IrishWonda
|
Good day everyone. Just looking for some advice going into our new Pathfinder group that just got together. I have GMed a little back in 2nd edition and am well versed with Pathfinders rules as I have been playing it for around 8 months. The three PCs are all brand new players to Pathfinder.
Asking around, it seems Hollow's Last Hope is a great single play module to start new players out with and if all goes well it can lead into other modules. As I was reading through it I noticed a few things and was needing some advice:
1) It looks like this was published before the primary Pathfinder rules/gaming license was established, so a few things needs converting. Shouldn't be too difficult but is there anything in there that you remember when running it that needs to be completely revamped/changed? Feel free to spoiler it if you need to.
2) Will 3 players be enough to run this module? I know a comfortable group is 4-6 players, but I can always make alterations to the encounters if need be to help ease the pain a little bit. Being a level 1 module though I am assuming there shouldn't be too much trouble.
3) Since the print version is no longer available, is there any resource site out there that has a "larger" version of the official maps of the area? I wanted to print them out, especially the valley map and the fortress area. I know they are in the free download pdf but not as standalone printable versions. If not perhaps someone has a decent alternative they used?
Thanks in advance for all the help and assistance. If you need to know anything else from me please do not hesitate to ask. They are really looking forward to getting their feet wet.
| Mark Hoover |
1. Nothing should need too much updating. Follow the guidelines from the Gamemastery Guide (for example - add the Simple:Advanced template to 3.0/3.5 monsters) and you should be fine.
2. Three PCs should be able to get through this module. I ran it with 3 but they were all very skilled players so they literally strolled right through most of the ruin exploration. 3 novice players might miss some stuff or have a tough time with multiple, back-to-back threats but that's how they learn right?
3. I hand-drew out some maps but they were cruddy and I've since tossed them. You could go pick up the Kobold King modules or the guide to Darkmoon Hollow which may have better handouts, but other than that I'd say get good at freehand.
The biggest problem I could see would be getting the players immersed in the plot. Keep the pressure up. Get them into the woods and make them understand that if they don't explore and find the ingredients, people die.
| bfobar |
1. Instead of adding templates, I just pulled the monsters from the pathfinder bestiary using pathfinder stats. It seemed to work fine. The SRD has everything, even the weird ones.
2. 3 PCs may or may not be okay. It's pretty easy, but if they're new they might be in trouble. You may want to add on some little prequel of some encounters to teach them how to fight and get them some money for gear. At level 1, gear goes a long way. Or just let them start with a cure light wounds wand and some alchemical items gifted to the party by santa claus.
3. I'm a big fan of photoshop. You can even make a layer for dungeon exploration that you erase as they explore. Also, I use battle mats and just draw something similar to what the book has really fast with erasable markers.
| GoldEdition42 |
A great thing about this module is when it is your group's first adventure you can bring them back in 5 or 6 levels to run through Carnival of Tears.
My group did this.....shivers just thinking about it. I even threw in a Pennywise the Clown just for some more CE fun.
Wonder if I still have his stat sheet........
IrishWonda
|
2. 3 PCs may or may not be okay. It's pretty easy, but if they're new they might be in trouble. You may want to add on some little prequel of some encounters to teach them how to fight and get them some money for gear. At level 1, gear goes a long way. Or just let them start with a cure light wounds wand and some alchemical items gifted to the party by santa claus.
Well given that it is a module created for level 1 characters, wouldn't the original authors expect that the PCs wouldn't have a lot of gold/magic items on them? What if I was to give them the max starting gold when they rolled their characters? For example the fighter gets 5d6 x 10gp. Instead of having her roll just give her 300 GP instead? Would that be okay? I figure with that they can get a decent weapon/armor and still have 100gp left over for maybe 2 potions of CLW to start.
Giving them 750G off the bat for a wand of CLW seems a little much but then again, that is why I am here asking for my betters' advice.