Celebrim otoh would take twenty sessions or eighty hours of play.
Says who? Why do you get to speak for me?
Now does anyone here think it should take eighty hours to play through Whispering Cairn?
No. I haven't played it, but I've played comparably complex low level modules ('Of Sound Mind') and it took ~30 hours despite 10-15 extra encounters added into it. I have a hard time imagining that Whispering Cairn, which I own, would take significantly longer than my play through of 'Of Sound Mind'.
Where you continue to interject something I never said is that I don't play half as fast. I never said that, though I admit that I don't mind spending 3 of 4 hours on RP rather than challenges. No, I just prefer to level about half as fast (although if I was on a published adventure path, that option would probably be closed to me without significant rewriting). Twice as many things happen to you per level. There is twice as much story before obtaining level X. As for story or character development, that depends on what the group decides to do with it and how much time they spend playing out conversations as opposed to 'doing challenges that earn XP'. I have never felt that conversations were the boring part of playing. Many of my best memories of play didn't involve throwing the dice. But different groups have different levels of tolerance for thespianism and melodrama.
I and others some time ago discussed making a pirate captain with a fighter in 3.5 DnD. It took about 7 levels.
??? Ok, I'm going to reference my rules, but any references to my rules could easily be replaced with RAW 3.5
PC: "Lets play pirates!"
Me: Ok, sure.
1st level: You play a 1st level Explorer and take ranks in boating, navigation, survival, etc. Your party also has a 1st level Elf Rogue, a 1st level Cleric of Nauti the Storm Lord, and a 1st level Wizard Air Elementalist. The party pools their leftover money to buy a small leaky used lugger from a fisherman that wants a better boat, and you go board and rob small merchant vessels with your merry crew in my ocean sandbox.
2nd level: You've now stolen a small sloop from a intracoastal merchant or fisherman as the climax of your adventures as a 1st level pirate. You recruit a dozen likely hireling cutthroats from a free and tolerant port - mostly 1st level non-elite explorers and experts - promising them 1 s.p. per day, food and grog, and a 1/100th part share in the treasure, plus the normal mutilation and death benefits expected of the pirate code. You are now a pirate captain, and addressed as such by your crew. We're probably just 20-30 hours into play at this point, with the expectation of gradually slowing down slightly as more plots develop and more encounters are below party level.
3rd level: You've managed to obtain a number of military grade maulers and a pair of ballista which you mount on your sloop, giving you some minimal ship to ship combat capability - augmented as needed by the cleric and wizards growing firepower.
4th level: You upgrade to a large sloop, and are now mounting 8 ballista. You increase your crew of cut throats to three dozen, and more veteran hirelings are willing to risk your command including a couple able to serve as petty officers (2nd level mariners), an experienced bosun (3rd level mariner), a master carpenter with a shady past (3rd level expert), and a rascally ship's cook (2nd level rogue). The ship's cook turns out to have contacts with local smugglers, and enables you to find a fence who belongs to the League of the Painted Lady.
5th level: Some of your original hirelings are now second level veterans in their own right, and demand a raise or promotion. Your deeds attract the attention of the local sovereign, and a large price is put on your head. You manage to win a duel with a naval cutter sent to hunt you down, and take it as your prize. You now have a fast 12 engine ship with military grade armor that could hold a crew of 60. You turn the large sloop over to the NPC who has been with your band the longest, proclaim him captain and have him swear fealty to you. You use the sloop now mostly as a cargo carrier and to help trap and corner fleeing ships. You are now a pirate commodore.
6th level: You and your crew now have developed a fearsome reputation. Ordinary merchants surrender at the mere sight of your flag. People recognize you by description unless you disguise yourself. The common folk give you a romantic title. Other pirate captains mark you as a rival or potential ally. The King commands one of his most loyal knights to outfit a corvette to seek you out. Other rival kings consider offering you a letter of marque and safe harbor in their ports if you'll turn your terror on their enemies. They seek to give you audiences or send their emissaries and spies to see if you are a potentially worthy vassal.
7th level: You are now one of the most powerful pirate captains over a wide region. You pledge allegiance to an attractive lord whose lovely daughter turns your eye, and accept a letter of marque. You are knighted. With your own loot, the permission of the sovereign, and the investment of wealthy patrons, you are able to purchase and equip a full frigate of 32 engines, including 12 light mangonels. You have a crew of 270 bloodthirsty cutthroats who call you Captain. The ranks of your junior officers include loyal hirelings that have stuck with you since the beginning, and young outcast members and bastards of local noble houses seeking a start on their fortunes. You have three smaller vessels serving as your scouts with captains who have sworn fealty to you. In total, you mount 56 siege engines across your fleet. You are now a sizable naval power in your own right, and capable of terrorizing smaller coastal towns, reducing smaller forts and castles, and defeating the most heavily armed treasure vessels, galleons, and merchantmen. Proceed from there.
I'm not sure I don't deliver faster than those that level faster than I do. Really, other than the Explorer class - which is pretty incidental - all of that can be delivered RAW plus some naval supplements (which I don't need, since I wrote rules for naval warfare back in 1e). Hirelings and retainers are pretty standard D&D fare, and it breaks no rules to let PC's recruit them.
*Celebrim sings, "Let it go. Let it go!", and tries again to ignore that people are talking about him.*