Varisia has long survived in the footprint of the ancient nation of Thassilon, but now the powerful runelords who once ruled that realm are waking from their centuries-long slumber, hurtling this frontier nation—and the entire world—toward great danger. The latest manifestation of peril facing Varisia's newest group of heroes is a hideous plague that threatens to spill into the streets of Magnimar and spread to the other major cities of the region, transforming beggar and prince alike into slavering monsters. Which of the runelords might rise next, and are all of them equally dangerous? Could some of them even become the heroes' allies? And what is causing a series of strange visions and otherworldly invaders to haunt and harry the heroes?
This volume of Pathfinder Adventure Path continues the Return of the Runelords Adventure Path and includes:
"Runeplague," a Pathfinder adventure for 8th-level characters, by Richard Pett.
Details on the vile faith and horrific cults of Yamasoth, the Polymorph Plague, by Jason Keeley.
An exploration of the legends and true natures of magic pools around Golarion, by Eleanor Ferron.
A bestiary of monsters, including the artistic yet alien ashullian, a disturbing manifestation of grim emotion known as the misery siktempora, and the eerily silent kasthezvi, by Mike Kimmel, Andrew Mullen, Richard Pett, and Jeffrey Swank.
ISBN-13: 978-1-64078-079-8
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:
The best volume of this campaign without hesitation.I like it.
The first 3 parts can be done in any order and I really like the wink to the other campaigns already released. The third part is original with the festival in korvosa and a certain NPC.
Spoiler:
Some tough fans will be disappointed with what happens to Zutha, a fantastic lore developed around the character and the last one who is ejected so quickly because of the arrival of golarion V2.0.
This is one of the more interestingly put together adventure paths I have ever read. As with previous volumes, there is considerable challenge presented here, and not just for players. This Adventure continues the trend of giving out clues to PC’s with incredibly high DC’s in order to get any information. This is not an adventure for new players, or even beginning Game masters, as the amount of note taking will be considerable. This adventure also begins to introduce the time traveling elements that will be taking part in the later volumes of the adventure path, and provides some ideas as to demonstrate that things are changing around the PCs. This is a very good section, and gives me plenty of ideas on how to implement this, but I feel it should have been covered in an earlier volume, so that canny GM’s could have been taking notes throughout the adventure and give the players a greater sense of change. This adventure also provides several opportunities for good roleplay between the PC’s, as well as NPC’s introduced here, and in previous titles. These sections are always limited in scope, and provide some ideas, but doesn’t force the roleplay, or leave it completely to the GM. Enough is provided to give the GM a head start, without taking up too much time. This adventure has multiple call backs to previous adventure paths as well, and not just from Return of the Runelords. Characters form Rise of the Runelords, Second Darkness, Wrath of the Righteous, and Curse of the Crimson Throne, but just like the roleplay, it is not forced onto the players; if you have players who went through those games, it just makes the appearances a fun twist, but doesn’t intrude on the action. I also favored the tasks presented here, being both varied and thematically interesting. I can’t say much without spoilers, but each event feels different from the last, and I feel can be very engaging for the players. With all this praise, you must be thinking this sounds like a near perfect adventure, and that is not the case unfortunately. While what is provided is good, and nearly all of it is new, the book accomplishes this by providing multiple sources that are used for this adventure, a total of 7 by my final count. These cover the various cities, and sites the players visit. None of them are detailed in the text, which works to it’s advantage in a way. The text however provides only the bare minimum of information needed to get the PC’s to their destinations, and anything they choose to do while at these cities, or how they get there is dependent on the GM, and more often than not would require these references. Even more so for the final encounter which requires the PC’s to perform a ritual, which was only detailed in a separate text. This feeds into the idea that this is not an adventure for new GM’s or players. Because of all this, this particular chapter could be the longest of all the modules presented in Return of the Runelords. Don’t get me wrong, what is here, I like, and would love to run this adventure myself. But this will require much more work than a typical adventure path, and you should know that going in.
Huh, would have thought this one would have been about Zutha.
Speaking of Zutha, Bhoston Jola Rould the pathfinder in expedition to find Gluttonous Tome mentioned in one of Council of Thieves articles, is it ever mentioned afterwards what happened to that expedition? As far as I know, Tome was discovered by non Pathfinders?
