Pathfinder #1—Rise of the Runelords Chapter 1: "Burnt Offerings" (OGL) PDF

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We Be Goblins—You Be Food!

The Rise of the Runelords Adventure Path begins here, in the small coastal town of Sandpoint. Five years after a tragic fire and spate of brutal murders, the people of Sandpoint eagerly anticipate the Swallowtail Festival to commemorate the consecration of the town's new temple. At the height of the ceremony, disaster strikes!

In the days that follow, a sinister shadow settles over Sandpoint. Rumors of goblin armies and wrathful monsters in forgotten ruins have set the populace on edge. As Sandpoint's newest heroes, the PCs must deal with treachery, goblins, and the rising threat of a forgotten empire whose cruel and despotic rulers might not be as dead as history records.

This volume of Pathfinder Adventure Path launches the Rise of the Runelords Adventure Path and includes:

  • "Burnt Offerings," and adventure for 1st-level characters by James Jacobs.
  • An exploration of your PCs' new hometown of Sandpoint, by James Jacobs.
  • A history of the ancient empire of Thassilon, by Wolfgang Baur.
  • The first installment of the Pathfinder's Journal, by Erik Mona.
  • Six new monsters by James Jacobs, Richard Pett, and F. Wesley Schneider.

ISBN-13: 978-1-60125-035-3

Other Resources: This product is also available on the following platforms:

Hero Lab Online
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Note: This product is part of the Pathfinder Adventure Path Subscription.

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Are there errors or omissions in this product information? Got corrections? Let us know at store@paizo.com.

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5/5


5/5

One of the best campaigns ever starts here. Runelords has everything for the traditional fantasy adventure: a village base, some wilderness adventure and a couple dungeons to explore. I can't recommend it enough.


It All Begins Here!

5/5

NO SPOILERS

"Burnt Offerings" was the first issue in Paizo's Pathfinder Adventure Path monthly series and the first part of the oft-praised and (deservedly so) Rise of the Runelords campaign. Each issue of the series is 96 full-colour pages and comes with 1 part of a 6-part adventure and several useful pieces of supplemental material. The back-matter fleshes out locations, monsters, NPCs, prestige classes, historical events, magic items, or almost anything else that could be in some way relevant to either the present adventure path or other adventures in the campaign world of Golarion. Some of the supplementary articles are perfectly suitable for players to read, but others may contain spoilers of varying degrees, and thus players should always consult the GM before reading any of the issue.

Before trying to track down each of the individual issues of the adventure path, which can be difficult to do since some issues are out of print apart from PDFs, keep in mind that the entire thing has been collected and updated in the Rise of the Runelords Adventure Path hardcover. These early adventure paths were published before Paizo had actually released the Pathfinder Roleplaying Game, and thus they're based on D&D 3.5 rules--which are very similar, but different in a few spots. Realistically, you only need to buy the individual issues if you're a true completist or can't afford the hardcover; even most of the back-matter has been reprinted somewhere or another.

I'm going to start this review, counter-intuitively, by starting with the back-matter first. The method to my madness is that the first 2/3 of the book are the adventure, and that needs to be put underneath a spoiler warning. Before going into great detail, a word for readers who are in a hurry: the quality of the writing in this book (both the adventure and the supplementary material) is simply fantastic, and I can't imagine anyone regretting taking the time to read it or use it in their games.

The first part of the back-matter is a thirteen page gazetteer of the town of Sandpoint, the small town on the southwest coast of Varisia where the adventure path begins. Sandpoint is inspired by author James Jacobs' hometown, and the loving and detailed attention it receives makes it a great place for the PCs to spend their time. Sandpoint isn't a crazy, exotic starting location; in many ways, it resembles a traditional fantasy small town. The NPCs and locations within it, however, are fleshed-out so well that players will quickly start to care about what happens to it, and that's why it works. There's enough history and secrets to Sandpoint that, even apart from the adventure path, it could serve as the perfect homebase for PCs undertaking a wide variety of campaigns. This section contains a nice map of the town with all major locations noted. There are cartoony pictures of some NPCs, and frankly they're not very good; that art style has long since been abandoned by Paizo in favour of a more "realistic" style.

The second part of the back-matter is an eight-page history of the ancient, fallen empire of Thassilon. Due to the title of the adventure path and references in the Rise of the Runelords Players Guide, it's no secret that the campaign relates, in some way, shape, or form, to the legacy of Thassilon. This section talks about the domains and rulers of Thassilon, their strange relationship with magic, the gods they worshipped (some still recognized, others lost to time), and, finally, speculation on what caused the fall of the empire. Much of the information here is not directly relevant to the adventure path, but it's extremely well-written and could serve as the seed for many campaigns in the future; as indeed it has, given my understanding of later adventure paths. This section contains sidebar summaries of what happens in later chapters of the adventure path, so it shouldn't be read by players.

Next, there's a six-page section "Opening Moves" that is an overview of the Pathfinder Society, an in-universe organization of lore-seekers and treasure-hunters. In later issues, this will be replaced by fiction, but I found it helpful to see some background on what the Society's leadership, lodges, and chronicles are like.

The last major section is a ten-page bestiary, introducing five new potential threats: the Sandpoint Devil, the Goblin Snake, the Sinspawn, the Attic Whisperer, and the Goblin Dog. Only two of the five appear in the adventure path (and only one in a significant way). Of the five, I think the most interesting and original are the Sandpoint Devil (a one-of-a-kind "cryptid" inspired by the Jersey Devil), the Attic Whisperer (a really creepy idea of an undead that forms around orphanages and schools), and the Sinspawn (aberrations from ancient Thassilon). These entries are all written in to 3.5 specification (as discussed above) and have been updated elsewhere to their "Pathfinder Roleplaying Game" format, but I still enjoyed seeing them here because I think, oddly enough, they're often given more description than they receive in more constricted format of a bestiary.

