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Rise of the runelords anniversary edition pdf download free

Rise of the runelords anniversary edition pdf download free

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WebPathfinder Adventure Path: Rise of the Runelords Anniversary Edition is published by Paizo Publishing, LLC under the Open Game License version Loa© Wizards of the WebPathfinder Adventure Path: Rise of the Runelords Anniversary Edition In the sleepy coastal town of Sandpoint, evil is brewing. An attack by crazed goblins reveals WebRise Of The Runelords Anniversary Edition Pdf Download Free Pathfinder Campaign Setting - Sep 28 The town of Sandpoint has been through a lot, between goblin Webof Runes A Tale Of Tales Spires of Xin-ShalastPathfinder: Rise of the Runelords, Part 2 Rise of the Runelords Adventue Path Pawn Collection Rise of the Runelords Crypt of WebRise Of The Runelords Anniversary Edition Pdf Download Free Pdf web rise of the runelords anniversary edition pdf download free 2 11 downloaded from dev ... read more




Shamed by his son's knowledge of his ties to the Sczarni and his own lack of courage to stand up to his offspring, and ignorant of Tsuto's alliance with the local goblins or his part in the plan to raid Sandpoint, Lonjiku set things into motion and then feigned illness-he remains in his home on the bluff overlooking Sandpoint during the Swallowtail Festival. When Father Zantus uses a thunderstone to signal the start of the cathedral's consecration, three different groups of goblins quickly mobilize. One group smuggled in by Tsuto in a covered wagon and left behind some buildings south of the festival square emerges and races north into the festival grounds. Another band invades via the open northern gate. Both of these groups are timed to throw the town into panic and distract the town guards from realizing that a third band of goblins is infiltrating the city's cemetery to steal the remains of the town's previous religious leader, Ezakien Tobyn.


Dozens of goblins take part in the raid, members of five different tribes scattered throughout the Sandpoint hinterlands who have been organized into this strike by the most powerful local goblin tribe of them all-the Thistletop goblins. When the goblins attack, they shriek and leap and race and cackle, taking great joy in the panic and fear they spread among the humans whom most goblins insultingly call "longshanks". Some goblins wave As Father Zantus takes the stage to begin his speech, the PCs should be nearby. The point of this encounter is to force the PCs, who might or might not yet know each other, to work together to fight against a group ofgoblins.


Read or paraphrase the following to start the encounter. A sharp retort, like the crack of distant thunder, slices through the excited crowd as the sun's setting rays paint the western sky. A stray dog that has crawled under a n earby wagon to sleep starts awake, and the buzz of two dozen conversations quickly hushes as all heads turn toward the central podium, where a beaming Father Zantus has taken the stage. He clears his throat, takes a breath to speak, and suddenly a woman's scream slices through the air. A few moments later, another scream rises, then another. Beyond them, a sudden surge of strange new voices rises­ high-pitched, tittering shrieks that sound not quite human. The crowd parts and something low to the ground races by, giggling with disturbing glee as the stray dog gives a pained yelp an d then collapses with a gurgle, its throat cut open from ear to ear.


As blood pools around its head, the raucous sound of a strange song begins, chanted from shrill, scratchy voices. The song is a nameless goblin rhyme, performed by several goblin warchanters and intended to give the goblins a boost of bardic music to spur them on. In this initial battle, a group ofthree goblins including the one who just killed the dog attacks the PCs. Another m i g ht get d i stracted by a p l ate of salmon and waste h i s action stuffi n g h i s pockets with food for later. Morale These g o b l i n s a re convinced t h a t the p l a n t o raid Sandpoint can't f a i l a n d a re far too excited to consider the poss i b i l ity of losing the battle.


As such, they fight to the death-but m o re by accident than out of any rea l sense of bravery. GOBLIN PY ROS CR 2 After the PCs defeat the initial three goblins, give them a few rounds to recover from the first battle. As they do, impress upon them the chaos that has engulfed Sandpoint. Goblins race everywhere, running amok and singing and slashing indiscriminately. At the point the PCs seem about ready to take action, a sudden bloom of fire from a nearby unattended wagon or cart should grab their attention.


C REATU RES: A group of goblins has found the cart full of fuel for the sunset bonfire just south of the festival grounds and has lit it on fire. Even if the PCs don't rush to investigate the burning wagon, they are soon confronted with several cackling and shrieking goblins armed with dogslicers and torches. As soon as the goblins see the PCs, they shriek in delight and attack. These goblins have not only armed themselves with burning torches weapons they wield with maniacal delight , but also have the support of one of their warchanters-a goblin bard with great skill at whipping fellow goblins into furious, shrieking frenzies by using her bardic performance ability.


Keep them on their toes by describing goblin antics around them perhap s a goblin leap s off a roof in an attempt to land on a victim but mis ses and breaks his neck, or maybe a goblin throws a lit torch at a fleeing mother only to have it land on another goblin and light his armor on fire , but allow them a few rounds to catch their breath. If they're particularly wounded, Father Zantus rushes to their side. He thanks them for what they're doing to help fight the goblins and can cast up to three cure light wounds or use channel energy two more times on the PCs to heal them he's used the ability already several time s to save wounded citizens. He heals 2d6 points of damage with each use of channel energy. As soon as the PCs have mostly recovered, its time to spring the big fight on them. DIE, D O G, DIE! fear a n d charm OFFENSE Speed 3 0 ft.


Morale T h e warchanter l i g h t s to the death. This final event during the goblin raid occurs after things at the festival itself have calmed somewhat. Here and there, the sounds ofbattle, clanging swords , calls of support b y the town guard, and shrieking and singing goblins echo through the streets, but at the festival itself, most of the citizens have fled. One or two goblins remain behind to scavenge food, and many more lie dead along with a few unfortunate citizens. It should be obvious that the fight has moved on, especially when the sound of a scream and a frantic barking come from the north.


Aldern cowers behind a rain barrel where he calls for help, while his dog fights against the commando. As the PCs arrive on the scene, they're just in time to see the goblin commando kill the dog with his horsechopper. The dog crashes dying to the ground as the commando's goblin kin who were themselves cowering nearby as the dog was handled throw up a cheer and emerge from hiding. The goblins are still distracted by their kill, and as they turn their attention to Foxglove, the PCs have the opportunity to attack with surprise. These goblins do not gain the benefits of a warchanter's bardic performance, for by this time, the goblin bards have exhausted their daily uses ofthis ability.


If one of the PCs is an attractive female human, elf, or half- elf, he focuses his attentions on her, complimenting her on her skills in the fight and on her beauty. Otherwise, he focuses his attention on the PC who seemed to do the most damage in the fight, complimenting him on his skill at arms and bravery. As he glances about nervously looking for more goblins, he informs the PCs that he'll be in town for a few more days; he's staying at the Rusty Dragon to the south, and when they get a chance, he'd love to talk with them more and perhaps reward them properly for saving his life. Male g o b l i n ra n g e r 1 Pathfinder RPG Bestiary 1 5 6 N E Small humanoid goblinoid VICTORY! Surviving goblins flee north in droves, in s ome cases preferring to leap to their certain deaths off the cliff at Junker's Edge rather than be captured.


