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Wanting to start a Pathfinder game with a marketplace pre-gen: suggestions and recommendations?

So I am looking to start up a game on Monday nights using the pathfinder system with one of the pre-generated modules or campaigns from the marketplace: my problem being that without buying them I have no idea what assets come with, what level they are geared for, how long they are expected to run... Etc, Etc. So, I turn to you the community, in specific the authors of these modules and GMs or players who have already gone through them, which ones would you recommend and why? (But please try to avoid spoilers.) Let me give you some parameters to work with: 1: It MUST be Pathfinder or D&D 3.5, no other systems will be considered, and of the two Pathfinder is preferred. 2: I would like to start at 1st to 3rd level: so that the game can be newb friendly. 3: I am willing to spend up to 50$ on the package but not a penny more: so if the module is more than that it is out of my price range. 4: The game will be a weekly game of about 4 hours duration: this is important to know for point 5. 5: The campaign pack should hopefully be one of 2 things: able to be played through with the time frame of 4 above in about 3 months of real time, and then serve as the start of a longer running game, or an epic spanning most of 20 levels which would take YEARS to complete with the same time frame, but this is the least strict of the parameters here. 6: One last note: I will not be accepting players who have played or run the chosen module before, so while you can recomend one that you have played and enjoyed on no account will that allow you to play it again.
I was under the impression that the modules available in the market place included most of that information already... Ex: The Goblin Undertaking : <a href="https://marketplace.roll20.net/browse/module/13/th" rel="nofollow">https://marketplace.roll20.net/browse/module/13/th</a>... "It is designed for 4-5 1st level characters using The Pathfinder Roleplaying Game." Journey to the Red Keep : <a href="https://marketplace.roll20.net/browse/module/14/jo" rel="nofollow">https://marketplace.roll20.net/browse/module/14/jo</a>... "Module Includes: A gathering adventure for 6th to 7th level characters. Contains 15 maps, 35 tokens, and the Knights of Iam Campaign Setting PDF, all set up and ready to use in a Roll20 Campaign. A great adventure with a combination of unique combat environments and character-driven role-playing opportunities. This module contains everything you need in just “one-click”. All the Adventure Quarterly #5 modules are Pathfinder : <a href="https://marketplace.roll20.net/browse/bundle/1/adv" rel="nofollow">https://marketplace.roll20.net/browse/bundle/1/adv</a>...
Thanks but I was really looking for some insight into what the modules are LIKE, if they scale well or badly for a larger party, if they lend themselves to continuations of the campaign, if you can break them by playing a specfic class, that kind of thing.
Scaling shouldn't be too terrible. In general you just copy/paste some of the monsters to bump up the CR in a given encounter. Continuation of the campaign is unlikely... the modules are designed for a specific level like any regular module. It's like replaying a standard Paizo Module... it isn't designed for it. Unfortunately I can't speak as to their contents (And would be massive spoilers if we did) I'm not sure how you might go about contacting the designers, but they would really be the folks to ask.