Just Getting Started - First Steps?


Pathfinder Society


I've been pouring over PFS materials for several days, and I'm planning on starting a group soon. I love the way First Steps 1-3 are presented, but I understand that parts 2 & 3 are retired and cannot be counted for credit. I wish I'd gotten on board a bit sooner. :(

Part 1 by itself feels quite incomplete, so I'm looking for a little bit of newbie GM advice. Would I be best suited to run First Steps #1 then launch into seasonal Scenarios, or skip First Steps altogether? Or... go ahead and run my group through First Steps #1-3 with the understanding that the second two Scenarios are for story & background only, without PFS credit?

How are other GM's starting brand new groups?


I'm just starting out and plan to run some of the older scenarios after First Steps. I think I'm going to do a few of the Absalom-focused scenarios first - I'm going to do First Steps I, then Mists of Mwangi. After that I think I'm going to send them to Taldor for Amongst the Living and... another one that I don't remember the name of where you deal with a distillery in Taldor.

Scarab Sages 5/5 5/5 **** Venture-Captain, Washington—Spokane

First Steps Part 1 is sill a great scenario to run and still recommend running it due to it providing some exposure to the a Society. Mists of Mwangi is another recommended scenario. I would add Voice in the Void to those scenarios already mentioned.

2/5

Pathfinder Lost Omens, Rulebook Subscriber

You have a lot of options here, so it kind of depends on what you'd like to do.

If your players are OK with not getting credit then First Steps 1-3 is not a bad idea. These give a reasonable cross section for the types of missions you will receive and the variability in scenarios (RP Heavy, Problem Solving, Dungeon Crawling, Mixed).

Another factor for some is that you can not replay scenarios, so if you think you'll be having multiple characters you may want to be choosy about the scenarios for your group.

I generally play with the same people and try to pick scenarios based on character backgrounds of the group with the assumption the Society would try to use their pathfinder's history, skills, and goals to maximize their effectiveness. I use the region the scenario is set in for this and the brief description of the scenario. If you want to go along that route this helps for finding regional scenarios.

Along the conservation of scenarios line is using options for 1st level characters that don't burn scenarios. If this is a concern then there are reusable scenarios/modules you can consider. Be aware that the modules are not built from a Pathfinder Society viewpoint; however, so this will not acclimate you to scenario play and the rewards as far as prestige awards are automatically less than max you can get via PFS scenarios. I've listed some of those options below:
First Steps 1 - Free Scenario
Crypt of the Everflame - Module, 3xp, 4PP
The Godsmouth Heresy - Module, 3xp, 4PP
Master of the Fallen Fortress - Free RPG Day Module (Free PDF Availabe) somewhat akin to First Steps 2. 1xp, 0PP
We Be Goblins - Free RPG Module (Free PDF Available) if your players are open to playing quirky pregenerated goblin characters in a one off adventure this is a blast. 1xp, 1PP

Another thing I'd suggest (as long as you're the GM) is reading the Reviews/Product Discussions of scenarios. Don't just go off the star ratings. Someone might give a Dungeon Craw scenario a ** rating since there's minimal RP'ing, but if your group is big on dungeon crawling this is going to be potentially a **** star scenario for your group while a RP Heavy scenario like Blakros Matrimony might be a ** for your group while it's a **** on the site. And lots of times in the product discussion there are helpful suggestions and sometimes fixes for issues, sometimes from the actual author of the scenario.

Grand Lodge 4/5

@Gullyble Dwarf - Lvl 7 DM:

You have an error in your list:
Master of the Fallen Fortress - Free RPG Day Module (Free PDF Availabe) somewhat akin to First Steps 2. 1xp, 1PP

All Free RPG Day modules give 1 XP and 1 PP now.

Murder's Mark is another regular Tier 1-2 module for 3 XP, 4 PP.

IIRC, the first sanctioned section of Skull & Shackles is also set for Tier 1-2.

5/5 5/55/5 *** Venture-Captain, Germany—Hamburg

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The first (rather obvious) option you have is to skip First Steps completely and go for a sanctioned module.

If you have the time, you can of course run First Steps 1-3, informing your players they can only get credit for the first part. You should ask your players if they're ok with getting some background information without getting credit for it before you choose that option.
After that, you and your players can choose whether to dive right into the regular scenarios or to play other replayable modules.

Another option I had already been thinking of, providen you want a fixed group of characters to experience their first level together, is this:
- run Master of the Fallen Fortress. For storyline purposes, assume the characters aren't Pathfinders yet. They will become Pathfinders during the module's conclusion. (Be sure to make it clear it is rare for Pathfinders to join by achieving some great discovery on their own, because normally, they'd have to undergo at least several months of training and difficult tests. That will make your players feel like they're something special.)
- run First Steps 1. For storytelling purposes, tell them they received some special training after returning from their first adventure, and now Valsin sends them to meet some people who have some tasks for them.
- run We be Goblins! For storytelling, explain they are having a strange dream after they returned from their first assignments as Pathfinders. When they wake up from their goblinoid dream, they'll be level 2 and ready to start some serious Pathfinder missions.


Thank you for all the quick and helpful responses!

