Advice on running Rise of the Runelords


Rise of the Runelords

Sovereign Court

I'm just going to start a runelords game this saturday with my friends. It is the anniversary edition. I have a few questions, and any additional advice you can give me would be most welcome.
- What point buy should i go for?
- Should i encourage players to make specific class choices?
- What parts of the AP should i take note of as potentially trozblesome?


20 point buy, its basicly what it's made for, at least, that's what I'm going whit atm.
Classes should be all right, gunslinger doesn't really fit, but could be ok to use, some sort of arcane caster might be a good idea to have in the party, for a..shall we say, key retrieval later in the campaign.
There is a fight whit a flying demon in the catacombs, and she can be quite troublesome if no one comes prepared or aint a paladin.


Belzurigoz wrote:
she can be quite troublesome

RotRLs spoiler:
Assuming we are talking about Xanesha. Im not sure how the anniversary edition is, but as she was written in the old version she was a TPK waiting to happen. She destroyed us (my grp where im a player) on several occasions, as a re-occurring villain.

Read through the adventure and then go back and read it again. I missed some things when I ran it.

What I goofed on:
At the end of Thistletop there's a barghest in a magically sealed prison. When my party opened it up, I had the barghest fight with them for a moment and then realize he was free to leave. So, he ended up just leaving. According to the book, though, it wasn't just the door that was sealed... he was literally prevented from leaving the room due to some magic-stuff. So--oops!

@Slacker2010:
No, he's talking about the first book. There's a quasit witch in the catacombs underneath Sandpoint. She's a really hard (boring) fight if the party isn't optimized for: a.) fighting evil outsiders, and b.) ranged combat. Also, in the case of spellcasters, she can be really bothersome if they don't have the right spells available. For example, I had a sorcerer with the Djinni-bloodline whose spells were mostly negated by the quasit's resistances/immunities. Basically had to sit the entire fight out.


Detect Magic wrote:
spoiler for me

Thanks, I was a player and dont own the Adventure. She is the one thing that really stands out from that adventure path, being she nearly TPK'd us on 3 different occasions.

So to the OP, my comment stands for the Adventure path as a whole.


All Adventure Paths are actually built for a group of 4 PCs with a 15-point buy.


There is a TON of advice, maps, art, fan-made side-quests, and just about everything you could hope for in the Runelords discussion forum. The mods will probably move this thread there too after a fashion.

It must be the most well-supported campaign in history. You can always ask really specific questions about the plot, and even fill people in on your party and your campaign, and you'll almost always get a brilliant, informed answer. It's like having a team of writers on hand.

Those AP-specific sections are easily my favorite part about the Paizo forums. Use them, and success is assured!

Liberty's Edge

What EL said.

I would just give them the players guide, answer questions and see what they come up with. It is an amazingly flexible AP with regards to what parties it can handle. As long as everyone can get along with each other, the hooks are solid enough you don't have to worry much.

At least that was my experience.

Now if you are feeling really ambitious, mix CotCT in and run them concurrently...that was a fun campaign...


Hama wrote:

I'm just going to start a runelords game this saturday with my friends. It is the anniversary edition. I have a few questions, and any additional advice you can give me would be most welcome.

- What point buy should i go for?
- Should i encourage players to make specific class choices?
- What parts of the AP should i take note of as potentially trozblesome?

Either 15 or 20 point buy will work. The AP is not so "hard" that it needs a higher point buy, but OTOH a 20 point buy won't break it either. So it's really a question of what you and your players are comfortable with.

Class choices for the first module are really wide open. I mean, if you end up with three wizards, a bard and a bomber alchemist, then sure, you might want to encourage someone to reconsider. But it's not like the AP "needs" someone to take a cleric, arcane caster, or whatever, especially in the first half. If you get all the way to the fourth module, you'll want at least one seriously powerful melee tank, and if you reach the fifth you'll want at least one no-kidding full progression caster. But that comes a lot later. Right now, a wide range of character mixes will all do just fine.

Potentially troublesome in the first module:

Spoiler:

As others have noted, the quasit encounter is a PITA. You can end up with a sitch where the quasit picks and pecks at them without getting damaged herself. If the PCs are having trouble with it, give them an Int check or something to realize they can just walk away.

Similarly, at the end of the adventure the CR 6 Barghest is a potential killer. Try to drop a hint.

Nualia is tough or not depending in large part on whether the PCs save against those wretched yeth hounds. I gave her some help, myself, since I was pretty sure my PCs would make the save.

The lethality ramps up noticeably in the second module. Read ahead, and don't be afraid to tweak things a bit to fit your party. For instance, the haunted house is full of haunts, which attack Will saves. If you have a party full of low-Will rogues and fighters, consider adjusting things a little. Also, Xanesha -- while no longer a TPK machine -- is still pretty tough.

Also, check out the RotRL forum here on Paizo. Lots of good ideas and advice there.

Doug M.


Ninja'd by the last couple of posters. But I'll +1 their points: use the forum, it's very well supported (I've written stuff for it myself), and don't worry -- it's a very flexible AP.

Doug M.


For player class choices and advice on what they might find helpful and fun to bring to the table, ask your players to read through the free RotRL player's guide that is available here on the Paizo site.


Let them know that giants will figure heavily in the campaign. They are piles of hps and damage, being prepared for that can make the potential grind a lot more dynamic.


