Pathfinder Adventure Path #133: Secrets of Roderic's Cove (Return of the Runelords 1 of 6)

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Pathfinder Adventure Path #133: Secrets of Roderic's Cove (Return of the Runelords 1 of 6)

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Wrath Shall Reign!

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

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

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Starts poorly, picks up a bit midstream, and ends with a whimper

2/5

This is, unfortunately, a mediocre adventure. It's blandly written, with poorly thought out plot and character motivations, and lack of attention to detail. An unfortunate trend with Paizo is the bland nature of their module writing, such that nearly every location feels the same. Roderic's Cove becomes easily interchangeable with Breechill in Hellknight Hill or Etran's Folly Fall of Plaguestone. Sense of place and immersion has fallen by the wayside.

Cover art is excellent. However, though some interior art is decent, much of it is cartoonish and subpar.

Maps are fine, though they all are encounter maps. Given the number of disparate encounter locations throughout the adventure, the absence of a regional map is unfortunate and notable. Paizo would also do well to start including a small map, as they did with their early adventures, illustrating where on Golarion the setting is to be found.

Part 1:

Let's highlight a positive to start: The young boy Kynae's motivations and characterization are very well thought out and written. Nicely done.

Jana's actions make no sense, and her motivations are not sufficiently explained. It defies credulity that anyone would follow her or try to better themselves and their station by forming a gang called "The Horned Fangs" while living under the town.

For some reason, the town authorities are blithely unconcerned about the murder of 6 people in town. However, they encourage the PCs to investigate, naturally!

Part 2:

Spiders and cockroaches aggressively attack the PCs when the characters enter the room the creatures are in, running contrary to any evolutionary survival instincts the creatures would have. Far better would it have been for the critters to only attack PCs who invaded their specific homes - investigating under floorboards, etc.

Other than the faux pas with the vermin, Roderic's Wreck is very well put-together, flavorful and evocative, with well-placed and appropriate haunts, though the sewing haunt is a bit much.

The intro states that Roderic didn't realize the sword he found in an ancient Thassilonian ruin was Baraket, the sword of pride. Curiously enough, the sword case he kept the weapon in is labeled "Baraket". Oops. As well, in his conversation with the PC's, Roderic's ghost warns them about Baraket controlling them. Double-oops. Later, he even refers to Baraket as a Sword of Sin. Triple-oops.

By the way, the module insists that PCs won't earn XP as normal if they happen to defeat Roderic's ghost. Extremely lame.

Some creatures encountered can seem a bit forced. For instance, attic whisperers form as a result of a lonely or neglected child's death and linger in the places where they were formed. Since this module states that Roderic's children were well-loved, the attic-whisperer, as cool as it is, doesn't seem to be thematically appropriate here.

Part 3:

This section is mixed consisting of initially trite encounters with bandits and goblins followed by very solid encounters at Stonehouse and Alaznist's Armory. Generally well-done here, though it's extremely weird that the Roadkeeper bandits are led by an old woman.

Part 4:

Peacock Manor is fairly well crafted, but rooms are not properly described, with a lack of attention to detail. This is especially notable in the scriptorium and library, where not a single specific tome is listed. Poor show. Adventure designers, take note: if space is an issue, simply have fewer rooms, but describe each remaining in detail.

As well, morale becomes an afterthought, with singular opponents apparently not at all caring for their lives while facing off to the death against a full party of adventurers.

Completely weird and out of place that Corstela has an assistant who's a cambion. Apparently, they formed a friendship for some reason long ago. No information is given as to the cambion's motivations. At least he has an incredibly cheesy name: "Pridebound Assistant". As if anyone calls him that.

Part 5:

And now we arrive at the Underflume, where the plot issues rise to the fore. To begin, it makes no sense that Galeena, the owner of Creekside Tavern, would rent out her storeroom, which connects to her valuable and secret cold storage room (kept at a constant 40 degrees F by the way) to Jana, a drunk who was allowed to "sleep off a bender" there. As well, the "secret" door that Jana discovered in the cold storage room, while drunk apparently, is labeled as a normal door on the map.

