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Pathfinder's Runelords Are Returning!
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<blockquote data-quote="Morrus" data-source="post: 7758723" data-attributes="member: 1"><p>Back in 2007, the very first pathfinder adventure path, <em>Rise of the Runelords,</em> launched Paizo's adventure path line. Paizo has just announced a new campaign, <strong>Return of the Runelords</strong>, featuring six adventures running from levels 1-20 for Pathfinder 1st Edition![PRBREAK][/PRBREAK]<p style="text-align: center"></p> <p style="text-align: center"></p> <p style="text-align: center">[ATTACH]101620[/ATTACH]</p> <p style="text-align: center"></p><p></p><p></p><p>Paizo's press release dropped in my inbox this morning. </p><p></p><p>[HQ]"The all-powerful Runelords, near-immortal wizards who ruled Varisia in ancient days, stir to terrible life once more, surging across the frontier with plans to reignite their time-lost empire. Years ago, Pathfinder’s classic Rise of the Runelords campaign explored the return of just one of these terrible masters from the depths of time—now the rest of his scheming allies have returned, their brilliant minds turned solely to conquest! </p><p>“As development on Rise of the Runelords wrapped up over ten years ago, we started a tradition that's lasted ever since—the inclusion of a tiny little message at the end of the sixth volume's legal text. In Rise of the Runelords, this message simply read, "The runelords will return." Likewise, in the sequel to Rise of the Runelords, the last volume of the Shattered Star Adventure Path teased, "Sorshen lives! Now, with Return of the Runelords, we finally get to see the payoff to these hidden messages, as well as wrap up the epic storyline that began with a now infamous goblin raid on the little town of Sandpoint." - James Jacobs, Pathfinder Creative Director</p><p> </p><p>Each full-color softcover Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and support articles meant to give Game Masters additional material to expand their campaign. Return of the Runelords features longer adventures than most volumes, with the final installment being the longest adventure Paizo has ever run in an Adventure Path volume! This increased length allows the game to cover every level from 1st to 20th."[/HQ]</p><p></p><p></p><p>Here's the scoop on the adventures:</p><p></p><p>The all-powerful Runelords, near-immortal wizards who ruled Varisia in ancient days, stir to terrible life once more, surging across the frontier with plans to reignite their time-lost empire. Years ago, Pathfinder’s classic Rise of the Runelords campaign explored the return of just one of these terrible masters from the depths of time—now the rest of his scheming allies have returned, their brilliant minds turned solely to conquest!</p><p></p><p></p><ul> <li data-xf-list-type="ul"><strong><a href="http://paizo.com/products/btpy9y26?Pathfinder-Adventure-Path-133-Secrets-of-Rodericks-Cove" target="_blank">Secrets of Roderic's Cove</a> (available now, lvl 1):</strong> The Return of the Runelords Adventure Path begins here, in the pine-shaded port town of Roderic's Cove. Grudges and gossip are ever present in small town life, and Roderic's Cove is no different. The town has seen its share of troubles in the past with Riddleport pirates and a haunting by the town's founder, and now those tensions are bubbling up again. After a deadly brawl breaks out, the heroes must piece together what troubles the small town. Along the way, they stumble upon something larger than faction squabbles among the townsfolk—an ancient smoldering threat has flared to life. The powerful ancient wizards who once ruled this land are returning!</li> <li data-xf-list-type="ul"><strong><a href="http://paizo.com/products/btpy9z14?Pathfinder-Adventure-Path-134-It-Came-from-Hollow-Mountain" target="_blank">It Came from Hollow Mountain</a> (available now, lvl 5):</strong> The Return of the Runelords Adventure Path continues as the heroes travel south to the city of Magnimar with disturbing news—the ancient runelords of Thassilon are awakening! With Varisia's greatest heroes on a secret mission, the task of following up on these rumors falls to a new generation of heroes who must brave the dangers of Hollow Mountain, one of Varisia's most notorious ruins. What secrets await discovery within this sprawling dungeon complex, and is it already too late to halt the return of the Runelords?