What Are Your Favorite 1E Modules?


Pathfinder First Edition General Discussion


Out of the various stand-alone modules, which ones are your favorites?

Which ones were the best-designed, had the most interesting concepts, and were the most fun to play?


Four come to mind for me immediately: House on Hook Street, Ire of the Storm, Feast of Ravenmoor, and Secret of Roderic's Cove. All for different reasons.

House on Hook street is just different and unique, and really just oozes flavor from every corner. Ire of the Storm is a perfect exploration-based AP nails the feeling of exploring an untamed wilderness. Feast of Ravenmoor is a lovely low-level adventure that has just the right amount of mystery and investigation before getting into the action. Secrets of Roderic's Cove is technically book 1 of an adventure path, but its plot is entirely self-contained and requires virtually no modification to run as a stand-alone, and is a phenomenally good 1st level sandbox where you're dumped into a small town and have to become its heroes.


Interesting, thanks. Those are good recommendations.

Roderic's Cove seems to have spurred a wide range of opinions, and I've heard it referred to as a disappointment or worse. Some of the more detailed reviews point out what they feel are serious lapses in design and quality. Any thoughts on that one way or the other?


House on Hook Street looks like it will be a great one to run, as does Ire of the Storm.
My Ire game begins tomorrow; Hook Street will take longer as I want to run the players through Curse of the Crimson Throne first.


Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

I think Souls for Smugglers Shiv (is that right? The first instalment of Serpents Skull) is an absolutely brilliant adventure that can be easily used as an intro without proceeding into the rest of the AP.


I could pull together a low level Creepy Varisia’ campaign from modules - Murder’s Mark, Feat of Ravenmoor, and Hook Street in that order. Maybe throwing Carrion Hill in as well, though technically that’s in Ustlav.

Sovereign Court

We Be Goblins is a blast.

Gallows of Madness is a great instructional module for new players.

The Harrowing is very fun.

I really want to run Daughters of Fury, it reads well.


J. A. wrote:
Roderic's Cove seems to have spurred a wide range of opinions, and I've heard it referred to as a disappointment or worse. Some of the more detailed reviews point out what they feel are serious lapses in design and quality. Any thoughts on that one way or the other?

The biggest problem with Roderic's Cove is that it doesn't fit with the rest of the AP in style or substance. Roderic's Cove is very much about building a more personal connection with this small town as the party becomes its heroes, and is designed as an open sandbox where the party has to figure things out for themselves with successive hints from different areas eventually pointing them to where they need to go to handle the big problems. The rest of the AP is a very tightly choreographed railroad and kinda feels like a boss rush as the PC's rapidly move from one locale to another to defeat the new threat of the day. Moreover, as soon the PC's get a new designated quest-giver the old one drops off the face of the earth and they never even return to that city again. After all the emphasis on building connections for the PC's with the people of Roderic's Cove, the fact that the locale is abandoned and never returned to just throws away the main strengths of book 1. I seriously feel the AP works best if you treat each book as a vignette with a completely different party due to how fragmented it is.

The other issue is that Roderic's Cove is a sandbox where the PC's an do things in virtually any order. As a result a lot of it is left to GM discretion. I don't think that works for every GM, and you really do need to go in with the mindset that this is a sandbox adventure and the GM needs to adapt to what actually happens within that.

Neriathale wrote:
I could pull together a low level Creepy Varisia’ campaign from modules - Murder’s Mark, Feat of Ravenmoor, and Hook Street in that order. Maybe throwing Carrion Hill in as well, though technically that’s in Ustlav.

Murder's Mark->Ravenmoor->Carrion Hill->Hook Street looks great as a mini-campaign. The PC level-up schedule lines up perfectly, they share a common theme, and with very slight modification you could make the antagonists in Ravenmoor and Carrion Hill part of the same cult as Hook Street.


I always liked Dragon's Demand as a small campaign. All contained in one book, somewhat engaging story, and it has plenty of open elements that can lead the GM and players on towards bigger things in the upper levels of the game.


Mark Hoover 330 wrote:
I always liked Dragon's Demand as a small campaign. All contained in one book, somewhat engaging story, and it has plenty of open elements that can lead the GM and players on towards bigger things in the upper levels of the game.

One thing I warn about Dragon's Demand is that the PCs level up SUPER fast.

Like, to the point that my players all felt that it was weird. The entire adventure takes place over a couple of days with a short time-jump partway through where nothing happens. And they go from levels 1-7 over the course of the module.

But, overall, so long as the players buy-in to some of the assumptions the story takes, it's a well done module with some nice RP bits in it.


Warped Savant wrote:
Mark Hoover 330 wrote:
I always liked Dragon's Demand as a small campaign. All contained in one book, somewhat engaging story, and it has plenty of open elements that can lead the GM and players on towards bigger things in the upper levels of the game.

One thing I warn about Dragon's Demand is that the PCs level up SUPER fast.

Like, to the point that my players all felt that it was weird. The entire adventure takes place over a couple of days with a short time-jump partway through where nothing happens. And they go from levels 1-7 over the course of the module.

But, overall, so long as the players buy-in to some of the assumptions the story takes, it's a well done module with some nice RP bits in it.

Oh yeah, we feel the same for Rotrl.


The House on Hook Street is probably the most fun--and the creepiest!--PF module I've played.

I've enjoyed running and/or playing the We Be Goblins! series. (Some friends and I played all five, in character-level order, over two weekends.)

Risen from the Sands was the first PF adventure I ever ran, and while it has some odd bits, was still good fun when I reran it for PFS later.

I plan to run The Harrowing at some point, though probably not until my Harrower-to-be PFS PC is high enough level to use the credit. It looks like a lot of kooky, dangerous fun, and I love the way the Harrow Deck art gets adapted throughout the adventure.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber; Pathfinder Battles Case Subscriber

I definitely second Carrion Hill for a great romp that actually has some flexibility to the railroad.

Curse of the Riven Sky doesn’t look like much, but the focus and travel element actually made it decently paced. (Also, the cover encounter turned into something memorable due to the weird mechanics.)

The Godsmouth Heresy is an excellent dungeon crawl but not much else. Fangwood Keep is a higher level example of more of the same.


Shoutout to Gallows of Madness. Really good introductory adventure for new players.

Just finished running through the Fangwood Keep module as a side-adventure for Ironfang Invasion. It was a really great 4th level castle infiltration mission. Very self-contained. The level design is quite fun and there are several approaches to accomplishing your objectives (stealth/secret passages, pitting factions against each other, siege tactics, or just kick down the door and kill everyone). Good variety of enemies, and 2 tonally distinct sections of the adventure keeps things from getting stale.

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