Jana's actions based on her motivations make no sense. She wants to get Roderic's Cove on her side to help gain revenge on the criminal elements in Riddleport that doomed her mother? Ok, then why does she form a criminal gang called the "Horned Fangs" and live under the town?

The room descriptions and encounters in the Underflume are very underwhelming. Far too much effort went into describing what the rooms were used for 10,000 years ago vs. focusing on making them interesting places to explore now. As it stands, the place seems like it was far more interesting 10 millenia ago.

The Alaznist haunt in H20 is extremely cheesy and ham-handed, treating the players like children in the manner in which it forces plot reveals down their throats.

Roderic's Cove Gazeteer:

Very bland and not believalable. The town is described as being small and insular, full of gossiping, superstitious people, but is presented as exactly the opposite, full of people completely tolerant and accepting of gender and racial equality.

This illustrates one of the primary issues with Paizo products these days - since Paizo takes pains to virtue-signal political-correctness, all of their non-evil towns feel exactly the same. All are exemplars of racial and gender harmony and equity, unless they are explicitly matriarchies. This really ruins the verisimilitude of the world, instead making it a pale reflection of our own real-world left-wing politics.

Bestiary:

Notably poor, full of silly creatures.

As with all Pathfinder products, the unfortunate gender activism is present here, with all leaders being female. Yes, even the gang leaders are female. Makes perfect sense! Pretty soon, every Good-aligned nation, city, town, and village in Golarion will be ruled by a female. This falls once again in-line with Paizo's verisimilitude-shattering habit of assigning gender-equality or matriarchy to seemingly all non-evil communities. (-1 star)

The relative quality of Roderic's Wreck saves this from being a 1-star review.


Fun Adventure Path for Your Varisian Legacy Characters!

5/5


A Strong Start to an Epic Campaign

4/5

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.


Third Time's the Charm

4/5

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.


Of six ap’s this is the worst

1/5

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.


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Dark Archive

4 people marked this as a favorite.
quibblemuch wrote:
Set wrote:
So, technically, there could be *two* Runelords of Envy available to face...
Wait--the ancient Thassilonians had TWO Runelords of Envy? I'm so jealous...

See, this is how you get Runelords of Envy!

And Envy leads to Greed, which leads to, no wait, that's not it...

Hmm. And Dwarves have both Greed and Hatred as racial traits. I wonder if we are ever going to have a race with Pride as a racial trait? (Other than the Azlanti, obviously...)


DOT DOT DOT DOT DOT DOT DOT DOT DOT DOT DOT DOT DOT DOT!!!!!!!!!!!!!!!!


James Jacobs wrote:


There are nearly 50 runelords who existed over the course of Thassilon's run, of which the majority we've said nothing about. More than the seven last ones will have roles to play in Return of the Runelords, I suspect. Alderpash included in perhaps a small way. We'll see!

Oh goodie. Also, sorry to have misread/misrepresented/misremembered what you said in your ask thread a while ago about Alderpash.

Paizo Employee Managing Developer

6 people marked this as a favorite.
captain yesterday wrote:

I can't wait to see what Adam Daigle does as an adventure writer!

In fact, is this his maiden voyage writing adventures...

I can't wait for y'all to see it!

And while this isn't the first adventure I've written, it's certainly the longest.


Just remember, only Pride and Lust had one Runelord each. And there's a reason for that. :P

But yeah, considering there's time travel, I'm hoping this means we'll actually get to see all seven of the original Runelords (Even if JJ has said that the original set weren't the most powerful, barring Xanderghul and Sorshen.)


Wow, 50 Runelords.

Liberty's Edge

2 people marked this as a favorite.
Pathfinder Companion, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
Dragon78 wrote:
Wow, 50 Runelords.

We will need more pikes in the trophy room :-p

Paizo Employee Creative Director

15 people marked this as a favorite.
Thomas Seitz wrote:
Wait 50?!! Holy crap on a stick! I mean I knew there were more than the original seven but...50?!!

50's a rough guess. I've worked out the exact number and all their names but I'm out sick today and can't check the file... but yeah. Turns out that if a nation's around for several centuries there's lots of time for even long-lived powerful wizards to cycle through a few leaders...

