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

If you missed the first part of this series, what are you doing here you silly goose? Check out my post on Book 1 from yesterday 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 several important caveats, which I’ll 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.
With the preamble out of the way, let’s jump into Book 2!
Rise of the Runelords 2: The Skinsaw Murders

In Book 1 of the Rise of the Runelords Adventure Path, we saw the party of heroes thwart a goblin raid in Sandpoint at the annual Swallowtail Festival, become local celebrities (with various character-specific plots weaving them into the community). Then, while the Sheriff was out of town, they became aware that the goblins did not retreat into the hinterlands as assumed, but instead had gathered in the local glassworks. When the party cleaned out Sandpoint Glassworks, they discovered that multiple goblin tribes were being orchestrated by someone named Nualia, and that their base of operations was nearby Thistletop. Our heroes thus traveled to Thistletop, where they defeated not only the goblin warchief but Nualia herself. In so doing, they discovered ancient Thassilonian ruins that date thousands of years back to the Runelord of Greed, Karzoug (though they may not realize this connection yet). The party returned to town having quelled a regionwide threat, and their reputation as the Heroes of Sandpoint only deepened.
Book 2, The Skinsaw Murders written by Richard Pett, kicks off some time after these events, which should give the PCs plenty of time for downtime and to further whatever character-specific plots tie them into the town. Meanwhile, an NPC from Book 1 is up to no good. From the module: “In the previous chapter, the PCs rescued Aldern Foxglove from a band of goblins and then accompanied him on a boar hunt—his way of repaying the PCs for saving his life. Although he hid his desperation well, Aldern was deep in debt to the Brothers of the Seven” (who? see below) “at the time. When the PCs rescued him, he became obsessed with one of them, seeing in this PC a misplaced opportunity for his own redemption. Aldern’s obsession stems from one of three sins (GM choice): lust, envy, or wrath.”
I’ll be honest: The module opens with a three-page spread of backstory that is fantastically complex that I’ll largely ignore in favor of simpler motives. But I’m keeping the central spine: Foxglove has tried to reclaim his family’s abandoned haunted mansion outside of Sandpoint, and did so with the help of a corrupt organization, the Brothers of the Seven (aka the Skinsaw Cult), who are led by a follower of Karzoug, a long-lived lamia named Xanesha. The lamia matriarch has played on all of Foxglove’s weaknesses, and by the time Book 2 opens he is succumbing to ghoul fever and is utterly her thrall. Even that backstory is pretty complex, but works well enough for what happens throughout this book without massively rewriting the story.
Chapter 1: Murder Most Foul
The new adventure begins with Sheriff Hemlock approaching the PCs, telling them of a string of murders in Sandpoint. He’s been keeping them quiet because of the Chopper murder spree (part of the Late Unpleasantness that plagued Sandpoint five years ago and that the PCs will have heard about from their dealings in town in Book 1). He wants them to investigate the crimes before the same sort of hysteria overtakes the town. Great! A straightforward setup with clear motivations. Love it.
The sheriff then hands the PC who Foxglove is obsessed with a scrap of paper, with a creepy message written in blood just to them—a note that had been pinned to the latest victim. What could it mean? We have ourselves an old-fashioned murder mystery! If the PCs decline to help, the murders only mount and get more personal, so eventually they’re drawn into the investigation.
The sheriff promises to help as needed but will be focused on keeping the town peace. He deputizes the heroes (classic!) and gives them a list of all the leads he currently has, including directing them to the latest crime scene at the Sandpoint Lumber Mill. It’s hard to imagine any group of players not beginning with the crime scene, where they find a set of muddy footprints, two bodies (the mill’s operator Benny Harker and Katrine Vinder, the other daughter of Ven Vinder from Book 1), a bloody axe, and the lingering stench of decay (left by Foxglove’s undead body).
I should note that the descriptions in the module are truly horrific, and worthy of some content warnings with players in Session 0 of the AP. How much to play into the horror is, I suppose, a table decision, but I don’t see how you can avoid some of the awfulness, particularly the fact that Harker’s body has been carved with a seven-pointed star, the same symbol worn by Nualia from Book 1. The PCs can a) thoroughly investigate the scene for clues, b) go back to the jail and question Ibor Thorn, Harker’s partner and the one who discovered the bodies, c) question the only suspect, Ven Vinder, in another cell, and d) investigate the seven-pointed star, an ancient Thassilonian symbol, via experts like Brodert Quink in town. Doing so can reveal:
- Something undead crawled from the nearby marsh through the upper floor of the mill. One of the victims hit it with the axe before dying.
- Harker was sacrificed in some sort of magical ritual whereas Katrine died by being pushed through the log splitter (gross).
