Please recommend an adventure that can be completed in less than 12 hours

d12

First Post
I think the subject says most of it. Please recommend an adventure aimed at levels 2nd-8th that can absolutely be completed in less than 12 hours. I like lots of role-play as much as dungeon-crawling hack-n-slash.

I have a subscription to dungeon but just haven't quite found the right one there (at least one we haven't already run).

Gracias.
 

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Any of the mini-adventures from Fantasy Flight Games can be completed in that time period. I also ran Nemoren's Vault by Fiery Dragon in around 4 hours, and it's a nice adventure.
 


CMG's Questus - The Whispering Woodwind adventure has been a hot seller since it was first released.

It's designed for a second-level party of standard characters and includes notes with each encounter for adjusting the adventure for characters from first to fourth level and notes for adjusting it to handle fewer or more players. It's had some great reviews and has also been run at a number of organized events (so it definitely can be played in a short or long form.)

Further, it includes six pages of bonus material in the center that details the Trundlefolk Culture, a rural nomadic tribal people, easily dropped into any medieval/fantasy campaign. This bonus section can be used to lengthen the adventure or saved to use as the core of whole other adventures of their own.

The utility of CMG's Questus - The Whispering Woodwind adventure makes it more than a simple module and perfect for your needs. :)
 

This depends...

The length of time required to run a game depends hugely on the style of the group. I run quick games but my own DM runs really slow campaigns (I'm talking tortuously slow: our characters are still only 8th-level a year down the line -- and we started at 3rd).

On the other hand, I've found that if I run one game for one group, I can't guarantee the same tempo for another. I've been running a GURPS Celtic Myth game for my current group, which I'd run for a couple of friends a while back; the first two got through the adventure in a single weekend whereas my current lot have taken nearly three months for the same story.

In my own experience, I've found that most of the adventures in Dungeon can be completed in 2-4 (4-hour) sessions -- depending on how many red herrings I throw at them, how complicated the battles are or how much in-character roleplaying will be expected (all of these things slow the tempo of a game).

If you want a fast adventure, imagine how you might run a Star Wars game -- and select your adventure on that criterion. In Star Wars, the action should be relentless but not too complex (so you don't get bogged down in die rolling):

"You step into a new corridor and have to jump back from blaster fire -- there are two stormtroopers down the way with an E-Web on a tripod. You can hear the pounding of booted feet behind you -- it sounds like maybe half a dozen more coming your way ...."
 

Most of the Penumbra games are short, but very good adventures. In the Belly of the Beast and Three Days to Kill, in particular, are very scalable and very quick. Each one took us about one session each (6 to 8 hours).
 

Many of the modules on the EN world archive are short. They seem more like minimods to me in many ways. But they have some very interesting ones, they are challenging to the DM however because now you have to find a way to connect all of these seemingly unrelated stories.
 

TiQuinn said:
Most of the Penumbra games are short, but very good adventures. In the Belly of the Beast and Three Days to Kill, in particular, are very scalable and very quick. Each one took us about one session each (6 to 8 hours).

I will second the above statement, TiQuinn is obviously a very wise person.

Because the adventures can be finished so quickly they are not good values as compared to other adventures but they are fun adventures.

I would use Three Days to kill
 
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