
![]() ![]() ![]() ![]() ![]() |
Hey all, I'm in a bit of a weird space with running games at my FLGS. We only have about 3.5 hours to run scenarios (the Series 2 quests have been wonderful) as I'm about to complete a cycle through the Bounties and quests I'm wondering what other scenarios tend to fit into that shorter run time. (As far as the big scenarios I've got 1-10 Tarnbreaker and 1-14 Lions of Katapesh) Do any other adventures come to mind?

![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
2 people marked this as a favorite. |

Ah, the 3.5 hour run time! I know it well. That is the same run time that we have at Dreamers. From my experience most of the 1-4 repeatables can run in that time frame easily, and I can make the vast majority of 1-4 and 3-6 scenarios work with some advance prep. Note: I usually run slightly faster than most of the GMs that I know.
You have 4 glyphs, so you have clearly run a lot of scenarios already, but I'm assuming that you're not a VA so cannot just download scenarios to evaluate them for yourself. So let's look over some of your options.
SEASON ONE -- Can be made to work
1-01: The Absalom Initiation 1-4
1-02: The Mosquito Witch 1-4
1-03: Escaping the Grave 1-4
1-04: Bandits of Immenwood 1-4
1-05: Trailblazers' Bounty 1-4
1-06: Lost on the Spirit Road 1-4
1-07: Flooded King's Court 1-4
1-09: Star-Crossed Voyages 3-6
1-10: Tarnbreaker's Trail 1-4
1-11: Flames of Rebellion 1-4
1-12: The Burden of Envy 1-4
1-13: Devil at the Crossroads 3-6
1-14: Lions of Katapesh 1-4
1-19: Iolite Squad Alpha 3-6
1-22: Doom of Cassomir
1-23: Star-Crossed Court 3-6
SEASON ONE - NEEDS MORE TIME
1-08: Revolutions on the Riverside 1-4
1-15: The Blooming Catastrophe 1-4
1-16: The Perennial Crown Part 1, Opal of Bhopan 3-6
1-17: The Perennial Crown Part 2, The Thorned Monarch 3-6
1-18: Lodge of the Living God 1-4 NEEDS 8 HOURS!
1-20: The Lost Legend 3-6
1-21: Mistress of the Maze 5-8
1-24: Lightning Strikes, Stars Fall 5-8
1-25: Grim Symphony 5-8
SEASON ONE - ??
I haven't run or played this one, so I don't know.
1-20: Lost Legend 3-6

![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |

Off of HMM's list, I would be cautious with 1-11/1-12/1-13 if you know your group likes to go off on tangents with extra RP, those can go a bit longer with those types of tables.
Intro 1/Intro 2, along with all of the "Year of X" intros tend to be on the faster side as well.

![]() ![]() ![]() ![]() ![]() |
...You have 4 glyphs, so you have clearly run a lot of scenarios already...
The vast majority of my games have been via Foundry and I know I tend to run very quick there. The in person-at-the store space and timing is new.
Thanks HMM for the very specific support. I appreciate it and Nielsen as well.

![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |

I am good at making the RP lead right back into the investigation, so 1-11, 1-12, and 1-13 all worked for me. The kay to making RP scenarios work in a shorter time frame is fantastic prep. Have pictures of NPCs ready, copies of the mission briefing, and clear handouts so that your team can stay focused on the mission.
Actually, looking at my list, you could probably get away with 1-15 Blooming Catastrophe as well. I managed it, but I kept the team focused on the mission.
Hmm

![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |

Huh, are you sure you're not mixing 1-13 Devil at the Crossroads with something else? For our group, that ran at least as long as Lodge of the Living God, if not longer, given the amount of encounters, RP, investigation, and NPCs. I definitely wouldn't recommend attempting to do it in less than 4 hours.
Otherwise I mostly agree with HMM.

![]() ![]() ![]() |

I agree with most of Hilary's list, but I found the following ran long for me (some of these I've GMed a few times). Also, I'm very prepared.
1-02: The Mosquito Witch 1-4 (Very heavy roleplay, which is what makes it good. There are many encounters and spots to explore. Cutting would need to be done in the village).
1-03: Escaping the Grave 1-4 (yikes, would be nice to run short, but runs long)
1-04: Bandits of Immenwood 1-4 (there are a lot of long technical battles and there are lots of them (5?). I don't see it going under 3.5 hours without mods)
1-13: Devil at the Crossroads 3-6 (nope. Runs in 6-8 hours. I'm not sure
what mods you're using, but the hallway battle and end battle are long. Even the bathroom can drag out. Part of what makes this so good is the roleplay too, if you cut that out, might as well play something else)
1-22: Doom of Cassomir (this can be as short as 2 hours or as long as 5. Depends on how decisive the players are. It's wild how this one varies)