Ruins of Azlant: Strangers in a Strange Land

Game Master Phantom Genius

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?


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A good Survival check will tell you something about the tiny tunnel.
Also, feel free to roll Perception if you are searching the barracks.


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 1/3 | spells 1st-1/2 | effects: tears to wine 1h

Ommerra joins the group in searching the barracks, watching as others go over the abandoned rooms to try and spot any clues or important items.

Perception, tears to wine: 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18 +1 vs traps (Trapfinding)

Grand Lodge

Male Human deep shaman 1 | AC 14 T 10 FF 14 | Saves +4 +0 +6 | CMD 11 | HP 12/13 | Perception +9 (+11 with familiar) | Init +0 | Wave Strike 5/5 | conditions: none
Spontaneous spell slots:
1: 1/1

Survival on tiny tunnel, Guidance: 1d20 + 9 ⇒ (5) + 9 = 14
Perception on barracks, Guidance: 1d20 + 12 ⇒ (13) + 12 = 25


Female Skinwalker (Seascarred) Ranger (Guide/Skirmisher) 1| HP 8/12 | 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 aids the others combing through the barracks for anything significant.

Perception: 1d20 + 5 ⇒ (5) + 5 = 10


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 | Active Spells: Bless | Effects:

Taking his time and keeping a safe distance lest something appear, Petre peers into the tunnel.

Survival: 1d20 + 8 ⇒ (12) + 8 = 20


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

Perception for the search, spamming Guidance: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26

I already see a 20 in Survival. I have no ranks so no real point in rolling....


Petre pokes around in the tunnel and ascertains that it goes NNW.
Ommerra finds a small, magical amulet.
Ma'oa finds the loose coins of several of the colonists.
Renshaw finds a wand tucked inside a hole in the side of a mattress. It has the initials "U.H." carved into it.

Grand Lodge

Male Human deep shaman 1 | AC 14 T 10 FF 14 | Saves +4 +0 +6 | CMD 11 | HP 12/13 | Perception +9 (+11 with familiar) | Init +0 | Wave Strike 5/5 | conditions: none
Spontaneous spell slots:
1: 1/1

Renshaw raises the wand he found and says "Anyone have any idea of what this could be?"


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

Aleece shrugs and shakes her head. "Sorry. I can detect magic, but I didn't learn how to read the auras to identify things."


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 1/3 | spells 1st-1/2 | effects: tears to wine 1h

Ommerra nods along with Aleece. "I cannot detect magic, but I also know nothing about Spellcraft. I found this amulet, but I cannot tell what it does. Perhaps Renshaw can take a look when we are ready to return to the other colonists?"


Female Skinwalker (Seascarred) Ranger (Guide/Skirmisher) 1| HP 8/12 | 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 thinks hard, trying to recall if the name of the knife's owner might have come up and her discussions with Ramona, about the earlier colonists.

Knowledge Local: 1d20 ⇒ 9

Grand Lodge

Male Human deep shaman 1 | AC 14 T 10 FF 14 | Saves +4 +0 +6 | CMD 11 | HP 12/13 | Perception +9 (+11 with familiar) | Init +0 | Wave Strike 5/5 | conditions: none
Spontaneous spell slots:
1: 1/1

Renshaw looks at the amulet and says "I think the best way to figure out what it does is to put it on... And hope it's not cursed..."


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

Aleece laughs. "How would you know if it's an amulet of flying? or water breathing? We need to learn to analyze the magical auras. That can tell us what type of magic is on it and lead to understand the enchantments."

Grand Lodge

Male Human deep shaman 1 | AC 14 T 10 FF 14 | Saves +4 +0 +6 | CMD 11 | HP 12/13 | Perception +9 (+11 with familiar) | Init +0 | Wave Strike 5/5 | conditions: none
Spontaneous spell slots:
1: 1/1

Renshaw focuses on the things' magical auras.

Sorry, forgot I had Spellcraft.

Spellcraft on amulet, Guidance: 1d20 + 5 ⇒ (1) + 5 = 6
Spellcraft on wand, Guidance: 1d20 + 5 ⇒ (16) + 5 = 21


The amulet remains a mystery, but doesn't seem to harm you when you handle it.

The wand is Burning Hands CL2 (so 2d4 fire), 13 charges left.


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 | Active Spells: Bless | Effects:

Hearing Renshaw describe the wand, Petre's eyebrows perk up. "Anyone know how to use this thing? Could come in handy."

Grand Lodge

Male Human deep shaman 1 | AC 14 T 10 FF 14 | Saves +4 +0 +6 | CMD 11 | HP 12/13 | Perception +9 (+11 with familiar) | Init +0 | Wave Strike 5/5 | conditions: none
Spontaneous spell slots:
1: 1/1

Renshaw says "I know this. But this seems to be someone's property, this U.H." He asks for the inhabitants ledger to check the initials.


Renshaw Blackburn wrote:
He asks for the inhabitants ledger to check the initials.

The only one that matches those initials is Una Hendrake.

Having finished with the barracks, the party moves on to the public square. It has a well with the usual rope and bucket, along with a platform that would be good for public speaking.

Grand Lodge

Male Human deep shaman 1 | AC 14 T 10 FF 14 | Saves +4 +0 +6 | CMD 11 | HP 12/13 | Perception +9 (+11 with familiar) | Init +0 | Wave Strike 5/5 | conditions: none
Spontaneous spell slots:
1: 1/1

Renshaw puts away his crossbow and keeps the wand in his hand. He thinks he'll be better with the wand than the crossbow.

In the public square, Renshaw takes a look in the well for a while, then looks around the small platform.

Take 10 perception on both with guidance. 22 total.

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