Several of the little menaces are caught alive, but they prove usele s s when interrogated; none of these goblins know much more than that they were given orders to kill everyone in town and burn down the place. None of the captured goblins can even remember their leader's name, apart from the fact that he was one of "you longshanks. It was secret, after all! In fact, this "leader" was Tsuto Kaijitsu. He led a group of Thistletop goblins into the cemetery, stole Ezakien Tobyn's remains, and then returned to Thistletop so his lover Nualia could offer the remains to Lamashtu in return for the first stage ofher transformation into a demon. In the shadow ofthe goblin attack, Sandpoint is hardly interested in finishing up the Swallowtail Festival­ citizens retreat to their homes to hide and recover from the day's horrors, yet as they go, they take the time to thank the PCs for saving them. Finally, at some point before the end of the day, the PCs are approached by Ameiko Kaijitsu. The innkeeper has been quite impressed with the PCs' actions, and offers them free rooms at the Rusty Dragon for a week as a way to thank them for helping to defeat the goblins.


darkvision 60 ft. If a l l of his goblin warriors are defeated, he drops his bow and races in to fight the PCs in melee. Morale T h e com m a n d o fig hts to the death-yet does so m o re by accident than out of brave ry. Everywhere the PCs go in town, locals welcome them. A simple walk down Main Street might result in local baker Alma Avertin charging out to press a fresh­ baked loaf of bread into the arms of the skinniest PC with worried comments that he must be starving. A visit to the Hagfish brings an immediate round of cheers, applause, and a round of drinks on the house and likely a challenge to drink from Norah's tank. A trip to the Sandpoint Theater might have Cyrdak Drokkus trying to talk the PC with the highest Charisma into auditioning for his new play. Certainly not everyone in Sandpoint wants to be the PCs' new best friend, but they should feel more than welcome.


The events detailed in this part can happen in any order-feel free to mix things up as you wish, or to fit logically with the PCs' actions in town. These events can even continue to occur after the PCs have turned their attention to the Catacombs of Wrath or Thistletop, or even well into the next adventure. U Hemlock asks Zantus to wait in the Cathedral once they reach the Boneyard, but asks the PCs to aid him in investigating the scene. The vault in question is a 2o-foot­ square stone structure that stands near the wall. Used to house the remains of previous caretakers, priests, and acolytes who served at the Cathedral, the stone door does indeed hang ajar. The ground around the place is churned up as well-a DC 13 Perception check is enough to reveal many of the footprints are goblin prints, but some of them appear to have been left by a larger humanoid. A DC 13 Survival check is enough to confirm that about six goblins and one Medium humanoid climbed the wall, then approached and entered the vault.


CREATURES: It's an easy enough task to open the vault door, but Tsuto's left a frightening surprise behind to further the campaign ofterror against Sandpoint. After he stole Tobyn's bones, he used a robe ofbones to place two human skeletons in the vault as he left. The skeletons have remained within ever since-they immediately lurch out to attack anyone who opens the vault door, and fight until they are destroyed. Fearing the worst, Zantus quickly seeks out Sheriff Hemlock, who in turn contacts the PCs and asks them to accompany him to the Sandpoint Boneyard. Belor Hemlock doesn't expect much-in a worst-case scenario, maybe a goblin got trapped in the vault-but he wants the PCs along so he can appraise them.


During the walk up to the Boneyard, Hemlock thanks the PCs again for their aid during the goblin assault, and asks many additional questions. He wants to find out more about the PCs-like, what their plans for the future are. Having an allied group of adventurers is a significant resource, and Hemlock hopes to foster such an alliance with the PCs. First, the discarded robe of bones lies in a corner no patches remain on the now only faintly magical robe. Second, and more disturbing, is the fact that the sarcophagus that contained Ezakien's body has been opened and his remains stolen. Sheriff Hemlock has little insight into why the bones have been taken, but if the PCs don't come to the conclusion, he'll muse that, perhaps, the goblin raid was a distraction so that this unknown thief could steal the remains of the town's previous priest. The sheriff recommends that the PCs keep this information to themselves, in any event-the townsfolk have had enough di stres s this , week, after all!


THE SHOPKEEP'S DAUGHTER CR 2 Pick a PC, preferably one who fancies himself a ladies' man or a popular fellow while this encounter assumes the PC is a male, it can just as easily work for a female PC. The combination of this character's good looks, fame, and heroic qualities sends ripples through town, and now and then the PCs should overhear rumors and whispers about this PC's "availability. At some point before these idle fancies have a chance to develop into real relationships , one of Sandpoint's most brazen citizens makes her move. Daughter of the owner of the Sandpoint General Store, SHAYLISS VINDER CN female human commoner 1 is certainly an attractive young woman, but it's her older sister who's been in the gos sip lately. Rumor holds that Katrine Vinder's been "shacking up" with one of the workers at the lumber mill, and her overly protective father's been up in arms about it.


So when Shayliss bashfully approaches a PC, her claim that her father has been too distracted with her sister's private life to keep up with the store's pest problem should seem plausible. Shayliss explains that the store has rats. Why, just yesterday, she's sure she saw one the size of a goblin hiding behind a barrel at the far end of the basement. Her father doesn't believe her, but she knows he's just more distracted by what Katrine might or might not be up to at the lumber mill. And since there's this handy new hero in town, well, Shayliss just thought maybe said hero could come back with her to kill a few rats in the store's basement. She stresses that there's not many rats, certainly not enough to warrant having more than one hero to take care ofthem. If other PCs insist on coming along, she throws her hands up in the air in disgust and says, "Never mind, I'll take care of them some other way" and walks off in a huff, hoping her hero comes with her alone anyway.


If he doesn't, she simply approaches him again when he's alone and repeats her request. Of course, there are no rats in the basement. Shayliss is, if anything, even more of a trouble- seeker than her sister, something that a D C 20 Diplomacy or Knowledge local check can warn a PC about. Shayliss reveals her true intentions as soon as she has her chosen PC alone in the basement ofher father's store; her bodice comes off and she slides herselfinto an "-� RJSE OF THE RVNELORDS 7� embrace as she tries to guide the PC over to a convenient cot someone's set up in the back ofthe room. Whatever develops from this awkward interlude, Shayliss' father Ven Vinder is destined to head down into the basement not long after Shayliss makes her move.


Allow the PC a DC 15 Perception check to hear Ven coming down the stairs at the far end of the basement. If the PC fails to notice Ven's approach, he certainly will when the shopkeep finds the PC and his daughter, roars in rage, and threatens the PC with his large and meaty fists. If the PC flees, Ven won't follow, but neither will he allow the PC or his friends to shop in his store anymore. Being a well-liked man in town, Ven's displeasure with the PCs imposes a -2 penalty on all Diplomacy checks made in town until the PCs find some way to make things right with him. A PC who tries to talk his way out ofthe situation can do so with a successful Bluff check or a DC 20 Diplomacy check; success with a roll 10 higher than the required DC indicates that the character has not only extricated himself, but has done so in a way that leaves no hard feelings with Shayliss, who might try to seduce the PC again at a later date.


This encounter is not meant to be physically ruinous to the PCs, but it can certainly head that way-Ven might be a commoner, but he knows his way around a fistfight. If the PC retaliates with lethal force, Ven tries to flee with his daughter to call the sheriff, at which point the PC's reputation in town immediately falls under scrutiny. If either Ven or Shayliss is killed, the PC faces a murder charge, spends 1d3 days in jail, and is then sent to Magnimar for trial. Morale V e n is e n raged, b u t if reduced below 5 hit poi nts, he d rops to his knees and begs for mercy. Of cou rse, if g ra nted mercy, Ven's anger rem a ins, a n d he'll n u rse a g rudge a g a i nst the PC once he's had a chance to recover a n d foster fresh anger. THE BOAR HUNT CR 2 This event occurs whenever the PCs decide to pay a visit to the Rusty Dragon to take up Aldern Foxglove's invitation after they saved him from certain "goblining.


