Horrendous Waking Rune Experience


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Grand Lodge 5/5 Venture-Lieutenant, New Hampshire—Merrimack

Not normally one to complain, but I have to say, the sheer deadliness not even on NOT hard mode made this my first unpleasant experience at Gencon and PFS. The crazy high numbers and magic far beyond our capabilities made us run 4 rounds into the first encounter. The time was wasted (and money). I'm hoping this is an anomaly and not something we will see more of.

Crazy killer DM (Didn't seem it, he kept apologizing and saying he felt bad), or crazy module harder than normal?

Liberty's Edge 4/5

Pathfinder Adventure, Card Game, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Yo! It's a Runelord!

Go through your stack of chronicles and find your special favors, get your rerolls ready, and talk party strategy.

Oh yeah, and don't sit down at that one unless you got heals, yo!

Chris Marsh wrote:

Not normally one to complain, but I have to say, the sheer deadliness not even on NOT hard mode made this my first unpleasant experience at Gencon and PFS. The crazy high numbers and magic far beyond our capabilities made us run 4 rounds into the first encounter. The time was wasted (and money). I'm hoping this is an anomaly and not something we will see more of.

Crazy killer DM (Didn't seem it, he kept apologizing and saying he felt bad), or crazy module harder than normal?

Liberty's Edge

It is a REALLY tough scenario.. definitely one I would say a cleric or someone else who is capable of removing various harmful spells is pretty much necessary. And as Sliska said, you are dealing with a Runelord, they are no pushovers.

A diverse group with different classes might do better here than a group with one or two of the same types of characters who do similar things.

Scarab Sages 4/5

My group was victorious but came armed for bear and it was really hard. We probably spent the first 45 minutes just shopping and talking over what spells to prep. We were a Cleric, Oracle, Druid/Monk, Zen Archer/Sorcerer and two wizards. The fight with Krune alone took about 4 hours and it felt glorious when he went down.

Scarab Sages 5/5 Venture-Captain, Washington—Spokane

Sliska said it best, it's a Runelord. That scenario was not only the most difficult, it was also the closest to death I have ever had a character reach. I did survive but it is listed as one of the few scenarios I will never forget.

Grand Lodge 5/5 Venture-Lieutenant, New Hampshire—Merrimack

Well, our party was well equipped. The same party left Bone keep successful and the Special too. Not a single party death. First three rounds saw the party down 4 characters (one INT drained into a coma.) Even saves in the 30s failed.

Meh. I like hard (Bonekeep was great.). This was not fun.

Scarab Sages

Saves of 30+ failed on the first fight? Hmmm.....

5/5 Venture-Agent, California—San Francisco Bay Area North & East aka Pirate Rob

I'm sorry you had a bad experience Chris. Even on normal Waking Rune is no joke and significantly harder than a normal scenario.

Your complaints here illustrate one of the problems with making hard content. For your group Bonekeep was great and hard and fun, but Waking Rune was a miserable slaughterfest.

So I have a question for you, and anybody else as well:

Would you prefer to see occasional hard content, with the understanding that sometimes you'll get wtfbbqpwned no matter how optimized/prepared you are. Or would you prefer to keep the content more managable, to where it can provide an interesting challenge to fairly average characters and never provide a mechanical challenge to optimized groups?

I see no way to make hard content actually hard without making it unreasonably overwhelming for even strong groups on occasion.

Grand Lodge

At my FLGS we played on the easiest setting, 4 player adjustment 7-8 subtier with an 8 Wiz, an 8 Bard, a 10 Fighter/Barb and a 10 Divine Hunter.

Spoiler:
We defeated the first encounter with relatively minimal problems, only having to deal with getting a plane shifted ally back, with some luck. Plane shifting also as I understood it made little sense for where you end up in the first place if you get them back.