Silver Crusade

1 person marked this as a favorite.
Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
James Jacobs wrote:
Thomas Seitz wrote:
Wait 50?!! Holy crap on a stick! I mean I knew there were more than the original seven but...50?!!
50's a rough guess. I've worked out the exact number and all their names but I'm out sick today and can't check the file... but yeah. Turns out that if a nation's around for several centuries there's lots of time for even long-lived powerful wizards to cycle through a few leaders...

*offers tummy wubs*

Liberty's Edge

5 people marked this as a favorite.
Pathfinder Companion Subscriber

I don't know why people are so surprised. 50 is only seven runelords per sin. If a runelord is in power for say, 20 years (a pretty long time considering they're evil and thus assassinate each other), that would imply that Thassilon was around only for 7*20 = 140 years. I would've expected a much higher number for a 1200 year old realm, more on the order of 200-1000. Only 50 means almost 200 year tenures on the average, which is insanely long in a hostile environment.


I am so looking forward to this AP. I hope you get better soon, James!

Silver Crusade

9 people marked this as a favorite.
Pathfinder Adventure Path Subscriber
Samy wrote:
I don't know why people are so surprised. 50 is only seven runelords per sin. If a runelord is in power for say, 20 years (a pretty long time considering they're evil and thus assassinate each other), that would imply that Thassilon was around only for 7*20 = 140 years. I would've expected a much higher number for a 1200 year old realm, more on the order of 200-1000. Only 50 means almost 200 year tenures on the average, which is insanely long in a hostile environment.

Ever tried to kill a moderately competent lvl 20 Wizard?

It's not easy.

Liberty's Edge

Pathfinder Companion Subscriber

Duh, but the implied 200 years per runelord is a VERY long time, and I would assume some even more moderately competent challengers might come around every few years.


1 person marked this as a favorite.
Samy wrote:
Duh, but the implied 200 years per runelord is a VERY long time, and I would assume some even more moderately competent challengers might come around every few years.

Depends on how much effort the Runelords were putting into controlling or suppressing the sort of things that might plausibly challenge level 20 wizards.

Dark Archive

Pathfinder Adventure Path Subscriber
Samy wrote:
I don't know why people are so surprised. 50 is only seven runelords per sin. If a runelord is in power for say, 20 years (a pretty long time considering they're evil and thus assassinate each other), that would imply that Thassilon was around only for 7*20 = 140 years. I would've expected a much higher number for a 1200 year old realm, more on the order of 200-1000. Only 50 means almost 200 year tenures on the average, which is insanely long in a hostile environment.

The numbers are a bit skewed - IIRC, Sorshen and Xanderghul are the original Runelords of Lust and Pride respectively, and they survived to Earthfall. That would be ~48 Runelords amongst the remaining five sins, with some of them having greater turnover than others - Wrath, as noted above, probably had quite a few, and I'd guess Envy did as well. Gluttony not so much - Zutha's a scary powerful guy, and having dominion over death itself suggests that turnover is a slow process.

Silver Crusade

Here's what I'd love to see. The battle with Sorshen is going against her, when she casts timestop, and wishes a few Runelords back into existence. Perfect way to bring back those fallen Runelords.


1 person marked this as a favorite.
Pathfinder Starfinder Adventure Path Subscriber
PAZ42 wrote:
Here's what I'd love to see. The battle with Sorshen is going against her, when she casts timestop, and wishes a few Runelords back into existence. Perfect way to bring back those fallen Runelords.

How is she casting a 9th level Transmutation spell?


4 people marked this as a favorite.
Pathfinder Starfinder Roleplaying Game Subscriber

No.

What would be better is if some unknowing team of adventurers (say, around Book Two or Three) accidentally undid a 'time lock' that Thassilon had been 'sealed away' under and suddenly there was 'New Thassilon'... which was attempting to be conterminous with the Varisian region and dramatically bad results...

And added bonus, some of the Runelords don't like the way the world turned out and want it to *stop*.

The Exchange

so this statement is somewhat off--from--Words of the Ancients
Scores of fortress-like towers line the
edges of a deep ravine, each similar to the next but at
the same time unique—the result of their construction
by dozens of runelords of sloth over the course of
centuries.


