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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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.


Underwhelming.

1/5

The underlying structure of this story is not great, and the writing doesn't help. For the first book in an Adventure Path, this one leaves me underwhelmed and slightly nervous to see what follows. It seems like a rough first draft, and it gives me the same impression of Ultimate Wilderness, where not enough time was taken to craft a publication that is worth distributing. I hope it was just a one-time thing, and that the next books will be back up to the usual standard of quality for APs.

I find that the AP books are increasingly filled with great ideas, and the quality has been top-notch for quite a while. When I read this book, I was constantly thinking about how I'd have to re-work things to make the story coherent, or thinking of details I'd have to add where none are provided in the book.

The text (room descriptions, faction descriptions, NPC description) gives very little fuel for the imagination. They largely focus on back-story that is irrelevant to what the PCs might encounter.

SPOILERS:

For example, one room takes an entire paragraph to describe where the long-dead family sat in this room when they ate their meals. That does nothing for me as a DM. Instead, why not say that the following can be found in the room: "A child's toy; a carved drawing on the table. An old bracket on the window where a telescope used to be. A hand-crafted high chair for the youngest child that's now rotting." Something that the characters could actually discover. I find myself continually frustrated by the unusable text in the book that makes it a chore to read.

Some room descriptions simply repeat what's obvious on the map (and also given in the read aloud text): "This hallway stretches from the front door and curves at a right angle before ending. A set of rickety stairs ascends to the house's second story." This is obvious from the map, and to make it worse, the read-aloud also says: "A set of stairs rises to the next floor, and the hallway turns sharply to the north past the staircase." None of this adds anything I couldn't just tell the players from looking at the map.

There are four different groups involved in this book, and the relationships between them are over-complicated and unnecessary. Several of the groups are hard to realistically imagine living in the town. The groups (and all areas) also feel static, like they're waiting for the PCs to arrive to interact with them. The descriptions of the groups are insufficient to determine more dynamic interactions and motivations, and these brief descriptions sometime contradict the way they're encountered.

For example, there is a group of "frustrated workers and struggling individuals from the lower classes who hope to make a better place for themselves in Roderic's Cove - a sort of informal and rough-around-the edges labourer's guild." This sounds very realistic and compelling to me. However, the group is named the "Horned Fangs", and their members seem to be hanging out in a dungeon, waiting to attack. All the verisimilitude is lost, as is the potential complexity of dealing with co-opted members of the town.

Another group is led by an old witch-like oracle who seems completely out of place with the rest of her members, and there is literally zero description about her motivations, or why she leads the group.

The macguffin in the book could provide a great lead-in to the dangers of the following books, but everything is strangely capped off at the end of the book. The only motivation the PCs have at the end is to follow an NPC's advice to research the macguffin they found. I can think of a number of ways this could have been done better. (The macguffin also uses a power at the start of the story that is not usable by PCs. There is some description of why this happens, but it will never be obvious to the PCs, and is potentially confusing).

TL:DR - This book doesn't match up to the usual quality of PF AP's. I'm writing this to express my concern, and my hope that the next books in this AP match what we expect in terms of cohesive and compelling writing, and as a tool for GM's to create great stories from.


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Silver Crusade

Pathfinder Adventure Path Subscriber

Yeah, been told my order is pending for 12 days now. Kind of sorry I didn't wait to just get the PDF when it came out.

Silver Crusade

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

*reads*

Damn, didn’t see that coming.


Pathfinder Adventure Path Subscriber

Just got mine.


Val'bryn2 wrote:
Yeah, been told my order is pending for 12 days now. Kind of sorry I didn't wait to just get the PDF when it came out.

Yeah... pending since 8/14...


Rysky wrote:

*reads*

Damn, didn’t see that coming.

They got you flat footed, Rysky? ;)

Also what are some of the favorite non-adventure parts of this one?

Liberty's Edge

Adam Daigle wrote:
I'm excited because while I've been reading APs for a dozen years and have been working on them for the last 6, this is the first one I've written! :D

And you did a wonderful job, Adam! I am reading it now and love it so far.

