Good (4 hr or less) 7-11 scenarios


GM Discussion

Scarab Sages 5/5

What are some good 7-11 scenarios that can be run in under 4 hrs?

2/5

We run all of our scenarios in 4 hour slots due to venue hours. I havent played all that many but heres what I think based on how they went for us
Bad:
Feast of sigils

Spoiler:
Has an open ended roleplay part and a fight that will probably take a while (high ac+fast healing+magic immune). I went way over on this but I indulged the roleplay. Sure, you can pare it down but thats just no fun

King of the storval stairs
Spoiler:
This is just all combat but we still went long due to one long fight (mass harpies, ranged attacks)

Good:
Refuge of time
Spoiler:
Just 4 straightforward combats. The bbeg is a conjuror so in the unlikely event he gets rolling this may extend the length to average

Words of the ancients
Spoiler:
2 combats and a moderate puzzle. Potential third combat can be avoided socially without undue difficulty

With the dismissal of faction missions most scenarios should be pretty manageable in 4 hour slots, but maybe we move quickly because thats what we are used to.

Liberty's Edge 2/5 *

4 hour slots and 7-11's do not match. In fact Id be worried what gets cut to make it under the 4 hour limit set.

Dark Archive 4/5

Have you considered running 7-11s as two-part events? You would probably be a lot more relaxed.

Grand Lodge 4/5

22: Fingerprints of the Fiend would probably run in 4 hours, especially without the faction missions.

Spoiler:
Of course, my impression may be wrong, due to running it online, with a caster-heavy party, what with fireballs killing off most of an encounter, even if the targets save; and one of them having a fairly high DC for their Stone to Flesh spell...

Scarab Sages 5/5

Typically we have 4hrs and 1 hr break between slots. However, for our October game day there is a wedding 1 hr after the first 4hr slot and the its a 45 min drive. So we need to be done as close to 4 hrs as possible.

Dark Archive 3/5

My suggestion, don't do any high level scenarios that day.

Scarab Sages 5/5

That's what it might end up having to be. We were not sure if the earlier (season 0 or 1) tend to run shorter, because the low levels tend to do. Hence, why I am asking.

Dark Archive 3/5

If you decide to play King of the Storval Stairs, it can go way over. One encounter, trying to avoid spoilers, took my group close to two hours to complete.

Scarab Sages 5/5

It won't be any season 4, I can already say that much.

5/5 ** RPG Superstar 2008 Top 16

1 person marked this as a favorite.

Scenario 0-20: King Xeros of Old Azlant has an encoutner that prudent players can settle by roleplaying, making it easily playable in a four-hour slot. I'm also fond of the adventure's plot, which may have your (Tier 7-8) players thinking "Game Over, man! We're all gonna die on this rock!"

4/5

I highly recommend against 0-20 for a 4 hour slot.

0-20:
There is one encounter you can get past, but the initial Clay Golem makes any character hit basically defensive the entire scenario to avoid dying as they will barely be able to heal because of the time constraints and need of a CL 25 check from a 7-8, and you can forget the wand of CLW. That greatly slows down the scenario.

The Exchange 5/5

Ah... do you want to be alive at the end?
Most of the 7-11s run inside of 4 hours if you die in the second or third encounter.

Shadow Lodge 3/5

I heard there was some suggestion that from season 4, Paizo had considered the time 7-11's take in a 5 hour slot (ie. it can't be the same sort of format as a 1-5, for example, since 7-11's generally go for longer and are more complex).

I know this was true for Refuge of Time, but certainly not for King of the Storval Stairs.

Grand Lodge 4/5

Out of the scenarios listed above, I really only think Refuge of Time could possibly run in under four hours.

Scarab Sages 5/5

Season 4 scenarios will not be a good fit anyways. Our players that have characters in that range have already played most of the season 4s.

2/5 *

"Encounter at the Drowning Stones" ran 3 hours for us recently at subtier 10-11.

4/5

By Nosig's earlier suggestion, Waking Rune is a fantastic 4 hour scenario. Assuming players take reasonable amounts of time I think I can finish the slot in under 2 hours.

Scarab Sages 5/5

We decided on Lost at Bitter End. It's a season 0 that has a decent author, good rating, and is 18 pages. Y'all have any input on this scenario. We haven't played it and have no clue what it is about outside of reading the description.

Silver Crusade 5/5

Lost at Bitter end can be a tough one

:

One of the encounters occurs in the mana wastes. Magic winks on and off. I was playing a Mystic Theurge......yeah.....For one particularly nasty encounter I hid behind the paladin.....we faced invisible hell cats....and there wasn't much we could do until the magic winked back on again. Yeah it was pretty hairy...no pun intended....one of the other mages got mauled and savaged to death by one of the hell cats. I think we had 3 wizards, 1 mystic theurge, 1 split class sorcerer/ cleric (he got chewed on), 1 paladin and a rogue. I think we were 7 to 9th level

I hope this helps

Dark Archive 4/5 5/5 ****

Probably too late, but my recent run of Lost at Bitter End took about six hours.. The first encounter took 2.5 hours itself!

Of course, YMMV

Sovereign Court 4/5

I have to chime in about Lost at Bitter End.

Spoiler:
The Hellcat encounter is completely moot now. The invisibility is now (Su) in PFRPG opposed to (Ex) in 3.5, and thus the invisibility works only when magic works normally.

Grand Lodge 5/5 ****

1 person marked this as a favorite.

I have done Lost at Bitter End a few times

I can recommend it. I ran it a few times inside a 4 hour slot at tier 7-8. I once ran into a long rules discussion - partly me to blame to not forwarning the player.

Spoiler:

Combat 1 is some undead. Haven't had any problems here - the one exemption was when I had an Oracle of Bones which controlled the JuJu zombies. Fight over before they acted BUT
his control ends as soon as he enters the first dead magic zone. So he was miffed when his bodyguard following 5 feet behind him - suddenly decided to attack him - I gave them surprise.
It clearly was a surprise as he didn't see it coming ... The discussion lasted a long time - even next day - if he should have lost control (yes - the rules call was correct).
I should have given a warning that they entered a dead magic zone - bag of holding suddenly more heavy, etc. But I ran this cold when we needed a GM to pick something up.

Community / Forums / Organized Play / GM Discussion / Good (4 hr or less) 7-11 scenarios All Messageboards

Want to post a reply? Sign in.
Recent threads in GM Discussion