Rise of the Runelords
In the sleepy coastal town of Sandpoint, evil is brewing. An attack by crazed goblins during the annual Swallowtail Festival quickly turns into something more ominous as the shadows of a dark past come back to haunt the town—and perhaps all of Varisia. Can the heroes stop the awakening of a legendary runelord and keep him from reclaiming his lost kingdom of greed?
The Rise of the Runelords Adventure Path begins with a goblin attack and takes players on an epic journey through the land of Varisia as they track a cult of serial killers, fight depraved backwoods ogres, stop an advancing army of stone giants, delve deep into ancient dungeons to reclaim weapons of unbelievable power, and finally go up against an all-powerful wizard-king in his ancient mountaintop city.
1.) Burnt Offerings: Goblins and the shadowy specter of a murderous past descend to plague the sleepy coastal town of Sandpoint.
2.) The Skinsaw Murders: An investigation of the Lost Coast’s most notorious haunted mansion sets the heroes on the trail of a cult of serial murderers called the Skinsaw Men—a trail which leads all the way to the bustling city of Magnimar.
3.) Hook Mountain Massacre: A desperate cry for help from the rangers of Fort Rannick leads the heroes to the revolting den of a degenerate ogre family, a dam in peril, and a fey-haunted wood.
4.) Fortress of the Stone Giants: The stone giants are on the march, and they’re headed straight for Sandpoint! Can the heroes invade the black-towered fortress of Jorgenfist and figure out what ancient force is guiding them before it’s too late?
5.) Sins of the Saviors: The rise of an ancient killer leads the heroes to a dragon’s lair and an arcane dungeon ruled by ageless wizards, where the seven deadly sins reign supreme.
6.) Spires of Xin-Shalast: Karzoug, Runelord of Greed, has risen in the ancient mountain city of Xin-Shalast, and only the heroes can defeat him in this strange realm where the boundaries between reality and nightmare grow thin.