Before he returns to his townhouse in Magnimar in a few more days, he is hoping to go on a boar hunt in nearby Tickwood Forest, and would like to invite along the PCs. Ifthey decline the offer, he seems disappointed but covers it quickly with a shrug. True to his word, he gives the PCs a reward ofso gp for saving his life, then invites them to stop by his home in Magnimar the next time they're in town. Whether they agree to the hunt at the Rusty Dragon or after Aldern seeks the PCs out on his own, the hunt itself takes place in nearby Tickwood. Aldern gladly buys each PC his own mount from Goblin Squash Stables, then eagerly leads the PCs and his three menservants west over Tanner's Bridge and along the southern banks of the Turandarok River.


It's a mile-and-a-half ride to Tickwood Forest, just north of the upthrust limestone escarpment known as the Devil's Platter. Despite its ominous name, Tickwood is actually a relatively safe woodland, one well known to be the home of wild boars, deer, firepelt cougars, and the rare giant ticks for which the wood is named-but no goblin tribes dwell within its boundaries. The ride to Tickwood takes about half an hour, and you can take advantage of this time to build up Aldern's character. He's a charming conversationalist, well read and with a seemingly endless cache of stories about the high life in Magnimar.


He's more interested in the PCs, though, and you can use Aldern's interest in the PCs to help the players further establish small details about their characters. Who are they? Where are they from? How long have they been fighting goblins? Do they have any harrowing tales of their adventures? In particular, Aldern should be interested in the PC he was taken with in their previous encounter. Preferably, this should be an attractive female character, in which case his attention should seem like friendly flirting. Ifinstead his attentions are on a character who seemed especially good at fighting goblins, his attention should almost seem like a desperate attempt to "learn how to be a hero. Feel free to make as much or as little ofthe actual boar hunt as you wish. The boars of Tickwood are typical specimens of their ilk-ill tempered and quick to attack anyone who intrudes upon their territory. Aldern invites them back to the Rusty Dragon that evening, where he hands the boar over to Ameiko to cook for a big dinner see "Trouble at the Rusty Dragon".


Since the owner of the Rusty Dragon offered the PCs free rooms for a week as thanks for their heroics , and since Aldern Foxglove is staying here and might invite the PCs here to share a meal, chances are good that the PCs soon become regulars at the Rusty Dragon. Ameiko runs a very adventurer-friendly establishment, and the locals who frequent the establishment's tavern enj oy hearing stories of derring- do and hijinks from the tavern's visitors. At some point during a visit to the Rusty Dragon preferably when most or all oft he PCs are present­ while they're enj oying the boar that they and Foxglove caught is a good time , a surly visitor slams the tavern's door open and bellows out a sharp -tongued command in a strange language. This is local aristocrat Lonjiku Kaijitsu, an elderly Tian man and one of Sandpoint's most well-known nobles.


Characters who speak Minkaian understand what it is he barks out as he enters the tavern: "Where the hell is my daughter? If the PCs don't intervene, Lonjiku stalks farther into the tavern, his eyes scanning the room for his daughter only to alight on Sandpoint's newest heroes. Lonjiku is a middle-aged Tian man, although he looks much older than his age due to lack of sleep caused by recent events­ namely, his incidental role in the goblin raid. Increasingly paranoid and wracked with shame, Lonjiku has decided it's time to move back to Magnimar for a while, and he's planning on taking his daughter with him.


Accordingly, he's come to the Rusty Dragon to is sue an ultimatum to Ameiko-come with him or be cut out " RJSE OF THE RVNELORDS 7�. of the will. Secretly, Lonjiku hopes she opts for the latter, as her becoming an adventurer and then an innkeeper has all but shamed him into disowning his daughter already. When he notices the PCs, though, he gets distracted. Here are the heroes who saved Sandpoint from the raid he played a small part in orchestrating even if Lonjiku didn't realize exactly what Tsuto was up to at the time. In a fit ofj ealousy and misguided anger, Lonjiku approaches the PCs and starts accusing them of endangering the townsfolk with their ill-advised "antics" against the goblins, implying they should have left the defense of the town to the city guard and other "trained profes sionals.


The primary goal of this encounter isn't to start a fight-it's to introduce Lonjiku and Ameiko so that when later events see these two pop up again in more tragic circumstances, the PCs have some sort of reference to them. If the PCs do nothing but watch, the two argue in Minkaian for a moment as Lonjiku is sues his ultimatum and Ameiko tells him to leave her inn albeit with a string of creative and shocking profanity. Enraged, Lonjiku tries to grab her by the hair to drag her from the tavern, but she dodges and brains him with her soupy ladle, spattering fish stock and potatoes all over his hair and outfit. This act of public defiance wounds Lonjiku's pride more than anything else, and after he sputters for a moment, he finds his voice and utters, "You're as dead to me as your mother," before leaving the tavern. Allow the PCs to intervene at any moment. Any attempt to subdue, grapple, or forcibly ej ect Lonjiku from the tavern should automatically succeed he only has CMD 10, after all.


Any actual violence against fA.!! If they attempt instead to help Lonjiku subdue his daughter, he shrieks at the P C s , "I don't need the help of a band of cur s! Regardles s of how Lonjiku leaves , he can't resist the parting shot to his daughter about her mother-a cruel comment that almost brings Ameiko to tears, yet as her father leave s , she bravely picks up her ladle, inspects it, pulls a hair out of the mes s , and says, 'Til need a well- cleaned ladle now, since j ackass stew's not on the menu. STORY AWARO: Award the PCs XP if they get involved in the altercation-you can raise this award to 6oo XP if they do a particularly good job roleplaying, at your discretion. They were present at the Swallowtail Festival, where Aeren saw a goblin light a cat on fire and then caper around the burning remains-the poor boy really hasn't been the same since.


Every night, his howls ofterror send Petal into a barking fit, and when his parents investigate, Aeren claims a goblin came out ofhis closet. Alergast checked the closet dutifully but found nothing, and ever since, the kid's complaints about the "closet goblin" have grown more and more tiresome to his parents. Yesterday, Alergast threatened to make Aeren sleep in the woodshed if he couldn't learn to "be a man" and sleep through an entire night without crying and telling stories. All ofthis is told to the PCs by a tearful Amele Barett several evenings after the goblin raid; she approaches the PCs in a panic, clutching baby Verah to her chest with one hand and clinging to the back of Aeren's shirt with the other.


She goes on to say that last night Alergast didn't go to soothe Aeren when he had his night terrors. But then, a few moments later, they heard poor Petal cry out in pain and Aeren's screams turn shrill. This time Aeren wasn't just having nightmares. Amele pauses, takes a breath, and then shows the PCs Aeren's arms. They're covered with fresh goblin bites. When Alergast burst into the room, he found a goblin crouched on his son's chest. Petal was dead, a knife deep in his ear, and the goblin was frantically trying to chew offAeren's arm. Alergast attacked the goblin and chased it back into the closet, where it clambered into a hole it had cleverly hidden under an old fur. Alergast flew into a rage, and as he started tearing apart the closet in an attempt to get at the goblin, Amele panicked and fled the house with her children to seek out the PCs for aid. CREATURE: The goblin in the Barett house is a commando named Gresgurt who sneaked, into the building after the raid turned sour.


