Ruins of Azlant: Strangers in a Strange Land

Game Master AJM4885

Thousands of years ago, a barrage of meteors called forth from the vastness of space by humanity's greatest enemies rained down on Golarion, cutting short the remarkable human empire of Azlant while plunging the world into an era of darkness. Since then, the shattered continent of Azlant has lured intrepid explorers to its broken shores, but few have the mettle to survive in the remains of this dangerous and mysterious land. Now, a hopeful expedition has established a colony on one of the nearest islands across the sea, but danger has struck the fledgling settlement. An ancient enemy was accidentally released from its prison and has resumed its millennium-old machinations to punish the hubris of humanity once again. Can the adventurers survive in a faraway land and track down this enigmatic being before its sinister plans can come to fruition?



Ruins of Azlant Battlemaps

Thank you all for submitting your characters for consideration and I hope that I won't disappoint.


F NG human investigator 1 | HP 10/10 | AC11 T11 FF10 | F+2 R+3 W+4 | CMB+1 CMD11 | init+1 | Per+6* SM+6 | inspiration 3/3 | spells 1st-2/2 | effects: none

Greetings! Thanks for running, and I likewise hope not to disappoint. :) Looking forward to seeing what happens under the sea!


HP 9/9 | AC 15 T11 F14 | Fort 3 Ref 1 Will 5 | Speed 30 | Dagger +0/+1 1d4 19-20 | CMB 0 CMD 11 F10 | Dart +1 1d4 | Init +5 | Percep +3 | SM +7 | Effects: Bless

Hello. Thank you for taking this on. I hope this can be a fun and helpful character for the campaign.


NG F Half-Elf Psychic (Enlightenment) 1 | HP 7/7 | AC: 16 12 (12 tch, 10 ff) | CMB 0, CMD +12 | F +1, R +2, W +6 | Init +2 | Perc +8, SM +2 | Low-Light Vision | Speed 30 ft | Immune to magic sleep effects | +2 on saves vs enchantment | Phrenic Pool 3/3 | Expanded Awareness 2/2 | Effects: mage armor

Wow, I actually got picked! There were so many good submissions, the odds on this one were pretty long. Thanks for taking on the mantle of GM, AJM, I look forward to seeing what you have in store for us.

@Ommerra: I noticed that you also have Knowledge: religion. What do you think about swapping that for Knowledge: planes? Tiye is a religious person (as religious as Nethysians get, anyway) so I’m reluctant to do the swap on my end. In my experience, Knowledge: planes comes up often enough to be useful.


F NG human investigator 1 | HP 10/10 | AC11 T11 FF10 | F+2 R+3 W+4 | CMB+1 CMD11 | init+1 | Per+6* SM+6 | inspiration 3/3 | spells 1st-2/2 | effects: none
Tiye Soumral wrote:
@Ommerra: I noticed that you also have Knowledge: religion. What do you think about swapping that for Knowledge: planes? Tiye is a religious person (as religious as Nethysians get, anyway) so I’m reluctant to do the swap on my end. In my experience, Knowledge: planes comes up often enough to be useful.

Hi there, Tiye! I'm totally willing to make changes to my character to make us more compatible with each other. My plan is to eventually take all Knowledges, since as an investigator I can use inspiration with the ones I have at least 1 rank in. I could switch my initial point in religion to planes, but I figure that religion is more likely to come up as something needing a roll before planes does, so I put it off until level 2. Perhaps that's overly metagamey? What do you think? I could easily justify a point in whatever knowledges we want because Ommerra is very well-read.


HP 9/9 | AC 15 T11 F14 | Fort 3 Ref 1 Will 5 | Speed 30 | Dagger +0/+1 1d4 19-20 | CMB 0 CMD 11 F10 | Dart +1 1d4 | Init +5 | Percep +3 | SM +7 | Effects: Bless

I was thinking I will probably take at least a point in most knowledge skills, but just because I can retake a failed test at night using my Geography skill if I can see the stars.


F NG human investigator 1 | HP 10/10 | AC11 T11 FF10 | F+2 R+3 W+4 | CMB+1 CMD11 | init+1 | Per+6* SM+6 | inspiration 3/3 | spells 1st-2/2 | effects: none

Smart, Petre!


