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Author Topic: Best Modules for lower level players?  (Read 1543 times)

TobiasP

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Best Modules for lower level players?
« on: April 13, 2021, 04:25:07 PM »
Hi all,

Nothing fancy or political, just a simple question. I have a group of 4th level players in a 5th edition campaign. I am looking for a few good modules to offer them as options. I have "The Forge of Fury" from the 5th addition module collection which looks OK, but I wanted a few other options as well. Any suggestions would be much appreciated.

Thanks in advance.

Tobias

S'mon

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Re: Best Modules for lower level players?
« Reply #1 on: April 13, 2021, 04:36:17 PM »
Forge of Fury is good yup.

I've had a lot of success with 12 Peculiar Towers from Kobold Press. For a big one, 5e Barrowmaze looks very good. I mostly convert OSR or 3e/PF stuff though; I kicked off the campaign for one group with converted free version of Shadowed Keep on the Borderland https://www.drivethrurpg.com/product/100663/Shadowed-Keep-on-the-Borderlands which was good though over-detailed.

TobiasP

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Re: Best Modules for lower level players?
« Reply #2 on: April 13, 2021, 06:27:52 PM »
Thanks for the recs.

Barrowmaze is a bit dear - I guess it's probably an entire campaign in one dungeon kind of thing?

12 Towers is interesting but it says it needs two supplemental Monster Manuals. How bad do you think it will be if I don't have those?

Ghostmaker

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Re: Best Modules for lower level players?
« Reply #3 on: April 13, 2021, 07:58:57 PM »
I've been running Goodman Games's 5E conversion of Into the Borderlands (Caverns of Quasqueton + Keep on the Borderlands). Probably going to need to pick up the Isle of Dread soon as the party's 3rd level and oversized (7 PCs).

Thornhammer

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Re: Best Modules for lower level players?
« Reply #4 on: April 13, 2021, 09:31:11 PM »
Yep, Barrowmaze is a whole entire campaign unto itself.

Really cool though.

TobiasP

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Re: Best Modules for lower level players?
« Reply #5 on: April 14, 2021, 01:18:43 AM »
I've been running Goodman Games's 5E conversion of Into the Borderlands (Caverns of Quasqueton + Keep on the Borderlands). Probably going to need to pick up the Isle of Dread soon as the party's 3rd level and oversized (7 PCs).

How is running with 7 PCs?

S'mon

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Re: Best Modules for lower level players?
« Reply #6 on: April 14, 2021, 01:54:35 AM »
Thanks for the recs.

Barrowmaze is a bit dear - I guess it's probably an entire campaign in one dungeon kind of thing?

12 Towers is interesting but it says it needs two supplemental Monster Manuals. How bad do you think it will be if I don't have those?

You need the monster stats but they are all free online eg https://www.5esrd.com/database/creature/ravenfolk-warrior-3pp/

I'd recommend getting the Pocket Tome of Beasts and Pocket Creature Codex though, they're great and not expensive.

Ghostmaker

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Re: Best Modules for lower level players?
« Reply #7 on: April 14, 2021, 09:17:02 AM »
I've been running Goodman Games's 5E conversion of Into the Borderlands (Caverns of Quasqueton + Keep on the Borderlands). Probably going to need to pick up the Isle of Dread soon as the party's 3rd level and oversized (7 PCs).

How is running with 7 PCs?
Not as bad as you'd expect.

The game started out as a one shot to test drive 5E, with three players. We realized the party needed to be fleshed out a bit, so each player opted to run two PCs for a full party of six.

We added two other players a little later. One took up an existing character while another opted for his own, giving a total of five players and 7 characters.

Biggest issue for me is how seven PCs will absolutely maul some encounters. I'm going to dial up the heat a bit and see how they fare, give them a toughened encounter or two.

It helps that most of us are old friends and we all know each other's foibles :)

Steven Mitchell

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Re: Best Modules for lower level players?
« Reply #8 on: April 14, 2021, 12:04:40 PM »
I've been running Goodman Games's 5E conversion of Into the Borderlands (Caverns of Quasqueton + Keep on the Borderlands). Probably going to need to pick up the Isle of Dread soon as the party's 3rd level and oversized (7 PCs).

