This
year is the tenth anniversary of Paizo Publishing and the fifth
anniversary of the Pathfinder Adventure Path.
A lot has happened in both those time periods. Paizo began by taking
over the publishing of Dragon
and Dungeon magazines,
and at the time, many people mistakenly believed they were just
another part of Wizards of the Coast (WotC). It was during their time
publishing Dungeon
that they began developing the concept of the “Adventure Path”, a
series of linked adventures that spanned an entire campaign. Three
full adventure paths were published in Dungeon
before WotC decided not to renew Paizo’s license (later learned to
be in preparation for the then forthcoming 4th Edition of Dungeons
and Dragons): Shackled City,
Age of Worms, and
Savage Tide. The
adventure paths were successful enough that, when it came time for
Paizo to decide what it was going to do when it could no longer
publish Dragon and
Dungeon, they decided
to take the adventure path concept and expand it into its own full
publication. And thus the Pathfinder Adventure Path
was born.
Although
still a periodical, Paizo abandoned the magazine format and published
the Pathfinder Adventure Path
under the Open Gaming License (OGL) as a full book in its own right.
Each instalment was bigger and more detailed than the individual
instalments in the Dungeon
adventure paths. However, instead of spreading out each adventure
path over twelve instalments like in Dungeon,
they decreased the count to six instalments, allowing them to publish
two full adventure paths per year. The first of these was Rise
of the Runelords, and its first
instalment was Burnt Offerings.
It
was an interesting time for people like me. I had been a long-time
buyer of Dragon (since
the late 80’s/early 90’s) and in the last couple of years (since
Paizo had taken over) had started buying Dungeon as
well. However, for most of those years, I had never actually
subscribed. While I bought the majority of issues off the shelf, I
had always wanted the option to skip an issue if it didn’t appeal
to me (that and producing the funds, even with the subscription
discount, for a full year or more of issues all at once was an
intimidating task at the time). But when Dragon
came under Paizo’s control, I started to notice that I was buying
every issue, not just
most issues, and I had even started buying Dungeon,
which had never impressed me before then, but I now considered better
than Dragon. So I
finally decided to subscribe. Then, only a few months later, Paizo
announced that their licence had not been renewed and that the
magazines would be ending—well before my subscriptions ran out.
Paizo
offered subscribers several options: a refund, store credit, or
conversion of their subscriptions into volumes of the upcoming
Pathfinder Adventure Path.
I really didn’t have to think hard about what my choice would be. I
was happy enough with what I had seen from Paizo previously that I
was willing to trust that their new offering would be good. After
all, I had been willing to commit to a bunch of magazines of
adventures, so why not a book series of adventures? The worst that
could happen was that I didn’t like them and cancelled after the
last converted issue was sent. Even better, if I chose to continue
after my subscriptions were used up, the new subscription method
didn’t require any commitment to a specific number of volumes. I
could cancel at any time and I even got a free pdf of each volume out
of the deal. The choice was pretty easy.
And
I wasn’t unhappy with what I saw. Indeed, I loved what I saw and I
kept buying. Soon, Paizo was offering other options as they started
developing their new campaign setting, and I started subscribing to
those as well. For the first time in something like two decades, I
actually switched the campaign setting I used for my home games (up
till then, the Mystara setting) to this new Golarion setting. Suffice
it to say, I was hooked. And that was due in large part to Rise
of the Runelords.
Now,
five years later, Rise of the Runelords is
back in a new Anniversary Edition.
As the first adventure path (not including the Dungeon
ones) and consistently one of
the most popular ones, it was the obvious choice for a re-release.
However, as I said above, a lot has happened in those five years.
With the advent of 4th Edition Dungeons and Dragons, Paizo created
the Pathfinder Roleplaying Game, continuing to publish under the OGL.
The Core Rulebook came
out in August 2009, and since then, several other supplements
expanding the game have come out as well. Although the game is
designed to be backwards compatible with the 3.5 edition of Dungeons
and Dragons (and indeed, many people have referred to it as edition
3.75), many things have changed. Rise of the Runelords
was published for 3.5, so Paizo couldn’t simply just re-release it
exactly as it was. So, as well as compiling all six parts into one
hardcover book, James Jacobs has updated it to the Pathfinder rules.
