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Hello, fellow DMs!
I'm currently started a new party in Pathfinder Society. There are some new to Pathfinder and new to DnD players, so I decided to start with a classic dungeon crawl as first assignment.
I helped players to create their first characters and then they decided (without my influence), that they all are from a Silver Crusade faction. As I started with "Crypt of Everflame", they all are in Nirmathas region, Kassen town and as soon as they end, they will move somewhere else.
I'd like to keep this as campaign-like as possible, so the guys who just started understand a basics of classic adventure, before actually getting deep into Pathfinder Society specifics.
They will receive their Scenario Chronicles as expected, but they are expected to return all unused magic items they discover on a way and of course, they can purchase them later from society. And of course, they do roleplay last-minute purchases and other social stuff.
So, the thing that bothers me is travelling. I feel myself not satisfied with default Society approach - this is a mission, go with it, skip 5 weeks on ship or 4 month in a cart before you reach a target destination. I understand, that they will face this reality with other DMs (which, I expect will appear someday in out area), but at the moment, I think that 2nd level party doesn't deserve to be believe in Society like "hire specialist", which is hired in one city for work and his relocation back and forth is paid on "project account". As they will level up and advance, they will move north, to Mendev to fullful a Faction mission, which is help nation of Mendev in their fight against the Worldwound (which they don't even understand, what it is, because they don't have a specific Knowledges and experience).
1) That's why I have a question about which Scenario or Module for 2nd-level is held in Nirmathas (Kassen, Skelt) or near locations (Lastwall, Molthune, Nidal, East of Varisia, Lake Encarthan)?
2) Does GM have an option for moving scenario from one area to another, without altering the main part? For example, "Season 3 - 15 Tide of Twilight" is ment to be played in Venduran Forest,
which is located in Taldor. For example, I decided that it is not Venduran Forest, but southern part of Nothern Fangwood forest, which is Lastwall. This will give me chance to prepare them and do the travelling part step by step, moving from one location to another. Am I allowed to do this change or I shouldn't alter adventure at all?
Since this are home games, we don't have time limit per adventure scenario, but our sessions are actually rare, because I myself is travelling for work on weekly basis.
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Another idea is skip Crypt of the Everflame. Pick up The Dragon's Demand or Thornkeep. Both are modules that start at first level, are campaign-like in nature, and finish at 7th or 8th level. These might better suit your stated goal of introducing new players to the idea of a campaign. And they get PFS chronicles!
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Thanks, guys!
If the rules are strict, will follow rules. I don't want to drop Crypt of the Everflame (we have had a first session, which lasted around 13 hours), because its very interesting in terms of different monsters and challenges. Probably, my PCs will go to Kaer Maga later on and stay there for quite time (The Godsmouth Heresy, The City of Strangers) and then return for Fangwood Keep.
Anyway, I'm open to other ideas. Feel free to contribute, I think this might be interesting for others as well.
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Tiaburn: If it helps to have another reason (other than 'because RULES!'), there are often boons on chronicle sheets that give bonuses to that character on future checks of various types when in particular areas, or when dealing with certain nationalities. For example, you wouldn't want to move an adventure set in Magnimar to Tamran, only to find that one of the PCs has picked up a boon in a previous scenario that gives him a bonus to diplomacy checks when in Magnimar.
Anyway, welcome to PFS! I have found the community here to be friendly and helpful.
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Welcome to PFS!
The modules Mask of the Living God and City of Golden Death constitute a mini-campaign by design, What you need to do is fill in the blanks; Everflame can be played by any PFS PC levels 1-2, Masks by levels 2-4 (though I would recommend at least level 3) and City by levels 4-6 (again, I would recommend at least level 5).
This link shows you where the modules are located, and this one indicates where PFS scenarios are located.
I echo The Fox's comments; I've done just that with my home group by running them through the levels of Thornkeep.
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If you'd like to keep a consistent storyline, and your players are pretty hardy in battle (or you're willing to show them some mercy) here's what I'd recommend, by level:
1. Crypt of the Everflame
2. Masks of the Living God
3. Fangwood Keep
4. City of Golden Death (Dropping the party off in Razmiran)
5. At this point, the party is made up of fully-fledged Pathfinders. I'd have them go to the Grand Lodge in Absalom for a formal induction, followed by 2 scenarios: The Gods' Market Gamble and the Blakros Matrimony. The party takes Murder on the Throaty Mermaid, which drops them off in Tien Xia.
6. While in Tien Xia, the party accomplishes 3 scenarios: The Haunting of Hinojai, The Ghennet Manor Gauntlet, and The Way of the Kirin. Emphasize that the party is working to aid the efforts in the Ruby Phoenix Tournament.
7. The party stops briefly in Absalom for The Hellknight's Feast, then heasd back to Varisia, exploring the City of Strangers.
8. The party spends some time in Varisia in The Green Market and The Golemworks Incident, then starts the Lissalan Arc with The Cultist's Kiss.
9. Continuing the Lissalan Arc. Feast of Sigils, Refuge of Time, Words of the Ancients.
10. The party enters the final part of the Lissalan Arc, successfully ending their fiendish plot. In recognition of their success, the party is sent off to compete in the Ruby Phoenix Tournament.
11. After the party's success in the Ruby Phoenix Tournament, the Society has won the Hao Jin Tapestry. They explore it in Rats of Round Mountain I-II.
12. Eyes of the Ten begins.
That would make a fairly cohesive campaign, I think. Favorite scenarios which I had to skip: The Golden Serpent, The Temple of Empyreal Enlightenment, Black Waters, Severing Ties and Red Harvest.
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Thanks, friends!
Now, I see some options for my party further adventures. Netopalis, great thanks for this perfect timeline, you presented, I think, I will keep them following it (with minor alterations). This is a nice collection of modules and scenarios to purchase and prepare, so this won't be quick.
Anyway, at least now, I know where I should look and how everything can be bonded into smooth and nice adventure.
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Netopalis's schedule is great (I might recommend it to our local lodge, in fact). Just beware that Fangwood Keep might be a bit much for a group of 3rd-level characters, unless there are a lot of them (6), or they are very strong, or both. If they struggle with the first two adventures in this campaign, you can bet they will struggle quite a bit in Fangwood Keep. Just something to keep an eye on.
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Masks of the Living Gods, Fangwood Keep and City of Golden Death present a serious challenge to parties of this level and will require a GM to consider using softer tactics if the party is to survive. If the party did not have the Nirmathas requirement, my scenario list would probably shift - I can post a suggested storyline if there's demand.