Paizo Top Nav Branding
Welcome, guest! | Sign In | My Account | My Subscriptions | My Downloads | My Wishlists | Shopping Cart   Shopping Cart | Help/FAQ
Pathfinder Roleplaying Game   Pathfinder Adventure Path   Pathfinder Modules   Pathfinder Campaign Setting   Pathfinder Player Companion   Pathfinder Tales  
Pathfinder Roleplaying Game

Pathfinder Society

Pathfinder Roleplaying Game: Beginner Box

PaizoCon 2012!


Search
Links
Shop
Recent Reviews

Pathfinder Tales: Prince of Wolves
****( ) by Saint_Meerkat

Pathfinder Chronicles: Dark Markets—A Guide to Katapesh (OGL)
***** by voodoo chili

Pathfinder Adventure Path #24: "The Final Wish" (Legacy of Fire 6 of 6) (OGL)
**( )( )( ) by voodoo chili

Pathfinder Campaign Setting: Distant Worlds (PFRPG)
****( ) by Chris Nehren

Mythic Menagerie: Faeries of the Fringe (PFRPG) PDF
***** by Kelsey MacAilbert

Upcoming Products
Pathfinder Adventure Path: Rise of the Runelords Anniversary Edition (PFRPG)
Pathfinder Adventure Path: Rise of the Runelords Pawn Collection
   RSS Recent Posts
Pathfinder #5—Rise of the Runelords Chapter 5:
 
Show Description For:

Pathfinder #5—Rise of the Runelords Chapter 5: "Sins of the Saviors" (OGL)
****½ (based on 12 reviews)

Paizo Publishing, LLC

5x5
Add PDF: $13.99
Print Edition: Out of print
Facebook Twitter Email
5x5 5x5

Chapter 5: "Sins of the Saviors"
by Stephen S. Greer

After defeating the giants of Mokmurian, the heroes discover that Karzoug, an ancient wizard from the long-dead empire of Thassilon, has returned to life. From his city fortress of Xin-Shalast high in the mountains, he has been using the giants to harvest souls to reclaim his lost power.

The secret to defeating him before he can reclaim his realm and enslave the region lies hidden in a deadly dungeon called Runeforge. After defeating the dragon that guards the entrance to Runeforge, the PCs must rave the haunted vaults below to discover the ancient forge capable of empowering weapons so that they can strike true against Karzoug. Yet in order to master this ancient magic, the heroes of Sandpoint must embrace the darkest magic of ancient Thassilon as their own.

This volume of Pathfinder includes a detailed description of the goddess of monsters and her hideous minions; an examination of ancient magics from the ancient empire of Thassilon for use in your campaign, including rules for the lost art of sin magic; and six new monsters.

For characters of 12th to 13th level.

Pathfinder is Paizo Publishing's 96-page, perfect-bound, full-color softcover Adventure Path book printed on high-quality paper that releases in a monthly volume. Each volume is brought to you by the same staff which brought you Dragon and Dungeon magazines for over five years. It contains an in-depth Adventure Path scenario, stats for about a half-dozen new monsters, and several support articles meant to give Game Masters additional material to expand their campaign. Because Pathfinder uses the Open Game License, it is 100% compatible with the world's most popular fantasy roleplaying game.

ISBN-13: 978-1-60125-040-7

NOTE: Copies sold as "Non-Mint" have been dinged or bent, or have some markings on the cover, so we're making them available at a discounted price. While they have some cosmetic damage, they'll make great second reading copies. There will be no refunds on non-mint copies.

For Pathfinder #5, we asked a small army of authors to send us some spells and magic items that had a "Thassilonian" feel to them. As it turned out, we got about twice as many as we really had room to print. Rather than just cut the second half out and throw it away, we decided to cut the second half out and throw it into a free web enhancement. To download a FREE PDF of the Pathfinder #5 web supplement, click here (180 KB zip PDF). WARNING: Some of the magic items may not be wise for your PCs to use. They were, after all, invented by the runelords and their minions!

