Run time on newer modules.


GM Discussion

Sovereign Court 5/5 5/5 * Venture-Captain, Florida—Orlando

Hi all, looking for feedback.

The newer modules I am looking at are:
The Dragon's Demand
Tears at Bitter Manor
Wardens of the Reborn Forge

In the experience of my fellow GMs, how long have these modules taken to run? Like, how many 5 hour sessions would these modules take?

People that have run this give me feedback.

Shane

Grand Lodge 4/5

I have only ever run or played Dragon's Demand out of your list.

In campaign mode, expect DD to take about 4-6 sessions to complete, maybe more, sdepending on players and RP.

In PFS mode, where you only run the sanctioned parts, one of our local GMs has run the first two sanctioned pieces from DD in a 5 hour or so slot.

Expect higher tier stuff to take longer per segment, simply because choices and effects take longer to deal with.

A first level caster only has about 8 spells and a couple of abilities to deal with. A twelfth level caster, on the other hand, has 4 to 6 different levels of spells to deal with, along with additional school/bloodline abilities, etc.

The same holds true for just about every class, as feats and abilities add up, along with magic item stuff, and, in PFS mode, checking to see if there are any relevant boons....

4/5

According to my calendar:

Tears at Bitter Manor: five four-hour sessions plus two hours for character generation (four players).

Wardens of the Reborn Forge: six four-hour sessions (3 players and a GM-NPC).

5/5 5/55/5

Dragons Demand in Campaign mode
Part 1 2x5 hour slots
part 2 2x5 hour slots
part 3 3x5 hour slots

Tears at Bitter Manor
Part 1 2x5 hour slots
part 2 2x5 hour slots

Grand Lodge 4/5

We are finishing Dragon's Demand tonight on our tenth session. Not all of those have been a full four hours, and we have been doing a lot of roleplay.

Sovereign Court 5/5 5/5 * Venture-Captain, Florida—Orlando

This is all for planning conventions and time needed.

Tears seems like the best choice.

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