The Azlant Odyssey


Ruins of Azlant

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Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber

It does make a difference. He has GM'd, a lot, actually, just not an AP. I prefer the GM route myself. I don't have to wait for my turn... ever. ;)


Woo hoo! The Order has returned!

Doug M.


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Awesome part II, guys. Interesting to hear that an exploration adventure has diplomacy at it's focus! Great screenshot of that underwater battle. I am a bit hesitant of introducing 3D battles, not the least because I'm such a bumbling fool I can see me toppling these nice platforms all the time. How does 3D combat work out? Is it complicated? Does it add interesting elements or is it just a fancy add-on?
Also, I need to hear more about your love triangles, guys ;)

Order of the Amber Die

DerNils wrote:

Awesome part II, guys. Interesting to hear that an exploration adventure has diplomacy at it's focus! Great screenshot of that underwater battle. I am a bit hesitant of introducing 3D battles, not the least because I'm such a bumbling fool I can see me toppling these nice platforms all the time. How does 3D combat work out? Is it complicated? Does it add interesting elements or is it just a fancy add-on?

Also, I need to hear more about your love triangles, guys ;)

I'll let our players tell you some of their stories about underwater combat, but as for love triangles, my favorite moment was this:

The nighttime raid on our colony targeted our spellcasters, and Kyra was most surely one of them. The skum assigned to sneak into her house and slay the cleric ran into a fatal flaw. As our role-playing would have it, Kyra was not alone in her bed that night, and it was Merisiel who also awoke to see her lover skewered by a skum. When Kyra fell unconscious from the damage, it was Merisiel who stood on the bed (in her Quick Runner's shirt) fighting off the creature. In what was a very tense melee that had not one, but two iconic character deaths at stake, Merisiel emerged victorious in time to stabilize Kyra. And that was just our introduction to the marathon!

Order of the Amber Die

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A new contest to win maps from the Ruins of Azlant AP has been posted to our Facebook!


Brillant! So very often discussions break down into pure mechanical stuff, but it's good to hear that the roleplaying takes front and center even in your marathons. Also sad to hear of your loss of Ms. Sandstrider, even though I don't know her beyond your reports. But whenever players feel such an attachment to an NPC, you know you did good work as a GM.

Order of the Amber Die

DerNils wrote:

Awesome part II, guys. Interesting to hear that an exploration adventure has diplomacy at it's focus! Great screenshot of that underwater battle. I am a bit hesitant of introducing 3D battles, not the least because I'm such a bumbling fool I can see me toppling these nice platforms all the time. How does 3D combat work out? Is it complicated? Does it add interesting elements or is it just a fancy add-on?

Also, I need to hear more about your love triangles, guys ;)

Ahh, the love triangles. Kyra and Merisiel had some interesting developments over the course of Marathon 2. More to come!

As far as underwater combat, I touched on this a bit on the blog recap. It tests many aspects of play (for me playing as a rogue, dealing with flanking and sneak attack requires some extra brain space). Positioning is already important on a 2D grid, so as you can imagine it becomes more so when you add the extra dimension and deal with diagonals. If you decide to use it, as I mentioned, make sure your players are familiar with all the new/revised rules for underwater combat. We have a custom initiative board that allows us to track spell duration and effects. You probably want to leverage something similar, digital or otherwise. Not only does it keep things clean, it actually helps build tension to have the reminder there all the time.

As far as bumbling the platforms and minis, over time it gets better but we still have our spills!

Order of the Amber Die

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It's official, the Order is headed to PaizoCon! Whether you want to talk about anything and everything Azlant-related, OAD life, a past project--doesn't matter--look for our shirts and stop us to chat at our first PaizoCon!

We're also doing a joint-event on Sunday afternoon (4pm-6pm, conference room Olympic 1) where Roll For Combat podcast and Order of the Amber Die will do a Q&A session, followed by the first-ever Starfinder/Pathfinder mashup in live play format. Things might get crazy, but should definitely be interesting!

Order of the Amber Die

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Hey everybody, we've officially reached the midpoint of Ruins of Azlant and will be presenting our updated stat blocks over the next ten days leading up to PaizoCon. Hope to meet some of you there!

Okay, let's get things started with the iconic fighter:

VALEROS
Male human fighter (aquanaut) 10
NG Medium humanoid (human)

AC 23, touch 15, flat-footed 19 (+6 armor, +1 deflection, +3 Dex, +1 dodge, +2 natural)
hp 104 (10d10+40)
Fort +10, Ref +7, Will +6
Defensive Abilities tidal celerity +3

Melee +1 keen aberration bane longsword +16/+11 (1d8+7/17-20) or mwk shortsword +16/+11 (1d6+6/19-20);
+1 keen aberration bane longsword +14/+9 (1d8+7/17-20) and mwk shortsword +14/+9 (1d6+6/19-20)
Ranged mwk composite longbow +14/+9 (1d8+2/x3)
Special Attacks underwater training +2 (bludgeoning, slashing)

Feats Dodge, Double Slice, Furious Focus, Iron Will, Just out of Reach, Lookout, Mobility, Power Attack, Toughness, Two-Weapon Fighting, Weapon Focus (longsword), Weapon Specialization (longsword)
Skills Acrobatics +17, Climb +14, Linguistics +5, Survival +10, Swim +20

Str 18, Dex 16, Con 14, Int 10, Wis 10, Cha 7

Traits Athletic, Reckless

Stay tuned, our blog post for The Flooded Cathedral is coming soon!