- Harker was embezzling money from the mill, cooking its books. He and Katrine were having an affair. The more they investigate Benny Harker, the less respectable he seems. He was, essentially, a greedy man.
- Ven is innocent, but there’s a great chance to carry over whatever interpersonal tangles he might have with the PCs from Book 1.
- A good lore dump about ancient Thassilon, including the origins of the seven-pointed star, called a Sihedron Rune, and its ties to the seven virtues / sins.
Of course, these two deaths were only the latest murders. Sheriff Hemlock can point the PCs to a raving man named Grayst Sevilla and the three bodies they found him with from two days prior. The bodies are all ritually sacrificed as Harker’s, with the same Sihedron Rune carved into them. Grayst is a tough one to interrogate because of his madness, but was made to watch the rituals (which broke his mind) and can reveal a) it was a ghoul calling himself the Skinsaw Man, and b) he’s targeting greedy souls. Grayst is also succumbing to ghoul fever, which provides a moral quandary to the party about what to do with him.
In the module, Grayst is the “prize” of Chapter 2, but I’d push it up here for reasons I’ll explain below. Otherwise, Chapter 1 to my eye is a good—albeit gross—start to a murder mystery and straightforward to run.
Chapter 2: The Thing in the Attic
Everything about this chapter except Grayst, to me, feels unnecessary. We have a large sanatorium in a remote dale outside of Sandpoint, with a long, complicated backstory that has nothing to do with the central plot. Instead, it involves a desperate crackpot sadist and a rogue necromancer working together, and the PCs find themselves needing to deal with both just to question Grayst. I’m loathe to include something like a sanatorium in an adventure in the best of times, but I’m certainly not excited about creating something sinister and, ultimately, cliché. At best, this whole set of story beats is uncomfortable for the players. At worst, they require their own content warnings and feel like a parody of mental illness all throughout the complex. The module creates a red herring in the necromancer, someone who has nothing to do with the murders but seems to, which I find annoying. Finally, what are the PCs supposed to do with the poor people in the sanatorium once they’ve eliminated both its operator and financial sponsor? Nope, don’t like it.
There are some fun—and creepy!—details about Grayst’s feverish mutterings, especially towards the PC that Foxglove has targeted with his attention. I’d keep these bits and discard the rest, and simply place Grayst in a cell alongside Ven in Chapter 1.
Chapter 3: Walking Scarecrows
As the PCs grapple with the various clues and murders, Sheriff Hemlock again comes calling. A farmer—with the hysterical name of Maester Grump—is the lone survivor of a group that had been trying to combat something menacing the various farmsteads surrounding Sandpoint. Why the sheriff sent him to the PCs becomes obvious as he tells his tale: Farms are being attacked by “walking scarecrows” which, as he details his account, are likely ghouls. Grump can pinpoint the source of the problems as originally stemming from the old Hambley place. The PCs can take some of Hemlock’s guards with them if they want to enlist aid or go on their lonesome to check out what’s happening.
Hambley’s farm and family, it turns out, were the first victims of Foxglove as the Skinsaw Man, his first exploits as a full undead monster. He turned the Hambleys just as he did Grayst, but because more time has passed, they’re all ghouls eating and turning the other farming families. Over three dozen farmsteads sit to the southeast of Sandpoint (equidistant from the town to Foxglove Manor, which is southwest along the coast), and as the party questions locals, the news of the walking scarecrows and its epicenter at Hambley farm becomes clear.
Then, as they near Hambley’s, the PCs discover a mix of corpses and newly-turned ghouls hanging as scarecrows among the fields. It’s all pretty horrific again, so tread cautiously. That said, there’s an opportunity to make very atmospheric and creepy discoveries of the ghoul plague infesting the farmlands, with as many undead encounters as feels right for the players in the system I’m running.
Farmer Hambley’s body is ritually sacrificed and sits decaying in the farmhouse kitchen, with another Sihedron Rune and another note pinned to the body for the targeted PC. The rest of his family are ghouls, and should attack the PCs in the scariest way possible. Except for Foxglove, this chapter is the big “fight ghouls” chapter, which I’d make as long or short as suits the appetite (heh… see what I did there?) of my players.
The big link the module makes between the Skinsaw murders and Foxglove happens when the PCs kill a ghoul who was both a Hambley farmer and once caretaker of Foxglove Manor. I find this link forced, so I would instead drop some clues—either in the notes or some physical clue left by Aldern Foxglove—that makes the party highly suspicious that he has some sort of link here. As they look for him in town, no one has seen the nobleman since shortly after the boar hunt from Book 1. As a result, the PCs learn of Foxglove Manor’s existence and go to investigate.
