I’m about to embark on running the Pathfinder Beginner Box adventure and I’ll be taking this opportunity to learn the Pathfinder rules better.
What adventures should I run next after the Beginner Box adventure? Here’s one road map; feel free to give feedback:
Start with the Beginner Box rules and the four iconic character classes. After that, run adventures in this order:
- Beginner Box Adventure in GM Guide (1st level)
- Pathfinder Module: Crypt of the Everflame (1st to 2nd level)
- Pathfinder Module: Masks of the Living God (3rd to 4th level)
- Pathfinder Society Scenario #17: Perils of the Pirate Pact (4th to 5th Level
Around this time, I’d add in the following missing Beginner Box rules and convert over to the Core Rules:
- Attack of Opportunities
- Charging on Surprise
- Combat Maneuvers and Combat Defense
- Concentration Checks to cast spells
Then I’d move on to
- Pathfinder Module: City of Golden Death (5th to 6th/7th Level)
After this I might switch to an Adventure Path (Rise of the Runelords possibly, the new edition will be out in June) with new characters (opening up possibilities for all the Core classes), or perhaps continue on with the same Beginner Box characters along this path:
- Pathfinder Module: Realm of the Fellnight Queen (7th Level)
- Pathfinder Module: Cult of the Ebon Destroyers (8th Level)
- Pathfinder Module: Curse of the Riven Sky (10th Level)
- Pathfinder Module: Academy of Secrets (13th Level)
There is an XP gap in Crypt of the Everflame (taking you to almost, but not quite, to 3th Level) and Masks of the Living God (taking you to almost, but not quite, to 5th Level), but the Beginner Box Adventure and Pathfinder Society Scenario #17: Perils of the Pirate Pact adventure, plus a couple of random encounters should fill the gap. Similarly, if there are gaps after any other Pathfinder Modules, simply grab a level appropriate Pathfinder Society Scenario, or add in some random encounters. The XP gap in some of the modules in intentional as it is expected many GM’s will add in some additional material between modules.
Other possibilities to fill in the XP gap include:
- Plot seeds in the Beginner Box GM Book for continuing the plot from the intro adventure.
- Short mini dungeon in the GM’s Kit PDF which could be expanded upon.
- Also, if you can’t find modules from Paizo which are appropriate to your game there are a ton of
- Third party modules from Frog God Games, Super Genius Games, or from here.
- Old 3.x Dungeon Crawl Classics modules from Goodman Games. They are out of print and would take a bit of conversion but they are generic enough setting-wise that they can be dropped into almost any campaign.
All of these (if scaled correctly) could be used as interludes in the Everflame/Masks/City series to overcome the XP gaps.