How long does Thornkeep: Accursed Halls take?


Pathfinder Society

2/5

We do 4 hour slots at our FLGS. Do I need two slots to complete Accursed Halls with 4 players? Or is this more like Emerald Spire (one slot is enough)?

Silver Crusade 2/5

There are several combats in Accursed Halls, including some very tough ones. It took about 7 hours the first time I played through it.

If you have repeats, or a very tough crew, it might be less, but I would still schedule 2 sessions. It might just run long for 2 sessions...

Grand Lodge 5/5 *

It is a bit long for a slot, even of you have all the maps drawn out to scale (my girlfriend really loves me)... I would schedule 2 4 hours slots to be safe unless you are running a replay table built to burn through the adventure.

The follow up levels are pretty solid 1 slots, though one of the last 2 (can't recall offhand ) can be a bit tight on that time.

Sczarni 5/5 5/55/5 ***

We can speedrun through it as a replayable in around 3-4 hours.

For newer groups, I'd plan for 6 hours (including interactions with the Townsfolk and background information about the location).

4/5 *

First time I played it, 8 hours.

When I GMed it for players who hadn't played it, 6 hours.

As a replayable with all people who had played it before, 4 hours.

Shadow Lodge 4/5

Definitely reiterating what others have said. A group very familiar with it can fly through it, but a new group (or an unprepared group) can take a long time.

Scarab Sages 4/5

You can do it in five hours.

3/5

If you do rather poorly at it, it can take as little as an hour... *snerk*

It's a straight up combat slog. If your group gets through combat turns efficiently (no more than 30 seconds or so per player turn) you can get through it quick. If you have players that take forever on their turns and need to look up a lot of rules, you're probably going to run out of time.

Grand Lodge 4/5 5/55/55/5

Pathfinder Adventure Path, Maps, Starfinder Adventure Path, Starfinder Maps Subscriber

First time I ran this it took 4 hours, but that was only because the group all died horrible deaths due to poor tactics and panic... In reality I had planned 2 different days for this, I had to run something else during the 2nd day.

The Exchange 5/5

My first time thru it was 4-5 hours, (all available time) but we had a good team with two alchemists (one mind chemist and one crypt Braker), and a group of 2nd level PCs that played together a lot.

4/5

Dennis Gregg wrote:
First time I ran this it took 4 hours, but that was only because the group all died horrible deaths due to poor tactics and panic... In reality I had planned 2 different days for this, I had to run something else during the 2nd day.

It isn't just that there's a lot of encounters, a lot of the rooms are ridiculously large and prolong combats.

When I played it, the GM hadn't drawn out all the maps in advance, so I started helping draw them. In one combat, there were archers that I otherwise wasn't able to interact with, so I told the group I was going to double move each turn towards the enemies and gave my AC, HP, etc so I could concentrate on doing maps (figuring someone else would mop them up before I could get to them.) Half an hour and several turns later, I finally got into melee.

Shadow Lodge 4/5 5/55/55/55/5 ***** Contributor

I've run it 3 times and played it once:

Each time GMing it, it was 4-6 hours (one of them was 6, the other two were closer to 4 or 4.5).

When I played it, it was 5 hours.

Hope that helps!

Dark Archive

Ryzoken wrote:
If you do rather poorly at it, it can take as little as an hour... *snerk*

Don't even necessarily need to do poorly at it. A couple of those fights are *mean*, especially if you throw a bunch of fresh level 1s in there.

FWIW, IIRC it took around 5 hours each of the three times I've played it. The first time we went in with a pregen... then they died and we replaced them with another pregen... then THAT one died, and we went to pregen #3. The other times were slightly more straightforward :)

4/5

In my experience, Accursed Halls fits in a 4 hour slot if you're expecting to hand out chronicles for character death, more time required if you expect the players to survive.

4/5

There is also a high variance depending on the order people do the rooms, especially at level 1. The <redacted> that can kill a couple people is a lot easier if you found the <spoiler> .

Oh, and for what it's worth, the Emerald Spire levels take longer the deeper you go, Although for that I've had people speed-run the Tower Ruins in two hours, I've had people TPK in the first room.

