Foxglove Manor and Initiative


Rise of the Runelords


I'm thinking that when the PCs arrive at Foxglove Manor I'm going to have them roll initiative and never leave combat rounds. I think that this will not only simplify things with the haunts, but it will keep them tense.

Any thoughts?

Dark Archive

tbug wrote:

I'm thinking that when the PCs arrive at Foxglove Manor I'm going to have them roll initiative and never leave combat rounds. I think that this will not only simplify things with the haunts, but it will keep them tense.

Any thoughts?

That may be the best way to handle it. I haven't read all of that section, but it may work best when dealing with the haunts.

Scarab Sages

You're right that starting with initiative and staying in initiative does build tension. However, this can become tiresome and too much tension can be exhausting.

I would suggest identifying a handful of encounters where you "release" that tension.

Spoiler:
The chimera might be a good one. Once that is 'defeated' let them go forward to the next encounter without initiative. Maybe even suggest a "bio" break before moving on. Once initiative is rolled for the next encounter, keep it until another "set-peice" encounter is overcome. resetting with a "bio" break and initiative free until another encounter. etc.


How are you going to work this? Will you have them roll initiative as soon as you walk in the door and secretly keep track of who goes when?


I use initiative cards. Once they get onto the grounds I'll have them roll initiative and just ask everyone what they want to do as their initiative comes around. I'll have a "haunt" initiative card in at 10.

I think that I'll pre-create battle maps with the building exteriors for each level. I could probably include some of the stairs, too. As they get to a new level I can lay out the battle map and we can carry on, adding walls as they encounter them.

I like the bio-break idea, too. I want to keep them tense, but I don't want to completely wear them out.

Grand Lodge

The manor has got to be one of the deadlier locales I have seen in a while, in the class if Teagal manor from the 80s (to be re-released again someday).

Keeping them in initiative makes sense to some degree. It keeps the tension up, but makes movement a chore. Unless you are not using a map or going from one player to the next.

For example are you going to ask every single player, in order, if they are leaving the room and have them move their minis the proper distance? Seems tedious to me.

On the other hand, having them roll initiative in some rooms and not others becomes a give "dead" give away that something is about to happen yet again. In fact it could get old, since it will happen so many times.

So, yeah, after rambling along, I suppose the best compromise is really to have them stay in initiative during certain sections, then breaking initiative for a short while then re-entering.

Another good reason to keep initiative is that the manor is a "living" place, with the lich and all. So in a way they are in conflict the entire time they are in the manor.

*sigh* this is going to be awesome and amazing to run....

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