| Ouachitonian |
So, I’m DMing Pathfinder for a friend’s birthday in a few weeks. The group are experienced gamers: one’s an old hand who’s been playing since 1st Ed D&D and isn’t fond of anything past 3.5 (he’s our normal DM, but is DMing our normal weekly game the next night, we didn’t want to ask him to do double duty). 2 of the others are not quite so experienced, but have played and DMed for years, from 3.5 to 5 and Pathfinder. The last guy is new to Pathfinder, but has played various editions of D&D for years. I don’t really have time to do a full module (probably 5-6 hours of actual gameplay). So I’m thinking about doing Dawn of the Scarlet Sun, since it’s shorter than most modules. Given that it’s rather notoriously difficult and I only have 4 players, what adjustments should I be making? Levelling them up to 7, maybe? Giving them higher than standard wealth? Also, is this particular module *too* short? Should I slip in a random encounter or two (maybe on a night where the ambush doesn’t catch the real murderer, but they get tangled up with some random street toughs or something)?
I know some might recommend playing a Society scenario instead, and I’m not necessarily opposed, but I don’t really know where to start with those, haven’t really played much if any society play.
| Warped Savant |
Are they playing the pregen characters or making their own?
Dawn of the Scarlet Sun is designed for the 6 pregens, which are 15 point buy, not very well made, and is for relatively inexperienced players.
Personally, since it's a one-shot, I'd leave it as it is and have the group make characters with 20 point buy (and because it's my preference, use the optional background skills from Unchained.)
If you're worried, or want them to feel like bigger heroes, have them use 25 point buy instead. (Or hero points to prevent someone from dying early in the night.)
As a reference, I ran Risen from the Sands with two gestalted PCs in about 5-6 hours and it looks to be just a little longer than Dawn of the Scarlet Sun, but two players will likely decide on courses of actions faster than 4.
| Warped Savant |
All that being said, I'd also suggest looking at Risen from the Sands.
4 players, about as long, decently difficult and it's easy to increase the difficulty by adjusting enemy tactics, written for level 3 (but don't use the pregens... they're AWFUL for the module), and you get to explore an ancient pyramid!
| strayshift |
Make their own characters but do it within a group session, the synergy between pcs is critical with a smaller party. Being together means that they can discuss their roles/abilities together. Start with the least experienced players (but don't make it obvious) because the more experienced players have more ability to be adaptable.
| Zepheri |
Give them 1-2 levels of Mythic even if the story is not centered based on it, it will give them a little more flexibility when fighting
If you want the game to be more challenging for a group of experienced, apply the wounds threshold life rate this will make them think about it 2 times Before doing something
| Neriathale |
If you are looking for a fun PFS module to start with, it's probably worth looking at online reviews , but I would strongly reccomentd The Frostfur Captives - it's low level,does't need much knowledge of the PAthfinder Society, and the basic idea - the party are escorting a group of goblin prisoners - allows for all sorts of fun roleplay.
Alternatively if you are looking at modules, Crypt of the Everflame is short - I think our party went through it in something ridiculous like 4 hours, or you could run a level of the Emeral Spire, which takes about the same amount of time. All of these are sddesigned for four players so there is no need to modify them and if anything, the older modules are undertuned even for 4 player party because they were written before a lot of the newer classes and character options came out.