Rise of the Runelords series:
- Book 1: Burnt Offerings
- Book 2: The Skinsaw Murders
- Book 3: The Hook Mountain Massacre
- Book 4: Fortress of the Stone Giants
- Book 5: Sins of the Saviors
- Book 6: Spires of Xin-Shalast
- Reconstructing Rise of the Runelords

Our greed for this project is never-ending! Check out the first Deconstructing for Book 1 for the full explanation of what I’m doing and why. In short, I’m digging into the Rise of the Runelords Adventure Path from Paizo and breaking each book down into what I consider the essential story beats, freeing up room for more character-driven bits and overall simplifying the campaign focus. There are important caveats, which I’ll continue to restate here:
First and foremost, these edits are to my preference for the game that I want to run. What I consider “essential,” you may not, and vice-versa. You would make (or have made) different decisions, which is both natural and part of the fun. Feel free to comment below if you see different opportunities.
Second, get ready to clutch your pearls. If you’ve run or played in Rise of the Runelords, I’m going to be deleting your favorite side quest, or NPC, or completely rewriting villain’s motivations and backstories. When I’m done, it’s not going to resemble the story you know.
Third, there will be rampant spoilers—in fact, once I dive in, these posts are essentially spoilers from start to finish. If you are a player in one of these APs or plan to be, these articles aren’t for you. (If you plan on GMing it, however… welcome!)
Finally, I don’t yet know what game system I’ll be using to run this Adventure Path, but it likely won’t be Pathfinder. Try not to get caught up in how dramatically I’m reducing the possible XP or treasure, or what I’m doing to CR of encounters. For a peek inside my thoughts on systems, you can start here.
Onto Book 3!
Rise of the Runelords 3: The Hook Mountain Massacre
If Book 1 of the Rise of the Runelords Adventure Path is the party versus goblins, and Book 2 is the party versus ghouls, Book 3 is the party versus ogres. I hadn’t realized how each book took on a central, thematic antagonist (at least for the first four books) until diving into this series, but for me that’s as good a structure as any for making sense of each major story beat. As always, the trick with a recurring monster group is to keep the encounters varied and interesting for players. But the devil, as they say, is in the details. Let’s jump into The Hook Mountain Massacre by Nicolas Logue.

Once again, the backstory any GM needs to absorb on this module is dense and complicated. Essentially, the story relies on two allied forces working to conquer an area east of Magnimar: The first is Lucrecia, Xanesha’s lamia sister, who has infiltrated a settlement called Turtleback Ferry and created a gambling den to steer the populace towards greed. The second is a stone giant named Barl Breakbones (great name!) who is helping raise an army to sweep over the region. To do so, Barl brings a local ogre clan to heel, and under his leadership (and with some help from Lucrecia), crushes Fort Rannick, the human-led keepers of wilderness law. With the fort overthrown, who will stop the ogres with their giant leader from waging war?
There are other bits that I’m going to characteristically drop to keep the above (still relatively complex) machinations intact. Once this book is underway, the escalating threats should be enough to follow and keep the party’s attention. As I’ll say again later, the structure of this overall module is terrific.
Chapter 1: In The Hook’s Shadow
Chapter 1 begins in winter, which means that either a few months have passed since the Swallowtail Festival or a little over a year. The module assumes the former, but I’m inclined towards the latter, since I often find APs too crunched on timelines for a satisfying “full adventurer career” arc. Either way, the PCs have downtime and a chance to further any Sandpoint-related plots.
This module takes quite a bit of setup to get into it. Mayor Grobaras contacts the party with a request to meet him personally in Magnimar. Either the party already knows the mayor from their exploits in Book 2 (which makes the reach-out easy to explain) or their reputation as the Heroes of Sandpoint has reached him. Once again, either option is fun, because if the mayor hasn’t met the party, it means the PCs know about Justice Ironbriar and the plot to assassinate Grobaras, but he doesn’t, so the conversation can have some intrigue. This journey is also an opportunity to further any Magnimar-related threads the party began in Book 2.
