Pathfinder Adventure Path: Rise of the Runelords Anniversary Edition (PFRPG)

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Pathfinder Adventure Path: Rise of the Runelords Anniversary Edition (PFRPG)
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In the sleepy coastal town of Sandpoint, evil is brewing. An attack by crazed goblins reveals the shadows of a forgotten past returning to threaten the town—and perhaps all of Varisia. The Rise of the Runelords Adventure Path begins with this goblin raid and takes players on an epic journey through the land of Varisia as they track a cult of serial killers, fight backwoods ogres, stop an advancing army of stone giants, delve into ancient dungeons, and finally face off against a wizard-king in his ancient mountaintop city. This hardcover compilation updates the fan-favorite campaign to the Pathfinder Roleplaying Game rules with revised and new content in more than 400 pages packed with mayhem, excitement, and adventure!

Celebrating both the fifth anniversary of the Pathfinder Adventure Path and the tenth anniversary of Paizo Publishing, this new edition expands the original campaign with new options and refined encounters throughout, incorporating 5 years of community feedback.

    The Rise of the Runelords Anniversary Edition contains:
  • All six chapters of the original Adventure Path, expanded and updated for use with the Pathfinder Roleplaying Game.
  • Articles on the major locations of Rise of the Runelords: sleepy Sandpoint, the ancient Thassilonian city of Xin-Shalast, and others.
  • Revelations on the sinister magic of Thassilon, with updated spells, magic items, and details on tracking sin points throughout the campaign.
  • A bestiary featuring eight monsters updated from the original Adventure Path, plus an all-new terror.
  • Dozens of new illustrations, never-before-seen characters, location maps, and more!

The Rise of the Runelords Anniversary Edition is not part of any subscription.

ISBN-13: 978-1-60125-436-8

FAQ:

Q: Will you be doing hardcover compilations of all of your Adventure Paths?
A: No. This is a special celebration of our very first Adventure Path on its 5th Anniversary. Several of the original volumes of Rise of the Runelords have been unavailable in print for a long time, yet it remains one of our most popular adventure paths; that circumstance presents a unique opportunity for us to expand and update it for use with the Pathfinder RPG, and to apply lessons we've learned about making Adventure Paths over the last half-decade. Our other adventure paths are largely still in print, and many of them were designed for use with the Pathfinder RPG to begin with; we have no plans to recompile them.

Q: Is there anything missing from the original AP volumes?
A: Yes—otherwise, this book would be more than 600 pages long! Some of the monsters and other things created for Rise of the Runelords are now part of the official Pathfinder RPG rules, so they're not reprinted here. The original volumes also included monster ecologies, bestiary entries, and other campaign setting material that isn't directly used in the adventure itself; those items are also not present in this collection. The Pathfinder Journal fiction featuring Eando Kline is not presented here either, but it has been compiled—along with the installments from the subsequent two Adventure Paths—as The Compass Stone, now available in ePub form. We have also replaced some of the artwork from the previous edition, and replaced the six individual introductions with one new one.

Q: What is included in the digital version?
A: In addition to the full version, the Rise of the Runelords Anniversary Edition download includes the Interactive Maps and a Lite version for reading on portable electronic devices.

Download the Web Enhancement! - (180 KB zip PDF)
Originally posted to the Paizo blog for Pathfinder Adventure Path #5.

Bring your campaign to life!
The Rise of the Runelords Mega SoundPack from Syrinscape is a complete audio solution for playing through the Rise of the Runelords Adventure Path.

Rise of the Runelords Anniversary Edition is sanctioned for use in Pathfinder Society Organized Play. The rules and Chronicle sheets for running this Adventure Path are available as a free download (438 KB zip/PDF).

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

Hero Lab Online
Fantasy Grounds Virtual Tabletop
Roll20 Virtual Tabletop
SoundSet on Syrinscape
Archives of Nethys

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This product is non-mint. Refunds are not available for non-mint products. The standard version of this product can be found here.

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

PZO1002

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Epic introduction to Golarian, updated beautifully.

5/5

This is a beautiful update to the first Golarion based AP Paizo released. It consolidates all the volumes of the original into one easy to use book. Lots of the artwork has been updated significantly improving on many of the pieces from the original. The original stuff wasn't bad, just a big cartoony. It also updates the stats of everything using the Pathfinder 1st edition rules.

