Runeforge


Rise of the Runelords


Man, this place is rough!

My poor players went to Sloth first, got whacked by the air effects, ran away, and then spent an hour trying to figure out how to get to the "real" Sloth area, taking damage over and over, before one of them suggested they try a different path.

So they chose Wrath...yeesh. Am I reading the story correctly in thinking that Wrath is kind of intended for later in their investigations? That final fight is really dangerous.

[For the record, my party:
Half-Elf Paragon 3/Fighter 6/Outcast Champion 3
Cleric of Pelor 9/Radiant Servant of Pelor 3
Cleric of Pelor 11
Paladin of Altua 11
Factotum 11
Sorcerer 6/Holy Scourge 2 (cohort)

The 11th level cleric and Factotum are an encounter away from 12th level.]

Is there a safe place to rest in Runeforge? Would they be interrupted if they slept in the central hub? Or do they need to clean a niche in Envy or some such to find safety?

Thanks for the insights!
C

Wayfinders

klofft wrote:

Man, this place is rough!

<snip>
Is there a safe place to rest in Runeforge? Would they be interrupted if they slept in the central hub? Or do they need to clean a niche in Envy or some such to find safety?

Thanks for the insights!
C

I'm getting ready to run my group through Runeforge next weekend so, I have lots of planning ideas - but no idea how it will actually go. :)

The central Runeforge area would probably be a safe (if unsettling) location for your party to rest, unless you feel that they are likely to be pursued by anyone they met in Wrath. Most of the denizens of Runeforge seem loathe to leave their particular area (they don't want to give up their bonuses or, worse, suffer penalties in opposing areas).

If you feel that they need a little push in the right direction, the magical energies of the Runeforge could offer disturbing dreams to a few of the more magically- (or sin-) sensitive.

IMO, this path doesn't really give the PCs too many long-term clues about what they are supposed to be doing. At least, not as written. If they know that they are here to find something that can help them defeat Karzoug, a little reminder about the whole 'opposing schools' thing might push them towards other areas of the dungeon. YMMV.

Dark Archive

The "hub" is a relatively safe zone, but the PC's dont know that. :P

If they dont have a caster that can do "rope trick" or something similar they may want to invest in.

Once they clear out one of the sections they will probably feel better about resting away from the hub.

klofft wrote:

Man, this place is rough!

My poor players went to Sloth first, got whacked by the air effects, ran away, and then spent an hour trying to figure out how to get to the "real" Sloth area, taking damage over and over, before one of them suggested they try a different path.

So they chose Wrath...yeesh. Am I reading the story correctly in thinking that Wrath is kind of intended for later in their investigations? That final fight is really dangerous.

[For the record, my party:
Half-Elf Paragon 3/Fighter 6/Outcast Champion 3
Cleric of Pelor 9/Radiant Servant of Pelor 3
Cleric of Pelor 11
Paladin of Altua 11
Factotum 11
Sorcerer 6/Holy Scourge 2 (cohort)

The 11th level cleric and Factotum are an encounter away from 12th level.]

Is there a safe place to rest in Runeforge? Would they be interrupted if they slept in the central hub? Or do they need to clean a niche in Envy or some such to find safety?

Thanks for the insights!
C


The Envy hall *is* visibly different from the main hub than the others. Not exactly "safe", but if they figure it out, wouldn't be a bad place.

Best place my players found:

Spoiler:
The secret room in Pride - but that was after a death.


My group is just starting part 5 runeforge and was curious what kind of bonus/penalties to expect based on sin points. How would these modifiers be determine.


My group hit Lust first, and failed to clear the area. The leader of that wing went looking for them after teleporting away according to her tactics. I played it as everyone in Runeforge is super-paranoid and automatically assumes the party is recent recruits/allies of their already established enemies, so that's where she started looking for them.

Meanwhile, they went back down the (now dead end) entrance tunnel, and stone shaped it mostly shut in the last 10'. Anyone looking down that way wouldn't be able to tell the tunnel was 190' and not 200', and they disintegrated another 10' cube to one side for extra room.


Randy Von gunten wrote:
My group is just starting part 5 runeforge and was curious what kind of bonus/penalties to expect based on sin points. How would these modifiers be determine.

The points are explained in the Appendix of the adventure in Anniversary edition.

The idea is that, from the beginning of the campaign onward, the actions of the characters could earn them "sin" or "virtue" points. Being greedy (hiding treasure from the others), being gluttonous (drinking more than others at the bars and taverns), and so on should be noted, each significant action earning 1 point.

Whichever sin/virtue pair the character has the most points in determines which bonuses and penalties apply.

Silver Crusade

Before entering runeforge I asked my players to rank their own characters out of ten against the seven virtues and seven sins. Then I took their highest sin and if it was 8+ I applied the bonus/penalties in the relevant wings.

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