</li> <li data-xf-list-type="ul"><strong>Runeplague (October, lvl 8): </strong>The Return of the Runelords Adventure Path continues as the heroes discover a nefarious plot to spread a magical plague through Varisia's greatest cities. As they travel the breadth and width of the land, they not only face cultists eager to transform people into monsters, but the spreading influence of other runelords as their agents stir to life. Will the heroes be able to halt the resurrection of one runelord and the rebirth of another, or will they become monstrous minions of the Polymorph Plague themsleves?</li> <li data-xf-list-type="ul"><strong>Temple of the Peacock Spirit (November, lvl 11)</strong>: The Return of the Runelords Adventure Path continues as the heroes turn their attention to the cult of the Peacock Spirit, a mysterious and dangerous group whose remote mountain temple holds shocking secrets and terrible dangers. By braving the perils of the Temple of the Peacock Spirit, the heroes might just be able to prevent a truly mythic foe from emerging into the world.</li> <li data-xf-list-type="ul"><strong>The City Outside of Time (December, lvl 14)</strong>. With the discovery that Runelord Alaznist has tampered with the past and set into motion devastating transformations of the timeline, the heroes must embark upon a truly dangerous and desperate gambit. Since historical texts and their own memories have been altered, the lore hidden within a time-trapped city may hold the only clues as to which events of the ancient past Alaznist has targeted. If the heroes can isolate these events, they may have a chance to correct them, but before they can even reach this repository of lore, they must brave a shadowy god's realm and find a way to enter a city that has been cut off from time itself!</li> <li data-xf-list-type="ul"><strong>Rise of New Thassilon (January)</strong>. The Return of the Runelords Adventure Path concludes as the heroes take steps to confront Alaznist, the runelord of wrath. But Alaznist is more than just a deadly wizard—she's meddled with the flow of time itself, and before she can be stopped, the heroes must do what they can to restore the damage she caused. What strange mysteries and dangers await in the depths of time itself, and what role will New Thassilon play in the world to come?</li> <li data-xf-list-type="ul"></li> </ul> <p style="text-align: center"></p> <p style="text-align: center">[video=youtube;T43E5KSwTzE]https://www.youtube.com/watch?v=T43E5KSwTzE&amp;feature=youtu.be[/video]</p></blockquote><p></p>
[QUOTE="Morrus, post: 7758723, member: 1"] Back in 2007, the very first pathfinder adventure path, [I]Rise of the Runelords,[/I] launched Paizo's adventure path line. Paizo has just announced a new campaign, [B]Return of the Runelords[/B], featuring six adventures running from levels 1-20 for Pathfinder 1st Edition![PRBREAK][/PRBREAK][CENTER] [ATTACH=CONFIG]101620[/ATTACH] [/CENTER] Paizo's press release dropped in my inbox this morning. [HQ]"The all-powerful Runelords, near-immortal wizards who ruled Varisia in ancient days, stir to terrible life once more, surging across the frontier with plans to reignite their time-lost empire. Years ago, Pathfinder’s classic Rise of the Runelords campaign explored the return of just one of these terrible masters from the depths of time—now the rest of his scheming allies have returned, their brilliant minds turned solely to conquest! “As development on Rise of the Runelords wrapped up over ten years ago, we started a tradition that's lasted ever since—the inclusion of a tiny little message at the end of the sixth volume's legal text. In Rise of the Runelords, this message simply read, "The runelords will return." Likewise, in the sequel to Rise of the Runelords, the last volume of the Shattered Star Adventure Path teased, "Sorshen lives! Now, with Return of the Runelords, we finally get to see the payoff to these hidden messages, as well as wrap up the epic storyline that began with a now infamous goblin raid on the little town of Sandpoint." - James Jacobs, Pathfinder Creative Director Each full-color softcover Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and support articles meant to give Game Masters additional material to expand their campaign. Return of the Runelords features longer adventures than most volumes, with the final installment being the longest adventure Paizo has ever run in an Adventure Path volume! This increased length allows the game to cover every level from 1st to 20th."