He found a loose floorboard in the closet, frantically hacked an opening large enough for him to fit into the enclosed crawl space under the house, and pulled a fur over the hole to hide it. He only intended to stay there for a few hours until things died down outside, then planned on sneaking out of town, but the exhaustion of the raid caught up with him and he fell asleep. When he woke the next night and tried to sneak out, he woke Petal and Aeren. As frightened by the dog as the kid was of him, Gresgurt fled back into the crawl space, visions of the hateful and frightening dog filling his little goblin mind. It seemed like every time Gresgurt peeked out, that dog was there, ready to bark.


Unable to escape for fear of the dog, Gresgurt subsisted on spiders and worms plucked from the dirt floor of the small crawl space for days, and over those days, his fear turned to anger. His driving desire shifted from escape to a burning need to kill the dog. And yet, he had no real weapons; he'd broken his horsechopper in his efforts to get into the crawl space below the house. All he had left were fragments of the blade, one of which he used to build a crude knife. Tonight, he emerged, killed Petal, and in his nearly starved state tried to eat Aeren alive. When the PCs arrive at the Barett house, they find it disturbingly silent. Upon reaching Aeren's room, they find Alergast Barett on his belly, as ifhe had crawled into the closet. In truth, he did just that. In an attempt to kill the goblin, Alergast underestimated the creature. When he reached down into the hole to try to grab Gresgurt, the goblin jumped up and cut his throat.


Ravenous, the commando tried to haul Alergast's body into the crawl space to eat it, but the body got stuck once he got the upper torso through the hole. If the PCs pull back Alergast's body, they find him to be quite dead, the flesh ofhis face and upper torso eaten away. An instant later, the insane goblin shrieks in rage at its stolen dinner and leaps up out ofthe hole to attack. By this point, Gresgurt's long captivity in the crawl space has left him almost feral with hunger and fear, and he's come to view the entire house as his. The PCs might be at a loss as to what to do with the situation, but fortunately the commotion quickly summons Sheriff Hemlock, who takes in the scene with his customary grim expression. He thanks the PCs for helping and arranges to have the Barett family stay at the cathedral for a few days.


Amele's sister from. Magnimar soon arrives in Sandpoint to take the distraught family back south to live with her. If the PCs are present when she collects her sister's broken family, she shoots them a cold glare and mutters, "Too bad you heroes weren't a bit more thorough in your 'heroing. The elven woman passes through town once or twice a season to buy supplies and never remains more than a few days, always staying in the same room at the Rusty Dragon free of charge thanks to her long friendship with Ameiko. Near the end of each visit, she meets with Sheriff Hemlock and Mayor Deverin for a few hours at the garrison to give a report on the state of the hinterlands before she leaves town again, a pouch of gold at her side. Both Hemlock and Deverin value Shalelu's reports, since they provide unbiased insight into how the local farmlands are faring and keep the town council abreast ofburgeoning dangers in the region. Shalelu pays a visit to Sandpoint during the days after the goblin raid-you should time her visit for a point after the PCs have had a chance to get to know folks in Sandpoint and have played through several of the encounters on the preceding pages.


Her visit to Sandpoint is unexpected-she last passed through town only a month ago and wasn't expected until the last week ofautumn. She dispenses with her visit to the Sandpoint Market and the Rusty Dragon, instead requesting an immediate meeting with Sheriff Hemlock and Mayor Deverin. The unusual meeting and Shalelu's ragged look combine to make an already jumpy populace suspect that the woman brings news of a new goblin threat. Sheriff Hemlock seeks out the PCs and asks them to j oin himself, Mayor Deverin, and Shalelu at the town hall, explaining that he's got some news that might interest them. The meeting takes place in a comfortable office on the second floor ofthe town hall. Ifthey haven't met Kendra Deverin yet, Hemlock introduces the PCs to the mayor and she gratefully thanks each ofthem for the help they provided Sandpoint during the raid. Hemlock then introduces Shalelu to the PCs as an "unofficial member of Sandpoint's town guard" an introduction that causes her to smirk and the PCs to Shalelu as " Sandpoint's newest crop ofgoblinslayers.


He goes on to recap her report that Sandpoint hasn't been the only place in the region that's had goblin troubles. In short, there's b e e n a n increase in goblin-related raids along the Lost Coast, particularly in the dale between Nettlewood and Mos swood. Only a day ago, a farm south ofMos swood was burnt to the ground by a group of goblins. Shalelu was thankfully nearby, and while the farm couldn't be saved, she did rescue the family and drive off the goblins ; the family is staying at a nearby farm for now, but the goblin problem is obviously not going away. At this point, Hemlock cedes the floor to Shalelu, asking her to tell the PCs what she told him. I 've dedicated the last several years of my life to keepin g them from causin g too much trouble aroun d these parts, but they're ten acious an d fecun d little run ts.


Like weeds that bite. Yet from what I 've been able to piece together, members of all fi ve tribes were in volved in the raid on San dpoin t. A fair n umber of the Mosswood goblin s I dealt with yesterday were already pretty beat up, an d there was a lot of chatter about the ' lon gshan ks' who killed so many of the m. N ow that I 've met you, it seems obvious from their description s who they were talkin g about. Seems like you've made an impression. G oblin tribes don't get alon g un less they've got somethin g big plan n ed, and big plan s require big bosses. I 'm afraid that someon e's moved in on the goblins an d organized them.


And j udgin g by these recen t raids, what they're organ izin g seems like bad n ews for all of us. While he's out of town, he's asked Shalelu to sniff around Shank's Wood, Brine stump, Mosswood, Devil's Platter, and other places where goblins live to see if she can discover anything else about what's going on. He would also like the PCs to maintain a public presence in Sandpoint over the next few days, if they don't mind. GOBLIN TRIBES: As she mentioned earlier, there are five major goblin tribes in the region. The closest to Sandpoint are the Birdcruncher goblins, who live in caves along the western edge of the Devil's Platter, although traditionally these goblins are the least aggressive of the five.


To the south are the Licktoad goblins of the Brinestump Marsh, pests who are excellent swimmers. East are the Seven Tooth goblins of Shank's Wood, goblins who've secured a place for themselves by raiding Sandpoint's junkyard and rebuilding the stolen refuse into armor and weapons. Farther east are the Moss wood goblins, likely the largest tribe but one traditionally held back by feuding families within their own ranks. And finally, there are the Thistletop goblins, who live on the Nettlewood coast atop a small island that some say holds a passing resemblance to a decapitated head.


GOBLIN HEROES: Shalelu notes that goblins generally live short, violent lives. It's unusual for a single goblin to achieve any real measure ofnotoriety, but when one does, it's well earned. Currently, six goblins in the region enjoy the status of"hero. Koruvus was a champion of the Seven Tooth tribe, as well known for his short temper as he was for his prized possession-a magic longsword sized for a human that the goblin stubbornly kept as his own despite the fact that it was too large for him to properly wield. Koruvus vanished several months ago after he supposedly discovered a "secret hideout" in a cave along the cliffs, but the Seven Tooth goblins remain convinced he's out there still, a ghost or worse, waiting to murder any goblin who tries to discover his hideout. Vorka is a notorious goblin cannibal who lives in the Brine stump marsh, a "hero" mostly to goblins other than the Licktoad tribe. Rendwattle Gutwad is the obese chieftain of the Brinestump goblins, a corpulent monster who, it is said, never leaves his throne.