Shadow Lodge **

Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber
kinevon wrote:

@Gullyble Dwarf - Lvl 7 DM:

You have an error in your list:
Master of the Fallen Fortress - Free RPG Day Module (Free PDF Availabe) somewhat akin to First Steps 2. 1xp, 1PP

All Free RPG Day modules give 1 XP and 1 PP now.

Murder's Mark is another regular Tier 1-2 module for 3 XP, 4 PP.

IIRC, the first sanctioned section of Skull & Shackles is also set for Tier 1-2.

I don't know about Skull & Shackles, but the first sanctioned section of Reign of Winter (The Snows of Summer) is a Tier 1-2.

Silver Crusade 3/5

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Crypt of the Everflame is the best introduction to PFS, but only if you can devote 8 to 12 hours to completing it. It is a fantastic dungeon crawl and has a connection to the Pathfinder Society written in.

Shadow Lodge 4/5

1 person marked this as a favorite.

If you don't have that 8-12 hours, you could try Master of the Fallen Fortress. It's about the same difficulty level as Crypt of the Everflame but fits more easily into a 4-5 hour slot. And you can't beat the price for a new group.

Silver Crusade 4/5

Yup - Master of the Fallen Fortress and First Steps, part 1 are both still very good intro scenarios. I'd recommend starting with both for a new group, since parts 2 and 3 of First Steps are no longer available in Society play.

4/5

The Fox wrote:
Crypt of the Everflame is the best introduction to PFS, but only if you can devote 8 to 12 hours to completing it. It is a fantastic dungeon crawl and has a connection to the Pathfinder Society written in.

I've heard that Crypt of the Everflame is kind of murdery to new first level characters. Is that the case? Are characters with a scenario or two under their belts (masterwork weapon and CLW wand being the main benefits), or should you hold off until second level? My group's going to be running this soon and I'm not sure if I should materialize one of my second level GM credit babies or if starting a new character would be OK.

5/5

Akerlof wrote:
The Fox wrote:
Crypt of the Everflame is the best introduction to PFS, but only if you can devote 8 to 12 hours to completing it. It is a fantastic dungeon crawl and has a connection to the Pathfinder Society written in.
I've heard that Crypt of the Everflame is kind of murdery to new first level characters. Is that the case? Are characters with a scenario or two under their belts (masterwork weapon and CLW wand being the main benefits), or should you hold off until second level? My group's going to be running this soon and I'm not sure if I should materialize one of my second level GM credit babies or if starting a new character would be OK.

It can be a bit of a grind, but as long as you have a wand of CLW or two, and some masterwork items, you should be OK. The second floor will be tough, but should be doable.

Shadow Lodge 4/5

In my experience the first floor has more challenge for new players. Certain of the encounters are easier to handle if you are familiar with the cover rules and the traits of certain monster types that first level characters don't often face. Still I'd put it in about the same difficulty as MotFF. It's just longer.

Spoiler:
The Shadow, for one, and Kassen's Golem for another, can be a nasty surprise for new players and new GMs alike. Be sure to read up on construct traits, undead traits, and the rules for fighting an incorporeal foe. Also decide if you're going to let/encourage your group to rest or tough it out.

Silver Crusade 3/5

Crypt of the Everflame:

It can be tough, but not overly so. I ran it for a party of four players, all level 1.0, and they all survived.

DO let the players rest in the dungeon! There are safe places to rest, and the room descriptions even suggest that.

There is a room which provides the PCs with mwk weapons and partially-charged wands of CLW. You may tailor these to your specific PCs, as they were put there by the townsfolk expressly for that purpose. Look over their sheets and provide them what they are lacking. If they don't have any splash weapons, give one of the PCs some alchemists fire and acid flasks; if they don't have a bludgeoning weapon, provide them with one.

The gollum and the shadow are both very tough encounters. If your players get in over their heads, remind them of the better part of valor, and DO NOT pursue them if they flee. Also remind them to use Knowledge checks to learn what they can about those opponents.

2/5

Pathfinder Adventure Path Subscriber

Hail and welcome.

Just my 2 bits, I came back to Society after missing 3 years due to no group/games. So this is my perspective.

I managed to get the First Steps series and they were a very good intro into the world of the Society as well as differnt types of adventures (more fed-ex/roleplay, dungeon delve, escort/overland).

*Unless* you really know your group I do not recommend starting off with an Adventure Path/module adaption or one of the Free RPG days, especially We Be Goblins! Because the adaptions/Free RPGs are very non-Society in format, background and goals.

In We Be Goblins, for example you play murderous, thieving, and greedy sociopaths...never mind that's a perfect fit for Society. :)

If on the other hand, you are very familiar with your group and they are flexible then by all means.

One more thing to keep in mind is there have been several fundamental changes to Society format (namely how faction missions work) with the current season (Season 5) as well how to determine the level of the module to play. Oh and both Lantern Lodge and Shadow Lodge are no longer valid factions. (sucked for me, all my characters were LL.)

There are supposed to be replacement "Intro" scenarios coming. Not sure when though.

Oh and a shameless plug here. There is a growing online community that play via virtual table top (VTT). There's a google group (Pathfinder Society Online) if you want more exposure to other GMs and players.

Good luck and again welcome!

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