| calnivo |
Hello everyone,
friends and I are currently looking for a PF2e stand-alone adventure preferably starting at about character level 6, 7, or 8. (I will probably GM.) Native Roll20-Support would be definite advantage but no absolute must.
I've looked around at paizo.com and R20-website, but haven't found some obvious candidate. (If we don't find something more fitting soon, we might settle with "Shadows at Sundown". But this would be Lvl 11 - which is actually bit higher then most of our group prefer).
Does anyone have Suggestions?
Some criteria / background info:
- Ideally for 4 Characters. Will be created from scratch.
- We have several years of general RPG-Experience, although we are still learning some intricate details auf PF2... (and sometimes fight with complexity)
- We have two other groups (GMed by different people, Campaigns based on AoA and AoE-Adventure Paths, probably about 1/3 progress), partially paused for organizational reasons. The Stand-Alone Adventure is intended to bridge the gap until we can continue with the big campaign. Optionally might go on for longer if people like.
If you need additional information, just ask. :-)
| NielsenE |
| 1 person marked this as a favorite. |
The Slithering is level 5-7. When my group played it we were level 6 at the start, and we used milestone leveling to just hang out at level 6 for the first two chapters and I think the GM adjusted a couple encounters in the first part. Though our pre-existing party was a fairly bad fit for the first chapter, so I think the GM didn't adjust everything as much as he could have.
| calnivo |
The Slithering is level 5-7. When my group played it we were level 6 at the start, and we used milestone leveling to just hang out at level 6 for the first two chapters and I think the GM adjusted a couple encounters in the first part. Though our pre-existing party was a fairly bad fit for the first chapter, so I think the GM didn't adjust everything as much as he could have.
Thank you, NielsenE, for sharing your experience. I find it very valuable to have comments and suggestions from people that already played. Though any hints to adventures or general tips (even from people not having played the thing) are welcome, too.
I might have missed whole categories of products or not have the experience to find what we are looking for. (For instance I still don't know if / how one can search/filter products for starting level...)
Concerning "The Slithering": We've looked into the description; I personally like the flair of an apparently ooze-centered adventure, among my group there had been reservations. (Fearing that the suspected challenge might render a significant portion of abilities useless. I was wondering if the reviewers that apparently gave rather mediocre ratings had similar reasons.)
Anyway, I find your approach to enter an adventure with a bit higher level interesting. Maybe this allows Lvl 5 adventures to become compatible as well.
Or even the other way round? Making a Lvl 9 Adventure (are there any?) compatible with a Lvl 8 group?
| Arachnofiend |
Spoilers for the Slithering module:
We had a lot of fun with it but that was mostly on the back of me completely rewriting the second and third acts to pull the narrative back to the ooze theme. I don't think I would recommend the adventure to someone who just wants to run a module as-is.
| calnivo |
Spoilers for the Slithering module:
** spoiler omitted **
Thx. That helps to understand and interpret ratings.
Arachnofiend, just for interest: Did you find a way to both stick to the theme you liked, while simultaneously keeping certain class features to be effective?
Hope I don't push this tread too much into details or offtopic. I just wonder if there was an appropriate "Slithering" transformation ;-) and approach for my soon-to-be group, as well.
Generally, I'd be glad if our future adventure - whatever it will be - did not _require_ significant extra work. Yet so far, options seem still limited.
Maybe I looked at the wrong places or asked in wrong section of the forum. (Still relatively new here.) Just noticed there seems to be different sub-forum for 3rd party adventures...
Apart from that I probably haven't really understood how these PFS Scenarios are played and if they could offer something to us. Are these applicable for a small, private group at home or is it only for conventions / big groups etc?
If someone could get me some hint or reference how I could learn about, I'd be glad as well.
| NielsenE |
PFS scenarios are a good source of single session content to add to a home game. They are generally stand alone missions, that take roughly 3-5 hours to complete. Heavy role-play groups might go longer.
With the exception for specials (generally scenarios numbers ending in -00, -98, or -99) they would be appropriate for a home group. Specials are designed to feature some amount of cross-table feedback.
If you need to string a couple of scenarios together to fill a longer than one-session gap, you can look for things with the "metaplot" tag for a more connected story. There was a high level 3-parter at the end of Season 2 for instance, but the first one of that arc is probably not the best introduction to society scenarios -- more complicated than average, often runs long, etc.
How many gaming sessions are you looking to fill, I an try to suggest a recommended set of scenarios in the 6-8 level range you mentioned.
The Raven Black
|
PFS scenarios can perfectly be used for home games. However they are almost always completely self-contained and supposed to be played in 4 hours.
So, it might be a little hard to use them as the basis for a continuous campaign.
Note also that you need to play 3 PFS scenarios to gain a level and that they have a rather fixed structure of 2-3 skill challenges and 3 combat encounters, with the last one being the most difficult. Hazards can one of the skill challenges or they can be part of one of the combat encounters.
That said, PFS has gotten pretty good at creating story arcs (with recurring plot and NPCs) that run across several modules of a season. But these do not necessarily strictly follow the increase in levels.
| calnivo |
Thx for the recent updates again. Now I'm beginning to understand...
Regarding intended duration:
(...)
How many gaming sessions are you looking to fill, I an try to suggest a recommended set of scenarios in the 6-8 level range you mentioned.
Not specified yet. Maybe a few months of bi-weekly play. I am expecting ca. 6 to 8 sessions atm. From experience: We tend to "fall" into rather low- to very-low-progression sandbox / "open world"-roleplaying relatively quickly. :-)
As a consequence we might have to multiply default expected timeframes for any adventure or scenario that has a sufficient space for deep, free-form role-playing by an unknown factor. (Can't say exactly much longer. But from the big campaigns like Age of Ashes Adventure Path we play, I'd estimate that we needed at least 8 sessions on average to advance 1 char level, sometimes more.)
Does that help?
| Arachnofiend |
Arachnofiend, just for interest: Did you find a way to both stick to the theme you liked, while simultaneously keeping certain class features to be effective?
Making the module even more ooze-oriented required a "don't bring precision damage" mandate; I personally consider this a feature more than a bug, since if you're going to play a themed adventure I feel you'd want to bring characters appropriate to that theme, though obviously I don't expect everyone to feel the same way.