Necroblivion
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I'm interested in knowing what some of the best low level adventures are for 3.5 or Pathfinder. I'm looking for one that will really wow some brand new players without overwhelming them with complexity.
My son is now 8 and interested in gaming, and my girlfriend seems to be showing interest too. Normally, I keep them outside of my sphere of nerd life, but after taking them to a weekend gaming convention, they appear to be really interested (that's a win for me!).
I'm going to let them both build their own characters and I will fill in the gap with a character of my own. We'll likely be a three person party, so a meat grinder isn't going to be that great of an idea either.
I can certainly come up with something, but I was wondering if there were any really well-done introductory modules out there. Thanks!
| Kolokotroni |
This looks like a job for... The begginner box!. 8 year old and girlfriend who have never played before? No problem. This product is specifically designed to help people get into the hobby, and has deliberately simplified rules as well as better layout of the information in the 'player book'. It comes with an introductory adventure that you (as an experience dm) can use as the basis or just the beggining of a campaign to get them started.
Modera
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Personally I liked the Crypt of the Everflame. I ran it for some pretty experience players and they were wowed. You may have to flub some things though, as I remember it being somewhat difficult.
I haven't run it yet, however the beginner box is getting a lot of good reviews from what I've seen.
Kassegore
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I might use the adventure in the beginner box, but I'm going to use the regular rules. I'll look into Crypt of the Everflame too, thanks.
Any other suggestions?
I'd suggest beginner box to start with. Used it to great success in getting my wife and her friends (none of which had ever played a RPG before) into Pathfinder, also gave it to my 14 year old nephew for Christmas, him and his friends are now hooked.
I found the beginner box to be a fantastic recourse for introducing new players to pathfinder, young and old. Get them hooked on the game with the base mechanics, then reel them in with the options presented by the full rules set. The Full rules can be overwhelming for new players, ESPECIALLY during character creation. The sheer number of options presented by feats, skills and equipment can be baffling for new players, and turn them off from the game.
| Kolokotroni |
If you are going to use the regular rules, then the begginner box isn't worth the purchase. I would recommend other things instead. I too like crypt of the everflame, I enjoyed running through that adventure.
Another good choice is Master of the Fallen Fortress which is also a good intro module and is dirt cheap (pdf is free) because it was a free rpg day product.
| Gnomezrule |
Dark Moon Vale Series of modules.
Hollows Last Hope,
Crown of the Kobold King,
Revenge of The Kobold King,
Carnival of Tears,
Hungry are the DeadImmortal Trilogy.
Crypt of the Everflame,
Masks of the Living God,
City of the Golden CityA good mystery module
Hangman's Noose.
+1 The Dark Moon Vale Series is really cool.
Modera
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Dark Moon Vale Series of modules.
Hollows Last Hope,
Crown of the Kobold King,
Revenge of The Kobold King,
Carnival of Tears,
Hungry are the Dead
Quick question about the above: I've read these, and...
| rando1000 |
I realize this isn't exactly what you asked for, but for your very first session, you might try just a small randomly generated dungeon with one level and ten or so rooms. Throw about four sets of monsters and one trap in there, with maybe one magic item, and you're good to go.
This concept is basically stolen from the one-player adventure in the red box circa 1984. It was a great way to learn back then, still valid now. After they've cleaned up that minor dungeon, you can start on a "real" module. Just my $.02.
| Aardvark Barbarian |
I don't know about PF, but for 3.5 my favorite will always be from this issue of Dungeon. The first adventure called Mad God's Key. As a beginner module it is good, because it has a little of everything to teach new players.
It starts with a series of skill checks for a chase across the docks
Onto a house with traps, and cover/concealment
then Into a cairn with elevation, darkness, and close quarters
It also ends with a key that you can use as a lead-in to whatever you want for the next adventure. I have used it a few different times with new groups to start out a campaign.