1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens Subscriber

I am SO looking forward to this AP!!

Sovereign Court

Pathfinder Battles Case Subscriber; Pathfinder Companion, Maps, Pathfinder Accessories, Pawns, Starfinder Accessories, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Charter Superscriber
Wei Ji the Learner wrote:
What would be better is if some unknowing team of adventurers (say, around Book Two or Three) accidentally undid a 'time lock' that Thassilon had been 'sealed away' under and suddenly there was 'New Thassilon'

I'd love to see an AP where the PCs screw up early on (bad information, deliberately misled, insurmountable challenge) and have to spend the rest of the AP fixing whatever they unleashed.

Paizo Employee Creative Director

8 people marked this as a favorite.
Samy wrote:
I don't know why people are so surprised. 50 is only seven runelords per sin. If a runelord is in power for say, 20 years (a pretty long time considering they're evil and thus assassinate each other), that would imply that Thassilon was around only for 7*20 = 140 years. I would've expected a much higher number for a 1200 year old realm, more on the order of 200-1000. Only 50 means almost 200 year tenures on the average, which is insanely long in a hostile environment.

Remember two that of the 7, two (Sorshen and Xanderghul) were never replaced; they started and ended Thassilon. So the remaining 48 or so are what's spread out over the years, really. It's true though that for most of them they ruled for centuries. Most of them. Some did not.

And it wasn't a "hostile environment" really either. No more so than, say, Cheliax or the like. Thassilon wasn't the wild west or a post apocalyptic warzone. It was a stable and healthy and vibrant nation.

Paizo Employee Creative Director

11 people marked this as a favorite.
Mosaic wrote:
Wei Ji the Learner wrote:
What would be better is if some unknowing team of adventurers (say, around Book Two or Three) accidentally undid a 'time lock' that Thassilon had been 'sealed away' under and suddenly there was 'New Thassilon'
I'd love to see an AP where the PCs screw up early on (bad information, deliberately misled, insurmountable challenge) and have to spend the rest of the AP fixing whatever they unleashed.

Like the "You are all captured and put in prison and have to escape" plot, this is a plot line that works best when it rises organically in play and can be tailored by the GM as it unfolds.

Deliberately planning this, or setting up an adventure whose whole point is to make the PCs expend time and resources playing only to screw something up and then expect them to want to KEEP playing after they realized the GM has stacked the deck against them the first time is a good way to get a campaign an early grave after the players lose interest in my opinion.

But if it happens organically, and the players DON'T learn or believe that they were supposed to fail or do something foolish all along, the storyline can be really compelling and interesting.

It's just basically impossible to do in a published adventure.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game, Starfinder Society Subscriber
James Jacobs wrote:
Thomas Seitz wrote:
Wait 50?!! Holy crap on a stick! I mean I knew there were more than the original seven but...50?!!
50's a rough guess. I've worked out the exact number and all their names but I'm out sick today and can't check the file... but yeah. Turns out that if a nation's around for several centuries there's lots of time for even long-lived powerful wizards to cycle through a few leaders...

You’re out sick and you’re still on the boards answering questions?!

You, sir, are a mensch.

Paizo Employee Creative Director

11 people marked this as a favorite.
Porridge wrote:

You’re out sick and you’re still on the boards answering questions?!

Turns out it's not a big deal to type a few lines of text when you're bundled in a big blanket with the heater on sitting in the comfort of your own home.


Nathan Monson wrote:
PAZ42 wrote:
Here's what I'd love to see. The battle with Sorshen is going against her, when she casts timestop, and wishes a few Runelords back into existence. Perfect way to bring back those fallen Runelords.
How is she casting a 9th level Transmutation spell?

Erm, Wish is universal, not transmutation. Also considering all the ridiculous contingencies the Runelords have, you'd need at least a Mythic Wish to get the job done.


Dark Midian wrote:
Nathan Monson wrote:
PAZ42 wrote:
Here's what I'd love to see. The battle with Sorshen is going against her, when she casts timestop, and wishes a few Runelords back into existence. Perfect way to bring back those fallen Runelords.
How is she casting a 9th level Transmutation spell?
Erm, Wish is universal, not transmutation. Also considering all the ridiculous contingencies the Runelords have, you'd need at least a Mythic Wish to get the job done.

