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Good Three-Hour Adventurer?
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<blockquote data-quote="balterkn" data-source="post: 3360222" data-attributes="member: 46546"><p>Experience of players (not characters)? Desired group composition (class mixes)?</p><p></p><p>For complete novices, I found "A Dark and Stormy Knight" to be sufficiently cheeky, covering most bases (giving various character types a chance to shine), and definitely run-able in 3 hours. <a href="http://www.wizards.com/default.asp?x=dnd/oa/20050329a" target="_blank">http://www.wizards.com/default.asp?x=dnd/oa/20050329a</a></p><p></p><p>I beefed it up a bit (mostly increasing number of opponents) and had the group investigate if hobgoblins were moving back in. I'll have them report back to the town, have some small, custom encounters in town and in the wilderness (about 3 hours), ultimately finding the "Hobgoblin Outpost" (from MM web enhancement at wizards web site - which again looks to be playable in about three hours as a follow-on). <a href="http://www.wizards.com/default.asp?x=dnd/we/20030725a" target="_blank">http://www.wizards.com/default.asp?x=dnd/we/20030725a</a></p><p></p><p>Not sure where to go from there yet (trying for 3 hour increments).</p><p></p><p>Time estimates for adventures vary greatly depending on the experience and personality types of players and preparedness of the DM. I spent about 2 hours preparing for “A Dark and Stormy Knight” - printing out all the various rooms to be scaled for use with counters (we're not into minis), printing individual encounter stat-blocks, customized for me with highlights for things I sometimes forget (like DR) and adding in notional plans for the first 1-2 rounds (trying to make sure that everything that typically slows me down are already done).</p></blockquote><p></p>
[QUOTE="balterkn, post: 3360222, member: 46546"] Experience of players (not characters)? Desired group composition (class mixes)? For complete novices, I found "A Dark and Stormy Knight" to be sufficiently cheeky, covering most bases (giving various character types a chance to shine), and definitely run-able in 3 hours. [url]http://www.wizards.com/default.asp?x=dnd/oa/20050329a[/url] I beefed it up a bit (mostly increasing number of opponents) and had the group investigate if hobgoblins were moving back in. I'll have them report back to the town, have some small, custom encounters in town and in the wilderness (about 3 hours), ultimately finding the "Hobgoblin Outpost" (from MM web enhancement at wizards web site - which again looks to be playable in about three hours as a follow-on). [url]http://www.wizards.com/default.asp?x=dnd/we/20030725a[/url] Not sure where to go from there yet (trying for 3 hour increments). Time estimates for adventures vary greatly depending on the experience and personality types of players and preparedness of the DM. I spent about 2 hours preparing for “A Dark and Stormy Knight” - printing out all the various rooms to be scaled for use with counters (we're not into minis), printing individual encounter stat-blocks, customized for me with highlights for things I sometimes forget (like DR) and adding in notional plans for the first 1-2 rounds (trying to make sure that everything that typically slows me down are already done). [/QUOTE]
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