The Rise of the Runelords Adventure Path continues! A sudden string of brutal killings terrorizes the town of Sandpoint, and the killer's mark bears a familiar shape. Investigation leads to the Lost Coast's most notorious haunted mansion, a dilapidated ruin that has become the lair of a monstrous murderer. Yet this killer is but one of many, a member of a group of fanatic cutthroats calling themselves the Skinsaw Men. To defeat the cult, the PCs must travel to the bustling city of Magnimar to unravel the sinister source of these murders before they become the Skinsaw Men's next victims!
I gave a full explanation of Pathfinder adventure paths in my review of the first chapter, so now we can just jump right into Chapter Two, The Skinsaw Murders. Like before, I'll start with the back matter first so I can discuss the adventure later below a spoiler warning. For those looking for a one-sentence review, I'll simply say: another great installment of the adventure (with a great shift in tone) and some quality material in the back matter.
The back matter begins on page 56 with a gazetteer of Magnimar, an important city in southwest Varisia. Magnimar's claim to fame is that it's built around (and literally under) the reaches of a humongous bridge, the Irespan, that dates to the time of ancient Thassilon. The gazetteer, which is ten pages long, covers the topics you would expect: the government of the city, its crime and law enforcement, the different parts of the city, etc. Two maps are provided: a full-page map of the city (identifying its various districts) and a quarter page map of the Shadow (the area of the city directly under the Irespan). There's a gorgeous drawing on page 65 that captures the geography of the city perfectly, definitely a case of a picture being worth a thousand words. The information provided is adequate for running a brief adventure in the city, but Paizo later published a full 64-page sourcebook on it ("City of Monuments") and an eight-panel map (in the "Shattered Star Map Folio"). The gazetteer is solid, but for the most part, there's not a lot that sets Magnimar apart from a traditional fantasy city. The upside is that you don't have to worry about the setting overshadowing the story you want to tell. It would have been nice to see some sample encounters to show off some of the city's more distinguishing features (such as the presence of various monuments and the widespread worship of semi-divine figures called empyreal lords).
Next up is a ten-page treatment on Desna, Goddess of Travel, Dreams, Luck, and the Stars. There's information on the faith's priests, shrines, custom spells, holy texts, myths, allies, and more. A new prestige class is introduced, the Spherewalker. This section is written quite skilfully to tie some otherwise disparate themes together and includes a really interesting discussion of her rather unstructured faith. It's very easy for the reader to imagine how to actually play or portray an adventuring cleric of Desna in a game, something that's not always easy to do when reading about other gods. (The section contains a little sidebar on Ghlaunder, a demigod of parasites and infection; I'm not really sure why.) I can't move on without mentioning the artwork, which is again top notch.
Five pages are then devoted to an installment of the Pathfinder's Journal. Unlike last issue, which presented a prose description of the Pathfinder Society, this time around the section is written as a first person account from a Pathfinder named Eando Kline. While in Magnimar, Kline hears that an ioun stone for his wayfinder may be in the city of Kaer Maga, so he decides to set sail east aboard a riverboat. There's some nice description of areas of southern Varisia that are otherwise rarely mentioned (such as the hamlet of Wartle), and a fairly exciting twist in the story.
This issue's bestiary contains six different creatures: Carrionstorms, Boggards, Lyrakiens, Faceless Stalkers, Revenants, and Lamia Matriarchs. The bestiary is more important this time around than in last issue, because some (I won't say which for fear of spoilers) of these appear in the main adventure. The writing style and artwork complement each other well in this section, and I think all are solid additions to the game. I particularly like Carrionstorms (hordes of undead birds; those of you with bird phobias won't be happy!) and Faceless Stalkers (it's handy to have a monster that can look like anyone, and the background they've been given is really cool even if isn't likely to arise in gameplay). The monsters are written with 3.5 stats, but updates to Pathfinder are available on the PRD.
Last up is a single page of the four Iconics with stat blocks bumped up to Level 4.
SPOILERS
That cover is exciting and evocative. I love it. But, it's also pretty spoilery because it reveals the type of creature responsible for a murder mystery at the beginning of the adventure and a hidden entrance/exit to an important haunted house later in the adventure. Hopefully, the players don't look too closely.
James Jacobs' foreword notes how this installment shifts gears and moves the AP into a horror theme. He makes an excellent point that GMs need to ensure there are some breaks and downtime, as constant grinding horror can wear on players and will become less effective over time. I tried to take the advice to heart when I ran this section of the AP a few months ago (I actually used the Anniversary Edition, but I'll note below where there are significant changes). As a whole, the adventure here in Issue # 2 is excellent, and spans a lot of genres: murder mysteries, classic horror, big city adventure, and more.
