RotRL Player Tips


Rise of the Runelords


Finally getting around to playing this thing! However, the Player's Guide seems sparse on information compared to other APs I've seen, and I thought you guys might be able to lend a hand. The party:

Human Empiricist (me)
Human Fighter (polearm build)
Gnome Bard (face/archery/buffs)
Some kind of Druid (player hasn't given us much info)

So, without spoilers, what are some general tips for the campaign that aren't in the Player's Guide? Skills to invest in, strategies to remember, etc. We're playing the anniversary edition.


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I assume you are a player.. you should ask your GM about that. Asking behind his back is just rude.


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First tip: get off this forum! This is a forum for GMs, even most of the thread titles here have heavy spoilers.


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RumpinRufus wrote:
First tip: get off this forum! This is a forum for GMs, even most of the thread titles here have heavy spoilers.

To clarify: RumpinRufus means only "Rise of Runelords" part of the forum. You're still welcome in the other sections.


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While I largely agree with RumpinRufus, this isn't first player thread I've seen here...

To Etob:
- which player's guide? The one that came with the original edition had more information in it than the one with Anniversary edition. You may want to check both out.
- it's very hard/bordering on impossible to give you tips without spoilers. And since we know nothing about your GM's style or plans for running RotRL, our tips might be very poor or dangerous for you.
- that said, your party is short on arcane casting ability. It's called Rise of the Runelords. Might be a hint there.


+1 to Latrecis. Even if you don't wind up with an arcane caster in the party, it would be helpful to have somebody who knows about arcane stuff.

Liberty's Edge

Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Tinalles wrote:
+1 to Latrecis. Even if you don't wind up with an arcane caster in the party, it would be helpful to have somebody who knows about arcane stuff.

OP did say they have a bard...

ducks


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Latrecis wrote:
- which player's guide? The one that came with the original edition had more information in it than the one with Anniversary edition. You may want to check both out.

I've been looking at the Anniversary Edition. I'll be sure to check out the original as well, especially if it's got info on Sandpoint itself (kinda sad there wasn't a gazetteer or anything in the AE).

Latrecis wrote:
- that said, your party is short on arcane casting ability. It's called Rise of the Runelords. Might be a hint there.

Duly noted. The Bard and I should both have decent UMD and Knowledges, and Bard should have at least a fair bit of casting ability. Wizard or Arcanist was what I was thinking for a reserve character, so if it comes to that, I'll drag him out.

To everyone else, I don't intend to be going behind my GM's back on anything, and he's usually fine with players doing stuff like this. I was very careful avoiding spoilers on the way here, and didn't see anything I wasn't supposed to.


In general terms I would say your party is light on condition removal, so some decisions in gear, spell selection and what not to shore that up as you get further along would be handy. Scouting and knowledge seem to be well covered, I would exploit that.

As to skills, there will be times when wilderness, social and investigation challenges arise, as well as typical dungeon crawl stuff.


Java Man wrote:

In general terms I would say your party is light on condition removal, so some decisions in gear, spell selection and what not to shore that up as you get further along would be handy. Scouting and knowledge seem to be well covered, I would exploit that.

As to skills, there will be times when wilderness, social and investigation challenges arise, as well as typical dungeon crawl stuff.

Between the Druid and myself, we should be able to handle status removal, at least out of combat. I'm definitely planning to exploit scouting, especially with Heightened Awareness. Skill-wise, the rest of the party should be capable of dealing with anything I can't handle myself. We may not have a devoted arcane caster, but I think we'll be alright.


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

A single-classed Wizard would be useful. IIRC, this is one of the few APs where such a class benefits immensely.

Liberty's Edge

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Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Bellona and the others are correct. If you're looking for advice, a prepared, spellbook-using, arcane caster - whether a full caster or 2/3 - will add a lot to your party in this particular AP. That isn't to say that between your investigator and the bard you won't be able to cover what's needed and have a good time, but you may experience some avoidable frustration. One of the best ROTRL campaign journals on these boards featured a party that did not have a prepared arcane caster, and they did well and seemed to have a good time.


RotRLs has two Players Guides. One for Anniversary, one for old. You’ll want to read both, as they don’t have overlapping info too much.


Tusk the Half-Orc wrote:
Bellona and the others are correct. If you're looking for advice, a prepared, spellbook-using, arcane caster - whether a full caster or 2/3 - will add a lot to your party in this particular AP. That isn't to say that between your investigator and the bard you won't be able to cover what's needed and have a good time, but you may experience some avoidable frustration. One of the best ROTRL campaign journals on these boards featured a party that did not have a prepared arcane caster, and they did well and seemed to have a good time.

Do you have that campaign journal url handy? i would like to take a look at it.

Liberty's Edge

Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Arcasus wrote:
Tusk the Half-Orc wrote:
Bellona and the others are correct. If you're looking for advice, a prepared, spellbook-using, arcane caster - whether a full caster or 2/3 - will add a lot to your party in this particular AP. That isn't to say that between your investigator and the bard you won't be able to cover what's needed and have a good time, but you may experience some avoidable frustration. One of the best ROTRL campaign journals on these boards featured a party that did not have a prepared arcane caster, and they did well and seemed to have a good time.
Do you have that campaign journal url handy? i would like to take a look at it.

Here it is: NobodysHome's RotRL Campaign. Enjoy!


On a different note, Rise of the Runelords is a campaign that assumes the player characters are willing to be heroes. Either that, or to at least play the part of heroes. I can say that my group has had problems because two of my players made characters that had expressed a lack of desire to be heroes. They weren't evil, and their stories and mannerisms are great, but they were having difficulty finding a reason to stay and follow the path set out for them. They had, by accident, made characters that are more difficult to play in this type of scenario rather then a game such as Curse of the Crimson Throne or Skull's and Shackles. Though I can't say it'll be a problem for your group, I recommend at least verbalizing or keeping in mind that your character should have a reason to stay in the region for an extended period.

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