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

Product Availability
PDF:
    Will be added to your downloads 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 webmaster@paizo.com.


PZO9005


See Also:


<< Pathfinder #4—Rise of the Runelords Chapter 4: "Fortress of the Stone Giants" (OGL) Pathfinder #6—Rise of the Runelords Chapter 6: "Spires of Xin-Shalast" (OGL) >>


Product Reviews (12)

1 to 10 of 12 << first < prev | 1 | 2 | next > last >>

Average product rating: ****½ (based on 12 reviews)


*****

We turn downward, dungeon crawling and self examination....


The threats have been getting taller; goblins, cultists, ogres, then giants. Now the real enemy is the character's own weaknesses and the sins that rule them! Great adventure: read my full review: Sins of the Saviors



****( )

Portuguese - Br


Eu posso compreender o motivo da existência dessa aventura, a Paizo queria testar o gosto do publico. Não é meu estilo de jogo, mas mestres que gostem de dungeons mortais sádicas vão adorar. Agora, como fonte de ideias para magos especialistas e as defesas de seus lares é interessante. Outro ponto diferencial é que uma masmorra onde quase todos os oponentes são magos de uma forma ou outra, isso é bem raro.



****( )

Soild dungeon crawl, uneven at times


The fifth instalment of Rise of the Runelords is a straight up dungeon crawl. The adventure quickly sends the PCs into a massive complex, divided into 7 wings, each themed after a deadly sin of ancient Thassilon.

Well, make that 5 wings - the adventure is a clear victim of limited space available in a 96-page book, and 2 wings are pretty much "castrated". On a plus side, it allows the DM to plug in any dungeons of his own creations or from other sources.

The remaining part of the adventure is old-school deadly, bringing back memories of killer dungeon crawls from D&D history. The quality of encounters and locales ranges from excellent to "meh". There are several nice bits of backstory scattered here and there, but the overall link with the main plot of the campaign is rather hazy.

The adventure does a good enough job of introducing the players to Thassilonian magic, culture and history firsthand, and sets the tone for campaign finale. Yet, the adventure didn't lodge itself in memory of me and my group as much as the first three RotRL modules did.

Of course, the backup material is of prime quality. The article on Lamashtu, the evil demon queen, was wickedly - and at times revoltingly - fun to read.



***( )( )

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):
Dungeon Crawl, solid but not great, nice theme
Changes (with spoilers):
Not much, fleshing out the Maze of Sloth a bit
Details:
Solid dungeon crawl, the dragon attack was a nice surprise, some of the wings of runeforge are a bit boring, iron cages was fun role-playing, ravenous crypts was creepy and by far the toughest fight, both groups had to retreat with one member down from there and came back buffed up to finish it. The sin-Point revelation was a nice touch and a unusual way to reflect on the last 4 adventures (by telling where they "earned" their sin-points). Role-playing was non-existed in this adventure with the exception of the iron cages, everything else was solved by beating on it with swords
overall:
When I was reading it I loved it, when we played it it was nothing memorable



*****

My introduction to Paizo


I love this book, even though I got it by itself (it's part of a six-book series) and was completely lost on so many things, from new character classes (like the demon-loving Thaumaturgist) to monster templates to feats. But enough was given that I could use everything... and the background! Even a cursory reading reveals that there is an entire WORLD beyond what we read here.

The backup articles are grand as well, especially the one about the Mother of Monsters, Lamashtu. Really a great buy for your money!



****( )

Seven deadly dungeons


This one starts up with a cool comeback to re-search an old dungeon at the "homebase" to find a cooler enemy and the trail to a deady dungeon, more specificaclly, seven deadly dungeons.
To enter the dungeon you have to bypass a nasty "classic" encounter and a devious gate "lock". Afterwards you enter an isolated dungeon -really big dungeon- that breaks down in seven different scenarios. I'm not too pro-large dungeons due to my players preference, but since this one can be deployed as different scenarios its a lot easier to digest. The leaders of every dungeon are quite fleshed out and adds a lot of flavor to the dungeons.

