| agnelcow |
I'd say We Be Goblins. It's got premade characters with lots of personality, a chance to impress the chief of the tribe with feats of daring (like riding a piglet), and combat with eeeeeeeeeevil dogs and horses. Plus, it's free and reasonably short, so you have plenty of money and time left for more adventures afterward!
Ilmakis
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I'm fond of Murder's Mark.
A nice mixt of investigation,RP, and fight.
Some encounter can be resolved by diplomacy rather than pure force, that's a good way to show your players that words can be as effective as a sword.
The first fights are easy, but be aware that the last one can be a deadly one with new players.
Joshua Goudreau
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I'd say hands down Crypt of the Everflame. It provides a good hook, the adventure is great, and the play slow introduces new concepts and encounters allowing players time to adjust to the game as they play. Bonus for being Pathfinder as opposed to 3.5 like Hollow's Last Hope, which is a pretty good adventure as well.
ElyasRavenwood
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You know, Even if you don't play PFS, the first scenario "In Service to Lore" is a pretty good introductory scenario
It has
:
Trap: another mission for a "questionable merchant" to retrieve a box from a "trapped" sea side ware house and yes you have to fight giant rats.
Puzzle: In order to get a dig permission, you have to work through a puzzle room in an ossirian "egyptian" themed embasy.
Combat possible RP: you have to retreive an "item" from the hands of another ambassador, who has let the box fall into the hands of her imp servant.
Combat: finally you face another group of adventurers who are intent on robbing your group
....( can be a difficult encounter)
Now I may have missed something, but this scenario is designed to be played in five hours and its free to download.
Lord Snow
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Crypt of the Everflame was literaly designed to introduce new player to the game. It's the whole purpose of the module. Also, it was designed by the guy who led the rules building team for Pathfinder, and he is a very good adventure writer, at least when it comes to creating a classic feeling, fun, trap filled dungeons.
Hollow's Last Hope was the module I used to introduce new player to the game a couple years back. While it was awesome, the players told me the module was way too hard and they would have enjoyed a more relaxed pace for thier first time, to get comfortable with the ideas of roleplaying in general and Pthfinder specificaly.
So I'd say without a doubt try out Crypt of the Everflame. It's a great read, a fun adventure. As a matter of fact I will soon start a group of youngsters (aged 14) on Pathfinder using this very module. I created their characters for them, and we are just going to jump right in to the adventure - I'm not going to spend long hours explaining the rules as I previously had with former groups. This time, I'm just going to explain every individual rule as it becomes relevent - with the way the adventure is built, that will be insanely easy to do. The result is that the players will learn the game not by hearing how things work but by actualy doing them -
Me: three of the evil monsters approach you, cussing and taunting, swinging their weapons menacingly. It is time to roll initiative. Initiative is a system that allows you to determine who goes first in a fight...
*players roll initiative*
Me: good, now Bob gets to go first. Bob, you are a fighter that means...
and so on.With this method I will explain skill use, combat, combat menuevers, spells, mapping a dungeon, and just generally how the game works.