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Human Witch 1 | HP: 7/7 | AC: 12, F: 10, T:12 | Fort: +3, Ref: +2, Will: +3 | Init: +2 | Perc: +7 Low Light Vision | Temporary: Endure Elements

@Tiye, I agree. I did a count of the applicants and just thought 'Well, I'll be the spider of the wall to see how it goes. Maybe someone will drop and my character might be a possible replacement.'

But.... While I've never played this one I have heard that the party is remote from civilization. So replacements would be hard to work in to the narrative!

@AJM4885, Don't worry about disappointing unless you ghost the game. It's your game first and foremost. And we're all hear to have fun! I'm just happy to have been selected and ready to get posting in the game!

So we have:
Allece - Witch, focused on protective magics
Ma'oa - Skinwalker, Ranger
Ommerra - Investigator (Questioner)
Petre Costu - Cleric (Varisian Pilgrim)
Tiye Soumral - Psychic

Interesting party. Should be fun!


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NG F Half-Elf Psychic (Enlightenment) 1 | HP 7/7 | AC: 16 12 (12 tch, 10 ff) | CMB 0, CMD +12 | F +1, R +2, W +6 | Init +2 | Perc +8, SM +2 | Low-Light Vision | Speed 30 ft | Immune to magic sleep effects | +2 on saves vs enchantment | Phrenic Pool 3/3 | Expanded Awareness 2/2 | Effects: mage armor

I hope Ma'oa can dish out some damage, otherwise we're going to be pretty light in that department. The psychic spell list has a lot more buffs, debuffs, and utility spells than direct damage.

@Ommerra: Ah, I see! I like to have all the bases covered as soon as possible, but that's just a personal preference. And yeah, investigators are The Best at Knowledge checks. I'm playing one in Rise of the Runelords and she absolutely crushes Knowledge checks, it's great.


F NG human investigator 1 | HP 10/10 | AC11 T11 FF10 | F+2 R+3 W+4 | CMB+1 CMD11 | init+1 | Per+6* SM+6 | inspiration 3/3 | spells 1st-2/2 | effects: none

Agreed, damage is a concern. Ommerra's longspear might be second place for damage dealt, which is funny because she's built to be helping others attack better, not to attack herself. Studied Target will also boost her damage, but that takes a while to come online.

Aleece's crossbow and Tiye's telekinetic projectiles will do some damage too, but those are harder to buff.

I can't think of many good spells that increase damage from the bard, cleric, psychic, or witch spell lists. There's enlarge person (1st) for the psychic and the witch, and weapon of awe (2nd) for the cleric, but that's all that comes to mind. Well, and good hope (3rd) for the bard and haste (3rd) for the psychic, but those are a long way off.


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Human Witch 1 | HP: 7/7 | AC: 12, F: 10, T:12 | Fort: +3, Ref: +2, Will: +3 | Init: +2 | Perc: +7 Low Light Vision | Temporary: Endure Elements

Love the additional d6 for any of the rolls where you can use inspiration. When it’s free you always add it. When it’s not free you can decide whether or not you want to add it after the roll but before you know if the roll is enough, or if the d6 bonus can make it enough.

I love the questioner options.


Human Witch 1 | HP: 7/7 | AC: 12, F: 10, T:12 | Fort: +3, Ref: +2, Will: +3 | Init: +2 | Perc: +7 Low Light Vision | Temporary: Endure Elements

Divine Favor is good for one person. Lasts as long as any battle is likely to and gives +1 to hit and damage.
Stacks with Bless.


NG F Half-Elf Psychic (Enlightenment) 1 | HP 7/7 | AC: 16 12 (12 tch, 10 ff) | CMB 0, CMD +12 | F +1, R +2, W +6 | Init +2 | Perc +8, SM +2 | Low-Light Vision | Speed 30 ft | Immune to magic sleep effects | +2 on saves vs enchantment | Phrenic Pool 3/3 | Expanded Awareness 2/2 | Effects: mage armor

I think I'll swap out ill omen for color spray. If I can't dish out a lot of damage, I can at least take an enemy or two out of the fight. (For the first couple levels, anyway. I can always swap it for something more useful against stronger foes when I level up.)