My recommendations:

For the Players:
Print out the two Sandpoint pages from the original player's guide. Don't use the new player's guide, when I read it it seemed way to spoilerific and made Thassilonian language and history seem more common.

Emphasize the variety of languages and ethnic variety of the region, have some of the locals not know common and only their ethnic language ie. Varisian, Shoanti, and Chelaxian. There should be some slight tension between the Chelaxians and the Shoanti, ie Belor and his brother's attitudes (see white deer tavern).

Randomly roll a 1d50 often while players are in town, flip to the building and have the npcs run into the players while they are in town.

Absolutely, use the Community Created rumors list and Sandpoint festival games from Wayfinder 7, its got alot of great things on it that will relate to the two Sandpoint pages from the original guide.

For the DM:
Go with the heroic point buy at least, this is a hard adventure and its always more fun for me as a player if I have "extra" so I can build for a profession.

I wouldn't tell them what classes to take, but I would warn them that there are alot of dungeons in the adventure.

As far as the adventure the demon in the catacombs, Xanesha, and Foxglove's Manor were very challenging.

Lastly, use the community created content. It's great!


James B. Cline wrote:

My recommendations:

Emphasize the variety of languages and ethnic variety of the region, have some of the locals not know common and only their ethnic language ie. Varisian, Shoanti, and Chelaxian. There should be some slight tension between the Chelaxians and the Shoanti, ie Belor and his brother's attitudes (see white deer tavern).

I agree wholeheartedly, but one minor nitpick: Chelaxians speak Taldane (Common). By canon, there is no Chelaxian language. (Although, in my game, the Chelish accent is distinctive.)


ghettowedge wrote:
Let them know that giants will figure heavily in the campaign.

We-ell, ogres are a big thing in the third module, and giants most definitely dominate the fourth. After that, not so much.

Doug M.

Sovereign Court

Well, some development. Last night's session was the first, and it went good. Only three of six players came however, because the other three were sick (the flu is killing my country at the moment). Next Saturday will see them all in the game.
They finished the glassworks with an ingenious stunt by the rogue, who ripped up his bag of gold and tossed it amongst goblins who were swarming him. I ruled that they began squabbling over gold immediately forgetting about him, which gave the wizard a chance to incinerate most of them with a well placed burning hands.

Party composition

1. Half-elf Rogue (gonna go arcane trickster, always plays incredibly suboptimal characters, so not of much use overall)
2. Human Ninja (western flavor), did the most damage in the session
3. Human Wizard

late arrivals:
4. Human Paladin (tower shield and longsword, so tank pretty much)
5. Dwarven ranger named Jack with giants as favored enemies (he always plays comic relief characters)
6. I have no idea what this guy will be playing. Hopefully a divine caster of some sort.


Douglas Muir 406 wrote:
ghettowedge wrote:
Let them know that giants will figure heavily in the campaign.

We-ell, ogres are a big thing in the third module, and giants most definitely dominate the fourth. After that, not so much.

Doug M.

Flipping through, there are a decent amount of scripted encounters with giants in the sixth module as well. At least at the end parts. Plus, there is a 35% chance that a random encounter in the sixth module will include giants of some kind. I'm looking at the Anniversary Edition though, so if you're referencing the regular version, it might be different.

Sovereign Court

Playing the anniversary edition, of course.

Silver Crusade

I had to increase all the main encounters otherwise it was to easy for the group. Probably because of all the rule changes and new classes since the original release.

Sovereign Court

Yep. Plus 3.5 was harder when it comes to fighting undead and constructs. much harder.


Douglas Muir 406 wrote:
ghettowedge wrote:
Let them know that giants will figure heavily in the campaign.

We-ell, ogres are a big thing in the third module, and giants most definitely dominate the fourth. After that, not so much.

Doug M.

More than a third of an AP qualifies as heavily for me, sorry.


Speaking only for myself, my concern with giants is their crap Will saves. If you have a caster who emphasizes Save-or-Suck spells targeting Will -- an enchanter with lots of Suggestions and Dominates, for instance -- modules 3 and 4 become much, much easier.

Mind, that enchanter will have to survive Module 2 first. Good luck with that.

Doug M.


You don't even have to specialized to wreak lots of havoc Confusion is the perfect spell for having hordes of giants take out each other, and fear -- also a fourth level spell -- is marvellous too.

Giants have weaknesses, just like every other monster.


I'm not close to suggesting they don't have weaknesses, or that there aren't ways around them. I'm running the original 3.5 version and we're in book four now. The damage output makes them dangerous and a burden for any healers. Their hit points have turned more than one fight into a slogfest. There is an enchanter in the party, but spells are limited.

Going back, I would have informed them of the abundance of giants, and maybe the players would have made choices that would have helped to stop mook fights from turning into deadly grinds. It's the same way I would tell players that an Age of Worms campaign is undead heavy, or Savage Tide is demon heavy.

Going in I wouldn't have thought giants would be problem monsters, but there are so many. I don't think a little warning so that maybe the fighter was a dwarf instead of human, or that a giant-bane weapon was a worthwhile investment, would break the campaign.


I tend to agree. Keep in mind that as a GM you could certainly replace inappropriate stuff with useful-to-them stuff (e.g., drop a giantbane weapon sometime in part 3) or after the raid on Sandpoint PCs might be advised by a local to get a giantbane weapon or consider how to fight them.

If they don't take the hint, it's not your fault.

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