rise of the runelords CD?


Pathfinder Adventure Card Game General Discussion


perhaps this is the wrong place for this, but I have no investment in pathfinder outside of the card game so far, so I thought id ask it here, as ive seen from lots of us players, especially the ones who haven't done the rise of the runelords RPG, we all feel pretty lost on the story, we get the back of the cards and such for little descriptions, but there just doesn't seem to be enough to let you know whats going on, like all I can go off of is like names for relation, and the little flavor of aldern being the skinsaw man, so I stumbled onto what appears to be a product that is audio recreations of the adventure, separated like just like the adventure path, and what I saw, seemed to pretty cool, my question is, has anyone reading this listened to the CDs? if so are they any good, like do they capture the story well and the legit story, not like a recreation? also I noticed that looks like the 3rd CD just came out, so can anyone enlighten me on the release pattern of these CDs? I also made this post to perhaps spread the knowledge of these existing to other people like me, who just know pathfinder through the adventure card game, and while not venturing into the devotion of the RPG, still want to know the story, and before someone mentions it, yes I terribly do not format, I just type >.>


I have listened to the first two and I liked them. I have also thumbed through (but not played) the RPG material. The CDs seem pretty accurate to the overall story. Some stuff is skipped, but the major plot is intact.


Hawkmoon269 wrote:
I have listened to the first two and I liked them. I have also thumbed through (but not played) the RPG material. The CDs seem pretty accurate to the overall story. Some stuff is skipped, but the major plot is intact.

I assumed some extra stuff was skipped like the shopkeeper's daughter and all that, just didn't wanna think about buying them if they weren't true to the story, didn't know if they were a reimagining and such, would you or anyone also be able to tell me what I would need to play the pathfinder RPG specifically the rise of the runelords adventure path, like what all books would be needed, and how many people are needed, is there a minimum? do you know if its rather complicated, from what ive seen of RPG's , some can get pretty complicated involving what can and cant be done and how many skills and types of checks there are and such


The bare minimum would be the Rise of the Runelords Adventure Dath. (It was originally a 6 volume set, but is now just 1 large book)

The Pathfinder Core Rulebook would probably be really helpful, but not strictly necessary, due to the PRD.

The Adventure Path is designed for 1 GM + 4 players and probably has a total play time somewhere north of 100 hours.

People do frequently play with up to 6 or more players and fewer can be doable as well.

There are lots of tips and tricks and really good info over on that section of the forums.


Also things like paper and pencil and dice are helpful.


Pirate Rob wrote:

The bare minimum would be the Rise of the Runelords Adventure Dath. (It was originally a 6 volume set, but is now just 1 large book)

The Pathfinder Core Rulebook would probably be really helpful, but not strictly necessary, due to the PRD.

The Adventure Path is designed for 1 GM + 4 players and probably has a total play time somewhere north of 100 hours.

People do frequently play with up to 6 or more players and fewer can be doable as well.

There are lots of tips and tricks and really good info over on that section of the forums.

ive heard of things like bestiary and the book that provides character sheets and all of that, this adventure path has all the nessasary monster and all that in it? or do the adventure paths work different than what I envision? the way ive always seen or heard, you get like a core book, and some storyline book, and a beastiary to get your monsters from and such, ive seen mats used for locations or dungeons, etc. or is this just something that plays pretty much right out of the book if you know what you are doing? im completely new to RPGing, ive played some things in life that worked a little like RPGs but never much, and never as anything as legit RPG based as pathfinder


Pirate Rob wrote:

The bare minimum would be the Rise of the Runelords Adventure Dath. (It was originally a 6 volume set, but is now just 1 large book)

The Pathfinder Core Rulebook would probably be really helpful, but not strictly necessary, due to the PRD.

The Adventure Path is designed for 1 GM + 4 players and probably has a total play time somewhere north of 100 hours.

People do frequently play with up to 6 or more players and fewer can be doable as well.