Sczarni Order of the Amber Die

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Hello all! Next up is our favorite iconic wizard. The old man made it through an adventure without falling down for once, plus he managed to learn a few new tricks!
Check him out:

EZREN
Male human wizard (sword binder) 10
NG Medium humanoid (human)

AC 11, touch 11, flat-footed 11 (+1 deflection)
hp 70 (10d6+30)
Fort +6, Ref +4, Will +8
Resist electricity 5

Melee +1 longsword +6 (1d8+1/19-20) or dagger +5 (1d4/19-20)
Ranged mwk light crossbow +6 (1d8/19-20) or dagger +5 (1d4/19-20)
Special Attacks sword of the mage 14/day (50 ft.)
Wizard Spells Prepared (CL 10th; concentration +16)
5th—(3/day) arc lightning (DC 21), aquatic ball lightning (DC 20), globe of tranquil water
4th—(4/day) ball lightning (DC 20), aquatic lightning bolt (DC 19), shout (DC 20), tail current
3rd—(4/day) aqueous orb (DC 19), lightning bolt (DC 19), water breathing (2)
2nd—(6/day) buoyancy, aquatic magic missile (2), slipstream (2), splinter spell resistance
1st—(6/day) hydraulic push (2), mage armor, ray of enfeeblement (DC 17), shocking grasp (2)
0 (at will)—detect magic, light, mage hand, read magic

Feats Aquatic Spell, Craft Wondrous Item, Lookout, Point-Blank Shot, Precise Shot, Scribe Scroll, Spell Penetration
Skills Craft (alchemy, mapmaking) +10, Knowledge (arcana, dungeoneering, history, planes) +19, Knowledge (engineering, geography, local, nature, nobility, religion) +10, Perception +11, Profession (sailor) +10, Spellcraft +19, Survival +5/+7 to avoid becoming lost, Swim +5

Str 10, Dex 10, Con 14, Int 22, Wis 13, Cha 9

Traits Pathfinder Recruit, Stabbing Spells
Alternate Racial Traits Dual Talent

One week until PaizoCon...and counting!!!

Order of the Amber Die

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Greetings, folks, here's the latest stat block info for our iconic rogue. Note her latest feat - Ready for Anything - which has made our Lookout teamwork feat even more valuable. All four PCs being able to act in the surprise round is going to make such a big difference for the last half of this AP, we're so excited for the next marathon!

MERISIEL
Elf unchained rogue (relic raider) 10
CG Medium humanoid (elf)

AC 23, touch 16, flat-footed 18 (+7 armor, +1 deflection, +5 Dex)
hp 76 (10d8+20)
Fort +5, Ref +15, Will +5
Defensive Abilities curse sense +3, danger sense +3, evasion

Melee mwk rapier +13/+8 (1d6+5/18-20) or dagger +12/+7 (1d4+1/19-20)
Ranged dagger +12 (1d4+1/19-20)
Special Attacks debilitating injury, sneak attack +5d6
Spell-Like Abilities (CL 10th; concentration +11)
1/day—vanish
at will—detect magic

Feats Alertness, Improved Initiative, Lightning Reflexes, Lookout, Quick Draw, Ready for Anything, Skill Focus (Perception), Weapon Finesse
Skills Acrobatics +12, Appraise +10, Climb +5, Diplomacy +10, Disable Device +23, Escape Artist +9, Knowledge (dungeoneering, local) +10, Perception +26/+31 to locate traps or to notice haunts, Profession (sailor) +5, Sense Motive +17, Sleight of Hand +9, Spellcraft +15/+20 to identify cursed items, Stealth +18, Swim +5, Use Magic Device +10

Str 13, Dex 20, Con 12, Int 12, Wis 12, Cha 10

Traits Classically Schooled, Skillful
Alternate Racial Traits Human-Raised

If you haven't already seen it, our latest blog for Marathon #3 is up, so take a look!

The Exchange Order of the Amber Die

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As Kyra's connection with Sarenrae grows, so do her gifted powers. I'm really excited for the next few levels of exalted and seeing what new challenges Sarenrae can help us overcome.

KYRA
Female human cleric 5/exalted 3
NG Medium humanoid (human)

AC 17, touch 11, flat-footed 17 (+5 armor, +1 deflection, +1 shield)
hp 63 (8d8+16)
Fort +10, Ref +2, Will +9

Melee +1 seaborne scimitar +7 (1d6+2/18-20)
Ranged sling +5 (1d4+1/x2)
Special Attacks channel positive energy 7/day (DC 14, 3d6)
Spell-Like Abilities (CL 8th; concentration +11)
1/day— daylight
Cleric Spells Prepared (CL 8th; concentration +11)
4th—(3/day) cure critical wounds* (DC 17), freedom of movement, greater path of glory
3rd—(5/day) cure serious wounds* (DC 16), dispel magic, magic circle against evil, remove curse, water breathing
2nd—(5/day) bull's strength, calm emotions (DC 15), placebo effect*, resist energy, lesser restoration
1st—(6/day) air bubble, ant haul, bless, endure elements*, remove fear, unwelcome halo (DC 14)
0 (at will)—guidance, light, read magic, stabilize
Domains Healing (Medicine), Sun (Day)
Special Abilities blessed surgery 6/day

Feats Deific Obedience, Extra Channel, Lookout, Selective Channeling, Skill Focus [Diplomacy], Skill Focus [Knowledge (religion)]
Skills Bluff +7, Diplomacy +16, Heal + 12, Knowledge (nature, planes) +4, Knowledge (religion) +11, Linguistics +4, Perception +8, Sense Motive +9, Swim +7

Str 12, Dex 10, Con 14, Int 10, Wis 17, Cha 14

Traits Acolyte of Apocrypha, Employee
Alternate Racial Traits Focused Study

Hope everyone has fun this Memorial Day weekend; wish I could join everyone who is going to PaizoCon!

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