The back-matter concludes with a page of four pre-gens for players who just can't wait to have fun, and then a couple of pages of ads for the next issue.

I don't know about you, but I enjoy the back-matter so much I regret that I'm avoiding spoilers on other adventure paths, because otherwise I'd consume all of it!

*SPOILERS*****

I finished running players through Burnt Offerings several weeks ago, so my review is premised on that. I should note that I used the Anniversary Edition, but my understanding, based on the Paizo forums, is that this part is not significantly changed from the original except for the addition of one (admittedly quite useful) non-combat encounter. My plan for reviewing adventures like this is to cover them just as the book does, by dividing them into separate parts.

Burnt Offerings starts with about 2 1/2 pages of background to both the adventure path as a whole and to this particular chapter. At first blush, the meta-plot might not sound all that original: an ancient, incredibly powerful wizard, is planning his return and will dominate the land until heroes rise up to stop him. What sets this story apart, however, is the incredibly rich detail given this wizard (a Runelord of ancient Thassilon named Karzoug), his minions, and his plans. There's a lot to be written about Karzoug, but I'm going to wait until reviews of later chapters of the adventure path because he's not directly relevant to this chapter. Indeed, the events of this chapter are almost accidentally caused by his awakening. Instead, the primary villain for this chapter is an aasimar (a celestial/angel-like race) woman named Nualia, who grew up in Sandpoint but now seeks vengeance upon it for wrongs she perceives have been done to her. To this end, Nualia has started assembling an army of goblins to wreak havoc on the city, and this is the ultimate threat the PCs must stop in Burnt Offerings. This section offers background on Nualia and her evolution from the beautiful child of the town priest into a demon-worshipping evil cleric with a monster claw for a hand!

Before going further, a brief word on the artwork. It's a mixed bag. Some of it is quite well-done and of the type you would still see Paizo publishing today; other bits of it are quite ugly, and has been replaced in the Anniversary Edition collection.

Part One, "Festival and Fire", sees the PCs assembled (for their own individual reasons) at Sandpoint's Swallowtail Festival where the dedication of a new cathedral is about to take place. The event is marred by a surprise attack from goblins coming from multiple points in the town and, of course, the PCs have to help repel the attack. The one thing you and your players will take away from this chapter (if not the adventure path as a whole!) is that Pathfinder goblins are not generic "D&D" goblins. Instead, Pathfinder goblins are crazy, ridiculous, vicious, murderous sociopaths! Hilarious oafs one second and gruesome spree-killers the next, the way author James Jacobs has reoriented goblins really makes this chapter "pop." This first part of the chapter definitely gets the PCs into the stream of things quickly and forges that "bond of battle" that is important to keep groups going forward. GMs should pay careful attention that an NPC who is (presumably) saved from a goblin attack is extremely important in Chapter 2, and some advance thought should be given into how to role-play him. My only critique is that I wish the Swallowtail Festival had been fleshed out better (before the attack) to give some better role-playing opportunities; there are some extremely useful fan-made ideas on the forums that do this, which I really liked: content to the speeches given, rules for the festival games that are played, etc. This part is playable in a single evening and gets the adventure path off to a good start.

Part Two, "Local Heroes", sees the PCs lauded in Sandpoint for their role in foiling the goblin attack. This is actually my favourite part of the first chapter of the adventure path because it includes several standalone encounters in Sandpoint (combat and non-combat) that can be run organically, and for the most part in different orders, so that the GM can drop them into the campaign as necessary while still allowing plenty of time for the PCs to get to know and love their new hometown. The mix of encounters is strong: a boar hunt (that may or may not involve combat but builds crucial narrative later), dealing with a goblin commando trapped behind "enemy" lines (quite gruesome, and just to my taste!), hearing about rising danger from the goblin tribes around Sandpoint (a bit of an "infodump", but done well and featuring the introduction of an important NPC ally), and, perhaps the most fondly remembered early encounter for most groups: "The Shopkeep's Daughter", wherein a male PC might find himself in deep trouble for "seducing" the lascivious daughter of a grim shopkeeper. It's laugh-out loud hilarious in concept and meaningful in execution: my group hasn't been able to shop at the Sandpoint General Store for something like twenty sessions running now! The session ends with the kidnapping of another well-realized NPC, Ameiko Kaijitsu (owner of The Rusty Dragon, a tavern many PCs will end up staying at during their time in Sandpoint). This event sets up the next part.

Part Three, "Glass and Wrath", sees the PCs on what's really their first organized mission as a team: rescuing Ameiko from goblins (led by her brother!) who have taken over the town's glassworks and slaughtered its employees. There's a lot more detail given to the Glassworks than is probably necessary since this was a cakewalk for my players and (from what I understand on the forums) most groups. However, a trail leads the PCs to catacombs far under Sandpoint dating to ancient Thassilon, and there they get a first hint that the dangers they face aren't just goblins. The Catacombs of Wrath are a good "mini-dungeon" to give the PCs a taste of dungeon-delving and a good chance for them to start to develop some of the tactics they'll need to survive later parts of the adventure path. I have to note that the "boss" of the Catacombs of Wrath, a quasit (tiny winged demon) named Erylium, is a really unusual monster: she's very tough to kill (high DR, invisibility at will, flying) but also does hardly any damage. The unusual combination means that fighting her can last a *long* time; my group had to give it three tries, each lasting the better part of a session, to finally kill her! Of course, your mileage may vary.