The second encounter went deceptively well, but was supposed to be the easiest encounter I believe. We shut down all but 2 of the runes before heading in, and had a small amount of prep time before the Runelord awakened. The Runelord teleported out without casting anything, which was fairly odd IMO. We followed him around, our fighter got hit by a cloudkill but wasn't off badly. We all made our save against the Spears slow. Then he just bounced around scared until he healed up a bit, and summoned 5 CG outsiders, I forgot the name. He solid fogged some of us off, dropped the Bard. Our paladin healed the Bard, then next round stepped out of the fog, got a clear shot and crit the boss with a reroll to end it.

A fairly anticlimactic way for the encounter to end, but I feel like it had to be like that for us. We weren't exactly looking at an optimized party, our Court Bard was a skill specialist, our Fighter had run out of rage and was fatigued the entire last 2 fights, the paladin and I were basically untouched for our troubles but as I understand it a Wizard does not have an easy time beating, what is for all intents and purposes, a superior Wizard. I think our GM was fair, hard balling some stuff and soft balling a bit to create an interesting encounter. I had a decent time, but honestly, the scenario does not lend itself to being very interesting outside of combat. The GM kept telling us he was giving to us easy, but honestly if the GM goes all out on tactics with Krune I feel he will run over most parties without some luck. It's a mildly frustrating encounter, especially walking around trying to find him. I really think writing like this should be restricted, and not become the norm. The challenge was refreshing, although playing Cult of the Ebon Destroyers into this was a bit nerve wracking, but I greatly prefer the interaction other scenarios provide through non-combat interaction.

TL;DR: The challenge was fun, but otherwise I thought it a dry scenario with little interaction. The module is indeed crazy hard.

EDIT: Spoilered the stuff I thought may have been a bit too spoilertastic, sorry.

The Exchange

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Pirate Rob wrote:

I'm sorry you had a bad experience Chris. Even on normal Waking Rune is no joke and significantly harder than a normal scenario.

Your complaints here illustrate one of the problems with making hard content. For your group Bonekeep was great and hard and fun, but Waking Rune was a miserable slaughterfest.

So I have a question for you, and anybody else as well:

Would you prefer to see occasional hard content, with the understanding that sometimes you'll get wtfbbqpwned no matter how optimized/prepared you are. Or would you prefer to keep the content more managable, to where it can provide an interesting challenge to fairly average characters and never provide a mechanical challenge to optimized groups?

I see no way to make hard content actually hard without making it unreasonably overwhelming for even strong groups on occasion.

I would prefer the scenarios be geared toward the average player. If they want to make a "hard mode" for the optimized groups, that's ok, but part of the reason that I love PFS is that you don't have to be min maxed with half your stats dumped to be an effective character. What I disliked most about the last couple of years of another OP game I participated in was that every single scenario was so "challenging" that if you weren't some completely torqued out uber munchkin from beyond the stars, you weren't only ineffective--you were flat out dead. Every...single...scenario. I trust Paizo not to do that.

Scarab Sages

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Though the issue is also that it is not supposed to be everyday that regular pathfinders of the society can reach to Level 12.

Many of the Venture-Captains have not reach to 12. Hey, even the ever so Righteous-Righteous Pally-Pally VC is only a level 10 Paladin. Freedom-loving Hippies (Andorans) head honcho is only 10 as well. Osirian's VC is the highest at 13, and he is pretty much over the hill with his old age.

Paizo expects deaths. REPEAT. Paizo expects deaths. The average "Pathfinder" should be roughly about level 6-7, similar to rolling 2d6. Low numbers show the frequency of death, with the high numbers show the frequency of players reaching to 12.

Another viewpoint that you can place is streching the "1-12" level range to overlap the actual "1-20" level range of homebrew games. Take a step back from that and you can see the perspective that PFS is sort of trying to do.

In the terms of The Waking Rune, you were basically placed into an equivalent of the Last Boss of Last Bosses. You can sort of see the position that Paizo had when they had to do something to make the experience memorable (for good or bad, I guess). What would happen if Krune, the Runelord of Sloth a.k.a Biggest Baddie for his Sin, was a cakewalk for Pathfinders? There would be people here complaining how much of an upset the climax was for the season.

