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

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:

Hero Lab Online
Fantasy Grounds Virtual Tabletop
Roll20 Virtual Tabletop
Archives of Nethys

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

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5/5


5/5




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.


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CorvusMask wrote:

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

Ahh, I mis-remembered. It was first (to my knowledge) shown in Inner Sea Magic, and I was going off of very dusty memory on it. But so long as the Runelords are using Thassilonian Magic, it's pretty much inevitable they won't have access to other schools. There are even restrictions on spell trigger and spell completion items.

Paizo Employee Creative Director

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Dark Midian wrote:
Karzoug technically didn't have it spelled out in his statblock...

It does, in fact, spell this out. It's down at the end of his spell list, where it lists his "Thassilonian Specialization."

All runelords were wizards who specialized in this way. That's a big part of what makes them runelords.

(It's a legacy of the Dungeon magazine days, more or less, where we had a fair amount of reader feedback and criticism that we never made humans, and in particular human wizards, the big bad guy of an Adventure Path.)

Now this doesn't mean that runelords don't have access to their opposition schools. They can't prepare those spells, but they can sure as heck command their minions to cast them, use wishes to duplicate effects if absolutely needed, and even do things like Use Magic Device to trigger spells from magic items, and so on. Books of Infinite Spells. Rings of Spell Storing. There's lots of options for the rich and powerful.


James Jacobs wrote:
Dark Midian wrote:
Karzoug technically didn't have it spelled out in his statblock...

It does, in fact, spell this out. It's down at the end of his spell list, where it lists his "Thassilonian Specialization."

All runelords were wizards who specialized in this way. That's a big part of what makes them runelords.

(It's a legacy of the Dungeon magazine days, more or less, where we had a fair amount of reader feedback and criticism that we never made humans, and in particular human wizards, the big bad guy of an Adventure Path.)

Now this doesn't mean that runelords don't have access to their opposition schools. They can't prepare those spells, but they can sure as heck command their minions to cast them, use wishes to duplicate effects if absolutely needed, and even do things like Use Magic Device to trigger spells from magic items, and so on. Books of Infinite Spells. Rings of Spell Storing. There's lots of options for the rich and powerful.

Grabbing my copy of RotRL Anniversary, you're right. Guess I missed that bit.

And CorvusMask is technically right in that Thassilonian Specialist isn't an archetype, it does modify a wizard's arcane school which would preclude them from choosing an archetype that alters that same feature.


I have to ask as I don't have the AE so the Karzoug I have access to is the old 3.5 Wiz/Archmage.


He's not mythic if that's what you're asking Orthos...


Last I remember only two of the Runelords are mythic.

Silver Crusade Contributor

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Three, I believe - Sorshen, Xanderghul, and Alaznist.


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Kalindlara wrote:
Three, I believe - Sorshen, Xanderghul, and Alaznist.

ye, that's what I remember JJ saying.

There are three categories for the final set of Runelords. There are the three lower level ones, who are all sub-20th level but have magical shenanigans to make them more powerful than they normally would be. These three are Krune (Sloth, dead), Zutha (Gluttony), and Belimarius (Envy). Each of them is at least 17th level.

The one in the middle is/was Karzoug (Transmutation). He was 20th level.

The 20th level + mythic end has Alaznist (Evocation), of whom JJ mentioned that she had just barely scratched the surface of mythic and was more of a warmage than a traditional wizard, and then Sorshen (Enchantment) and Xanderghul (Illusion), both of whom were strongly mythic with Xanderghul being stronger.

Dark Archive

I remember hearing somewhere that Sorshen was Trickster and Xanderghul Archmage?


Krune is dead?


I guess that depends on if you played through that scenario for PFS.

Dark Archive

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Adam Daigle wrote:
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.

As long as we get a Ledford Runelord, I'll be happy.


So the Adventure Path has come full circle? What made Paizo decide a Sequel to the first AP? I'm sure there's other themed APs that could have been explored.

