A Truly Epic Challenge

Monday, July 1, 2013


Illustration by Fernanda Suarez

I check the messageboards with considerable frequency, even when I'm working on the considerable number of scenarios and other amazing adventures to debut at PaizoCon and Gen Con. What I see is that many people enjoy the challenge that Season 4 presents with some finding it a little tough and a minority claiming that it still isn't hard enough. Balancing encounters to present a respectable challenge without being unbeatable for a typical group is always on my mind as I outline, assign, and develop scenarios, but I can respect that there are players out there who want to face ever-stronger foes.

Imagine my delight, then, when I began developing Pathfinder Society Scenario #4–26: The Waking Rune! Here we have an epic finale to the Year of the Risen Rune, and the premise practically begs an almost impossibly difficult encounter, right? Well, I resisted that urge.

Somewhat.

Instead, I have built in an optional feature for this scenario as a tip of the hat to the diehard challenge-seekers. Season 4 introduced the six-player assumption with rules for scaling down encounters for tables of 4 PCs. The Waking Rune also includes rules for scaling up the encounters for added difficulty. This is an experiment and is intended only to enable a table to legally play on "hard mode" if everyone involved explicitly agrees to take on a tougher challenge. Doing the harder version does not grant better gold, XP, or Fame; it's just for bragging rights. You have been warned.

I trust that we'll all be good gaming citizens by not pressuring others into taking on this added challenge unless they really want it. Adding notes on scaling up encounters is something I'm willing to explore in future scenarios, but it depends on hearing feedback.

Allow me to make a polite request regarding the scenarios to be released in a few days. Excited as I am to hear what people think about these scenarios, be considerate in using spoiler tags on the messageboards and discretion in person. Many of the scenarios have big reveals that I imagine would be all the more exciting to discover during the adventure and not beforehand.

Happy adventuring!

John Compton
Developer

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Tags: Fernanda Suarez Pathfinder Society Pathfinder Society Scenarios
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5/5 *****

1 person marked this as a favorite.
Rusty Ironpants wrote:
andreww wrote:
kinevon wrote:

Got to admit, the group I played Waking Rune with at PaizoCon, Saturday morning at 10-11, was too well-built/handled for normal mode, how we played it, but not good enough for hard mode.

At the end there, I was actually feeling sorry for poor Krune.

** spoiler omitted **

Given his abilities I am surprised that caused him a problem.

** spoiler omitted **

Andreww, does he still have those abilities if we ...

** spoiler omitted **

Yes, yes he does.

To be fair Krunes statblock is probably one of the most complicated you are ever going to use. A thread about what he is capable of, heavily spoiler alerted of course, might well be in order.

Scarab Sages 4/5 RPG Superstar 2015 Top 16

John Compton wrote:
Rusty Ironpants wrote:
andreww wrote:

Given his abilities I am surprised that caused him a problem.

** spoiler omitted **

Andreww, does he still have those abilities if we ...

** spoiler omitted **

Yes

** spoiler omitted **

Just an honest mistake by our GM I guess then, it happens. In my opinion, he still did a great job overall though.

5/5

That might be a really good idea Andreww. TetujinOni and I were kibitz'ing late Sunday night about all the things he could have done, particularly on Hard Mode. The list of "Oh that would have been *really* bad" got pretty long.

Fortunately, Eric's run of it for us was pretty intense, nothing obvious for either of us that would have necessarily gone better for Krune.

Sovereign Court 5/5

I'd love to see a thread of what Krune can do for when I run this. But maybe in the GM section?

1/5

Alex Greenshields wrote:
Pirate Rob wrote:

Here's a brief rundown of how our 10-11 hard went:

** spoiler omitted **

I still can't believe that more than half the party had made that Fort save considering the DC!

I know i only made the DC thanks to our bard, or i would have been rotisserie chicken after 12 hours under a heat lamp, all crispy and dried out.

And Alex you earned a sticker for sure! We had to work for that one even if your dice betrayed the rune lord a few times.