But more than this, he has also taken the opportunity to expand a
little on the original adventures, fix problem areas that players
have noticed, and generally give the adventure path a little more of
a unified feel.
How
successful has he been? Well, to start off with, I have to say that
this is an absolutely gorgeous book. I mean that both in terms of its
physical appearance and its contents. Every page is like a work of
art, from the background colouring which gives it a parchment-like
look to the sihedron star underlaid with each page number. The top
right corner of every right-hand page contains a tab indicating which
section of the book you’re in while the left margin of every
left-hand page contains identifying artwork from the original cover
of the particular instalment. If there’s any problem with the
layout, it’s that it looks so good that it makes you want to flip
through the book to just look at it and ignore the writing! Of
particular note are the maps. While they’re mostly the same maps as
before, they’ve been relabelled and are much clearer as a result. I
particularly like that stairs now indicate which way is up and which
is down. Most of the time, this is pretty obvious, but there have
been times in the past when I’ve been unsure which way stairs are
going in some Paizo maps. (I remember once looking over an adventure
in Dungeon that I was considering running. The map had stairs
all over the place, and it was virtually impossible to figure out
whether many of them were going up or down. I ended up not using the
adventure after all.) It’s good that it’s clear just in case of
any doubt. Also, both full stat blocks and abbreviated stat blocks
have a new way of showing XP, CR, and HP. It’s a small change, but
it makes them stand out just a little more, thus making them just a
little clearer. However, as I said, there’s more that’s beautiful
about this book than just its layout. A lot of work clearly went into
it and it shows.
I
think one of the strengths of Rise of the Runelords
that has made it consistently popular is its overall simplicity. When
all is said and done, it’s a fairly straight-forward adventure in
which the PCs come together to fight the bad guys. It doesn’t try
to do anything experimental and isn’t all that innovative. There’s
a little bit of mystery here and there (particularly in The
Skinsaw Murders) and one or two
false allies, but for the most part, it’s generally clear who the
PCs’ enemies are. But the adventure path succeeds despite this, and
indeed, because of this. After all, there’s a reason why gaming
tropes become tropes in the first place: they work. Some more recent
adventure paths have moved into the more innovative and experimental
territory (some more successfully than others), which is a necessary
thing to do in order to avoid things becoming stale, but it’s the
tried and true that allow the innovative to occur in the first place.
SPOILERS
FOLLOW
Rise
of the Runelords opens with
Burnt Offerings, an
adventure in which the PCs take on a tribe of goblins in order to
protect their home town of Sandpoint. Apart from the conversions to
the Pathfinder Roleplaying Game, very little has changed from the
original version of Burnt Offerings.
And that’s because very little really needed changing. The
adventure opens with one of the best hooks of any adventure: goblins
attack the town of Sandpoint. This puts the PCs into the thick of
things right from the start, giving them a very personal stake in
what is happening (namely saving their own lives). Most adventures
open with the PCs learning about goblin or bandit attacks somewhere
else. Often, they are hired by an NPC or organization to rid the land
of the threat, but other than the lure of payment and excitement,
there’s little personal at stake. It’s very easy for the PCs to
say no and go do something else instead. In Burnt
Offerings, instead of the PCs
going to the goblins, the goblins come to the PCs, who don’t have
any choice but to get involved in the battle. This then (hopefully)
provides them with personal incentive to find out why the goblins
attacked and what they were after. Yes, it’s a form of railroading,
but then every
adventure hook is. Whether it’s an NPC offering reward money or a
cry for help from someone in distress, an adventure hook is
essentially the gamemaster saying to the players, “I want you to do
this.” Burnt Offerings
at least makes that hook exciting. After all, one of the reasons
people play the game is to be able to have their characters fight and
kill monsters.
Another
of Burnt Offerings’
strengths is its setting. Sandpoint may be a fairly small town, but
it’s a vibrant one, full of well-realized, believable, and
sympathetic NPCs (okay, not all of them are necessarily sympathetic).