There are lots of tips and tricks and really good info over on that section of the forums.

also would the game be possible for 2 people to play, like 1 DM and 1 player? clearly I know to get the full experience, a party of at least 3-4 would be ideal, but sometimes you just dont have lots of friends and people around you interested in what you are interested in

Silver Crusade RPG Superstar 2014 Top 16

alkatrazshock wrote:
Pirate Rob wrote:

The bare minimum would be the Rise of the Runelords Adventure Dath. (It was originally a 6 volume set, but is now just 1 large book)

The Pathfinder Core Rulebook would probably be really helpful, but not strictly necessary, due to the PRD.

The Adventure Path is designed for 1 GM + 4 players and probably has a total play time somewhere north of 100 hours.

People do frequently play with up to 6 or more players and fewer can be doable as well.

There are lots of tips and tricks and really good info over on that section of the forums.

also would the game be possible for 2 people to play, like 1 DM and 1 player? clearly I know to get the full experience, a party of at least 3-4 would be ideal, but sometimes you just dont have lots of friends and people around you interested in what you are interested in

I would say it's almost impossible with just a GM and 1 player. You really need a minimum of 3 players (plus the GM) to have a decently balanced party that can deal with most situations that come up in an Adventure Path, in my opinion.


cartmanbeck wrote:
alkatrazshock wrote:
Pirate Rob wrote:

The bare minimum would be the Rise of the Runelords Adventure Dath. (It was originally a 6 volume set, but is now just 1 large book)

The Pathfinder Core Rulebook would probably be really helpful, but not strictly necessary, due to the PRD.

The Adventure Path is designed for 1 GM + 4 players and probably has a total play time somewhere north of 100 hours.

People do frequently play with up to 6 or more players and fewer can be doable as well.

There are lots of tips and tricks and really good info over on that section of the forums.

also would the game be possible for 2 people to play, like 1 DM and 1 player? clearly I know to get the full experience, a party of at least 3-4 would be ideal, but sometimes you just dont have lots of friends and people around you interested in what you are interested in
I would say it's almost impossible with just a GM and 1 player. You really need a minimum of 3 players (plus the GM) to have a decently balanced party that can deal with most situations that come up in an Adventure Path, in my opinion.

I have run campaigns with 1 player/1 gm. In those cases, the player will generally have to play a full party of characters. If you're used to playing video game RPG's (especially the D&D inspired ones), this shouldn't be that hard a transition to make. That being said, it increases the player's workload a lot from a basic game significantly (If anything, though, the GM's job gets easier, since he doesn't have to manage different people, or worry about spotlight hogging)

Not saying its the best solution, but I wanted to at least put that out there as an option.


isaic16 wrote:
cartmanbeck wrote:
alkatrazshock wrote:
Pirate Rob wrote:

The bare minimum would be the Rise of the Runelords Adventure Dath. (It was originally a 6 volume set, but is now just 1 large book)

The Pathfinder Core Rulebook would probably be really helpful, but not strictly necessary, due to the PRD.

The Adventure Path is designed for 1 GM + 4 players and probably has a total play time somewhere north of 100 hours.

People do frequently play with up to 6 or more players and fewer can be doable as well.

There are lots of tips and tricks and really good info over on that section of the forums.

also would the game be possible for 2 people to play, like 1 DM and 1 player? clearly I know to get the full experience, a party of at least 3-4 would be ideal, but sometimes you just dont have lots of friends and people around you interested in what you are interested in
I would say it's almost impossible with just a GM and 1 player. You really need a minimum of 3 players (plus the GM) to have a decently balanced party that can deal with most situations that come up in an Adventure Path, in my opinion.

I have run campaigns with 1 player/1 gm. In those cases, the player will generally have to play a full party of characters. If you're used to playing video game RPG's (especially the D&D inspired ones), this shouldn't be that hard a transition to make. That being said, it increases the player's workload a lot from a basic game significantly (If anything, though, the GM's job gets easier, since he doesn't have to manage different people, or worry about spotlight hogging)

Not saying its the best solution, but I wanted to at least put that out there as an option.