Part Four, "Thistletop", sees the PCs venture out of Sandpoint and to an island-based goblin fortress. Their goal is to hunt down Nualia and put a stop to her wicked ways before she can launch a mass invasion of Sandpoint and/or free a mysterious, incredibly powerful ally from the catacombs beneath the fortress. Taking on Thistletop will probably require some good forethought by the PCs or multiple "brute force" expeditions. There's a lot to deal with: a well-guarded approach on the mainland, a trapped bridge (that killed one of the PCs in my game) to the island, a main level infested by goblins, and two subterranean levels filled with other threats, including Nualia. Perhaps the coolest thing about Thistletop, which most players probably don't realize, is that the whole island is actually the head of an enormous statute from ancient Thassilon sitting on its side! Anyway, there's a good mix of encounters here, with the goblins fairly easy to mop up but some of the other NPCs much tougher. Assuming the PCs do capture or kill Nualia (mine didn't; she escaped after managing to kill half the party), the players will finish Burnt Offerings with a sense of achievement and satisfaction, and be well-primed to start the next chapter of the adventure path.

When I think of Rise of the Runelords, what sticks out to me the most is how pitch-perfect it is in tone. It is intelligent, edgy, clever, and dark, all while still allowing plenty of room for the PCs to make their mark on the world. I know I've had a blast running Burnt Offerings, and I'm confident you will too.


Changes between single issue & hardcover collection comparison!

5/5

Because enough reviews about this excellent product have been written, i´m gonna compare it with it´s upgrade to the Pathfinder rulesset in the Rise of the Runelords Anniversary Edition hardcover and list the differences for people who are wondering what got lost on the cutting room floor.

Inside covers: The sihedron symbol with the seven runes is not reprinted.
The rather crude old goblin artwork throughout the book is completely replaced by new art.
"Nualia´s story get´s an illustration in the HC.
The "Swallowtail Festival" get´s a map: Flip-Mat: Town Square - i wish Paizo would produce one for every AP book.
"The desecrated vault" scenario is added. Aldern Foxeglove´s head art is replaced by a fullbody image (fbi).
"Trouble at the Rusty Dragon" scenario is added. Shalelu Andosana´s head illu is exchanged for a fbi. Tips for additional encounters are given.
The battle maps in AP#1 are not cut off at the edges like the ones in the HC and show more as a result. Also the room numbers are all inside the rooms and not at the end of some added lines, which makes the maps look much better in AP#1. Tsuto Kaijitsu´s fbi is replaced with a new one. Handout 1-2 is added.
Erylium get´s a new fbi. The half-page illustration of Seoni vs. a vargouille from page 28 is not reprinted. Koruvus fbi is exchanged for a new one. There is a new half-page illu on page 39 of the HC of Merisiel vs. a Sinspawn. Foreshadowing the sinkhole is added.
The half-page illu of Valeros and Seoni vs goblins atop Thistletop is not reprinted.
Bruthazmus´ old fbi is replaced with a new one.
Orik Vancaskerkin´s old fbi is replaced with a new one.
Lyrie Akenja´s old fbi is replaced with a new one.
Nualia´s old fbi is replaced with a new one.
The half-page illu of valeros vs Malfeshnekor is replaced with a new one.
The half-page illu of Sandpoint on page 58 is replaced by a new one on page 371.
A half-page illu of Junker´s Edge is not reprinted.
Das Korvut´s, Niska Mvashti´s and Ameiko Kaijitsu´s (very different looking) upper body illu is not reprinted.
Jubrayl Vishki´s headshot is replaced with a new one.
Kendra Deverin, Abstalar Zantus, Aliver Podiker, Ven Vinder, Shayliss Vinder, Norah the Hagfish, Titus Scarnetti and Lonjiku Kaijitsu get an upper body illustration, Brodert Quink a fbi.
The Thassilon article and it´s two half-page illus are not reprinted in the HC.
The Pathfinder´s Journal article is not reprinted in the HC.
The Giant Gecko third-page illu on page 89 is not reprinted elsewhere, the rest of the Bestiary creatures are reprinted in Bestiary, Bestiary 2, Bestiary 3 and the Inner Sea World Guide.

While the HC collects, expands and updates everything needed for the campaign, a lot of things (mostly illustrations) are not reprinted.
If you wonder what the now iconic characters looked in the past or if you want to play this in 3.5, this pdf is certainly worth it.

List of miniatures needed for battles:

10 Goblins (54 in all)
4 Goblin Dogs (13 in all)
2 Skeletons
1 Boar
1 Half-Elf
2 Sinspawn (3 in all)
1 Vargouille
1 large Goblin Mutant
11 zombies
1 Quasit
1 Firepelt Cougar
1 Horse
1 Giant Gecko
1 Bunyip
1 Bugbear
1 human male fighter
1 human female wizard
1 human female fighter
1 Tentamort (as no mini exists use a Darkmantle)
2 Yeth Hounds (3 in all)
3 Shadows
1 Giant Crab
1 Greater Barghest


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Liberty's Edge

Well the more people who ask the more likely things will change ;)


Lisa Stevens wrote:
On top of it, reprinting sold out volumes of Pathfinder causes competition for current APs, which we DO have stock of.