For terms of min-max/muchkin, I can not lie that I am siding with the muchkin, but understand that even though you can "claim" to be powerful, you WILL have flaws. There were situations that me and my friend were completely locked down on anything because we were so specialized on our abilities, a curveball that we encountered in the scenario put both of us in place. Other times it helped us dearly. But what you may or may not forget is that this is also a team game. Your party is your best weapon against any encounter. They will have you as thier weapon, and them with you.

An average character with average abilities can also be effective in taking down an encounter better than you think. The problem, again, is that people expect to live to see the next day. What people must burn into their minds is that there is always a chance for death. Always.

Liberty's Edge

Please use spoiler tags if you are going to discuss specific's about the scenario. I have not played it yet so I want my pc's destruction to be a surprise. Thanks!


I have ran this a couple times, I don't normally kill players this is an exception.

A Runelord is supposed to be hard!

From my experience players make the most difference as well as the GM.

I would bet most of the players that played in my games even though some died, had a blast playing it.

Grand Lodge 5/5 Venture-Lieutenant, New Hampshire—Merrimack

Well, this group survived Bonekeep without a death, the Special too. I don't mind hard at all, really (I'm itching for more Bonekeep)

I tries to post a much more detailed reply, but couldn't connect. So here's the short version :-)

1. We opted for not hard mode, so I think we went in expecting a hard game, but normally so.

2. The front loaded encounter was just too hard. The enemy had a suite of buffs cast that made us all ineffectual. Fleeing for our lives 4 rounds in just made it not fun.

3. Bonekeep's challenge was more fun I think because the difficulty was an "8" in every room. A constant long struggle. This was set to 11 early on.

4. So, hard is good. But unlike the opening dragon in RttToEE, the only hope was having the one and only "key". you couldn't circumvent, skip, etc.

All things considered, 40ish tables over 6 Gen coins, and only one sour experience is pretty good.

Grand Lodge 5/5 Venture-Agent, Florida—Melbourne aka trollbill

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My party was TPKed at GenCon. We didn't get TPKed in either Bonekeep. IMHO opinion. Waking Rune was as hard as Bonekeep. So the only complaint I have is that while Bonekeep clearly advertises its difficulty, Waking Rune does not. Mind you, that would not have changed how things turned out for my group as we would played it anyway. But in some ways Waking Rune is more dangerous than Bonekeep because Bonekeep has a warning label and Waking Rune doesn't, leading people to believe it is just another mod.

Dark Archive

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If the picture of a 10,000 year old super wizard on the cover doesn't advertise it's lethality, I don't know what you're looking for.

Liberty's Edge 4/5 Venture-Captain, Indiana—Northern

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Aaron Mayhew wrote:
If the picture of a 10,000 year old super wizard on the cover doesn't advertise it's lethality, I don't know what you're looking for.

Well, in fairness, most players do not see the cover of the scenario (or any portion thereof.) Accordingly, it matters little what appears on the cover.

Silver Crusade 5/5

Aaron Mayhew wrote:
If the picture of a 10,000 year old super wizard on the cover doesn't advertise it's lethality, I don't know what you're looking for.

There are lots of scenarios where reading the blurb doesn't give a good clue how difficult things will be. Sometimes things are a LOT easier OR harder than the description implies.

And some people actively try and avoid looking at the covers. One quite bad habit paizo has is to sometimes put very significant spoilers on the cover.

5/5

Chris Marsh wrote:

Well, this group survived Bonekeep without a death, the Special too. I don't mind hard at all, really (I'm itching for more Bonekeep)

I tries to post a much more detailed reply, but couldn't connect. So here's the short version :-)

1. We opted for not hard mode, so I think we went in expecting a hard game, but normally so.

2. The front loaded encounter was just too hard. The enemy had a suite of buffs cast that made us all ineffectual. Fleeing for our lives 4 rounds in just made it not fun.

3. Bonekeep's challenge was more fun I think because the difficulty was an "8" in every room. A constant long struggle. This was set to 11 early on.

