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

We bare our souls, heedlessly pressing forward into the Rise of the Runelords Adventure Path from Paizo. My goal, as you well know by now, is to break each book down into its essential story beats, freeing up room for more character-driven bits and overall simplifying and focusing the campaign. Today is another day of heavy cuts and lots of changes, so it’s good to review these caveats:
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 5!
Rise of the Runelords 5: Sins of the Saviors

Sins of the Saviors, by Stephen S. Greer, differs from the previous four books in the Adventure Path in several ways. First, it doesn’t have a “party against X creature type” conceit (for which I find myself strangely disappointed), so there’s no challenge of keeping the encounters varied. Second, the entire module is basically a large-scale dungeon, called Runeforge, with seven wings that the party can tackle in any order. As a result, there are a whopping TEN chapters to this book, seven of which are the wings.
Thankfully, some things never change, and we still start the module with pages of dense and complicated backstory. The gist is that, during Thassilon’s height, the Runelords created a “neutral ground” for studying and advancing magical theory, called Runeforge. Each Runelord maintained a wing of the laboratory, and they all met once per year to collectively review Runforge’s progress. It existed in its own pocket universe, where its arcane researchers never aged. The problem came when the cataclysm toppled Thassilon and the Runelords went into hibernation (using a spell developed in Runeforge!), and the laboratory was left trapped and alone. As decades turned to centuries which turned to millennia, things in Runeforge got both weird and scary, and the PCs are about to unseal it for the first time in 10,000 years.
Yes, that’s all complicated, but not needlessly so. More importantly, it’s a cool-as-shit idea for a high-level adventure. It’s possible that I’ve seeded the idea of Runeforge or its history into earlier parts of the AP, but most likely the story of Runeforge can unfurl if the party has an intact Thassilonian library at the end of Book 4.
Chapter 1: The Scribbler’s Rhyme
It’s difficult to know where the party will be at the end of Book 4 during their downtime. I can imagine them staying in the library (laughter echoing all around them), conducting months—or even years—of research. I can imagine them returning to Magnimar or Fort Rannick to check up on long-term projects they’ve begun there, or to put their newfound wealth to use. I’ll have a table discussion about how the party wants to use downtime, and how much time to fast forward until they return to Sandpoint. I’m comfortable with this time lapse being literally years or more, since Karzoug isn’t going anywhere, and his primary agents have, to the party’s knowledge, been defeated. Book 5 kicks off whenever they return to Sandpoint for the first time. Either the town is still recovering from the giants’ raid, or it’s settled into a happy stupor years later.
The module says that, days after the raid, there was an earthquake that opened the way to ancient Thassilonian ruins (remember that mysterious blocked passage in Book 1?). This earthquake set in motion Karzoug’s rise and a whole bunch of other events, some of them divine, that the players would never understand, leading to the resurrection of a Lamashtu worshipper named the Scribbler, and this powerful madman then created a complicated riddle on how to find Runeforge. The whole setup is exhausting, and for me it works much better simply to say:
- The raid by giants and a dragon caused all sorts of structural damage across the town.
- Some of that damage opened the passageway below the Sandpoint Glassworks. Because that building has been largely abandoned since Book 1, it took a while for anyone to notice.
- What the townsfolk discovered was an ancient Thassilonian ruin, which has the locals Brodert Quink (scholar), Veznutt Parooh (librarian), and Ilsoari Gandethus (teacher and ex-adventurer) in a frenzy. Scholars from Magnimar have even arrived to study the ruins!
- It so happens that, thanks to the Thassilonian library in the Iron Peaks, the PCs have enough information to understand the writing and its meaning.
- What the ancient ruins suggest is: a) the history and purpose of the Runeforge (if that hasn’t already been revealed… the module provides good info throughout the first third to give players whenever it makes sense), b) its location at Rimeskull, a mountain in northwestern Varisia, and c) some suggestion that powerful magic and legendary weapons await anyone who can access it. If the library was somehow destroyed in Book 4 and the party never gained access to its knowledge, then the various scholars studying the place since the discovery can provide this information.
What I like about this setup is twofold: 1) It avoids the sort of needlessly complex backstory that confuses players and makes events and locations in Adventure Paths feel random. In this case, cutting the Scribbler means skirting yet another dungeon full of random traps and monsters before spending the entire module on another dungeon full of random traps and monsters. It also sidesteps a riddle, which I have never found players to embrace. 2) Beginning this way allows the party some time to interact with Sandpoint locals, revisiting any relationships that have developed there, and do some roleplaying with familiar NPCs before again venturing far afield and dungeon-delving. Otherwise, Sandpoint is little more than an afterthought the rest of the AP.