I entirely understand that if something doesn't make financial sense, you just don't do it, but not reprinting in order to reduce competition for your current products I find annoying and a littel wrong-minded. Thematically, each of your AP's have been very different. What attracts me to RotRL has not quite been reproduced in any of the other APs. There may well be some people who will choose between RotRL and your current AP... but there are going to be more people who are choosing between Pathfinder and other RPG material.

And I'm one of them. I went into a game shop yesterday resolved to only get one book. Though I found large amounts of Pathfinder material, and felt very tempted to get it, I ended up getting Universalis instead. If I'd seen any of RotRL I likely would have gotten that instead (or as well).

Though it is likely I will get Pathfinder products again in the future (the River Kingdoms AP intrigues me), most of your product doesn't compete well for my limited budget when compared to the vast quantities of other RPG material out there that I want (though Paizo does have the best publishing standards, hands down - even Nobilis doesn't come close).


KalevTait wrote:
Lisa Stevens wrote:
On top of it, reprinting sold out volumes of Pathfinder causes competition for current APs, which we DO have stock of.

I entirely understand that if something doesn't make financial sense, you just don't do it, but not reprinting in order to reduce competition for your current products I find annoying and a littel wrong-minded. Thematically, each of your AP's have been very different. What attracts me to RotRL has not quite been reproduced in any of the other APs. There may well be some people who will choose between RotRL and your current AP... but there are going to be more people who are choosing between Pathfinder and other RPG material.

I agree with you on the reprint issue.

As a sort of aside, I was interested in getting the AP Subscription last month, because I wanted both Printed and PDF. After inquiring if I could get past issues of the current AP with PDF with the same deal as receiving the current one, I was told I couldn't do that. As much as I love the APs, I am not paying $35 each for both AP and PDF (After Shipping costs)

So basically I will skip Legacy of Fire and wait for the new AP coming in Aug. It just doesn't make sense to me why they wouldn't want my money.

The Exchange

Hello! I am a latecomer into the Pathfinder series (much to my chagrin) but I have decided to run Rise of the RuneLords for my group. I have had some luck finding print editions of PF 2,4-6, but went ahead and bought 1 and 3 in PDF format since they are impossible to find at a reasonable price anywhere. I'm not complaining about having to do that, as these products are over 2 years old and I understand completely about keeping new product out and in the limelight.

I have only one complaint. The dpi quality of PF1 is quite poor, looking like simply a medium reolution jpeg scan as opposed to the crisp clean lines of PF 3. It really makes the maps difficult to read, and that honks me off since they are a central part of running the game.

Is there any reason that the resolution is so poor in comparison to PF 3? Are the original files that your printing company used for the initial print run gone? It's just frustrating that I spent the same amount for a mediocre quality scan of a fine fine adventure as I spent for the clean and high res file of PF3.

Scarab Sages

I recommend checking *Here* for higher res maps, battlemaps, drawings, and a ton of other excellent community created content. I too am running the RotRL AP a couple years late, which means the dead tree versions are harder to find, but it also means that the user community has been working on supplemental material for 2 years.

Paizo Employee Chief Technical Officer

Omas Abid wrote:
I have only one complaint. The dpi quality of PF1 is quite poor, looking like simply a medium reolution jpeg scan as opposed to the crisp clean lines of PF 3. It really makes the maps difficult to read, and that honks me off since they are a central part of running the game.

Are you talking specifically about *just* the map tags? For the first two volumes, our cartographer provided us with flattened maps—that is, images and text labels were already combined into a single object that was placed into the layout; effectively, that means the map tags are locked to the same resolution as the maps. We soon began requiring our cartographers to instead send us layered maps, which allows us to leave the tags as separate scalable text, meaning that as you zoom in, the text will scale effectively infinitely—or at least well beyond the point where the images they're placed on no longer look good.

Aside from the map tags, you shouldn't see any other differences between volumes 1 and 3. Both PDFs were made from the original electronic files, and to largely the same spec as all of our PDFs. (I'm looking at pages at 200% and higher, and not seeing anything unusual.)

The Exchange

@redcelt: Thank you for the link! Those are some nice suppliments for the game.

@Vic: Yes, I am specifically talking about the maps. The text for the pdf is fine and I have no trouble reading it, but the maps are difficult primarily because of the size, serifs and pixilation. If you print or zoom to 200% on the map of Sandpoint in the PF1 for example, you see a fair amount of pixilation on the numbers of the identified buildings. In comparison, the same map from the Rise of Runelords Player's Guide is much crisper and the numbers are easier to read.

Since the Player's Guide has a better version of the Sandpoint map, I simply am using that map instead. The Sandpoint Glassworks and the map of the Hinterlands from PF1 are just difficult to read, in my opinion. The others I am muddling through, if I squint enough. If there are higher rez versions available for download anywhere, I'd be happy to dl and reprint them.

I understand that it is simply the fact of PF1 maps are flattened images as opposed to having the text/numbers on a seperate layer. I know I am being kind of picky, but as I stated before, the price is the same, but the print-ready quality between the two is not.


How long does it take to play through each chapter in an Adventure path? Does each chapter only take a single session (meaning the entire adventure path can be played out in 6 sessions) or does each chapter take 2-3 sessions to play through?

Grand Lodge

Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Shad0wdrag0n wrote:
How long does it take to play through each chapter in an Adventure path? Does each chapter only take a single session (meaning the entire adventure path can be played out in 6 sessions) or does each chapter take 2-3 sessions to play through?

It's completely a function of, a) what pace your group plays at, and b) how long your sessions are.

If your group is slow-paced (maybe lots of RP or side-tracks), it'll take alot longer than if they are encounter machines (jumping from one combat/encounter to the next with minimum downtime).

