Your Guide to Adventure!

Thursday, August 3, 2017

Getting ready for an expedition to the lost continent of Azlant to lend a hand at founding a colony across the ocean, you've packed your bags, said goodbye to friends and loved ones, and forwarded your mail, but what else do you need? Right! A map would be handy. In this case, you need to pick up the Ruins of Azlant Player's Guide—your map to creating an exciting and engaging character!

As the first volume of the Ruins of Azlant Adventure Path starts hitting store shelves and subscriber mailboxes, I know many of you are eager to get started with this Adventure Path. Pick up this guide to learn more about the upcoming campaign and get some suggestions for making characters that fit the themes of this Adventure Path and are able to handle its challenges. This free download get you ready for adventure on a remote island and introduces you to some of the other settlers who also joined an expedition to a wild and untamed land.

Don't wait! Download the Ruins of Azlant Player's Guide now!

Adam Daigle
Managing Developer

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Tags: Pathfinder Adventure Path Ruins of Azlant
Dark Archive Vendor - Fantasiapelit Tampere

I looved those traits. And I love the starting setup for this. I'm a sucker for a good expedition adventure. Tons of ideas already. Too bad I have no idea when I would get to play it and/or run it. Sigh. Your quality products make me sad, in a way.


Thank you Adam Daigle!!! :D

Dark Archive

I love these too, I just wish there was one for the first StarFinder adventure path.


{roots around quietly in DaigleFlumph's cubical looking for his secrets to superhuman (superflumphian?) productivity and endurance}


1 person marked this as a favorite.
Hunt, the PugWumpus wrote:
{roots around quietly in DaigleFlumph's cubical looking for his secrets to superhuman (superflumphian?) productivity and endurance}

*whispers*

Check the waste basket for "empties" while I keep watch!


I'm looking forward to this AP. Anything with Amaznen/Acavna information would be awesome!

RPG Superstar 2009 Top 32

Would Chelish citizens be a problem? The two nations (Andoran and Cheliax) are in a state of "cold war."

That said, creating a wizard character from a different nation that has strong magical traditions, and better relations with Andoran, might be less disruptive.

Paizo Employee Managing Developer

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Hunt, the PugWumpus wrote:
{roots around quietly in DaigleFlumph's cubical looking for his secrets to superhuman (superflumphian?) productivity and endurance}

Ha ha! Joke's on you! That secret lies beyond my desk. The editors, layout, and web folks kicked ass to help get this out today. :)

(And no, you can't have them. I need them. We need them.) :D

Paizo Employee Managing Developer

3 people marked this as a favorite.
Lord Fyre wrote:

Would Chelish citizens be a problem? The two nations (Andoran and Cheliax) are in a state of "cold war."

That said, creating a wizard character from a different nation that has strong magical traditions, and better relations with Andoran, might be less disruptive.

Neither country's citizens are barred from entering one another's countries, so I don't think it would be an issue. Such a character would possibly have to make a damned good impression on the people interviewing them for the chance to join the expedition, though.

RPG Superstar 2009 Top 32

Adam Daigle wrote:
Lord Fyre wrote:

Would Chelish citizens be a problem? The two nations (Andoran and Cheliax) are in a state of "cold war."

That said, creating a wizard character from a different nation that has strong magical traditions, and better relations with Andoran, might be less disruptive.

Neither country's citizens are barred from entering one another's countries, so I don't think it would be an issue. Such a character would possibly have to make a damned good impression on the people interviewing them for the chance to join the expedition, though.

As I said, creating a Wizard from a different country might be easier. So it is just a matter of finding one with a interesting magical tradition, which is what I would be most interested in. (Isn't there an important magical academy in Sothis?)

Paizo Employee Managing Developer

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Someone who attended Magaambya might be a cool idea for what you're looking for. I mean, if Old Mage Jatembe brought magic back to the world after Earthfall, someone who learned at a school established by him going back to ground zero might be interesting.