The adventure, written by Richard Pett, starts out with three pages of background, and it's honestly a lot to digest. The bulk of it is about the history of the Foxglove family, the scion of which is Aldern Foxglove, the "foppish noble" the PCs rescued at the beginning of the previous chapter. A century prior, Aldern's ancestor Vorel Foxglove built a mansion on a remote promontory south of Sandpoint and installed a secret laboratory to further his research into lichdom! Things went horribly wrong, and the house has been haunted for generations since. Aldern, in seeking funds to rebuild the mansion, fell into the wrong crowd (if you can excuse the massive understatement): the Skinsaw Cult, a group of serial killers operating out of Magnimar. After being turned into a ghoul, Aldern begins ritualistically terrorizing Sandpoint on behalf of the cult and its leader, a lamia matriarch named Xanesha (who, in turn, is acting on behalf of the big bad of the entire AP). There's a lot of information and a detailed chronology for Foxglove Manor, and I had to go over things several times to really get the sequence of events straight in my mind. In retrospect, I think the history might be *too* detailed--perfect for something like Call of Cthulhu where you expect the PCs to do a lot of historical investigation, but probably unnecessary for traditional D&D-style game play. But I digress.
Part One is titled "Murder Most Foul", and it sees the PCs immediately drawn into solving a pair of murders at the Sandpoint Lumber Mill. A young couple have been killed in an incredibly gruesome way (seriously, think about "trigger warnings" if you have sensitive souls at the table) and Sheriff Hemlock enlists the PCs for help. There's a *lot* of clues available for PCs to find--probably too many, as it's not particularly difficult to come to a conclusion about what type of creature was the murderer (a ghoul). Still, designing mysteries is hard, as too few (or missed) clues can derail an adventure. I really liked this section as it's good to get the players doing something different than pure combat and having to stretch (even if only slightly) their brains. I particularly like how the killer (Aldern) has become obsessed with one of the PCs, and that the GM is presented with some different options on the nature of the obsession depending on the makeup of the party. This sort of personal, direct tie keeps "canned" adventures from feeling like they're one-size-fits-all, and the personal theme continues into the next part of the chapter as well. One thing that I think would have been better is if the victims of the mill murders were NPCs that the PCs knew or cared about, even if only a little. Having them (likely) be total strangers lessened the role-playing possibilities.
The PCs are given a few different leads from the lumber mill, and one of them leads to the sole surviving witness of another set of murders obviously done by the same killer. This witness is largely insane and (probably unbeknownst to the PCs) infected with ghoul fever. The PCs can find him at an isolated asylum some miles from town. There's a scripted encounter where the insane witness breaks free of a straitjacket and attacks, providing some additional clues along the way. The Anniversary Edition expanded on this segment considerably by adding a quid-pro-quo alliance between the asylum's operator and a necromancer working out of the basement. The encounters (both old and new) weren't at all hard for my group, but I was happy with how the plot played out.
On their way back from the asylum (or near Sandpoint if that lead wasn't followed), the PCs are accosted by a drunk, distraught farmer raving about walking scarecrows killing people out at the southern farms. The "walking scarecrows" are ghouls created by Aldern and their hunger ramps up the stakes and the urgency. An encounter against a pack of ghouls (set at one of the farms) is really dangerous and has probably the highest potential of anything in the adventure to lead to a TPK: ghouls and their paralytic touches are far more deadly than their low CR would indicate! I was relieved to only have one PC death while running this section. An evil but extremely clever move by the writer could also lead to the PCs accidentally killing innocent people if they're not extremely careful, and I imagine some good role-playing could come from it.
From the farmhouse encounter and assorted other clues, the PCs should have enough to figure out that the source of the ghoul threat is Foxglove Manor, the "haunted house" I mentioned above.
Part Two, "Misgivings", requires the PCs to venture into Foxglove Manor. This house has a couple of floors, plus an attic, a basement, and caverns underneath. The main innovation here is the frequent use of "haunts." Haunts are often described as "spectral traps", in that they are location based, trigger when someone comes close or does something in particular, and then has a mechanical effect. The difference is that haunts are fantastic story-telling devices, because when they're triggered the character who suffers from one has visions of some traumatic experience in the past of the mansion. There are different themes of haunts tied to different characters (depending on their personalities), and it all ties together really cleverly. There's actually very few traditional encounters in the house, with the bulk of them taking place in the caverns where Aldern has made his lair. I think this area of the adventure was a very effective Pathfinder version of a haunted house story. The major drawback I found as a GM is that much of the story (and many of the haunts) could be bypassed by the simple (even accidental) choice of the PCs to explore below before exploring upstairs. For example, there's a whole storyline involving a revenant in the attic (Aldern's murdered wife) that never came into play in my game, as well as a whole host of haunts that told some cool backstory (and were worth a lot of XP) that my players never encountered. On the other hand, I understand Pett's inclination not to completely railroad players by making sure they come across every encounter, and there are surely some groups bound and determined to explore every nook and cranny of the house regardless of the risks.