That answer probably isn't as helpful as you'd like, but it really does vary from group to group.

-Skeld

EDIT: For example, my group played Savage Tide AP (12 chapters, levels 1-20) in about 16 months. Since RotRL goes to level 15-ish across 6 chapters, I estimate it would take my group abut a year to play the AP and about 2 months to play a chapter, which makes it about 4 or 5 6-8 hour sessions. Granted low-level play goes faster than higher-level play, so I can skew the results to slightly shorter early chapters and slightly longer later chapters.


Shad0wdrag0n wrote:
How long does it take to play through each chapter in an Adventure path? Does each chapter only take a single session (meaning the entire adventure path can be played out in 6 sessions) or does each chapter take 2-3 sessions to play through?

It varies by AP, and play style of the group to be sure.

I've been running RotRL since March '09 and we're about halfway through the 4th installment. Our play has been somewhat sporadic though, and probably only breaks down to about 18~24 play sessions during that time (usually for 5-6 hours). Burnt Offerings actually had a lot of meat to it, and IIRC it took us a little over 4 full sessions to make it completely through it.

BTW, so far this one is my favorite out of all of the AP issues in terms of story and background.


I am a latecomer to Pathfinder, and would like to run Rise of the Runelords. I have noticed that Burnt Offerings is only available in pdf. Is there any chance of it being reprinted so those of us who are new could get hard copies?

Paizo Employee Creative Director

AnarionZelle wrote:
I am a latecomer to Pathfinder, and would like to run Rise of the Runelords. I have noticed that Burnt Offerings is only available in pdf. Is there any chance of it being reprinted so those of us who are new could get hard copies?

We have no plans at this point of reprinting Burnt Offerings or the other installments in Rise of the Runelords that are out of print or getting very close to being out of print. I wouldn't be surprised to see us eventually do some sort of reprint or repackaging of Rise of the Runelords, but that's not something we'll be doing soon. The best bet would probably be to check used bookstores (perhaps Amazon.com's used book section?) or eBay or to scour FLGSs in the area.


James Jacobs wrote:
AnarionZelle wrote:
I am a latecomer to Pathfinder, and would like to run Rise of the Runelords. I have noticed that Burnt Offerings is only available in pdf. Is there any chance of it being reprinted so those of us who are new could get hard copies?
We have no plans at this point of reprinting Burnt Offerings or the other installments in Rise of the Runelords that are out of print or getting very close to being out of print. I wouldn't be surprised to see us eventually do some sort of reprint or repackaging of Rise of the Runelords, but that's not something we'll be doing soon. The best bet would probably be to check used bookstores (perhaps Amazon.com's used book section?) or eBay or to scour FLGSs in the area.

Thank you for your prompt reply to my inquiry. Normally your advice would be good, but in the past few years (at least to my knowledge), certain unscrupulous speculators have jumped on the opportunity that certain out of print gaming books/materials provide by offering them for outragous prices. Only one copy of Burnt Offerings is offered on Amazon right now for $999.00. Of course, no one will buy at that price, but it has the effect of encouraging others to either hoard unused copies or to jack up their prices as well. Normal supply and demand, it seems, and I can't really say that there is anything wrong with that. However, it does discourage those of us who would like to participate in the Pathfinder Adventure Path from the beginning, and will affect your sales of these adventures to people who are completest. Why purchase this adventure path when there is little hope of ever obtaining all of them?. To some, it might even disuade them from trying Pathfinder altogether. I realize that there is probably little that you can do to alleviate this situation, and I certainly mean no disrespect to you or Paizo, but am offering this response in the slight hope that Paizo may consider a reprint.


Pathfinder Roleplaying Game Charter Superscriber
AnarionZelle wrote:
... Only one copy of Burnt Offerings is offered on Amazon right now for $999.00.

Was surprised to see this! Finally a retirement plan I can get behind :)

Took a quick look on ebay and found someone selling* the complete AP plus a few Chronicles books for about 30$.... but no individual listings of Burnt Offerings!

Impressive work for Paizo indeed.

* Edit: 30 for shipping too, but still 60 bucks ain't bad.


Nyarlathotep wrote:
AnarionZelle wrote:
... Only one copy of Burnt Offerings is offered on Amazon right now for $999.00.

Was surprised to see this! Finally a retirement plan I can get behind :)

Took a quick look on ebay and found someone selling* the complete AP plus a few Chronicles books for about 30$.... but no individual listings of Burnt Offerings!

Impressive work for Paizo indeed.

* Edit: 30 for shipping too, but still 60 bucks ain't bad.

Well, the bidding is up to $60.00 now, not including shipping, and there are still almost 5 days to go. I am betting that the ending bid for these will be nowhere near $60.00 when the dust settles.

:(

Sovereign Court

A compiled RotRL would be awesome, particularly if it were updated for PFRPG. It'd also be cool if the adventures were split into one volume and the flavour and rules and monsters ended up in other compilations. It wouldn't stop me buying the AP sub, either, so long as there was a lag between the AP release and the eventual compilation.

I also particularly think that rules stuff, like traits from various supplements, need periodic compilation. Hopefully the wikis will do it, but a volume would also be cool. Mind you, it doesn't have to be a volume produced by Paizo, I guess, as that stuff is OGL.


AnarionZelle wrote:
Only one copy of Burnt Offerings is offered on Amazon right now for $999.00.

Funny, I'm seeing it offered through amazon for $68.42. See? I wouldn't pay THAT much for it either... or even a third of that. But I could conceive of some fanatic trying to complete a collection, maybe...

