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Hey everyone,
I want to run a modules only game that would bring my player characters from level 1 to 12.
Here are my criteria:
1) The modules must be PFS legal.
2) The modules must flow seamlessly from level to level. I don't want to have to run intermediary scenarios to level characters up to get to the next module.
3) The Emerald Spire is great (I'm currently running it) but I want to do modules other than the Emerald Spire.
If you have suggestions, please let me know!
Thanks.

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Go to the Pathfinder store... check each module out and write down it's level range. You should be able to come up with a progression after doing that.
The problem is going to be finding a GM and a convenient group.
You're right...I suppose what I'm looking for is a best suggestion.
For example, I have The Dragon's Demand and Plunder and Peril. The two overlap in terms of level...
In short: if someone had an "ideal" way (or what they think would be most fun way) of ordering the modules, I'd appreciate it.
As for finding a GM and players - happily, that's not a problem at all. :)

EATERoftheDEAD |
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This is a list of all of the published modules with level and as far as I know all but the few newest are PFS legal. The early adventures are worth 3XP and the new, longer ones are worth considerably more.
Crypt of the Everflame - 1
Carrion Hill - 5
Masks of the Living God - 3
Realm of the Fellnight Queen - 7
City of Golden Death - 5
From Shore to Sea - 6
Curse of the Riven Sky - 10
The Witchwar Legacy - 17
The Godsmouth Heresy - 1
Cult of the Ebon Destroyers - 8
Tomb of the Iron Medusa - 14
Academy of Secrets - 13
The Harrowing - 9
Feast of Ravenmoor - 3
The Ruby Phoenix Tournament - 11
The Midnight Mirror - 4
No Response from Deepmar - 8
The Moonscar - 16
Murder’s Mark - 1
Broken Chains - 6
Fangwood Keep - 4
Doom Comes to Dustpawn - 9
The Dragon’s Demand - 1-6
Wardens of the Reborn Forge - 12-15
Tears at Bitter Manor - 5-8
Plunder & Peril - 4-6
Daughters of Fury - 1-5
I can't speak to ALL of these but I have purchased and at least read most of them. If I were putting together a 1-12 campaign I would probably go with this:
This is a great campaign starter but I didn't care for it's sequels that much:
1 Crypt of the Everflame
These I purchased during the last golem sale and put together in this order as a campaign:
2 Fangwood Keep
3 Feast of Ravenmoor
4 Midnight Mirror
5 Carrion Hill
6 From Shore to Sea
7 Realm of the Fellnight Queen
8 No Response from Deepmar
9 Doom Comes to Dustpawn
After this your options become kind of limited. I'm not terribly familiar with them but they are the only modules that fall in your level range.
10 Curse of the Riven Sky
11 Ruby Phoenix Tournament
12 Academy of Secrets
Alternatively you could kick off a campaign with The Dragon's Demand, which is great and will bring a normal party to 6th level. In PFS however, it is only worth 12XP so the levels don't really match up.

ScorchedOne |

1- Crypt of the Everflame
2- The Godsmouth Heresy (More below)
3- Masks of the Living God
4- Fangwood Keep
5- City of Golden Death
6- From Shore to Sea
7- Realm of the Fellnight Queen
8- No Response from Deepmar
9- The Harrowing
10- Curse of the Riven Sky
11- Ruby Phoenix Tournament
12- Academy of Secrets
Godsmouth Heresy is a 1-2, but it sometimes feels a little difficult for a level 1 party. A level 2 party though should have a fun and not too easy or difficult time with it.
Also, the following comes to mind as well: Slow progression.
If you want these characters to have tons of fun, you can slow grow them. Toss in Emerald Spire Superdungeon levels every once in a while, add some slow progression and you can also keep going! Why stop at 12?
13- Academy of Secrets
14- Tomb of the Iron Medusa
16- The Moonscar
17- The Witchwar Legacy
The only trouble there being that you lack a 15th level option. You could run the extra Emerald Spires to get your party to 14 before doing Academy and Tomb, but this could get your party all the way to level 18! Imagine the fun that could be had playing a character from 1-18 all in society legal modules!

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There is an issue with Fangwood Keep, being that is a level 4 scenario and you had it at 2, EATERoftheDEAD. I'm currently reasearching an actual answer to this conundrum, will have it up shortly.
Damn, I'm not sure how I messed that one up. I sat down with the copies I have and shuffled them into order by level the way I planned to run them and I doubt I would have made that mistake in actual play so I guess I wasn't paying close attention when I made that list.
Feast of Ravenmoor could be dropped to level 2 but GMs will need to be careful with the last fight as it can be brutal. Fangwood Keep can also be played down for PFS but again, GMs will need to pay close attention and don't put too much pressure on the party. I've run both but Feast of Ravemoor I've run a few times including as a PFS scenario though I don't recall the levels of the characters.
Imagine the fun that could be had playing a character from 1-18 all in society legal modules!
From what I gather Emerald Spire does exactly that. What little I've read it looks like a lot of fun.

Myron Pauls |
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My "Module Madness" group has been doing exactly this. It's the same five players, so it feels like a home game, but we're using PFS rules. I'm loosely tying the modules together with some roleplaying so there's a bit more continuity. We just finished Curse of the Riven Sky last night, and we're having an great time with this campaign. Here's a list of the modules we're playing (very similar to ScorchedOne's list above):
1 Crypt of the Everflame
2 Murder's Mark
3 Masks of the Living God
4 Fangwood Keep
5 City of Golden Death
6 From Shore to Sea
7 Realm of the Fellnight Queen
8 Cult of the Ebon Destroyers
9 The Harrowning
10 Doom Comes to Dustpawn
11 Curse of the Riven Sky
12 The Ruby Phoenix Tournament
13 Academy of Secrets
14 Tomb of the Iron Medusa
15 The Moonscar
16 The Witchwar Legacy
The older modules are nice, because it's one adventure, one level so there's no need to worry about filling in missing chronicles (like in Dragon's Demand).