Five starter adventures to launch your new Pathfinder table
A concise list of five beginner-friendly scenarios with session lengths, prep estimates, and conversion tips to help new GMs onboard players and teach core mechanics.

New GMs often ask for a short, forgiving adventure that teaches rules and keeps players invested. Here are five curated starter scenarios and practical prep notes you can run with minimal fuss. Each entry lists recommended levels, an estimated session length, GM prep time, and simple conversion tips for GMs moving between Pathfinder 1e and 2e.
Fall of Plaguestone is the go-to small-town investigation for fresh tables. Recommended levels: 1–3. Session length: 3–4 hours. GM prep time: 1–2 hours to read and trim scenes. Focus on the mystery beats and a couple of key NPC motivations rather than every side detail. Conversion tip: simplify skill checks by mapping common 1e skills to 2e proficiencies, reduce the number of trap and combat threats, and treat social encounters as chance to teach diplomacy and perception rather than contest-heavy scenes.
Sundered Waves is a one-shot friendly, seafaring hook that teaches travel, environmental hazards, and simple shipboard tactics. Recommended levels: 2–4. Session length: 3 hours. GM prep time: 1 hour to sketch the map and a couple of encounter stats. Keep combat light and use waves, weather, and crew tasks to build teamwork. Conversion tip: for 1e to 2e, shift flat modifiers into proficiency and conditional bonuses, and streamline ship rules by using basic DCs for checks rather than full rules sets.
Dinner at Lionlodge is social-heavy and perfect for teaching roleplay, faction ties, and downtime mechanics. Recommended levels: 1–3. Session length: 2–3 hours. GM prep time: 30–90 minutes to define NPC goals and social objectives. Make each scene have one clear objective—learn an NPC secret, recruit an ally, or defuse a fight—so new players always know success looks like. Conversion tip: map 1e social skills to 2e skill actions, and convert NPCs by focusing on intent and moves rather than exact feat lists.

Pick a single short Pathfinder Society scenario when you want a tight, rules-focused session. Recommended levels: varies, choose a single 2–3 hour scenario that matches your table. Session length: 2–3 hours. GM prep time: 30–60 minutes to read the key scenes. These scenarios are ideal for introducing mechanics in bite-sized pieces. Conversion tip: if switching editions, keep the objectives and timing intact and tweak monster or challenge numbers to match the party’s power.
Custom mini-dungeon from a Flip-Mat works when you need a do-it-yourself option. Recommended levels: 1–4. Session length: 2–4 hours. GM prep time: 1–2 hours to sketch encounters and a single clear objective. Use small, combat-light encounters and one obvious win condition—rescue, retrieve, or escape—to teach tactics and resource management. Conversion tip: design encounters around challenge rather than exact stats; scale hit points or damage and simplify action economies when moving between editions.
These five scenarios let you introduce rules gradually, keep sessions focused with clear win conditions, and adapt content between 1e and 2e without redoing entire modules. The takeaway? Start small, prioritize a single objective per session, and use social and environmental scenes to teach noncombat mechanics. Our two cents? Run one short adventure, keep prep tight, and let players learn by doing—your table will thank you at session two.
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