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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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.

Shadow Lodge

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.

Sovereign Court

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Pathfinder Adventure Path, Companion Subscriber

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?


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

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

Dark Archive

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

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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?


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Pathfinder Adventure Path 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

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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

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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?

Shadow Lodge

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

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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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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Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

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.


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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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