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Best GameMastery module?


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The Harrowing.

As for why, wait for Episode #016 of the podcast to be released.

P.S. The Game Mastery module line has not been made for over three years. They were all OGL 3.5 modules. I think you mean "non Adventure Path" modules -- which makes your subject header misleading as that is a different point. This is the Pathfider RPG forum, after all.
 

More information can be found here:

Pathfinder Modules - PathfinderWiki

I´ve only run Crypt of the Everflame of all the published mudules, but I thought it was a very good introduction andventure. The players had a blast,and it was easy to run with a good mix of challenges and rp stuff.
I really liked the village (Kassen) and the many cool NPC:s they can deal with.

Asmo
 

More information can be found here:

Pathfinder Modules - PathfinderWiki

Pathfinderwiki.com tends to be more up to date as I believe that is where the primary wiki contributors went back when wikia changed their formatting. Here is a link to that page:

Pathfinder Wiki - Pathfinder Modules

As for ones I found fun that I have experience with:

Entombed with the Pharohs

This one was a fun desert romp with a bit of a competing nature to is and an interesting delve into a pyramid. We had fun with this one.

Realm of the Fellnight Queen

I ran this one for my Kingmaker group as a drop-in adventure. It was a good run and the module seemed very well put together, interesting and fun to run at the same time.
 

Pathfinderwiki.com tends to be more up to date as I believe that is where the primary wiki contributors went back when wikia changed their formatting. Here is a link to that page:

Pathfinder Wiki - Pathfinder Modules

As for ones I found fun that I have experience with:

Entombed with the Pharohs

This one was a fun desert romp with a bit of a competing nature to is and an interesting delve into a pyramid. We had fun with this one.

Realm of the Fellnight Queen

I ran this one for my Kingmaker group as a drop-in adventure. It was a good run and the module seemed very well put together, interesting and fun to run at the same time.

I also loved Realm of the Fellnight Queen, although only from the read-through, as I haven't played it. Steel Wind has some great advice on making it run smoother on one of the Pathfinder Chronicles podcasts that DMs should check out to avoid a probable TPK.

I also really liked Tower of the Last Baron and Carrion Hill. I'm very much looking forward to reading The Harrowing, but it's still buried in my reading queue at the moment.
 

I'm more interested in what makes those adventures better than the rest (and better than other available adventures). The elements that make them stand out as the top of the pile.

See I want to write a stand-alone adventure or three and put them out free. Paizo puts out the best adventures. So if I can deconstruct them and learn from those best examples, what made them great adventures, then I can try that.
 

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