While many of the support articles from the original Pathfinder
Adventure Path volumes didn’t
make it into the Anniversary Edition,
the background on Sandpoint did (in Appendix Two) because it’s
absolutely necessary for the running of Burnt Offerings.
Much of the adventure takes place entirely within Sandpoint. It’s a
town that the PCs and, more importantly, the players
will actually grow to care about. It’s important to also note that,
when Burnt Offerings
was originally published, Golarion was brand new. Sandpoint was the
beginning of a whole new world. I’ve encountered few other settings
that come across as so real while having no previous sources to build
on.
If
there were any problems with the original version of Burnt
Offerings, it was that there
wasn’t enough opportunity for the PCs to interact with, and get to
know Ameiko, one of Sandpoint’s most prominent NPCs, before she
gets kidnapped and the PCs have to go rescue her. Likewise, there’s
little opportunity to learn about her family before most of them die.
This is one of the few changes in the Anniversary Edition.
Early on, there is an encounter with Ameiko’s father Lonjiku,
allowing the PCs to understand his and Ameiko’s relationship. It’s
just a small addition, but it makes a world of difference and allows
the PCs to have just a little more empathy for Ameiko.
There
are a couple of other small changes that caught my eye in Burnt
Offerings. For example, Erylium,
the quasit, is updated as a witch, rather than a thaumaturge (a class
from Green Ronin’s Book of Fiends).
It’s a minor change, but thematically appropriate.
While
Rise of the Runelords
is generally very highly regarded, perhaps the most criticized
portion is the final encounter of the second instalment, The Skinsaw Murders. In the original
verson, the villainous lamia matriarch, Xanesha, is extremely
powerful, and many people have reported TPKs (total party kills) from
that encounter. When I ran this part myself, the PCs in my group
managed to survive, but I confess that I had Xanesha make less than
optimal decisions during the battle, which helped give the PCs a
little bit of an edge. They still barely made it through alive. Her
Wisdom drain ability (which worked even through her mêlée weapon)
combined with spells like haste
and dimension door
made her far too powerful for PCs of the expected level. Not
surprisingly, she’s been toned down somewhat in the Anniversary
Edition. She has one less class
level, and she’s no longer a sorcerer, but a rogue, cutting down on
her spellcasting ability. More importantly, her Wisdom drain ability
has been reduced considerably. She’s still a tough opponent (as she
should be), but the PCs should now have a fighting chance against
her.
The
remainder of The Skinsaw Murders
remains pretty much as it was in the original. The only other
significant change is to Habe’s Sanatorium, which has been expanded
somewhat (and has a completely new map). The Skinsaw
Murders is a strong adventure,
which effectively mixes mystery and horror. This was the adventure
that first introduced haunts into the game. The Pathfinder
Adventure Path series has often
introduced new concepts and rules subsystems into the game. Haunts
(which are undead that behave more like traps than creatures) were
the first, and by far, the most successful. They’ve since been
reused in numerous other adventures and were updated to Pathfinder
RPG rules in the GameMastery Guide.
The Hook Mountain Massacre, the
third instalment of the adventure path, sends the PCs to investigate
For Rannick, one of Magnimar’s most distant outposts that has
mysteriously stopped sending in reports. The PCs discover that it has
been invaded by ogres and must work to take it back. At the time of
its original publication, it was criticized somewhat for its level of
gore and violence, and for the mature themes it presented. References
to ogrekin incest and cannibalism disturbed some people a little.
Paizo has always pushed the boundaries of what is considered “PG”
in their products, and this pushed those boundaries perhaps a little
more than usual. Paizo stated at the time that this is the farthest
they would ever go, and so far, they’ve stuck to that statement.
It’s known, however, that there was a lot of material cut from Hook
Mountain, and some people
wondered if some of that might make it into the updated version.
Others naturally wondered if the adventure might be toned down. I’m
happy to say that neither is true. The segment with the ogrekin
family, the Grauls (the portion of the adventure that contains the
most obvious boundary-pushing) is pretty much exactly as it was in
the original. It’s not expanded upon; nor is it cut back. It works
well as-is. GMs who wish to tone it down for their groups can easily
do so with virtually no effort.
