So, like I mentioned in the last post, I ran the whole of Rise of the Runelords. That was the afterglow post, and now I’ll get down to the business of reviewing the modules and giving some notes of things I encountered or changed when I ran them. That was the afterglow post, rise of the runelords online pdf now I’ll get down to the business of reviewing the modules and giving some notes of things I encountered or changed when I ran them.
Since six modules is a lot of stuff, I’ll spread this out over a few posts. The campaign was originally released using the 3. 5 ruleset, but I did not find the conversion too difficult. I typed out or copied most of the statblocks from the modules and other sources into . I’d have references for all the adversaries right there in front of me behind the screen and would not have to start flipping books.
With a very few exceptions, I converted everything from the ground up, and even for the exceptions I jotted down stuff like Combat Manoeuvre Bonus and Defence, plus a Perception score if I figured it might be needed. If I anticipated the use of random encounter tables, I usually also compiled stats for those, which may veer into the obsessive compulsive territory, but at least now I have the stats in an easy-to-use format should I need them in the future. In addition to the adventure modules themselves, I had a number of helpful sources for advice, handouts, errata and notes on how the modules play out. These were handy to have and the discussion archives allowed me to learn from their experiences. Incidentally, the campaign website is really valuable tool for anyone running a longer campaign.
During the campaign, we updated character sheets on the wiki, agreed on game times, and at least tried to do all that fiddly downtime number crunching there, like keeping track of gold, selling loot and some of the magic item creation. I also used it to deliver some of the larger infodumps on the plot and the world. I’ll next be running the Serpent’s Skull adventure path, and we’re using the wiki to discuss the party composition and bounce character concepts. PFRPG conversions of everything in the first four modules, fan errata. Before I get down to the details of reviewing the individual modules, I feel I should say a word about the adventure format. The Pathfinder Adventure Path modules aren’t just canned scenarios.
In addition to the adventure itself, running usually some 46 pages long, each module also contains a couple of articles on setting elements to supplement the module, a piece of short fiction, and a bestiary with a handful of new monsters. 1990’s, with their lavishly detailed monster ecologies. The page counts add up to a total of 96 pages. The additional content is very useful and made it easier for me to add colour to the setting and try and bring the world around the player characters alive. Whenever the adventurers ventured off the beaten path, I could just check the local gazetteer from one of the modules and see what they run into. PDF, which advises the players about the campaign to come, what sort of characters work well, and some ideas on what kind of adventurers fit Varisia. There’s also a handful of feats for native Varisian characters.