Paizo Employee Chief Technical Officer

AnarionZelle wrote:
...but am offering this response in the slight hope that Paizo may consider a reprint.

We actually gave reprints a try once, with the first AP volume that sold out (#2). The economics of printing are based heavily on volume, so in order to have a similar cover price, you need to print a similar quantity, and the demand for the reprinted volume wasn't as big as we'd hoped, so straight reprints are off the table for now.

Have you considered having the PDF printed and bound locally?

Grand Lodge

Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
AnarionZelle wrote:
...

My [unsolicited] advice: Buy the PDF, print out the relevant pages in black & white, clamp it together with a bullbog clip. I do this for pretty much every thing I run (Pathfinder, Star Wars, and others) and it works great. This nice thing is you can go through it with a highliter (yellow for skills, green for rewards, red for enemies/threats, and blue for information) and make notes on it without fear. Then... chuck it in the shredder when you're done!

Alternatively, you might try starting a thread asking fellow Paizoans if they have seen a copy at their local book/game stores. People here are generally pretty helpful when it comes to spreading the Paizo-love. (I wouldn't be at all surprised if someone was willing to buy it and send it to you at cost; just because we're friendly folk.)

-Skeld


Vic Wertz wrote:
AnarionZelle wrote:
...but am offering this response in the slight hope that Paizo may consider a reprint.

We actually gave reprints a try once, with the first AP volume that sold out (#2). The economics of printing are based heavily on volume, so in order to have a similar cover price, you need to print a similar quantity, and the demand for the reprinted volume wasn't as big as we'd hoped, so straight reprints are off the table for now.

Have you considered having the PDF printed and bound locally?

Wow, I am super impressed at the level of customer support that I am experiencing here. Thanks for taking the time to respond, Vic. It would seem that there would be some risk in reprinting the AP, then. I accept your reasoning, but would posit that reprinting the first AP would be a little different from reprinting subsequent APs. Most people trying out Pathfinder for the first time will likely want to start at the beginning. By keeping a stock of at least the first and possibly the second AP, you would allow those coming into the Pathfinder fold to experience it as others have. Some might change their mind after trying the first path and move on, while others will keep going, but everyone would have the opportunity to start from the beginning. It would seem that Paizo is poised to really take off with Pathfinder, and keeping the door open for those who were not in from the beginning doesn't seem like that large of a risk. But then I have never ran a company, nor had a book published, printed, or distributed, so my reasoning may be woefully off the mark.


Skeld wrote:
AnarionZelle wrote:
...

My [unsolicited] advice: Buy the PDF, print out the relevant pages in black & white, clamp it together with a bullbog clip. I do this for pretty much every thing I run (Pathfinder, Star Wars, and others) and it works great. This nice thing is you can go through it with a highliter (yellow for skills, green for rewards, red for enemies/threats, and blue for information) and make notes on it without fear. Then... chuck it in the shredder when you're done!

Alternatively, you might try starting a thread asking fellow Paizoans if they have seen a copy at their local book/game stores. People here are generally pretty helpful when it comes to spreading the Paizo-love. (I wouldn't be at all surprised if someone was willing to buy it and send it to you at cost; just because we're friendly folk.)

-Skeld

Thanks for the tips, Skeld. From what I have seen so far, I don't doubt that the Paizo folks are a friendly lot. I have tried printing a couple of pdfs out before, but for me they are not the same as an original copy. I think that I will take you up on your suggestion to ask if anyone has access to a copy of Burnt Offerings and Hook Mountain for a reasonable price. I have experienced the generosity of the gaming community in the past and have shared myself on a few occasions. Maybe I will come across someone here who can help me out.

:)

Paizo Employee Director of Game Development

I'll check my local game store this weekend, and let you know if they have it.

Liberty's Edge

Adam Daigle wrote:
I'll check my local game store this weekend, and let you know if they have it.

I'll check my local game store as well. I know they have like three or four that are on sale from the first AP but not sure if #1 is one of them.

Sean

Paizo Employee Director of Brand Strategy

I think my FLGS has Hook Mountain Massacre though I am positive they don't have Burnt Offerings. That one is particularly rare because it is not only the first one (and thus might have had a smaller print run), and because new converts to Pathfinder have had longer to buy it than any other edition.


Thanks, guys! I'll keep my fingers crossed!

:)


Shad0wdrag0n wrote:
How long does it take to play through each chapter in an Adventure path? Does each chapter only take a single session (meaning the entire adventure path can be played out in 6 sessions) or does each chapter take 2-3 sessions to play through?

I think 2-3 sessions would be rushing it.

I haven't done the full series yet (will be finishing the second tonight) but I would say 4 sessions per "chapter" would be fairly quick. There is quite a lot to do in each.

Burnt Offerings
1) Introduce characters, festival, goblin attack, role play around Sandpoint
2) Glassworks and catacombs
3&4) Thistletop

Skinsaw
1) Start investigations, sanitorium. farm
2) Foxglove manor
3) Magnimar, townhouse, sawmill
4) Xanesha


AnarionZelle wrote:
Nyarlathotep wrote:
AnarionZelle wrote:
... Only one copy of Burnt Offerings is offered on Amazon right now for $999.00.

Was surprised to see this! Finally a retirement plan I can get behind :)

Took a quick look on ebay and found someone selling* the complete AP plus a few Chronicles books for about 30$.... but no individual listings of Burnt Offerings!

Impressive work for Paizo indeed.

* Edit: 30 for shipping too, but still 60 bucks ain't bad.

