GM Note: Running Wave Transitions
GM Note: Running Wave Transitions
GM Note: Running Wave Transitions
The 1-minute interlude starts the moment the last echo of a wave drops to 0 HP. Track and resolve the transition using these steps:
- Pause Initiative: The moment the last enemy in a wave is destroyed, pause encounter mode.
- Start a 10-Round Counter: One minute in Pathfinder 2e equals 10 rounds (60 seconds).
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Resolve Player Actions:
- Refocus & 1-Minute Activities: Players declare major activities (e.g., "I Refocus to regain a Focus Point" or "I cast a 1-minute spell near the end of the lull").
- Quick Actions: With 10 rounds (30 actions) available, PCs can freely use Battle Medicine, drink potions, reload, and reposition across the sanctuary.
- Advance Ritual Progress: If Sister Mirela was not disrupted during the preceding wave, check off 1 stage of her sealing ritual.
- Resume Initiative: At the end of the 10th round, spawn the next wave at their designated entry points and resume encounter mode.
GM Tip for Table Pacing
Instead of tracking all 10 rounds turn-by-turn during the lull, simply prompt the table:
"You have 1 minute while the church is quiet. What does everyone do before the next surge hits?"
Once everyone resolves their Refocusing, healing, or spell casting, jump straight into the next wave!