F NG human investigator 1 | HP 10/10 | AC11 T11 FF10 | F+2 R+3 W+4 | CMB+1 CMD11 | init+1 | Per+6* SM+6 | inspiration 3/3 | spells 1st-2/2 | effects: none
Aleece wrote:
Divine Favor is good for one person. Lasts as long as any battle is likely to and gives +1 to hit and damage.

I love divine favor, but it's Personal range, which means that only Petre can benefit from it. That reminds me though, there's also the vigor orison, which is like guidance for melee weapon damage.


Human Witch 1 | HP: 7/7 | AC: 12, F: 10, T:12 | Fort: +3, Ref: +2, Will: +3 | Init: +2 | Perc: +7 Low Light Vision | Temporary: Endure Elements

Good one. Can it stack with guidance? Since more than just the cleric can cast it.


F NG human investigator 1 | HP 10/10 | AC11 T11 FF10 | F+2 R+3 W+4 | CMB+1 CMD11 | init+1 | Per+6* SM+6 | inspiration 3/3 | spells 1st-2/2 | effects: none
Aleece wrote:
Good one. Can it stack with guidance? Since more than just the cleric can cast it.

Yes, it's a competence bonus to damage, so it stacks with pretty much everything. At least early on, that's a pretty useful buff! Also, the person who gets the vigor doesn't have to use it until they hit.


Female Skinwalker (Seascarred) Ranger (Guide/Skirmisher) 1| HP 12/12 | AC 15 T 13 FF 13 | Fort +4 (+5) Ref +4 Will +2 | Initiative +2 | Perception +5, Sense Motive +1| Low-Light Vision| Speed 30 ft/ Swim 30ft |Ranger’s Focus 1/1

Happy to be here! Thanks for choosing me.


NG F Half-Elf Psychic (Enlightenment) 1 | HP 7/7 | AC: 16 12 (12 tch, 10 ff) | CMB 0, CMD +12 | F +1, R +2, W +6 | Init +2 | Perc +8, SM +2 | Low-Light Vision | Speed 30 ft | Immune to magic sleep effects | +2 on saves vs enchantment | Phrenic Pool 3/3 | Expanded Awareness 2/2 | Effects: mage armor

A little something useful for everyone: Underwater Goggles 5 gp and you can see underwater!


HP 9/9 | AC 15 T11 F14 | Fort 3 Ref 1 Will 5 | Speed 30 | Dagger +0/+1 1d4 19-20 | CMB 0 CMD 11 F10 | Dart +1 1d4 | Init +5 | Percep +3 | SM +7 | Effects: Bless

I can always change up my spell list to be more focused on offense if others have support covered.


Human Witch 1 | HP: 7/7 | AC: 12, F: 10, T:12 | Fort: +3, Ref: +2, Will: +3 | Init: +2 | Perc: +7 Low Light Vision | Temporary: Endure Elements

Good find with the goggles. Diving suit is a relatively cheap equipment bonus to swimming.

As for spell selection, we need to see how well we work together and make any changes then. Is this a combat focused AP? Or mainly exploration? Or??


Female Skinwalker (Seascarred) Ranger (Guide/Skirmisher) 1| HP 12/12 | AC 15 T 13 FF 13 | Fort +4 (+5) Ref +4 Will +2 | Initiative +2 | Perception +5, Sense Motive +1| Low-Light Vision| Speed 30 ft/ Swim 30ft |Ranger’s Focus 1/1

Probably both. I'm built for both combat and exploration, and some of my class features give buffs to the whole party with a few skills. As far as combat decent damage to start with, have a progressive way to do more damage to big enemies a few times a day, fight well online and even better underwater.


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F NG human investigator 1 | HP 10/10 | AC11 T11 FF10 | F+2 R+3 W+4 | CMB+1 CMD11 | init+1 | Per+6* SM+6 | inspiration 3/3 | spells 1st-2/2 | effects: none

I switched Ommerra's point in Knowledge (religion) to Knowledge (planes). :)


HP 9/9 | AC 15 T11 F14 | Fort 3 Ref 1 Will 5 | Speed 30 | Dagger +0/+1 1d4 19-20 | CMB 0 CMD 11 F10 | Dart +1 1d4 | Init +5 | Percep +3 | SM +7 | Effects: Bless

Petre has religion covered for the moment (needs to know enough to successfully obfuscate about which deity has granted him their blessing).