If the PCs aren’t making the link or pursue some lengthy side quest, more murders can occur. I wouldn’t overdue it here – I think that I’d make the next Skinsaw Murder an NPC that can qualify as “greedy” that the PCs like, then drop another highly-personal note that means they can’t ignore Foxglove.
The module also suggests the idea of dropping a number of ghoul “time bombs” into Sandpoint that Foxglove has created, then possibly a “Night of the Ghouls” where they all attack. I find that these ideas would likely draw out the adventure significantly, and make too-repetitive ghoul combats. Once the PCs have handled the farmstead problem and made the definitive connection to Foxglove (while also being unable to find him in town), I’d point them at Foxglove Manor and keep the story moving.
Chapter 4: Misgivings
I suspect the author gave Foxglove Manor the nickname “the Misgivings” to avoid spoiling anything with the chapter titles, but it’s a nice local flavor anyway. The origin of the nickname and other details about the house plagued by misfortune can get puzzled out by the PCs if they do any research before heading there. When they travel, the path to Foxglove Manor is three miles from Sandpoint southwest along the Varisian coast. The party reaches the location to find a decaying mansion hanging off a cliff “as if the entire house were poised for a suicide leap.” The description of the place’s exterior and interior are fun and help enhance the horror vibes running throughout Book 2.
Remember that three-page convoluted backstory I mentioned opening the module? Welp, the intent is for Foxglove Manor to be haunted by one of Aldern’s relatives, Vorel Foxglove, who tried to become a lich and was interrupted by his wife, and thus the house itself became his phylactery. Vorel still haunts the manor today. Also, there’s a supernatural fungus in the basement, keeping it all in place. Oh, and there are six other deaths within the house that have led to hauntings. Frankly, it’s all the kind of stuff I’m eager to cut, and exactly the kind of randomness that, in my experience, leads players to forget why they’re doing what they’re doing it in APs. I’m fine with Foxglove Manor being a haunted mansion to add varied threats, but I’m equally fine just making it a creepy place in which Foxglove and his growing army of ghouls reside. Toggling it between the two doesn’t change the central plot, so either enjoy the ghosts and haunts or massively shorten the chapter – GM’s call. Either way, I like the module’s suggestion that spending the night in Foxglove Manor is a no-no, and any PC who does so is likely plagued by damaging nightmares and then suffers some sort of condition.
I’m not going to go through the Manor’s 37-room dungeon, complete with animated stuffed manticores, phantom fires, a dire bat, semi-liches, and many various haunts that make PCs a) roleplay a grieving wife, b) dance to death, and c) jump from the roof. Suffice it to say, even if I kept the house as haunted, I would remove several encounters and backstory elements to the haunting. As it is, the parts I’ll keep are the “natural” hazards like collapsing floors, sentient mold, and rat swarms, plus maybe a haunt or two. I’ll drop the whole conceit of the corrupted basement and the complex tragedies that led to hauntings. Instead, I’ll keep the house levels of the map as inspiration, add natural hazards, and seed it with Aldern Foxglove and his ghoulish horde.
Eventually, of course, must come the showdown with Foxglove. There are several details I’m dropping in this encounter as written, namely the supernatural fungus fueling the haunts and Aldern switching between his own personality and Vorel’s. Instead, I’d play up the changes in the NPC they got to know in Book 1, now utterly corrupted by his ghoulishness and his patron Xanesha. There will be lots of monologuing on his obsession with the chosen PC (high creepy factor), why he performed his various murders—harvesting greedy souls for Xanesha—and his need to pay off debts to the Brothers of the Seven in Magnimar. In the module there’s a note from Xanesha that details a bit of this, but since the “find the villain’s notes” plot device was used with Nualia (and will be used again and again and again), I’d insert as much as I could into Foxglove’s rantings during the battle as possible and reduce reliance on the note-trope.
Chapter 5: Chasing the Skinsaw
There’s finally a break for the PCs between Chapters 4 & 5. Here they can tell the sheriff and mayor about what they’ve uncovered, get some well-earned downtime, and further any in-town side plots that are still active (or create some new ones if not!). Town officials will point out that, if they want to get to the bottom of this nonsense, it sounds like they should go to Magnimar to find out who this Xanesha person is and to dissuade the Brothers of the Seven from further targeting Sandpoint. And didn’t Foxglove have a townhouse in Magnimar? As motivations go, it’s a little anemic, and I can see some parties not taking the bait. If that happens, Xanesha can send a new operative to pick up where Foxglove left off. Doing so extends the length of the AP, but it will be a clear signal that this threat won’t end until someone goes to Magnimar to deal with it.
