Hours of play from a module?


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darklight said:

Of the mentioned modules, we have only played "Crucible of Freya" (Including "Wizards Amulet") so far, and that took us 4 or 5 sessions! No wonder some of the players seem to get a little bored at times, I really have to work on pacing.


It took us like 10 hours for crucible of freya, the storming the castle fight scene took an hour itself.

As per Tombs of abysthor, I have run over 20 hours and they are past the 2nd level. I run that outside of my regular game. Whenever we have some free time or if everyone can't make it we just head on down into the tombs of abysthor. I consider it our groups castle greyhawk.

Good luck!
 

Storming the castle in "Crucible" took us pretty much two full sessions!:rolleyes: The fight was pretty cool, with some good tactics by the players (and some bad tactics on my part!) but it just took too long, some of the players later said that it got boring. Perhaps it's my fault, for generally looking down on the kick-in-the-door style of play, possibly resulting in players who are cautious and plan a lot.

darklight
 

Since I mostly use the little "booklet" modules that companies have been putting out lately, mine always run very short.

I was part of a group, though, that this winter ran through speaker in dreams in just under 6 hours.
 

In your case I definetly would use homebrew adventures tailored to your average game session length. I usually do the same, even though we play weekly and up to 5 hours each session, but then a dungeon crawl bores me.
 

The Dungeon Master said:
Our group took almost 18 hours to complete the Sunless Citadel, although they did go back to town once to resupply, heal, and have a beer.

I've got a game going in Sunless Citadel that's in its 20th month, and still on the first level of the dungeon.

Of course, its a PBEM ...
 

Piratecat said:
We playtested Of Sound Mind at 12-16 hours, I think.

Yeah Of Sound Mind was about 13 hours. it was a really good module too, if you are at all into psionics (I am). Im slow, it just dawned on me that Piratecat wrote that one. It was a damned fine module, PC.
 

Currently running the PCs through a modifed version of Banewarrens and so far it has taken about 40+ hours and the party is probably half to 3/4 of the way throuhg depending on what they do.
 

Banewarrens can be absurdly long. Which is actually kind of nice and it's probably more of a DMing & group style thing.

The first three chapters were about 12 hours.
(with two near party kills and a lot of hurting)

Then I adjusted the side trek to get the (select with mouse to see)[COLOR=333333]key to the warrens[/COLOR] => which took almost a month and a half of real time, and made the whole thing seem ridiculously long. (But totally my fault and unrelated to the module).

It's been another 30 hours (3 sessions) and they just got to the (select the following with the mouse to see) [COLOR=333333]second sealed door before the inner warrens[/COLOR]. But there was one about 7 hours in there when they used an evil item (totally unrelated to the banewarrens they had been lugging around since the 3rd session of the game) and then had to do some serious work getting the problems that caused resolved.

One caviate (select below with mouse SPOILER)
[COLOR=333333]IMC, from a suggestion on MC's boards, the Pactlords all are astrally projected using the Mind Flayer's powers, except for the phase spider and Norsu. So they've been plugged by the party three times now. And the hag is still around.
Since the game is in SL psionics-are-different too, making the projection undispellable.
On the other hand the party is, due to the previously mentioned six-session-side-trek 11th level so combats are pretty short.
They still get their butts handed to them though.... it's quite a cruel module.
Especially if you don't have a rogue in the party.[/COLOR]
 
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Of Sound Mind took us three sessions, so probably about fifteen to eighteen hours all in all. Maybe slightly less.
 

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