Ripnugget is the leader ofthe Thistletop goblins and controls what the five tribes agree is the best lair. And then there's Bruthazmus, an infamous bugbear ranger who lives in northern Nettlewood and often visits the five tribes to trade things he's stolen from caravans for alcohol, news, or magic arrows. Shalelu notes that Bruthazmus has a particular hatred of elves, and that they have fought on several occasions. To date, neither of them has managed to get the upper hand on the other, but Shalelu bitterly vows that she won't be the first to fall in their private war. Shalelu continues to have a presence throughout the Rise of the Runelords Adventure Path; as with Sheriff Hemlock, Ameiko Kaijitsu, and Father Zantus, you should use her as a recurring NPC to keep the PCs invested in the region.


She can become an ally of the group, even joining them in their efforts against the goblins for a time if you think they need a little extra help. She might even develop a romantic relationship with one of the PCs, especially if one of them is of a like mind and shares her love of the natural world and hatred of the goblins who squat in its tangled places. Once the next chapter begins, the PCs will have plenty to keep them busy in town before they turn their attention to the hinterlands. T h a t said, if she f e e l s she can escape, get h e l p, a n d return i n time to save a nyone captured by e n e m i e s before it's too late, she might try to do so. THE lvliSSING BARTENDER Run this event in the morning at some point after Sheriff Hemlock has left town to request more soldiers from Magnimar.


The PCs are approached by a timid elderly halfling woman named BETHANA CORWIN NG female halfling commoner 1 , a maid who works for Ameiko Kaijitsu at the Rusty Dragon. She's obviously upset and asks to speak to the PCs somewhere in private. In short, her employer has gone missing. Bethana woke earlier this morning to find that Ameiko hadn't already started breakfast, for the first time Bethana could remember. Worried, she knocked on Ameiko's door but didn't get a response. Against her betterjudgment, Be thana entered Ameiko's room to find it empty and the bed unslept in.


Worse, she found a crumpled piece of parchment near the bed-a note from Ameiko's older brother Tsuto. soMe -Free liMe OtV your ha. tVcfs 1 fec. use we ve 5ol soMelhitV'J o-F a. lher SeeMs lha. he he Mi5hl ha. ve ha. cf soMelhitV'J Ia cfo wilh Sa. tVcfp oitVI � rec. e L I lroufles wilh 1 5o! AtVs1 a. tVI Ia fritV'j ulhorilies fec. ere we folh kNow he cf jUsl wea. sel his wa. y oul o-F ;I You ve 5ol soMe pull ltV lowtV1 lhou5h I-F you c. tV Meel Me a. I lhe Gla. I Mic tVi'jhl lotVI'Jh-1; he Ma. yfe we c. tV -R5ure oul how lo Ma. e sure he -Fa.


L cf lhetV ree liMes More a. L cf lhetV otVc. e More a. l lhe cfeAVery edra. e CAtVcf I II lei you ltV 1 ItV CAtVY c. se1 I cfotV I ha. ve Ia iMpress upotV you lhe cfeAc. le tVa. lure o-F lhis PART O N E : FEST IVAL A N O F I R E PART TWO: LOCAL HEROES PART T H R E E : G LASS A N O WRATH reCjuesl I-F tVews 5o! ou-1; you l::tV ow lhese loc. l rufes woulcf o.. SSUMe lha. l you a.! tVcf I were ltV otV! he whole fh;tV'J loo1 cfotV I you? eyve 5ol tVO hotVor a. ese pa. rls I sill! cfo I UtVcfersla. tVcf how you C.


L ffa. tVcf lo sla. y here. y1 cfotV I fell a. tVyotVe a. foul lhis. ere a. re olher c. lher Ia.! lo you ltV persotV a. foul lotVI'Jhl DotV I fe Ia.! Although it was written in Minkaian likely to keep prying eyes from reading it, Bethana muses , Ameiko had been teaching Bethana the language over the last few years. The halfling has helpfully already translated the note's message on the opposite side-this note is reproduced as Handout Bethana explains that Tsuto was something of a scandal when he was born back in a year before Ameiko , since he's a half-elf. Bethana sagely notes, with big eyes, that neither of Ameiko's parents are elves. It was obvious that old Lonjiku wasn't the boy's father, and his rage at the discovery of his wife's indiscretion was the talk of the town for months. Lonjiku's wife Atsuii never revealed who the father was, and it's a testament to Lonjiku's stubbornness that they remained married.


Tsuto was handed over to the Turandarok Academy to be raised outside of the Kaijitsu family, ignored by his father and forbidden visits from his mother. Ameiko starting visiting him in secret once she learned about his existence at the age of 10, visiting him a few times a month to keep him company, bring him some food, and promise him that someday things would get all sorted out. That all changed in , when they had a terrible argument in which Tsuto struck Ameiko. Bethana doesn't know what the argument was about, but whatever it was sent Ameiko away from Sandpoint for a year, during which time she made a living as an adventurer. She returned to Sandpoint a year later to attend her mother's funeral.


Tsuto was quite public in his opinions that his father had pushed Atsuii off a cliff to her death, and during the funeral there was a confrontation. Lonjiku nearly broke Tsuto's jaw with his cane, after which Tsuto cursed him and left Sandpoint. Ameiko has tried to reestablish contact with him ever since, but was never able to track him down. Bethana's worried that Tsuto's up to no good. Since SheriffHemlock's out oftown, the PCs are the only ones she can turn to. She begs them to head over to the Glassworks and find out what happened to Ameiko as soon as possible. Appendix Two: Sandpoint see pages provides numerous NPCs whom the PCs can encounter-perhaps the PCs are approached by Daviren Hosk of Goblin Squash Stables and offered a bounty of 5 gp for every pair of goblin ears they bring him, or maybe the PCs are invited by Cyrdak Drokkus ofthe Sandpoint Theater to do reenactments of their fights against the goblins accompanied, of course, by fine illusion-work from Cyrdak as special effects.


They could even be invited to Niska Mvashti's house for a harrow deck reading to reveal the secrets of their future. Take advant age of this , opportunity to foreshadow events to come as you see fit! All that remained was the technical proficiency to work these components into glass. The fact that the building's basement once doubled as a smuggler's base is one of the Kaijitsu family's secrets. Lonjiku's more scrupulous father, Rokuro, put a stop to the smuggling operation once he realized some ofhis employees were involved, and bricked up the offending chambers in the basement, but knowledge that the Glassworks were once part of an early smuggling operation has persisted in the town's not-so­ hidden lore.


Now the Glassworks are little more than a front for the machinations of a bitter, vengeful son. When Tsuto Kaijitsu joined Nualia's group of malcontents in Magnimar a year ago, he was already in love with her. He'd seen her on the streets of Sandpoint many times, but had never had the courage to approach the mysterious beauty. So when she approached him with a job offer, he felt as if fate had finally dealt him a good hand. When he learned that her plans involved burning his hometown as an offering to her goddess, Lamashtu, Tsuto was even more thrilled-not at the opportunity to serve the goddess of monsters Tsuto doesn't have much interest in religion but at the chance to get revenge on the town he blamed for his bitter and joyless childhood. Tsuto's primary responsibility to Nualia was to serve as the link between Sandpoint and Thistletop, since not only did he know the town the best, but he also had links to one of its most important citizens-his father.


