
cfunkexplosion |
My group is currently playing Tomb of Annihilation in 5e, and we are getting to the end of the campaign. Once complete, I'm going to try to transition my group into 2e. I got interested in 2e earlier in the year and have a number of the books in the Humble Bundle offering. I was already starting to feel the limitations of 5e in a number of ways, and 2e offers a number of attractive alternatives. I'd like to take my shot as GM using Pathfinder instead of D&D. I could use some advice as to where to start to ease my group (and the new GM) into the system.
I've bought and run the Beginner Box with my wife and son. It's an excellent product, though I do think with my group it would be more successful to jump into 2e without quite that much simplicity. I'd like to find a good adventure that will last at least several sessions so we can get used to the new system, so ideally not a one-shot or something meant for higher levels.
I'm hoping that I can get some suggestions as to an adventure that is a good intro to both the mechanics and the lore, doesn't take a ton of repair to make work, and that is just fun to play. Obviously, as I'm trying to get the group to switch from D&D, I want to hit the ground running with an adventure that's a good time.
I know Abomination Vaults tends to come up a lot as a good adventure, but coming from ToA I wonder if those would feel too similar. Strength of Thousands is also a consideration, and as a GM (and player) I do really like the ability to circumvent combat with clever solutions and diplomacy, although I do worry a little that maybe it might be too combat-light.
I'll certainly put it out to my group as to what general style of adventure they're looking for, though it would be helpful to me if I had some suggestions as to what to more heavily explore and what to avoid.
Thanks in advance.

Perpdepog |
You've pretty much covered all the things I'd personally recommend. I'm running SoT right now and loving it, but I also enjoy roleplay a ton, certainly when I'm the GM. Do you know of any kinds of preferences your group has? How much combat-to-rp ratio they go for, if there are any themes they really enjoy, game aspects they don't care for? Do they like when a game is a bit breezier and lets them feel powerful and cool, or do they enjoy meatgrindy combats and character death?
One option you may want to look at is The Slithering, a stand-alone module. It's not without its rough edges, IIRC it was being written while the rules were being finalized and, since many enemies are oozes, rogues may not have the best time, but the module does showcase a few things Pathfinder does particularly well in my opinion. It lets you and your group check out some of the cooler ancestries since nobody can play a human, and it also showcases some of the Mwangi Expanse, which is one of the cooler corners of Golarion's setting.