4. So, hard is good. But unlike the opening dragon in RttToEE, the only hope was having the one and only "key". you couldn't circumvent, skip, etc.

All things considered, 40ish tables over 6 Gen coins, and only one sour experience is pretty good.

The first encounter doesnt involve any precast buffs. Sounds like your gm screwed you.

Shadow Lodge

I'm actually scared to play this scenario from what I've heard. I usually play with parties with 3 or 4 players, and I'm not great at optimising (though I generally do try).

If your typical 6 player table is having problems with this scenario on not-hard-mode, what hope do my tables have?

Seems like an enormous shame to miss the end of the season though. I want it to be cinematic on a story level, but I don't want to feel like I never had a chance.

Liberty's Edge

I have already created a post about this . It was an interest scenario and my Musket Master died too, but I fully expected the scenario to be very hard and taxing.

Silver Crusade

I will list advanced tactics in the gm prep section. The first boss is VERY hard if played to her fullest. She wrecks parties easily.


Pathfinder Adventure Path Subscriber

Unfortunately, I had to try and run through the scenario as part of a group of four (DO NOT DO THIS!!!) as we just couldn't find any more players.

Nobody died, but the four of us had to run away with our tails between our legs after just a few rounds with the Runelord. It was easily the most humiliating defeat any of my players have ever suffered.

Spoiler:
Daniel Luckett wrote:
I will list advanced tactics in the gm prep section. The first boss is VERY hard if played to her fullest. She wrecks parties easily.

No s#^t. I've never seen so many Limited Wishes going off. :(

Silver Crusade

Son of the Veterinarian wrote:


Unfortunately, I had to try and run through the scenario as part of a group of four (DO NOT DO THIS!!!) as we just couldn't find any more players.

Nobody died, but the four of us had to run away with our tails between our legs after just a few rounds with the Runelord. It was easily the most humiliating defeat any of my players have ever suffered.

** spoiler omitted **

Should only be one unless on hard.

Scarab Sages

And if you played down, there should be none.

Silver Crusade

Cao Phen wrote:
And if you played down, there should be none.

I'll admit error here. I had not caught that in my multiple read throughs and is not included on my tier cheat sheet for that eventuality. Not sure if this was my table or not but if it was, I screwed up and missed a line. It was not intentional. Despite my title, I am still human and capable of error.

Too many variables to say what may have happened if I had caught that. If those players would like to discuss options with me please pm me.

Scarab Sages

Oh, I am not here to bash on anyone. We all sometimes make mistakes. It is part of the learning experience of a DM.


I can see why people would not expect that much trouble, because they have never actually seen what a high level wizard can do.

Krune isn't even that great himself, tbh


Pathfinder Adventure Path Subscriber

I'm not really complaining about the adventure, if they have the spells they should use them, and our GM was great. But with a party of four (two paladins, a arcane trickster, and a cleric) we were badly underpowered to take on Krune

And we knew this going in, but by the time we admitted no one else was coming it was after one and none of us were willing to pack it in and miss our shot at a Runelord.

Grand Lodge 5/5 Venture-Agent, Florida—Melbourne aka trollbill

Aaron Mayhew wrote:
If the picture of a 10,000 year old super wizard on the cover doesn't advertise it's lethality, I don't know what you're looking for.

If you saw a picture on the cover of a Balor for a 7-11 mod would expect your 7th level character to actually have to fight one? Or at least a fully powered up one? No, most likely you would expect that if you were going to fight one at all it would be nerfed to something level appropriate (which this mod at least somewhat does, if fact). And at that point you have no idea how tough it will be.

Regardless, the point is this. The designers saw fit to give clear and unavoidable warnings to people who were going to play Bonekeep. This sets a precident that if the mod is going to be really tough then you will be given ample warning. Since Waking Rune seems on par with Bonekeep to me, it seems a bit misleading not to give it a similar warning.

Again, I am not complaining for myself. My group would done it even with the warning and we lost more to bad luck and bad party make-up than anything else.

Spoiler:
This mod really, really wants you to have at least one straight caster.