Also, after reading the Campaign Summary in the back of the book, I want to express my thanks and admiration to James. I firmly believe that Return of the Runelords is your Adventure Path masterpiece. I even think it might be better than your old Red Hand of Doom adventure with Richard Baker, which is among my Top 10 favorite adventures across the 35 years I have been playing/running RPGs.

Silver Crusade

4 people marked this as a favorite.
Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Thomas Seitz wrote:
Rysky wrote:

*reads*

Damn, didn’t see that coming.

They got you flat footed, Rysky? ;)

Also what are some of the favorite non-adventure parts of this one?

The history of the Runelords.

Paizo Employee Creative Director

2 people marked this as a favorite.
casiel wrote:
Adam Daigle wrote:
I'm excited because while I've been reading APs for a dozen years and have been working on them for the last 6, this is the first one I've written! :D

And you did a wonderful job, Adam! I am reading it now and love it so far.

Also, after reading the Campaign Summary in the back of the book, I want to express my thanks and admiration to James. I firmly believe that Return of the Runelords is your Adventure Path masterpiece. I even think it might be better than your old Red Hand of Doom adventure with Richard Baker, which is among my Top 10 favorite adventures across the 35 years I have been playing/running RPGs.

Thanks, but if it does end up being a masterpiece, it's as much due to the efforts of the authors as well.

Liberty's Edge

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

Thanks, but if it does end up being a masterpiece, it's as much due to the efforts of the authors as well.

Agreed. You have an all-star lineup of great authors writing these, too.

I'm particularly looking forward to Runeplague by Richard Pett.


1 person marked this as a favorite.

So, reading over the Return of the Runelords Timeline, a question occurred to me regarding an inconsistency or two between the timeline and Books 5 & 6 of Shattered Star:

Spoiler:
In Book 5 of Shattered Star, Mesmalatu is indicated to be working with Karzoug in creating the Guiltspur. There's no mention of this being a solo project almost 1,000 years after earthfall. I thought that they were in fact trapped there after earthfall, unable to dig their way out and the wards prevented teleportation and other ways of escape.

In Book 6 of Shattered Star, it was indicated that Xin made the Ghost Iron Scimitar in an attempt to imitate the 7 swords of sin, however according to the timeline it appears those swords were crafted well after Xin's death.

Nitpicks really, but the first just seems an odd incocsistency and the second it is made out to be a big Failure of Xin's in Shattered Star 6.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I like this adventure, although I have a question. In the adventure, Captain Julit Freson is a man, while in the Roderic's Cove article Captain Julit Freson is a woman, which one is correct?

Contributor

1 person marked this as a favorite.

It’s a joy to be involved in this ap, it was great fun working with James’ twisted thinking and spread another layer of badness on it, but having to follow the sick demented mind of demented Daigle is worrying, in a good way. Heh heh.

Contributor

casiel wrote:
James Jacobs wrote:

Thanks, but if it does end up being a masterpiece, it's as much due to the efforts of the authors as well.

Agreed. You have an all-star lineup of great authors writing these, too.

I'm particularly looking forward to Runeplague by Richard Pett.

Thank you Casiel, I hope you enjoy it, it was certainly disturbing to do, yarp.

Liberty's Edge

Six remaining? Is Krune back from the dead?

Sovereign Court

Pathfinder Adventure Path, Companion Subscriber
Ultimagus wrote:
Six remaining? Is Krune back from the dead?

This Adventure Path likely only assumes that RotRL and SStar have happened, and doesn't take into account things that may or may not have happened in certain Societies. ^_^

RPG Superstar 2012 Top 32

3 people marked this as a favorite.
Kalindlara wrote:
Ultimagus wrote:
Six remaining? Is Krune back from the dead?
This Adventure Path likely only assumes that RotRL and SStar have happened, and doesn't take into account things that may or may not have happened in certain Societies. ^_^

It does take it into account. It doesn't mean he's necessarily entirely out of the game. I will say no more.


1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Pawns, Rulebook, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber; Pathfinder Battles Case Subscriber
Cydeth wrote:
Kalindlara wrote:
Ultimagus wrote:
Six remaining? Is Krune back from the dead?
This Adventure Path likely only assumes that RotRL and SStar have happened, and doesn't take into account things that may or may not have happened in certain Societies. ^_^
It does take it into account. It doesn't mean he's necessarily entirely out of the game. I will say no more.

