Suggestions for a L1 adventure for new-ish players?


Advice


I'm organizing a game for some old friends that I used to game with back in "the day", specifically 1st Edition. A couple of them have played PF and know the system, while others stopped with D&D either in 2nd or 3rd Ed.

I'm looking for suggestions for a canned 1st-level adventure that can help players learn the system. An additional catch is that we are scattered across the country so we'll be PbP. I'd prefer something that has a balance of combat and RP opportunities so that we aren't bogged down in a dungeon crawl.

What do you suggest?


The go to answer for this is always Crypt of the Everflame. It was the first adventure produced for the PFRPG and was meant to introduce players to the new system. It's also a very fun adventure to boot!


We be goblins is fun if they would be into a not so serious game. If you are looking for something less one shot then dragons demand is pretty good.


Thanks, Br. Fen.

Yes, I am thinking one-shot since I don't want players to feel they are stuck with the choices they made on their first outing.


I quite liked Ire of the Storm. It might be a little long (it starts at 1st level and the players will reach 6th by the end) but it's a really varied and interesting module.


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Dasrak wrote:
I quite liked Ire of the Storm. It might be a little long (it starts at 1st level and the players will reach 6th by the end) but it's a really varied and interesting module.

Ire of the Storm is a very good and well written module. A good one to play for new players and while also good for new GM, it does have some fights in it that can TPK if the GM runs them wrong. Worse is when the low level players face a Troll. If the GM runs it as a straight up fight, the Troll should kill them all. If the GM runs it where the Troll is more interested in looting...ie ignores the PC, it becomes a more even fight.

What's good about Ire of the Storm -
1) It's a self contained mini-world with limited access to the wide world beyond. You have a 'frontier' port town, wilderness outside it, a fort, and the end objective. Each of these have their own people, encounters, and some multiple choice plots the players can choose.
2) The module is broken down into parts, making it easier to prep.
3) There's a number of backstories in each part and the people with these stories can end up as friends, foes, or dead. Depending on the choices the players make. These backstories are broken down in a couple paragraphs allowing the GM (or players) to decide how much they want to get involved with them.
4) The module flows pretty smoothly from one section to the other, giving the PC reasons to do what they should do. Plus giving them places to collect the clues they need to figure out the end objective, if they don't just stumble upon it.
5) Lots and lots of encounters, both 'static' and random.
6) I just like it and think it's one of the better written modules.


I purchased both of these and will review them. Thank you, everyone!


I would second Crypt of the Everflame for several reasons:
1) it's a fun and good adventure
2) it has an accompanying flip mat (if you use miniatures) link to map
3) it is the initial module in a trilogy of modules if you want to piece together more than just a one shot

Good luck!
Edit to add link to flip mat.


Just one suggestion for whatever you decide to run.
- Just give EXP for the players completing story arcs. Handing out EXP for encounters can really mess up where you want the PC to be level wise. As they might end up either under strength or over strength for future encounters.

-Loot, big fan of consumables that players can use for loot. Consumables help the players (if they use them) and don't really upset the level suggested good value.


Hollow's Last Hope has always been my go-to. A little bit sandbox, a little bit linear, with a minor sense of urgency and lots of ways to expand on it afterwards.


Dosgamer wrote:


3) it is the initial module in a trilogy of modules if you want to piece together more than just a one shot

While Crypt of the Everflame and Mask of the Living God are both good stand-alone adventures, I feel they aren't very strong as a trilogy. The biggest issue is that the third part (City of Golden Death) is just a lackluster and unappealing module. When the most interesting part of the adventure is the overland travel to reach your destination, you've got a serious problem. In my opinion it's not worth running. Without City of Golden Death to tie them together, there is no longer any connection between Crypt of the Everflame and Mask of the Living God and they become completely unrelated adventures.


We are going with Ire of the Storm. It is RP-heavy up front which I really like, and as has been pointed out, it can work as a one-shot or a longer game if my players end up liking the PbP style. It really is a great beginning adventure.

Thank you for the suggestions! I looked at every one, and appreciated the input.


Mark Hoover 330 wrote:
Hollow's Last Hope has always been my go-to. A little bit sandbox, a little bit linear, with a minor sense of urgency and lots of ways to expand on it afterwards.

I've got quite a soft spot for Hollow's Last Hope as well. As an added bonus, it's available for free from Paizo, and transitions nicely into Crown of the Kobold King (which is also quite fun).

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