It was what kicked off the world's introduction to Golarion. This volume gave it a facelift and nice boost. My group took about 2.5 years to play through it to completion. Right around 500 hours of play. So tons of game play in it. It was the first campaign I've ever "completed" as a GM. It was only the 2nd campaign I've ever "completed" as a player or GM. I've played in dozens of other campaigns that never completed and only fizzled out. My players loved it and still talk about it and we are 1/3 of the way through Skull & Shackles having been playing it for a year.

Of all the APs Paizo has released this one likely has the most official and unofficial support for it. There are thousands of pages of fan material done for it. Paizo message boards, Facebook groups, fan pages, fan zines (Wayfinder #7 is completely devoted to it) and more have been done for it. Giving GMs unparalleled resources and support for it. It's no wonder it is one of the most popular APs they've done. I highly recommend all the additional support for it. Especially the fan stuff, it fills in lots of missing holes that just couldn't be filled in the AP itself.

I'm not sure how I feel about the construction quality of the book itself. We played for 2.5 years, but we played virtually via Fantasy Grounds with the data module for it there. A lot of my referencing and work was done through the module on the computer. I'd say in the end I only used the printed book about 1/3 the time I would have if I would have played through it in person. The binding is very loose for what I consider a small amount of usage. Other than the binding the cover itself is in good condition. I've got a feeling that had it gotten nothing but in person play and reference the binding would have fallen off by now. I'm not hard on my books, I always use the proper method of easing the binding of a new hardcover book, and I'm not rough in my handling of them. So this feels like it isn't made with the quality I would expect.

Book construction quality aside, this AP checks all the high adventure checkboxes. Wizards, dragons, goblins, magic, ancient civilizations, epic treasures, giants, ogres, dungeon crawls, sieges, wilderness exploration, haunted houses, city based stuff. You name it. This fully deserves the 5 stars I give it.


A Legendary Campaign Receives the Deluxe Package it Deserves

5/5

NO SPOILERS

I honestly don't even know where to start in reviewing this book. It was my bible for the longest campaign I've ever ran, and I've paged through its 428 pages so many times, I'm surprised my copy is in as good of shape as it is. Equalled only by the Curse of the Crimson Throne hardcover compilation, the Rise of the Runelords Anniversary Edition is the most detailed, impressive, and gorgeous presentation of a campaign I've ever seen. It's a testament to James Jacob and the wonderful visual and art design folks at Paizo for putting it together. In addition to the core adventures, the book includes an incredible array of supplementary material throughout its appendices: gazetteers, bestiaries, new magic items, and more. And interspersed throughout are full-colour, detailed maps, high-quality artwork of NPCs and monsters, handouts, useful sidebars to help the GM in running particular scenes, and more. I really can't rave enough about it.

I've already reviewed the substance of each of the six chapters of the adventure path in my reviews of issues # 1-6 of the monthly publication they originally appeared in (available on the Paizo website). This Anniversary Edition is no lazy cut & paste compilation or mere updating of the original 3.5 rules to Pathfinder. Everything has been refined, revised, polished, and packaged together to make a whole that is even better than the sum of its original parts. James Jacob read through countless posts on the forums about the original adventures and added encounters, explanations, and more to help everything flow even better. I've compared the original versions to this revised package, and with only a couple of exceptions, the revisions are a sound improvement.

As far as I'm concerned, this is the best presentation of a classic fantasy role-playing campaign available. You'll get hundreds of hours of gameplay out of it, experience characters growing from battling goblins at level 1 to battling the greatest threats the setting has to offer at level 18. It's a satisfying, meaty, epic campaign, and this Anniversary Edition does it full justice.


Also on Fantasy Grounds!

5/5

I don't understand why this is not mentioned here but by paying 60$ you get both the pdf version of the adventure as well as the Fantasy Grounds VTT plug in that saves you TONS of prepping. This adventure is excellent, with a lot of scary and funny moments and is a must-buy for all Pathfinder fans out there!


They all need this treatment

5/5

I have the original softcovers. I collected them up to the 50's and when I changed jobs money was tighter and I couldn't keep up. Recently going back to pick up some of the ones I missed I was shocked to see prices as high as 234.00 for a single softcover. There are a lot of Pathfinder fans who didnt get the softcovers when they were first released and these hardcovers are excellent as well as being affordable.

The book itself is solid. Takes up less space on my shelf, is a great first series of adventures, looks beautiful, is fun to play and is just overall well worth the money i spent on it. I will also be picking up Crimson Throne hardcover and hope they continue on and it was the adventure paths that drew me to PF in the first place.