The sheriff and mayor likely suggest the PCs begin at Foxglove’s house in Magnimar. But first, it’s a chance to show off what is the party’s first major metropolis. Magnimar is the City of Monuments, and there is a detailed gazetteer available within the module, plus a Paizo supplement to go even deeper. The trick is to not get too distracted with the city and its trappings, and to keep the party somewhat focused. To me, though, I’d want to spend at least a session or two “showing off” Magnimar and bringing the city to life. If there’s an opportunity to foreshadow something about Justice Ironbriar (leader of the Skinsaw Cult founded by the lamia Xanesha and a later encounter) or the mayor, all the better. I’d also want to establish some sort of encounter with the local authorities to see whether the party is going work with them or against them while in the city. Finally, if the party somehow got entangled with the Sczarni in Book 1, there’s an opportunity for a payoff here.
At Foxglove’s townhouse, Xanesha has laid a trap. She likely knows that Aldern has failed, and figures that whoever killed him will come here. Xanesha and Justice Ironbriar have planted two faceless stalkers here. They’re aberrant shapeshifters, so when the party arrives, they find… Aldern and one of the victims?! It’s a fun idea, and I’m inclined to keep it, both for the initial confusion and the realization that the people sponsoring Foxglove have some scary things in their arsenal. Will others they encounter in Magnimar also be shapeshifters? It’s a dangerous ripcord to pull as a GM (in general, Paizo uses faceless stalkers a lot in APs), but here I think it’s fun.
Searching the townhouse brings riches and (and this is me altering what’s in the module) the written agreement between the Brothers of the Seven and Aldern Foxglove to fund restoration of his birthright of Foxglove Manor. Though the module doesn’t say it explicitly, I’d also sprinkle in a Sihedron Rune or two into the letters, and maybe a hint that Xanesha actually runs the Brothers through powerful proxies. Importantly, there will also be a clue that the Brothers, also called the Skinsaw Cult, gathers at the Seven’s Sawmill in Magnimar.
Chapter 6: The Seven’s Sawmill
This chapter begins with an explanation of Norgorber, god of murder, secrets, greed, and poison, and his various cults across Magnimar. One of those cults is the Brothers of the Seven, aka the Skinsaw Cult. I’m embarrassed to say that I didn’t really make the connection between the Skinsaw Cult and a Golarion god. Anyway, Norgorber worship is bad news, and the Skinsaw Cult is particularly vile.
The cult’s base of operations is the Seven’s Sawmill (which feels like sort of an obvious name for a secret cult’s headquarters, doesn’t it?), a lumber mill along the shores of Kyver’s Islet in Magnimar. I’m surprised and impressed by the constraint here – the Seven’s Sawmill isn’t a sprawling dungeon, but rather a fairly contained 30’x45’ building with multiple floors. As with the Glassworks and Thistletop from Book 1, the PCs must decide when and how they want to approach and/or infiltrate the mill.
Pathfinder is a highly tactical combat simulator of a system, so here the danger if you’re playing either edition of the gameis how easy it is to trigger multiple rooms and pile on encounters with the cultists. I’ll be using a more “theater of the mind” system to run it, so for me it’s about making the sawmill include 1-3 cool set piece battles as the party comes face to face with Norgorber-worshipping cultists. In the module the cultists are in full, dramatic attire, but I find that hard to believe. For me, the fun here is that the place initially looks like a regular log mill (since it is an operational mill) with laborers who may or may not be cultists. Deeper into the offices are the sinister bad guys, not in dramatic red-and-gold robes but certainly ready to spring into action with weapons and magic.
The mini-boss of the sawmill is Justice Ironbriar, an elven Magnimar judge who moonlights as the operational head of the Skinsaw Cult. If he was foreshadowed in the initial exploration of Magnimar, that will make this revelation even more surprising. I do think since Ironbriar is in the central offices, he’ll have time to don his “reaper mask” and look dramatic and scary as he confronts the PCs in the final sawmill showdown.
If the PCs manage to defeat Ironbriar without killing him, it’s clear that he’s been charmed by Xanesha and her thrall. If they somehow manage to break this spell, he can provide loads of information about her location and defenses in Magnimar. If not, or if the PCs kill him, I wonder if he might have some journals lying around? He does! My goodness, this is getting silly. Here, though, it makes some sense, since Ironbriar is a judge and thus prone to documentation. Not only does his office contain trophies from his various victims, but meticulous notes about the cult. Here the GM can answer any lingering questions about Foxglove and his murders on behalf of the Brothers, and it’s clear that a) Xanesha is the force behind the cult, and b) she resides atop a decrepit tower in Magnimar, called the Shadow Clock.
