The all-powerful Runelords, near-immortal wizards who ruled Varisia in ancient days, stir to terrible life once more, surging across the frontier with plans to reignite their time-lost empire. Years ago, Pathfinder’s classic Rise of the Runelords campaign explored the return of just one of these terrible masters from the depths of time—now the rest of his scheming allies have returned, their brilliant minds turned solely to conquest!
Secrets of Roderic's Cove (1 of 6): The Return of the Runelords Adventure Path begins here, in the pine-shaded port town of Roderic's Cove. Grudges and gossip are ever present in small town life, and Roderic's Cove is no different. The town has seen its share of troubles in the past with Riddleport pirates and a haunting by the town's founder, and now those tensions are bubbling up again. After a deadly brawl breaks out, the heroes must piece together what troubles the small town. Along the way, they stumble upon something larger than faction squabbles among the townsfolk—an ancient smoldering threat has flared to life. The powerful ancient wizards who once ruled this land are returning!
It Came from Hollow Mountain (2 of 6): The Return of the Runelords Adventure Path continues as the heroes travel south to the city of Magnimar with disturbing news—the ancient runelords of Thassilon are awakening! With Varisia's greatest heroes on a secret mission, the task of following up on these rumors falls to a new generation of heroes who must brave the dangers of Hollow Mountain, one of Varisia's most notorious ruins. What secrets await discovery within this sprawling dungeon complex, and is it already too late to halt the return of the Runelords?
Runeplague (3 of 6): The Return of the Runelords Adventure Path continues as the heroes discover a nefarious plot to spread a magical plague through Varisia's greatest cities. As they travel the breadth and width of the land, they not only face cultists eager to transform people into monsters, but the spreading influence of other runelords as their agents stir to life. Will the heroes be able to halt the resurrection of one runelord and the rebirth of another, or will they become monstrous minions of the Polymorph Plague themsleves?
Temple of the Peacock Spirit (4 of 6): The Return of the Runelords Adventure Path continues as the heroes turn their attention to the cult of the Peacock Spirit, a mysterious and dangerous group whose remote mountain temple holds shocking secrets and terrible dangers. By braving the perils of the Temple of the Peacock Spirit, the heroes might just be able to prevent a truly mythic foe from emerging into the world.
The City Outside of Time (5 of 6): The Return of the Runelords Adventure Path continues as the heroes must infiltrate the icy realm of a terrible demigod on the Shadow Plane to perform the ritual needed to enter an ancient, time-locked Thassilonian city. Once there, the heroes must navigate a complex web of intrigue, politics, and looming threats to find the key to saving a storied nation from the wrath of a runelord!
Rise of New Thassilon (6 of 6): The Return of the Runelords Adventure Path concludes as the heroes take steps to confront Alaznist, the runelord of wrath. But Alaznist is more than just a deadly wizard—she's meddled with the flow of time itself, and before she can be stopped, the heroes must do what they can to restore the damage she caused. What strange mysteries and dangers await in the depths of time itself, and what role will New Thassilon play in the world to come?
When one runelord rose from his slumber, the frontier nation of Varisia shook with his power, and it took a band of heroes to save the world. Yet there remained six other runelords, and now the most wrathful of them all has woken! As the runelords waken one after another, the dangers and perils faced by past heroes pale in comparison. When a mysterious and fearful ghost manifests on the streets of Roderic's Cove at the same time the town's gangs use the runes and legacies of ancient Thassilonian tyrants for their own ends, a new band of heroes must rise to save Varisia, and perhaps the world, from the return of the runelords!
This volume of Pathfinder Adventure Path begins the Return of the Runelords Adventure Path and includes:
"Secrets of Roderic's Cove," a Pathfinder adventure for 1st-level characters, by Adam Daigle.
An exploration and gazetteer of the town of Roderic's Cove and its inhabitants, by Adam Daigle.
An extensive timeline of the history of Thassilon, revelations about the methods used by each runelord to avoid destruction during the apocalypse of Earthfall, and notes for Game Masters on the roles each runelord plays in this Adventure Path, by James Jacobs.