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LoreKeeper wrote:
Xanesha is a pretty legendary encounter. It is non-sense to suggest that a party needs to be munchkinned to the max to take her on: for the simple reason that Xanesha is going to tear up a munchkinned party with just a bit more effort than your average party. She's just that good. Honestly, I like it that way. It is the point where a GM can take the party to the bone and really see what they're made of.

Flesh, bones, some disgusting tubes and stuff.

LoreKeeper wrote:


A purely simulationist approach to Xanesha is probably ill-advised though, as the numbers simply favor her too much.

When an adventure says "You MUST metagame this encounter or the campaign is over as the players will all die." then there has been a huge mess-up.

If you want something like this, to overwhelm the players with an impossible encounter, you can always sic a red dragon on them.

But I'd say that good module design demands that non-optional encounters should be possible without fiat.

LoreKeeper wrote:


But the very real threat of death (and perhaps one or two actual PC deaths) can open up a whole new avenue of roleplaying to explore as the survivors run for their lives and try to make good their escape

You sure you're not reading from the CoC RPG here?


Having just about finished running The Skinsaw Murders (the players face Xanesha tonight - They all know they're in for a hell of a fight and have been researching and planning) I have to note that there was a decided difference in the ease of GM work between the first half of the adventure (Sandpoint environs and Foxglove manor) and the second half (Magnimar). Besides brief descriptions of how the Magnimar city watch was handling the situation, I found the maps of the townhouse, sawmill and shadow clock to be hard to interpret or unrealistic in design (especially the sawmill). I'm hoping (since I believe I saw Vic mention something about new maps) that these will be corrected in this edition, as well as a little bit more fleshing-out of the city's reaction and handling of the murders. In addition, I'd really like to see a few red herrings or a list of rumors for PC's to come across and follow up on, as well as a bit more information upon Magnimar's history. Any chance we'll see something like this?

Paizo Employee Creative Director

Spawn of Rovagug wrote:
Having just about finished running The Skinsaw Murders (the players face Xanesha tonight - They all know they're in for a hell of a fight and have been researching and planning) I have to note that there was a decided difference in the ease of GM work between the first half of the adventure (Sandpoint environs and Foxglove manor) and the second half (Magnimar). Besides brief descriptions of how the Magnimar city watch was handling the situation, I found the maps of the townhouse, sawmill and shadow clock to be hard to interpret or unrealistic in design (especially the sawmill). I'm hoping (since I believe I saw Vic mention something about new maps) that these will be corrected in this edition, as well as a little bit more fleshing-out of the city's reaction and handling of the murders. In addition, I'd really like to see a few red herrings or a list of rumors for PC's to come across and follow up on, as well as a bit more information upon Magnimar's history. Any chance we'll see something like this?

We'll probably get a bit more detail into the Magnimar part of the adventure, yes. And I suspect both the townhouse AND the sawmill will have the maps re-drawn... but mostly because we want maps that fit half pages better. Being able to redraw those maps to be a bit more realistic as houses and sawmills is a bonus.


James Jacobs wrote:


We'll probably get a bit more detail into the Magnimar part of the adventure, yes. And I suspect both the townhouse AND the sawmill will have the maps re-drawn... but mostly because we want maps that fit half pages better. Being able to redraw those maps to be a bit more realistic as houses and sawmills is a bonus.

Can I put in my $.02 and suggest Blando? Those maps of his that I have seen are very well constructed, a treat for the eyes, easy to interpret and make sense (even if the structure itself is fantastic).

Sczarni

1 person marked this as a favorite.

In reference to the cover art, I have a suggestion that goes wildly against what makes sense.

*brace for backlash*

Why not use the cover of the players guide? Just move the text on it around to say:

------Pathfinder------

------(Sihedron)------

Rise of the Runelords
-Anniversary Edition-

(except of course, no dashes with pathfinder or the sihedron rune, they are just placeholders to move the words to illustrate my point. definited dashes or squiggles on both ends of 'anniversary edition')

It's iconic, it's nostalgic, and it has that 'ancient' look. While it doesn't tease, most people who are picking this up either have heard of it, already want it, or already know what is in it (this is indeed my assumption, however I believe it is a fair one). And if they don't meet those criteria, it's eye-catching in its own way. The cover has a big pointed star on it. People want to know what the deal with that is.

Just an idea.

P.S. Unrelated, but any chance the store could sell sihedron necklaces like all the bad guys have. Those are pretty cool.


i'm looking forward to this book!