RPG Superstar 2009 Top 32

Adam Daigle wrote:
Someone who attended Magaambya might be a cool idea for what you're looking for. I mean, if Old Mage Jatembe brought magic back to the world after Earthfall, someone who learned at a school established by him going back to ground zero might be interesting.

Great Idea!


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So the text about the surface of the water granting total cover is missing the change included in aquatic adventures. The change in aquatic adventures allows piercing attacks to originate above the surface of the water and strike something beneath it (with a small penalty). This allows things like bow fishing and whaling.

The text in the player's guide does not include this recently added exception.

Relavent Text:

Aquatic Adventures wrote:

Cover from the Surface: Due to water’s surface

tension, creatures attempting to attack through water’s
surface count its surface as total cover (if a creature is
partially submerged, it gains proportionally less cover);
this applies even to spells that require attack rolls.
The exception to this rule is attacks that deal piercing
damage—these can penetrate the water’s surface but take
a –2 penalty to do so. This is a change from the rule on
cover from the water’s surface in the Core Rulebook, but
it allows actions like spearfishing and firing harpoons
from whaling ships.

Paizo Employee Managing Developer

Thanks! That's my error. I didn't update that part of the text that I copied from the Core Rulebook because I had that in place before Aquatic Adventures was finalized and failed to go back and amend that for the Player's Guide.


No worries, that's what happens when so many projects are being worked on at once, and that is a good thing!

A humble suggestion on my part would be to include the updated rules in whatever part of the AP actually involves the water combat, the Player's Guide said that it would come later in the adventure.


Well, y'all got me to resub with this one, so job well done!
The whole Roanoke vibe in the AP write-up caught my attention, and this sealed the deal.

Not even 1/3rd of the way through running Wrath of the Righteous yet, with Giantslayer waiting in the wings, but one day! One day!

Liberty's Edge

I wonder if it is going to be like Kingmaker from what has been revealed in the Player's Guide.

Paizo Employee Managing Developer

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Michael Monn wrote:
I wonder if it is going to be like Kingmaker from what has been revealed in the Player's Guide.

There aren't any kingdom-building elements hard coded into the Adventure Path, though a GM could easily add that in. The AP isn't about micromanaging a colony. It's about exploration and uncovering lost lore.


Pathfinder Adventure Path, Lost Omens, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Adam Daigle wrote:
The AP isn't about micromanaging a colony. It's about exploration and uncovering lost lore.

HUZZAH!


Adam Daigle wrote:
Michael Monn wrote:
I wonder if it is going to be like Kingmaker from what has been revealed in the Player's Guide.
There aren't any kingdom-building elements hard coded into the Adventure Path, though a GM could easily add that in. The AP isn't about micromanaging a colony. It's about exploration and uncovering lost lore.

I wonder if the organisation rules might be an interesting mechanic to use here as its a little small to be a kingdom. We're talking about tens of people rather than hundreds or thousands - at least at first. (And I'm not sure if, based on the maps, theres enough land for a kingdom of the size of the stolen lands.)

Liberty's Edge

Adam Daigle wrote:
Michael Monn wrote:
I wonder if it is going to be like Kingmaker from what has been revealed in the Player's Guide.
There aren't any kingdom-building elements hard coded into the Adventure Path, though a GM could easily add that in. The AP isn't about micromanaging a colony. It's about exploration and uncovering lost lore.

Which reminded me very strongly of Serpent's Skull (which we regretfully had to put on hold after reaching level 6, so no spoilers please). I wonder how these two will compare


Excited for the adventure, but a couple of the traits are...lackluster from a story-perspective. Healthy? Athletic? Why not something with more impact on the story or that flesh out who the PC is as a person?

Otherwise great, can't wait to run this one!

(EDIT: he said, complaining about a free product)


Good to have some free guides to adventurin' stuff out there. ;)

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