
Andrew Mullen Contributor |

Wow. This is a fantastic adventure but it took me ages to get the GM prep sorted out. I've uploaded it to GM Prep along with a digest of the complex timeline. You're welcome to share.
Go to GM Prep
I wanted to pop back in and say how incredibly, incredibly, incredibly helpful this has been for me!

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Dokomo wrote:Question for people who have run this sanctioned. How long would this take to run at a convention? 4 slots or 6?Interested to know this as well... the adventure length appears highly dependent of player focus (i.e. adventure is investigative in nature).
Ok, this might be spoilerish, so to be on the safe side...
The second chronicle could possibly be defeated within a four hour slot, but it would require a seriously focused group with min/max'd characters to do it. There's a lot of fights...
If memory serves, it took my group about eight to ten 3 hour sessions to complete this module from cover to cover. that's a lot of content to squeeze into a four hour convention time slot.
hope this helps!
One thing I should mention for those that plan on running this online, the maps in the pdf do not line up properly with a grid. I tried three different methods that i know of to get them to work and they all failed. it's like the squares get distorted going from one side of the map to the other. I ended up having to recreate all of them myself.

Rycaut |
I'm scheduled to run this over two days at an upcoming convention - so about 12-14 hours (perhaps a bit more) for the first two chapters (first chronicle sheet) and then about 8-9 hours (possibly a bit more) for the third chapter (second chronicle sheet). Hopefully with the same set of players for both days (but it is a convention so who knows). I'm also hoping that it ends up only being 4-5 players to keep things moving along quickly.
That said, I am truly worried that we might still not have enough time to really do this justice - seems like a LOT of encounters (and in some parts a lot of combats) as well as a bunch of other interactions that we will need to have on top of investigations and lots and lots of roleplaying opportunities.
What have other people's experiences with it in PFS sanctioned play been so far?
and I asked this on the PFS GM boards as well - but seeing that the developers often reply here - what are the rules for PFS for content in this module that is not normally PFS legal? (Dimension of Dreams and other content from Chapter 6 of Occult Adventures as well as the rather key thing that the PCs have to learn, cast and then cast again over the course of the third chapter... which isn't usually legal either for PFS characters.

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Running this in a total of 12-14 hours certainly sounds challenging. The best way to ensure that you can get through it all is to keep the PCs on the trail, even if that means you have to feed them some clues if they're wandering blindly or missing things. The narrative is very much driven by the PCs, and since it's an urban setting rather than a remote dungeon, the PCs can go pretty much where ever they want, which could side track the adventure depending on their choices.
I'm unfortunately of little help in regards to PFS sanctioned play. I'm glad that you already posted in the PFS section of the boards, because that was going to be the best advice I could give on the topic. Rest assured, plenty of skilled Venture Officers and the PFS developers check those threads regularly, so hopefully you can get an answer to those question soon.
Best of luck and I hope you and your players have a great time!

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Running this in a total of 12-14 hours certainly sounds challenging.
As the lead organizer for the convention in question, I have to point out that it's not 12-14 hours total; it's 12-14 hours for parts 1 & 2, and another 8-9 hours for part 3.
That's based on feedback from one of our regular convention GMs (who has already run this), and the information from this thread.

Rycaut |
thanks - to be clear the 12-14 hours is for just the first two chapters (and I may have 2-3 more hours perhaps a bit more - I suspect we'll stay late) and for chapter 3 I'll have 8-9 hours at least but we can probably stay later if all the players are agreeable (assuming the convention doesn't kick us out).
I plan on having a cheat sheet for myself of the clues and some pre-thought out ways to feed additional ones to the players if they seem stuck (probably using the Lamplighter or another named NPC as needed). I'm also trying to think about the right Pathfinder Society hook to start the module with - one that still allows for the amazing open to the module (which I love - I far prefer this type of start to an adventure than the more traditional - and almost always seen in PFS scenario - character intro/quest giver gives the PC's their mission etc. But without spoiling it - this isn't that type of open...
But that said, I think I will think about how to frame this with the Pathfinder Society to give the PC's some guidance and perhaps some hints if needed.

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thanks - to be clear the 12-14 hours is for just the first two chapters (and I may have 2-3 more hours perhaps a bit more - I suspect we'll stay late)
I suspect you won't ...
We have to close down the room (and be there bright and early the next morning to open it up again), so at the very least you'd have to find somewhere else to play. And unless every one of your players really wants to put in that extra table time (without coercion) you'll have to abide by the announced schedule - some of them may have other commitments.

Rycaut |
Played this at a local convention for PFS. We skipped a lot of battles to get 1 & 2 done in one day (3 slots). We also skipped a few to get part 3 done in 2 slots. And that was with skipping meals (eating while playing instead). I could see this going 8 slots if you didn't want to skip anything.
Do you happen to know what you skipped? (if you were playing - have you gone back and picked up the module and read what your GM skipped?) Due to the nature of the adventure - being highly investigatory and with a large house to explore (not being too spoilery - it is the title of the module after all...) I'm sure any given run of the module will deal with encounters in different orders and different groups may skip some things. However one challenge for PFS play (running this in a few days) is what to handwave in the interest of attempting to finish on time - from my prep this is going to be very challenging to complete on time especially for the first Chronicle sheet (parts 1 & 2 of the module) - lots of key set piece encounters I can't skip (and most I don't anticipate being combat options) - but also lots of flavorful encounters and interactions. Starting to make a list now with an eye towards identifying which encounters I could narrate or otherwise handwave to keep things moving faster. Likely will also have to try to avoid the party going down too many wrong paths in the investigation - but ideally doing so in a way that isn't too railroady... )
Overall really looking forward to running this but I agree with others that the prep involved for this is immense - the PFSPrep content is great however I would note that the monster prep set of cards has at least one that doesn't print correctly and many others that are missing some key abilities of some of the monsters - so worth checking them carefully - very useful but missing some key things.

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We skipped most of part 2, so we could start the next morning on part 3. We skipped the first few encounters in part 3 as well so we could finish on time without missing the final battles at the end. We were given the 'story mode' version of what we discovered and who we fought without actually playing it out. We were also very tired and worn down at that point as there were four deaths in part 1. The guy who said none of his PCs ever died in all his years of PFS was killed twice. We were literally one bullet away from being party wiped. Part 3 seemed more manageable (I think almost everyone going up a level helped a lot!)

Rycaut |
A question that has occurred to me as I finalize my prep. I'll put them in spoiler tags as they are both spoilers and specific to maps and rooms (locations of where things are that don't seem to correspond to the maps)

Andrew Mullen Contributor |

I wonder if "at the back of the desk" means the wall behind the desk, and the initial map turnover had the desk at the east side of the room instead of the south near G8?

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Hi Brandon,
I'm currently running House on Hook Street, and one of the PCs in the group has the Lucid Dreamer feat.
Thank you!

Brandon Hodge Contributor |
2 people marked this as a favorite. |

Hi Brandon,
I'm currently running House on Hook Street, and one of the PCs in the group has the Lucid Dreamer feat. ** spoiler omitted **
Hey there! I think both are fine solutions, particularly if you think that's best for your group. Another solution is to...