Will the kuchrima get their SLAs back? Remember somewhere on these boards that Vaughn said they were supposed to have had Feather Fall at will and Shield and True Strike 3/day each.


Icaste Fyrbawl wrote:
While it doesn't tease, most people who are picking this up either have heard of it, already want it, or already know what is in it (this is indeed my assumption, however I believe it is a fair one).

Of course. Because everyone else will think it's some boring old thing and pass it over :P

Silver Crusade

1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber
Spawn of Rovagug wrote:
James Jacobs wrote:


We'll probably get a bit more detail into the Magnimar part of the adventure, yes. And I suspect both the townhouse AND the sawmill will have the maps re-drawn... but mostly because we want maps that fit half pages better. Being able to redraw those maps to be a bit more realistic as houses and sawmills is a bonus.
Can I put in my $.02 and suggest Blando? Those maps of his that I have seen are very well constructed, a treat for the eyes, easy to interpret and make sense (even if the structure itself is fantastic).

Jared's maps, while aesthetically pleasing and very artful, are sometimes PITA when it comes to clarity and usefulness.

I personally prefer Jared on regional maps (the Sandpoint hinterlands map from JR1 is awesome) and good ole Rob L on tactical and urban mapping.

The Exchange

Icaste Fyrbawl wrote:

In reference to the cover art, I have a suggestion that goes wildly against what makes sense.

*brace for backlash*

Why not use the cover of the players guide? Just move the text on it around to say:

------Pathfinder------

------(Sihedron)------

Rise of the Runelords
-Anniversary Edition-

(except of course, no dashes with pathfinder or the sihedron rune, they are just placeholders to move the words to illustrate my point. definited dashes or squiggles on both ends of 'anniversary edition')

It's iconic, it's nostalgic, and it has that 'ancient' look. While it doesn't tease, most people who are picking this up either have heard of it, already want it, or already know what is in it (this is indeed my assumption, however I believe it is a fair one). And if they don't meet those criteria, it's eye-catching in its own way. The cover has a big pointed star on it. People want to know what the deal with that is.

Just an idea.

P.S. Unrelated, but any chance the store could sell sihedron necklaces like all the bad guys have. Those are pretty cool.

I actually like that idea. I doubt it will be done that way, but...


Icaste Fyrbawl: looks to me like eliminating the faux binding to the left and the metallic decoration on the other edges (extending the blue leather texture across the whole cover) would leave enough room for a metallic version of the current Pathfinder: Roleplaying Game logo on the top, and for a metallic RotRL: Anniversary Edition title on the bottom, without overlapping the eponymous runes.

Don't know if your idea is better from a sales standpoint, but it's certainly aesthetic! And I suspect it would get more of an "Oooh!" reaction being pulled off the shelf.


Fredrik wrote:

Icaste Fyrbawl: looks to me like eliminating the faux binding to the left and the metallic decoration on the other edges (extending the blue leather texture across the whole cover) would leave enough room for a metallic version of the current Pathfinder: Roleplaying Game logo on the top, and for a metallic RotRL: Anniversary Edition title on the bottom, without overlapping the eponymous runes.

Don't know if your idea is better from a sales standpoint, but it's certainly aesthetic! And I suspect it would get more of an "Oooh!" reaction being pulled off the shelf.

I'm glad you clarified what he was suggesting, because when I first read his suggestion I was thinking the artwork of the GameMastery Guide, not the Rise of the Runelords Player's Guide, for some reason. I KNOW he said Player's Guide, but it didn't click right for me.

In other words, the suggestion is to basically do it black-cover with the Sihedron Rune in the middle? If it were just solid black or blue leather texture with the Sihedron Rune in the middle and no fake hinges or trim or anything like that, I think it could look cool.

Honestly, I'd rather It had

Rise of the Runelords
Anniversary Edition

at the top and the Pathfinder logo centered at the bottom.

Having the Pathfinder logo taking up the main title space is more of a thing suited for magazines than books IMO. (This is also a complaint I have with the Pathfinder Tales line. Book titles work better at the top of novels than product line logos.)

Paizo Employee CEO

logic_poet wrote:
James Jacobs wrote:
Beek Gwenders of Croodle wrote:
Will you restat the encounter with Xanesha? Every time I played it it's been a TPK or almost... when I did some math after PFRPG was released, I think I realized that encounter was 6 or 7 CRs above the party level.
That encounter is probably the single most cited encounter in the category of "overpowered TPK machine." So... yes. Rebuilding that encounter is very much going to happen. In fact, we'll be rebuilding and rebalancing a lot of the encounters... some in small ways, some in big ways.
I remember the blog post of the Lego lineup of Paizo Runelords characters. So, what I learned from running our AP might be a good blog series.

