Caverns of Azlantia

Game Master Dread

Hidden away in the jungles of the Mwangi Expanse, the crumbling ruins of the ancient Azlanti people, known as Azlantia, has remained unknown....until now. An Explorer dying from a strange disease has surfaced in Bloodcove. His fevered ramblings of treasure, Beast-Men serving a Minotaur King, Lizard-Folk in direct rebellion to the King, a Death Cult trying to find secrets long buried, rumors of an ancient evil waiting release and more perk the attention of those who are intrepid enough to face these dangers to find the secrets of the Caverns of Azlantia.

Are you brave enough?

Experience: Current- 5,600 Next Level- 9,000

Roll20 link


The reskinned Dungeon Crawl 'Caverns of Thracia'. Among the first ever Mega-Dungeons. Created by The Legendary Jennell Jaquays for Judges Guild when AD&D was at its best. Republished for D&D 3.5 by Necromancer Games. Currently Goodman Games has bought the IP and are recreating it for 5e and Dungeon Crawl Classics.

For our game I am taking the 3.5 version and turning it to PF1.

Starting at 3rd level and running til about 8th...it will give us plenty of blood sweat and tears as we delve into the threats found beneath the surface in this classic that is probably my favorite Dungeon.

Welcome.

Character Summaries:

Arronus AC:20 (T:12/FF:18) CMD:18 HP: 24/24 SAVES: FO:+6 RE:+4 WL:+4
level 3 Occultist (Haunt Collector) M Half-Elf
init:+2 perception: +12 Senses: Low Light Vision, Darkvision (60 ft)
Specials: Legacy Weapon, Spells, Mind Fear, Soulbound Puppet, Necromantic Servant
Defenses:+2 to saves vs Enchantments, Mind Barrier, Immune to Magic Sleep

Gideon AC 18 (T:12/FF:16) CMD:18 HP:30/30 SAVES: FO 7 RE 4 WL 2
Fighter 2 / Brawler 1 Male Half-elf
Init: +2 Perception: +12 Senses: Lowlight vision, Darkvision 60'
Special: None
Defenses: unarmed strike 1d6 so he threatens inside his reach weapon

Jenna Wilde AC:15 (T:13/FF:12) CMD:16 HP: 24/24 SAVES: F:+4 R:+6 W:+2 Alchemist 3 (Crypt breaker) Fem Aasimar (Peri blooded)
init:+3 perception: +7 Senses: Low Light Vision, Darkvision (60 ft)
Defenses: +2 vs Poison Res: Acid 5, Cold 5, Electricity 5,
Special: Alkahest Bombs, Crypt Breaker's Draught, Poison Resistance, Swift Alchemy, Trapfinding.

Tessai AC:21 (T:13/FF:18) CMD:18 HP:27/27 SAVES: FO:+8 RE:+3 WL:+7;
Paladin2/Oracle1 (Oath of Vengeance/Fiends) Female Tiefling [qualifier]
init:+0 perception:+1 Senses: darkvision 60 ft.
Specials: Lay on Hands, Prehensile Tail, Snite Evil Defenses: Fire Resistance 5 +2 vs Death

Urtar AC:16 (T:10/FF:16) CMD:15 HP:24/24 SAVES: FO:3 RE:1 WL:6
3rd level cleric M Oread
init:+2 perception:+10 Senses: Darkvision 60ft
Specials:Aura (NG) Defenses: More AC given active spells or if wearing shield

Xavier AC:17 (T:13/FF:15) CMD:18 HP:22/22 SAVES: FO:+3 RE:+5 WL:+3
level 3 Inquisitor Gravedigger Male Human
init: +2 perception:+6 Senses: N/A
Specials: Catch Off-Guard, Inspiration, Kill the Dead, Shikigami Style Chain; Defenses: N/A

vs

Name AC:?? (T:??/FF:??) CMD:?? SAVES: FO:?? RE:?? WL:??
level Class (qualifier/archetype) sex race [qualifier]
init:?? perception:?? Senses: ??
Specials:?? Defenses:??

motivations:

There are 8 motivations for coming to Caverns of Azlantia. Each player will choose 1. Tied to each will be a location within the 'dungeon' that helps satisfy the motivation. Arriving at that location will award a mythic tier for that character. Only the DM will know the location. Some characters will gain it earlier than others. But each has the capability of gaining it.

The Agent: whether The Pathfinders, The Aspis Consortium, A church, a pirate ship or any organization or nation, you are tasked to enter the caverns ffor something specific. The Oracular Skull. Find it. If possible bring it back.[Rm77]

The Bandit: you are on the run and seeking enough treasure to change your future. [Rm90]

Urktar The Explorer: you've stumbled on information regarding the location of an ancient city of The Azlanti. You just need proof. [Rm63]

The Expert: it is rumored the Azlanti had discoveted technologies far beyond what is currently known, oh what could be done bringing some of that out to the world[RM135]

The Guide: you've lead many a group into the jungles but this time there's something personal in it for you. [RM31]

The Hunter: there's rumors that there are things older than anyone has ever seen in the depths of Azlantia, oh to see it. [RM106]

Dr. Ocellus The Historian: improving your knowledge of the past is all that truly matters.[RM52]

Gideon The Mercenary: Opportunities arise how can this foray be exploited? [RM28]

Tessai The Oathkeeper: There's evil and dark that you are sworn to face: [Rm 56]

Arronus The Occult Expert: Within The Depths are passages to alternate realms for you to find. [Rm 73]