Yeah, id love to have more people, but most people a game with, are into other games or more simple games, not sure im ready for the complexity that is a legit RPG even, but the adventure card game has got me interested, the card game is awesome, but it just lacks so much story and interaction, you just get a small description of who the villain is in one scenario, and then next scenario describes briefly what happened after beating them, but it feels at times like its just saying "do this and do that, kill this and kill that, oh look a new threat" , you also get like the occasional flavor text, and im sure they have done their best, im not saying anything bad about paizo with the game, its just I feel like im missing out so much on the story and epicness by only playing the adventure card game, I saw something once that talked about understanding lack of story so the RPG wouldn't get spoiled, which is maybe their intention, but it is robbing the ACG players of that epicness, my thoughts is they should release a story fluff booklet, just a tiny little thing, with each base set and adventure pack, to further describe characters and situations, like from the ACG, all I know about nualia is she seemed sorta like a b+!!@, had a superiority complex, worshipped a demon god or something, and she was the one controlling the goblins, but I feel like there shoulda been so much more, and then with the skinsaw murders, unless I missed something, you had to have a pretty keen eye to realize the skinsaw man was aldern foxglove and I had to hear the CD sample to know ieasha was his wife and such and that whole story, in the ACG all that was said was, undead are coming from the foxglove mansion, skinsaw man is leading them, go kill them, there was a little fluff on how ieasha worked in that scenario and the aldern foxglove, but you still had to piece it together, I don't wanna type too much, id just like to get the full story experience, so that's led me to the RPG itself, but I lack the people with interest, so i may have to do the 1 person controlling a whole party thing, is this something people have done often? does it really rob from the game experience, storyline wise? I realize it does with people interaction, but I don't do well with debates and arguments and such so maybe its best for me not to be the evil DM against a group of players :P


Hi. I'm a DM running my group for the past year or so through the Rise of the Runelords adventure path. I'll address a bit of this from my own perspective.

The RPG has a lot more plot. It has a lot more story. However, the players still don't necessarily get to see all of that story. Nualia, for instance, doesn't sit down with the party to tell them her life story before trying to kill them. They get to piece together what happened with her from third party accounts, diaries, and maybe from questioning underlings who may know something.

Playing a tabletop RPG is a lot of fun, but getting a group together to play can be tough. As a lone player, you might have more luck looking for an existing RPG group or finding people through your local gaming/comic stores. See if your local division of Pathfinder Organized Play has a forum, message board, or mailing list and try recruiting there.

Materials-wise, to play the RotRL adventure path, you need the adventure path itself (I recommend the hardcover anniversary edition), the core rulebook, bestiary 1, and bestiary 2. The CRB, B1, and B2 all have their contents online on the PRD here on this site (as well as on d20pfsrd.com), so maybe just pick up the adventure path book if money is tight. You also need dice, paper, pencils, etc.

If possible, try to play Pathfinder as a player first before you try being a DM. It's generally expected that the DM has a good grasp of the rules of the game, and players don't necessarily have that expectation on them. So you have time to learn the rules as a player in the context of playing the game. Reading the book beforehand may make no sense without the proper context.

I recommend against a 1 man group if possible. One of the key parts of a roleplaying game is acting out your character's personality. You should be constantly thinking to yourself, "How would my character react to this situation?" When all the players do this, it's fun to see how their characters interact with both the environment/plot and each other. It's harder to get into the mindset of a character when you're playing multiple characters yourself.

Lastly, when posting on a message board, try to split up your thoughts into separate sentences. Put those sentences into paragraphs and put a line break between each paragraph. It makes what you're saying easier for the rest of us to parse.

Community / Forums / Pathfinder / Pathfinder Adventure Card Game / General Discussion / rise of the runelords CD? All Messageboards

Want to post a reply? Sign in.