
![]() |
1 person marked this as a favorite. |
Hello guys
I am starting as GM for a group of three players. I'm the only one in the group that ever played Pathfinder (through Pathfinder Society), but this will be my first time GMing.
I'd like to start off with a module so I can ease my way into the job instead of having to prepare everything from scratch.
I see there are a lot of modules available.
I'm looking for a 1st level character adventure that can fill around three sessions of 3-5 hours each, maybe something that will bring characters to third level?
If there are any modules that include a rewritable map, that would be preferrable (I don't know if any exists).
Finally, I'm inclined to just get a printed version, but what is your experience with PDF downloads? Is it convenient to use? I will have to go and print it somewhere else (and pay for it) because I don't think my printer will be able to handle it.
Thanks!

Joana |
2 people marked this as a favorite. |

Ire of the Storm is a fun module, but it's a bit longer than what you're looking for; it takes PCs to 6th level, as written.
The level range you're looking for lends itself well to the first part of many adventure paths. Souls for Smuggler's Shiv is an excellent adventure that takes PCs to 4th level and can easily be made a stand-alone by removing the pointers in the last dungeon that impel the party toward the next book; just make the goal rescue from the island for the castaways.

Lord Fyre RPG Superstar 2009 Top 32 |

Ire of the Storm is a fun module, but it's a bit longer than what you're looking for; it takes PCs to 6th level, as written.
The level range you're looking for lends itself well to the first part of many adventure paths. Souls for Smuggler's Shiv is an excellent adventure that takes PCs to 4th level and can easily be made a stand-alone by removing the pointers in the last dungeon that impel the party toward the next book; just make the goal rescue from the island for the castaways.
Souls for Smuggler's Shiv is an amazing adventure! It's got NPC interactions (and some NPC related sub-quests), skill challenges (be kind on the survival checks), and some interesting fights.
If you are creating the characters for them, it would also justify "skimping" on gear (as the characters start shipwrecked.)

![]() |
Thank you everyone for your comments. I looked at everything, and so far I feel Gallows of Madness might be the closest to what I'm looking for, even though it's a bit on the expensive side. The others look interesting as well.
Also, while reading through the different modules reviews and details, it seems like most of them are designed for a party of at least 4 characters. I'm sure there's some tweaking that can be done to make it work better for a party of three, but it made me wonder: wouldn't it be simpler to just make your own adventure and tailor it to your characters from the get-go, instead of tweaking a too-difficult module? Since this is my first time GMing for Pathfinder, I'm not that confident in my module-tweaking abilities, while the corebook has formulas for designing encounters based on number of players.

Haldrick |

1. Murder Mark is for 1st level characters. It will not get you to 3rd, but is great fun.
2. Burnt Offerings can be use as a stand alone, but has two down sides a) you can only get it as a PDF or as part of the Anv edition of RotRL and b) if you run it it kind of stops you using RotRL at a later date.

Joana |

Also, while reading through the different modules reviews and details, it seems like most of them are designed for a party of at least 4 characters.
Four PCs is the standard assumption for a party. Some adventures, of which Souls for Smuggler's Shiv is one, have a core group of NPCs that accompany the party and can be helpful for smapller groups of players by supplementing roles that aren't filled by the PCs (i.e., healing, disabling traps, spells, etc.).
Creating your own adventure is absolutely an option, particularly when you can tailor it to the abilities of your group, but I'll point out that while designing encounters isn't too difficult, putting together an interesting storyline is dependent on the skills of the GM. If you have the talent and ambition to make up your own plot, go for it! However, I've played in homebrew adventures where it became clear that the GM was just stringing encounters together with no overarching story in line, and they can get tedious. If you want to make your own adventure, I'd advise you to start with a dungeon: you already have a clear goal in mind of "get to the end" and don't need a complex backstory.

![]() |
Thanks guys.
Joana, I DM'd for D&D many many years ago, but not on a regular basis, and I have experience in writing (short stories, screenplays). I haven't been on the other side of the gaming table for a while, though, so was just concenrned it would be too time-consuming to create your own thing (but isn't reading a module and preparing also time consuming?) but I'm just thinking of giving it a shot because of the small size of the party. I planned on making my own adventures anyway, but just thought of starting out with a module to just get used to it. Thanks for the tips.

CrystalSeas |

Isn't it short?
No, it's not simply a module. It's an entire simplified Rule Book (Hero's Handbook) and Game Master Guide, with supplied pregens. It contains a good introductory module (Black Fang's Dungeon) that has 10 rooms that introduce various aspects of tabletop RPGs, game mastering, and ends with an iconic fight against a dragon.
Takes players up to level 5, and has some extra info for merging into regular PF rules and characters.
The PDF is only $10 and is well worth it as a way for a group of newbies to thoroughly test out Pathfinder. Good instructions for new GMs, character building, etc.

![]() |
Thanks for the recommendation, but I already have the core rulebook, and I've played the regular game in the past, so it feels like going backwards if I use the beginners box. Yes, the players are new to PF, but not totally new to RPG's in general. I'm just thinking of running a few simple scenarios just to test the waters, and will perhaps nix any rules that I deem too complicated (and might incorportae them back later).

taks |

Ah, sort of short from the perspective of a 64 page module (or an AP book), but probably a couple of sessions worth of material, particularly for noobs.
I agree, Lynos, which is why I went straight to APs. That was a hard way to learn. If Gallows of Madness had been out when we started (2 years ago), that would have been a huge benefit. I knew the game fairly well since I've been playing (in general) since the late 70s. However, I never got to play as a GM and we always played "fight of the week" type scenarios with very little back-story.
What's nice about Gallows of Madness is that it's written with a lot of text explaining what's going on and how things should play out (like tactics). Also, it only references the CRB and beastiary, IIRC, plus some rules pulled in from one of the Book of the Damned volumes, for which they re-print the actual rules. That makes it less of a rules burden, too.