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Hours of play from a module?
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<blockquote data-quote="Graf" data-source="post: 712972" data-attributes="member: 3087"><p>Banewarrens can be absurdly long. Which is actually kind of nice and it's probably more of a DMing & group style thing.</p><p></p><p>The first three chapters were about 12 hours.</p><p>(with two near party kills and a lot of hurting)</p><p></p><p>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).</p><p></p><p>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.</p><p></p><p>One caviate (select below with mouse SPOILER)</p><p>[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.</p><p>Since the game is in SL psionics-are-different too, making the projection undispellable.</p><p>On the other hand the party is, due to the previously mentioned six-session-side-trek 11th level so combats are pretty short.</p><p>They still get their butts handed to them though.... it's quite a cruel module.</p><p>Especially if you don't have a rogue in the party.[/COLOR]</p></blockquote><p></p>
[QUOTE="Graf, post: 712972, member: 3087"] 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] [/QUOTE]
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