The
Hook Mountain Massacre also has
one of the best PCs-lay-siege-to-a-fort/castle scenarios I’ve seen.
This was one of my favourite parts of Runelords
to run. Fort Rannick is not presented as just a dungeon crawl.
Instead, it’s a living, breathing establishment where its
inhabitants actually move around and do things. Of course, any
well-run dungeon will do that, but the best-written
ones don’t leave any doubt that that’s the way it’s supposed to
be. One interesting change in this section is that the lamia
matriarch, Lucrecia, who is Xanesha’s sister, is no longer a rogue,
but a sorcerer with many of the spells that her sister used to have
in the old version of The Skinsaw Murders.
James Jacobs has essentially swapped the sisters’ stats around, and
it makes perfect sense to do so. The PCs are higher level by this
point and are now capable of taking on a creature of the power level
that Xanesha used to be.
Fortress of the Stone Giants, the fourth
instalment, opens with a stone giant attack on Sandpoint. The PCs
then take the battle to the stone giants to learn why they attacked.
After infiltrating the stone giant fortress, they find their way to
an ancient Thassilonian library where they begin to learn who their
real enemy is: Karzoug, the ancient Runelord of Greed. While the
opening to this adventure is very strong (the attack on Sandpoint is
like an expanded version of the goblin attack in Burnt
Offerings, and is vibrant and
exciting), it later turns into a bit of a slog. The latter portions
of the adventure involve a lot of going from room to room, killing
the room’s guardian and then moving to the next room and doing it
all over again. I don’t find Jorgenfist and the library to be a
particularly dynamic setting. There is an opportunity for the PCs to
make an ally with Conna the Wise, but otherwise, everything here is
pretty much there for PCs to kill. Unfortunately, nothing’s really
changed in the new version, either. Of course, PCs itching to fight
will certainly find lots to fight here, and there’s certainly a lot
of tension created as there’s little opportunity for the PCs to
rest, so it’s not all bad. I just found when playing through it
that, by the end, it was starting to get just a little tedious.
That
said, while Fortress of the Stone Giants
was starting to get
tedious by the end, Sins of the Saviors easily
passed the point of tediousness. The fifth instalment is mostly set
in Runeforge, a large, extradimensional dungeon. The PCs must go
there to find the means of defeating Karzoug by creating runeforged
weapons. I’m happy to say that this is the instalment that seems to
have had the most changes in the update to the Anniversary
Edition. One of the most tedious
portions used to be the Ravenous Crypts of Gluttony, which contained
a huge map full of mostly empty rooms and lots of secret doors. Empty
room after empty room just created monotony. In the new version, the
Ravenous Crypts are considerably reduced in size, bringing the
occupied rooms closer together. Moreso, some of those occupied rooms
are very different. The new version of the Infusion Chamber, for
example, is far more interesting than the old.
The
Festering Maze of Sloth is an entirely new section—well, not
entirely. It’s mentioned in the original version as being a
“labyrinth of disease-ridden garbage and filth. There is little to
be found in these chambers apart from poison, corrosive fog, and
low-CR and mindless creatures like oozes, slime, and vermin.” In
other words, it’s a waste of time for the PCs to explore (the
original version doesn’t even bother to provide a map). While
there’s a certain realism to it (it makes sense that high-level
characters ought to encounter non-challenges from time to time), it
doesn’t make for the most fun playing experience. Instead, it can
create boredom and discontent. While it’s easy for a GM to skim
over by saying the PCs spend a day or two searching and finding
nothing relevant, it’s far more interesting if there is actually
something to be found. The new version actually provides a map and a
fully fleshed out, challenging section. Indeed, this is now one of
the most interesting sections, if a little gross with all the slime.
My only complaint about the new version of the Festering Maze is that
the map is a little confusing. The text refers to narrow, 2-foot-wide
bridges, but the only things on the map that might be these bridges
(coloured to look a bit like metal planks) are a full five feet wide.