5/5

1 person marked this as a favorite.
Jubrayl Ibor Ardoc wrote:
Garble Facechomper wrote:
Krune taste good?
Yes, I ate his ashes with relish.

If he tasted so good, why did you need to add relish?

Sczarni 2/5

I really wish I could've had a chance at playing this scenario on Hard Mode, but as it is, my table didn't even get to finish regular mode because of the time constraints of starting a little late and trying to run it in a short slot. Also, we got stuck in one area that took us a bit to figure out before moving on. I think that if we'd had another 10 minutes, things would've gone quite differently.

Paizocon Experience (tl;dr):
It was a table of 4 at subtier 7-8 before I joined with only my 11th level available at the time to play in the 7-11 tier. I could've just walked away and let the party take on the challenge on their own, but considering one of the players was my Mum (Who'd had a horrible day up to that point, and I'd have heard about it for weeks afterward if it'd gone poorly), I'd have felt bad leaving everyone to take on that challenge with a 4 person table (one of which was an Iconic). Mind you, the guy playing Kyra did a great job, despite nearly dieing in the last fight, so looking back at it, I think they might have actually been better off without me since they would've had the 4 person adjustments to the fights.

I have only wonderful things to say about the table's GM, Nani Pratt, she did an amazing job running this scenario, keeping track of all of the ridiculous amounts of information needed to run this thing, and there was some entertaining roleplaying aspects despite the dungeon-crawl-y nature of the scenario. She really did an amazing job, and I really hope that I get the chance to play at future convention tables with her.

The thing that upset me about this scenario is the fact that we didn't have another few rounds to continue the fight. We were literally being kicked out because the next slot was starting, and I honestly felt cheated out of a fair shot at the ending. I really feel the need to stress the fact that I don't blame anyone at the table, nor our wonderful GM for our failure, but the fact that we were forced to cut it short because of time.

It's one thing to fail miserably because the party just couldn't handle it, it's another to be denied the chance to finish because there's not enough time. One, I can accept and move on; the other eats away at me and drives me absolutely nuts because we had no chance of controlling it or changing it.

I understand why the "No Replay" rules exist and why they're important, but when there's a scenario with the option of playing on a different difficulty, it's really annoying to find out that you either have to walk away from a table because you don't like that they're not going to do it hard mode (which I felt would've been really rude of me), or put up with doing it normally and give up the opportunity to do it the way you'd like to.

Liberty's Edge 4/5 5/55/5 **

Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
June Soler wrote:

If you died:

" I TOOK ON THE RUNELORDS... AND GOT OWNED!"

My PC did not die but got this sticker from Eric Brittain... Most likely having something to due with taking enough dmg to go to -15 with a 12 con but but being saved by my Aegis of Recovery and ended up at 0. ;)

5/5 *****

Todd Lower wrote:
I'd love to see a thread of what Krune can do for when I run this. But maybe in the GM section?

I have started one here

5/5

Jack-of-Blades wrote:
I understand why the "No Replay" rules exist and why they're important, but when there's a scenario with the option of playing on a different difficulty, it's really annoying to find out that you either have to walk away from a table because you don't like that they're not going to do it hard mode (which I felt would've been really rude of me), or put up with doing it normally and give up the opportunity to do it the way you'd like to.

I think this is one scenario where people will play it again, as whole tables of replay, just to experience hard mode.

Sovereign Court 5/5

Majuba wrote:
Jack-of-Blades wrote:
I understand why the "No Replay" rules exist and why they're important, but when there's a scenario with the option of playing on a different difficulty, it's really annoying to find out that you either have to walk away from a table because you don't like that they're not going to do it hard mode (which I felt would've been really rude of me), or put up with doing it normally and give up the opportunity to do it the way you'd like to.
I think this is one scenario where people will play it again, as whole tables of replay, just to experience hard mode.

Nothing says that you can't replay the scenario; just that you can't play it inside society rules. Just the same as playing one of the retired scenarios. Play, have fun, die (maybe).