Considering one of PCs or different npc might have become ruler of Korvosa since 9 years ago, doesn't really sound likely to me.
Why does everyone seems to want Sorshen to become good guy anyway? Or do they mean affably evil since she is all about manipulation and such?
I think it would make an interesting progression to the story that us the Golarion timelinr. Last book is called Rise of New Thassilon afterall so having a new big bag (especially after the WW closed and Tar Baphon possibly getting his teeth kicked in after this ap) having another threat would be nice for the Inner Sea. And as time travel is involved with this AP, any other pc being Korvosa's leader or the Senachel (who I assume is the NPC your talking about and what I assume is considered "cannon" can easily be change)
Considering one of PCs or different npc might have become ruler of Korvosa since 9 years ago, doesn't really sound likely to me.
Why does everyone seems to want Sorshen to become good guy anyway? Or do they mean affably evil since she is all about manipulation and such?
I think it would make an interesting progression to the story that us the Golarion timelinr. Last book is called Rise of New Thassilon afterall so having a new big bag (especially after the WW closed and Tar Baphon possibly getting his teeth kicked in after this ap) having another threat would be nice for the Inner Sea. And as time travel is involved with this AP, any other pc being Korvosa's leader or the Senachel (who I assume is the NPC your talking about and what I assume is considered "cannon" can easily be change)
I think Tar-Baphon will return to stay in PF 2.0 - CR 30 is too hard to defeat for (non-mythic) pcs.
I think Tar-Baphon will return to stay in PF 2.0 - CR 30 is too hard to defeat for (non-mythic) pcs.
So, have you heard about The Tyrant's Grasp?
Of course i have. ;-)
But i don't expect the pcs to actually slay TB at the end, just somehow contain his ambition and deal him a setback.
The last AP volume #144 is called "Midwives to Death" and personally i would like it more, if an immortal lich would be set up in a part of Avistan as a recurring enemy for most nations.
Also i can't see level 20 pcs going up against a CR 26/MR 10 threat.
Of course there are ways to do this, but i find it not optimal.
Me and my group have been toying around with the ideas of this AP. Personally, I think that
Kind Maybe Spoiler:
that the PCs are following in Aroden's footsteps to some degree and bring him back into the fold for the near end of the AP. My thoughts are that Aroden and some other super powerful NPCs go toe to toe with the Tyrant while the PCs hunt down the phylactery.
It is possibility thought that someone else destroys Tyrant while PCs destroy his phylactery though
That would be a possibility, but if i was a lich with Int 36 or more, nobody would ever find my real phylactery. ;-)
Which makes for a pointless encounter in an RPG.
Once a creature is played as "too smart to be killed" it doesn't need stats.
I beg to differ.
Not every enemy needs to be or can be killed.
Sometimes it is enough to thwart their plans.
Look for instance at Forgotten Realms' Sazz Tamm, a lich who has often be defeated, but never been killed.
Also, if i look at Call of Cthulhu, the Great Old Ones & Outer Gods have stats and they cann't be defeated by the characters either.
The "if it bleeds we can kill it" mentality should not always work and if pcs always go for that routine, they should be prepared to die themselves sometimes.
It is possibility thought that someone else destroys Tyrant while PCs destroy his phylactery though
That would be a possibility, but if i was a lich with Int 36 or more, nobody would ever find my real phylactery. ;-)
Which makes for a pointless encounter in an RPG.
Once a creature is played as "too smart to be killed" it doesn't need stats.
I beg to differ.
Not every enemy needs to be or can be killed.
Sometimes it is enough to thwart their plans.
Look for instance at Forgotten Realms' Sazz Tamm, a lich who has often be defeated, but never been killed.
Also, if i look at Call of Cthulhu, the Great Old Ones & Outer Gods have stats and they cann't be defeated by the characters either.
The "if it bleeds we can kill it" mentality should not always work and if pcs always go for that routine, they should be prepared to die themselves sometimes.
Fine with me; not everyone on the internet needs to agree.
I'm just saying that if a GM plays a character in a way that removes player agency entirely from the game, that's frustrating. A great old one can't be killed, but it can certainly be defeated.