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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I still think Serithtial is just waiting to try its hand out on fighting Illusion/Shadow based magic. ;)


Oh look Runelords, golly it's been a whole day and a half since Paizo printed something about them.

Silver Crusade

Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Jodokai wrote:
Oh look Runelords, golly it's been a whole day and a half since Paizo printed something about them.

More like 5 years :3


1 person marked this as a favorite.
Jodokai wrote:
Oh look Runelords, golly it's been a whole day and a half since Paizo printed something about them.

Whatever.

Dark Archive

1 person marked this as a favorite.

Skeld will have the pdf by monday. ;-)


It's kind of bad in some ways that GenCon spoiled some of this...but I STILL want to see all of this AP and the following AP just for the sake of getting more 1st PF before August 2019.

Grand Lodge

Pathfinder Lost Omens Subscriber

Any links to the Gen-Con spoilers available for those of us waiting on the other side of the planet?


1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Starfinder Adventure Path Subscriber
Xazil wrote:
Any links to the Gen-Con spoilers available for those of us waiting on the other side of the planet?

Yep, look in the General discussion tab under the Adventure Path forum. There you'll find a thread about GenCon AP news. I posted a link to the video. They go into quite of few spoilers for both RTotRL and Tyrant's Grasp. It looks to be exciting!


Very exciting. :)


I wonder what Runelord's statblock will be featured in this part?

Scarab Sages

1 person marked this as a favorite.

Can we has the Player's Guide? Pretty please...?

Paizo Employee Creative Director

5 people marked this as a favorite.

Player's guide is in process, and will be out closer to the release of the first volume. As always for Player's Guides, please be patient.

Scarab Sages

Good to know, thanks!

Are there going to be any stringent constraints on character creation this time around? We picked Return of the Runelords as our next campaign because some of our players ran afoul of the character constraints in Ruins of Azlant (must work underwater) and War for the Crown (must fit in among racist nobles, no nature people please). Anything similar here?

Paizo Employee Creative Director

1 person marked this as a favorite.
Catharsis wrote:

Good to know, thanks!

Are there going to be any stringent constraints on character creation this time around? We picked Return of the Runelords as our next campaign because some of our players ran afoul of the character constraints in Ruins of Azlant (must work underwater) and War for the Crown (must fit in among racist nobles, no nature people please). Anything similar here?

Nope. This one's pretty open. We generally try to do a non-restrictive one like this every other AP or every other two at least, even though a more restrictive element can help us to create more specialized stories.

The main restriction in this one is that it's a sequel to Rise of the Runelords AND Shattered Star, so it's awkward and weird to play out of order with those; if you play this one and haven't played the prior two, those prior two will be spoiled, plot wise, in other words. Like watching Return of the King before watching The Two Towers or Lord of the Rings. Doesn't make the prior ones less awesome, but does work better if you watch them in order.

RPG Superstar 2014 Top 32

James Jacobs wrote:


The main restriction in this one is that it's a sequel to Rise of the Runelords AND Shattered Star, so it's awkward and weird to play out of order with those; if you play this one and haven't played the prior two, those prior two will be spoiled, plot wise, in other words. Like watching Return of the King before watching The Two Towers or Lord of the Rings. Doesn't make the prior ones less awesome, but does work better if you watch them in order.

Will there be some sort of synopsis of Shattered Star included as backmatter for the GM?

I plan to GM this AP and have run Rise of the Runelords, but unfortunately, as a player, our Shattered Star game fell apart during book-2 since our GM got divorced, and I do not know the details.

Paizo Employee Creative Director

1 person marked this as a favorite.
Grumpus wrote:
James Jacobs wrote:


The main restriction in this one is that it's a sequel to Rise of the Runelords AND Shattered Star, so it's awkward and weird to play out of order with those; if you play this one and haven't played the prior two, those prior two will be spoiled, plot wise, in other words. Like watching Return of the King before watching The Two Towers or Lord of the Rings. Doesn't make the prior ones less awesome, but does work better if you watch them in order.

Will there be some sort of synopsis of Shattered Star included as backmatter for the GM?

I plan to GM this AP and have run Rise of the Runelords, but unfortunately, as a player, our Shattered Star game fell apart during book-2 since our GM got divorced, and I do not know the details.

There will be enough of a synopsis for both Rise of the Runelords and Shattered Star to help GMs, but the focus of the adventures must be on Return of the Runelords overall.


Will every runelord get stats(not including ones that already have been done) during the course of this AP?

Paizo Employee Creative Director

2 people marked this as a favorite.
Dragon78 wrote:
Will every runelord get stats(not including ones that already have been done) during the course of this AP?

Sort of.


