Pathfinder Codexery

Rise of the Runelords

Ancient greed resurfaces to consume the land of Varisia.

Rise of the Runelords stands as the inaugural Adventure Path for the Pathfinder Roleplaying Game. Set primarily within the region of Varisia, this campaign follows a group of heroes who begin as local defenders in a small town and grow into world-saving champions. Their journey focuses on uncovering a conspiracy to resurrect an ancient sorcerer known as Karzoug.

Setting Region
Varisia
Primary Antagonist
Karzoug, Runelord of Greed
Campaign System
Pathfinder Roleplaying Game (1st Edition)
Module Count
Six Modules
Starting Location
Sandpoint
Ending Location
Isle of Kortos

Lore & Background

The campaign revolves around the Legacy Items, powerful artifacts tied to each Runelord that grant immense boons at a terrible cost. As heroes progress, they must decide whether to wield these dangerous relics or destroy them to prevent future calamities. The story highlights the corrupting nature of absolute wealth and the lengths one will go to reclaim lost power.

In Their Own Story

Smoke billows from the theater as flames lick the wooden beams of Sandpoint's main street. A hooded figure watches from the shadows, clutching a strange gemstone that pulses with golden light. The wind carries whispers of gold and chains, promising riches beyond measure if only the seal can be broken.

Reader's Guide

The campaign begins in the quiet fishing town of Sandpoint, where a mysterious arsonist threatens the community with fire and fear. Heroes investigate local crimes involving cultists and uncover a sinister plot dedicated to reviving an ancient sorcerer from his sealed tomb. As the threat expands beyond the village to the capital city of Korvosa, the party must navigate complex political intrigue and dangerous dungeons filled with magical traps. They eventually locate the remote prison island where the Runelord Karzoug awaits resurrection as master of greed. Confronting his physical avatar requires navigating elaborate constructs designed by a genius mind obsessed with wealth and power. The final battle determines whether the world remains free from the corrupting influence of absolute avarice or falls under his dominion. Successfully stopping Karzoug prevents a global catastrophe and secures Varisia for future generations of heroes. However, the legacy items recovered during this journey grant lasting power to those who wield them throughout their careers. This story established the narrative template for all subsequent Pathfinder Adventure Paths, defining the stakes of high-level play.

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