Modules that can be run in 2 parts


GM Discussion

Silver Crusade 2/5

Hey all,

Our Scenario pool is getting low with some of our people. I think 3 nights is a stretch for a module, so does anyone know of modules that can be ran in under 8 hours?

4/5 ****

All the Thornkeep bits tend to clock in at more like 6 hours.

When I recently played Feast of Ravenmore it also went sub 7.

Silver Crusade 3/5

I just ran Feast of Ravenmoor (Tier 2-4) in one double-length session. I was less constrained by time than you, so it took us around 9h10m, that includes about a 30m break for food. If you are really on the ball, including being well-prepped in advance, I could see this running in under 8 hours.

The adventure naturally breaks into two parts. Unfortunately, the second part takes slightly longer than the first. I devoted about 4 hours to Part I, and Part II took about 4h40m. But the nice thing is that Part I can easily be shortened or lengthened to fit your needs, as it is mostly RP. If you devote about 3 hours to Part I, you will probably be fine.

As for the quality of the adventure, I would probably give it about 3.5 stars. The location was great, the story was good, Part I events were all pretty fun except the race, which just seemed to drag on (the DC needs to be lowered to 10; I feel this change is allowable because this event has no mechanical bearing on anything else in the adventure). Part Ii just seemed a bit flat, despite having some of the best individual encounters I've seen in PFS.

5/5

Yeah, Feast of Ravenmoor ran about 8 hours for me.

Carrion Hill went in 6, but I had a pretty hardcore crew when I ran it and they powered through it; I'm told it can take ages.

Snows of Summer goes in two sessions, I'm told. (My group tapped out halfway through the second, I haven't run it.)

Silver Crusade 3/5

Carrion Hill took us about 10. I am always well-prepped, but I tend to run long even with scenarios on account of enjoying RP.

5/5 5/55/5

Godsmouth Heresy and Murder's Mark both can be run in under 8 hours.

Carrion Hill took us 10 hours.

I've run Feast of Ravenmoor twice and it took about 7-8 hours each time.

Fangwood Keep runs right about 8 hours.

Grand Lodge 4/5

Patrick Harris @ MU wrote:

Yeah, Feast of Ravenmoor ran about 8 hours for me.

Carrion Hill went in 6, but I had a pretty hardcore crew when I ran it and they powered through it; I'm told it can take ages.

Snows of Summer goes in two sessions, I'm told. (My group tapped out halfway through the second, I haven't run it.)

Snows of Summer can run that quick, but not all parties can pull it off. Also a string of bad luck can also make it drag on.

4/5

I just ran Fangwood Keep and it took about 7hrs 30min.

Silver Crusade 3/5

Fangwood Keep is the next one I run, only a few weeks from now. I'm delighted to hear that it runs in 7.5 to 8 hours. :)

Dark Archive 4/5 5/5 ** Venture-Agent, Australia—QLD—Brisbane

Master of the Fallen Fortress is pretty quick, as is the Godsmouth Heresy - I have run both in about 5-6 hours. Feast of Ravenmoor was the same. Feast has a bit more scope to blow out, due to having more of a Role Playing element to it.

Shadow Lodge 3/5

Ruby Phoenix Tournament took us 2 6-7 hour sessions, including the optional encounter.

4/5 5/5 Venture-Lieutenant, Finland—Tampere

Crypt of the Everflame is pretty snappy, especially if most of the players in the group have played it before. I think we managed Thornkeep: The Forgotten Laboratory in four hours flat once.

The Midnight Mirror can be run in about 10 hours total. From Shore to Sea might be possible to squeeze into that as well if you have an efficient team.

5/5

Rei wrote:

Crypt of the Everflame is pretty snappy, especially if most of the players in the group have played it before. I think we managed Thornkeep: The Forgotten Laboratory in four hours flat once.

The Midnight Mirror can be run in about 10 hours total. From Shore to Sea might be possible to squeeze into that as well if you have an efficient team.

I ran Accursed Halls in 2:45 once, but everyone was told in advance that it was a speedrun and one of them brought a Summoner who was designed specifically to meet the needs of Thornkeep.

4/5 5/5 Venture-Lieutenant, Finland—Tampere

Patrick Harris @ MU wrote:
Rei wrote:

Crypt of the Everflame is pretty snappy, especially if most of the players in the group have played it before. I think we managed Thornkeep: The Forgotten Laboratory in four hours flat once.

The Midnight Mirror can be run in about 10 hours total. From Shore to Sea might be possible to squeeze into that as well if you have an efficient team.

I ran Accursed Halls in 2:45 once, but everyone was told in advance that it was a speedrun and one of them brought a Summoner who was designed specifically to meet the needs of Thornkeep.

Ours just kind of... happened. Everyone was very confused at how fast it went by, myself included (I was the GM).

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

Murder's Mark can be run inside eight hours. At our last convention there were two tables playing this; one finished in something like six hours, and one in four and a half. That's because if the party make the right choices it is possible to sidestep large chunks of the storyline, and skip almost straight to the end.

Shadow Lodge 4/5

Can be, but IMO shouldn't be. There is a lot of RP potential in Murder's Mark, and you would be doing your players a disservice to skimp on it. Unless they make it clear up front they care nothing for the talky bits, in which case probably better to just run Godsmouth Heresy or Crypt of the Everflame.

I've never had Crypt go longer than two sessions, but I've only run it two or three times.

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