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

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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!


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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

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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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Hey guys, I hope you're having fun. I'm catching up on your progress just now.

We'll start book 4 of Ironfang Invasion this weekend (Sunday) and we're going so fast I'm pretty sure we'll be done sometime this fall. That means I will likely get to run RoA NEXT! The other option I like is Strange Aeons, but my buddy doesn't care for Lovecraft. Either way, I'll have all of your work to look at for our next adventure (Ironfang is great, btw)! Thanks for that!

Oh, btw, Expo no longer makes chisel-tip markers. There are still multi-color 4-packs out there, but my guess is not for long. I'm going to buy a few just for the black (I use green/blue infrequently, red never).

Order of the Amber Die

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taks wrote:

Hey guys, I hope you're having fun. I'm catching up on your progress just now.

We'll start book 4 of Ironfang Invasion this weekend (Sunday) and we're going so fast I'm pretty sure we'll be done sometime this fall. That means I will likely get to run RoA NEXT! The other option I like is Strange Aeons, but my buddy doesn't care for Lovecraft. Either way, I'll have all of your work to look at for our next adventure (Ironfang is great, btw)! Thanks for that!

Oh, btw, Expo no longer makes chisel-tip markers. There are still multi-color 4-packs out there, but my guess is not for long. I'm going to buy a few just for the black (I use green/blue infrequently, red never).

Taks, great to hear from you! I've heard Ironfang is great, you'll have to let us know how it ends up. You guys are keeping a nice pace.

Thanks for the heads up too, I'm definitely feeling the pain on the Expo markers; I've got a nice stash that should last a few years, but after that we'll be stuck manufacturing our own OAD markers :) Speaking of Expo markers though, check out this treasure trove: I came across a guy who had 18 boxes of the original 8-packs which included brown, orange, yellow, and purple chisel tips. They belong to the Order now!

We're gearing up to play part four of The Azlant Odyssey at the end of June, and we're also excited to be heading into the back half the AP. High level underwater combat? Another notch on the belt.

Hope all is well!

Sczarni Order of the Amber Die

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Marathon 4 for Ruins of Azlant has been completed! Updated stat blocks are on their way, starting with the iconic wizard:

EZREN
Male human wizard (sword binder) 12
NG Medium humanoid (human)

AC 10, touch 10, flat-footed 10
hp 78 (12d6+36)
Fort +8, Ref +6, Will +11
Resist electricity 5

Melee +1 longsword +7/+2 (1d8+1/19-20) or dagger +6/+1 (1d4/19-20)
Ranged +2 distance underwater light crossbow +8 (1d8+2/19-20) or dagger +6 (1d4/19-20)
Special Attacks sword of the mage 15/day (55 ft.)
Wizard Spells Prepared (CL 12th; concentration +18)
6th—(3/day) chain lightning (DC 22), greater dispel magic (2)
5th—(4/day) arc lightning (DC 21), globe of tranquil water, communal stoneskin, teleport
4th—(4/day) ball lightning (DC 20), calcific touch (2, DC 20), ride the waves
3rd—(5/day) aqueous orb (DC 19), dispel magic (2), lightning bolt (2, DC 19)
2nd—(6/day) blur (2), buoyancy, darkvision, slipstream, splinter spell resistance
1st—(6/day) magic missile (2), ray of enfeeblement (2 ,DC 17), shocking grasp (2)
0 (at will)—detect magic, light, mending, read magic

Feats Aquatic Spell, Craft Wondrous Item, Dispel Focus, Lookout, Point-Blank Shot, Precise Shot, Scribe Scroll, Spell Penetration
Skills Craft (alchemy, mapmaking) +10, Knowledge (arcana, dungeoneering, history, planes) +21, Knowledge (engineering) +12/+17 to repair or understand mechanical devices, Knowledge (geography, local, nobility, religion) +10, Perception +13, Profession (sailor) +10, Spellcraft +21, Survival +5/+7 to avoid becoming lost, Swim +5

Str 10, Dex 10, Con 14, Int 23, Wis 13, Cha 9

Traits Pathfinder Recruit, Stabbing Spells
Alternate Racial Traits Dual Talent

If you haven't been following our marathons on Twitter, the details about how City in the Deep went down will be available on our next Paizo Blog.
Stay tuned!

Order of the Amber Die

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How's it going, everyone? Valeros gained some significant upgrades over the last marathon, take a look at his stats for 12th level:

VALEROS
Male human fighter (aquanaut) 12
NG Medium humanoid (human)

AC 26, touch 16, flat-footed 22 (+8 armor, +2 deflection, +3 Dex, +1 dodge, +2 natural)
hp 156 (12d10+48)
Fort +14, Ref +12, Will +8
Defensive Abilities tidal celerity +3

Melee +2 longsword +20/+15/+10 (1d8+12/19-20) or mwk shortsword +19/+14/+9 (1d6+8/19-20);
+2 longsword +18/+13/+8 (1d8+10/18-20) and mwk shortsword +17 (1d6+6/19-20)
Ranged mwk composite longbow +16/+11/+6 (1d8+2/x3)
Special Attacks piercing focus, underwater training (piercing +1, slashing +1)

I really enjoyed City in the Deep, as it offered both excellent combats that were fair and challenging, but also offered us a great amount of roleplaying opportunities. I'm sure everyone that plays it will enjoy it as much as I did!

