Pathfinder Adventure Path: Rise of the Runelords by James Jacobs

By James Jacobs

The unique Pathfinder event course returns during this whole hardcover version celebrating 5 years of Pathfinder and 10 years of Paizo Publishing! improved and up to date to the present Pathfinder RPG ideas, this exceptional assortment brings jointly six vintage Pathfinder adventures to create a whole crusade! the increase of the Runelords experience course starts with a goblin assault and takes gamers on an epic trip during the land of Varisia as they music a cult of serial killers, struggle wicked backwoods ogres, cease an advancing military of stone giants, delve deep into historic dungeons to reclaim guns of incredible energy, and eventually pass up opposed to an omnipotent wizard-king in his old mountaintop urban. in additional than four hundred action-packed pages, this detailed anniversary variation expands the unique crusade with new encounters all through, incorporating 5 years of group suggestions. New monsters, designated destinations, and a whole bunch new paintings make the increase of the Runelords experience course the main attractive and difficult crusade ever released for the Pathfinder Roleplaying video game!

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Extra resources for Pathfinder Adventure Path: Rise of the Runelords (Anniversary Edition)

Sample text

While he doesn't agree with Ripnugget's current tactics, he remains loyal to the idea of the Thistletop goblin tribe, and reacts swiftly to defend this area once he hears intruders. His woodland stride ability gives him incredible mobility in this area; he can step though the thorny walls with ease during fights. He hasn't been sleeping lately, and has taken to casting lesser restoration daily to fight offfatigue. E. FEST IVAL A N D F I R E da rkvision 60 f t . ; Perception + 3 AC 1 8, touch 1 5, flat-tooted 14 (+3 armor, +3 Dex, +1 dodge, +1 size) hp 39 (5d8+ 1 4) Fort +7, Ref +7, Will +8; +4 vs.

The two small rooms to the northeast and southwest of the cathedral entrance were once used as storage and robing chambers-both rooms are empty today, and their doors hang ajar. The ceiling ofthis room is 20 feet high. CREATURES: Although the Catacombs of Wrath are now open and Erylium is free to leave, her thousands of years spent as the catacombs' queen have left her with a bit of agoraphobia and the senseless worry that if she leaves her catacombs, someone could move in and steal her crown. As a result, she still spends nearly all ofher time here.

A DC 15 Reflex save allows a character to leap to safety in an adjacent square; otherwise a zo­ foot fall into the pit below is only the beginning of the victim's problems. C R EATU RES: Each of these pits contains a single , human zombie, a pitiful creature left over from an age BURNT OFFERJNGS thousands of years in the past, its flesh maintained by necromantic magic. These zombie pits once served as yet another way the Bakrakhani tormented their prisoners; now, they serve only as Erylium's playthings.

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