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Season 0 scenarios have a lot less words, meaning they are a lot quicker to run. I ran Many Fortunes of Grandmaster Torch in 1½ hours at a local event last November, and many other scenarios are really quick. The retired scenario Stay of Execution was especially quick (and bad), partly due to the fact it is very unfinished.
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My fastest Module (not scenario) was Emerald Spire Lv 4 (we needed like 7 rounds of Combat and less than an hour realtime)
Sure, there's the 15 minute version for 1600 gold, 1 xp and 1 pp, but I've never had a table go for it.
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In general, season 0 scenarios at low level, with mostly dungeon exploration. Typically, the "time" in those scenarios was the RP from the faction missions (which are now removed)
Mists of Mwangi (for good or bad) can go fast, especially if a small table has a couple of good damage dealers.
For me: Quest for Perfection 2: on hostile waters always runs 2 hours or less.
I have found that low level adventures with simple (i.e. just humanoid NPCs) combats can go VERY fast if I prep them well. I can run the combats in <15 minutes each; especially if the party has a good damage dealer (two handed weapon or a decent archer). 2d6+9 greatsword ends a lot of fights quickly (assuming it hits)
I have found tables of 3-4 players (with at least one good damage dealer) also run faster. More players means more voices talking (and more distractions). More characters means more skillsets likely to succeed at encounters (skills, spells, combat, etc.) - but if your 4 characters have all the skillsets needed for the adventure, it runs fast. Not having a good damage dealer means combats run longer (missing more often, taking longer to drop opponents, etc.).
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As mentioned, any of the earlier season scenarios, especially where they had faction missions that are not used in the secondary success conditions.
More players will slow things down a bit, but can make combats or puzzles take fewer rounds to play out.
Remember that the 6 parts of the Silverhex Chronicles each take about an hour, and can be accumulated on the same PC for regular credit.
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Just played #6-18: From Under Ice last night. It took us about 3 hours, and that was with a LOT of roleplaying.
I also played #6-18 in 2.5-3 hours.
I ran Scions of the Sky Key Part II in 2 hours one night, but then it took 3.5-4 when I ran it for a different party the next night.
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The Fox wrote:Just played #6-18: From Under Ice last night. It took us about 3 hours, and that was with a LOT of roleplaying.I also played #6-18 in 2.5-3 hours.
** spoiler omitted **
I ran Scions of the Sky Key Part II in 2 hours one night, but then it took 3.5-4 when I ran it for a different party the next night.
Same here.
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Scenarios that I have ran in under 2 hours:
Season 0:
Silent Tide
Mists of Mwangi
Among the Living
The Many Fortunes of Grandmanster Torch
To Scale the Dragon
Perils of the Pirate Pact
Tide of Morning
Decline of Glory
Season 1:
Drow of the Darklands Pyramids
The Beggar's Pearl
Among the Dead
The Infernal Vault
Season 2:
The Penumbral Accords
The Chasm of Screams
Shadows' Last Stand I
Season 3:
The Kortos Envoy
Tide of Twilight
Song of the Sea Witch
Wonders of the Weave I
Wonders of the Weave II
The Icebound Outpost
The Goblinblood Dead
Season 4:
The Cyphermage Dilemma
The Veteran's Vault
Rivalry's End
Season 5:
Library of the Lion
The Horn of Aroden
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I've heard a lot of people running Master of the Fallen Fortress quickly, and I'm really curious as to how you pull that off.
It has 9 separate combat encounters, and combat is always what takes the longest real time, for me. Just getting initiative rolls 9 times is at least 15 minutes total, but having the group stay in initiative the whole time made it take longer.