Embarking on Pathfinder: A Simple Adventure to Learn the Basics

At the end of 2024, I picked up a Humble Bundle packed with Pathfinder material. My main draw? The battle maps—perfect for my solo games—and the adventures, which promised fresh inspiration. But as I sifted through the bundle, I realised I had much more than I bargained for: Player’s Guide, GM Guide, Lost Omens supplements, and three bestiaries.

It seemed a shame to let these PDFs gather digital dust. If I had all these fantastic resources, why not actually play the game?

That said, Pathfinder is a bit more complex than my usual go-to RPGs. So rather than diving in blindly, I crafted a simple adventure—something designed to cover the fundamentals:

  • Combat
  • Magic
  • Interacting with NPCs
  • Engaging with the environment

The goal was to ease myself into Pathfinder’s mechanics without overwhelming myself.

A Flexible Adventure Outline

I’ve kept this post as a broad adventure outline, meaning you can easily adapt it to any fantasy RPG you’re playing. Whether you’re a solo gamer or a GM looking for a straightforward quest to introduce new players, this structure should serve you well.

As I play through the adventure myself, I’ll be updating the blog with Pathfinder-specific stats—so if you want to run this as a Pathfinder campaign, stay tuned!

More Adventures Ahead

This is just the beginning! I plan to create similar adventure outlines in the future, offering more ideas that blend storytelling and mechanics to help ease into different RPGs

An Adventure Outline for Pathfinder Level 1 Characters

From Quiet Beginnings to Perilous Discovery

Act 1: The Peaceful Village

Setting the Scene

The characters begin in a serene village named Willowshade, known for its lush meadows and a sparkling creek winding through its heart. Villagers are friendly but wary of strangers, as rumors of strange occurrences have begun to circulate. Quiet markets, rustic homes, and an old wooden inn called “The Singing Creek” form the backdrop of their starting point.

Main NPCs

  • Eldrin Greendale: The elderly village leader. Wise but troubled by reports of missing livestock.
  • Mila Fairbloom: A young herbalist who suspects something unnatural in the woods.
  • Mila Fairbloom herbalist
  • Fletch Tarmun: The innkeeper who has overheard whispers of a shadowy figure visiting the outskirts at night.

Minor NPC’s

  1. Liora Windwhisper: A mysterious ranger who roams the outskirts of Willowshade. She has a keen sense of the unnatural and often warns villagers of impending dangers. Her knowledge of the forest is unparalleled, and she can be a valuable ally or a formidable foe.
  2. Garrick Stonefist: The local blacksmith, known for his strength and craftsmanship. Garrick is a gruff but kind-hearted man who takes pride in his work. He is well-respected in the village and can provide valuable equipment and repairs for adventurers.
  3. Elara Moonshadow: A young and ambitious mage who recently arrived in Willowshade. Elara is eager to prove herself and is fascinated by the arcane. She is always experimenting with new spells and can offer magical assistance to those in need.
  4. Finnian Lightfoot: A charming and quick-witted rogue who knows the ins and outs of Willowshade. Finnian is a master of stealth and deception, often using his skills to gather information or acquire valuable items. He can be a useful informant or a cunning adversary.

Hook: The Mystery Unfolds

The adventure begins with whispers of eerie events. Livestock has vanished without a trace, and crops near the woods are withering unnaturally fast. Villagers plead with the adventurers to investigate, offering small rewards such as fresh food, basic gear, and safe lodging.

Act 2: Into the Woods

Exploration

The players gather clues from villagers and venture into the nearby Whispering Woods. The trees grow unnaturally close, creating an oppressive atmosphere. Strange markings can be found carved into tree trunks, and faint, unnatural whispers echo through the air.

Encounters

  • Lost Scout: The adventurers find a wounded villager hiding near a small clearing, rambling incoherently about “dark eyes watching.”
  • Minor Threat: The party encounters a group of hungry wolves. The encounter could be avoided with clever use of skills or resources.
  • Arcane Puzzle: A glowing rune-covered stone blocks the path forward, requiring the party to decipher its meaning or disable it.

Clues to the Main Threat

Scattered evidence—like tufts of fur, claw marks, and broken tools—suggests that the village’s problems originate from a malevolent creature hiding deeper in the forest.

Act 3: The Hidden Lair

Finding the Source

After following the trail, the adventurers uncover a hidden underground lair. The entrance is concealed by thick vines and guarded by animated woodland creatures corrupted by dark magic.

The Villain

The antagonist is revealed to be a fledgling necromancer experimenting with forbidden magic. Their goal is to harness the life force of creatures to fuel their arcane ambitions. This necromancer, though inexperienced, has conjured a skeletal guardian to protect their lair.

Final Encounter

The adventurers face off against the necromancer and their skeletal guardian. The necromancer offers a chance for the party to join them, creating an optional moral dilemma. If the offer is refused, combat ensues.

Act 4: Back to Willowshade

Resolution

After defeating the necromancer, the party returns to Willowshade, bearing proof of their victory. The villagers celebrate their bravery and reward them modestly, offering heartfelt thanks and a chance to rest. The adventurers may uncover hints of greater threats lurking beyond the village, setting the stage for future adventures.

Potential Outcomes

  • If the necromancer escapes, the party may face them again in a future encounter.
  • Spreading tales of the adventurers’ deeds could attract new allies—or enemies.
  • The villagers may come to rely on the adventurers for protection, providing ongoing hooks for local quests.

Next Steps

Expanding the Campaign

Should the adventurers wish to continue, leads from the necromancer’s lair could point to a larger network of forbidden magic practitioners, ancient ruins hidden deeper in the forest, or even ties to a nearby kingdom embroiled in turmoil.

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