Time Stop is Transmutation, and one of Sorshen's forbidden schools.

Paizo Employee Managing Developer

10 people marked this as a favorite.

I hope I'm not giving too much away, but no runelords appear in this adventure*. :)

* Unless James is a monster during development.

There might be an artifact, though.


Xenocrat wrote:
Dark Midian wrote:
Nathan Monson wrote:
PAZ42 wrote:
Here's what I'd love to see. The battle with Sorshen is going against her, when she casts timestop, and wishes a few Runelords back into existence. Perfect way to bring back those fallen Runelords.
How is she casting a 9th level Transmutation spell?
Erm, Wish is universal, not transmutation. Also considering all the ridiculous contingencies the Runelords have, you'd need at least a Mythic Wish to get the job done.
Time Stop is Transmutation, and one of Sorshen's forbidden schools.

Being the Runelord of Lust, I'd hope she'd have crazy high Charisma (Or Pragmatic Activator) and ranks in UMD. :v


1 person marked this as a favorite.

dot for dot sake. looking forward to train under the sorshen for those sweet ancient secrets of magic.

Owner - House of Books and Games LLC

Gorbacz wrote:
Samy wrote:
I don't know why people are so surprised. 50 is only seven runelords per sin. If a runelord is in power for say, 20 years (a pretty long time considering they're evil and thus assassinate each other), that would imply that Thassilon was around only for 7*20 = 140 years. I would've expected a much higher number for a 1200 year old realm, more on the order of 200-1000. Only 50 means almost 200 year tenures on the average, which is insanely long in a hostile environment.

Ever tried to kill a moderately competent lvl 20 Wizard?

It's not easy.

Many times.

Personally I've had the best luck with advanced Balors with quickened greater teleport and Improved Critical. Seven attacks with a vorpal weapon with a 17-20 crit range does wonders - the odds of not getting a critical hit are about 20%. And of course they travel in pairs ...

It's much harder when th PCs have mythic tiers, gotta tell ya. Freakin' mirror dodge, though I can always add Dual Initiative if I'm feeling especially vindictive.

It's a shame Paizo's largely given up on the Mythic stuff. After having done both epic and mythic, I still slightly prefer epic (ironically mythic makes gameplay even more complicated than epic did) but we're having a blast and the characters are doing some crazy-ass stuff.

Sorry for the tangent ... we now return to our regularly scheduled AP discussion :)

Though as always I'm looking forward to part 6 of this for material for my campaign!


Technically the vorpal weapon ability only functions on a natural 20(with successful crit confirmation).


1 person marked this as a favorite.

Even at only 48 and even if more than half of those are from Wrath...that's STILL a great deal more turn over than you'd expect...

Also I appreciate Adam Daigle both curbing my expectations along with improving them with artifacts.


5 people marked this as a favorite.

No Runelords were harmed in the making of this AP volume;)


Dragon78 wrote:
No Runelords were harmed in the making of this AP volume;)

Of course not. That's the job of the PCs, if they do what they're supposed to do and are smart enough and lucky enough...something I wouldn't necessarily bet on if they run into Sorshen or Xanderghul or....

Contributor

6 people marked this as a favorite.

I desperately want to play through this AP if at all possible, especially because I played through RotRL with a PC who was, in a word, obsessed with Runelord Alaznist and actually abandoned the other PCs to try and wake her up. Hey, it seemed like a good idea at the time. Also there was pesh involved. A lot of pesh.

So yeah, with the potential for cameos from RotRL PCs, with mine from my playthrough having that crush on Alaznist, if Alaznist herself shows up, things will get interesting. XD


3 people marked this as a favorite.
Pathfinder Adventure Path, Rulebook Subscriber

The announcement of this AP has renewed my determination to play through ROTRL and Shattered Star. I NEED THIS.

