I just got the notification that issue #7 was shipped this week. That made me realize that I had to write a short blurb on the final issue of Paizo’s Rise of Runelords Adventure Path.
Issue #6: Spires of Xin-Shalast brings the stories of ancient, evil Sin-magic and the old empires based on them to a conclusion. One such Runelord will awaken from a thousand year old sleep and is ready to resume his conquering of all of Varisia (the country where the adventures were set).
This adventure tries to capture the feel of discovering a long-lost city and the ancient, lovecraftian horror that slumbers underneath it (and we’re not talking about the Runelord here).
<rant>
I must say that I’m growing somewhat tired of 3.x D&D’s/Fantasy d20 over-borrowing of Lovecraftian themes. Maybe it’s just the unfortunate choices of adventures and materials I bought over the years but the whole ‘Elder Evil, World Shattering, Mind melting, Slumbering Evil’ has been done to death. I think it’s because it’s simpler or maybe more ‘fun’ to ‘save a world before the button is pressed’ and Things Man Was Not Meant to Know are natural choices for such tropes.
I think that’s why I’m going for the Nuke the World, Save What You Can trope in my game.
</rant>
Okay, now Pathfinder #6 is set for four 14th level characters and should bring them to the 16th by the end of the Adventure Path.
The usual breakdown:
- Foreword by James Jacob: Where James thanks all the writers and lauds the talent of this adventure’s author (Greg. A. Vaughan) , discusses the creation of a Mortal Big Bad Evil Guy (as opposed to Paizo’s recent Worm god and Demon Lord) and starts talking about the next path.
- Spires of Xin-Shalast by Greg A. Vaughan: A 56 page adventure that takes the PCs on a quest to find and explore a legendary lost city where the ancient Runelord of Greed is awakening. Then a titanic fight ensues that may awaken a slumbering Evil that can literally destroy mountains.
- Karzoug the Claimer by Greg A. Vaughan: A 4 page write-up of the campaign’s BBEG, a CR 21 Arcane Caster loaded with artifacts and unique magical items… (including embedded, non-salvageable Ioun Stones…. sigh)
- Hazards on the World’s Roof by Greg A. Vaughan: A 4 page set of environmental guidelines and rules to play in high altitude, mountainous regions. This covers altitude, Avalanches, Cold, falling and Random Encounters.
- Pathfinder’s Journal by James L. Stutter: 6 pages of fluff of past adventurers. I must be perfectly honest that I never read any of them, but perusing them shows nice maps, journal-like depiction of monsters and treasures. High quality stuff no doubt… just not my cup of tea when I tend to only read what I must to run an adventure.
- The Bestiary by Greg A. Vaughan that feature:
- The huge ridable Crag Spider
- The Denizen of Leng which are mandibuled horrifying outsiders (complete with a ‘Lovecraft Again’ side bar… I rest my case)
- The Kuchrima: A Lamia-like cross between a Condor and a Humanoid
- The Harridan: another Lamia-like cross between a Hunting Cat and a Giantess.
- The Hungerer: a Huge swollen sack of oozing, bleeding flesh and claws (Which is a deformed Harridan)
- The Rune Giant (Yet another Giant!) that can control other giants and blind opponents whenever they use their spell like abilities and Lightning Shower attack.
- The Wendigo: An Outsider Yeti
- Preview of the upcoming adventure path called Curse of the Crimson Throne that promises to be a more city-focused path.
Overall impression:
While I only read the 1st one in any details, I’ve perused all of them. Enough to conclude that the Pathfinder product is a richly detailed, beautifully presented and highly useful product for DMs. While I won’t play more than the 1st one, I got to use monsters from them in my own adventures and the players really liked them.
I also know from various feedbacks I read on the net that not all adventures were ‘equal’ in quality and fun. Being written by different people, the styles tended to clash widely from issue to issue.
What starts out as a low level romp through goblins and demonic minions switches abruptly to a Slasher Horror adventure to then go into the ‘Hills have Eyes’ degenerate horror theme. After we go in the opposite direction and get the Against the Giant treatment, then go into a huge trap-filled extended dungeon crawl and finish with a Lost City scenario.
If I look at my own players, I know that some of these adventures would not interest them at all and I would have to seriously hack some of them to get a constant level of enjoyment. Then again, such is the case with all adventure paths.
Also, I’m a bit unimpressed with some of the monsters created for the series. The strong Giant and Lamia themes have been visited a few too many times I feel and most monsters definitively lacked the late-design ‘coolness’ (i.e. simpler, cooler special attacks) of WotC’s pre-4e work.