The mayor explains that Magnimar has lost contact with Fort Rannick, which keeps the peace in the wilderness around Hook Mountain to the east. He’ll offer gold, and as a GM, I’d juice the party’s existing motivations—maybe there’s a hint they see that the mayor doesn’t about Lucrecia, or maybe the local entanglements in Sandpoint are driving them crazy, or maybe there’s an NPC link to one of the PCs in the area. Whatever the case, the mayor suggests traveling to Turtleback Ferry first, the closest settlement to Fort Rannick, to get information. And hey—as the party prepares to go, elven ranger Shalelu Andosana from Book 1 arrives! She wants to join them, as this mission is right up her alley (in the module, her real motivation is a complex relationship with one of the Black Arrows—the force stationed at Fort Rannick. I’m ambivalent about keeping this connection and would only do so if it didn’t distract from the party).
Turtleback Ferry is ~2 weeks away by land and ~1 week by river ferry. The module doesn’t spend a lot of time on the journey, which to me is a shame because it’s the first real “hexploration” type of experience the players could have. Because of my edits below, I’d lean into at least a full session on the journey, which is a chance to bring the world of Golarion to life and explore how Shalelu fits (or not) into the party. I’d also emphasize the difficulty of traveling in winter, which makes it more difficult to run to Magnimar if and when the PCs later get in over their heads.
There’s a detailed gazetteer in the module to flesh out Turtleback Ferry and its populace once the party arrives. For their first visit, the important bits for the story are: 1) sure enough, no one has heard from Fort Rannick in a while, which is uncharacteristic and concerning. They would love the party to investigate and will help however they can. 2) the PCs discover one or more random residents as having Sihedron Rune tattoos they’re trying to hide. What the heck? These are part of Lucrecia’s plans and are given to anyone who frequents her gambling den, called Paradise, a gambling boat in Claybottom Lake. For now, any investigation into the tattoos gives preliminary information but otherwise hits a dead end, and Fort Rannick is the pressing concern.
The rest of this chapter in the module is an involved side quest, especially odd given how much gameplay above there is to get here. On the way to Fort Rannick, the PCs are meant to hear the yowling of a cat. When they go to investigate, they find a firepelt mountain lion named Kipp, which had belonged to one of the Black Arrows, trapped by a hideous ogrekin (the result when ogres rape humans, rejected by both parents, and thus who tend to inbreed) named Rukus Graul and his hounds. A healed Kipp and/or a defeated Rukus will then lead the party to the Graul farm, which is full-on hillbilly horror. There are traps made of saws and spikes, horrible things everywhere, and the hugely obese and grotesque Mammy Graul and the rest of her inbred family. They’ve managed to capture the last three remaining Black Arrows: Jakardros (owner of Kipp), Vale, and Kaven, each of which gets a full two-page spread of backstory and NPC character sheet. All three are willing and able to tell the tale of Fort Rannick’s fall to an ogre horde, and to help retake it.
So, what’s the problem? For me, it’s a handful of things: One, the idea of fighting a whole family of ogrekin on the way to fight a bunch of ogres makes the ogres less interesting and the fights less varied. Second, while hillbilly horror is a distinct genre, the whole farm means roleplaying a bunch of offensive “hick” stereotypes, which is fun for some tables but would make me self-conscious. Third, a lot of details are vile, almost needlessly so, which again detracts from the awfulness of the actual ogres and what’s happened at the fort. Fourth, having not just Shalelu but four active “GM NPCs” is a lot, unless each player wants to pilot one and essentially have two PCs each. Finally, it turns out that Kaven is a traitor! He’s a thrall of Lucrecia, and the one who engineered delays of their patrol so as not to help the fort. To me, this connection between the two plots is forced, and I’m very wary of traitor NPCs because of how mistrusting players are of any future ones. Besides, wouldn’t his fellow Black Arrows realize he’d been magically charmed and constantly slowing them down?
Instead, I’m inclined to substitute the entire Graul farm with a single ogre encounter, as Barl Breakbones has sent out scouts to smash any Black Arrow patrols who had evaded the fort’s takeover. The party can intervene, seeing firsthand how scary ogres are. The three Black Arrows in this scenario are the only survivors of the ogre assault, but too wounded to help with the fort. Many people who have run or played Rise of the Runelords will hate this choice because the Grauls are memorable, but in summary dropping the farm: heightens the Fort Rannick encounters, streamlines the plot, and evades several things I don’t love in the module.