The Exchange 5/5

O.O

I lucked out it looks like...

I almost got hooked into playing this Sunday (at a local CON, NOT Gencon) as a pick up game.

It would have been two Newbie Players (I think they have 7th level PCs), a Pre-Gen, and one of my PCs (I have several at 7-11). I backed out because I was tired and figured I'd not be at my best... wow.

I feel like the "Big Truck" just missed me.

Liberty's Edge 5/5

trollbill wrote:
Aaron Mayhew wrote:
If the picture of a 10,000 year old super wizard on the cover doesn't advertise it's lethality, I don't know what you're looking for.

If you saw a picture on the cover of a Balor for a 7-11 mod would expect your 7th level character to actually have to fight one? Or at least a fully powered up one? No, most likely you would expect that if you were going to fight one at all it would be nerfed to something level appropriate (which this mod at least somewhat does, if fact). And at that point you have no idea how tough it will be.

Regardless, the point is this. The designers saw fit to give clear and unavoidable warnings to people who were going to play Bonekeep. This sets a precident that if the mod is going to be really tough then you will be given ample warning. Since Waking Rune seems on par with Bonekeep to me, it seems a bit misleading not to give it a similar warning.

Again, I am not complaining for myself. My group would done it even with the warning and we lost more to bad luck and bad party make-up than anything else.

** spoiler omitted **

I enjoyed having you and your friends at my table. Certainly my intent wasn't to kill all the characters, but you are correct, it was quite deadly.

Grand Lodge 5/5 Venture-Agent, Florida—Melbourne aka trollbill

Andrew Christian wrote:


I enjoyed having you and your friends at my table. Certainly my intent wasn't to kill all the characters, but you are correct, it was quite deadly.

And thank you again for running us. I never believed you were deliberately trying to kill us (not sure I can say the same for Tim Hitchcock). I realize that any GM that cares about his players is going to feel bad when they get a TPK but I do not believe it was your GMing that killed us so don't beat yourself up about it.

Maybe you will get a chance to TPK us again next year. :-)

Liberty's Edge 5/5

trollbill wrote:
Andrew Christian wrote:


I enjoyed having you and your friends at my table. Certainly my intent wasn't to kill all the characters, but you are correct, it was quite deadly.

And thank you again for running us. I never believed you were deliberately trying to kill us (not sure I can say the same for Tim Hitchcock). I realize that any GM that cares about his players is going to feel bad when they get a TPK but I do not believe it was your GMing that killed us so don't beat yourself up about it.

Maybe you will get a chance to TPK us again next year. :-)

I'll be there unless something unforeseen happens. Sometimes I think it would be nice to be able to choose which GM we sit with (as there are some fantastic, well-known GM's out there that I'd love to play under). But then again, getting sat with a random GM for 5-02 this year, I had one of my most enjoyable play moments with both the GM and the other players (Thanks Hilary Easton!)

Grand Lodge 5/5 Venture-Agent, Florida—Melbourne aka trollbill

Andrew Christian wrote:

I'll be there unless something unforeseen happens. Sometimes I think it would be nice to be able to choose which GM we sit with (as there are some fantastic, well-known GM's out there that I'd love to play under). But then again, getting sat with a random GM for 5-02 this year, I had one of my most enjoyable play moments with both the GM and the other players (Thanks Hilary Easton!)

We got VERY lucky with 5-02. We got randomly seated with the author as our GM. Absolutely fabulous experience!

Dark Archive

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I don't get what people are complaining about in this module. The module tell's you it's insanely difficult in the freaking box text.
I do not believe there should be any pity given, or asked for in, 8-9, 10-11 tiers.

Sometimes sure 7-8 can be expected, but the over all crying of being coup de graced, or the big bad spell caster touching you someplace not nice? Really?

I'm not advocating for an arm's race, but maybe if you don't have the skill sets to play higher tier's, than well do not do it? How much more hand holding and coddling do people need to feel special? Not everyone should be able to finish everything, and to expect a reasonable chance of success at everything is unrealistic.

