Need help finding the right module / campaign


Advice


I'm looking to try my hand at GMing for my group. Ideally, I'd like to run an Adventure Path but I don't know if I can really handle it or if I actually have the time for the prep between school and work. But I also don't want to just do a one or two session low level dungeon raid.

So instead, for now, I'm hoping to find a module that would last several four hour sessions, and lasting a few levels. Preferably also starting at level 7 or 9, since my group has never had a game last long enough to get above level 5 and I think they'd enjoy some higher level play.

In addition, almost all the campaigns we've done so far have been, for the most part, hack and slash. If there are some that have a good mixture of combat and puzzles / NPC interaction, that'd be great. Otherwise, a good combat oriented one would be fine.

I'm sorry if there is a better place to be asking this. I didn't think the Modules forum would be right since all of the modules seem to be one-shots. But please, correct me if I'm wrong.

Any help would be appreciated.

Grand Lodge

I recommend the Dragon Demands module that goes from levels 1 thought 7

Maybe you can also work with an Adventure Path, something like Rise of the Runelords mix roleplaying and combat pretty well

If your group is solid my best recommendation is to go for it and be the GM, don't be afraid to make mistakes, its normal and a pretty common thing to learn as your group plays together


Prometeus wrote:

I recommend the Dragon Demands module that goes from levels 1 thought 7

Maybe you can also work with an Adventure Path, something like Rise of the Runelords mix roleplaying and combat pretty well

If your group is solid my best recommendation is to go for it and be the GM, don't be afraid to make mistakes, its normal and a pretty common thing to learn as your group plays together

Yeah, my intention was to see if I enjoy being GM and if I can handle the workload with everything else going on, then do Rise of the Runelords if all lights are green.

I just didn't want ot start a long-term thing then bail out on it.

Ended up deciding to go with The Harrowing. A short module starting at level 9. Gives my players a chance to play something other than basically twigs with fancy hats.

Cheers, mate.

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