[/HQ] Here's the scoop on the adventures: The all-powerful Runelords, near-immortal wizards who ruled Varisia in ancient days, stir to terrible life once more, surging across the frontier with plans to reignite their time-lost empire. Years ago, Pathfinder’s classic Rise of the Runelords campaign explored the return of just one of these terrible masters from the depths of time—now the rest of his scheming allies have returned, their brilliant minds turned solely to conquest! [LIST] [*][B][URL="http://paizo.com/products/btpy9y26?Pathfinder-Adventure-Path-133-Secrets-of-Rodericks-Cove"]Secrets of Roderic's Cove[/URL] (available now, lvl 1):[/B] The Return of the Runelords Adventure Path begins here, in the pine-shaded port town of Roderic's Cove. Grudges and gossip are ever present in small town life, and Roderic's Cove is no different. The town has seen its share of troubles in the past with Riddleport pirates and a haunting by the town's founder, and now those tensions are bubbling up again. After a deadly brawl breaks out, the heroes must piece together what troubles the small town. Along the way, they stumble upon something larger than faction squabbles among the townsfolk—an ancient smoldering threat has flared to life. The powerful ancient wizards who once ruled this land are returning! [*][B][URL="http://paizo.com/products/btpy9z14?Pathfinder-Adventure-Path-134-It-Came-from-Hollow-Mountain"]It Came from Hollow Mountain[/URL] (available now, lvl 5):[/B] The Return of the Runelords Adventure Path continues as the heroes travel south to the city of Magnimar with disturbing news—the ancient runelords of Thassilon are awakening! With Varisia's greatest heroes on a secret mission, the task of following up on these rumors falls to a new generation of heroes who must brave the dangers of Hollow Mountain, one of Varisia's most notorious ruins. What secrets await discovery within this sprawling dungeon complex, and is it already too late to halt the return of the Runelords? [*][B]Runeplague (October, lvl 8): [/B]The Return of the Runelords Adventure Path continues as the heroes discover a nefarious plot to spread a magical plague through Varisia's greatest cities. As they travel the breadth and width of the land, they not only face cultists eager to transform people into monsters, but the spreading influence of other runelords as their agents stir to life. Will the heroes be able to halt the resurrection of one runelord and the rebirth of another, or will they become monstrous minions of the Polymorph Plague themsleves? [*][B]Temple of the Peacock Spirit (November, lvl 11)[/B]: The Return of the Runelords Adventure Path continues as the heroes turn their attention to the cult of the Peacock Spirit, a mysterious and dangerous group whose remote mountain temple holds shocking secrets and terrible dangers. By braving the perils of the Temple of the Peacock Spirit, the heroes might just be able to prevent a truly mythic foe from emerging into the world. [*][B]The City Outside of Time (December, lvl 14)[/B]. With the discovery that Runelord Alaznist has tampered with the past and set into motion devastating transformations of the timeline, the heroes must embark upon a truly dangerous and desperate gambit. Since historical texts and their own memories have been altered, the lore hidden within a time-trapped city may hold the only clues as to which events of the ancient past Alaznist has targeted. If the heroes can isolate these events, they may have a chance to correct them, but before they can even reach this repository of lore, they must brave a shadowy god's realm and find a way to enter a city that has been cut off from time itself! [*][B]Rise of New Thassilon (January)[/B]. The Return of the Runelords Adventure Path concludes as the heroes take steps to confront Alaznist, the runelord of wrath. But Alaznist is more than just a deadly wizard—she's meddled with the flow of time itself, and before she can be stopped, the heroes must do what they can to restore the damage she caused. What strange mysteries and dangers await in the depths of time itself, and what role will New Thassilon play in the world to come? [*] [/LIST] [CENTER] [video=youtube;T43E5KSwTzE]https://www.youtube.com/watch?v=T43E5KSwTzE&feature=youtu.be[/video][/CENTER] [/QUOTE]
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