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Kolby Sample's page

Goblin Squad Member. Pathfinder Comics Subscriber; Pathfinder Adventure Path, Modules Subscriber. FullStarFullStarFullStarFullStar Venture-Lieutenant, Canada—Winnipeg. 85 posts (90 including aliases). 7 reviews. No lists. 1 wishlist. 15 Pathfinder Society characters. 2 aliases.

**** Venture-Lieutenant, Canada—Winnipeg

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I present 6 mighty adventurers who bested the Waking Rune hard mode.

Nailo Tealeaf, the undefeated alchemist.
Tsemichla Tal'Nar, elven alchemist extraordinaire.
Varric Chaoswielder, The Righteousness of Iomedae.
Henric, humble servent of the Dawnflower.
Ahote Takoda, Warrior of Tamiir-Quah
Cyax the Horselord.

Despite the chalange put before these 6 they were able to overcome a 7 hour battle of wills and end the Runelord of Sloth.


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Pathfinder Comics Subscriber; Pathfinder Adventure Path, Modules Subscriber

I have been running this for a few groups and this is the pace I have been seeing or expect to see for each section

Intro and Witch tower 4-5 hours
Abandoned quarry 3-4 hours
Hunclay's mannor and cave 4-5 hours
Auction and Town meeting 2 hours
Dragon slayer's tomb 3-4 hours
Creepy abbey 5-6 hours
Lair and wrap up 2 hours

So your looking at 25-30ish hours for just the enconters depending on how well you bring the town to life, side quests, breaks for food and distraction add more time as needed.

**** Venture-Lieutenant, Canada—Winnipeg

1 person marked this as a favorite.

Drollis spit Chewing tobacco on the paladin twice :) .....good time had by all.

**** Venture-Lieutenant, Canada—Winnipeg

1 person marked this as a favorite.

My personal opinion on this matter is to try & put myself in the shoes of the creatures that are fighting for their lives. I tend to agree with your examples and have a few other instances where it has come up.

These are rare examples & I would agree that targeting downed players is not a normal part of combats I run.

If combat has moved and an evil or intelligent melee enemy is now outside the range where he can reach a standing adversary then in those rare instances they will follow the "do something useful every turn" and a downed player becomes fair game.

If an enemy has the opportunity to use a downed player as a hostage (came up in Shades of Ice part 2 last time I ran it) if the players continue to engage in combat then the downed hostage would end up paying the price.

Constructs with only one player in range,,,,this is the one really hard, one do they attack rather then move or move on to a standing foe. "Normally" I would continue to attack the closest foe regardless of condition because that's how I think they would act but I have in the past & may in the future have constructs move on to the next threatening target.

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