3/5

Michael Donley wrote:
There is also a high variance depending on the order people do the rooms, especially at level 1. The <redacted> that can kill a couple people is a lot easier if you found the <spoiler>

You mean the <redacted> that can kill a couple people and have them raise as more <redacted> resulting in a potential TPK? Or the <redacted> that inflicts <redacted> until it again kills a person, causing it to raise as a <redacted>? Or what about the <redacted> that ambushes and pseudo pounces that can TPK parties? I've even had the <redacted><redacted> use her <redacted> to nearly TPK a group through an exceptional series of rolled d4's. Thornkeep level 1 can be brutal, if you start doing things poorly, whether through tactics or rolls.

And then there's the <redacted> at the end of the next level, followed by the CR 8 <redacted> the floor after that... Basically each level of Thornkeep has 1-3 fights that are super dangerous surrounded by piles of chaff.

Dark Archive 4/5 5/55/5 ****

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I have ran it 3 times the longest was about 5 1/2 hours shortest was a replay for everyone took about 4

The Exchange 5/5 RPG Superstar 2010 Top 16

I would recommend two slots.

Here I go again, advocating this particular dungeon level. I like Accursed Halls, but it needs town interaction to shine. Diplomatic discussions with the chief in the goblin slums can help with the goblin encounters. There's a cleric who will sel the party healing at half-price. Clues at the Blue Basilisk can help with the undead encounters. And the arcane academy has clues about the Unopenable Door.

There are clues that set-up the lower levels and tie Thornkeep in to the Emerald Spire. In many ways, this is one of Paizo's most exceptional products, Golarion's answer to Brindleford or Hommlet.

I've seen this level run in four hours, and it's a race to move figures around the map and roll dice. Hells, folks, if all you want to do is open the stupid door, start in town, buy seven [redacted] and insert them in the right places.

Shadow Lodge 4/5

We finished our Halls in 5-6 hours, but had several 2nd level characters to offset the harsher encounters and shorten the length of some of the easier ones. My understanding was that an earlier local run had featured the town in detail and ours was more like a "let's just see what's so dangit dangerous down dere" venture. Like they do in Criminal Minds: Bust the door down, bust the crooks down-er.

Man, those [redacted] pack a whallop. [redacted] on tier 1-2? Several [redacted]?!

Grand Lodge 4/5

I have run it several times, ranging in duration from 4 hours to 12 hours to complete.

I am sure part of the longer runs is my failing, as a GM, to keep the players on track.

But, yes, it can definitely end early, as there are three potential TPK encounters. And a different encounter that can easily end up with a PC death, if the <redacteds> are not dealt with speedily, and the party acts in such a way that they are forced to gang-up on a single PC. Which is, in my experience, a likely situation, unless the party is travelling backwards. And, other than a few Barbarian builds, is likely to lead to PC death if not dealt with expeditiously.

Ugly encounters:
Shadow is CR3, and is likely to either leave the party hurting for resources, or dead. Magic weapons, channel positive, and force damage, means casters out of options, or PCs out of Strength, making more Shadows.

Wight is CR4, but, typically, a bit easier, IMO, than the Shadow. He is vulnerable to any weapons and many spells, starts prone, and has a fairly low to hit number, if the PCs keep the squishies away from him. If they let him go after a soft target, things can go south quickly, as, like the Shadow, he can create spawn...

The fungal crickets are CR5, and, as mentioned, have a leaping charge/pounce-like ability. While they can't create spawn, they are immune to a lot of spells, including the nice arrow found nearby, and have 3 or 4 attacks, with fair to hits, and a nasty amount of damage against first level PCs.

The 4 Stirges, which is a lower CR encounter, can still kill someone, if they aren't dealt with, as it is likely that a single party member is the one on the columns going to get the ladder, so they can all attack him, and that is 4 Con damage a turn for 4 turns before they are sated and leave. Not that many PCs can take 16 Con damage without dying.

The goblin with Burning Hands and the breath weapon can, in the right circumstances, or with good damage rolls and failed saves, be a serious threat for a first level party, too, of course, but she doesn't often get two rounds to act in...

Scarab Sages 4/5 5/5 *** Venture-Captain, Isles—Online

6 hours with predrawn maps

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