Order of the Amber Die

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Sorry everyone, the rest of his info didn't get pasted into the previous post. Here's the complete stat block:

VALEROS
Male human fighter (aquanaut) 12
NG Medium humanoid (human)

AC 26, touch 16, flat-footed 22 (+8 armor, +2 deflection, +3 Dex, +1 dodge, +2 natural)
hp 156 (12d10+72)
Fort +14, Ref +12, Will +8
Defensive Abilities tidal celerity +3

Melee +2 longsword +20/+15/+10 (1d8+12/19-20) or mwk shortsword +19/+14/+9 (1d6+8/19-20);
+2 longsword +18/+13/+8 (1d8+10/18-20) and mwk shortsword +17 (1d6+6/19-20)
Ranged mwk composite longbow +16/+11/+6 (1d8+2/x3)
Special Attacks piercing focus, underwater training (piercing +1, slashing +1)

Feats Dodge, Furious Focus, Greater Weapon Focus (longsword), Greater Weapon Specialization (longsword), Improved Iron Will, Iron Will, Just out of Reach, Lookout, Mobility, Power Attack, Toughness, Two-Weapon Fighting, Weapon Focus (longsword), Weapon Specialization (longsword)
Skills Acrobatics +17, Climb +15, Linguistics +5, Survival +14, Swim +21

Str 18, Dex 17, Con 18, Int 10, Wis 10, Cha 7

Traits Athletic, Reckless

The Exchange Order of the Amber Die

Not only has Kyra faced her fear of traveling beneath the ocean, she even managed to befriend almost an entire underwater city! The Dawnflower has truly blessed this group, because without her light to guide us we would have surely perished in the dark depths.

KYRA
Female human cleric 5/exalted 7
NG Medium humanoid (human)

AC 20, touch 11, flat-footed 20 (+8 armor, +1 deflection, +1 shield)
hp 93 (12d8+16)
Fort +13, Ref +4, Will +13
Defensive Abilities aspect of divinity, vitality

Melee +1 seaborne scimitar +10/+5 (1d6+2/18-20)
Ranged sling +8 (1d4+1)
Special Attacks channel positive energy 9/day (DC 22, 6d6)
Spell-Like Abilities (CL 7th; concentration +11)
1/day—bless weapon, daylight, holy smite, righteous might, searing light, shield of faith, undeath to death
Cleric Spells Prepared (CL 12th; concentration +15)
6th—(3/day) chains of light (DC 20), heal* (DC 20) (2)
5th—(4/day) break enchantment, breath of life* (DC 19), cleanse, life bubble
4th—(5/day) cure critical wounds* (DC 18), freedom of movement, restoration, ride the waves (2)
3rd—(6/day) cure serious wounds* (DC 17), dispel magic, magic circle against evil, magic vestment, prayer, sacred bond
2nd—(6/day) bull's strength (2), calm emotions (DC 16), placebo effect*, resist energy, lesser restoration
1st—(6/day) bless, detect evil, endure elements* (2), shield of faith (2)
0 (at will)—guidance, light, read magic, stabilize
Domains Glory, Healing (Medicine), Sun
Special Abilities blessed surgery 7/day, touch of glory 7/day

Feats Deific Obedience, Extra Channel, Lookout, Quick Channel, Selective Channeling, Skill Focus [Diplomacy], Skill Focus [Knowledge (religion)], Warrior Priest
Skills Bluff +11, Diplomacy +27, Heal + 15, Knowledge (nature, planes) +4, Knowledge (religion) +13, Linguistics +4, Perception +10, Sense Motive +13, Swim +7

Str 12, Dex 10, Con 14, Int 10, Wis 18, Cha 18

Traits Acolyte of Apocrypha, Employee
Alternate Racial Traits Focused Study

I'd definitely call this a successful marathon, but I can't wait for the next one to find out what the full power of an Exalted cleric of Sarenrae can do against undead!


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I love these character builds, very flavourful, using all those obscure tasty feats and traits. Thanks, guys for sharing! its really inspiring indeed

Sczarni Order of the Amber Die

TSRodriguez wrote:
I love these character builds, very flavourful, using all those obscure tasty feats and traits. Thanks, guys for sharing! its really inspiring indeed

Thanks TS, ask and you shall receive! Yeah, we try to use feats we haven't played with before to keep things fresh, which also allows us to explore the continual stream of new source material. Plus, as you probably already know, a teamwork feat is mandatory.

We use campaign traits for the same reasons, and brainstorm as to which of those traits best serves the iconics, as well as the potential applications for synergy with the rest of the group. As far as the secondary traits go, we try to tie them in with the campaign traits, as well as embed them with the archetypes, if any. For example, Valeros was matched with the Athletic campaign trait to supplement the aquanaut archetype, but he would make better use of that if also he had Acrobatics as a class skill. Hence, we paired Athletic with the Reckless combat trait to accomplish that, but also because the flavor text fit Valeros perfectly!

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