I like the fact personally that if I play at 7-11 I have a very real possibility of death, that the character I have invested years into. (My sorcerer started back in 2011 and just played Wakening Rune this weekend and it was GLORIOUSLY HARD). If it had been anything less than a earth shaking ass kicker thats over ten thousand years old, making me blow countless spell slots, and making me have a very real fear of losing my character I would have been terribly dissappointed.

The only thing this brings up, is that if certain (characters / players) get to twelve and PFS expand's upward's. The content will need to be watered down, so special butterflies dont have to learn how fly.

Character Death makes you address weaknesses, makes you rethink strategy, allows for better tactic's. Over all everytime I have had a character die, I've looked over what and how it happened, and tried to figure out how to make sure it never happens again.

Maybe some people should try addressing glaring holes in defenses, or tactic's versus blaming a RUNELORD for their death.

Grand Lodge

I played this game with my magus 8, a wizard 10, a wizard 11, a paladin 11, and a zen archer 11. We were all pretty optimized, but mind you we played it on hard mode with only five players and I was playing up. We were also playing with a local venture-lieutenant as GM who was very, very prepared and had a good strategy worked out in advance for Krune.

We took the runelord down in the first round before he even got a turn.

...And then we did the math to figure out how the round would have proceeded if he hadn't gone down, and I absolutely would have died, as would the zen archer have, but that's not the point. (: I took down a runelord without lifting a finger.

5/5

We had a fantastic time this Saturday in hard mode with 4 players (which apparently is roughly the same as hard mode with 6 players). Rogue 9, Cleric 10, Oracle 10, Zen Archer 10. Krune was just too powerful and well-prepared for us to defeat him quickly, but--

Waking Rune:
we eventually won by attrition, as he ran out of powerful spell slots. If the tactics had allowed him to just greater teleport away and rebuild his empire, he totally could have just done that. We couldn't have stopped him. As is, he had to keep fighting even though he was down to his 4th and 5th level slots, and so we eventually finally defeated him. The most epic moment was when his wish blew out our antimagic field. That was awesome!

5/5

redcapscorner wrote:

I played this game with my magus 8, a wizard 10, a wizard 11, a paladin 11, and a zen archer 11. We were all pretty optimized, but mind you we played it on hard mode with only five players and I was playing up. We were also playing with a local venture-lieutenant as GM who was very, very prepared and had a good strategy worked out in advance for Krune.

We took the runelord down in the first round before he even got a turn.

...And then we did the math to figure out how the round would have proceeded if he hadn't gone down, and I absolutely would have died, as would the zen archer have, but that's not the point. (: I took down a runelord without lifting a finger.

Waking Rune:
I'm curious--in our game he was observing us from within his sacrophagus with total cover, and when we took care of the other enemies and moved into the mist and found the sarcophagus, we dropped an antimagic field over the sacrophagus and moved to destroy it, but before we could, he just left the sarcophagus dimensionally before we smashed it and then came back unexpectedly with a surprise round. How did you prevent that?
Liberty's Edge 5/5

Not all GM's are that tactically savvy (or they didn't spend a lot of time thinking about and prepping strategies for him).

GMs: Krune is not someone you can just pick up and run with normal scenario prep. If you truly want to make this an epic fight (especially on hard mode) you gotta do more than just read the scenario and read the spells he has. You have to plan on what he's going to do. Plan contingencies and what ifs and all that. If you don't, Krune will not be a challenge to an optimized party.

If you do, an uber-optimized party is going to have more trouble than they can deal with.

Shadow Lodge

Son of the Veterinarian wrote:

I'm not really complaining about the adventure, if they have the spells they should use them, and our GM was great. But with a party of four (two paladins, a arcane trickster, and a cleric) we were badly underpowered to take on Krune

And we knew this going in, but by the time we admitted no one else was coming it was after one and none of us were willing to pack it in and miss our shot at a Runelord.

Yeah, I was the one who GMd this table.

