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I'm organizing a convention over Labor Day Weekend to replace the Convention that was to take place in-person that weekend. When I ask people to suggest scenarios, something I do every year to no avail, someone mentioned running modules. I went on to ask him what if he had any modules in mind, he said "No".
So here I am, coming to the community for suggestions. I know Master of the Fallen Fortress and Risen from the Sands are both ones that can run in a normal 5 hour slot. Crypt of the Everflame is fun and runs in 2 slots, but other than those I am not sure on the others, even though I have played a couple more over the years.
What I would like to know are your suggestions and how many slots (5 hours) that each one should take without the GM being pressured to push through.
Thanks

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Here is a link to a survey someone organized a while back.
https://docs.google.com/spreadsheets/d/1vwNQtCluVuYQG0_f-KhB_a0lVbd-3QM8EZW E7Y-1eHI/edit#gid=320274713I've found it helpful for estimating times. Carrion Hill is a fun one that I ran in under 8 hours.
So Sad, That link didn't work.

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The general category of "modules" has a lot of variability. What are you looking for?
-What character levels? For new PCs or for ones at level 12+?
-Single-slot (4 to 5 hour)? Or more?
-Mostly combat? Or mostly role-playing? A mix?
-Chains of adventures? (Some of the 64-page modules could take up an entire convention) Or modules intermixed with regular PFS scenarios?
As for suggestions:
Emerald Spire levels 1-9 (with two exceptions*) are dungeon-crawling (combat-heavy) adventures that fit quite nicely in a 4 to 5-hour slot.
For levels 12+, Academy of Secrets is really the only module I would consider. It can be run in a double slot and has a mix of RP and combat.
Slightly lower, The Ruby Phoenix Tournament can be played by levels 10-12 in a double slot. It is definitely a combat-heavy scenario, but that's exactly how it is advertised.
(*Note - Emerald Spire 4 often finishes very quickly (1.5 hours) and depending on player choices may not result in the normal 3 XP. Emerald Spire 5 has a lot of effects that can slow things way down and can take 8 hours or more.)

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The general category of "modules" has a lot of variability. What are you looking for?
-What character levels? For new PCs or for ones at level 12+?
-Single-slot (4 to 5 hour)? Or more?
-Mostly combat? Or mostly role-playing? A mix?
-Chains of adventures? (Some of the 64-page modules could take up an entire convention) Or modules intermixed with regular PFS scenarios?
Low to Mid Tier
1-2 5 hr slots 1 hr break in between
Prefer a mix
Something standalone vs chain