Chapter 2: Retaking Rannick
The Black Arrows have told their tale, which means the PCs know that a surprisingly organized force of ogres has taken Fort Rannick. The time it would take to send word to Magnimar for help and wait for a response would negate any chances to find more survivors and leave Turtleback Ferry in danger, so it’s up to the PCs to retake the fort.
Armed with the intelligence provided by three insiders, the party has several options for how to infiltrate the fort (or to lure the ogres outside of it). Jakardros, Vale, and Kaven won’t know how many ogres are there or who’s leading them since they were on patrol outside the fort when it was ransacked and were chased down as they tried to escape. They’ll still provide a detailed map of the 37-room “dungeon,” though, and anything the party can use about how to fight ogres.
One important detail to throw into the mix is that, around the time the PCs begin to make their plans of attack, a heavy rain begins. Barl Breakbones has conscripted a coven of hags to alter the weather and pelt the region with a ceaseless storm. The reasons will become apparent in Chapter 3, but for now it’s something atmospheric (ha!) to any battles at Fort Rannick, and may possibly alter (or enhance) the party’s plans. If there’s a druid or similar in the group, it might also be fun to tip off that PC to the unnatural feeling of the storm as foreshadowing.
The clan of ogres who overthrew Fort Rannick are named the Kreegs, and they have utterly slaughtered the Black Arrows there. From the module: “Dozens of skulls and mangled corpses hang from trees near the fort, with gigantic rusty hooks spitting them like meat awaiting a butcher’s block. The stench of sweat, urine, blood, and ogre-musk befouls the air for hundreds of yards around the fort. Hulking deformed brutes of the Kreeg clan roam the walls of Rannick and lurk within, fatting themselves on human flesh, slaking their thirst on the Black Arrows’ stores of whisky and ale, and dancing their macabre skull-jigs.”
Ew. Ogres are just nasty, man, and a big reason why I don’t want to showcase the ogrekin Grauls is to make the utter savagery and sadism of the Kreegs shocking when the party arrives.
All in all, there are 32 ogres in Fort Rannick, including half a dozen more trained “elite” ogres with distinct personality and tactics. The exact number of foes I’d place in the fort depends a lot on what game system I’m using to run the AP, but as with Thistletop, the ghoul-infested farms, and Foxglove Manner, my goal is to keep the threat level high while not having the encounters feel rote. I won’t go room-by-room here, but the module is full of fun Kreeg nasties and interesting potential set pieces for ogre-fights. Because these APs tend to stuff as many combats as possible into them, there’s also a ghost and shocker lizards, both of which I would drop.
If the PCs find themselves overmatched, the module recommends adding Black Arrow survivors that break free of their captivity and join the fight. If the party can do it alone, though, I also like the idea that the Kreegs were merciless and complete in their conquest, leaving only the scraps of their foes behind.
Surprisingly, Lucrecia has made Fort Rannick her home after sinking her gambling boat, Paradise, after the PCs visited Turtleback Ferry (this timing is slightly different than what’s in the module but makes more sense to me). I like the idea of her being in human form and incongruously meeting the party after they’ve defeated the Kreegs, offering them a drink and to chat. There she’ll reveal some of the larger plot across the AP and tell the PCs that they’ve made a powerful enemy of Mokmurian, who leads the stone giants in a place called Jorgenfist, by killing the ogres, so they should join his army or face his wrath. When either a) they refuse, b) they reveal that they killed her sister Xanesha, or c) Lucrecia says her name, the fight will be on, and she’ll reveal her true lamia form. She’ll also likely flee if she’s losing, and can appear later at Barl’s side in Hook Mountain.
I truly like the next half of the module, which allows the party to pursue any number of goals in whatever order they want. Eventually, the party will need to:
- Reestablish Fort Rannick. The party has saved three Black Arrows, all of whom need to heal, and perhaps there were some survivors within the fort. Regardless, the fort is now critically undermanned and can’t hold back the wild forces that would threaten Varisia. If asked, Mayor Grobaras in Magnimar will send a force, but it will take weeks to muster and travel during winter. Do the party act as guardians themselves? Conscript a force from Turtleback Ferry? Does Shalelu step up as leader (at some point, her time with the party will need to end)? To me, this is an interesting story beat that the module provides some details for a GM to anticipate, but is largely an open problem to solve. (As a sidenote, the rebuilding of Fort Rannick by folk conscripted from Turtleback Ferry sounds like a fun homebrewed adventure to run for a table when regular attendees can’t make game night!)