This chapter ends with various implications for the revelations that one of the city’s justices has led a murder cult. It’s up to the PCs how quiet or loud they want to be about exposing the Brothers of the Seven. If it’s a more lawful group that works with the local authorities, they’ll get an audience with Magnimar’s mayor and the City Watch’s help in vanquishing Xanesha. If not, they’ll need to keep a low profile so they don’t get implicated for the death of a judge. Either option is fun.
Chapter 7: Shadows of Time
Xanesha is one of two lamia sisters who are servants of the Runelord Karzoug, sent to harvest the souls of greed to help revive their lord. Whereas Lucrecia went to central Varisia, Xanesha began in the city of Magnimar with the Brothers of the Seven as her agents. She ultimately plots to harvest the soul of the city’s greedy mayor, and will continue to move towards broader and grander efforts until the PCs deal with her.
Sort of surprisingly, Xanesha has settled in the slums of Magnimar called Underbridge, which makes sense from a “keeping a low profile” standpoint but not in a “finding greedy souls” one. But the Shadow Clock is a cool, atmospheric location, a sagging limestone clock tower beneath an enormous iron bridge, a remnant of one of Magnimar’s many failed attempts to bring lawfulness to Underbridge. It’s obviously considered haunted by the locals and rumors about as to what’s taken residence there, and it’s here the PCs travel to confront Xanesha.
Once again, I’m surprised and impressed that the Shadow Clock isn’t a sprawling dungeon, but instead a 9-story tower with essentially a single room on each level, a staircase running along its perimeter. Xanesha has placed guardians for the PCs (and to prevent visitors), including a flesh golem (called “the Scarecrow,” which I find an odd choice given Chapter 3 of this book, so I’d likely reflavor it), more faceless stalkers (which are wasted here because of lack of subterfuge or surprise, so I’d likely replace these with different weird/gross thralls, or maybe ghouls) who drop one of the clock tower’s four bells down upon the PCs’ heads (fun hazard!), and, at the top of the tower, the lamia Xanesha.
Xanesha is a creature of subtlety and deception, so she watches the PCs take on her minions to gauge their abilities and eventually strikes from the shadows. She has illusory magic at her disposal, so the trick to this combat is to take the party by surprise and—at least in my imagination—have her true lamia form revealed mid-combat. It’s a tough sort of combat to pull off as a GM, but the payoff is a cool-ass boss battle.
Of course, Xanesha’s lair has loads of treasure (offerings from her various thralls, and to emphasize the sin of greed) and… you guessed it… a letter! This missive is from her sister, alerting the PCs to Lucrecia’s existence and their shared goal of raising their “lord” (who is Karzoug, and who I would have already revealed, especially if there are any Thassilonian scholars in the party to heighten the stakes). I am really starting to groan at this plot device, but Xanesha does indeed have a rookery from which she’s been sending letters all over the region, including to Foxglove, Ironbriar, and the rest of the Skinsaw Cult, so I guess it works here. There’s also plenty of evidence about her plan to harvest the mayor’s soul, so if the PCs have made a connection with Mayor Grobaras of Magnimar, they can be even bigger heroes and showered with gold for their efforts.
And that’s that. With Xanesha defeated and the Brothers of the Seven / Skinsaw Cult’s funding and leader gone, the PCs can return to Sandpoint. Either they’re also heroes of Magnimar or they have operated in the shadows, but either way they can’t seem to find any more information on Thassilon, Lucrecia, or Karzoug for now. They can finish up any Magnimar- or Sandpoint-based side plots and get some downtime, knowing the threat to the region is still very real.
Deconstructed The Skinsaw Murders
Once again using Plottr for visualization, here is where I landed on Book 2:

What begins as a murder investigation, then, turns into a tragic ghoul plague with a notable NPC from Book 1, controlled by a sinister murder cult from nearby Magnimar. The cult’s puppet master is one of several creatures sent into Varisia by Runelord Karzoug’s growing consciousness, to inscribe Sihedron Runes onto the flesh of greedy souls, their deaths fueling his return. Little does the party know that they will come to face all of these lieutenants, and eventually the Runelord himself.
I’m surprised and impressed with how much of The Skinsaw Murders I retained. I dropped Chapter 2 in its entirety, simplified Foxglove Manor, dropped some cumbersome backstory, and changed a few encounters. Otherwise, it’s pretty much the same, and should be an engrossing (and gross!) horror-themed few months for a gaming table. The next couple of books are unlikely to be as recognizable, so strap in!
I hope this long and winding journey continues to be fun for you. Please do drop a comment or email me at jaycms@yahoo.com!


















