How Long (in game) do your dungeon crawls last?

KrazyHades

First Post
The title really says it all. How long does the average dungeon crawl take in "in game" time, for you and your group? Are the characters camped out for days in the depths of the structure, or is it a three or four hour pop-in pop-out affair? I've been thinking about making a much longer than usual (for me) dungeon in which the characters are really camped out in the dungeon for a week or so, but I haven't yet.
 

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I generally use the quick pop in variety of crypts and such, since they seem to be more likely in most environs but the out-of-the-way ancient elaborate tomb or massive cavern complex is a sometimes doable thing, too. I guess I like both. :)
 

In the Eberron game that I am playing in, the dungeon crawl took two session, and that was going into the dungeon, a quick skirmish with the giant flame rat, a frantic retreat, and at a later date, returning and discovering plot points.
 

The Dragonfiend Pact took about two days in game time to complete, because the group would clear and secure an area, then rest for spells. It was a little maddening, but it was hard to fault their logic.
 

The Vault of Tshalschlthazar-doowoopdiddie Rho (DCC #2) took way too long. In game it was about four days and in real life it was six sessions at four hours a pop (24 hours). It burned my group out on dungeon crawls for awhile.

Funny thing is I go back and look at a 1st Ed modules like ToEE, I ask myself how can people game like that for such a long time? That sucker is HUGE!
 




Widely variable.

Sometimes they're done in a day or two (not counting travel time). Other times, it might take a week or two, or even more. Depends how often they have to rest up to regain spells/h.p., and-or how often they have to go back to town for supplies or new recruits.

Lanefan
 


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