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?