Shadow Lodge

1 person marked this as a favorite.
Dark Midian wrote:
Xenocrat wrote:
Dark Midian wrote:
Nathan Monson wrote:
PAZ42 wrote:
Here's what I'd love to see. The battle with Sorshen is going against her, when she casts timestop, and wishes a few Runelords back into existence. Perfect way to bring back those fallen Runelords.
How is she casting a 9th level Transmutation spell?
Erm, Wish is universal, not transmutation. Also considering all the ridiculous contingencies the Runelords have, you'd need at least a Mythic Wish to get the job done.
Time Stop is Transmutation, and one of Sorshen's forbidden schools.
Being the Runelord of Lust, I'd hope she'd have crazy high Charisma (Or Pragmatic Activator) and ranks in UMD. :v

Furthermore, remember that Pathfinder changed the way Prohibited Schools work from 3.5. Sorshen can still cast Transmutation spells; she just has to spend two slots per spell to do it. And she can use scrolls, etc. just fine.


2 people marked this as a favorite.
Orthos wrote:
Dark Midian wrote:
Xenocrat wrote:
Dark Midian wrote:
Nathan Monson wrote:
PAZ42 wrote:
Here's what I'd love to see. The battle with Sorshen is going against her, when she casts timestop, and wishes a few Runelords back into existence. Perfect way to bring back those fallen Runelords.
How is she casting a 9th level Transmutation spell?
Erm, Wish is universal, not transmutation. Also considering all the ridiculous contingencies the Runelords have, you'd need at least a Mythic Wish to get the job done.
Time Stop is Transmutation, and one of Sorshen's forbidden schools.
Being the Runelord of Lust, I'd hope she'd have crazy high Charisma (Or Pragmatic Activator) and ranks in UMD. :v
Furthermore, remember that Pathfinder changed the way Prohibited Schools work from 3.5. Sorshen can still cast Transmutation spells; she just has to spend two slots per spell to do it. And she can use scrolls, etc. just fine.

The archetype for Thassilonian Magic (I don't remember the name) turns it back into truly forbidden territory. They get 2 slots per spell level for their chosen school, though.

Shadow Lodge

Did they use that archetype for Karzoug in the Anniversary Edition? If not I'm not sure I'd expect that they'd do so for the others.


Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

To the book!

Edit: They did!


6 people marked this as a favorite.
Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I think it would be interesting if one or more Runelords weren't wizards.

Maybe throw a Sorcerer, Psychic, or Arcanist (especially an Arcanist) into the mix.


1 person marked this as a favorite.

Yeah it would be nice seeing something other then a wizard especially necromancers.


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Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Necromancers only annoy me when someone wants to play one.


6 people marked this as a favorite.
captain yesterday wrote:
I think it would be interesting if one or more Runelords weren't wizards.

Maybe even some commoners--their country relatives, like beer-swilling good old boy Billy Karzoug. You know...

...the Rubelords.

I'll show myself out.


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Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
quibblemuch wrote:
captain yesterday wrote:
I think it would be interesting if one or more Runelords weren't wizards.

Maybe even some commoners--their country relatives, like beer-swilling good old boy Billy Karzoug. You know...

...the Rubelords.

I'll show myself out.

Yes, I'm sure they'll have a Vancaskerkin or twelve.


captain yesterday wrote:

I think it would be interesting if one or more Runelords weren't wizards.

Maybe throw a Sorcerer, Psychic, or Arcanist (especially an Arcanist) into the mix.

Silksworn Occultist :P

Shadow Lodge

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I believe it has been stated that canonically all Runelords were always wizards. Hasn't stopped me from changing them in my own version, obviously, but by the book I doubt that's going to be altered.


Orthos wrote:
Did they use that archetype for Karzoug in the Anniversary Edition? If not I'm not sure I'd expect that they'd do so for the others.

Karzoug technically didn't have it spelled out in his statblock, but a detailed perusal shows that as a transmuter, he didn't have any enchantment or illusion spells in his prepared list. I want to say that Krune actually did specifically say he was a Thassilonian conjurer and therefore had no illusion or evocation spells prepared. It's basically canon that all Runelords are Thassilonian specialist wizards, because they're obviously the ones that came up with it.

Dark Archive

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Thassilonian Specialist isn't actually an archetype, its just alternate casting system <_< So technically its more similar to Word Casting than archetypes.

All of RotR's Thassilonian wizards use it actually, including Mokmurian, Barl and that one necromancer in basement iirc

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