuilding

Wishes:

  • Experience both low-level & mid-/high-level
  • Pre-build adventure (since it works better with rotating DM's)
  • The adventure should be written for PathfinderRPG (since this is our first pathfinder experience we don't want to rebuild an adventure)
  • We usually set the character levels for each day before hand, to allow for changing players and better preparation.

Where I need help:

  • Does anyone know a good Pathfinder adventure? (I've looked at the adventure paths, but they seem too large to complete in a week and I think a lot would be lost if we skipped parts.)
  • Which are typical pitfalls when changing from 3.5 to Pathfinder. (Not the obvious changes, but the small ones you would miss on a first read.)


Try Pathfinder modules. They are standalone adventures and are shorter than adventure paths.

Crypt of the Everflame is an introductory and short pf adventure that will help your transition. It's designed to help you understand some of the most basic pathfinder changes with sidebars that specifically explain how a certain rule is different from 3.5.

Crypt of the Everflame

For the most part though Pathfinder RPG plays like D&D 3.5.

You would need to get a good read of the rulebook in order to get the understanding of the changes. There are many small changes you can easily overlook. In fact many people that play pathfinder sometimes miss the small changes and are not aware they are still using old 3.5 rule.

The most obvious one is damage reduction rule I think.

The Exchange

Pathfinder Rulebook Subscriber

You could also look at purchasing society scenarios. These are designed to be 1 shot 5-6 hour adventures with no constant group. These scenarios cover the range of 1-11 (12 if you include the retirement arc)

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