After blackmailing Lonjiku into aiding in the preparation of Sandpoint for the goblin raid, Tsuto had his father right where he wanted him. A few days after the raid, he sent his father a note demanding a payment of 2,ooo gp or Tsuto would reveal Lonjiku's role in the raid. Infuriated, Lonjiku pr�vately decided it was time to take care ofhis wife's son, once and for all. He agreed to the payment, T. and when he arrived at the Glassworks late one night several days after the raid, he attempted to murder Tsuto. Unfortunately for Lonjiku, Tsuto had come up with the same plan. Before Lonjiku arrived, the goblins killed all of the workers who lived on site.


Tsuto and a half-dozen goblins ambushed Lonjiku as he entered the Glassworks, murdered him, and put his body on display in area A1 7. Lonjiku dealt with, Tsuto sent a note to his sister, Ameiko, the one person in Sandpoint he didn't hate. He asked her to meet him at the Glassworks the night after he murdered Lonjiku, hoping to convince Ameiko to join Nualia's band. Unfortunately, he miscalculated his sister's loyalty to Sandpoint, and when she refused to join with him, he had his goblins beat her unconscious, bound her, and locked her in area A21 below the Glassworks. He's not quite sure what to do with her and plans on heading back north to Thistletop with her to ask Nualia for advice, intending to leave the Glassworks an abattoir to further throw fear into the hearts of Sandpoint's citizens. Neighbors have noticed the lack of traffic into and from the building, but since the furnace chimney still plumes with smoke, most assume that the building is simply closed to allow Lonjiku and his workers some privacy while they work on a big project.


A quick investigation ofthe building perimeter reveals that curtains have been drawn over the windows and all the doors are locked. The skylights above that look into areas Al and A1 7 are unobscured, and a character who makes a DC 20 Climb check to get on the roof can look through them which, in the case of A 1 7, reveals a gruesome sight indeed. The rumble ofthe Glassworks' furnace is plainly audible from within, but a character who listens at any ofthe curtained windows along area A1 7 and makes a DC 12 Perception check can also hear what sounds like high­ pitched giggles, shrieks, and breaking glass as well. In either case, such acts are quick to draw gawkers eager to find out what Sandpoint's new heroes are doing trying to break into the Glassworks. A successful DC 15 Diplomacy check or a Bluff or Intimidate check is more than enough to calm and disperse the locals, especially given the odd fact that the Glassworks should be open for business anyway.


Several locals suggest that the PCs head up to Kaijitsu Manor to talk to Lonjiku or his servants rather than breaking into the place, but a trip up Schooner Gulch Road to the manor reveals that none oft he servants there have seen Lonjiku since yesterday evening. They as sume he's working down in the Glassworks and point to the smoke pouring out ofits chimney as proo£ In fact, the Glassworks are now under the control of Lonjiku's treacherous son and his goblin allies. rJ DISPLAY ROOM: This room contains a shop where customers can browse the various glassware produced here.


Bottles, windowpanes, and glasswork art are the primary contents. W CLEAN I N G CLOSET: Cleaning supplies and tools such as brooms are stored here. fill STORERO OM : Tools, clothing for servants, firewood, and other miscellaneous supplies are kept here. SERVANT'S QUARTERS: Lonjiku's staff of skilled laborers lived on site; the eight workers slept here. The beds are all in various states of disarray and blood is spattered over the walls and sheets. No bodies are apparent-they've been taken by the goblins to area A1 7 for entertainment after they murdered the sleeping workers the night before. l] D I N I N G ROOM: The staff used this room to relax, eat, and play cards in their offhours. The room is a wreck­ when Tsuto's goblins came through here, they made a mess ofit. rlJj WASHROOM: This room contains several washtubs for bathing and laundry; the small room adjacent is a toilet. fiE] KITCHEN: This is where the staff prepared their meals; the goblins tore this place apart looking for food, and the room is in disarray as a result.


i] PANTRY: This room is a mess; barrels and sacks ofgrain and crates of dried fish and venison have been completely , demolished, and most of the food is missing. A broken BURNT OFFERJNGS dogslicer lies near the northern corner, discarded by a goblin who ruined it trying to get at the food. rliiiJ STORERO O M : This room contains several mounds of firewood for the kitchen stove. aJ MEETING ROOM: The staff meets here to discuss work schedules or large projects. lE RECEPT I O N : Customers seeking custom glass j obs or looking for business opportunities to export glass meet with a representative here to arrange business. flE] OFFICE: A smaller office for more private meetings with important customers.


fll FI LES: Several cabinets and shelves containing files and contracts with dozens of exporters and businesses from Magnimar, Korvosa, and other local towns fill this room. flml LOAD I N G ROOM: A wheelbarrow sits against a wall here, and shelves on the walls contain additional reagents to create different colors of glass manganese for clear glass, cobalt for blue, and tin for white; untreated glass is green, while a high quantity of any reagent makes black glass. A safe on the floor hangs open after Tsuto used his father's key to open it and stole the gold and silver used to make red and yellow glas s.


Through a doorway, stairs lead down to area A1 9. fllj G LASSWO RKING ROOM: A furnace burns along the southeast wall of this room. Marble tables sit in the chamber, used to work raw glass into usable shapes, with nearby wooden tables cluttered with various tools ofthe trade. The building's furnace rumbles loudly, penalizing Perception checks with a -4 penalty. The main furnace burns at the northeast end, a large chamber that utilizes alchemically treated wood that burns with a hot blue light. The workers use this room to melt glass, but Lo:qjiku also periodically "rented" the furnace to Sczarni thugs for the disposal of evidence, as the fires are hot enough to burn bones and teeth.


A creature bull rushed or otherwise placed in the furnace takes 6d6 points of fire damage per round. The opening is narrow enough to prevent a Medium creature from being pushed inside easily bull rush attempts to do so take a - 8 penalty. As the furnace's stone pipes run southwest, they reach smaller and progressively cooler furnaces used to keep glassworking projects at the proper temperature-glass shatters ifit's allowed to cool too quickly. When tht; PCs arrive, this room is a gruesome display of goblin boredom. The bodies ofthe eight murdered staff "-.


lie in various stages of dismemberment; the goblins have been burning legs and arms in the furnace with glee, and pouring melted glass on the remains in an attempt to duplicate Tsuto's masterpiece. This would be his father's body, propped up in a chair in the central alcove and encased in thick, runny sheets ofhardened glass. This is where the PCs are most likely to encounter Tsuto's goblins-see "Against the Goblins" for details on this fight. mi STAIRS: These stairs lead down to the beach below. l U N D E R G R O U N D STORAGE: This room is used to store sand and other raw materials. Books Video icon An illustration of two cells of a film strip. Video Audio icon An illustration of an audio speaker. Audio Software icon An illustration of a 3. Software Images icon An illustration of two photographs. Images Donate icon An illustration of a heart shape Donate Ellipses icon An illustration of text ellipses.


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English Pages Year DOWNLOAD PDF FILE. Pathfinder Item Cards: Rise of the Runelords is an all-new card deck featuring items tied to the first Pathfinder Adv. Note: This product was designed for use with the original six-volume Rise of the Runelords Pathfinder Adventure Path, an. The Wrath of the Righteous Player's Guide gives players all the spoiler-free information, inspiration, and advice t. A sudden assault on the town of Sandpoint by stone giants and a dragon brings the looming threat home. After the giants. The Mummy's Mask Player's Guide gives players all the spoiler-free information, inspiration, and new rules the. The ancient city of Xin-Shalast once served as the capital of Runelord Karzoug's decadent empire. In the ten-thousa. The Rise of the Runelords Adventure Path continues with the second adventure: "The Skinsaw Murders. Greer, James Jacobs, Nicolas Logue, Richard Pett, and Greg A. Vaughan Additional Design: Brian Cortijo, Tim Hitchcock, Michael Kortes, F.


