Order of the Amber Die—The Azlant Odyssey, Part 3

Saturday, May 18, 2018

Those Adventure Path marathoners from the Order of the Amber Die are back again with a report from their play through of Pathfinder Adventure Path #123: The Flooded Cathedral! If you've missed the first two installments, check them out here: Part 1 and Part 2. As usual, there be spoilers! Read the following at your own risk!

By the third volume of an Adventure Path, we have usually acquired a pretty definitive feel for the locale and some of the themes of a particular AP. The Flooded Cathedral became the adventure where we really felt like we were deep in the ruins of Azlant in the most literal sense. Remains of the empire were everywhere, and we got to explore the most awe-inspiring structure yet: a massive cathedral so time-worn that it was now partially lost to the waters. We couldn't stop to gawk too long though, for we were in a race against time to recover dozens of kidnapped colonists from the machinations of their new aboleth master!

To enhance immersion, we decided to focus on the feel of submerged dungeon crawling. Black curtains blocked out light from the room, with illumination provided by lava lamps possessing underwater hues, and a strobe light was used for the parts of the cathedral where the lighting was malfunctioning. Elsewhere on the islands of Azlant, Black Scrolls Games helped us bring the landscape to life with their outdoor map tiles.

Highlights from "The Flooded Cathedral"

  • One of the most unsettling parts of adventuring in ancient Azlant involved encountering former inhabitants of an age gone by. Wraiths known as hollows—spirits whose pride kept them from fleeing Earthfall—inhabited an area of the island where the trees and soil were left still blackened from the cataclysm. They paced us for hours, until the darkness provided by some ruins allowed them the chance to strike, hoping to sap our precious egos.
  • The treasures of Azlant are as enticing as its lore, and we couldn't resist braving s a shiver of great white sharks to explore the Hall of the Heroine, which contained a statue of the Azlanti heroine Savith. In our very own sword-in-the-stone moment, only a human had the strength to wrest the sword of Savith from her grasp, and this glowing aberration-bane keen longsword became single greatest factor in our defeat of Onthooth, the aboleth in the final encounter.
  • The outer temple grounds contained a breathtaking 100-foot-tall statue of Amaznen that had crashed to the ground long ago. Before our scholars could satiate the pages of their logs, a tough fight began, possessed of wave-by-wave action against ugothol defenders. What increased the complexity was the combination of three lanes of engagement, and that each wave of faceless stalkers was armed differently, including the dreaded mutilators, who hit the hardest. We won it decidedly, by making sure they couldn't break our line: two of us held the left side on the smashed head of the statue, two held the right amongst some crumbling walls, two scampered up onto the statue itself, and the last provided air support in the form of lightning bolts.
  • Intensity peaked as high as the volume of Hans Zimmer's "Supermarine" when we faced off against one of the first ulat-kini ever created. To take things up another notch, we should add that we were we far from air, a retinue accompanied it, and this immense creature carried an equally large crossbow of the crab. Our GM shocked us a couple of times by using the reposition combat maneuver to place us in the path of a malfunctioning electrical altar. This win went to Valeros's aquanaut abilities and Ezren's aqueous orb spell.

The Odyssey

Author Mikko Kallio gifted us with one of the most interactive and unique dungeon crawling experiences we've ever come across. Not only did a submerged ruin provide its own challenges, but also there were several objectives to be accomplished within the cathedral, and these stood alongside our main goal. Aoinse, the awakened clockwork servant and former cleric of Amaznen, became our friend and guide throughout the delve—she won't be forgotten. True to any Odyssey, the treasures have been equally epic, as it took more than thirty years of playing this game to finally come across an apparatus of the crab!

Character Deaths

  • Merisiel paid for her curiosity when she approached a perfectly intact table standing alone inside a broken tower. She'll tell you it was the magical haversack resting upon the table that she couldn't resist. Karnax, the mimic with slayer levels, showed his delight in having visitors to the island by surprising the rogue, studying his target, and finishing her in two hits before the party could act.
  • While attempting to turn the temple's power generators on, we found ourselves in a fierce encounter with lightning elementals where every square of movement mattered. Unfortunately, our party roster included a locathah with a 10 foot movement, Kyra with a 20 foot movement, and a hobbled clockwork companion in tow. Kyra sacrificed herself to help the rest escape, but not before we lost Oorka the strix as well.
  • As we explored a haunted sacristy, Valeros fell victim to a murderous command effect and tried to claim the spoils for himself. It didn't help that the fighter was being played by Erick, who has more blood on his hands from other PCs than anyone in the Order. With a stellar critical hit of 73 points of damage, he added Koloshkora to his list.