James Jacobs wrote:
Dragon78 wrote:
Will every runelord get stats(not including ones that already have been done) during the course of this AP?
Sort of.

I think (but could be wrong) that Alaznist might be the final foe in this adventure path but I do definately hope we get stats for Sorshen, Xanderghul, and Zutha at the very least. :D

Dark Archive

Maybe it will turn out Xanderghul doesn't actually exist or something so he doesn't have stats :D I'm trying to guess what would be biggest plot twist related to master illusionist


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Berselius wrote:
James Jacobs wrote:
Dragon78 wrote:
Will every runelord get stats(not including ones that already have been done) during the course of this AP?
Sort of.
I think (but could be wrong) that Alaznist might be the final foe in this adventure path but I do definately hope we get stats for Sorshen, Xanderghul, and Zutha at the very least. :D

You are correct about Alazinst. That was stated at the GenCon panel.

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber
CorvusMask wrote:
Maybe it will turn out Xanderghul doesn't actually exist or something so he doesn't have stats :D I'm trying to guess what would be biggest plot twist related to master illusionist

Perhaps he's really a Veiled Master placed in Thassilon to ensure its evolution and if need be, destruction?


1 person marked this as a favorite.
Anorak wrote:
CorvusMask wrote:
Maybe it will turn out Xanderghul doesn't actually exist or something so he doesn't have stats :D I'm trying to guess what would be biggest plot twist related to master illusionist
Perhaps he's really a Veiled Master placed in Thassilon to ensure its evolution and if need be, destruction?

Since I believe Xanderghul is the most powerful of the current Runelords (to the level of achieving mythic level power), it would have to be one hell of a powerful Veiled Master.

Though from what I'm aware of, the Aboleth don't age and are born with all the knowledge of those that birthed them so it's certainly possible.


Mr Jacobs, it is "The Fellowship of the Ring". The entire series is "The Lord of the Rings". A nit pick, I know, but an important distinction to make nonetheless.

No animosity intended. Carry on.

Paizo Employee Creative Director

Fourshadow wrote:

Mr Jacobs, it is "The Fellowship of the Ring". The entire series is "The Lord of the Rings". A nit pick, I know, but an important distinction to make nonetheless.

No animosity intended. Carry on.

Thank you.

Dark Archive

1 person marked this as a favorite.

Orders will now spawn tomorrow & shipping begins on friday the 17th.


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

I love the cover art for this AP, particularly the Runelords art!

Would it be possible for Paizo to release a large picture with a line-up of all seven Runelords, possibly with Xin too? That would be a cool desk-top image to have on one's computer! :)


CorvusMask wrote:
Maybe it will turn out Xanderghul doesn't actually exist or something so he doesn't have stats :D I'm trying to guess what would be biggest plot twist related to master illusionist

Xanderghul and Sorshen will likely be taken out either offscreen or through McGuffins considering this isn't a mythic AP and both of them have considerable mythic tiers, so I honestly doubt they'll have hard stats. Alaznist makes the most sense to fight since she's just barely scraping mythic.

I just want to see the stats of the remaining five weapons of rule.


I am looking forward to this.

Paizo Employee Managing Developer

8 people marked this as a favorite.
Bellona wrote:

I love the cover art for this AP, particularly the Runelords art!

Would it be possible for Paizo to release a large picture with a line-up of all seven Runelords, possibly with Xin too? That would be a cool desk-top image to have on one's computer! :)

Remind me toward the end of January, once the final volume has shipped, and I'll see what we can do. It would be a pretty rad wallpaper.


Any idea when the Player's Guide will drop?


4 people marked this as a favorite.
The Beardinator wrote:
Any idea when the Player's Guide will drop?

Per Mr. Jacobs in another thread:

In more positive news, and as a peep from the Behind-the-Scenes department:

Just had a chat about how to do the Player's Guide's Table of Contents, so it's VERY close to being out of edit and still 100% on schedule to release when we planned, so folks don't need to worry about it being late. It'll come out, as have the vast majority of these supplements, just before the street date of the first volume in the Adventure Path.

As far as Players' Guides go, it's one of the smaller ones. Not really any new rules subsystems needed for this campaign. We are, however, reprinting the maps of Varisia and the four major cities of the region in here—the adventures go all over the place and assume the players and GMs are familiar enough with those locations that we don't reprint the maps in the adventures themselves in order to save space, but wanted to have them out there for folks to reference easy as needed.

And thanks for the continued patience, all!


2 people marked this as a favorite.
Pathfinder Adventure Path Subscriber

Got my pre-notification e-mail. Now to wait for the shipping mail. I really want that PDF. :)


Cat Whisperer wrote:
The Beardinator wrote:
Any idea when the Player's Guide will drop?