1/5

My table is set for hard mode:

Lvl 11 caster cleric
Lvl 11 caster cleric specializing in healing
Lvl 11 melee alchemist
lvl 11 magus
lvl 10 bloatmage
lvl 10 ranged rogue

Will let you all know how it goes (sans the spoilers). If you want to know all the gritty details you will just have to risk your on prestige to find out.

Sovereign Court 5/5

Lab_Rat wrote:

My table is set for hard mode:

Lvl 11 caster cleric
Lvl 11 caster cleric specializing in healing
Lvl 11 melee alchemist
lvl 11 magus
lvl 10 bloatmage
lvl 10 ranged rogue

Will let you all know how it goes (sans the spoilers). If you want to know all the gritty details you will just have to risk your on prestige to find out.

Wow, no tank. Good luck, safe travels. :-)

Liberty's Edge 2/5 *

Lab: So long and farewell :)


Todd Lower wrote:


Wow, no tank. Good luck, safe travels. :-)

Yeah, I was thinking the same thing.

From what I had heard, the scenario is challenging enough as is without increasing the difficulty.

Good luck. :)

The Exchange 5/5

Todd Lower wrote:
Lab_Rat wrote:

My table is set for hard mode:

Lvl 11 caster cleric
Lvl 11 caster cleric specializing in healing
Lvl 11 melee alchemist
lvl 11 magus
lvl 10 bloatmage
lvl 10 ranged rogue

Will let you all know how it goes (sans the spoilers). If you want to know all the gritty details you will just have to risk your on prestige to find out.

Wow, no tank. Good luck, safe travels. :-)

depends on how the "Lvl 11 melee alchemist" & the Clerics are built.

I've seen some very high ACs on Clerics, and Alchemists (with spells added in too. Deflection, blur, greater Invis.... get's scary sometimes). This highest AC character I've seen was my sons Caster Cleric...

1/5

AC's are in the 30's for the melee. We don't have an iron wall but they are not supper squishy.

Scarab Sages 3/5

Hobbun wrote:
Todd Lower wrote:


Wow, no tank. Good luck, safe travels. :-)

Yeah, I was thinking the same thing.

From what I had heard, the scenario is challenging enough as is without increasing the difficulty.

Good luck. :)

AC 30 hp 120+ before buffs cleric

Grand Lodge 4/5

andreww wrote:
Rusty Ironpants wrote:
andreww wrote:
kinevon wrote:

Got to admit, the group I played Waking Rune with at PaizoCon, Saturday morning at 10-11, was too well-built/handled for normal mode, how we played it, but not good enough for hard mode.

At the end there, I was actually feeling sorry for poor Krune.

** spoiler omitted **

Given his abilities I am surprised that caused him a problem.

** spoiler omitted **

Andreww, does he still have those abilities if we ...

** spoiler omitted **

Yes, yes he does.

To be fair Krunes statblock is probably one of the most complicated you are ever going to use. A thread about what he is capable of, heavily spoiler alerted of course, might well be in order.

Spoiler:
Somehow, I don't think I would disagree, as a GM, that Freedom of Movement would prevent someone from being affected by Hold Person. YMMV.
2/5

Pathfinder Adventure Path Subscriber
andreww wrote:
Rusty Ironpants wrote:
andreww wrote:
kinevon wrote:

Got to admit, the group I played Waking Rune with at PaizoCon, Saturday morning at 10-11, was too well-built/handled for normal mode, how we played it, but not good enough for hard mode.

At the end there, I was actually feeling sorry for poor Krune.

** spoiler omitted **

Given his abilities I am surprised that caused him a problem.

** spoiler omitted **

Andreww, does he still have those abilities if we ...

** spoiler omitted **

Yes, yes he does.

To be fair Krunes statblock is probably one of the most complicated you are ever going to use. A thread about what he is capable of, heavily spoiler alerted of course, might well be in order.

I'm assuming the opening salvo would be traps triggered that cast delayed targeted Dispel Magics at the party to remove any buffs? :)

I'm curious. Is this something different...a boss you have to 'solve' rather than out-control/divinate and pound? Are those elements present?

I won't be playing this one anytime soon (my highest is only level 5) so I don't want it spoiled but I'd be a wee bit disappointed if the boss is a cookie-cutter high-level caster.