For example, a Law vs Chaos kind of AP. (Where you can finally make use of Aeons, Inevitables, and Proteans and make more of them all!)


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Barachiel,

Maybe because people love Runelords?

The Exchange

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i think he said up stream somewhere that 3 was his goal all along.

Silver Crusade

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Pathfinder Adventure Path Subscriber
Barachiel Shina wrote:

So the Adventure Path has come full circle? What made Paizo decide a Sequel to the first AP? I'm sure there's other themed APs that could have been explored.

For example, a Law vs Chaos kind of AP. (Where you can finally make use of Aeons, Inevitables, and Proteans and make more of them all!)

What made them decide was likely a combination of facts that they wanted to do such an AP, the right authors and developers with passion for Varisia were available and that projected sales, based on the popularity of previous Varisia-and-Runelords based stuff, were strong.

Which is kind of how you do any business decisions in a creative industry.

Paizo Employee Creative Director

8 people marked this as a favorite.
Barachiel Shina wrote:

So the Adventure Path has come full circle? What made Paizo decide a Sequel to the first AP? I'm sure there's other themed APs that could have been explored.

For example, a Law vs Chaos kind of AP. (Where you can finally make use of Aeons, Inevitables, and Proteans and make more of them all!)

Me, pretty much. The plan to do a sort of trilogy of APs focused on Runelord stuff was kind of part of my plan from the very start. It's one of the main reasons Rise of the Runelords was set up as the FIRST adventure path, in fact. Had we chosen another themed Adventure Path, it would have been the first, not Runelords.


If the PCs actually do get to kill/destroy every existing Runelord, would there be a chance of someone else taking the mantle in the modern timeline?

If so then who do you guys think would be good choices and what sin would each represent?


2 people marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
James Jacobs wrote:
Barachiel Shina wrote:

So the Adventure Path has come full circle? What made Paizo decide a Sequel to the first AP? I'm sure there's other themed APs that could have been explored.

For example, a Law vs Chaos kind of AP. (Where you can finally make use of Aeons, Inevitables, and Proteans and make more of them all!)

Me, pretty much. The plan to do a sort of trilogy of APs focused on Runelord stuff was kind of part of my plan from the very start. It's one of the main reasons Rise of the Runelords was set up as the FIRST adventure path, in fact. Had we chosen another themed Adventure Path, it would have been the first, not Runelords.

Now, this raises my eyebrows just a tiny bit. If I may speculate like a madman for a second, this sounds as if this is kind of a full circle for the story of the Runelords, which in a way translates for me into Pathfinder as a game in its entirety. Given that the AP starts at the middle of the year, when PaizoCon and GenCon are happening/around the corner, this would serve as an excellent cap for the story of Pathfinder 1.0, with an announcement of Pathfinder 2nd edition with an advanced timeline for Golarion to follow. The titles of the last modules sound like another country needs it map redrawn, after all.

<cough> Surely I am just letting my imagination run wild. ^^

Paizo Employee Creative Director

7 people marked this as a favorite.
magnuskn wrote:
James Jacobs wrote:
Barachiel Shina wrote:

So the Adventure Path has come full circle? What made Paizo decide a Sequel to the first AP? I'm sure there's other themed APs that could have been explored.

For example, a Law vs Chaos kind of AP. (Where you can finally make use of Aeons, Inevitables, and Proteans and make more of them all!)

Me, pretty much. The plan to do a sort of trilogy of APs focused on Runelord stuff was kind of part of my plan from the very start. It's one of the main reasons Rise of the Runelords was set up as the FIRST adventure path, in fact. Had we chosen another themed Adventure Path, it would have been the first, not Runelords.

Now, this raises my eyebrows just a tiny bit. If I may speculate like a madman for a second, this sounds as if this is kind of a full circle for the story of the Runelords, which in a way translates for me into Pathfinder as a game in its entirety. Given that the AP starts at the middle of the year, when PaizoCon and GenCon are happening/around the corner, this would serve as an excellent cap for the story of Pathfinder 1.0, with an announcement of Pathfinder 2nd edition with an advanced timeline for Golarion to follow. The titles of the last modules sound like another country needs it map redrawn, after all.