- Return to Turtleback Ferry to investigate those Sihedron Runes (Chapter 3).
- Take the fight to Barl Breakbones in Hook Mountain (Chapter 5).
There is a fourth option, in Chapter 4, but as I detail below, I’m dropping this section. Still, I love that the module doesn’t presuppose an order, which allows PCs to focus on whatever they see as most urgent. I also like the idea of making the first task they tackle meaningfully easier and the third task meaningfully more difficult, which adds weight to the players’ choices and causes the world to feel more alive.
Chapter 3: Down Comes the Rain
Whenever the party decides to return to Turtleback Ferry after retaking Fort Rannick, their journey back is interrupted by a villager who has braved the storm to find them. The dam at Skull’s Crossing has broken, he says, and the town is flooding! The village needs their help, and quickly!
The PCs find Turtleback Ferry mid-flood and must swing into action to help the populace evacuate. Most distressingly, the children from the local schoolhouse are trying to brave the floodwaters while a giant nightbelly boa, a river predator, rises from the water to attack. Immediately after this problem is solved, however, it becomes clear that the local legend—Black Magga (an unfortunate name in today’s world)—has been carried into the town by the flood. Black Magga is an enormous Elasmosaurus-like creature, and it’s been wounded by the journey from the dam to town. Even still, it’s meant to be a kaiju-like figure far outside the party’s capabilities, which is always a fun challenge. Black Magga will utterly destroy the chapel if left unchecked, killing everyone who took shelter there, and then continue its rampage. If the party can manage to distract and hurt it, the creature will retreat into the depths of Claybottom Lake.
Cheers erupt from the surviving townsfolk once Black Magga retreats and, as everyone takes stock, it appears the floodwaters are receding somewhat. The locals postulate that the dam at Skull’s Crossing must not have fully broken, then. Will these mighty heroes go upriver and see, hopefully securing the ancient Thassilonian structure? Oh, and beware: A tribe of trolls called the Skulltakers call Skull’s Crossing their home, which is why residents don’t go there.
The colossal dam was built by Karzoug, and features lots of skull motifs (because: villain!). No one in Turtleback Ferry understands how its complex mechanisms work, only that they have done so for generations (or, little do they understand, ten-thousand years… the timescale of Golarion is bonkers). Kreeg ogres were sent by Barl Breakbones to destroy the dam and flood the town, the disaster made worse by the hags’ unnatural storm. Unfortunately for them, they encountered the trolls, and a battle has been raging between the two sides for days. The dam is now partially destroyed, and will soon fall completely without the party’s aid. Thus begins a complex-but-fun set piece, in which the PCs’ goal is to keep the dam intact, yet in order to do so they have to defeat the forces battling atop and throughout the structure, and both forces hate each other and the PCs equally.
I don’t love the floodgate control mechanism inside the dam, which is two magical circles that imprison powerful pit fiends. In the module, the circles drain energy from the ancient devils, and this energy, among others things, opens the flood gates when needed. One of the pit fiends has finally perished from the strain of the recent storms, and it’s up to the party to bargain with the remaining devil and, ultimately, for a party member to step into the open circle, have his or her life energy drained to raise the floodgates and thus save the day. What I don’t like about this situation is: 1) the mechanism has very little to do with greed, which is Karzoug’s thing and thus it’s a missed opportunity to showcase the Runelord’s “thing,” 2) it just feels random and disconnected from anything else in the AP, other than it being something the Runelord made long ago, and 3) a PC can open the floodgates this one time, but what’s the long-term solution? With one of the devils gone and the other near death, it feels inevitable that Turtleback Ferry is doomed to a failing dam, which doesn’t match a heroic fantasy adventure.
