When one runelord rose from his slumber, the frontier nation of Varisia shook with his power, and it took a band of heroes to save the world. Yet there remained six other runelords, and now the most wrathful of them all has woken! As the runelords waken one after another, the dangers and perils faced by past heroes pale in comparison. When a mysterious and fearful ghost manifests on the streets of Roderic's Cove at the same time the town's gangs use the runes and legacies of ancient Thassilonian tyrants for their own ends, a new band of heroes must rise to save Varisia, and perhaps the world, from the return of the runelords!
This volume of Pathfinder Adventure Path begins the Return of the Runelords Adventure Path and includes:
"Secrets of Roderic's Cove," a Pathfinder adventure for 1st-level characters, by Adam Daigle.
An exploration and gazetteer of the town of Roderic's Cove and its inhabitants, by Adam Daigle.
An extensive timeline of the history of Thassilon, revelations about the methods used by each runelord to avoid destruction during the apocalypse of Earthfall, and notes for Game Masters on the roles each runelord plays in this Adventure Path, by James Jacobs.
A bestiary of monsters lurking around Varisia, including the child-stealing nochlean and the innocuous-looking warpglass ooze, by Mikko Kallio, Luis Loza, Jacob W. Michaels, and Conor J. Owens.
ISBN-13: 978-1-64078-062-0
The Return of the Runelords Adventure Path is sanctioned for use in Pathfinder Society Organized Play. The rules for running this Adventure Path and Chronicle sheet are available as a free download (1.5 MB PDF).
Other Resources: This product is also available on the following platforms:
Charlie Brooks
(RPG Superstar Season 9 Top 4, RPG Superstar 2015 Top 32)
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Secrets of Roderic's Cove serves well as the start of the Rise of the Runelords adventure path and is strong enough in its own right to serve as a stand-alone adventure if desired. Since it covers a level 1-5 range, it could even serve as an entire campaign for somebody using the Beginner's Box if desired.
The town of Roderic's Cove has many problems, from a mini-gang war to the appearance of the ghost of the town founder. The order in which the PCs solve these problems depends on their choices. All told, the adventure features several dungeons, a monster-filled wilderness, a haunted house, and a mansion whose infiltration calls for stealth and guile. This is in addition to several encounters in the town itself, from monsters that attack in the night to the chaos caused by a renegade grimple.
Secrets of Roderic's Cove is much more of a sandbox than most other 1st-level adventures, and it serves well to establish the PCs as individuals with their own agency. The adventure path calls for a group that is willing to be proactive and solve problems in their own way, and this adventure sets that tone nicely.
It would have been nice to see more guidance in certain areas - the aforementioned mansion could be difficult to run for a GM who doesn't handle infiltration missions well, for example. I also miss certain adventure path features such as the foreword and the fiction, but I understand that certain sacrifices have to be made for the line's first 1-20 non-mythic adventure path. Overall, this book is a strong start to a campaign and a good adventure to have even if you don't plan to run the full path.
First, let me qualify this review. This is not a read-through review; our group has played this adventure and it’s not all that different from any of the other introductory modules of which we've played in nearly half of the APs Paizo has published over the past decade. It is quite serviceable and, as advertised, disposable pulp fantasy, complete with the requisite tropes. If you're looking for award-winning prose or groundbreaking character development, it is in short supply, but this seems to be standard and the norm for monthly canned modules like these. Even so, there's a lot for GMs to work with: a fleshed-out location with ample NPCs, a clear tie in to the next module, and enemies who, if played with nuance, skirt the line between ally and enemy. The encounters are appropriately difficult for a system that's now so bloated with exploits. Groups looking for cheap thrills and plenty of them will be satisfied as the module trends towards quick advancement and steady, generous treasure acquisition. Does it need some extra love from the GM, well yes – show me a module that does not. Does it live up to the previous installments in the Runelord franchise, I'd say, yes, close. We lack singing goblins in this one, but, memory has a funny way of making those past installments better than they actually were and it's challenging to go up against that type of nostalgia in a world increasingly suffused with critics.
Into book three of this ap; have played six other ap’s and this is hands down the worst ap. The story is extremely underwhelming and feels like it was written as a “where are they now” tour of previous ap’s. If you want to take a tour of previous ap's NPCs and locations then this is the ap for you. If you want a good story I’d try any number of other ap’s.
At this point in time the entire previous AP has 84 comments over the six issues. This single 1st Adv of the AP has 150. I think people are looking forward to this...
Man, imagine how cunning and powerful Sorshen and Xanderghul must have been to have reigned from the founding of their nations to the ending of them over a thousand years later. Also, I wonder if we'll get an update on Magnimar's situation after the events of the Shattered Star Adventure Path.
Considering that Sheila Heidmarch and the Pathfinder Society bore partial responsibility for the calamity that befell Magnimar during the rise of Xin, I'm thinking Shelia and her husband had to finagle a great deal of financial assistance from the Decemvirate to aid in the City of Monuments recovery.
Rather wouldn't have them make assumptions regarding that, some parties might actually be smart enough to prepare wish scroll in advance <_< I mean, there are lot of hints that SOMETHING will happen if artifact is united.
It'll be shocking to me if this Adventure Path doesn't have the PC's go mythic. Sorshen and Xanderghul are two of the most powerful arcane casters the Inner Sea ever saw in it's history and are comparable in terms of power with the Whispering Tyrant.
