Rise of the Runelords
The town of Sandpoint needs you!
Whatpoint? Sandwho? Whatwho? If the name of this friendly little coastal town doesn’t mean anything to you yet, never fear. Sand- point, in a nutshell, is your new hometown. Here, you’ll make friends, buy your first suit of armor, visit your first tavern, and eventually tangle with monsters. It’s the (re)start of a brand-new campaign, one set in the equally brand-new world of Golarion. The adventures you are about to embark on will determine the fate of not just Sandpoint, but the surrounding region of Varisia as well. If you fail, your friends and countrymen might well be doomed to a new age of slavery and horror, but if you succeed, your triumphs shall be recorded by sages and kings, your immortality assured.
The adventurers arrive in Sandpoint to attend the Swallowtail Festival (a ritual to consecrate the town’s new cathedral) and end up defending the town from a goblin raid. In the days to follow, the adventurers come to terms with their newfound local fame, making friends and contacts among Sandpoint’s citizens. As rumors of massing goblin armies build, the disappearance of a local tavern owner leads them to uncover treachery within Sandpoint Glassworks and the existence of an ancient catacomb below the town. An investigation of these discoveries reveals two things; that monsters dwell below the city and that the goblin raid on the town is but the first.
In order to save Sandpoint, the adventurers must travel to Thistletop, the lair of the most powerful goblin tribe in the region, where they can confront the woman whose madness and wrath presents such a menace, yet who is herself the tip of a much larger conspiracy that will soon threaten all of Varisia.
The Skinsaw Murders
This adventure begins as the party becomes involved in a murder mystery, but what at first seems like an isolated incident is revealed to be the start of a string of murders plaguing Sandpoint. Following the clues, the party come to suspect a man they met not long ago, local aristocrat Aldern Foxglove, who has recently been attempting to renovate his old family holdings to the south.
Arriving at Foxglove Manor, the party find the mansion anything but renovated. It is, in fact, haunted by Aldern’s ancestors churned into activity after Aldern’s recent murder of his wife, Iesha. Aldern himself has become a particularly insane ghast, and now dwells in caverns deep below the manor. After the party confronts him, they discover he was committing his crimes at the request of a larger conspiracy based in the city of Magnimar.
Following up on clues uncovered there, the PCs learn of the existence of a cult of murderers who call themselves the Skinsaw Men. The party strikes against the cult and expose its leader as one of Magnimar’s chief justices, yet even here the puppet strings do not end, for Justice Ironbriar is himself being manipulated by a shadowy mastermind that has moved into an abandoned clocktower in Magnimar’s most dangerous district. If they wish to see the Skinsaw Murders come to an end, the party must brave this crumbling tower and defeat the powerful lamia matriarch who has claimed it as her lair. Too bad the defeat was just the scaring off of her.