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DDEX3-10 Quelling the Horde *Spoilers*
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<blockquote data-quote="Steve_MND" data-source="post: 6798609" data-attributes="member: 6801314"><p>It ran maybe 4.5 to 5 hours, so I'd say it was around the normal time frame for an AL mod, and the way our group tends to play. That said, once the gang got in the caverns, it was literally a round-by-round slugfest, as they never dropped out of initiative once, due to the close quarters of the cavern system and the unfortunate (but almost inevitable) escape of one guy at the very beginning to alert the rest. Well, I take that back; they did pull back once for a short rest after the got the main objectives out (and even that was deemed risky), but that obviously gave the rest of the bad guys time to shore up defenses in the meantime.</p><p></p><p>I had created and printed out a full-scale map of the caverns (because I love doing that for mods I run), and despite it being a large complex, it was laid out such that it was nearly more of a tactical scenario assaulting it. Which was fun, and I like that idea, but it really was an exhausting slog from start to finish due for the players, due to there being so much combat in such a restrained space. None of them expressed an interest in running through it a second time with other PCs of theirs, tho, which is a bit of a shame. On the other hand, it is extremely linear in that sense, and is not well-suited to being a 'replay' mod by it's design.</p></blockquote><p></p>
[QUOTE="Steve_MND, post: 6798609, member: 6801314"] It ran maybe 4.5 to 5 hours, so I'd say it was around the normal time frame for an AL mod, and the way our group tends to play. That said, once the gang got in the caverns, it was literally a round-by-round slugfest, as they never dropped out of initiative once, due to the close quarters of the cavern system and the unfortunate (but almost inevitable) escape of one guy at the very beginning to alert the rest. Well, I take that back; they did pull back once for a short rest after the got the main objectives out (and even that was deemed risky), but that obviously gave the rest of the bad guys time to shore up defenses in the meantime. I had created and printed out a full-scale map of the caverns (because I love doing that for mods I run), and despite it being a large complex, it was laid out such that it was nearly more of a tactical scenario assaulting it. Which was fun, and I like that idea, but it really was an exhausting slog from start to finish due for the players, due to there being so much combat in such a restrained space. None of them expressed an interest in running through it a second time with other PCs of theirs, tho, which is a bit of a shame. On the other hand, it is extremely linear in that sense, and is not well-suited to being a 'replay' mod by it's design. [/QUOTE]
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