| Post/Author/DateTime | Post |
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| gamingghostwriter03-01-08, 11:36 AM | Howdy, While not directly related to LFR, I figured this location would lead to the answer I seek . . . from folks who have played or ran it, how long do each of the four parts of the Undermountain Adventures (Crypt of Yeldoon, The River Sargauth, The Citadel, & Belkram's Tomb) take to complete in full? Any input would be greatly appreciated. Thanks, Christopher Reed gamingghostwriter :ghosted: |
| copperwyrmling03-01-08, 05:14 PM | Howdy, While not directly related to LFR, I figured this location would lead to the answer I seek . . . from folks who have played or ran it, how long do each of the four parts of the Undermountain Adventures (Crypt of Yeldoon, The River Sargauth, The Citadel, & Belkram's Tomb) take to complete in full? Any input would be greatly appreciated. I ran "The River Sargauth" and "The Citadel" repeatedly at GenCon UK. From memory, they were running in four-hour slots there and every table I ran finished in 3.5-4 hours. I can see them running in 2-3 hours with a strong table and a GM pushing the party along (as opposed to letting them spend forty minutes coming up with cunning ambush plans involving levitating dwarves and rings of the darkhidden ;) ) Alternatively, if the GM plays some of the bad guys cautiously (i.e. using hit-and-run tactics and withdrawing to recover and heal) and doesn't drop any hints about getting past some of the non-combat challenges, they could take considerably longer. They're also quite deadly: a strong party is a good idea. |
| warfteiner03-02-08, 01:44 AM | I've run a group through all four parts of the Expedition using some characters I generated for them (they were all new or recently returned players to D&D). They averaged about 5 hours per session. I am currently running a second group through. This group is more experienced and I don't have to candy-coat the encounters or bait them with expanded descriptions, so they're actually moving faster - about 3 hours per module. They have the first two down. All in all, RPGA modules are designed to be run within a four hour window. |
| LOE_Frey03-03-08, 11:18 AM | We have finished parts 1-3 of the RPGA modules. We did not finish any of them before time ran out. To be honest I am not sure how far away we were from the finish until I look at the actual mods to GM but my guess is we would have needed about 45 min. As a side, the group played online and there was not alot of preperation. Although we used voice it did add some time. If you gave 5 hours I think you would finish even if the group spent alot of time "thinking" or the DM was not prepared. It could go much faster with an expereinced group that works together and have a familiarity. I will be running it as a GM in the next few weeks and have a better idea from both sides. At this point I would say 4 hrs is too short but it really depends. Our group wasted some time and with a death in each module combats took much longer with 3 people than they would have with more. |