Part Three, "Welcome to Magnimar," sees the PCs following clues found in Aldern's lair that reveal he's just one member of a larger cult based in Magnimar. This is the first time the PCs leave the Sandpoint region, and it comes at a good point in the campaign because they might be a bit tired of seeing only one small town. Although the issue comes with a really good map of the Sandpoint hinterlands, it doesn't provided much detail of what's on the path from Sandpoint to Magnimar (a two day journey on the road). The PCs' first investigative stop in Magnimar will likely be Aldern's townhouse, where two Faceless Stalkers disguised as Aldern and his wife are there to greet them warmly before ambushing them. The little touch of the disguises were great, as my players were very much in a "what the heck is happening?" state. I do wish there was more of interest to find in the house, as there's a quite detailed map and several labelled rooms, but all are essentially empty except for a well-hidden cache of documents and valuables behind a fireplace.
Part Four, "The Seven's Sawmill," has the PCs follow the clues found in Aldern's townhouse to the cult's headquarters, a sawmill. The cult is large (13 members, plus its ostensible leader, a member of Magnimar's Justice Council named Ironbriar), and the sawmill has several levels plus some fun machinery for the PCs to get trapped in. This is a scenario that could play out *very* differently depending on whether the PCs visit at night (when only 3 cultists are present), during the day (when all of the cultists are present but scattered on different levels), or during the one night a week when they have a special ceremony (when everyone is all on the same level). My players essentially chose the latter option and had one huge battle, but as a GM I had to put the time in to be prepared for every eventuality (including the Perception DCs on different levels, how long it would take reinforcements to arrive from one level to another, etc.). It's not the most original encounter, but it was solid.
The chapter concludes with Part Five, "Shadows of Time." A few different clues will lead the PCs to the lair of the cult's real leader, a lamia matriarch (a kind of snake-bodied sorcerer) named Xanesha. Xanesha makes her home atop an old, abandoned, and quite rickety clock tower in Magnimar's poorest and most dangerous district, and she's protected by a trio of Faceless Stalkers (who will drop a huge bell on PCs) and a terrifying flesh golem with a massive scythe that will kill most PCs on a crit. The clock tower is a fantastic, evocative location for a big showdown, and one I think your players will remember for a long, long time. It's been one of the real highlights of the AP through the first two chapters I've run. (GMs sticking closely to the original write-up of Xanesha in this issue should note that she caused a lot of TPKs for groups, so her stats were changed quite significantly in the RotRL Anniversary Edition.) Assuming the PCs are successful, the chapter ends with an invite to a party at the Lord-Mayor's residence and a sizable cash reward.
All in all, I think this chapter once again knocks it out of the park. Starting with investigating a grisly murder scene, and then on to a creepy asylum, and then through a full-fledged haunted house, before ending up an iconic fight against a big bad on the top of a collapsing clock tower, the story and settings are simply fantastic. If I had to levy any criticisms, it's twofold: 1) the plot is fairly railroady, in that a clue (usually a document) found at the end of one part inevitably leads to the next part) and 2) that the meta-plot of the AP as a whole is still barely in motion, at least insofar as the players will be able to tell. Apart from perhaps noticing the Sihedron medallion on both Nualia and Xanesha, the players have no real reason to conclude that there's any link between chapters of the AP. Those issues aside, I have no qualms about heartily recommending The Skinsaw Murders.
The campaign continues with a great little Gothic horror story full of haunted houses, phantoms and madness. A great change of tact after the first part of the campaign. Another well written scenario.
Changes between single issue & hardcover collection comparison!
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.
Sheriff Hemlock´s fullbody illustration (fbi) on page 10 has been exchanged against an upper body illu that looks totally different.
Habe´s Sanatorium has been totally reworked and gets new maps.
There are new foes in it added.
Erin Habe gets an upper body illu.
"A Varisian Nursery Rhyme" is not reprinted.
Handouts 2-3 and 2-4 are added.