That was my gaming group! :)

-Lisa

Legendary Games, Necromancer Games

Lisa Stevens wrote:

That was my gaming group! :)

-Lisa

Maybe you should let Erik send Ostog in and see what happens :) He's invincible, after all....

Paizo Employee CEO

Clark Peterson wrote:
Lisa Stevens wrote:

That was my gaming group! :)

-Lisa

Maybe you should let Erik send Ostog in and see what happens :) He's invincible, after all....

I only perma killed two characters in this AP, which was beneath my AP average. So far, none in Kingmaker. I usually had at least one by level 3. Must be slipping in my old age. :) I blame the Eidelon, who I would have killed twice.

-Lisa

Liberty's Edge

Ha! Summoners are overpowered! You heard it from the CEO's lips!

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber
Shisumo wrote:
Ha! Summoners are overpowered! You heard it from the CEO's lips!

How'd you do that through the interwebs?

Liberty's Edge

TriOmegaZero wrote:
Shisumo wrote:
Ha! Summoners are overpowered! You heard it from the CEO's lips!
How'd you do that through the interwebs?

Skype, or possibly software like vozMe, depending of your preference.


Nice to see this post, i have heard about it but i hadn't came across this blog post.

I am really happy that they are updating to the PF rules.

Now i am torn about running RotRL in October or waiting for that.

Sczarni

What about a catchy cardboard slipcase? You could emblazon all you want on their to grab peoples attention and it serves the dual purpose of eye catching and book protection!

Liberty's Edge

FWIW, I just preordered. BOOM.

Are the haunts going to have to change significantly to be updated to PF?

Paizo Employee Creative Director

HangarFlying wrote:

FWIW, I just preordered. BOOM.

Are the haunts going to have to change significantly to be updated to PF?

Haunts were updated to Pathfinder in the GameMastery Guide. The haunts in Runelords will work like that, but will retain their unique categories for that particular haunted house.

Grand Lodge

Icaste Fyrbawl wrote:
P.S. Unrelated, but any chance the store could sell sihedron necklaces like all the bad guys have. Those are pretty cool.

+1

That would be very cool. Id probably be more likely to buy a keychain than a necklace, but still very cool.

Shadow Lodge

godsDMit wrote:
Icaste Fyrbawl wrote:
P.S. Unrelated, but any chance the store could sell sihedron necklaces like all the bad guys have. Those are pretty cool.

+1

That would be very cool. Id probably be more likely to buy a keychain than a necklace, but still very cool.

I would buy a necklace. And wear it to GenCon every time I go.

And whack people on the head with it while shouting "The Power of Thassilon compels you!"

Dark Archive

Well, this is cool, I will be purchasing this for sure! Has anyone yet begged for the adventure to go past 15th level? I'm not asking for 20+ level stuff, I just can remember the awesome that was shackled city, and continue to hope that the added content will be stuff at the end, like tracking down another runelord come back from the dead or something.


Wolf Munroe wrote:
Fredrik wrote:

Icaste Fyrbawl: looks to me like eliminating the faux binding to the left and the metallic decoration on the other edges (extending the blue leather texture across the whole cover) would leave enough room for a metallic version of the current Pathfinder: Roleplaying Game logo on the top, and for a metallic RotRL: Anniversary Edition title on the bottom, without overlapping the eponymous runes.

Don't know if your idea is better from a sales standpoint, but it's certainly aesthetic! And I suspect it would get more of an "Oooh!" reaction being pulled off the shelf.

I'm glad you clarified what he was suggesting, because when I first read his suggestion I was thinking the artwork of the GameMastery Guide, not the Rise of the Runelords Player's Guide, for some reason. I KNOW he said Player's Guide, but it didn't click right for me.

In other words, the suggestion is to basically do it black-cover with the Sihedron Rune in the middle? If it were just solid black or blue leather texture with the Sihedron Rune in the middle and no fake hinges or trim or anything like that, I think it could look cool.

Honestly, I'd rather It had

Rise of the Runelords
Anniversary Edition

at the top and the Pathfinder logo centered at the bottom.

Having the Pathfinder logo taking up the main title space is more of a thing suited for magazines than books IMO. (This is also a complaint I have with the Pathfinder Tales line. Book titles work better at the top of novels than product line logos.)