In addition the events of the book "Pathfinder Tales: Lord of Runes" is also taken into account.

Spoiler:
Zutha is awoken and then slain, but he is a lich and his phylactery is split into three.. so who knows what can happen.

Paizo Employee Creative Director

4 people marked this as a favorite.
Amaranthine Witch wrote:
I like this adventure, although I have a question. In the adventure, Captain Julit Freson is a man, while in the Roderic's Cove article Captain Julit Freson is a woman, which one is correct?

She's a woman. The adventure has a typo.


1 person marked this as a favorite.

Random comments:

I miss the foreword a bit, despite knowing it's for a good case (more adventure pages).

Matthias Rothenaicher's maps remind me of the maps of a certain other big RPG. I slightly prefer Robert Lazzaretti's style, but it means at least some variety (which comes handy for custom campaigns).

So far, I skimmed the adventure (versatile, imaginative and sometimes challenging - great), runelord article (very welcome topic) and bestiary (creative as always, I dig magic-scent).

Personally, I found the adventure summary to be exhausting (more than a whole page of related events), though that's a general issue with APs for me.

I am not so happy with the first event - it promises combat but doesn't deliver (which would offend at least one of my regular players). The players can't do much more than a few skill checks, and then they risk to see their PCs run away (which is put into perspective, but still). To be fair, it's relatively easy to modify, and the following events are pretty good. Mister Retch has so much potential...

Grand Lodge

3 people marked this as a favorite.

Here's hoping for the site to stay up long enough that the Player's Guide can be uploaded by staff and then downloaded by us. I'm really curious to read it.


2 people marked this as a favorite.
SheepishEidolon wrote:

I miss the foreword a bit, despite knowing it's for a good case (more adventure pages).

I really feel this AP would benefit from a foreword, reflecting on the conclusion of the Runelords story line.

Instead they skipped the foreword but included four pages of advertisements. Why, oh why?


2 people marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
James Jacobs wrote:
Amaranthine Witch wrote:
I like this adventure, although I have a question. In the adventure, Captain Julit Freson is a man, while in the Roderic's Cove article Captain Julit Freson is a woman, which one is correct?
She's a woman. The adventure has a typo.

Considering they use he 3 times and him once and describe her as the son of Caralee Freson I wouldn't say it's a typo, that's why I was so confused.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Amaranthine Witch wrote:
James Jacobs wrote:
Amaranthine Witch wrote:
I like this adventure, although I have a question. In the adventure, Captain Julit Freson is a man, while in the Roderic's Cove article Captain Julit Freson is a woman, which one is correct?
She's a woman. The adventure has a typo.
Considering they use he 3 times and him once and describe her as the son of Caralee Freson I wouldn't say it's a typo, that's why I was so confused.

I can't edit anymore, so sorry for the double post. I forgot to thank you James for the swift response.


Yes, thanks for clarifying Julit's gender. Also, can you please tell us if A. (Roderic's Wreck) is east or west of the Cove?

Paizo Employee Managing Developer

2 people marked this as a favorite.

It's west, at least, that was my intention when writing it. The town is a little inland along the Chavali River and Sir Roderic's home was closer to the mouth of the river so that he could keep a better eye on the Varisian Gulf.


Matrix Sorcica wrote:
SheepishEidolon wrote:

I miss the foreword a bit, despite knowing it's for a good case (more adventure pages).

I really feel this AP would benefit from a foreword, reflecting on the conclusion of the Runelords story line.

Instead they skipped the foreword but included four pages of advertisements. Why, oh why?

Well, like so many others, they love to make people ask questions. Because when there are those who cannot be satisfied with the viable reasons for why things are, at least they can still make those people ask questions. ;)


1 person marked this as a favorite.
Adam Daigle wrote:
It's west, at least, that was my intention when writing it. The town is a little inland along the Chavali River and Sir Roderic's home was closer to the mouth of the river so that he could keep a better eye on the Varisian Gulf.

Thanks Adam, I thought as much, but the westward facing entrance caused me doubt. But nice views of the sunset over the sea :)

Grand Lodge

Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber

According to the Runelord Legacy article, there were two Runelords named Aethusa (one was Greed and the other was Gluttony) runelording around Thassilon at the same time.