One story beat to insert here that will help the setup of Book 6 is if the location to Xin-Shalast is known, but the route to get there is still needing some research. After all, 10,000 years have passed and there’s been a cataclysm, so there is considerable work to puzzle out how the geography today matches any ancient maps. The team of Brodert & company can be working on this issue while the PCs are gone.
If the idea of millennia-old magic and powerful artifacts isn’t enough to entice the players to seek out Runeforge, I’d seed in ominous portents that Karzoug is still threatening to rise from his long slumber, and the party’s attempts at puzzling out the location of Xin-Shalast has met dead ends. Basically, the PCs need to feel it’s their responsibility to stop Karzoug’s rise, and that Runeforge might equip them to do so.
Chapter 2: Seeking Runeforge
I’m a little sad that the book handwaves the journey to Rimeskull, saying that the party now has access to magic that should make traveling long distances trivial. As a personal aside, this sort of logic totally breaks my immersion into fantasy worlds because of the implications of what even a handful of wizards of level 15+ could do. I’m equally an anti-fan of resurrection spells as well because of the implications for worldbuilding, and it’s why I push back on the “every Thassilonian ruin has protective, restorative magic on it, preserving it over 10,000 years” idea. I’m not trying for realism in my games (which would be silly), but I am striving for a sense of wonder and danger whenever players explore the world or find something from ancient, toppled empires.
Anyway, I’ve mentioned several times that I don’t know what system I’ll be using to run this AP, but—because I’m not inserting a ticking clock here—it’s true that even without easy group-transportation magic, the PCs are likely formidable enough that overland travel isn’t deadly for them. Heck, maybe they even raise an army in Magnimar to march on Rimeskull. Whatever the case, I’ll probably make this a travel montage at best, and pick up the action as they arrive on the shore of Lake Stormunder, at the foot of the towering Rimeskull.
On the shore is a Stonehenge-like circle of seven stone monuments, each representing one of the Thassilonian Runelords. The module has them magically preserved (sigh) and somehow both visible yet untouched over ten millennia. They represent a puzzle, where a different sort of magic is needed to unlock each pillar. Doing so awakens the place’s guardian, a white dragon in a cave above them. Though I’m loathe to insert too many puzzles in my games, I do like the idea of the monument and dragon guardian. In my game, the stones will be worn to unrecognizability, and I’ll let the players easily discern that they represent the seven sins of the Runelords and see what they do. If they try something reasonable, I’m happy to allow their actions to succeed and awaken the ancient white dragon Arkrhyst.
Once the puzzle has been solved and dragon defeated (or sent fleeing), the dragon’s icy cave has a dragon’s treasure horde and a long tunnel leading to the activated portal to Runeforge. The module offers traps and earth elemental guardians, but the puzzle and dragon feel like enough protection to me, especially if back in Thassilonian times people came and went from Runeforge with an even passing regularity. Perhaps I’d add shattered remains of things to show there once were layers of protection that either Arkrhyst dismantled long ago or that have failed with time.
The portal to Runeforge is open, so all the PCs need to do is step through into a pocket dimension untouched since the cataclysm that ended the Runelords’ rule. I’ll try and make this moment as climactic as possible, playing up the vast mystery awaiting them. Once they step in, the portal closes and they’re trapped in Runeforge until Chapter 10.
Chapter 3: Runeforge and the Abjurant Halls
The party has entered the pocket dimension of Runeforge! The “arrival” location is the Runeforge itself, a prismatic and shimmering pool surrounded by statues of the seven Runelords, set within an intricate Sihedron Rune motif on the floor, with tunnels extending behind each statue. Here, finally, I would make everything perfectly preserved. The PCs can for the first time see Thassilonian architecture and styles in intricate detail, including each of the Runelords’ appearance. The dimensional rules of Runeforge are such that PCs need not eat, drink, or sleep, which is a natural extension of the “nothing decays here” logic.
There are cool descriptions in the module of what happens if a PC touches the Runeforge pool. There’s also a terrific suggestion to take some time to jot down the greatest “sin” and “virtue” for each PC based on the many hours of watching them in play—I’ll spend some game time with a table discussion on this topic, allowing the players to self-diagnose and offer suggestions to each other. I love the idea that each PC is drawn to or repelled from one of the statues and the tunnel beyond it, and that those character’s sins and virtues become featured within that particular wing. The module suggests also tying these things to Pathfinder’s schools of magic, which I’m less inclined to do. Instead, I would find mechanical bonuses and penalties for PCs who exhibit certain sins and virtues, and possibly even new abilities they can use within those wings. Maybe there are even permanent changes to the PCs after visiting certain wings. My goal will be to have the PCs fully explore their own motivations while in Runeforge, and exit transformed somehow by the experience—something that gets showcased at the end of this book. Doing so means some heavy homebrewing the rest of the module, but all that work sounds fun to me.