Best Quote From Marathon 3

(Following an encounter with chaos beasts, our wizard suffered from a Wisdom score of 4.)

Ezren: Excellent hit Marissa, watch out for the other elemental!

Merisiel: It's Merisiel...

Ezren: Nice throw Melanie, behind you!

Merisiel (dodges): It's Merisiel, old man.

Ezren: Sorry Maria, I won't make that mistake again!

Current Situation

We managed to defeat the aboleth and recover the colonists (mostly) intact. Through diplomacy and action, our network of friends and alliances among the current inhabitants of ancient Azlant now includes: Mordant Spire elves, wyrwoods, locathah, strix, and even some clockwork compatriots. We were able to raise our companions from the dead, and things look good as we prepare to spend what looks like an extended amount of time underwater. Equipped with our newly reconstructed apparatus of the crab, we're ready to set out across the ocean toward the next destination in our odyssey: the underwater city of Talasantri!

More Content

For character builds, questions about The Azlant Odyssey, additional content and more, see our thread on the paizo.com messageboards!

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Adam Daigle
Managing Developer

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Tags: Community Order of the Amber Die Pathfinder Adventure Path Ruins of Azlant
Paizo Employee Managing Developer

4 people marked this as a favorite.

This looks like a great time! I love the work y'all put into each of these marathons!

See some of you at PaizoCon in less than a week!

Order of the Amber Die

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Yes, we're going to our first PaizoCon next week!

Better yet, we'll be joining up with the team from Roll For Combat for an event moderated by Perram from Know Direction. It will consist of a Q&A panel, followed by the first-ever live play mashup of Starfinder/Pathfinder. We're excited to see how things unfold--it might get crazy when the games collide! Sunday, 4pm-6pm in Olympic 1.

Look for our shirts at PaizoCon, and stop us to chat about Azlant, a past project, the AP you're playing, or just about anything!

Sczarni Order of the Amber Die

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Adam Daigle wrote:

This looks like a great time! I love the work y'all put into each of these marathons!

See some of you at PaizoCon in less than a week!

Thanks Adam! And a big thanks to Mikko Kallio for writing such an exciting adventure. The time limit kept us on our toes. If we didn't have so much experience fighting aboleth from way back in the 90s (playing the Night Below boxed set), we'd still be down there...

Looking forward to hanging out at PaizoCon!


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Wow, you lost Merisiel, Kyra, Oorka, and Koloshkora?

That's a hefty amount of loss. With Kyra gone do you have any way to bring party members back to life?

The Exchange Order of the Amber Die

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Berselius wrote:

Wow, you lost Merisiel, Kyra, Oorka, and Koloshkora?

That's a hefty amount of loss. With Kyra gone do you have any way to bring party members back to life?

Thanks for reading and commenting, Berselius. Normally, with our cleric being down, I would be worried about the beginning of the next marathon. Thankfully, with the help of our newest ally, Nieran Codali, we have a chance to acquire a few items (i.e., raise dead scroll if need be) from the Mordant Spire Elves. Aoinse is capable of bringing back at least Kyra (possibly more than just her) and the candle of invocation we have is enough to open up two options for bringing Kyra back to life. Lastly, I'm one of the main data-trackers in the Order, and I'd like to add in our defense that three of the four deaths occurred from critical hits. :)

Kyra's abilities have been super helpful during this campaign; unfortunately, one of my favorite moments of the last marathon wasn't high enough on our list to make the blog post, but I've included it below because I want to show how useful certain domains can truly be.

Here it is:

"After splashing around with some Azlanti mummies, we knew something was wrong with Merisiel when Valeros eased off his familiar flirting. Our character builds came through when Kyra's Medicine subdomain and the rogue's relic raider archetype allowed the pair to successfully diagnose mummy rot, then remove both the curse and disease."


