Let’s be honest: it’s been a while since I chucked dice, so half of what I know about Pathfinder is barely remembered rules from my last D&D 3.5 game. I played a couple sessions with a group last year, and some 4th a year or so before that, some sporadic games while I was enlisted, and the longest running campaign I played in about 10 years ago. So I’m a little rusty, even if I’ve got the basics down. To make matters more confused, Pathfinder is only a little different from D&D 3.5, so I’m constantly checking myself to make sure nothing changed. About 75% of the time, I’m right.
I had a plan to run my players through a one-time adventure where everyone would play a 10th level bard. It was to be kind of an introduction to the game, and an exploration of the bard class, because bards get a bad rap. After making the short adventure and the characters, however, I realized that with all the spells and skills a 10th level bard has, it’d probably be way too much for an introduction. Everyone seemed to want to play their own character anyway, so I shopped around for an adventure path I could run with.
There are a ton of Pathfinder adventure paths, and they all sound awesome. I went with Rise of the Runelords. It is a nice collection of all six modules compiled into a hardcover book with bonus encounters and post-release enhancements for only $40, which is as much as two modules alone. Scrapping my bard adventure meant I didn’t have as much time to prepare, and the game suffered a little for it. However, the first part is mostly combat, so I managed to get by.
Speaking of combat, jumping into it with four brand new characters is a great refresher on all of the little details that need to be remembered! I overestimated how much of the stats would be in the campaign book, so I was quickly looking up goblins in my 3.5 Monster Manual. Then I got a reminder of how many little details and numbers need to be crunched when a sorceror or cleric casts a spell. Range, effects, saves, resistance DCs, all of that.
I also got a reminder of how brutal this game can be at low levels. A goblin managed to score a critical attack on the cleric, and dropped him with one hit. I felt a little bad for that. Don’t get me wrong; I don’t want to bail anyone out when their number comes up. I feel like the game is less interesting when the DM is constantly bailing out dying PCs. There’s no threat of death. But the cleric was a guy I just met. Thankfully, he stabilized right away and I managed to interject a brief respite for him to get him up to 1HP so he could at least heal himself a little.
The rest of the session went fairly smoothly. The PCs survived some strong hits but no more crits. For the first time, I had to consult some riding and mounted combat rules. I simply never touched them before, but one of their encounters involved a goblin ranger on a goblin dog. I wish I had remembered that I had the reference guide in my phone, because I didn’t have a stat block for the goblin dog. I had to fudge a combination of a standard dog and a riding dog, and I missed out on all the little details of a goblin dog. Whoops.
Of the mistakes I made that I think can be easily fixed, I’m going to start withholding loot and XP until the threat is over and those things matter. I started doling out both after the second battle, even though there was no opportunity to spend either. That was kind of a waste of time, as I could’ve combined all the previous encounters at the end of the session.
But all in all, I think the session went well and I’m very excited to get back into it next month.
Nordak – Male half elf sorceror 1
Ironhouse – Male dwarf cleric 1
Tragehon – Male dwarf fighter 1
Groob – Male half orc rogue 1