I remembered D&D novels that put the title above the art, so I double-checked my memory about how they did it (just looking at Dragonlance and Forgotten Realms novel covers). Although I didn't remember it there, they still put the logo above the title. They made it work by having a trim logo and relatively compact art. I intuit that Paizo's expansive art style is an aesthetic sense, in which case it would be resistant to persuasion.

There's also a psychological difficulty with not using art once it's been commissioned and paid for, even though sunk costs are economically irrelevant; if only for that, it's unlikely that our collaborative suggestion will be used at all, no matter how awesome it would look. Regardless, I think it's cool that the CEO and Creative Director probably at least read it. 8) I mean really, how often does that happen elsewhere? Not taking it for granted!

Paizo Employee Creative Director

Goblins Eighty-Five wrote:
Well, this is cool, I will be purchasing this for sure! Has anyone yet begged for the adventure to go past 15th level? I'm not asking for 20+ level stuff, I just can remember the awesome that was shackled city, and continue to hope that the added content will be stuff at the end, like tracking down another runelord come back from the dead or something.

Actually, the Rise of the Runelords AP went to 17th level.

It's unlikely that the hardcover of Runelords will change that much. The added content will be throughout the campaign; a little bit at the end, but the biggest section will be details on the Festering Maze of Sloth in Runeforge, I suspect.

We won't be adding another runelord to the mix, though. That's not something we'd be able to add to the AP without making it twice as long, and that'd put it at over 800 pages and that's not really an option.

Shadow Lodge

James Jacobs wrote:
...and that'd put it at over 800 pages and that's not really an option.

It takes a mad genius of a Frog God to make a Tome that massive.

Dark Archive

James Jacobs wrote:
Actually, the Rise of the Runelords AP went to 17th level.

Maybe in your game! My players got to about 15th. Of course, it was a group of 6 players, so that may have a lot to do with it.

Hey, on that note, when you get to a new section in the AP, could you list something like: "By now, a party of 4 players should be #th level, +/-# for a group of smaller or larger size," I notice you do this more in your current adventure paths, but I thought I might give a shout out about that while I'm posting about things I'd like to see, lest it get overlooked.

Paizo Employee Creative Director

Goblins Eighty-Five wrote:
Maybe in your game! My players got to about 15th. Of course, it was a group of 6 players, so that may have a lot to do with it.

Actually, that pretty much has everything to do with it. To be 17th level on the fast track (which is essentially what RotR used, since it used the 3.5 system) you would need 850,000 xp per person, which in a 4 person party (like RotR assumes) is a total award of 3,400,000 XP. In a 6 person party, that ends up being 566,666 XP... or in other words... a group of 6 15th level characters.


Still want this. Reading this thread makes me want this more. Just an FYI. ;)

Also still hoping for medium advancement track like all the PF APs, and willing to shell out more money for it. If it's destined to stay fast track, see my first two sentences in this post. :P


Will this book be translated to french by Black Books Editions like the rest of the RotRL AP? I bought all of them (in french) and would be very interested to complete the collection with a french version of this awesome hardcover version.

Thanks

Paizo Employee Chief Technical Officer

airsick wrote:

Will this book be translated to french by Black Books Editions like the rest of the RotRL AP? I bought all of them (in french) and would be very interested to complete the collection with a french version of this awesome hardcover version.

Thanks

Black Book Editions is free to make their own decision on when and if they want to do that.


So I better go put some pressure on their message board then. Thanks for your time!


What are the chances of getting some info (blog post, something here, message from a delivery pteradon) on possible NPC class changes? What I'm looking for is something along the lines of
Bob - changed from fighter to cavalier
Henry - staying the same
Fred - changing from fighter/wizard/eldritch knight to magus
Sally - staying the same
so on...

There was a lot of talk on the RotRl boards of changes to key NPCs, especially with the APG/UC/UM books out...so I wasn't sure if there were plans to fiddle with this much/lots/not at all. I know James said earlier things were going to stay as close to core as possible, with some adjustments, so chances things aren't going to be changed enough to warrant much of an answer, but I thought I'd ask anyways. As someone who fiddles with this type of thing a lot, I wanted to know as far ahead of time as possible what official "fiddling" there would be.

Paizo Employee Creative Director

Fraust wrote:

What are the chances of getting some info (blog post, something here, message from a delivery pteradon) on possible NPC class changes? What I'm looking for is something along the lines of

Bob - changed from fighter to cavalier
Henry - staying the same
Fred - changing from fighter/wizard/eldritch knight to magus
Sally - staying the same
so on...