Wesley Schneider, Owen K. Stephens, and James L. Sutter Additional Development: Lisa Stevens Cover Artist: Wayne Reynolds Interior Artists: Dave Allsop, Rayph Beisner, Eric Belisle, Concept Art House, Vincent Dutrait, Wayne England, John Gravato, Andrew Hou, Imaginary Friends, Tyler Jacobson, Warren Mahy, Roberto Pitturru, Maichol Quinto, Wayne Reynolds, Florian Stitz, Eva Widermann, Ben Wootten, Kevin Yan, and Kieran Yanner Cartography: Robert Lazzaretti Additional Cartography: 99 Lives Design and Jason Engle Creative Director: James Jacobs Managing Editor: F. Wesley Schneider Editing: Judy Bauer, Christopher Carey, Patrick Renie, James L.


Sutter, and Vic Wertz Editorial Assistance: Jason Bulmahn, Adam Daigle, Rob McCreary, Erik Mona, Mark Moreland, Stephen Radney-MacFarland, and Sean K Reynolds Editorial Interns: Alexandra Schecterson and Jerome Virnich Senior Art Director: Sarah E. Robinson Graphic Designer: Andrew Vallas Production Specialist: Crystal Frasier Publisher: Erik Mona Paizo CEO: Lisa Stevens Vice President of Operations: Jeffrey Alvarez Director of Sales: Pierce Watters Finance Manager: Christopher Self Staff Accountant: Kunji Sedo Technical Director: Vic Wertz Senior Software Developer: Gary Teter Campaign Coordinator: Mike Brock Website Team: Ross Byers, Liz Courts, Lissa Guillet, and Chris Lambertz Warehouse Team: Will Chase, Michael Kenway, Jeff Strand, and Kevin Underwood Customer Service Team: Cosmo Eisele, Erik Keith, and Sara Marie Teter Special Thanks: Everyone who played Rise of the Runelords the first time and offered feedback and advice on the paizo.


com messageboards-your suggestions helped make this book the best it could possibly be! This game is dedicated to Gary Gygax and Dave Arneson. Paizo Publishin g, L LC 18sth Ave N E, Ste Redmon d, WA paizo. com Pathfinder RPG Core Rulebook, Pathfinder RPG Advanced Player's Guide, Pathfinder RPG Bestiary, Pathfinder RPG Bestiary 2, Pathfinder RPG Bestiary 3, Pathfinder RPG GameMastery Guide, Pathfinder RPG Ultimate Magic and Pathfinder Campaign Setting: Inner Sea World Guide. These rules can be found online as part of the This product makes use of the Pathfinder Roleplaying Game Reference Document at paizo. This product is compliant with the Open Game License OGL and is suitable for use with the Pathfinder Roleplaying Game or the 3·5 edition of the world's oldest fantasy roleplaying game.


Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1. oa, Section 1 e , and are not Open Content: All trademarks, registered trademarks, proper names characters, deities, etc. Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration. Open Content: Except for material designated as Product Identity see above , the game mechanics of this Paizo Publishing game product are Open Game Content, as defined in the Open Gaming License version Loa Section 1 d.


No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission. Pathfinder Adventure Path: Rise of the Runelords Anniversary Edition is published by Paizo Publishing, LLC under the Open Game License version Loa© Wizards of the Coast, Inc. Paizo Publishing, LLC, the Paizo golem logo, Pathfinder, and GameMastery are registered trademarks of Paizo Publishing, LLC; Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Module, Pathfinder Player Companion, Pathfinder Society, and Pathfinder Tales are trademarks of Paizo Publishing, LLC.


First printing July Printed in China. I26 CHAPTER FOUR: FORTRESS OF THE STONE GIANTS I82 CHAPTER FI VE: SINS OF THE SAVlORS Much of what you remember has remained the same, but a significant amount has changed as well-for the better. In adapting and updating Rise of the Rune lords to the Pathfinder Roleplaying Game from the previous rules edition it utilized, we did more than just revise stat blocks and rules content to fall into line with the Pathfinder RPG Core Rulebook. Portions that were confusing were clarified, areas that felt too rushed have been bolstered, and entirely new encounters and locations have been added for veteran players to explore. If you're familiar with the way Runelords looked in volumes 1 through 6 of Pathfinder Adventure Path, you'll find surprises in each chapter awaiting your discovery, be they relatively small such as an opportunity to meet Lonjiku Kaijitsu before his doom, or an unexpected giant ally in the hills beyond Fort Rannick or rather significant such as the new denizen of the basement below Habe's Sanitarium, the fully detailed Festering Maze in Runeforge, or the additional encounters in the last half of " Spires of Xin­ Shalast".


We also mined the paizo. com mes sageboards for feedback from who-knows-how-many people who played through the original six-part adventure if you posted something in those boards in the last 5 years, chances are good you helped make this book what it is, so thanks! Throughout all the changes and updates, though, our overriding philosophy was to change as little as pos�ible, to preserve as much ofthe original tone ofthe adventures as we could so that people playing Rise I RISE OF THE RVNELORDS 7� " of the Rune lords today could compare notes with those who played it 5 years ago and find that they share many of the same experiences.


Of course, if you're brand new to Rise ofthe Runelords, now's your chance to find out how the Pathfinder Adventure Paths got their start. An awful lot of early world development happened during the Rise of the Runelords Adventure Path, and many things that got relatively minor name drops in this AP have gone on to become significant parts ofthe world ofGolarion. In either case, new or old, break out your Sihedrons and sharpen your swords, because the threats are greater, the monsters are deadlier, and the stakes are higher in this quintessential edition of the Rise of the Runelords Adventure Path. USING THIS BOOK Rise o f the Runelords i s a complete campaign designed to take a group of four PCs from 1st level all the way to 17th or 18th level.


During this campaign, the party will face an ever-escalating both in power and size cast of enemies, starting with goblins and working up to ghouls, ogres, and stone giants, and finally reaching dragons, sinister undead masterminds, eldritch invaders from other dimensions, and an ancient wizard-king. The campaign itself is presented in the six chapters that make up the bulk ofthe book. GMs should make sure they're familiar with an entire chapter before running it, as parts of each adventure may be attempted in an order quite different than the one in which they're presented on the page! The end ofthis book contains eight appendices designed to help expand the adventures herein or present new rules elements including monsters, magic items, and spells that players encounter along the way.


Rise of the Runelords relies primarily on content from the Pathfinder RPG Core Rulebook and the Pathfinder RPG Bestiary, but many monsters from Bestiary 2 and Bestiary 3 have significant roles to play in the campaign as well. GMs should have easy access to all four of these books' contents while running this Adventure Path. In addition, a few NPCs in this campaign utilize material found in the Advanced Player's Guide particularly the oracle and witch classes and the rules for character traits , but in these cases we've provided full stat blocks for those NPCs-familiarity with those base classes is really all that's needed from that book. Some of the elements from the GameMastery Guide particularly the rules for haunts, which play important roles in Chapters Two and Six ofthis book are significant parts ofthe campaign as well.