Way to go Paizo!



*****

Pure Awesomeness


This adventure basically presents a seven-in-one mid/high level dungeon for the PCs to explore and ultimately defeat.

The politics of the place and events that precede the PCs' arrival are well detailed and compelling - it gives a real feeling of "life" to a place that would otherwise have felt dull and static.

The villains are all original in their own right. The challenges interesting and very "typical" for that kind of arcane dungeon for higher level characters. This is classic with a bunch of twists, which makes for great game play.

The Magic of Thassilon article is excellent.

The Cult of Lamashtu article is one of the best cult descriptions I've ever read in a D&D product. This makes the issue worth it on its own, to me. Absolute BLISS for a fan of ancient religions like me. Kudos for Sean Reynolds on this one. I'm very, very impressed.

The roster of monster is alright. Some very good, others less. But overall good.

Globally, this is one of the best issues of Pathfinder to date. Some of the material included here is a must-have for any Golarion fan.



*****

Runeforge


Runeforge would make a great base for future adventures in that area.



*****

Strong adventure, Superb Product


The adventure is well done and follows the pattern of a dungeon crawl.

The rest of the book is loaded with an interesting set of monsters, fiction, an exploration of Thassilonian magic, and information on Lamashtu (a deity named the Mother of Monsters).

4 Stars for the adventure but overall the product is a solid 5 stars!

The free PDF that comes with a subscription is an over-the-top bonus!



*****

One of the best I've seen


While I took the time to review part six first, this is one of the best dynamic dungeons I've ever seen. There are limitations to it, of course, but the fact that the Dragon can run away and just pursue the PC's into the place at the end makes it quite a challenge. Ideally, around the time the final encounter starts, that's when it's time to drop the dragon on them. Just wait for round two, and BOOM!

While the dungeons themselves were not particularly original, I actually LIKED that classicism and what they were trying to hearken back to. It's Paizo's respect for history that wizards lacks that makes these adventures great.


1 to 10 of 12 << first < prev | 1 | 2 | next > last >>

Messageboards

**SPOILERS** CotCT Aftermath (Need help lots of it), by Tels

How long does it take to play through an Adventure Path, by thenovalord

To Be or Not To Be, by Gorbacz

Mood-setting resources, by oynaz

Is there a really Lawful Good AP, by thenovalord

Would you play a Lawful Good AP, by thenovalord

Jade Regent for 6 characters, by Remorhaz

Running AP's in 3.5, by Steve Geddes

General thought on this AP, by BQ

re: beginning of a new adventure path over shadowing the finale of a previous adventure path?, by wraithstrike

Paizo Blog

PaizoCon Pathfinder Society Review,

Pathfinder Battles Preview: Large and In Charge,

Paizo Publishing's 10th Anniversary Retrospective—Year 1 (2002)—The Thrill of Starting Something New,

The Perfumer's Apprentice—Chapter Three: The Garland of Eglantine,

FAQ Attack!,

Open Game License

Store Blog

Yo-Ho-Ho, and a Bottle of Rum!,

Katana Duel at Dawn—For the Throne!,

I Got 15 Problems, But a Magic Weapon Ain't One!,

Fezzes—and Bow Ties—Are Cool!,

Old School is Now the New School!,

Sign up for our weekly store newsletter

News

Top 16 Advance to Round 3 of RPG Superstar™,

Paizo Announces RPG Superstar™ 2012 Top 32,

Pathfinder Tales Hits #3 on Barnes & Noble Best Fantasy of 2011 List,

Pathfinder Roleplaying Game Now a Dynamite Comic Book!,

Paizo Launches RPG Superstar 2012,



©2002–2012 Paizo Publishing, LLC®. Need help? Email customer.service@paizo.com or call 425-250-0800 Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Publishing, LLC, the Paizo golem logo, GameMastery, Pathfinder, Planet Stories, and Undefeated are registered trademarks of Paizo Publishing, LLC, and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure PathPathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Society, Pathfinder Battles, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Publishing, LLC. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Publishing under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.