A bestiary of monsters lurking around Varisia, including the child-stealing nochlean and the innocuous-looking warpglass ooze, by Mikko Kallio, Luis Loza, Jacob W. Michaels, and Conor J. Owens.
ISBN-13: 978-1-64078-062-0
The Return of the Runelords Adventure Path is sanctioned for use in Pathfinder Society Organized Play. The rules for running this Adventure Path and Chronicle sheet are available as a free download (1.5 MB PDF).
Other Resources: This product is also available on the following platforms:
The Return of the Runelords Player's Guide provides players with all the spoiler-free information, inspiration, and new rules they'll need to create characters ready to take on the dangers and perils of the Return of the Runelords Adventure Path.
Within, players of this campaign will find everything they need to create backgrounds for their characters to tie them in to the themes of the Return of the Runelords Adventure Path, in addition to advice on what class options, religions, skills, and other elements work best with the campaign's plot-line. Several new campaign traits tailored for this Adventure Path not only give your characters additional options, but will tie in to future events within later adventures in the campaign itself. And finally, as Return of the Runelords begins with a trip to the market, you'll find rules for how to determine what sorts of bargains your characters discover on day one of the adventure... hopefully you'll find something that will help you against all those runelords!
Other Resources: This product is also available on the following platforms:
Hollow Mountain has loomed over the horizon of the Varisian Gulf for as long as those waters have been sailed, frightening sailors and tempting adventurers with its promises of treasure and terror alike. Having restored order to the town of Roderic's Cove, the region's newest heroes must deliver a powerful item south to the city of Magnimar, but they soon find that fate is leading them to one of the land's most infamous dungeons. What awaits these heroes in the trap-filled and monster-haunted corridors and chambers below Hollow Mountain will put them to the test, but if they can survive, they will emerge with knowledge vital to standing against the runelords' return!
This volume of Pathfinder Adventure Path continues the Return of the Runelords Adventure Path and includes:
"It Came from Hollow Mountain," a Pathfinder adventure for 5th-level characters, by Mike Shel.
Details on the empyreal lord Ashava, patron of dancers and lost souls, by Jason Keeley.
An exploration of the violent and hideous monsters known collectively as sinspawn, by Patchen Mortimer.
A bestiary of monsters, including the malevolent choking shade, the lumbering arachnid masterminds known as shriezyx queens, and the demigoddess Ashava herself, by Jason Keeley, Mark Moreland, and Mike Shel.
ISBN-13: 978-1-64078-070-5
The Return of the Runelords Adventure Path is sanctioned for use in Pathfinder Society Organized Play. The rules for running this Adventure Path and Chronicle sheet are available as a free download (1.5 MB PDF).
Other Resources: This product is also available on the following platforms:
Varisia has long survived in the footprint of the ancient nation of Thassilon, but now the powerful runelords who once ruled that realm are waking from their centuries-long slumber, hurtling this frontier nation—and the entire world—toward great danger. The latest manifestation of peril facing Varisia's newest group of heroes is a hideous plague that threatens to spill into the streets of Magnimar and spread to the other major cities of the region, transforming beggar and prince alike into slavering monsters. Which of the runelords might rise next, and are all of them equally dangerous? Could some of them even become the heroes' allies? And what is causing a series of strange visions and otherworldly invaders to haunt and harry the heroes?
This volume of Pathfinder Adventure Path continues the Return of the Runelords Adventure Path and includes:
"Runeplague," a Pathfinder adventure for 8th-level characters, by Richard Pett.
Details on the vile faith and horrific cults of Yamasoth, the Polymorph Plague, by Jason Keeley.
An exploration of the legends and true natures of magic pools around Golarion, by Eleanor Ferron.
A bestiary of monsters, including the artistic yet alien ashullian, a disturbing manifestation of grim emotion known as the misery siktempora, and the eerily silent kasthezvi, by Mike Kimmel, Andrew Mullen, Richard Pett, and Jeffrey Swank.
ISBN-13: 978-1-64078-079-8
The Return of the Runelords Adventure Path is sanctioned for use in Pathfinder Society Organized Play. The rules for running this Adventure Path and Chronicle sheet are available as a free download (1.5 MB PDF).