-Skeld


Sub-Creator wrote:
Matrix Sorcica wrote:
SheepishEidolon wrote:

I miss the foreword a bit, despite knowing it's for a good case (more adventure pages).

I really feel this AP would benefit from a foreword, reflecting on the conclusion of the Runelords story line.

Instead they skipped the foreword but included four pages of advertisements. Why, oh why?
Well, like so many others, they love to make people ask questions. Because when there are those who cannot be satisfied with the viable reasons for why things are, at least they can still make those people ask questions. ;)

Great! Now all we need are the viable reasons ;-)

Dark Archive

Skeld wrote:

According to the Runelord Legacy article, there were two Runelords named Aethusa (one was Greed and the other was Gluttony) runelording around Thassilon at the same time.

-Skeld

That's interesting, thank you for the informatipn, Skeld. :-)

Could it have been the same greedy Glutton, somehow ruling over two schools/parts of Thassilon?
It would theoretically be possible considering the forbidden schools overlap (abjuration, enchantment & illusion).


Could have been identical twins. Could have been that Aethusa figured out a way to magically "copy" themselves, one of them going one way, the second another ...


1 person marked this as a favorite.
The Mad Comrade wrote:
Could have been identical twins. Could have been that Aethusa figured out a way to magically "copy" themselves, one of them going one way, the second another ...

Or it may have simply been a fashionable name at the time ;)

Liberty's Edge

Adventure Path Charter Subscriber; Pathfinder Adventure, Lost Omens, Rulebook Subscriber

Oh my, I so badly want to read this. My order is pending since August 15th...

Dark Archive

What a great way to see pf1e off. I'm more excited for this path than I was for Shattered Star and Iron Gods combined.

Grand Lodge

Tabletop Prophet wrote:
What a great way to see pf1e off. I'm more excited for this path than I was for Shattered Star and Iron Gods combined.

This isn't even the last AP. There's one more before pf2e kicks in. It'll be interesting to see what the final send off AP is, and if it can keep up with Return.

Silver Crusade

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

The final AP is Tyrant's Grasp, as the name implies, it's the final showdown against the Whispering Tyrant.


Still feels weird that they're willing to kill off such a major character. Didn't they say that when PF2 comes out proper there'll be a shortlist of APs that are more or less canon to the new story?

Silver Crusade

Pathfinder Adventure Path Subscriber
Dark Midian wrote:
Still feels weird that they're willing to kill off such a major character. Didn't they say that when PF2 comes out proper there'll be a shortlist of APs that are more or less canon to the new story?

It's more like a long list, since apparently most APs did happen with PCs victorious in every of them (including HV).

Also, evil like Tar-Baphon might be defeated, but not so easily buried. I can totally see an AP where PCs foil the Whispering Tyrant and re-seal him ... until again.

Paizo Employee Creative Director

5 people marked this as a favorite.
Dark Midian wrote:
Still feels weird that they're willing to kill off such a major character. Didn't they say that when PF2 comes out proper there'll be a shortlist of APs that are more or less canon to the new story?

It doesn't feel weird to me, but then again I know the whole story. AKA: Once the whole AP is out, hopefully it won't feel weird to you either.

ALL of the Adventure Paths will be made canonical to the world with 2nd edition, in any event. For some that'll have world-defining elements, but for others they'll almost be non-events since they don't have particularly wide-reaching implications.

And all will assume PC success. I'm not comfortable canonizing results that a group might feel makes their play through an AP obsolete, and canonizing an AP as a PC failure, as tempting as that is to set up some unexpected new twists to the world history and lore, isn't worth it.


James Jacobs wrote:
Dark Midian wrote:
Still feels weird that they're willing to kill off such a major character. Didn't they say that when PF2 comes out proper there'll be a shortlist of APs that are more or less canon to the new story?

It doesn't feel weird to me, but then again I know the whole story. AKA: Once the whole AP is out, hopefully it won't feel weird to you either.

ALL of the Adventure Paths will be made canonical to the world with 2nd edition, in any event. For some that'll have world-defining elements, but for others they'll almost be non-events since they don't have particularly wide-reaching implications.