Paizo Employee 4/5 Developer

Rerednaw wrote:


I'm assuming the opening salvo would be traps triggered that cast delayed targeted Dispel Magics at the party to remove any buffs? :)

I'm curious. Is this something different...a boss you have to 'solve' rather than out-control/divinate and pound? Are those elements present?

I won't be playing this one anytime soon (my highest is only level 5) so I don't want it spoiled but I'd be a wee bit disappointed if the boss is a cookie-cutter high-level caster.

There's a fair bit of depth to Krune. One can just beat the snot out of him, but there are some interesting ways to defeat him. Beyond that, Krune has some cool resources that keep him from settling into the "cookie-cutter, high-level caster" stereotype.

5/5

John Compton wrote:
There's a fair bit of depth to Krune. One can just beat the snot out of him, but there are some interesting ways to defeat him. Beyond that, Krune has some cool resources that keep him from settling into the "cookie-cutter, high-level caster" stereotype.

Mmmmm... cookies!

Grand Lodge 5/5

John Compton wrote:
There's a fair bit of depth to Krune. One can just beat the snot out of him, but there are some interesting ways to defeat him. Beyond that, Krune has some cool resources that keep him from settling into the "cookie-cutter, high-level caster" stereotype.

Mmm... SNOT!

1/5

Forget Krune for a second.....according to the blurb WE, as in pathfinders, get to play with artifacts. I am wondering what goodies we get.

5/5 *****

I think you may be disappointed...:)

1/5

Sigh...the society is always disappointing my bloatmage. It's always "Go collect this item of power and that item of power." It's never "You guys are in a tough pickle, here's some awesome items of immense power from our vault."

Paizo Employee 4/5 Developer

Lab_Rat wrote:
Sigh...the society is always disappointing my bloatmage. It's always "Go collect this item of power and that item of power." It's never "You guys are in a tough pickle, here's some awesome items of immense power from our vault."

Um...actually, I think that's where you might be pleased with #4–26.

Sczarni

So is there an extra reward/Boon for playing in hard mode or is it just bragging rights? I am scheduled to play this in early April 2014 with 5 PCs in 10-11 tier.

Level 11 fighter
Level 11 summoner
Level 10 fighter
Level 10 oracle
Level 9 rogue

The level 10 oracle is built around the rings and bracelet combo that allows him to take half of everyone's damage and do quick heals to PCs

5/5

Ulfen Death Squad wrote:

So is there an extra reward/Boon for playing in hard mode or is it just bragging rights? I am scheduled to play this in early April 2014 with 5 PCs in 10-11 tier.

Level 11 fighter
Level 11 summoner
Level 10 fighter
Level 10 oracle
Level 9 rogue

The level 10 oracle is built around the rings and bracelet combo that allows him to take half of everyone's damage and do quick heals to PCs

Bragging rights only

5/5

Sniggevert wrote:
Bragging rights only

And I strongly would suggest avoiding Hard Mode. We had a Quick Channeling Cleric, with 6 players (11,11,11,11,10,10) and still had it very very rough without hard mode. That Oracle could die very very quickly doing that.

Heck, I don't recommend *playing* it without 6 players.

4/5

Majuba wrote:
Sniggevert wrote:
Bragging rights only

And I strongly would suggest avoiding Hard Mode. We had a Quick Channeling Cleric, with 6 players (11,11,11,11,10,10) and still had it very very rough without hard mode. That Oracle could die very very quickly doing that.

Heck, I don't recommend *playing* it without 6 players.

And hard mode zaps away most of the 4-player adjustment, so moreso for hard. I think the key is going in ready. Our table of 10 10 10 9, with no particular uber-builds (Support Lore Oracle 10, Support Cleric 10, Zen Archer 10 who didn't hit very often, Rogue 9) managed Hard Mode+ (Hard Mode with some mistakes in the opposition's favor that made it more fun to play) because we blew a good amount of money on scrolls (I guess if we had an 11 cleric instead of 10 we wouldn't have needed to do so, since they were mostly 6th level scrolls--oh wait, they were all arcane so we would've needed a wizard).