NG F Half-Elf Psychic (Enlightenment) 1 | HP 7/7 | AC: 16 12 (12 tch, 10 ff) | CMB 0, CMD +12 | F +1, R +2, W +6 | Init +2 | Perc +8, SM +2 | Low-Light Vision | Speed 30 ft | Immune to magic sleep effects | +2 on saves vs enchantment | Phrenic Pool 3/3 | Expanded Awareness 2/2 | Effects: mage armor

Given Nethys' nature, Tiye has no business criticizing others for their choice of deity. ;) (As long as it's not, like, Rovagug or something.)


Female Skinwalker (Seascarred) Ranger (Guide/Skirmisher) 1| HP 12/12 | AC 15 T 13 FF 13 | Fort +4 (+5) Ref +4 Will +2 | Initiative +2 | Perception +5, Sense Motive +1| Low-Light Vision| Speed 30 ft/ Swim 30ft |Ranger’s Focus 1/1

Ma'oa worships Gozreh


F NG human investigator 1 | HP 10/10 | AC11 T11 FF10 | F+2 R+3 W+4 | CMB+1 CMD11 | init+1 | Per+6* SM+6 | inspiration 3/3 | spells 1st-2/2 | effects: none

Everything okay, GM? I assume something has come up to delay starting the game. Maybe you can activate the Gameplay tab and we can roleplay meeting each other on the ship before the game commences?


Human Witch 1 | HP: 7/7 | AC: 12, F: 10, T:12 | Fort: +3, Ref: +2, Will: +3 | Init: +2 | Perc: +7 Low Light Vision | Temporary: Endure Elements

Worship? What's that?
Aleece honors and respects Jaidi. But the closest she gets to worship is her connection with her Patron....
She doesn't disrespect or bother anyone that does worship a Deity. but would only shrug if asked.


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Ruins of Azlant Battlemaps

I want to apologize to everyone. Yes, I'm still here it's just work is very hectic right now. I'm going on vacation next week and I took Friday off as well so I have to compress five days worth of work into four.

I was going to take tonight to craft an intro because I don't want 1/2 A++ something but, unfortunately, one of my colleagues 90 year old mother had a medical emergency and was taken to the hospital, so he turned around and went home. Long story short they asked me to stay an extra six hours tonight to cover his duties (hey, it's overtime so I said yes).

I'll have time tomorrow night to post up before I leave for a long weekend with my girlfriend. As for vacation next week, no need to worry as it's mostly a "honey-do" week so I'll be around to post.


NG F Half-Elf Psychic (Enlightenment) 1 | HP 7/7 | AC: 16 12 (12 tch, 10 ff) | CMB 0, CMD +12 | F +1, R +2, W +6 | Init +2 | Perc +8, SM +2 | Low-Light Vision | Speed 30 ft | Immune to magic sleep effects | +2 on saves vs enchantment | Phrenic Pool 3/3 | Expanded Awareness 2/2 | Effects: mage armor

Glad to hear you're all right, GM! Take your time, RL always has priority.

If you don't mind, I'm going to shuffle some gold around so I can buy a prismatic crystal. I kind of forgot to check Occult Adventures for adventuring gear when I was shopping originally.

Also, I'm going to put the background skill point I originally had in Knowledge (geography) into Craft (sewing). I plan to make magic items ASAP, and between Tiye's Craft (sewing) and Aleece's Craft (jewelry), we should be able to cover the mundane aspects of the more popular wondrous items. Both Petre and Ma'oa have Knowledge (geography) already.


Human Witch 1 | HP: 7/7 | AC: 12, F: 10, T:12 | Fort: +3, Ref: +2, Will: +3 | Init: +2 | Perc: +7 Low Light Vision | Temporary: Endure Elements

What she said! RL beats the game every time.

Sounds good Tiye. If we make it to 5th level Aleece will take craft Wand. I figure the 'stick' is easy. Just need to figure out something for the rest of the material components. Some how I have trouble seeing that you pile gold coins around an item, cast the spells, the gold disappears and the item becomes whatever you were crafting.... But we'll just have to figure that out as we go.