Other Resources: This product is also available on the following platforms:
The mysterious cult of the Peacock Spirit has risen in force, and the time is right to strike a decisive blow against the worshipers of this long-forgotten god. According to ancient texts, the cult of the Peacock Spirit was first brought to this world by none other than Runelord Xanderghul himself, and with his return, it only grows more dangerous. Nestled high in a remote valley in the daunting Kodar Mountains, the cult's stronghold is known as the Temple of the Peacock Spirit. The heroes must journey to this legendary site and confront one of Thassilon's most dangerous threats.
This volume of Pathfinder Adventure Path continues the Return of the Runelords Adventure Path and includes:
"Temple of the Peacock Spirit," a Pathfinder adventure for 11th-level characters, by Jason Keeley.
An examination of the asuras, a race of vengeful fiends born from the mistakes of the gods themselves, by John Compton.
A presentation of several powerful occult rituals created by the runelords of Thassilon, by James Jacobs and Luis Loza.
A bestiary of monsters, including two new and powerful asuras, the lumbering guardians of nature known as basavans, the serpentine monstrosities known as bollas, and the enigmatic and deadly time dimensional, by Dan Cascone, John Compton, Nathan King, and Luis Loza.
ISBN-13: 978-1-64078-091-0
The Return of the Runelords Adventure Path is sanctioned for use in Pathfinder Society Organized Play. The rules for running this Adventure Path and Chronicle sheet are available as a free download (1.5 MB PDF).
Other Resources: This product is also available on the following platforms:
With the discovery that Runelord Alaznist has tampered with the past and set into motion devastating transformations of the timeline, the heroes must embark upon a truly dangerous and desperate gambit. Since historical texts and their own memories have been altered, the lore hidden within a time-trapped city may hold the only clues as to which events of the ancient past Alaznist has targeted. If the heroes can isolate these events, they may have a chance to correct them, but before they can even reach this repository of lore, they must brave a shadowy god's realm and find a way to enter a city that has been cut off from time itself!
This volume of Pathfinder Adventure Path continues the Return of the Runelords Adventure Path and includes:
"The City Outside of Time," a Pathfinder adventure for 14th-level characters, by Amanda Hamon Kunz.
Rules and backgrounds for several powerful magic artifacts from ancient Thassilon, by Mikko Kallio.
An examination of the sadistic and shadowy pantheon of kyton demagogues, by Gregory Hanigan.
A bestiary of monsters, including the time-racked undead spirits known as chronogeists, the frozen libitinarii kytons, planar dragons from Abaddon and Nirvana, and the powerful kyton demagogue Inkariax, by John Compton and Amanda Hamon Kunz.
ISBN-13: 978-1-64078-098-9
The Return of the Runelords Adventure Path is sanctioned for use in Pathfinder Society Organized Play. The rules for running this Adventure Path and Chronicle sheet are available as a free download (1.5 MB PDF).
Other Resources: This product is also available on the following platforms:
Varisia has been destroyed! Runelord Alaznist's alteration of the past has thrown the frontier nation into chaos, devastated cities, resurrected demon lords, and worse. The Runelord of Wrath is now primed to seize control of a ruined realm, so that she can remake it into a New Thassilon with herself as its furious queen. Only one desperate plan can set things right—a band of heroes must discover a method to travel back in time and repair the damage their enemy has wrought on history, but can they make the sacrifices necessary for victory? This adventure allows the heroes to reach the absolute height of power, but even the potent options gained at 20th level may not be enough for the party to survive the furious might of Runelord Alaznist in her seat of power!
"Rise of New Thassilon," a Pathfinder RPG adventure for 17th-level characters, by Greg A. Vaughan.
A brief exploration of how the Return of the Runelords Adventure Path will change Golarion in the future, including the first-ever map of the empire of Thassilon as it stood before the devastation of Earthfall, by James Jacobs.
A bestiary of monsters, including undead salamander forgemasters, living landslides, the mysterious hallowed lynxes used by runelords as pets and guardians, a planar dragon from the tumultuous Maelstrom, and the immense Great Old One Mhar itself, by John Compton, Andrew D. Geels, Lyz Liddell, Luis Loza, and David Schwartz.