How is running with 7 PCs?
Not as bad as you'd expect.

The game started out as a one shot to test drive 5E, with three players. We realized the party needed to be fleshed out a bit, so each player opted to run two PCs for a full party of six.

We added two other players a little later. One took up an existing character while another opted for his own, giving a total of five players and 7 characters.

Biggest issue for me is how seven PCs will absolutely maul some encounters. I'm going to dial up the heat a bit and see how they fare, give them a toughened encounter or two.

It helps that most of us are old friends and we all know each other's foibles :)

Having run for groups that typically have 7-9 players, and at particular sessions, more than that, I'll suggest for 5E the easiest way to run for the 7-9 group is to make double-sized encounters and completely ignore the 5E advice on scaling.  Assuming you are playing fair on the "focus fire" aspect.  16+ goblins shouldn't all be so disciplined as to peg a single character, for example.  In fact, the way I think of it is of two smaller parties that happen to be adventuring together and two groups of foes that happened to show up at the same time.  The benefit that a party gets out of combined actions is greater than what even diverse but cohesive monsters get.  In other words, 7 characters scales to more power compared to 4 characters than double monsters does.

This does all kinds of nice things for your ability to adjust on the fly based on the actions of the characters and a varying roster of players showing up.  When the party size drops temporarily into the 4-6 range, they've always got the option to try to deal with the encounters piecemeal.  And they've probably got a better chance at sneaking around to make that happen.  It also gives you a lot more leeway at shaping encounters to the environment instead of doing that "balanced encounter" dance.  There are, say, 8 groups of goblins sitting or moving around in the vicinity.  Depending on what the players do, they could handle 1 or 2 of them isolated and then sneak around the rest.  Or they could call all 8 groups down on their heads in waves and probably die.  As it should be.

But mainly what it does is let you build things in monster groups that would be roughly appropriate for a typical size party and your overall goal (cakewalk, can handle it if not stupid, probably should run, etc.)--and then ignore that aspect of the game thereafter. 

Ghostmaker

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Re: Best Modules for lower level players?
« Reply #9 on: April 14, 2021, 01:52:21 PM »

Having run for groups that typically have 7-9 players, and at particular sessions, more than that, I'll suggest for 5E the easiest way to run for the 7-9 group is to make double-sized encounters and completely ignore the 5E advice on scaling.  Assuming you are playing fair on the "focus fire" aspect.  16+ goblins shouldn't all be so disciplined as to peg a single character, for example.  In fact, the way I think of it is of two smaller parties that happen to be adventuring together and two groups of foes that happened to show up at the same time.  The benefit that a party gets out of combined actions is greater than what even diverse but cohesive monsters get.  In other words, 7 characters scales to more power compared to 4 characters than double monsters does.

This does all kinds of nice things for your ability to adjust on the fly based on the actions of the characters and a varying roster of players showing up.  When the party size drops temporarily into the 4-6 range, they've always got the option to try to deal with the encounters piecemeal.  And they've probably got a better chance at sneaking around to make that happen.  It also gives you a lot more leeway at shaping encounters to the environment instead of doing that "balanced encounter" dance.  There are, say, 8 groups of goblins sitting or moving around in the vicinity.  Depending on what the players do, they could handle 1 or 2 of them isolated and then sneak around the rest.  Or they could call all 8 groups down on their heads in waves and probably die.  As it should be.

But mainly what it does is let you build things in monster groups that would be roughly appropriate for a typical size party and your overall goal (cakewalk, can handle it if not stupid, probably should run, etc.)--and then ignore that aspect of the game thereafter. 
Hmm. I'll play a bit with doubling up on encounters. Although not all of my planned encounters are strictly combat; the party will have a couple noncombat ones in the next session.

Svenhelgrim

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Re: Best Modules for lower level players?
« Reply #10 on: April 14, 2021, 09:06:06 PM »
I've been running Goodman Games's 5E conversion of Into the Borderlands (Caverns of Quasqueton + Keep on the Borderlands). Probably going to need to pick up the Isle of Dread soon as the party's 3rd level and oversized (7 PCs).

That’s enough people to man a small ship.