It'll be shocking to me if this Adventure Path doesn't have the PC's go mythic. Sorshen and Xanderghul are two of the most powerful arcane casters the Inner Sea ever saw in it's history and are comparable in terms of power with the Whispering Tyrant.
It was comfirmed by JJ in another thread that they will not be using Mythic Tiers for the PCs, but will be going up to level 20.
I don't remember reading anything that would make me think Tar-Barphon could be a Runelord for Greed, Pride on the other hand would really fit, maybe even Envy or Gluttony. Though he would have to be a specialist in Sin magic to begin with and he is not even a specialist wizard.
Just wondering which iconics will be showing up in this adventure path. The inquisitor showed up on the cover of #3, any idea which others will be used??
Just wondering which iconics will be showing up in this adventure path. The inquisitor showed up on the cover of #3, any idea which others will be used??
The primary heroes of this Adventure Path are the Swashbuckler, the Witch, the Oracle, and the Medium. Some of the following will have cameos: Rogue, Cleric, Fighter, Sorcerer.
(We haven't yet revealed any of the actual final covers for this Adventure Path yet.)
The primary heroes of this Adventure Path are the Swashbuckler, the Witch, the Oracle, and the Medium. Some of the following will have cameos: Rogue, Cleric, Fighter, Sorcerer.
(We haven't yet revealed any of the actual final covers for this Adventure Path yet.)
I like when we get a "Charlie´s Angels" formation.
Just wondering which iconics will be showing up in this adventure path. The inquisitor showed up on the cover of #3, any idea which others will be used??
The primary heroes of this Adventure Path are the Swashbuckler, the Witch, the Oracle, and the Medium. Some of the following will have cameos: Rogue, Cleric, Fighter, Sorcerer.
(We haven't yet revealed any of the actual final covers for this Adventure Path yet.)
Just wondering which iconics will be showing up in this adventure path. The inquisitor showed up on the cover of #3, any idea which others will be used??
The primary heroes of this Adventure Path are the Swashbuckler, the Witch, the Oracle, and the Medium. Some of the following will have cameos: Rogue, Cleric, Fighter, Sorcerer.
(We haven't yet revealed any of the actual final covers for this Adventure Path yet.)
Just wondering which iconics will be showing up in this adventure path. The inquisitor showed up on the cover of #3, any idea which others will be used??
The primary heroes of this Adventure Path are the Swashbuckler, the Witch, the Oracle, and the Medium. Some of the following will have cameos: Rogue, Cleric, Fighter, Sorcerer.
(We haven't yet revealed any of the actual final covers for this Adventure Path yet.)
I was suprised that this was not actually the final AP for P1e - would have made a perfect bookend! But it makes me even more intrigued about the Topic of the last one. Looking over at the playtest Forum, it's probably Rise of the Goblin Civilisation ;)
the Last one is going to tie up ALLLLLLLLLL the loose ends from the last 136 AP booklets! (he says in a completely convincing, but totally sardonic voice).
Indeed. Iconics, big splashy art pieces, ancestry/class examples... it looks like there's going to be a lot of WAR in that book. Return of the Runelords will get by, I'm sure. ^_^
I was suprised that this was not actually the final AP for P1e - would have made a perfect bookend! But it makes me even more intrigued about the Topic of the last one. Looking over at the playtest Forum, it's probably Rise of the Goblin Civilisation ;)
Just wondering which iconics will be showing up in this adventure path. The inquisitor showed up on the cover of #3, any idea which others will be used??
The primary heroes of this Adventure Path are the Swashbuckler, the Witch, the Oracle, and the Medium. Some of the following will have cameos: Rogue, Cleric, Fighter, Sorcerer.
(We haven't yet revealed any of the actual final covers for this Adventure Path yet.)
Is this the first time that more than four iconics have appeared in an adventure path?
Just wondering which iconics will be showing up in this adventure path. The inquisitor showed up on the cover of #3, any idea which others will be used??
The primary heroes of this Adventure Path are the Swashbuckler, the Witch, the Oracle, and the Medium. Some of the following will have cameos: Rogue, Cleric, Fighter, Sorcerer.
(We haven't yet revealed any of the actual final covers for this Adventure Path yet.)
Is this the first time that more than four iconics have appeared in an adventure path?
Pretty sure, yes - this is the first time additional iconics have been used.
They said there would be explanations as to what happened to the original PCs from RotRL (and why they are unable to tackle this task) - and seeing as how the Rogue, Cleric, Fighter, and Sorcerer were the iconics from Rise, it makes sense they would appear in the AP.
Just wondering which iconics will be showing up in this adventure path. The inquisitor showed up on the cover of #3, any idea which others will be used??
The primary heroes of this Adventure Path are the Swashbuckler, the Witch, the Oracle, and the Medium. Some of the following will have cameos: Rogue, Cleric, Fighter, Sorcerer.
(We haven't yet revealed any of the actual final covers for this Adventure Path yet.)
Is this the first time that more than four iconics have appeared in an adventure path?
Pretty sure, yes - this is the first time additional iconics have been used.
They said there would be explanations as to what happened to the original PCs from RotRL (and why they are unable to tackle this task) - and seeing as how the Rogue, Cleric, Fighter, and Sorcerer were the iconics from Rise, it makes sense they would appear in the AP.
It depends on what you mean by "appear in an AP." Strange Aeons 6 had some extra iconics show up in the art for the "continuing the campaign on alternate 1920s earth" article, but not in the adventure proper.