Grand Lodge 4/5

Pathfinder Battles Case Subscriber; Pathfinder Maps Subscriber

So I got to run Hard Mode for John and I can definitely say some groups may have a hard time and some won't. The fight can vary as well as some fights one group will have no problem with another will have difficulty. The only happy thing about this was that it go named bullet banned, again.

One situation I love about this module is making players think about different aspects of their character in order to solve problems, watching a Druid and Necromancer work together was hilarious.

Just remember this phrase that seems to apply to some parties, if violence isn't working your not using enough.

Grand Lodge 5/5

The only benefit you get for doing hard mode outside of bragging rights is that playing hard mode would re-activate that mythic-tier boon from Gencon.

4/5

Taenia wrote:

So I got to run Hard Mode for John and I can definitely say some groups may have a hard time and some won't. The fight can vary as well as some fights one group will have no problem with another will have difficulty. The only happy thing about this was that it go named bullet banned, again.

One situation I love about this module is making players think about different aspects of their character in order to solve problems, watching a Druid and Necromancer work together was hilarious.

Just remember this phrase that seems to apply to some parties, if violence isn't working your not using enough.

Wait, named bullet is banned?

5/5

Mark Seifter wrote:
Wait, named bullet is banned?

Sounds like a (joking?) statement made during game.

Lantern Lodge 3/5

Mark Seifter wrote:
Wait, named bullet is banned?

Not according to the AR under Ultimate Combat.

4/5

Oh, OK. I mean, is it an instant victory to load up a gunslinger or archer with four or five of them? Sure. But it's a lot of spell slots of fairly high level from PFS perspective. You can also kill most enemies with a single chains of light, for instance, since that spell is pretty much indefensible for most enemies and allows coup de grace, and the Pearl of Power index indicates that 1 6th level slot is only worth a little more than 2 4th level slots. And it's teamwork, I guess, where the caster and the martial really work together for that win moreso than chains of light or other things. Teamwork is always better than solo acts in my book (but maybe that's why I like bards and support characters).

Lantern Lodge 3/5

1 person marked this as a favorite.

I basically agree with Mark.

At the end of the day, it can be hard for one "reasonably" build baddie to stand up to a single optimizer, let alone a full party of them. Even a very well built baddie of higher level can have trouble with a single optimized PC.

There had to be some delicate finesse in building Krune at 18th level to face 7th-11th level PCs without completely blowing them away. He could have potentially been given spells such as aroden's spellbane, winds of vengeance, ect. to make him exceptionally resilient, but would that have been the best thing for the campaign? That call comes down to individual perspective.

Overall, I personally liked the scenario, and I thought that Krune was put together well toward the goal of providing a hearty challenge for the experienced player without being a certain death sentence. Less experienced players may well have found him certain death, while skilled optimized could very well have had zero trouble or challenge from him.

5/5 *****

Even as things stand Krune has to be played with a forced degree of character stupidity to fall to his enemies. The written tactics intentionally hamper him as otherwise he will demolish pretty much any level 7-11 group simply by teleporting away and preparing more.

4/5

andreww wrote:
Even as things stand Krune has to be played with a forced degree of character stupidity to fall to his enemies. The written tactics intentionally hamper him as otherwise he will demolish pretty much any level 7-11 group simply by teleporting away and preparing more.

It's true that his Achilles's Heel is that he isn't willing to retreat completely and just stay untouchable, building up his power and his empire in a place where the PCs will never find him (and if they do, just leave again), eventually killing each of the PCs at a moment when they are distracted and alone, rather than together and having just dropped expensive buffs knowing they'd be fighting him.

Well, that's why Pride isn't one of the opposed sins to Sloth!

5/5 *****

Yeah but he isn't even willing to teleport to the starting area so he has a chance of getting some of his 1 round casting time high level summon spells off. Instead he stands there trying to hide in fogs or behind walls on the off chance he doesn't get disrupted. That isn't a winning strategy.