Per Mr. Jacobs in another thread:

In more positive news, and as a peep from the Behind-the-Scenes department:

Just had a chat about how to do the Player's Guide's Table of Contents, so it's VERY close to being out of edit and still 100% on schedule to release when we planned, so folks don't need to worry about it being late. It'll come out, as have the vast majority of these supplements, just before the street date of the first volume in the Adventure Path.

As far as Players' Guides go, it's one of the smaller ones. Not really any new rules subsystems needed for this campaign. We are, however, reprinting the maps of Varisia and the four major cities of the region in here—the adventures go all over the place and assume the players and GMs are familiar enough with those locations that we don't reprint the maps in the adventures themselves in order to save space, but wanted to have them out there for folks to reference easy as needed.

And thanks for the continued patience, all!

So the first book drops this weekend and the player's guide drops this weekend?


The Beardinator wrote:
Cat Whisperer wrote:
The Beardinator wrote:
Any idea when the Player's Guide will drop?

Per Mr. Jacobs in another thread:

In more positive news, and as a peep from the Behind-the-Scenes department:

Just had a chat about how to do the Player's Guide's Table of Contents, so it's VERY close to being out of edit and still 100% on schedule to release when we planned, so folks don't need to worry about it being late. It'll come out, as have the vast majority of these supplements, just before the street date of the first volume in the Adventure Path.

As far as Players' Guides go, it's one of the smaller ones. Not really any new rules subsystems needed for this campaign. We are, however, reprinting the maps of Varisia and the four major cities of the region in here—the adventures go all over the place and assume the players and GMs are familiar enough with those locations that we don't reprint the maps in the adventures themselves in order to save space, but wanted to have them out there for folks to reference easy as needed.

And thanks for the continued patience, all!

So the first book drops this weekend and the player's guide drops this weekend?

JJ stated: It'll come out, as have the vast majority of these supplements, just before the street date of the first volume in the Adventure Path.

I'm pretty sure the "street date" is in early September (thats when Amazon, Barnes n Noble, etc have it listed for) - so we will most likely see the pdf and subscriber delivery of book 1 before the Players Guide goes up.


She looks like a classic villain from the 80's.

Excellent.

I must say the art in recent APs is just phenomenal.

Dark Archive

1 person marked this as a favorite.
The Beardinator wrote:
Cat Whisperer wrote:
The Beardinator wrote:
Any idea when the Player's Guide will drop?

Per Mr. Jacobs in another thread:

In more positive news, and as a peep from the Behind-the-Scenes department:

Just had a chat about how to do the Player's Guide's Table of Contents, so it's VERY close to being out of edit and still 100% on schedule to release when we planned, so folks don't need to worry about it being late. It'll come out, as have the vast majority of these supplements, just before the street date of the first volume in the Adventure Path.

As far as Players' Guides go, it's one of the smaller ones. Not really any new rules subsystems needed for this campaign. We are, however, reprinting the maps of Varisia and the four major cities of the region in here—the adventures go all over the place and assume the players and GMs are familiar enough with those locations that we don't reprint the maps in the adventures themselves in order to save space, but wanted to have them out there for folks to reference easy as needed.

And thanks for the continued patience, all!

So the first book drops this weekend and the player's guide drops this weekend?

Subscribers will begin to get access to their pdfs starting tomorrow, friday 17th of august and all of them should have received them by friday 24th.

Street date is august 29th.
The players guide will be available sometimes in between tomorrow and 29th.

Personally i expect it either by the middle of next week or by monday the 27th.


My subscription seems to be planning to skip this volume... Should I be concerned?
.
.
.
"Most recent volume:
Pathfinder Adventure Path #132: The Six-Legend Soul (War for the Crown 6 of 6) shipped by 07/26/18 via USPS Package Service (estimated 4 to 8 business days in transit)

Next volume:
Pathfinder Adventure Path #134: It Came from Hollow Mountain (Return of the Runelords 2 of 6)"


Pathfinder Adventure Path Subscriber
FamiliarMask wrote:

My subscription seems to be planning to skip this volume... Should I be concerned?

.
.
.
"Most recent volume:
Pathfinder Adventure Path #132: The Six-Legend Soul (War for the Crown 6 of 6) shipped by 07/26/18 via USPS Package Service (estimated 4 to 8 business days in transit)

Next volume:
Pathfinder Adventure Path #134: It Came from Hollow Mountain (Return of the Runelords 2 of 6)"

I just noticed that mine is the same. I suspect it is fine, but certainly worth double checking.


1 person marked this as a favorite.
Pathfinder Battles Case Subscriber; Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

If you haven't received your auth e-mail yet, then they should be in the process of setting it up as part of your shipment. You should only be concerned if the auth e-mail does not list this product as part of your monthly delivery or if they announce that order spawning is complete and you haven't received your auth e-mail.


