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I'm a big fan of starting newbies to Society play with First Steps, just to learn about the Society, even if you're not new to the game. You said not to include it, but is that because you already know about it and plan to use it without us recommending it, or are you avoiding it? Because I have different recommendations depending on whether your group is starting as fresh level 1 PCs or going through First Steps and looking for level 2 adventures.
Some of my favorite low level adventures that work even at level 1 include Frostfur Captives, Silent Tide, Assault on the Kingdom of the Impossible, Mists of Mwangi, and The Disappeared (that one's especially good if the PCs have already met the faction leaders in First Steps). Some low level adventures that would work well for level 2, but I'd recommend avoiding if most of your group is still level 1, include Rise of the Goblin Guide, The Devil We Know, part 1, and Quest for Perfection, part 1 (I love that trilogy, but the first part is tough on level 1s).
Just so you know, season 4 is a significant increase in difficulty from the earlier seasons. Actually, the tail end of season 3 was more difficult, as well. So maybe ease into it with the earlier seasons first, then see if your group is optimized enough to handle the tougher season 4 stuff.
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Seconding Frostfur Captives and Mists of Mwangi. Season 3 is a good starting point at the moment. I love Temple of Empyreal Enlightenment and God's Market Gamble but the boss fights are rough on 1st level characters. I found The Goblinblood Dead to be a good first introduction, but others seem to have more trouble with it.
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When I started a home campaign using PFS scenarios, I recommended that my players all choose one of the first five factions. I look back and think that was a smart choice. There's a lot less "you work for Team A, who are farming you out, again and again, to this other team you didn't choose."
When I started, there was another player who had called "dibs" on First Steps. I let my players choose among a set of 3 missions each week, and they chose "Silent Tide", "Slave Pits of Absalom" (almost a TPK!) and "Citadel of Flame".
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If you run first steps part 1, make sure you follow the tactics of the final encounter properly. It is known for tpking parties due to GMs not properly following the tactics.
Good point. To be more specific (don't read if you don't plan to GM this one):
The TPKs generally happen when the GM plays the NPCs smarter than the tactics in the adventure specify, which includes the sorceress using Color Spray early and often.
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A few of my favorite early scenarios:
Murder on the Throaty Mermaid (Take your time and prep this one well, it has fantastic RP)
Silent Tide (Season 0, but it's a great intro to the Society)
The Quest for Perfection Series (Haven't personally ran it, but it looks like great fun)
The Frostfur Captives (Who doesn't love goblins?)
The Temple of Empyreal Enlightenment (Wait a few levels on this one, as said above)
Rise of the Goblin Guild (Lots of fun, don't miss the post-chase RP opportunities)
Severing Ties (Don't run this until everybody's level 5 - it's pretty killer at low levels)
The Chelaxian arc [The Blakros Matrimony, The Disappeared, Fortress of the Nail, Day of the Demon when it's available] (This series has some great RP and introduces Season 5 quite nicely. It's a bit of a higher level, though.)
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We actually just started an AP (Shattered Star) in our home PFS group. Previous to that we ran modules. They're longer form than scenarios and generally have more RP potential. We played in order:
Crypt of the Everflame
The Godsmouth Heresy
Masks of the Living God
Feast of Ravenmoor
The Midnight Mirror
City of Golden Death
From Shore to Sea
So I have a level 8 or so PFS character which is nice since I'm a fan of Tier 5-9 scenarios.