Ire of the Storm Part 2: 4.5 Hour Slot


GM Discussion

2/5

I am planning on GMing Ire of the Storm: Part 2 soon for PFS, and it is currently scheduled for a 4.5 hour evening slot. We play at a bar that closes, so the length of the slot is pretty set in stone.

It seems like Part 2 (and Part 3) have enough content to run waaaay longer than 4.5 hours. As of now, it seems like my options are to try to cut out 50% or so of the non-core story encounters (which I am unsure if it is legal or not for PFS), split it over 2 games days (less than ideal) or convince the organizer that we should run something else.

Has anyone run this module for PFS before and have any insight?

Dark Archive 4/5 5/55/5 **** Venture-Lieutenant, Ohio—Columbus

When I ran part 2 we took a full 8 hours maybe more. But I faithfully generated random encounters for all their travel. And my players liked RP aspects. There are a lot of set encounters as is which I think would make running it in 4.5 hours hard.

4/5 **

When I ran IoS Part 2, I was able to fit it in about 5 hours.

The real key is limiting the random encounters. If you are on a tight schedule, that's the best place to trim down combats. When I set mine up, I fudged some of the percentages and crossed encounters off as my players completed them (to avoid repeat battles).

5/5 5/55/5

Part-2 is a great section but it will run longer then 4.5 hours. I ran it and played it. Both times it took around 6 to 7 hours.

Part-3 if well prepped can be done in 4.5 hours.

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