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Depends on the module.
We Be Goblins? Definitely.
Master of the Fallen Fortress? Also a yes.
Most others? Probably not, most regular PFRPG modules (32 pages long) are probably going to take 2-3 sessions, maybe more if there is much role playing.
The only quest I know of, other than the three scenario series, is the Ambush in Absolom adventure out of Kobold Quarterly 17, which is a filler-type adventure, 1-2 hours, no XP or gold, just a boon for success.

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Most modules in my experience tend to run about 10-12 hours in length. If your prepared and get started a little early/right on time, they can be completed during a two session game day (requires a GM who doesn't let the players side tangent though). It's best to allow yourself three sessions to complete one. this way your players don't feel rushed.

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I found myself without some of the players from last week, and some new players, and ended up running Masters of the Fallen Fortress tonight. I'm glad I chose that one instead of Crypt of the Everflame. That said, I also had Masters of the Fallen Fortress at the ready, which helped a lot.
We started late like I thought we would (about two hours late), and therefore ended up running late, but finished just as we were told the store would be closing soon.
I had been prepared to run #3-11, so that didn't help. Hopefully next week we'll have six or so. I'm trying to evangelize, after a fashion, as much as I can, and it helps that people know that they don't need to be present at every session and can just jump in if they find their other plans don't pan out. However, I also have seen this work against PFS in the past, so who knows?

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I found myself without some of the players from last week, and some new players, and ended up running Masters of the Fallen Fortress tonight. I'm glad I chose that one instead of Crypt of the Everflame. That said, I also had Masters of the Fallen Fortress at the ready, which helped a lot.
We started late like I thought we would (about two hours late), and therefore ended up running late, but finished just as we were told the store would be closing soon.
I had been prepared to run #3-11, so that didn't help. Hopefully next week we'll have six or so. I'm trying to evangelize, after a fashion, as much as I can, and it helps that people know that they don't need to be present at every session and can just jump in if they find their other plans don't pan out. However, I also have seen this work against PFS in the past, so who knows?
Our local V-C runs modules on game night at one particular store. He asks players interested in a module to commit for three straight weeks in order to ensure enough time to complete the module. It helps that he always makes sure there is at least one scenario running as well, so those who can't commit are still able to participate in something.
Plan for 3 sessions in a row. It rarely takes all three right until the end, but it usually takes more than two.

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The quest takes about an hour, but is really a waste of time. Not that we didn't enjoy it, but nobody was keen on doing it again.
The modules can be fun but they take a MINIMUM of two long sessions. Others will definately take 3. Ruby Phoenix, Carrion Hill and Feast of Ravenmoor all took us close to 12 hours each. Godsmouth took 2 sessions but was the worst of all of the modules listed.