<cough> Surely I am just letting my imagination run wild. ^^

Or maybe it's just the fact that we do a Runelords Adventure Path every 65 volumes or so, and it's an Adventure Path that I want to do so it had to be slotted in to a point where I'm not working on other projects.

AKA: I would have LOVED to do Return of the Runelords earlier... but this is pretty much as early as I could do it.

Paizo Employee Creative Director

3 people marked this as a favorite.
Dragon78 wrote:

If the PCs actually do get to kill/destroy every existing Runelord, would there be a chance of someone else taking the mantle in the modern timeline?

If so then who do you guys think would be good choices and what sin would each represent?

That's not really the way being a runelord works. "Runelord" isn't an inherited set of abilities or title you can claim by killing the previous one.

It's certainly amusing to play "Which famous modern NPC would be a fun Runelord of each sin," of course, but what I've got planned for Return of the Runelords' implications on New Thassilon is pretty different.


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So New Thassilon will be a thing going forward then Mister Jacobs?


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Thomas Seitz wrote:
He's not mythic if that's what you're asking Orthos...

My question was answered on the prior page. In 3.5 Archmage was a prestige class, not a mythic thing. ;)


what happens when runelord of wrath get his paws on scarab sage of evocations gem?


Hm... If a new country is being made, does that mean it's finally time for an update to the Inner Sea World Guide? :v

Silver Crusade

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Pathfinder Adventure Path Subscriber
Dark Midian wrote:
Hm... If a new country is being made, does that mean it's finally time for an update to the Inner Sea World Guide? :v

No, because ISWG presents the world in the "just before your AP starts" snapshot.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
James Jacobs wrote:
magnuskn wrote:
James Jacobs wrote:
Barachiel Shina wrote:

So the Adventure Path has come full circle? What made Paizo decide a Sequel to the first AP? I'm sure there's other themed APs that could have been explored.

For example, a Law vs Chaos kind of AP. (Where you can finally make use of Aeons, Inevitables, and Proteans and make more of them all!)

Me, pretty much. The plan to do a sort of trilogy of APs focused on Runelord stuff was kind of part of my plan from the very start. It's one of the main reasons Rise of the Runelords was set up as the FIRST adventure path, in fact. Had we chosen another themed Adventure Path, it would have been the first, not Runelords.

Now, this raises my eyebrows just a tiny bit. If I may speculate like a madman for a second, this sounds as if this is kind of a full circle for the story of the Runelords, which in a way translates for me into Pathfinder as a game in its entirety. Given that the AP starts at the middle of the year, when PaizoCon and GenCon are happening/around the corner, this would serve as an excellent cap for the story of Pathfinder 1.0, with an announcement of Pathfinder 2nd edition with an advanced timeline for Golarion to follow. The titles of the last modules sound like another country needs it map redrawn, after all.

<cough> Surely I am just letting my imagination run wild. ^^

Or maybe it's just the fact that we do a Runelords Adventure Path every 65 volumes or so, and it's an Adventure Path that I want to do so it had to be slotted in to a point where I'm not working on other projects.

AKA: I would have LOVED to do Return of the Runelords earlier... but this is pretty much as early as I could do it.

Or that. :p But, well, I can speculate. :)

Paizo Employee Creative Director

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Thomas Seitz wrote:
So New Thassilon will be a thing going forward then Mister Jacobs?

As much as any Adventure Path end goes forward. Whether or not...

Spoiler:
...Kintargo has seceded from Cheliax, or the Hurricane King is dead, or the Technic League has been disbanded, or the rulership of Irrisen has switched over, or the Stolen Lands are a kingdom...
...or any other Adventure Path climax will depend on how it played out in your game.

Paizo Employee Creative Director

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Dark Midian wrote:
Hm... If a new country is being made, does that mean it's finally time for an update to the Inner Sea World Guide? :v

This is hardly the first time a "new country" has been made in an Adventure Path.

