Things to fit a 6-hour slot


GM Discussion

Grand Lodge 4/5 Venture-Agent, Texas—Houston

So I'm planning yet another convention, and figuring that I'll need to give 'Legacy of the Stonelords' and extra-long slot based on my last experience running it.

I've also seen 'The Waking Rune' take a good 6 hours.

'Halls of Dwarven Lore' is maybe another, but has the disadvantage of being part 1 of 3.

What about low tiers? What 1-5 and 3-7 scenarios have you seen take well over 4 hours to run?

On the flip-side, what sanctioned modules or AP sections run short enough to finish in a 6-hour slot? I often see 'Murder's Mark' wrap up in about 6 hours. Have you seen others?

What content do you think is best slotted into a 6-hour slot?

4/5

My Suggestions,

The Sealed Gate 7-11
Assault on the wound 3-9
Scars of the first crusade, if you have a lot of roleplaying. could go short or long. 1-5
Reign of winter part one if you have a bunch of level two's running through it.

Another option would be to run anything you want and have Silverhex on Standby. Each part is reasonably short and culd be run in an hour. All 6 would fill a slot.

Grand Lodge 4/5

Pathfinder Adventure, Rulebook Subscriber

Beacon Below and Fate of the Fiend are two 7-11s that can run long depending on the table.

Liberty's Edge 4/5 5/55/5 **

Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

So wait this years special is not timed? In the past they always worked a 5 hour time limit into the specials

Or is the 6 hours to acomadate set up/mustering and paperwork at the end?

Grand Lodge 4/5 Venture-Agent, Texas—Houston

Dragnmoon wrote:
So wait this years special is not timed? In the past they always worked a 5 hour time limit into the specials

Spoiler:
Only the intro and final acts are on a timer. The other acts advance only as PCs achieve success conditions, which means it can run long.
Silver Crusade 1/5 *

The first floor of Thornkeep, Accursed Halls, should be able to be fit into a 6 hour slot.

Weapon in the Rift can run long if you let them puzzle out the door.

Stranger Within can run long at high tier.

Scarab Sages 5/5 5/5 *** Venture-Captain, Netherlands

I recently ran Decline of Glory. It will run long, due to mechanics and ample roleplay opportunity.

Shadow Lodge 4/5

I second Scars of the Third Crusade, when run properly, that one really needs a 6-hour slot.

4/5

I've definitely seen "The Hellnight's Feast" run quite long multiple times. It is worth it though, if your group enjoys the role playing.

Shadow Lodge 4/5

The Cultist's Kiss

The Exchange 5/5

Any scenario where I am one of the players (or the judge).

Yeah, I could turn a Quest into a 6 hour game (6 hours of fun!).

Scarab Sages 4/5 *** Venture-Captain, Pennsylvania—Philadelphia

4-20 Words of the Ancients is a 7-11 that can run quite long.

5-07 Port Godless (5-9) can be pretty long as well.

6-03 The Technic Siege (5-9) is a recent one that has a lot to be done--nice not to have to rush it.

Shadow Lodge 4/5 Venture-Captain, California—San Francisco Bay Area South & West

Kelly Youngblood wrote:
Dragnmoon wrote:
So wait this years special is not timed? In the past they always worked a 5 hour time limit into the specials
** spoiler omitted **

You might want to take another look at the last section of page 5; it shows a pretty tight timeline for the whole special, with only a limited amount of leeway for adjustment.

Grand Lodge 4/5 Venture-Agent, Texas—Houston

John Francis wrote:
Kelly Youngblood wrote:
Dragnmoon wrote:
So wait this years special is not timed? In the past they always worked a 5 hour time limit into the specials
** spoiler omitted **

You might want to take another look at the last section of page 5; it shows a pretty tight timeline for the whole special, with only a limited amount of leeway for adjustment.

It gives guidelines for when thing should occur, not deadlines, and even with the allowed 20% adjustment, I have seen a house of 7 tables unable to complete it on-schedule.

Sovereign Court 4/5

#4-09 The Blakros Matrimony. Roleplaying them all takes a lot of time.

#3-15 The Haunting of Hinojai can take an ample amount of time as well.

Shadow Lodge 4/5

Deussu wrote:
#3-15 The Haunting of Hinojai can take an ample amount of time as well.

The scenario actually has only about a third of the roleplaying/moodsetting my run of it contained. The long run time was entirely my fault as it is in fact a fairly short scenario, just with a lot of hot spots along the way.

Sorry!

Sovereign Court 4/5

So basically you can make any scenario into a 6-hour adventure as long as you just stuff it full of flavor and muffins.

Scarab Sages 5/5 5/5 *** Venture-Captain, Netherlands

Deussu wrote:
So basically you can make any scenario into a 6-hour adventure as long as you just stuff it full of flavor and muffins.

Well, yes. I once made Blackwaters run an hour longer then it should by making up all the dishes in the feast that was held so I could accommodate a really weird plan the players had to fulfill a faction mission...

Shadow Lodge 5/5

Technic Siege can run long as well

Scarab Sages 5/5

technic siege, blakros matrimony, day of the demon, beacon below, cultist's kiss,port godless, dots-part 2, the sealed gate

The Exchange 1/5

fate of the fiend...many combats and roleplay as well.

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