The party will enter Runeforge with only a vague sense that powerful things exist here that can help them in defeating Karzoug. Over the course of exploring the “dungeon,” it will become apparent that it’s possible to create Runeforged items—epic and powerful artifacts. The knowledge of how to do so is spread over three wings, in Chapters 5, 7, and 9. Whichever of these wings the PCs visit first should include a fairly clear revelation in this regard, without clueing them into where the rest of the information is.
For reasons I don’t love, the wing of Envy is most accessible in the module as written, and thus detailed in this chapter. I would instead leave Envy as equal to the other wings, drawing PCs to it no more or less easily than the other wings. In my game, then, this wing and any of the others outlined below are of equal chance to be explored by the party, and a lot of the order of them exploring them will depend on the sins/virtues exercise done at the table.
Still, let’s talk the hall of Envy here: Belimarius was the Runelord of Envy, and her statue shows a heavyset, gray-haired woman with a sneer. Remember that the conceit of this dungeon is that there were once mages and scholars given eternal life to toil away at Runeforge and do magical research for the Runelords, but over 10,000 years things got decidedly weird and awful. It makes total sense, then, that the mages loyal to Belimarius tried to wage war on the other wings, but both turned on themselves and were crushed before their coup could occur. The wing of envy, then, is an ancient site of a great battle, scarred and torn asunder by magic. I would (as with most of these wings) erase the specific details provided in the module and use them only for inspiration. In my mind, everything here is destroyed (i.e. no treasure… it’s all fragments of items, monuments, and such), and maaaaaybe there are frozen bones, or other signs of the people who once resided here.
In the module, there is a trap and a fiendish mustard jelly. Instead, I’d riff off the jelly idea and say that the battle created some sort of magical residue goo that has gained sentience and now prowls the ruins here. Maybe, since this is the hall of envy, it even has limited mimicry powers. Anyway, it tries to engulf and destroy the party.
Chapter 4: The Ravenous Crypts
Zutha was the Runelord of Gluttony, and his statue is that of an obese man with chunks of flesh missing enough to show bones. That’s because Zutha was a lich, and thus his mages spent their millennia within Runeforge studying necromancy. I’m disappointed that the story of this wing wasn’t how the magic of the pocket dimension made food and drink unnecessary, and what that did to the focus on gluttony. Instead, it’s about the inhabitants turning to cannibalism (but why, though?) and the only “living” things roaming the halls now are undead monstrosities and Azaven, the head necromancer (also a lich). Because the cannibalism angle makes no sense to me, I’d tweak this story and say that the mages of the Ravenous Crypts were desperate for body parts to further their research and so began using their own members as parts factories. The only inhabitants, then, are a) Frankenstein’s monster-like amalgam undead creatures of horror, b) desperately starving incorporeal ghosts and wraiths, hungry for living energy to feed on (gotta include hungry ghosts!), and c) Azaven, who’s become a crazed hermit of a lich over the past several thousand years. Indeed, I imagine Azaven hosting vast banquets of magically-conjured food and drink for illusory guests. Perhaps the final encounter with Azaven isn’t a combat one, in fact, if the PCs agree to gorge themselves on his prepared feast, and over dinner they can ply him for information about Runeforge.
Chapter 5: The Vault of Greed
I’ve been eliminating traps from the other wings, because they feel like an old-school D&D trope that GMs tend to enjoy a lot more than players, especially when overdone. Here, though, in Runelord Karzoug’s area of Runeforge, the traps and hazards make perfect sense. It’s the Vault of Greed and thus is locked tight and protected. There’s a crushing door, polymorphing mists, and stone golems in the module as written, but I would keep going. Indeed, I find the map here too pedestrian, and will probably borrow a dungeon from another adventure that is more tricksy, with secret doors, false treasures, and on and on. I’ll go as over-the-top as possible here, a real OSR-type homage.
In the module, the lore is that when the mages of Envy staged their coup attempt, all the top mages of Greed were slain, and the remaining apprentices locked their vault up tight, bickered amongst themselves, and eventually killed each other off. The remaining mage is Ordikon, who has transmuted his skin to mithral metal and is quite mad. I like this backstory well enough to keep it. Ordikon will be waiting at the end of a mind-numbing series of traps and secret doors, ready to attack to keep the PCs from his vast treasure horde. Among these treasures, as written, is a “pool of elemental arcana” which can recharge magic items. That’s a cool idea—and a nice example of what the magical research of greed would produce—so I’ll keep it. This vault is also a nice place to provide some of the information needed to create Runeforged weapons, with the other bits in Chapters 7 and 9.