Spoiler:
Kingmaker comes to mind, as does Hell's Rebels.

The Inner Sea World Guide remains the "way the setting is before you start playing in it," be that your home game or Pathfinder Society scenarios or an Adventure Path or whatever.


Thank you for the clarification Mister Jacobs!

(For the record, the Stolen Lands are a kingdom...just not a functional one in some of the games I've done...)


New country?


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I assume when the Runelords wake up they declare Varisia to be New Thassilon and begin taking over accordingly.


Anyone know in what books(AP, campaign setting, etc.), if any, that Roderick's Cove is mentioned?

Silver Crusade

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Pathfinder Adventure Path Subscriber
Dragon78 wrote:
Anyone know in what books(AP, campaign setting, etc.), if any, that Roderick's Cove is mentioned?

No idea.

Paizo Employee Managing Developer

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Roderic's Cove was first mentioned in Pathfinder #3 in the article about Varisia. It's been name dropped since then less than a dozen times, and hasn't seen any expansion... until now.

Silver Crusade

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Dun dun DUN


Was just making sure there wasn't any info in a campaign setting book or has been used in a past AP. Thanks for the info.


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Rysky wrote:
Dun dun DUN

Really? I kind of prefer taupe myself...


*prefers the theme from the Omen himself*


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NEW THASSILON !!!

And I thought I couldn't be more excited for this......


James Jacobs wrote:
That's not really the way being a runelord works. "Runelord" isn't an inherited set of abilities or title you can claim by killing the previous one.

I had always pictured it as being exactly that ?

What was the manner of succession ???


I'm pretty sure murder was involved, nighttree.


2 people marked this as a favorite.

Murder, but you also had to be basically the previous Runelord's apprentice. Think the Sith.

Dark Archive

Eh, Sloth Runelords apparently did pass the title peacefully. Since at some point they just got too lazy and apathetic to continue doing Runelordy things :P


I can't find the original post of this ranking (my search-fu has failed) but I did have it saved in my RotRl game notes:

Xanderghul (10 Mythic) [pride]
Sorshen (8-10 Mythic) [lust]
Alaznist (1-3 Mythic) [wrath]
Karzoug [greed]
Zutha [gluttony]
Krune [sloth]
Belimarius [envy]

Sooo, if they keep the Mythic ranks for them, that puts Xanderghul on the same level as a certain Whispering Tyrant, does it not?

Which means any intrepid band of heroes running through New Thassilon will be facing something approaching what it took years, armies, and gods to even just seal up!

:::rubs hands together chuckling evilly:::

This is going to be FUN!


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Spiral,

I think it's more likely they'll see plenty of near realistic illusions that they'll have to start getting true seeing to help them with...


I thought Belimaruis is supposed to be stronger then Zutha and Krune.


Dragon78 wrote:
I thought Belimaruis is supposed to be stronger then Zutha and Krune.

Dragon78, as I said, I can't find the post I copied that from. Since it was at least 2 yrs ago, things may have changed in the final cut.


Spiral_Ninja wrote:

I can't find the original post of this ranking (my search-fu has failed) but I did have it saved in my RotRl game notes:

Xanderghul (10 Mythic) [pride]
Sorshen (8-10 Mythic) [lust]
Alaznist (1-3 Mythic) [wrath]
Karzoug [greed]
Zutha [gluttony]
Krune [sloth]
Belimarius [envy]

Sooo, if they keep the Mythic ranks for them, that puts Xanderghul on the same level as a certain Whispering Tyrant, does it not?

Which means any intrepid band of heroes running through New Thassilon will be facing something approaching what it took years, armies, and gods to even just seal up!

:::rubs hands together chuckling evilly:::

This is going to be FUN!

I didn't think JJ had actually given definite mythic ranges for each of the mythic Runelords. All I remember were that three were mythic, four were not, and three of those second four were sub-20th with power modifiers.


No cover art yet?

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