Well, the bidding is up to $60.00 now, not including shipping, and there are still almost 5 days to go. I am betting that the ending bid for these will be nowhere near $60.00 when the dust settles.

:(

Well, the bidding ended up at $130.85 (shipping included), which is not a bad price for everything included (worked out to about $14.00 per book). However, it is rather a steep price to plunk down on a game system/setting that I have never played. I am guessing at this point that I will have little luck in finding the beginning of this adventure path and should just let it go. Maybe it just wasn't meant to be :( Thanks for everyone's help and responses, though. Happy gaming!

Scarab Sages

Adventure Path Charter Subscriber; Pathfinder Maps, Starfinder Maps Subscriber

I have looked around here is Australia and found an internet store which still has the following, one copy of both 1 and 2 and two copies of 3, 4, 5, & 6. They are AUD25 (about USD23) each for a brand new copy, but postage could possibly be expensive, you can but try.

They are Defiant Gaming


AnarionZelle wrote:
Well, the bidding ended up at $130.85 (shipping included), which is not a bad price for everything included (worked out to about $14.00 per book). However, it is rather a steep price to plunk down on a game system/setting that I have never played.

You know, Rise of the Runelords is written for 3.5e, not the Pathfinder Roleplaying Game. While Pathfinder RPG is generally "compatible" and "easy conversion" with 3.5e, the first Pathfinder Adventure Path that uses Pathfinder RPG rules is Council of Thieves.

Also worth mentioning with all the talk about "getting in at the beginning," each adventure path starts at level 1 so the main advantage of "getting in at the beginning" of the line is the back-up materials in the back of the book.

Council of Thieves is the first Pathfinder Adventure Path to use Pathfinder RPG rules.

Rise of the Runelords, Curse of the Crimson Throne, Second Darkness, and Legacy of fire are all for D&D 3.5e rules.

All of the adventure paths are in the Pathfinder Chronicles Campaign Setting regardless of whether they're 3.5e rules or Pathfinder RPG rules, but since the players always start at level 1 for each set, having all the sets isn't strictly necessary except for the supplemental content at the back of the books.

This just seemed like it needed clarified.

Paizo Employee Director of Brand Strategy

Wolf Munroe wrote:
This just seemed like it needed clarified.

I think it's the completionist, "there are numbers on the spines and I don't have them all!" impulse at play more than one relating to a rules set or specific individual AP. And I can completely relate to that ;-)


yoda8myhead wrote:
Wolf Munroe wrote:
This just seemed like it needed clarified.
I think it's the completionist, "there are numbers on the spines and I don't have them all!" impulse at play more than one relating to a rules set or specific individual AP. And I can completely relate to that ;-)

Well, I started my subscription at Second Darkness (#13) and went back and bought all of Rise of the Runelords and Curse of the Crimson Throne, but that's because I was buying up 3.5e material left and right like it was going out of style. (We all know it wasn't really going out of style.) Even a year ago, I had trouble getting some of Rise of the Runelords. Actually, I got book 1 & 3 from Amazon but after a month they still hadn't shipped book 2 so I got it from Paizo.

I still wanted to clarify though for people who don't make the distinction between Pathfinder the roleplaying game and Pathfinder the adventure path line and Pathfinder the campaign setting. It -CAN- be confusing, not just because there are three product lines named Pathfinder (or, well, more than three, but those are the big ones), but also because some of Pathfinder is for the Pathfinder game system and some of it isn't.


yoda8myhead wrote:
I think it's the completionist, "there are numbers on the spines and I don't have them all!" impulse at play more than one relating to a rules set or specific individual AP. And I can completely relate to that ;-)

I think there's a little more to it than that. Sometimes, a passage in a book / module / supplement might make a vague reference because the author might assume, without even thinking of it, that the reader is familiar with it because the author is. A module might refer to some Deity, kingdom, or historical event without explaining some detail about that Deity, kingdom, or historical event that's crucial to the current module. Sure, the reader could look it up in the Gazetteer, the Campaign Setting book, or the wiki. But an encyclopedia-like entry might not bring that detail to LIFE the way a story can. (And a module is very much like a story.)

And even if that detail isn't explained in older sources, the reader will never know that for sure unless (s)he has read those older sources.

That's why I dislike reading a sequel before its preceding volumes, and why I plan to get a bunch of old Golarion books - at least, some of them, which cover topics that intrigue me - before moving on to the newer ones. It's not feasible for me to read ALL the past Golarion books, but I feel that getting SOME of them will give me a better feel for the setting.


I'm going to be starting this adventure path soon, but my group consists of 7 players, not 4. What should I do to increase the difficulty of the adventure path to suit such a large group? Should I just double the number of monsters and throw in a bunch of minions into each boss fight? Or should I just max out everything's HP? Or should work out just fine as they are? My main worry is that the characters aren't going to be earning enough xp to keep their level equal to the level of the campaign, but with nearly twice the normal number of players, is that really going to be a problem?

Paizo Employee Director of Brand Strategy

Not only will your players be short on XP as written, but economy of actions is going to skew heavily in the party's favor. And that's something that even max villain HP can't account for. You'll need to increase number of monsters and difficulty, I suspect, but the CR mechanic is built around the assumption that a party consists of around 4 players. Balancing for 3 or 5 is one thing, but balancing for 7 is something else entirely. That said, there are threads on this topic in the Rise of the Runelords forum below, and they may provide workable advice.

