
roguerouge |
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I recommend:
Carnival of Tears (3.5, level 5 PCs): This module is well worth the time converting it. It's the most unique module I've ever run and got an incredible reaction of revulsion and horror at my table. It's atmospheric, challenging, and nonlinear. http://paizo.com/products/btpy80op?GameMastery-Module-E1-Carnival-of-Tears
If exploration's your table's preference, I've had good success with Crucible of Chaos. There's wonder, discovery, and historical sleuthing here. http://paizo.com/products/btpy81qt?GameMastery-Module-J3-Crucible-of-Chaos
Crown of the Kobold King has a simple rescue narrative, but it will push your players to the limit. I think that this module requires 4th level PCs, simply due to the sheer number of encounters and the incredible time pressure they're under. No rest for the PCs! http://paizo.com/products/btpy7yqz?GameMastery-Module-D1-Crown-of-the-Kobol d-King

Steve Geddes |

I think several of the first instalments would work one as a stand alone adventure. The first instalments of second darkness, serpents skull and legacy of fire spring to mind as relatively self contained. (LoF even suggests up to a year off between the first and second instalment, for example). I don't think the players would feel the campaign was incomplete as they generally come to a resolution - you're not left hanging with loose ends (though they obviously include hooks to the second part).
If you used the slow advancement, you could probably get through the first two second darkness instalments, which are pretty separate from the rest anyhow. The same could be true of legacy of fire - i havent looked at it for a while, but i think both of those could be a really satisfying mini-campaign. The reason I'd really suggest looking into them is that the APs are more fleshed out than the modules (with some pretty cool support material thrown in) and the first instalments are generally of the highest quality.
If you were set on modules and are playing with beginners - I'd suggest the three module arc beginning with crypt of the everflame as its a great introduction for new players, in my view (although is perhaps a little cliched for experienced players).

Sunderstone |
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Realm of the Felknight Queen is my favorite Paizo stand alone module to date. A good balance of combat and role playing.
Other favorites.....
Carrion Hill (PF)
Witchwar Legacy (PF very high level).
Tomb of the Iron Medusa (PF old school ToH feeling).
Darkmoon Vale series (3.5 traditional goodness).
Conquest of Bloodsworn Vale (3.5 compact mix of Kingmaker and Keep in the Borderlands)
Crucible of Chaos only when mixed with River into Darkness as a jungle-based mini campaign (both 3.5).

The Bane |

If i may ask what is E5? does that mean you are going to stop character advancement and development at 5th level?
I would also suggest The Tower of the Last Baron. One of my favorites.
If I don't miss my guess, or at least for me and my use of the phrase "E5", stems from the original concept of E6. Where, indeed levels stopped at 6th level. Advancement continued past 6th level with Feats, and some mentioned using Prestige Classes to go another three levels, or so.
When PFBB came along, E5 kinda sprung up since it stopped at fifth level.
Best,
The Bane

jdrakeh |
If I don't miss my guess, or at least for me and my use of the phrase "E5", stems from the original concept of E6. Where, indeed levels stopped at 6th level. Advancement continued past 6th level with Feats, and some mentioned using Prestige Classes to go another three levels, or so.
When PFBB came along, E5 kinda sprung up since it stopped at fifth level.
Best,
The Bane
Yep. That's pretty much it. Regular level advancement stops at 5th Level, with characters gaining a new feat for every 5000 XP thereafter. Also, yes, I plan to use prestige classes.

The Rot Grub |

Crypt of the Everflame series (includes Masks of the Living God and City of Golden Death). They can be played singly or as a series. Bonus points because City of Golden Death caps out at level 5.
Actually, City of Golden Death presumes characters that start at Level 5. There is a GM note in the middle saying that players should be at least 6th level before taking on the finale, as there are several back to back encounters that are really tough. I'm sure these can be adjusted down, however.

Mojorat |

Hrm i thought i had posted here, anyhow. I think for chained AP like non ap adventures that the stuff in Darkmoon vale sets a good pace for the first few levels.
d 0 d1 d1.5 and.. i think d5?. And as an aside d5 has alot of cool background story stuff that could have your partmembers adventuring for years to come if you want to write a campaign about it.
My group also used the stuff on the dwarven god of toil and the fallen empire of the dwarves, a Pc decided a cursed gauntlet we found had to be destroyed by throwing it intot he volcano ala the 1 ring.
So between all of them its a good basis for a campaign and alot of room between that and the lumber consortium for a wider adventure. it can also be directed to the last baron and chimera cove if you wish.

Untimately |
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I am thinking of using The Lost City of Barakus, a sandbox-style module from Necromancer Games explicitly designed for levels 1 - 5. It seems like a perfect fit for the Beginner Box! It includes a starting city (along with some city adventures), some wilderness encounters, and a medium sized dungeon. It's out of print physically, but available in PDF on RPGNow (and physically on the secondary market).

Hideously Deformed |
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I am thinking of using The Lost City of Barakus, a sandbox-style module from Necromancer Games explicitly designed for levels 1 - 5. It seems like a perfect fit for the Beginner Box! It includes a starting city (along with some city adventures), some wilderness encounters, and a medium sized dungeon. It's out of print physically, but available in PDF on RPGNow (and physically on the secondary market).
I have to agree with you. Spread the Barakus love!