Adventure path advice for new players


Advice

Shadow Lodge

Hi, I'm a DM who's looking to get his little brother hooked on pathfinder and by extension other TTRPGs
he's already expressed interest and we've rolled up a 2h paladin for him, and a bard and sorcerer for his two friends
what adventure path should I introduce to them


Might want to draw up a "healer/support type" NPC. Unless the bard will be the main heals with the paladin Lay on Hands till they get 4th level to actually start doing some more healing.

But adventure path wise....that's a hard one. There are many out there. The only thing I can think of is let your group look at certain adventure paths you think they would, along with player guides, and go from there.

My play group never finish these adventure paths, Jade Reagent, Council of Thieves, and Second Darkness. we would get up to part 2 or 3, and it would just end because the DM would leak a couple fights to one of the players for some reason.

I really like all 3 of those adventure paths, but again it was mostly stopped because leaked fights, but only one of them was the group. Like for Council of Thieves, we had no bard/rogue at all, and the DM said it wouldn't work out very well which I think it wrong, we made it passed the feast (trying not to spoil it)

Grand Lodge

Hi Lord Foul II

My advice will be to read a brief description of the adventure paths and talk with you group which adventure do you like to run.

For new players I always recommend Rise of the Runelords because have a little bit of everything from goblins, undeads, ogres and also have social encounters and dungeon crawling.

If you like to start with a module the Crypt of the Everflame is a very solid one

Good luck with your brother and hope he like Pathfinder


I like the 7 level module Dragon's Demand for newer players. It has a good mix of stuff and not jumping into a full adventure path can allow chances to change their characters sooner if they don't like what they're playing.

Sovereign Court

I'd run them through some modules first. Let them get some experience before launching a long running adventure like an AP.

That said, I think you might want to check out the new Curse of the Crimson Throne anniversary edition.


Just make sure you stay away from any featuring Thomas Covenant, that's not likely to end well for you.

On topic, really depends on what you're looking for. I love and highly recommend Rise of the Runelords, there's just a really fantastic blend of different RPG elements going on that makes it a lot of fun to play in. If you're interested in a more "classic D&D" kind of a game, then Giantslayer is a really excellent AP. If you want something with a touch of sci-fi, then Iron Gods is an absolutely fantastic adventure (though it may give the wrong impression of what D&D/PF is "supposed to be" for a new group of players, and for that reason, I usually recommend it for more experienced groups.)

If it were me, I'd go with Rise of the Runelords, for whatever that's worth.


I suggest starting with something that they can finish. APs are a 16 level story arc. I would hit something that they can deal with in a few sessions and get a strong win.

Once they are hooked. Go for an AP. I suggest Hollow's Last Hope and Crown of the Kobold King follow it with Revenge of the Kobold King.

Shadow Lodge

Ok so I should show them Rise of The Runelords, Iron Gods and Crown of the Kobald King and let them pick?
That works for me

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