Instead, I’m inclined to forget the whole “powered by imprisoned devils” thing and simply make the place an architectural marvel whose technology has been lost to the ages. When the PCs finally clear the location of ogres and trolls, they now face some sort of hazard involving a failing dam and must come up with a creative way to repair something they don’t understand. Doing so, it seems to me, showcases any scholarly/brilliant PCs and strong/athletic ones alike, for surely any solution will require both brains and brawn. It’s exactly the sort of situation I can picture in a superheroic comic book, which is pretty much what the PCs are at this point. There’s still no tie to greed as a sin, but maybe inspiration will strike me between now and when I run this part of the AP.
Once the disaster has been averted, the PCs are welcome to come and go from Turtleback Ferry as heroes. Given time, they can finally pursue the lead of the Sihedron Rune tattoos, which Lucrecia made the exclusive entry ticket to her gambling barge the Paradise. Some investigation reveals that the barge sank in the days the PCs were retaking Fort Rannick, drowning all aboard. Lucrecia, it seems, worried the presence of the PCs would reveal her plot to harvest souls for Karzoug, so she sank the boat and relocated to the fort, where she (wrongly) assumed she would be safe. Again, the above isn’t the exact timing spelled out in the module, but makes more sense to me.
Chapter 4: The Haunted Heart
In the module as written, Fort Rannick’s commander mysteriously disappeared before the ogre raid. I haven’t mentioned it until now because the mystery of his disappearance is due to an odd and complicated reason: Essentially, Commander Lamatar Bayden was the secret lover of a nymph named Myriana, and Lucrecia used this information (gained from a charmed Kaven) to attack her home and murder her. Bayden then went mad after finding her remains, and Lucrecia handed him over to the coven of hags in Barl’s service. Then, Myriana’s spirit rose in anguish, haunting the woods in which she resided. See what I mean by complicated? Chapter 4, then, is a manhunt for Commander Bayden, which leads them into the haunted Shimmerglens (which, oddly, is quite a long distance from Fort Rannick… how was the commander keeping his relationship a secret?), where they discover the vengeful nymph-spirit and then are sent by her to find his remains. With his remains, she can somehow reincarnate the commander, even though it violates the Resurrection spell description because, well, they just really loved each other.
It’s… a lot, and exactly the sort of complexity I’m trying to avoid. Haunted forests and lovelorn nymph-spirits are cool, but it all feels out of place here. Why can’t the fort have been simply overrun by an organized force of ogres, more organized than they’ve been thanks to a stone giant leader intent on war? It’s a much simpler throughline, and one that should be easy for players to follow. As a result, I’m dropping this entire chapter.
Instead, as I outlined at the end of Chapter 2, the third goal for the PCs after retaking Fort Rannick is how to reestablish the fort as a shield against the wilds for Turtleback Ferry and the rest of eastern Varisia. To me, this is an interesting puzzle to solve where there is no one best solution and, meaningfully, is a likely offramp for Shalelu with the party.
Chapter 5: Harrowing the Hook
At some point after defeating the forces at Fort Rannick, it’s time for the heroes to take the fight to Barl Breakbones and his remaining Kreeg ogres, all of whom reside in Hook Mountain, about fifteen miles northwest of Turtleback Ferry and due west from Skull’s Crossing. With it comes some wilderness survival, since reaching the foot of the mountain is relatively straightforward, but scaling the towering mountain amidst a storm (which at some point changes from heavy rain to sleet, and then to snow) is more harrowing. How much time I spend on the journey would vary by table, but at the very least it’s an opportunity for skill challenges, hazards, and maybe a non-ogre monster encounter with something like harpies. This AP has an odd amount of mountain-scaling in the future, though, so I would temper my approach here.
Half a mile from the 10,000-foot-high peak is a cave belching black smoke, entrance to the Kreeg clanhold. The ogre domain is a dungeon of nine large rooms (after all, it’s the home of ogres and giants), and every encounter here should be daunting and worth a combat. I would slightly change the contents of the clanhold, dropping: 1) the scores of ogre slaves, which don’t fit how I see ogre society, 2) the reason for the slaves, which is manufacturing weapons for the giant army, since I can’t fathom that a primitive, natural ogre cave is well-suited for a giant’s blacksmith and armory, and would require a supply chain to Mokmurian’s faraway forces that doesn’t make sense, and 3) Commander Brayton, now turned into a frost wight by the hags.