FallenDabus wrote:
FamiliarMask wrote:

My subscription seems to be planning to skip this volume... Should I be concerned?

.
.
.
"Most recent volume:
Pathfinder Adventure Path #132: The Six-Legend Soul (War for the Crown 6 of 6) shipped by 07/26/18 via USPS Package Service (estimated 4 to 8 business days in transit)

Next volume:
Pathfinder Adventure Path #134: It Came from Hollow Mountain (Return of the Runelords 2 of 6)"

I just noticed that mine is the same. I suspect it is fine, but certainly worth double checking.

I am having a similar issue with all my subscriptions this month.


Pathfinder Adventure Path Subscriber
MaverickF01 wrote:
FallenDabus wrote:
FamiliarMask wrote:

My subscription seems to be planning to skip this volume... Should I be concerned?

.
.
.
"Most recent volume:
Pathfinder Adventure Path #132: The Six-Legend Soul (War for the Crown 6 of 6) shipped by 07/26/18 via USPS Package Service (estimated 4 to 8 business days in transit)

Next volume:
Pathfinder Adventure Path #134: It Came from Hollow Mountain (Return of the Runelords 2 of 6)"

I just noticed that mine is the same. I suspect it is fine, but certainly worth double checking.
I am having a similar issue with all my subscriptions this month.

Well, my subscription just spawned correctly, so I'm assuming everyone else's will okay.


1 person marked this as a favorite.

That's fairly normal when shipping is in progress.


Pathfinder Adventure Path, Rulebook Subscriber
James Jacobs wrote:
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.

Yeah. I had my adventuring group refuse to continue the Slave Lords modules after they all got captured without a chance of avoiding their fate. They were royally POed by the railroading and I ended up having to run a new campaign after that. It's a shame as I'm fairly certain they'd have excelled especially as I think one of the characters was a psionicist.

This AP leaves me conflicted though. Is there going to be an effort to translate this into 2nd Edition Pathfinder? Because my Skype Pathfinder group is going to start up the Playtest, and assuming they don't all hate it we'll switch over to 2nd edition afterward. But the campaign we just finished was Rise of the Runelords (ran for over five years meeting online every three to four weeks). I have a sneaking suspicion they'd love playing this "sequel" of sorts rather than Hell's Rebels, and they're kind of looking forward to HR so....


Pathfinder Adventure Path, Rulebook Subscriber

I must admit curiosity as to how Paizo managed to get a levels 1-20 campaign out of this. Is this using the Fast Advancement rules? How will we release enough XPs to get people past level 18? (I mean, Hell's Rebels had to potential to reach above level 18 with the extra-large sized Issue #100, but chose to just include other content instead. Even then I'm not sure we'd have gotten more than one level out of it.)

Paizo Employee Creative Director

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Tangent101 wrote:
I must admit curiosity as to how Paizo managed to get a levels 1-20 campaign out of this. Is this using the Fast Advancement rules? How will we release enough XPs to get people past level 18? (I mean, Hell's Rebels had to potential to reach above level 18 with the extra-large sized Issue #100, but chose to just include other content instead. Even then I'm not sure we'd have gotten more than one level out of it.)

By getting rid of the forewords for all of these and by reducing the number of support articles from three to two, each volume of the AP gains 8 more pages for the adventure. In some cases, we omit 2 of the support articles for 14 pages regained to the adventure. As a result, over the course of 6 volumes, there's over 50 additional pages of adventure content.

Even then, it's a tight squeeze, and it's looking like unless I artificially inflate XP awards in the last adventure that PCs won't hit 20th level until the very end, just in time for the final encounter.

Silver Crusade

Pathfinder Adventure Path Subscriber

Just curious, my order for this is still listed as pending, I haven't gotten the PDF, is there something going on or am I going to be getting it same time as people just picking it up at the stores? With a release date of the 29th, and the way mail is, I'm already looking at it coming in after release date.


Pathfinder Adventure Path Subscriber
Val'bryn2 wrote:
Just curious, my order for this is still listed as pending, I haven't gotten the PDF, is there something going on or am I going to be getting it same time as people just picking it up at the stores? With a release date of the 29th, and the way mail is, I'm already looking at it coming in after release date.

Shipping was supposed to happen early this week, but the numerous website goblins followed by the prolonged website downtime over the last two weeks have impacted that schedule (assumably because subscriptions are managed through the website on our end, so they need it to access our info). I would wager that with the website up, shipping will now resume, but yes, it will be delayed from when it was expected.


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

At this point, I don't think we even have confirmation that they have completed the authorizations, let alone begun shipping.


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

See this page for shipping updates. I reposted a message about subscription shipping from their Facebook page there.

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