Advice for 1) starting one-shot 2) Best AP so far? VTT


Advice


Pathfinder Adventure Path Subscriber

Hey gamers!

I've read through several threads but they are all from last year regarding this inquiry and much has been released since then.

I'm considering running a one-shot to introduce my gaming group to 2E. If it goes well, then I'll move to an AP.

Most of my group has experience with other systems (including 3.5, PF1, Dungeon World, Fate, etc.) and I was looking for a good intro to the 2E system. Ideally I would prefer something with a good story.

And as far as APs, what would you recommend? I hear the basic premise of Extinction Curse is Circus vs. Dinos, which sounds really nifty, but there have been other releases since then so I was wondering if a newer one is preferable.

One final thing while I am a Roll20 sub I recently took a gander at Foundry VTT and decided I'm going to give Foundry a spin. So if there's an AP/adventure that runs better via Foundry please let me know.

Cheers and happy gaming!


Agents of edgewatch is very fun if done well. I recommend ABP as a houserule for it.

It runs much better on foundry and is supported by pdf importer.


Between One Shots (4 hours) and Adventure Paths (1+ years) are Adventures, which may be a decent stepping stone if you are hesitant about committing to 10-20 levels but want more than a One Shot.

I think there are 4 Adventures:
- The Fall of Plaguestone (Levels 1-3)
- The Slithering (Levels 5-7)
- Troubles in Otari (Levels 2-4)
- Malevolence (Levels 3-5)

I don't know which ones are supported/well-supported by Foundry.


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Pathfinder Roleplaying Game Superscriber

Fall of Plaguestone is NOT recommended for an introduction. It is a very early adventure and wonky in terms of balance and lethality.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

One really good way to start is with the Beginner box adventure (which takes PCs to 2nd level) and then link it with Troubles in Otari.

I believe these are fully supported on Foundry, so you shouldn't need to wrangle any maps or tokens or statblocks.


Rerednaw wrote:
And as far as APs, what would you recommend? I hear the basic premise of Extinction Curse is Circus vs. Dinos, which sounds really nifty, but there have been other releases since then so I was wondering if a newer one is preferable.

A bit more details on this one

EC Spoilers:
The premise is less Circus v. Dinosaurs and more Adventurers v. Demonic Dinosaur Cult. Circus stuff is there, but it's not a super strong theme that stays with the party from 1 to 20, and in fact gets dropped in the later books almost entirely. You can modify the adventure to make it more circus-involved (and should if your group wants that), but might want to use a different pitch to your players. It does involve exploring the ruins left behind by Aroden and learning about the sketchy things he did in life that made him LN rather than LG, fighting back a cult of demon worshipers mobilizing an army of dinosaurs, and fighting supernatural environmental disaster. Still a super cool AP, but the blurbs on the books don't really pitch it as a circus adventure so much as an adventure near a circus so it's good to set expectations before you get started.
Liberty's Edge

I've only played around with EC, AoE, and AV but of these three APs Edgewatch gets my vote for the most varied, interesting, and fun of those adventures based almost entirely on my own biases.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

If your group would be interested in running a higher level one/two-session adventure, then A Frosty Mug is probably the best thing I've seen written for Pathfinder 2e.

AP-wise, the latest Strength of Thousands seems very high quality and fun from the first book. Otherwise Agents of Edgewatch if your party wants to be city watch members dealing with taking down some despicable criminals (There are some serious content warnings in the player's guide for this one), or Extinction Curse if they'd like to be more classical adventurer's who hope to save the day.


The adventure in the beginner box is really decent that slowly introduces the mechanics as well as having interesting maps and unusual mechanics (the PC's get some interesting blessings that you rarely see in AP's). The final encounter is tough as hell but it gives the players a glimpse of how boss fights play in this system.

Overall, the beginner box adventure is direct, fun and very didactic both for GMs and players (although I suggest a new GM to not hassle the players as much as the book tells them to).

The adventure also perfectly connects with Trouble in Otari, which is also pretty decent and I think it's already supported by Foundry. It is neatly divided into three parts featuring different campaign styles (the first is a quick mini-dungeon, the second is a sandbox-type adventure and the third is a dungeon crawl featuring lots of tough enemies).

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