The other details I would keep: There are the few remaining Kreeg ogres (perhaps fled from Fort Rannick, or held back by Barl to protect the clanhold), there’s a hill giant, the coven of hags, and, finally, the stone giant Barl Breakbones and his stone giant bodyguard. The bodyguard is oddly generic and without a name, so I would spend some time making him worthy of bodyguard status—Barl is a spellcaster, but this bodyguard should be the stone giants’ answer to Darth Maul, and maybe even an ettin, since I cut one in the module earlier. Finally, I think there’s a decent chance Lucrecia has fled here, and she should surprise the party nastily if so.
If the party rushed to Hook Mountain after retaking the fort, I’ll reward them by making the forces here disorganized and flat-footed, without Barl even knowing that Fort Rannick had fallen. If not, then it’s a more difficult set of encounters, including things like ogres dropping rocks on the party’s heads as they approach the caves and taking every advantage of their clanhold’s layout. Either way, the Barl-boss-battle (BBB!) should take place in what Barl calls his throne room.
I truly never realized how commonplace the “note to the mini-boss from the next boss” trope was in Adventure Paths, but when the PCs defeat Barl there’s meant to be a note from Barl’s stone giant boss Mokmurian (written on mammoth hide, no less!), telling him of a plan to strike Sandpoint and the name of his stronghold: Jorgenfist. At this point, I can’t drop yet another note into an ogre cave, which is why I seeded Mokmurian and Jorgenfist’s names in the first Lucrecia fight. Unlike what the AP intends, I will very likely have dropped Karzoug’s name already, so I think a little monologuing should allow the link between Barl and the Runelord to be clear. I’d also play up Barl’s greed and make the former-Kreeg throne room piled high with the spoils from Fort Rannick and other battles, a mini dragon’s horde. If somehow the PCs don’t yet learn Mokmurian’s name or the plot against Sandpoint, the story will proceed anyway just fine.
Once the Chapters 3-5 have been settled, the PCs can use the treasure from the throne room to help rebuild Turtleback Ferry and Fort Rannick, plus gain some sweet items for themselves. Or maybe they’ll take it back to further some plot in Sandpoint or Magnimar. The point should be that they’re rich, thanks to defeating the forces of greed. How will they use their wealth?
It’s interesting to reflect on the end of the module across the various ways the party might prioritize their three goals at the end of Chapter 2. If the party ends here, there’s the BBB and a pile of treasure, a pretty natural end to an adventure arc. If the party ends with the rebuilding of Fort Rannick, the adventure concludes with some sort of montage, downtime, and a hopeful note, probably with some sort of emotional goodbye with Shalelu. If the party ends at Skull’s Crossing, the breaking dam is the climax and the book ends with a triumphant return to a surviving Turtleback Ferry. Truly, any order across those three goals sounds great to me.
However the action ends, there will be PC-driven Turtleback Ferry plots to wrap up. Once the party feels good about the region’s ongoing security (very likely thanks to Grobaras sending help), they can return to Magnimar and report everything to the mayor. Hopefully there are story beats and people the PCs care about in Sandpoint, pulling them back to the town for Book 4.
Deconstructed The Hook Mountain Massacre
Despite changing a ton of the module as written and dropping major sections, I like The Hook Mountain Massacre a lot. A chance to do some wilderness trekking is great. Tackling ogres and retaking a fort is cool. Giving the PCs a chance to handle story beats in any order is refreshing. Fighting ogres and trolls who are fighting each other atop a crumbling, ancient dam is epic. Quickly finding Xanesha’s sister (versus letting this thread dangle) is satisfying. And the main bad guy, Barl Breakbones, is not only scary but a natural setup for the next book. Above all, Book 3 widens the party’s perspective, making them, hopefully, see themselves as guardians of the entire region. Certainly, after these events their reputation will be growing across Varisia!
Using Plottr for visualization, here is where I landed across this book. It’s an interesting story map, and showcases how much there are two stories circling one another.

And with that, we’re halfway through the first Paizo Adventure Path set in Golarion! What might the second half of this journey entail?
As always, please drop a comment or email me at jaycms@yahoo.com!





