A fbi of Iesha Foxglove is added.
Ghoul Bat stats are replaced with Skaveling.
Goblin Ghouls are replaced with Goblin Ghasts.
The Skinsaw Man´s old fbi is replaced with a new one.
Foxglove´s Townhouse gets new maps.
Justice Ironbriar´s old fbi is replaced with a new one.
Xanesha is changed from sorcerer 2 to rogue 1.
The half-page artwork of Magnimar from page 56 is not repinted.
The headshot of Sabriyya Kalmeralm is not reprinted.
The map of Magnimar on page 62 is exchanged for an inferior one on page 389. The scale is changed. The much more detailed map of "the Shadow" district on page 64 is not reprinted and an inferior version is depicted on the map on page 389.
The Desna article is not reprinted (it gets reprinted and updated in the "Inner Sea Gods" HC.)
The first part of Eando Kline´s Pathfinder Tale is not reprinted.
The Lyrakien artwork from page 87 is not reprinted anywhere to my knowledge.
While the HC collects, expands and updates everything needed for the campaign, a lot of things (mostly illustrations) are not reprinted.
If you want a better map of Magnimar and a fbi of Sheriff Hemlock looking like a Shoanti, or play it in 3.5, this book is certainly worth getting.
List of miniatures needed for battles:
2 male Tieflings
1 Wererat
1 human Necromancer
4 Zombies
1 unarmed male human
13 Ghouls (26 in all)
1 Ghast (2 in all)
4 flying swarms (large D&D Bat Swarms or 16 medium groundbase swarm minis)
1 rat
1 human female corporeal undead
2 Rat Swarms
1 Dire Bat
4 Goblins (as Goblin Ghasts)
3 Faceless Stalkers (5 in all)
4 human cultists (13 in all)
1 Elf cleric
1 Flesh Golem
1 Lamia Matriarch
The Skinsaw murders is by far a better work overall and shows how Paizo gets their fan base and the fantasy RPG. The foxglove theme is done perfectly in this "who done it scenario" and gives the players a run for their money in all aspects. Reading this one was a complete joy being a GM. Players should become captivated by the story and investigative process in which to follow through on, while continuing the Runelord AP. Happy hunting on this Sherlock Holmes insert.
We are putting the final touches on a reprint of #2, and once we give the go ahead to the printer, it will take about 6 weeks to get here. I expect that we will give that go ahead this coming week.
-Lisa
I can't believe this book is $50.00 on the secondary market.
Since your company is supporting 3.5. I'm also gonna carry some 3.5 material in my retail store. So I went to restock on all the Pathfinder Runelord series. Only to discover #2 is out of print.
Makes it hard to carry the whole line when one issue is out of print.
Plz give the go ahead at the printer. Summer is coming and retailers need this on our shelves.
$50 - gosh!
Well someones head just swelled up to 10 times the normal size. :)
Seriously, I'm so glad it's being reprinted, I'd have ended up spending a fortune just to get rid of that damn hole in my collection
If my rudimentary economics education serves me well, (and I seriously doubt that it does) these extremely high prices forthis book lead me to believe that the demand for the Pathfinder line as a whole is a lot larger than I had ever guessed. Which is great! Then again, no one seems to be willing to pay $50 or more for the book, so maybe the demand isn't yet that high amd thus the equilibrium price has not yet been reached.
Will there be a print version anytime soon again?
I just threw my group at this great Adventure PAth and now part 2 is unavailable - save for horrendous prices om Amazon(.de) :(
I just threw my group at this great Adventure PAth and now part 2 is unavailable - save for horrendous prices om Amazon(.de) :(
About halfway down the previous page
Lisa Stevens wrote:
We are putting the final touches on a reprint of #2, and once we give the go ahead to the printer, it will take about 6 weeks to get here. I expect that we will give that go ahead this coming week.
-Lisa
Assuming it all went ahead without a hitch then I guess it will be available again from early June, perhaps late May if we're lucky.
Assuming it all went ahead without a hitch then I guess it will be available again from early June, perhaps late May if we're lucky.
Thanks Illessa - should have checked the forums before posting.
Maybe it was the shock after looking it up on amazon ;)
But 105GBP that's hilarious. Maybe I should buy the ones in .de and sell them in .uk for a nice profit :D
Today at CanGames, I noticed several copies of this for sale at one of the dealer booths. I'll try to remember to look in here in the morning before I go back, and if anyone wants one at the regular price plus shipping from Ottawa, Canada, post here and I'll try to grab some copies. You can pay me by paypal and I'll ship them out in refurbished Paizo mailers.