Liberty's Edge

Shad0wdrag0n wrote:
I'm going to be starting this adventure path soon, but my group consists of 7 players, not 4. What should I do to increase the difficulty of the adventure path to suit such a large group? Should I just double the number of monsters and throw in a bunch of minions into each boss fight? Or should I just max out everything's HP? Or should work out just fine as they are? My main worry is that the characters aren't going to be earning enough xp to keep their level equal to the level of the campaign, but with nearly twice the normal number of players, is that really going to be a problem?

this thread looks right up your alley.

I've been running my own pbp game for 6-8 players for a while; though it isn't ROTRL, this thread nonetheless gave me some help.


Ungoded wrote:
Peter Robinson wrote:
Any chance we will see # 1-6 compiled in one volume for all us late-comers?

They have said before that they do not plan doing a compilation like that.

It encourages people to wait for the compilation instead of subscribing.

but it would be nice years later for those who didn't jump on board for this particular path

Paizo Employee Director of Brand Strategy

MerrikCale wrote:
but it would be nice years later for those who didn't jump on board for this particular path

You snooze, you lose. The early bird gets the worm. To the winner go the spoils. What goes up must come down.


yoda8myhead wrote:
MerrikCale wrote:
but it would be nice years later for those who didn't jump on board for this particular path
You snooze, you lose. The early bird gets the worm. To the winner go the spoils. What goes up must come down.

I'm kind of glad yoda ate your head

jk

Paizo Employee Director of Brand Strategy

MerrikCale wrote:
I'm kind of glad yoda ate your head

You get what you pay for.

Liberty's Edge

Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
MerrikCale wrote:
Ungoded wrote:
Peter Robinson wrote:
Any chance we will see # 1-6 compiled in one volume for all us late-comers?

They have said before that they do not plan doing a compilation like that.

It encourages people to wait for the compilation instead of subscribing.

but it would be nice years later for those who didn't jump on board for this particular path

At this point, I think they'd sooner release an anniversary edition Rise of the Rune Lords compilation with updated Pathfinder RPG rules then they'd ever be to do a reprint and/or a compilation book (without updates) just to keep it in print.

And even an anniversary edition compilation would likely be limited quantity.

Scarab Sages

Put me down for it. :)

Liberty's Edge

Rather than start a new thread Let me know the good and the bad elements about the adventure path overall. Please keep it civil. As I might be starting running a Pathfinder game soon.


Curious, has anyone encountered any trouble with this one? Outside of the fact that the designer seemed to hate square rooms, just ran into some weird wrinkles playing this out.

Paizo Employee Creative Director

Enragedhedgehog wrote:
Curious, has anyone encountered any trouble with this one? Outside of the fact that the designer seemed to hate square rooms, just ran into some weird wrinkles playing this out.

The designer hates square rooms because he (me) finds them to be boring to look at, and a little bit unrealistic when it comes to fitting a dungeon into an unusually shaped building or location. Plus: Non-square rooms give more opportunities for tactics and cover and all that.


memorax wrote:
Rather than start a new thread Let me know the good and the bad elements about the adventure path overall. Please keep it civil. As I might be starting running a Pathfinder game soon.

So far I have run almost the first half of the AP and it has been great and the player's have loved it. Pathfinder #1 is by far the best with #2 coming in a very close second. Sandpoint is a great starting locale with tons to do for the players.

I think some work is required in some areas the AP to either make it make sense or flow better, but the Runelords section on this messageboard has so many good ideas on things to add, you can really flesh out your game without as much work put into it.

I think you can't go wrong if you decide to run this for a group.

Enragedhedgehog wrote:
Curious, has anyone encountered any trouble with this one? Outside of the fact that the designer seemed to hate square rooms, just ran into some weird wrinkles playing this out.

I didn't have any problems with this and other than making it a little harder to draw out, it is refreshing to see "non perfect" rooms.


yoda8myhead wrote:
MerrikCale wrote:
I'm kind of glad yoda ate your head
You get what you pay for.

I do not want to know even the least bit of detail about that transaction.

Silver Crusade

Pathfinder Rulebook Subscriber

Not sure where to ask this, so I figured here was as good as anywhere.

I was going through the players guide and noticed some feats, the one dealing with stabilize checks comes to mind. Is there an updated version of feats that no longer apply with PFRPG I can use, since at least with that feat, stabilize doesn't deal in % anymore?


ThornDJL7 wrote:

Not sure where to ask this, so I figured here was as good as anywhere.

I was going through the players guide and noticed some feats, the one dealing with stabilize checks comes to mind. Is there an updated version of feats that no longer apply with PFRPG I can use, since at least with that feat, stabilize doesn't deal in % anymore?

I doubt that there's any official answer, but I can tell you this much: When I joined a Rise of the Runelords PBP on these forums, I wanted the Lone Wolf feat. And right here, the GM told me this:

Varisian Chronicler wrote:
Here's how I'm modifying the Lone Wolf feat: Once a day, the first time your condition is 'dying', you automatically stabilize. After this on the same day, if your condition is 'dying', you must make a DC 6 check to stabilize. You also get a +1 bonus on Fortitude saves.

This strikes me as an artistic decision, not a scientific process. And that's one example of why I feel...

Dons flame-retardant suit.

...that the "backwards compatibility" claim is bull.

Runs for cover.

Silver Crusade

Pathfinder Adventure Path Subscriber

Cough, cough, just saw this one on Ebay for 380 USD. Madness ? :)


Gorbacz wrote:
Cough, cough, just saw this one on Ebay for 380 USD. Madness ? :)

Utter Madness!

Seem to range from $72 upwards to that $380... if I'd had Oracle like powers back then I'd have bought two :(

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