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Pathfinder Chornicles - Rise of the Runelords - Chapter 5: Sins of the Saviors 06.13.2008
Saving Throw's review of Sins of the Saviors.

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Pathfinder: Rise of the Runelords - Chapter 5: Sins of the Saviors
published by Paizo Publishing reviewed by Martin Drury
96 pages, 2007, $19.99
Story 19
Enjoyability 17
Adaptability 15
Intelligibility 18
Overall
17
Solid Hit
Review Scoring

   By this point in the Rise of the Runelords adventure path the player characters are beginning to get a idea of their enemy and the danger their world faces. Unfortunately, they do not have any idea of how to find and conquer their foe, but thankfully, that is about to change.

In Sins of the Saviors, a 12th level adventure, the player characters return to Sandpoint to help rid the town of a new evil, rising up from underneath the city. In the process, they discover information that leads them to search for the Runeforge, a center of magical study created by the Runelords centuries ago. Getting to the Runeforge is no easy task, as it is guarded by a dragon and wicked earth elementals.

Players expecting the Runeforge to be abandoned after all these years are in for a rude awakening as the apprentices of the Runelords still toil away at work in the Runeforge, although no longer in the manner dictated by their masters. Surviving the deadly denizens of the Runeforge will take all the power and strategy that the players can muster, as well as their own sins. But if they are successful, they will acquire the weapons they need to (hopefully) defeat the Runelord of Greed.

Included in this issue is a helpful article on the magic of ancient Thassilon. Thassilonian magic was once the magic of the seven virtues, but over time the Runelords corrupted the magic and soon the schools of magic became associated with the seven deadly sins; Greed, Sloth, Envy, Lust, Pride, Wrath, and Gluttony. The article provides a feat for rune inscription, a new type of magical weapon (the Runeforged Weapon) and two new magical spells for each school.

Additional articles cover the god Lamashtu, the mother of monsters, which introduces the madness domain and two new divine spells. A new entry in the Pathfinder's Journal, which introduces the city of Korvosa (the main setting for the second Pathfinder adventure path), continues the story of Edo Kline. Six new monsters are also introduced. These monsters include the Ercinee, a large flying magical beast; the marsh giant, a giant that obviously makes his home in marshlands; the witchfire, a new type of undead; the demon shemhazian, which appears as a vaguely humanoid cross of a spider, scorpion, wolf, praying mantis and perhaps a few other animals; and the yethazmari, an overly large jackal with bat wings and a viper for a tail.

Sins of the Saviors continues the great tradition set forth by the Pathfinder Chronicles adventure path so far, and increases the tension the players feel as the adventure path nears its conclusion. The additional materials provided will inspire players and dungeon masters alike, improving campaigns and adventures everywhere.



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