That apparatus of the crab sounds fantastic, should be some glorious submarine adventuring in the future! I'm once again in awe of the work you all put into these marathons, truly inspiring stuff.

Order of the Amber Die

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frogseatdogs wrote:
That apparatus of the crab sounds fantastic, should be some glorious submarine adventuring in the future! I'm once again in awe of the work you all put into these marathons, truly inspiring stuff.

Frogs, thank you! Speaking of submarine adventuring, a couple of our members spent the weekend working on building a custom version of the apparatus of the crab (since the one in the adventure holds 4 creatures) to feature on the next blog report!

Deeper into Azlant we go!


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Wow! More fantastic photos and (summarised) campaign log!

As always, your immersion - pun sort of intended - level and battlemap quality are in top form. I'm getting very envious of the OotAD's ability to produce such sumptuous visions. :)


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Pathfinder Roleplaying Game Charter Superscriber

Fantastic! Thank you sharing your wondrous adventures, again!

Order of the Amber Die

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Elorebaen wrote:
Fantastic! Thank you sharing your wondrous adventures, again!

Thank you Elorebaen, it's nice knowing that people enjoy seeing these Adventure Paths presented as much as we've enjoyed playing them. I've been with the Order for well over ten years now, but this is my first time being one of the "core 4" iconic characters (I live-NPC often), and it's been a blast. From the outside I can imagine that playing almost 60 hours would seem grueling, but the time really does fly by, especially when you're immersed as far as we take it (loved the pun btw, Bellona).

Sorry about Koloshkora, everyone.

Sorta. ;D


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I love this detailed logs of the campaign, now I wanna play this Ap so bad. How many days was this marathon? 55-60hours is usually what my group takes to do a module, but usually on 12 Sessions.

Order of the Amber Die

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TSRodriguez wrote:
I love this detailed logs of the campaign, now I wanna play this Ap so bad. How many days was this marathon? 55-60hours is usually what my group takes to do a module, but usually on 12 Sessions.

Oh, that's good to know about your session hours! It looks like our hours are right on point with yours. I'm glad other groups are tracking their play too, it seems the community can learn a lot about the game, APs, particular RPG groups, play styles, and much more from taking notes about our play.

This marathon unfolded somewhat differently from others in previous projects and even the first two marathons of The Azlant Odyssey. We have a pretty good system down now where players arrive from various parts of the country on Wednesday, and we spend the evening getting set up and making sure we get to bed early. Starting Thursday morning, we play from 6am-9pm without much more than a 30min. break (usually not even that). We repeat that schedule for Friday, Saturday, and Sunday, sometimes rolling late into Sunday night. However, this marathon was thrown off by the many nor'easter snowstorms that hit the east coast repeatedly within one month, and due to the snow days that public schools had to take, I was forced to make the days up by going into work on the first two days of the marathon (I teach high school and this was originally my spring break). Without a GM, the group had to adjust, and our schedule ended up like this:

Wednesday: 6:25pm-2:25am
Thursday: 5:45pm-11:45pm
Friday: 5:45pm-10:45pm
Saturday: 7am-10:40pm
Sunday: 7am-5:40am (longest session of the project so far)

It's an incredible feeling facing an aboleth deep in a submerged cathedral after a whole weekend of play--completing the adventure--then leaving our blacked-out play area and going outside to see the sun coming up...

Keep tracking your game, and definitely put this AP on your list! :)


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I will keep tracking our APs, sometimes I would like to do a comic of the adventures we are playing, to remember those amazing moments. I always say this, but man people are missing out not playing the APs of Paizo, it's like playing a movie. We had a double Session this weekend, 7 and 6 hours. You have some committed people in this endeavor, playing from 7 Am to 540am, damn that is a brutal run. When I GM more than 6hours, (Our record is barely 9) I get so tired, and my mouth gets so dry (I'm talking all the time xD)
I think some of my players can do a marathon, but some of them are a bit more casual, and more than 5 hours I can see their faces of surrender.

(A Mimic with slayer levels, that is Evil) xD

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