And all will assume PC success. I'm not comfortable canonizing results that a group might feel makes their play through an AP obsolete, and canonizing an AP as a PC failure, as tempting as that is to set up some unexpected new twists to the world history and lore, isn't worth it.

Naturally, some of the successful outcomes are guaranteed as they contribute heavily to PF's overall world and possibly SF's world (The Runelords trilogy, Curse of the Crimson Throne, Second Darkness, Council of Thieves, Iron Gods, Hell's Rebels/Vengeance) but some of the other stories being canon like Reign of Winter, assuming Anastasia is the new ruler, and Wrath of the Righteous where Baphomet and Deskari are dead and the Worldwound is sealed, is pretty nuts.

Paizo Employee Creative Director

4 people marked this as a favorite.
Dark Midian wrote:
Naturally, some of the successful outcomes are guaranteed as they contribute heavily to PF's overall world and possibly SF's world (The Runelords trilogy, Curse of the Crimson Throne, Second Darkness, Council of Thieves, Iron Gods, Hell's Rebels/Vengeance) but some of the other stories being canon like Reign of Winter, assuming Anastasia is the new ruler, and Wrath of the Righteous where Baphomet and Deskari are dead and the Worldwound is sealed, is pretty nuts.

Nuts in a great way that lets us show off the fact that the world isn't static and unchanging, in my view, but not so nuts that we're completely rewriting the setting.

And there are plenty of Adventure Paths like Giantslayer or Legacy of Fire that don't really have big world impacts, or ones like Strange Aeons that happen largely behind the scenes.

BUT this is pretty off topic; there's other threads speaking to this elsewhere. Let's try to keep this one focused on the Return of the Runelords; thanks!


Any eta on the Player's Guide?

Dark Archive

The site seems to be running stable, thank god.
Personally i think the players guide should drop sometimes this week, fingers crossed.


Gorbacz wrote:
Dark Midian wrote:
Still feels weird that they're willing to kill off such a major character. Didn't they say that when PF2 comes out proper there'll be a shortlist of APs that are more or less canon to the new story?

It's more like a long list, since apparently most APs did happen with PCs victorious in every of them (including HV).

Also, evil like Tar-Baphon might be defeated, but not so easily buried. I can totally see an AP where PCs foil the Whispering Tyrant and re-seal him ... until again.

Gorbacz,

I’m curious to hear your guess about what will be the first AP for PF2. This is mine: Crimson Throne meets Kingmaker.

Silver Crusade

Pathfinder Adventure Path Subscriber
Vassago Embrace wrote:
Gorbacz wrote:
Dark Midian wrote:
Still feels weird that they're willing to kill off such a major character. Didn't they say that when PF2 comes out proper there'll be a shortlist of APs that are more or less canon to the new story?

It's more like a long list, since apparently most APs did happen with PCs victorious in every of them (including HV).

Also, evil like Tar-Baphon might be defeated, but not so easily buried. I can totally see an AP where PCs foil the Whispering Tyrant and re-seal him ... until again.

Gorbacz,

I’m curious to hear your guess about what will be the first AP for PF2. This is mine: Crimson Throne meets Kingmaker.

Arcadia, explorers from The Inner Sea bump into the insofar unknown nation of benevolent, advanced yet slightly unhinged Goblins threatened by a rogue Flumph who abandoned his_er mission and teamed up with Dominion of the Black in order to free Rovagug and blow Golarion up from the inside.

There, Arcadia, Rovagug's imprisonment, flumphs, lore explanations as to why can you have a CG Goblin Paladin come PF2, all in one AP with a trademark Pathfinder gonzo level which makes all those "let's do something cliche and tame in Forgotten Realms" D&D 5e adventure paths look silly.


Marco Massoudi wrote:

The site seems to be running stable, thank god.

Personally i think the players guide should drop sometimes this week, fingers crossed.

My guess is Wednesday.....


1 person marked this as a favorite.

The Player's Guide is available for DL now.

Paizo Employee Managing Developer

3 people marked this as a favorite.

Helpful link

Grand Lodge

nighttree wrote:
My guess is Wednesday.....

Excellent guess.


Pathfinder Adventure Path Subscriber

Yes! :D

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