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Pathfinder Adventure Path #6: Spires of Xin-Shalast (Rise of the Runelords 6 of 6) (OGL)

****½ (based on 12 ratings)
Pathfinder Adventure Path #6: Spires of Xin-Shalast (Rise of the Runelords 6 of 6) (OGL)

Add PDF $13.99

Print Edition Out of print

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A Runelord Rises!

The Rise of the Runelords Adventure Path concludes! The Runelord of Greed, Karzoug the Claimer, stirs in the legendary city of Xin-Shalast. There are more forces than an ancient evil wizard at work in this remote corner of Golarion, a place where the boundaries between reality and nightmare are unnaturally thin. Karzoug's minions have awakened as well, among them giants and dragons and devils and worse. Could there be an even deeper evil poised to emerge from the darkness at the dawn of time? Can the Rise of the Runelords be stopped?

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

  • "Spires of Xin-Shalast," an adventure for 14th-level characters, by Greg A. Vaughan.
  • Full details on Karzoug, the Runelord of Greed, by Greg A. Vaughan.
  • Expanded rules for adventuring in high-altitude environments (beware those abominable snowmen!), by Greg A. Vaughan.
  • The sixth installment of the Pathfinder's Journal, by James L. Sutter.
  • Seven new monsters, by Greg A. Vaughan.

ISBN-13: 978-1-60125-041-4

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

Product Availability

PDF: Will be added to your My Downloads Page immediately upon purchase of PDF.

Print Edition: This product is out of print.

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

PZO9006


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Product Reviews (12)
1 to 5 of 12 << first < prev | 1 | 2 | 3 | next > last >>

Average product rating:

****½ (based on 12 ratings)

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The Thundering Climax of the Rise of the Runelords.

*****

Paizo had a lot riding on this product suceeding, launching the flagship to carry a "obsolete" edition forward. They passed most peoples wildest expectations. Spires of Xin-Shalast challenges even hardened veterans, but makes the pain and torture fun. Check my full review Spires of Xin-Shalast


A great high level exploration scenario

****( )

Pro :
- Xin-Shalast is fully detailed (1/3 of the book) : I had the strong impression to read a city book guide (something between a whole book like the Guide of Korvosa and a single entry from Cities of Golarion) + an high level sandboxing scenario in the same time. It pleasantly surprised me.
- The wendigo/haunted cabin part is awesome
- No monster bashing unlike some other high level AP issues

Con :
- Not a real drawback but the side articles are really small (3 pages each without the title pages) because of the Xin-Shalast big description.


Portuguese - Br

*****

Rise of the Runelords terminou com um final digno e épico. A aventura final é um tratado de como conduzir aventuras de nível elevado em D&D. A campanha como um todo teve seus altos e baixos, mas de certa forma merece sua enorme popularidade entre os fãs (não é minha preferida, mas está no meu top 5), que gerou uma enorme lista de discussão que até hoje trocam mensagens discutindo atualizações para outros sistemas, erratas e formas de se conduzir cada minima parte dela. Spires of Xin-Shalast é o resultado de todo esse trabalho e mesmo assim ainda funciona muito bem individualmente. Um clássico que eu tenho muito orgulho de ter em minha biblioteca e que certamente figurará entre as melhores aventuras de todos os tempos.


****( )

Disclaimers: Review may contain spoilers
My Experience with it:
DM for one 3.5 Group and one PFRPG Group (as is, no conversion)
Overview (no spoilers):
haunts+ sandbox + hack + final fight, kind of OK
Changes (with Spoilers):
I skipped all of the City of Xin-Shalast, Sandbox-City at such a high level is nothing I want to touch, I shortened the adventure significantly by keeping out the city and the Leng stuff
Details:
The Vekker cabin was really good and creepy, the wendigo was a great monster and the haunts work OK (they did work much better with low-levels in part 2)
I had to shorten everything because most of my players don't like high level play, we take very long for every fight and campaign exhaustion had kicked in, everyone knew that it was the last part and all of them where planing new PC's and where exited to play them as soon as possible.
The giant meat-grinder was quite fun and not as exhausting as I had feared, the two ladies put up quit a fight but the apprentice was unremarkable.
The final confrontation was kind of epic and challenging even with hours of planning and preparing of the PC's - a good and proper end for a great campaign
overall:
it was the only campaign (beside a lvl16 test with converted 2.ed PC's right at the beginning) in 3edition that we kept going longer than level 10 or 11 and I think that is saying something about the quality. RotRL gave me the fun in DMing back


Lord of the Spires

*****

This adventure has everything I like, dungeon crawling, cave lurking, city walking, arena fighting, mountaing climbing, dragon slaying, fey-sighting and more! The only thing it lacks its heavy roleplaying or social interaction with other characters (at least live-non-monster characters), but at this point that way past due.

Also after you finish the adventure you have a whole city to continue exploring! There's also plenty of material you can expand to beef up your PCs up to higher levels if you want Karzoug to be even nastier.

A great 5 start sweetness!


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