The Dragon's Demand: Best Guess Estimate of Total Run Time?


Adventures


I'm trying to plan and coordinate days and times for running The Dragon's Demand. I found the previous thirty-two page modules could be run in one or two 10-12 hour sessions, but wonder if I should plan on twice that for these new sixty-four page modules.

Does anyone have a good estimate on how long running The Dragon's Demand from start to finish should/could take?


Im starting it Friday im hoping it will take 3 or 4 sessions


I have no idea how long this adventure will take, but if you want to go through six levels in less than six sessions, it would be a good idea to have the players work out their characters for levels 1-6 in advance.


I think how long the module takes will depens on how much of the side stuff you want ro do.

There's a lot of get to know and interact with the tow. Stuff which if your group gets involved with will have its own pace from the adventure stuff.

But some grouos may wsnt to just focus on the adventure which will make it all a lot faster.


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I have been running this for a few groups and this is the pace I have been seeing or expect to see for each section

Intro and Witch tower 4-5 hours
Abandoned quarry 3-4 hours
Hunclay's mannor and cave 4-5 hours
Auction and Town meeting 2 hours
Dragon slayer's tomb 3-4 hours
Creepy abbey 5-6 hours
Lair and wrap up 2 hours

So your looking at 25-30ish hours for just the enconters depending on how well you bring the town to life, side quests, breaks for food and distraction add more time as needed.

Grand Lodge RPG Superstar 2012 Top 32

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I've been running this for three players. Each session is 4 hours, and on average there's been about 1 hour of RP with NPCs and 3 hours of action and exploration in each session. We've had hardly any breaks to maximize the time spent on actually playing.

Our progress thus far (spoilered because the thread title doesn't contain a spoiler warning:

Spoiler:

1st: Starting with an extra encounter (bandit ambush) up until the treasure chamber and barricade.
2nd: They finish the first dungeon and start exploring the kobold caves; they make it to the encounter where there are many kobolds hiding behind a thin wall with arrow slits.
3rd: They kill the kobold bosses, go back to Belhaim and explore one half of the ground floor of the mansion. Then they go to the wizard's cave (because of the information they got from Mathezic) and fight the wolves.
4th: They fight the guardian of the cave, take their loot back to the HQ. They finish exploring the the ground floor and the basement.
5th: There's an extra quest (murder mystery) that started during 4th session. They solve the case and finish exploring the mansion. They don't do much during the month's downtime except buy new gear. Then there's the auction. They fight the bat monsters and the dragon.

We'll be playing the 6th session today. I estimate that it'll take 2 or 3 sessions to wrap up the adventure. I doubt there'll be as much RP during the third act as there's been before, so it may be closer to 2 than 3 sessions.

In all, I'd say 30 hours assuming a similar play style and party size.


Serpent wrote:

I've been running this for three players. Each session is 4 hours, and on average there's been about 1 hour of RP with NPCs and 3 hours of action and exploration in each session. We've had hardly any breaks to maximize the time spent on actually playing.

Our progress thus far (spoilered because the thread title doesn't contain a spoiler warning:
** spoiler omitted **

In all, I'd say 30 hours assuming a similar play style and party size.

Love that others are doing what I planned on and injecting it with some extras. :) The setting is great and really could be stretched out and explored more.

Grand Lodge

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Adventure Path Charter Subscriber

Intro plus dungeon under the Witch Tower took my group about 4 hours. I'm planning on 6-8 4-hour sessions, to 24-32 hours of game time.

This makes sense to me because the old module format yielded about 12-16 hours of game time and the new format is about 2x as big as the old.

-Skeld

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