ISBN-13: 978-1-64078-106-1
The Return of the Runelords Adventure Path is sanctioned for use in Pathfinder Society Organized Play. The rules for running this Adventure Path and Chronicle sheet are available as a free download (1.5 MB PDF).
DriveThruRPG: This product is available as print-on-demand from DriveThruRPG:
From humble beginnings in a quiet coastal town, the Return of the Runelords Adventure Path travels to ruined capital cities and explores the mysteries of ancient Thassilon. With the Return of the Runelords Poster Map Folio, you can bring two of these cities to life with a pair of massive poster maps, and also discover the lost wonders of the nation of Thassilon itself!
These huge, lavishly illustrated poster maps depict two important urban centers from the Return of the Runelords Adventure Path. The first map details the settlement of Roderic's Cove, where the Adventure Path starts. The second map explores a mysterious ancient city, while the third is a beautifully illustrated map of the ancient nation of Thassilon as a whole.
Whether you're looking for a small seaside town, a sprawling urban center, or an entire nation, these beautiful maps are the perfect resource for the Return of the Runelords Adventure Path or any fantasy campaign.
The foes and monsters from the Return of the Runelords Adventure Path are ready to rule your tabletop with the Return of the Runelords Pawn Collection, featuring more than 100 creature pawns for use with the Pathfinder Roleplaying Game or any tabletop fantasy RPG! Printed on sturdy cardstock, each pawn presents a beautiful full-color image of a monster or NPC from the Return of the Runelords campaign, including evil wizards, foul undead, sinister fiends, and even potential friends and allies. The pawns slot into size-appropriate plastic bases from any of the Bestiary Box collections, making them easy to mix with traditional metal or plastic miniatures. The Return of the Runelords Pawn Collection, together with the creatures and characters from the Pathfinder Pawns: Bestiary Box and Pathfinder Pawns: NPC Codex Box collections, provides pawns for all six adventures of the Return of the Runelords Adventure Path.
The enemies and allies of the Return of the Runelords Adventure Path come to life on your tabletop! Each has its own abbreviation and identification number for easy sorting. The Return of the Runelords Pawn Collection includes:
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 Return of the Runelords Player's Guide provides players with all the spoiler-free information, inspiration, and new rules they'll need to create characters ready to take on the dangers and perils of the Return of the Runelords Adventure Path. ... Within, players of this campaign will find...
Send More Heroes ... Hollow Mountain has loomed over the horizon of the Varisian Gulf for as long as those waters have been sailed, frightening sailors and tempting adventurers with its promises of treasure and terror alike. Having restored order to the town of Roderic's Cove, the region's newest...
Runelords Rising! ... Varisia has long survived in the footprint of the ancient nation of Thassilon, but now the powerful runelords who once ruled that realm are waking from their centuries-long slumber, hurtling this frontier nation—and the entire world—toward great danger. The latest...
Defy the Cult ... The mysterious cult of the Peacock Spirit has risen in force, and the time is right to strike a decisive blow against the worshipers of this long-forgotten god. According to ancient texts, the cult of the Peacock Spirit was first brought to this world by none other than Runelord...
Frozen in Time! ... With the discovery that Runelord Alaznist has tampered with the past and set into motion devastating transformations of the timeline, the heroes must embark upon a truly dangerous and desperate gambit. Since historical texts and their own memories have been altered, the lore...
Sins of the Past ... Varisia has been destroyed! Runelord Alaznist's alteration of the past has thrown the frontier nation into chaos, devastated cities, resurrected demon lords, and worse. The Runelord of Wrath is now primed to seize control of a ruined realm, so that she can remake it into a...
The Runelords Rise Again! ... From humble beginnings in a quiet coastal town, the Return of the Runelords Adventure Path travels to ruined capital cities and explores the mysteries of ancient Thassilon. With the Return of the Runelords Poster Map Folio, you can bring two of these cities to life...
The foes and monsters from the Return of the Runelords Adventure Path are ready to rule your tabletop with the Return of the Runelords Pawn Collection, featuring more than 100 creature pawns for use with the Pathfinder Roleplaying Game or any tabletop fantasy RPG! Printed on sturdy cardstock,...