F NG human investigator 1 | HP 10/10 | AC11 T11 FF10 | F+2 R+3 W+4 | CMB+1 CMD11 | init+1 | Per+6* SM+6 | inspiration 3/3 | spells 1st-2/2 | effects: none

Thanks for the update, GM! No worries, we'll be here. :)


Female Skinwalker (Seascarred) Ranger (Guide/Skirmisher) 1| HP 12/12 | AC 15 T 13 FF 13 | Fort +4 (+5) Ref +4 Will +2 | Initiative +2 | Perception +5, Sense Motive +1| Low-Light Vision| Speed 30 ft/ Swim 30ft |Ranger’s Focus 1/1

Glad to hear you're alright!


Female Skinwalker (Seascarred) Ranger (Guide/Skirmisher) 1| HP 12/12 | AC 15 T 13 FF 13 | Fort +4 (+5) Ref +4 Will +2 | Initiative +2 | Perception +5, Sense Motive +1| Low-Light Vision| Speed 30 ft/ Swim 30ft |Ranger’s Focus 1/1
Aleece wrote:

What she said! RL beats the game every time.

Sounds good Tiye. If we make it to 5th level Aleece will take craft Wand. I figure the 'stick' is easy. Just need to figure out something for the rest of the material components. Some how I have trouble seeing that you pile gold coins around an item, cast the spells, the gold disappears and the item becomes whatever you were crafting.... But we'll just have to figure that out as we go.

The way I looked at it when crafting wands as a druid (even less likely to just gather gold to make stuff) is that the wand has a weird crystal on the end of it, or is made of a wood that's rare and valuable to the lumber industry, or made of a sliver of a rare metal. The GP representing the value someone would assign to the work you put in to obtain it, though for each crafter, that could mean something different.


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Ruins of Azlant Battlemaps

Sorry for the delay, everyone. The Gameplay thread is up, so let's kick this pig.


Female Skinwalker (Seascarred) Ranger (Guide/Skirmisher) 1| HP 12/12 | AC 15 T 13 FF 13 | Fort +4 (+5) Ref +4 Will +2 | Initiative +2 | Perception +5, Sense Motive +1| Low-Light Vision| Speed 30 ft/ Swim 30ft |Ranger’s Focus 1/1

Will get a post up shortly.


HP 9/9 | AC 15 T11 F14 | Fort 3 Ref 1 Will 5 | Speed 30 | Dagger +0/+1 1d4 19-20 | CMB 0 CMD 11 F10 | Dart +1 1d4 | Init +5 | Percep +3 | SM +7 | Effects: Bless

I can easily heal myself, so the four potions can go to the rest of the party.


Female Skinwalker (Seascarred) Ranger (Guide/Skirmisher) 1| HP 12/12 | AC 15 T 13 FF 13 | Fort +4 (+5) Ref +4 Will +2 | Initiative +2 | Perception +5, Sense Motive +1| Low-Light Vision| Speed 30 ft/ Swim 30ft |Ranger’s Focus 1/1

Added a description


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Ruins of Azlant Battlemaps

Since this is going to come up quite a bit in this adventure I've added a link to the underwater combat rules on the Campaign Info tab.


F NG human investigator 1 | HP 10/10 | AC11 T11 FF10 | F+2 R+3 W+4 | CMB+1 CMD11 | init+1 | Per+6* SM+6 | inspiration 3/3 | spells 1st-2/2 | effects: none

I bookmarked a link summarizing lots of underwater rules a while ago that we all might find useful. It looks like the original page has gone away, but fortunately it's still on archive.org: Underwater Rules


NG F Half-Elf Psychic (Enlightenment) 1 | HP 7/7 | AC: 16 12 (12 tch, 10 ff) | CMB 0, CMD +12 | F +1, R +2, W +6 | Init +2 | Perc +8, SM +2 | Low-Light Vision | Speed 30 ft | Immune to magic sleep effects | +2 on saves vs enchantment | Phrenic Pool 3/3 | Expanded Awareness 2/2 | Effects: mage armor

What kind of roll would I make to help Ommerra back into the boat?

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