There was a lot of talk on the RotRl boards of changes to key NPCs, especially with the APG/UC/UM books out...so I wasn't sure if there were plans to fiddle with this much/lots/not at all. I know James said earlier things were going to stay as close to core as possible, with some adjustments, so chances things aren't going to be changed enough to warrant much of an answer, but I thought I'd ask anyways. As someone who fiddles with this type of thing a lot, I wanted to know as far ahead of time as possible what official "fiddling" there would be.

I can do that right here:

I can't think of a single NPC in Rise of the Runelords who's going to have a class change, with the exception of three:

Spoiler:
Erylium and the Scribbler. They were statted up as Thaumaturges in the original adventures, a base class from Green Ronin's Book of Fiends. Base classes work pretty differently in Pathfinder, and presenting a new base class in Rise of the Runelords is not a good idea for a lot of reasons, so these two will be becoming clerics of Lamashtu instead. Perhaps with demonoligist levels (see Lords of Chaos). The third is Karzoug himself, who had archmage levels in the original adventure. Thankfully, with Pathfinder now making high level wizards interesting, I don't have to use that sketchy trick, and Karzoug will be a single classed wizard, as he was intended to be from the start.

Aside from that, I'm not planning on changing any class levels at all.


James Jacobs wrote:
Fraust wrote:

What are the chances of getting some info (blog post, something here, message from a delivery pteradon) on possible NPC class changes? What I'm looking for is something along the lines of

Bob - changed from fighter to cavalier
Henry - staying the same
Fred - changing from fighter/wizard/eldritch knight to magus
Sally - staying the same
so on...

There was a lot of talk on the RotRl boards of changes to key NPCs, especially with the APG/UC/UM books out...so I wasn't sure if there were plans to fiddle with this much/lots/not at all. I know James said earlier things were going to stay as close to core as possible, with some adjustments, so chances things aren't going to be changed enough to warrant much of an answer, but I thought I'd ask anyways. As someone who fiddles with this type of thing a lot, I wanted to know as far ahead of time as possible what official "fiddling" there would be.

I can do that right here:

I can't think of a single NPC in Rise of the Runelords who's going to have a class change, with the exception of three: ** spoiler omitted **

Aside from that, I'm not planning on changing any class levels at all.

James if you will indulge me I can think of 1 and only 1 off the top of my head who would seriously be awesome with a class change

Npc who could use it:
Rippnugget as a cavelier and his lizard mount. The leader and champion of the goblins just screams it.

I can understand you not changing it though, I'm just saying is all. I can't really think of any that need a true class change outside of that.

Paizo Employee Creative Director

There are plenty of NPCs who might have "better" class fits... but their current classes work just fine.

Spoiler:
Ripnugget is already a pretty outlandish character. Adding "goblin cavalier" to that outlandishness pushes thigns too far. The wacky thing about him needs to be "goblin who rides a giant gecko," not "goblin who uses a brand new base class that would require some in-game additional rules regarding gecko mounts for cavaliers that we probably don't have room to cover."

RPG Superstar 2011 Top 16

There are some pesky utility spells introduced in UM/UC that I hope you address explicitly.

Spoiler:

Mostly I'm thinking of Restore Corpse and how it can undo a lot of the mysteries in Skinsaw Murders. Currently, the antagonists rip the jaws off the victims to prevent Speak with Dead. But now that measure doesn't go far enough. :-(

Actually, I'd love to see that particular spell-combo removed entirely. Really, I want to crib notes on how it gets handled in RotRL for my own games.


James, thanks for the very quick responce, this is one of the reasons I love you guys.

Good to know, even if it's disappointing news. To be completely honest, "their current classes work just fine" following the statement "might have "better" class fits" is disheartening. I don't buy Paizo because it's good enough, or works just fine, but because it's generally jaw droppingly amazing. There is a history of going the extra mile, and often times an extra mile ontop of that here. Granted, I fully understand rereleasing RotRl is going about ten extra miles at least, so please don't think I'm unappreciative. I do think that if there are better fits, then the best way to make the best product possible is to use those. Time constraints and other factors always need to be considered of course. For me, I would be game for waiting an extra month or so to have a book that's 100% mind bogglingly cool, then get one that is 99% mind bogglingly cool.

Either way, if that's the answer then that's the answer, and I'm still preordering two, and giving you a huge thank you for updating/adding to this most amazing adventure.