Spoiler:
It was super super rough with respect to the runes and krune himself. The party composition was not diverse enough to handle all the runes effectively, but they had some work arounds for the life runes and were fortunately given a free disable for having four players (which luckily got rid of the last one). But they really had no chance against Krune at low tier.

I think the real bummer is that we started out with 5 players and we were trying for a 6th. The musterer did not seem interested in trying to get another person despite the difficulty of the scenario. The fifth player left because he did not want to play low tier.

Not trying to crap on the musterer as I know she was slammed, but I think it would have helped to qualify this scenario as one that should be run with a full table moreso than others. I guess that's just my opinion though.

Waking Rune is my favorite scenario to play or GM.

Grand Lodge

Rogue Eidolon wrote:
Question

Answer:
It was never explained to us what he was actually doing and we may have jumped to some incorrect conclusions, but we did have to fight some summoned monsters before he appeared. We took them out very quickly and then telekinetically charged our paladin at the gem in the next room because we believed it was part of the ritual being used to awaken Krune, at which point Krune appeared and we took him out in less than a round. We had also deactivated all of the runes in the hallway beforehand which lowered his hit points significantly from what I understand. Without having read the scenario myself, I honestly believe our GM was very, very well prepared to give us a challenge. It just came down to initiative, and he lost it.
5/5

Reply:
I gotcha--Krune essentially used the surprise round to appear, and then he lost init in the next round. But he should have gotten a swift action on the round he appeared, and a quickened wall of stone or other such spell could have made all the difference.

Keep in mind that since you were playing hard mode 10-11, deactivating those runes doesn't help you very much.

5/5

redcapscorner wrote:
...And then we did the math to figure out how the round would have proceeded if he hadn't gone down, and I absolutely would have died, as would the zen archer have, but that's not the point. (: I took down a runelord without lifting a finger.

I can pretty much guarantee you would not have if he had been run as per his printed tactics.

5/5

Rogue Eidolon wrote:
** spoiler omitted **

Spoiler:
That is very much not how he is presented as starting the fight off so I suppose you prevent it by having your GM run as written.
Shadow Lodge 5/5 Regional Venture-Coordinator, Northwest aka WalterGM

andreww:

Just so you know, it is well within his tactics to use things like a quickened wall of stone to buy himself time.

Quote:
Krune combines quickened spells, summoning spells, and defensive spells and abilities to grant himself a tactical advantage before using his most potent offensive spells. He divides up his enemies with conjured creatures and wall of stone, and does not hesitate to cast cloudkill in close quarters.

Using a quickened wall of stone on the first round is following his tactics to the letter.

Rogue is correct in his comment.

5/5

I was referring to this comment:

Spoiler:
I'm curious--in our game he was observing us from within his sacrophagus with total cover, and when we took care of the other enemies and moved into the mist and found the sarcophagus, we dropped an antimagic field over the sacrophagus and moved to destroy it, but before we could, he just left the sarcophagus dimensionally before we smashed it and then came back unexpectedly with a surprise round. How did you prevent that?

Which seems rather unusual given what is written in the scenario text.

Shadow Lodge 5/5 Regional Venture-Coordinator, Northwest aka WalterGM

andreww wrote:

I was referring to this comment:

** spoiler omitted **

Which seems rather unusual given what is written in the scenario text.

Spoiler:

That does seem odd. Perhaps the GM had him port out just before the Antimagic Field was dropped? Or just made a mistake and assumed Dimensional Steps would still work inside the field.

5/5

andreww wrote:
Rogue Eidolon wrote:
** spoiler omitted **
** spoiler omitted **

Spoiler:
I've played it but not run it, so I just went and dled it. His tactics clearly dictate that he goes elsewhere in the sanctum before unleashing further attacks if he's in a bad situation. I see now also that Krune also just "appears" if you annihilate the emerald or the sacrophagus before the random countdown ends, so that is what happened at redcap's table. I was thrown off by the fact that redcap said he fought "summoned monsters" into thinking Krune had awoken and thrown the summoned monsters at them himself.
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