The above rules can be found online for free as part ofthe Pathf'mder Reference Document at paizo. Finally, Rise ofthe Runelords assumes you're familiar with the world of Golarion, as detailed in The Inner Sea World Guide, and in particular with the region ofVarisia, where this campaign takes place. TEN FUN FACTS ABOUT GOBLINS That original foreword for Patlifinder Adventure Path l contained more than just an introduction to the town of Sandpoint and the world of Golarion-it also reinvented the goblin for our setting. Much of the mayhem and madness that inspired the goblins in Chapter One: Burnt Offerings came from the following list James Jacobs wrote up one night not long after Wayne Reynolds finished his now-infamous design for the Pathfinder goblin. The list is reprinted here, both for your entertainment and to aid you in capturing the specific kind of frantic evil that goblins exhibit so well.


H O R S E HATE: Goblins excel at riding animals , but they don't quite get horses. In fact, their hatred of all things horse is matched only by their fear of horses, who tend to step on goblins who get too close. D O G H ATE: Although goblins raise horrible rat­ faced creatures called creatively enough goblin dogs to use as mounts, and ride wolves or worgs if they can get them-goblins are quick to explain that wolve s are NOT dogs-their hatred of plain old dogs nearly matches their hatred of horses. The feeling is mutual. If your dog's barking at the woodpile for no reason, chances are he smells a frightened goblin hiding in there somewhere.


GOBLINS RAID JU N KYARDS: Garbage pits, gutters, sewers-anywhere there's garbage, you can bet goblins are nearby. Goblins are weirdly adept at crafting weapons and armor from refuse, and are fond of killing people with what they throw away. GOBLINS LOVE TO SI NG: Unfortunately, as catchy as their lyrics can be, goblin songs tend to be i' bit too creepy and disturbing to catch on in polite society. THEY'RE SNEAKY: An excited or angry goblin is a noisy, chattering, toothy menace, but even then, he can drop into an unsettling silence in a heartbeat. This, matched with their diminutive size, makes goblins unnervingly adept at hiding in places you'd never expect: stacks offirewood, rain barrels, under logs, under chicken coops, in ovens. THEY'RE A LITTLE CRAZY: The fact that goblins think of things like ovens as good hiding places reveals much about their inability to think plans through to the most likely outcome. That, and they tend to be easily distracted, particularly by shiny things and animals smaller than them that might make good eating.


T HEY'RE VORAC I O US: Given enough supplies, a goblin generally takes nearly a dozen meals a day. Most goblin tribes don't have enough supplies to accommodate such ravenous appetites, which is why the little menaces are so prone to going on raids. THEY LIKE FIRE: Burning things is one of the great goblin pastimes, although they're generally pretty careful about lighting fires in their own lairs, especially since goblins tend to live in large tangled thistle patches and sleep in beds of dried leaves and gras s. But give a goblin a torch and someone else's home and you've got trouble.


THEY GET STUCK EAS I LY: Goblins have wiry frames but wide heads. They live in cramped warrens. Sometimes too cramped. GOBLINS BELIEVE WRITING STEALS YOUR SOUL: The walls of goblin lairs and the ruins of towns goblins have raided are littered with pictures oftheir exploits. They never use writing, though. That's not lucky. Writing steals words out ofyour head. You can't get them back. CAMPAIGN SY NOPSIS The Rise of the Runelords Adventure Path begins as the PCs take part in the Swallowtail Festival in the town of Sandpoint, yet as the celebration draws to a close, a band of goblins attacks! The PCs fight off the invaders and establish themselves as heroes, so when local bartender Ameiko Kaijitsu goes missing, the town turns to the PCs for help. Rescuing Ameiko reveals a conspiracy: her estranged brother is involved with a group that has gathered the goblin tribes for an even greater raid on Sandpoint, intent on offering the town up in sacrifice to the goddess Lamashtu.


After tracking the goblins to their lair in Thistletop, the PCs confront the conspirators and defeat their leader, a bitter aasimar named Nualia who carries a curious amulet depicting a seven-pointed star. Soon tht;reafter, a murderer terrorizes Sandpoint. Victims are left mutilated, and carved into their chests is. a familiar seven-pointed star-a clue left by a madman calling himself "the Skinsaw Man. There, they learn that he is but an agent of a larger cult based in the city ofMagnimar. The investigation moves to that city, where the PCs confront the Skinsaw Cult before learning a related danger has taken up residence in an old clock tower. Here, the PCs encounter the true leader of the cult, a sadistic lamia matriarch. Unknown to the PCs, this lamia matriarch has been charged with harvesting "souls of greed" to aid in the reawakening of an ancient wizard­ tyrant known as Runelord Karzoug.


The lamia's use ofthe Sihedron Rune-the same seven-pointed star both Nualia and the Skinsaw Man employed-hints at a larger threat. The heroic PCs are next sent into central Varisia to investigate why the rangers of remote Fort Rannick have gone silent.



Pathfinder - Adventure Path - Rise Of The Runelords Anniversary Edition,Welcome back

WebRise Of The Runelords Anniversary Edition Pdf Download Free Pdf Pdf Yeah, reviewing a books Rise Of The Runelords Anniversary Edition Pdf Download Free Pdf Pdf WebRise Of The Runelords Anniversary Edition Pdf Download Free Pathfinder Campaign Setting - Sep 28 The town of Sandpoint has been through a lot, between goblin WebRise Of The Runelords Anniversary Edition Pdf Download Free Pdf web rise of the runelords anniversary edition pdf download free 2 11 downloaded from dev WebPathfinder Adventure Path: Rise of the Runelords Anniversary Edition In the sleepy coastal town of Sandpoint, evil is brewing. An attack by crazed goblins reveals Webpublication Rise Of The Runelords Anniversary Edition Pdf Download Free Pdf that you are looking for. It will certainly squander the time. However below, afterward you visit this WebDownload Free Pdf Pdf When somebody should go to the ebook stores, search instigation by shop, shelf by shelf, it is in reality problematic. This is why we offer the book ... read more



These three unfortunates became consumed by their wrath, and their actions over the course ofthe next several months came to be known as the Late Unpleasantnes s see page 3 7 2 for a full accounting o fthese events. He goes on to recap her report that Sandpoint hasn't been the only place in the region that's had goblin troubles. Characters who speak Minkaian understand what it is he barks out as he enters the tavern: "Where the hell is my daughter? Only a day ago, a farm south ofMos swood was burnt to the ground by a group of goblins. As such, they fight to the death-but m o re by accident than out of any rea l sense of bravery. The double shock of losing a child and the realization she had been carrying a T chapter. Finally, the character traits on pages ofthe Advanced Player's Guide are specifically tailored to appeal to players who start their adventuring careers in Sandpoint, and having characters who are tied to the town from the start will only increase their desires to protect it from goblins, giants, dragons, apd ancient unfathomably powerful runelords!



D BY 1 rHE. The PCs will need all of their wits, magic, rise of the runelords anniversary edition pdf download free, and might to prevail, for Karzoug has drawn his most powerful allies to his side to defend him from any and all who would try to stop his return! R BUr! This time, all of Sandpoint shall become burnt offerings to her insane goddess. Nualia Tobyn, left pregnant and abandoned by a local cur and shamed in her foster father's eyes, finally succumbed to her anger and forsook the goddess of dreams and stars for the goddess of monsters and madness, promising herself that she would burn her father and his church to the ground. Much of the mayhem and madness that inspired the goblins in Chapter One: Burnt Offerings came from the following list James Jacobs wrote up one night not long after Wayne Reynolds finished his now-infamous design for the Pathfinder goblin.

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