Overall,
Sins of the Saviors is
easily my least-favourite instalment of Rise of the
Runelords, but the Anniversary
Edition has improved it
considerably. I really wish I’d had this version when I ran it a
few years ago.
In
Spires of Xin-Shalast,
the final instalment, the PCs have finally tracked down the location
of Karzoug’s ancient capital city, Xin-Shalast, the place where he
will soon awake from his long stasis. It is truly an epic finale,
where the PCs must face rune giants, lamias, vampiric skulks, and
more before finally taking on Karzoug himself. In the new version,
very little has been changed during the approach to the city itself,
but a number of new encounters have been added inside the city, such
as the Leng spiders, creatures who are not exactly enemies of the
PCs, but not exactly allies either. The most notable change, however,
comes at the very end. Karzoug is not alone.
In
the original version, the PCs faced Karzoug by himself, and while
this is often the way fights with the principal villains of epic
movies go, it doesn’t always work so well in D&D or Pathfinder.
A couple lucky rolls from the PCs and a solo villain can be defeated
very quickly, making for a bit of an anti-climactic fight. In the
Anniversary Edition,
Karzoug has allies with him when he faces the PCs (a dragon, a rune
giant, and a couple of storm giants). While this is a harder battle
for a GM to run (high-level combats mean keeping track of a lot of
information and abilities), it makes for a much more dynamic battle,
and a potentially far more epic one. Of course, the PCs might still
get lucky and end it quickly, but it’s likely to prove more
memorable even so.
Several
appendices follow Spires of Xin-Shalast
in the Anniversary Edition.
The first is a “Continuing the Campaign” section. While brief
(only two pages long), it does provide some interesting ideas for how
to continue on if your players want more. I kind of wish this section
was an extra page or two, but that would have meant cutting from
somewhere else (and I can’t think what else to cut), so I accept it
as is. After this come support articles on Sandpoint, Magnimar,
Turtleback Ferry, and Xin-Shalast, the key locations of the adventure
path. These articles are pretty much the same as the ones that
appeared in the original versions of the adventures. I didn’t
notice any major changes (apart from fixing the map of Magnimar,
which had a number of errors in the original version). Finally, there
is a short Bestiary, an appendix on new rules (covering sin and
virtue points, Thassilonian magic from Inner Sea Magic,
and some new spells) and an appendix detailing the unique magic items
of the adventure path.
Overall,
Rise of the Runelords Anniversary Edition
is a phenomenal book. It manages to take a great adventure path and
make it even better, which is no small task. If people who own the
original editions are wondering whether it’s worth buying the
adventure path again, I would say it’s definitely worth it. Not
only are all the conversions between gaming systems done for you, but
you’ll be getting a much more cohesive product. Alternatively,
there is the Rise of the Runelords Deluxe Collector's Edition coming out in the next
month. This product is the same as the Anniversary Edition,
except in an even fancier layout. Alas, this is beyond my ability to
afford at the moment, so you won’t be seeing a review of it here.
However, if you have the money to spare, it would likely make a great
thing to have on your bookshelf.
Nice review!
ReplyDeleteI was thinking (since I'm still a Mystara's DM), is this one easy to play in Mystara?
Hooray, another Mystara fan! I used Mystara as my setting of choice for many years. Only switched to Golarion a few years ago.
DeleteConverting Runelords to Mystara shouldn't be that difficult. You need an analogue for Thassilon and the Runelords. I would make Thassilon a pre-Blackmoor civilization. Thonia might be a good choice.
As for where to set the adventures, anywhere that has a decent amount of wilderness without too many large cities, although there should be one large city to stand in for Magnimar. I would suggest Norwold. Either Alpha or Landfall could be Magnimar and then place the starting town of Sandpoint about a week's journey from that place. You can easily place the other adventure locations throughout Norwold.
Alternatively, the Isle of Dawn or Skothar might make good locations for setting the adventures. There are lots of areas that would work, really. The only area I wouldn't suggest is right in the heart of the Known World, as the area is just too heavily populated.
This is aawesome
ReplyDeleteAppreciate yourr blog post
ReplyDelete