Chapter 6: The Iron Cages of Lust
The Runelord of Lust was Sorshen, and her statue depicts a beautiful, voluptuous, and naked human woman with long flowing hair. I like the idea in the module behind this wing but would push it even further. In the book, a succubus named Delvahine eventually took rulership over the mages here and tore down any edifice to learning or magical research. Instead, it’s now one immense pleasure den of a room, full of demons and mind-enslaved mages who are endlessly pursuing debaucherous fun. In the module, the place has an S&M focus and there are a few private quarters. I’d instead say that over thousands of years every conceivable kink is present here, and no one has any shame or time for privacy. What the PCs face is a barrage of mind-assaults to charm them into joining the fun (imagine, for the beings trapped here, what seeing “new blood” would be like and how desperately they would want to experience their newness). If there is a PC prone to lust, there’s a real danger of becoming ensnared here. If there’s one prone to pious chastity, a big demon- and mage-fight could break out. So, this wing could be a real quickie (ha!) experience or quite complicated. And it’s also a good opportunity to ensure safety tools are in place at the table, only providing a level of description of what’s going on to fuel everyone’s imagination without stepping into icky territory.
Chapter 7: The Shimmering Veils
Xanderghul, Runelord of Pride, is depicted as a strikingly handsome human man in extravagant peacock-feather robes. The backstory in the module on this wing is the sort of complexity that the players will never uncover, but it has the seed of an idea that I really like: Vraxeris, the lead mage of Xanderghul’s contingent within Runeforge, mastered the art of cloning. Now only he remains—a whole bunch of him, actually. It’s the perfect sort of conceit for the sin of pride, and thus this wing will include many duplicates who will either try to manipulate or fight the PCs, keeping them away from the stores of knowledge that he’s accumulated over millennia. In fact, I like this idea so much that I would seed Vraxeris into the other wings where appropriate—there is at least one zombie in Chapter 4 with Vraxeris’ head, there are multiple copies of Vraxeris ensnared in the scene within Chapter 6, and a Vraxeris clone leads a faction in Chapter 9. Moreover, deep in this wing is “Vraxeris the First,” who guards lots and lots of research journals. Among these are part of the information needed to create Runeforged weapons (the others are in Chapters 5 and 9).
Chapter 8: The Festering Maze
The statue of Krune, Runelord of Sloth, is of a short, robed human man with a hooked nose and beady eyes, with every inch of his skin carved with magical runes (he’s probably my favorite Runelord because he mastered the art of rune magic but never let anyone know what he was or wasn’t capable of, so people were wary of him). I’m fine with the backstory of this wing: It was developed as a set of wading pools and an elaborate “lazy river,” meant for meditation, relaxation, and soaking, with very little space set aside for actual magical research. Over thousands of years and due to other rival factions, the water was poisoned. Now, it’s a toxic set of cesspools and filth, with no wardens of sloth still alive. The entire area, then, is essentially a hazard, with poisonous vapors in the air and disease- and poison-ridden waters flowing through it. In the module, there is one surviving, obese lord of sloth, but his insertion feels unrealistic to me. I would instead add some sort of custom “sewer elemental” to the mix, plus a tentacled monstrosity or two. If the party braves the mess of these halls, in the room where the sloth lord is supposed to be, I would have his corpse instead, and throw in some treasure.
Chapter 9: The Halls of Wrath
Finally, Runelord Alaznist is depicted as a human woman with wild hair and a somewhat insane expression, wearing a flowing dress and wielding a thorny ranseur. The idea of this wing in the module is that the mages of wrath were the ones to develop “sinspawn” soldiers (a creature that has occasionally appeared within the AP that I’ve cut out), and after hundreds of generations have developed a honed army excited to battle the PCs. I’m replacing this conceit with the idea that the mages split into warring factions over the millennia and now have cordoned off four distinct “domains” within the small wing, full of long-standing blood feuds between them. In the module, there are four parts of the map connected by teleportation pads, but I’m not sure how prevalent teleportation magic will be in my Golarion, so I’d likely replace the map with something circular with warring boundaries and a central gladiatorial ring where they ritualistically send champions to battle.
Is this rewriting a lot of work? Of course. But it sounds fun to come up with the four factions, what they have against each other, and how they’ve established their “army” (keep in mind, these are small maps, and they’ve whittled each other’s forces down by attrition over countless years). I’d also lean heavily into what’s already within the module, with a preliminary sketch of these four factions:
- One mage—let’s make it a Vraxeris clone!—has fashioned an army of golems of various materials as his army.