James Jacobs wrote:

I can do that right here:

I can't think of a single NPC in Rise of the Runelords who's going to have a class change, with the exception of three: ** spoiler omitted **

Aside from that, I'm not planning on changing any class levels at all.

Spoiler:
It might be outside the scope of this product and it might not even be a great idea, but what about presenting a thaumaturge archetype for the cleric? Among other things, dropping channeling and limiting the selection of one of their domains to chaos or evil while gaining familiars, corruptions, and fast summoning.
Paizo Employee Creative Director

Blazej wrote:
James Jacobs wrote:

I can do that right here:

I can't think of a single NPC in Rise of the Runelords who's going to have a class change, with the exception of three: ** spoiler omitted **

Aside from that, I'm not planning on changing any class levels at all.

** spoiler omitted **

I'm kinda worn out by archetypes, honestly.

And anyway... preserving as much of the adventure as it was is a big goal of mine. There WILL be some new content here and there, and that's probably the best place to hope for an inclusion of something like a witch or a magus, I guess, but I'm not a big fan of "fixing what's not broken."

Liberty's Edge

Well, if you're not gong to change

Spoiler:
Ironbriar's
class, can you at least make him something like a challenge? (Though he really would be an excellent inquisitor...)

Paizo Employee Creative Director

Shisumo wrote:
Well, if you're not gong to change ** spoiler omitted ** class, can you at least make him something like a challenge? (Though he really would be an excellent inquisitor...)

Making encounters that ended up being too easy/too hard more balanced is one of the big things I'll be doing. Further, since an NPC with class levels in Pathfinder is lower CR than an NPC with class levels in 3.5, I'm going to HAVE to give most NPCs in the campaign at least one extra level anyway.

Turns out that going through the tens of thousands of posts on the Runelords boards (which is something I'm already doing) will likely reveal all of these areas that need adjustment and more.


I can think of a trio of Annis Hags (you know, the ones exiled to the Bonus Bestiary) that could use some witch levels, and a wight that needs to be a dread wight ranger.....

The Exchange

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James Jacobs wrote:
Shisumo wrote:
Well, if you're not gong to change ** spoiler omitted ** class, can you at least make him something like a challenge? (Though he really would be an excellent inquisitor...)

Making encounters that ended up being too easy/too hard more balanced is one of the big things I'll be doing. Further, since an NPC with class levels in Pathfinder is lower CR than an NPC with class levels in 3.5, I'm going to HAVE to give most NPCs in the campaign at least one extra level anyway.

Turns out that going through the tens of thousands of posts on the Runelords boards (which is something I'm already doing) will likely reveal all of these areas that need adjustment and more.

Oof...

As much as I am looking forward to the end product, I don't envy that task.

Silver Crusade

Pathfinder Adventure Path Subscriber
James Jacobs wrote:
Shisumo wrote:
Well, if you're not gong to change ** spoiler omitted ** class, can you at least make him something like a challenge? (Though he really would be an excellent inquisitor...)

Making encounters that ended up being too easy/too hard more balanced is one of the big things I'll be doing. Further, since an NPC with class levels in Pathfinder is lower CR than an NPC with class levels in 3.5, I'm going to HAVE to give most NPCs in the campaign at least one extra level anyway.

Turns out that going through the tens of thousands of posts on the Runelords boards (which is something I'm already doing) will likely reveal all of these areas that need adjustment and more.

Just don't let those Xanesha threads detract you from buffing her! ;-)

Dark Archive

Pathfinder Roleplaying Game Superscriber
James Jacobs wrote:
I'm kinda worn out by archetypes, honestly.

So your saying new base classes then? :D

Paizo Employee Creative Director

Dark_Mistress wrote:
James Jacobs wrote:
I'm kinda worn out by archetypes, honestly.
So your saying new base classes then? :D

Ha. No.

I'm saying that the classes and options in the Core are good enough for an adventure path on their own, and that just because we introduce new options doesn't mean it's a good idea to abandon the old options.

Dark Archive

Pathfinder Roleplaying Game Superscriber
James Jacobs wrote:
Dark_Mistress wrote:
James Jacobs wrote:
I'm kinda worn out by archetypes, honestly.
So your saying new base classes then? :D

Ha. No.

I'm saying that the classes and options in the Core are good enough for an adventure path on their own, and that just because we introduce new options doesn't mean it's a good idea to abandon the old options.

Yeah i know, i just could resist such a good volley setup. :)

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