Ghostmaker

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Re: Best Modules for lower level players?
« Reply #11 on: April 14, 2021, 09:53:33 PM »
Yeah, but the party spread is weird and the wild mage sorceress is insanely prone to surges.

In fact, that character is now fourteen years old thanks to being de-aged by one surge.

mAcular Chaotic

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Re: Best Modules for lower level players?
« Reply #12 on: April 15, 2021, 04:56:53 AM »
I've been running Goodman Games's 5E conversion of Into the Borderlands (Caverns of Quasqueton + Keep on the Borderlands). Probably going to need to pick up the Isle of Dread soon as the party's 3rd level and oversized (7 PCs).

How is running with 7 PCs?
Not as bad as you'd expect.

The game started out as a one shot to test drive 5E, with three players. We realized the party needed to be fleshed out a bit, so each player opted to run two PCs for a full party of six.

We added two other players a little later. One took up an existing character while another opted for his own, giving a total of five players and 7 characters.

Biggest issue for me is how seven PCs will absolutely maul some encounters. I'm going to dial up the heat a bit and see how they fare, give them a toughened encounter or two.

It helps that most of us are old friends and we all know each other's foibles :)

Having run for groups that typically have 7-9 players, and at particular sessions, more than that, I'll suggest for 5E the easiest way to run for the 7-9 group is to make double-sized encounters and completely ignore the 5E advice on scaling.  Assuming you are playing fair on the "focus fire" aspect.  16+ goblins shouldn't all be so disciplined as to peg a single character, for example.  In fact, the way I think of it is of two smaller parties that happen to be adventuring together and two groups of foes that happened to show up at the same time.  The benefit that a party gets out of combined actions is greater than what even diverse but cohesive monsters get.  In other words, 7 characters scales to more power compared to 4 characters than double monsters does.

This does all kinds of nice things for your ability to adjust on the fly based on the actions of the characters and a varying roster of players showing up.  When the party size drops temporarily into the 4-6 range, they've always got the option to try to deal with the encounters piecemeal.  And they've probably got a better chance at sneaking around to make that happen.  It also gives you a lot more leeway at shaping encounters to the environment instead of doing that "balanced encounter" dance.  There are, say, 8 groups of goblins sitting or moving around in the vicinity.  Depending on what the players do, they could handle 1 or 2 of them isolated and then sneak around the rest.  Or they could call all 8 groups down on their heads in waves and probably die.  As it should be.

But mainly what it does is let you build things in monster groups that would be roughly appropriate for a typical size party and your overall goal (cakewalk, can handle it if not stupid, probably should run, etc.)--and then ignore that aspect of the game thereafter.

won’t that make every combat take forever though
Battle doesn't need a purpose; the battle is its own purpose. You don't ask why a plague spreads or a field burns. Don't ask why I fight.

S'mon

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Re: Best Modules for lower level players?
« Reply #13 on: April 15, 2021, 06:29:23 AM »
won’t that make every combat take forever though

I generally GM 5e for 7-8 players online, with 1-3 accompanying NPCs.
It does take longer but I find banning multiclassing & feats keeps character complexity down and turns go swiftly. It would be a lot quicker still if the players hadn't objected to side-based initiative & insisted on each having their own discrete turn!

As said above, the main thing is to use groups of monsters. If you are 'building' encounters, do it 4e style, basing it off a standard of 1 monster per PC, not 3e style 1 monster per group.

The best fights IME are probably those with around 1.5 to 2 times as many monsters as PCs.

Reckall

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Re: Best Modules for lower level players?
« Reply #14 on: April 15, 2021, 08:28:02 AM »
Back to good adventures, what about the classic BECMI "Night's Dark Terror"? Paired with the "Grand Duchy Of Karameikos" Gazetteer it was a wonderful experience back in the day.

https://en.wikipedia.org/wiki/Night%27s_Dark_Terror

Edit: this is a fan-made conversion for 5E:

http://www.pandius.com/B10_Nights_Dark_Terror_5E.pdf
« Last Edit: April 15, 2021, 08:29:45 AM by Reckall »
For every idiot who denounces Ayn Rand as "intellectualism" there is an excellent DM who creates a "Bioshock" adventure.