- A Glabrezu (treachery demon) demon killed and ate the soul of a mage and has taken over their faction, complete with summoning demon minions to its cause.
- A pyromancer mage uses artifacts to enhance her powers and keep her borders safe, probably with the help of summoned fire elementals.
- Highlady Athroxis has dedicated her research to enchanted armor and weapons, so she’s like a one-woman War Machine. It’s within Highlady Athroxis’ bedroom or laboratory that she keeps the last piece of the information needed to make Runeforged weapons.
The party’s presence is sure to unbalance the ongoing war in the Halls of Wrath. Maybe Highlady Athroxis enlists their aid, or maybe the PCs manage to sneak through the mayhem as the factions battle one another, or maybe a diplomatic PC negotiates a temporary peace. Whatever the case, even if this isn’t the final wing the PCs encounter, it will at some point occur to them that Highlady Athroxis holds part of the Runeforge weapon “recipe,” and so this wing is one they may visit twice.
Chapter 10: Weapons of Power
Once the PCs have the information they need from Chapters 5, 7, and 9, they can return to the Runeforge pool at the center of the pocket dimension (where they first arrived) and begin the process. As they get ready to create the first item, however, Karzoug becomes aware of their activities from within his waning slumber. Although this idea is a little “how does magic work in this world, again?,” it’s fun and cinematic so I’ll keep it: The statue of Karzoug in the room grows and animates (into basically a custom stone golem), trying to eliminate the PCs before they can accomplish their task. It’s a nice opportunity to villain monologue, and I’d have Karzoug continue to fill in his motivations and backstory throughout the battle.
With the stone construct destroyed (or after 4 rounds of combat have elapsed, since he can’t keep up the possession indefinitely), the party can proceed with creating Runeforged items. Now, there’s a whole process within an Appendix of the AP for creating these items, and I don’t love it. It also makes the distinction between regular Runeforged weapons and “dominant” weapons, in a way that influences the final battle with Karzoug. Everything here is overly complicated, from my perspective. Instead, I’ll again try and make this moment an epic one for our heroes – presumably, they’ve had to face the seeds of their sinful leanings while within Runeforge and lean upon the seeds of their virtues. I would handwave the ritual part of each item’s construction, and instead work with each player to:
- Choose an existing item on their person to submerge within the Runeforge pool.
- Let that player narrate a personal transformation, a way in which they’re either fully leaning into one of their virtues or turning away from one of their sins.
- Create a custom item based on that narration that focuses on one of the seven virtues. So, after the ritual a PC might have a Ring of Charity, or a Sword of Temperance, or a Shield of Humility, or whatever. The trick is to make each item completely “Squee!”-worthy and delightful for each player without making them game-breaking. But this is a major milestone in the campaign and setting up an epic conclusion, so I also wouldn’t scrimp.
With their Runeforged items created and their virtues fully embraced, a portal appears to exit Runeforge back to Rimeskull. I’d make up a plausible reason why the portal won’t open again, so that they can’t just send a parade of people into Runeforge to make more weapons. An example idea is that the battle with Karzoug’s statue destabilizes the central pool, and each forged weapon increased this destabilization. With each newly forged weapon, the place shudders and statues fall. When they leave Runeforge, it’s clear that the pocket dimension is dying, or at least becoming closed off from the Material Plane. Regardless, Runeforge has served its purpose, and now the party is ready to take on Karzoug in his resting place of Xin-Shalast.
Deconstructed Sins of the Saviors
Whew. Whereas in each previous book of this Adventure Path I cut major sections and simplified backstories and details, in this book I’m doing a lot of rewriting and custom rules, adding as much as I take away. My goal is to keep the spirit of the original module intact while creating a game that I would thoroughly enjoy running. Runforge, as I said before, is a very cool idea for a high-level dungeon, and it sounds like a blast. These rewrites have created something I’m excited to dive into, but I’d encourage any GM to use my ideas as simply a license to make these Adventure Paths your own. Certainly my “yum” is not to everyone’s tastes.
On one hand, the story beats of this book are easy to map. On the other, it’s a lot of chapters with a lot of cuts and changes! Here is Plottr’s visualization (so big I needed to break it in two parts!):


We’ve got one more book to go, and then a “Reconstructing” post to put it all back together! I hope this long and winding journey has been fun for you. Please do drop a comment or email me at jaycms@yahoo.com!

