One thing I really liked about the adventures was that the DM was encouraged to tweak things to their players’ tastes. Some pointers were given for doing just that. This was done especially around each adventure’s more controversial issues (like should goblins attack and kill children, how far can the depraved Ogres go, how sexual do you want the adventure to get in the pits of lust?…)
All in all the 1st Pathfinder has been the most deluxe, well supported set of adventure I’ve seen. For those who wanted them, Paizo published many products (Item cards, Map packs, True 20 conversions, etc), which is a good move on Paizo’s.
I’ll maintain my subscription for the next arc, but my interest in 3.5 stuff is definitively waning and will probably stop if the arc after the next is still 3.5.
Thanks for reading. I’ll tackle #7 as soon as I get it.
Trask says
Sorry if I am dense, but by “runelord,” are you referring to the series of books by David Farland? Or am I mistaken? Is this a separate universe?
Trask
ChattyDM says
Totally different universe Trask…. although Farland’s Runelord world has Role-playing potential.
Pathfinder’s Runelords are legendary Evil Arcane Casters that ruled parts of an Empire through the magic of a fundamental sin. There are 7 sins, each with a rune of power representing it… hence Runelord.
Graham|ve4grm says
Well, sorta.
They actually ruled it by each representing one of the great virtues of rulership. As their power grew, their virtuousness lessened, until it was corrupted into said sin.
Then a bunch of them destroyed each other. Fun!
EDIT: By the way, they are considering making Arc 3 in 4e, but there were delays in getting the 4e material out to them, so I don’t know if they will be.
Ripper X says
Hating Lovecraft? THE HORROR! Let me play devil’s advocate for a bit >:)
My greatest influence for becoming a DM and agreeing to all of the prep work was H.P. Lovecraft! This is always evident in my games, thank god that I play with horror geeks.
I love the sense of creeping doom. Instead of the Heroes having all of the power, it should be the evil minions. Where is the heroics if the enemy is clearly outclassed and out gunned? Players should think twice before attacking anything, thinking to themselves with every encounter, that this could be their last.
The evil in my games is also corruptive, I love moral tales. Alignments are there for a reason, test their resolve. Every action, no matter how small has an equal reaction. I find that a rich Lovecraftian world can do this wonderfully.
Dark wizards, hungry for power, tricked into bringing over something dark and sinister that is corrupting the entire town. The formerly evil wizard wants to stop it, but at every turn he finds that the evil fiend is simply using him as a pawn.
Evil . . . I can’t think of a single author that handled evil so beautifully as H.P. Lovecraft. Not Chaotic Evil anyway. God forbid that you get some idiot like Skeletor testing the PC’s and turning them into heroes.
What if there was a devil, and what if he slew your gods centuries ago, now only dealing with the last remaining fragments of these dead gods, our souls. It is an intriguing idea.
But on one point, I will agree with you. Written Modules aren’t suppose to guide campaigns in this way. The evil must be tailor made for your PC’s on a very personal level. Modules are just suppose to give the DM a break once in a while with a little side quest. By taking major undertakings, such as building the cyclopean underwater cities, in effect, they are dumbing down the game and making DM’s afraid to alter the campaign settings that they’re playing in.
Fighting in high altitudes? Isn’t this already in the DMG?
ChattyDM says
Ripper X: A well argued counter rave to my rant. I totally agree that Lovecraft was a master of dark horror. I’m just a bit tired of seeing it used in so many ‘save the world’ D&D scenarios.
The DMG covers mountainous terrain but not so much avalanches, and oxygen depletion. Unless I’m mistaken.
Thanks for taking the time to write this, good points all.
Buzzregog says
I’ve noticed the elder evil, unnameable force trend as well. However I just chalked it up to the people I I tend to get my adventure reading from. The Paizo crew are hard core fans of the genre. Bruce Cordel and Monte Cook have never let go of the genre, they love it and it permiates everything the write. The old core stuff was not sick with it, but the hints have always been there. ( A favorite old Dragon Magazine adventure of mine was Temple of Poseidon )
But I do agree the genre lends itself to easy way out endings. Just be thankful they aren’t Stephen King, where the hell did that come from endings.
ChattyDM says
I think you nailed it perfectly Buzzregog. I have always been a huge Paizo/Cook fan and got most of my adventures from them.
It’s not that I don’t like the genre, it’s that I probably played it too much.
I had dinner with my pal Math last Saturday and he told me that he too was tired of the whole j”Just close the door on that World-eating monster”.
So my players are ripe for what I got cooking for them this week!