Sorry fot the short notice, but it is what it is...
The reprint should be arriving in our warehouse any day now!
::Heart beating faster in anticipation::
Quick question (should probably be in website feedback, but I'll give it a go here):
If I have products to be delivered, and backordered products, and I ordered them at different times, is there any way to change the shipping so they go out simultaneously?
I know you can do this on a simultaneous order, but not sure about otherwise.
If I have products to be delivered, and backordered products, and I ordered them at different times, is there any way to change the shipping so they go out simultaneously?
Currently, no, but we're working on it.
And we learned today that the Pathfinder 2 reprint will be arriving in the same shipment with Pathfinder 12 and 13, Pathfinder Companion: Second Darkness, and the Pathfinder Chronicles Campaign Setting, at the end of the month.
Any arrival yet on the reprint? My account still says it is backordered.
What am I to read until the PRPG Beta comes out? ;)
If what Vic says above is true, then I seem to remember mention in another thread a couple of days ago that PF 12, PF 13, the Campaign Setting and the Second Darkness Companion were all on trucks and set to arrive in the warehouse this week as they were hoping to start fulfilling subscriptions by Friday if not earlier, so hopefully that's true here too :).
Any arrival yet on the reprint? My account still says it is backordered.
What am I to read until the PRPG Beta comes out? ;)
If what Vic says above is true, then I seem to remember mention in another thread a couple of days ago that PF 12, PF 13, the Campaign Setting and the Second Darkness Companion were all on trucks and set to arrive in the warehouse this week as they were hoping to start fulfilling subscriptions by Friday if not earlier, so hopefully that's true here too :).
Vic said last night in the PFS chat that everything was in the warehouse now and would start shipping to subscribers today and tomorrow. So they should have Skinsaw in again, but best to wait for an official confirmation of that before you get too excited.
We're sending a *small* quantity to Gen Con UK. You may want to go to the Paizo booth early....
nice one. I hope friday mornin is early enough though...whats the chance of pre ordering stuff for collection at the con to ya know avoid dissapointment.i got some overtime i gotta spend before the other half gets her hands on it : )
Ok, its just I keep checking at B&N and they keep telling me out of stock, I don't mind ordering threw paizo but the extra shipping charge hurts and I'd rather spend that money toward the classic monster book =)
Ok, its just I keep checking at B&N and they keep telling me out of stock, I don't mind ordering threw paizo but the extra shipping charge hurts and I'd rather spend that money toward the classic monster book =)
Hey Bugoo2,
Diamond Books' restock of PF2 left our warehouse on the 12th. They should have gotten it in the past few days. The Diamond website went down as I was trying to see if B&N has been shipped an order of it, so I don't know if their order has gone out yet. But, if they have it on order, it should have gone out in the past two days. I don't know what B&N's turnaround is from their warehouse to their stores, but I would expect it to be there in the next few days to a week. Assuming they ordered it already.
This post contains sort-of mini spoilers for one of the main villains' stats. Nothing important, but I just thought I'd include the warning.
I don't know if I should ask this here or in the rules section, but, I noticed that Justice Ironbriar has the Cat's Grace spell. I'm pretty sure clerics don't get the Cat's Grace spell, and it's not one of his domain spells. What should he have instead? Should his natural Dex be bumped up to 20, or should it be left at 18?
This post contains sort-of mini spoilers for one of the main villains' stats. Nothing important, but I just thought I'd include the warning.
I don't know if I should ask this here or in the rules section, but, I noticed that Justice Ironbriar has the Cat's Grace spell. I'm pretty sure clerics don't get the Cat's Grace spell, and it's not one of his domain spells. What should he have instead? Should his natural Dex be bumped up to 20, or should it be left at 18?
If you're converting to PRPG, just leave that DEX at 20.
This post contains sort-of mini spoilers for one of the main villains' stats. Nothing important, but I just thought I'd include the warning.
I don't know if I should ask this here or in the rules section, but, I noticed that Justice Ironbriar has the Cat's Grace spell. I'm pretty sure clerics don't get the Cat's Grace spell, and it's not one of his domain spells. What should he have instead? Should his natural Dex be bumped up to 20, or should it be left at 18?
If you're converting to PRPG, just leave that DEX at 20.
I am converting the campaign to Pathfinder actually, but Cat's Grace isn't available to clerics in 3.5 either, as far as I know. I have no idea why Ironbriar has it in the first place. Maybe a Bull's Strength spell would be a good replacement, considering how low Ironbriar's Str is, or maybe Owl's Wisdom.