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: Pause combat encounters and move into structured exploration time.
- Start a 10-Round Counter: One minute in Pathfinder 2e equals 10 rounds (60 seconds).
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Resolve Player Actions: With 10 rounds (30 actions) available, PCs can take brief actions:
- Quick Healing & Items: Use Battle Medicine (1 action per target), drink or administer potions, draw/reload weapons, or reposition around the church.
- Spell Durations: Cast 1-minute defensive spells on round 9 or 10 so they carry directly into the next wave. Spells with a 10-minute duration remain active across multiple waves.
- Note on Refocus: Refocusing requires a full 10-minute activity and cannot be completed during this 1-minute lull.
- 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 using the established initiative order.