4/5 ****

andreww wrote:
Yeah but he isn't even willing to teleport to the starting area so he has a chance of getting some of his 1 round casting time high level summon spells off. Instead he stands there trying to hide in fogs or behind walls on the off chance he doesn't get disrupted. That isn't a winning strategy.

He gets to teleport anywhere in his lair he wants, he's not stuck in that room.

5/5 *****

Pirate Rob wrote:
andreww wrote:
Yeah but he isn't even willing to teleport to the starting area so he has a chance of getting some of his 1 round casting time high level summon spells off. Instead he stands there trying to hide in fogs or behind walls on the off chance he doesn't get disrupted. That isn't a winning strategy.
He gets to teleport anywhere in his lair he wants, he's not stuck in that room.

Well yes, obviously, but I was talking about running him as written and using his listed tactics. And they say he doesn't do so unless he is feeling overwhelmed by which time it may well be far too late.

Paizo Employee 4/5 Developer

1 person marked this as a favorite.

Reasons for Krune's behavior:
Krune entered his particular form of hibernation expecting to be out of the picture for about a century (maybe a millennium) and that he would still essentially be a god-king when he awoke to reclaim his kingdom. In his time, his mastery of runes made other runelords weak in the knees despite his being among the less magically proficient such rulers. Anyone who met him treated him with respect, deference, and/or obeisance. Anyone who failed to do so tended to die at his hand in a gruesome, "let's set an example" sort of way.

When he awakens to find adventurers in his sanctum, his conditioned response is to demand obedience then use magic to squash the trespassers and get back to the business of reclaiming his throne. Once it's clear he cannot just brush aside these strangers (such as from their dealing lots of damage to him or otherwise thwarting his opening play), then he realizes that this is a real threat and pulls out the big guns.

Think of it as though Krune is a tank, and everyone else is an unexceptional sheep. His typical response to an unruly sheep would be to run it down or lazily fire a cannon to put the flock in its place. Even on a good day, an angry sheep might headbutt the tank and cause no damage before the runelord would obliterate it. Krune has no reason to believe these new sheep (the PCs) are actually a threat.

No sheep were harmed in the creation of this example.

4/5 ****

When I have run Krune against weak groups, he has stayed in the room, used fogs and wall and wiped the party.

When I have run him against strong groups he generally takes 100-200 damage before getting to act and sees about a zillion magical aura thanks to Arcane Sight.

In those cases he plays cat and mouse with them for awhile, summoning things etc while the PCs eventually take him out.

I think his tactics are completely reasonable. While opening with Horrid Wilting for ~100+ is probably the most likely option to kill PCs, but not his best option for winning. Against a strong group Krune's focus has to be on not being attacked. He's surprisingly resilient against magical attacks but will go down in a round to a full attack from a strong party.

5/5 *****

Spoiler:
Personally I think his strongest tactic is probably to teleport to the entrance room and start summoning earth elementals which he sends through the walls at the PC's. Fill rooms with widened cloud kills as he ports backwards and forwards between the two areas (the are right next to each other) and keep summoning. Hit them with empowered wilting when they are already worn down a bit.

On hard mode obviously just wishing them into the sun is the most effective, if dullest, option. I did at one point wonder if Emergency Force Sphere would save you from the Wish by breaking line of effect but I suspect not. Still good for avoiding the horrid wilting on a squishy arcane caster.


Gunslinger was not impressed.

:)

No, really, player had a ton of fun, and got to pull out all the stops for once and not feel guilty about it.

More please!

-j

Lantern Lodge 3/5

John Compton wrote:
** spoiler omitted **

And that is totally legit logic given his personality and length of sleep.

Shadow Lodge 4/5 5/5 RPG Superstar Season 9 Top 8

John, can you cross post that (with maybe a bit more!) to the Waking Rune GM thread? That information is super helpful for getting into his mindset.

Paizo Employee 4/5 Developer

Walter Sheppard wrote:
John, can you cross post that (with maybe a bit more!) to the Waking Rune GM thread? That information is super helpful for getting into his mindset.

Will do.

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