Adam Daigle
Developer
|
There are also Pathfinder Society Quests. Two of which showed up in Kobold Quarterly, (one later made into a standalone PDF) Ambush in Absalom and The Urge to Evolve.
|
Follow up:
Thank you everyone. I ran Mists of Mwangi and with a lot of paranoia and fun, we got done in 3.5 hours. Pesky PCs almost all made their saves vs the mists. In a case of extremes, the In 14 lore warden didn't and the int 8 cha 9 druid didn't either. I pointed out that they didn't notice much of a difference in her. :-)
|
Follow up:
Thank you everyone. I ran Mists of Mwangi and with a lot of paranoia and fun, we got done in 3.5 hours. Pesky PCs almost all made their saves vs the mists. In a case of extremes, the In 14 lore warden didn't and the int 8 cha 9 druid didn't either. I pointed out that they didn't notice much of a difference in her. :-)
Wanna bet that the Lore Warden had the necessary Knowledge skill trained that would have given them the information needed to ignore the tainted mists?
Last time I ran it, we had a Wizard with all Knowledges trained, who made a good roll. Meh.
|
|
| 3 people marked this as a favorite. |
Also, there is another post on this topic.
For following is a summary of both threads so far.
Summary
Most season 0 scenarios run short:
- #13 The Prince of Augustana
- #8 Slave Pits of Absalom
- #5 Mists of Mwangi
- #23 Tide of Morning
- #33 Assault on the Kingdom of the Impossible
- #14 Many Fortunes of Grandmaster Torch
- #1 Silent Tide
Also:
- Goblinblood Dead
- The Disappeared
- Severing Ties
- Penumbral Accords
- We Be Goblins
- Infernal Vault
- Devil You Know Part 2
- The Icebound Outpost
|
|
There are also Pathfinder Society Quests. Two of which showed up in Kobold Quarterly, (one later made into a standalone PDF) Ambush in Absalom and The Urge to Evolve.
Ok I don't get it, why play/run these?
No credit, no gold, no fame, no xp...
It's almost like you don't get anything for running it, and they don't get anything for playing it? (Other than a boon sheet)
|
All of the Shades of Ice scenarios are rather short, particularly if you have a very combat effective group.
Rivalry's End is likely one of the shortest and simplest scenarios I've GM'd. Really, the only thing that might make it take a bit longer is with a newbie group since there are so many spell effects in play and explaining and/or handholding takes time.
Heh, for funsies' sake let's posit a couple scenarios which to avoid if you wish to have a short session:
1. Cultist's Kiss, definitely. Lots of roleplaying, a sandboxy style of story progression and some hard combats makes for a long session.
2. Sewer Dragons of Absalom can run for a long time, since the encounters are anything but straight-forward.
3. The Icebound Outpost! It's purposely written so that escalation becomes easy. Really, it's an easy scenario, but rather expansive and has a lot of neat features, both terrain and enemy based, that can take a lot time to play and explain.
|
Delirium's Tangle can run a bit short if the characters are good at the minigame. I squeezed it into three hours flat at a con.
We played this in 3 hours at a games day last weekend.
I imagine many season 0-4 scenarios can have a bit shaved off the expected duration by not having people going off on tangents to do their faction missions any more.