Pathfinder Adventure Path #121: The Lost Outpost (Ruins of Azlant 1 of 6) (PFRPG)

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Pathfinder Adventure Path #121: The Lost Outpost (Ruins of Azlant 1 of 6) (PFRPG)
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Trouble in Paradise

The Ruins of Azlant Adventure Path begins with the adventurers standing on the deck of a ship ready to make landfall at their new home. However, dread settles in as they notice that the colony is empty and abandoned. Tasked with uncovering the whereabouts of the prior group of colonists, the adventurers go ashore and explore the deserted settlement. Uncovering strange evidence leads the adventurers across the island, where they encounter two survivors who can give them clues as to the fate of the rest of the first wave of settlers. Can the adventurers survive long enough to discover what truly befell the fledgling colony?

This volume of Pathfinder Adventure Path launches the Ruins of Azlant Adventure Path and includes:

  • "The Lost Outpost," a Pathfinder adventure for 1st-level characters, by Jim Groves.
  • A detailed look at some of the other colonists who make up the colony of Talmandor's Bounty and the roles they play in the campaign, by Jim Groves.
  • A deep dive into the bizarre and alien ecology of the alghollthus—the family of creatures that includes the devious aboleths, by Greg A. Vaughan.
  • A bestiary of new monsters found in the shattered continent, by Jim Groves, Isabelle Lee, and Luis Loza.

ISBN-13: 978-1-60125-964-6

"The Lost Outpost" is sanctioned for use in Pathfinder Society Organized Play. The rules for running this Adventure Path and Chronicle sheet are available as a free download (702 kb zip/PDF).

Note: This product is part of the Pathfinder Adventure Path Subscription.

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Sinister and Subtle

4/5

I was a player in this, so just a brief review from that perspective.

There were some drawbacks, certainly, but what's strong is really strong. That remains true for the entirety of this AP.

There is a tough start to this one! A few bad rolls would've seen us wipe on the very first encounter, but of course that is subjective.

I really liked the sinister and mysterious atmosphere here. We truly had no idea what had gone on, and though some of the encounters were a bit basic, it still did a good job of feeling disconcerting and dangerous.

After the initial discovery of the lost colony, I think the latter second half was the strongest part. I enjoy when Adventure Paths let you get a strong sense of the theme early on, even if they don't let on exactly what's going on. The last area and boss really felt like a completely unique experience to this AP.

One criticism that remains consistent throughout this game is that the social stuff is a little weak, and largely falls back to 'people are dissatisfied and you need to appease them'. I understand, obviously in this kind of situation such things are inevitable, but it doesn't mean it's fun to revisit time and again when you have much more important, life threatening things to attend to.

Still, this remains one of my favorite games that Paizo has ever published. A completely unique experience which rewards an interest in Azlant and Azlanti technology, and truly does justice to the real villain (which I won't spoil here)


Nonsense ruins what is good here

1/5

Ruins of Azlant was released around the time that Paizo stopped taking risks with writing, meant to create a "safe space" where no uncomfortable emotions are present. As well, the format for the APs had recently shifted, with the Pathfinder's Journal being dropped, and a plain white background being used for pages. Both are negatives in my book. Always using the same background contributes to all adventures always feeling the same.

All of this results in an exceptionally milquetoast module. What should be an expedition to a vanished colony, full of mystery, foreboding, intrigue, and drama is instead hollow, written in an extraordinarily bland manner.

First, the pros:

- Although the cover art is pedestrian, most of the interior art is excellent. However, far too much of the art centers on characters, some of whom don't even matter, instead of illustrations of the settlement, island, terrain features, or any of the amazing Azlanti architecture/buildings.

- The encounter with the Speaker of the Dais is flavorful and intriguing. I wish more of the module were like this.

- Generally, things pick up in Part 3 (the last 3rd of the module), when more of ancient Azlant comes into play. This exploration is flavorful, intriguing, and fun!

- Greg A. Vaughan's Ecology of the Alghollthu is absolutely fantastic.

Now, for the copious cons:

- Maps, from a usually great cartographer, are subpar.

- Encounters are boring for the most part, with pedestrian opponents faced and banal quests undertaken (quicksand, killing boars, fetching reagents, calming bickering colonists, etc.)

- The quicksand encounter is notably poor, as it punishes clever PCs. The encounter notes that if the PCs skirt the areas with quicksand, the GM should just relocate the apparently quantum quicksand to wherever the PCs are. Just...terrible.

- Gender activism is on full display in this module, with nearly every "leader" being female, cover art only depicting females, and with multiple same sex relationships/love interests being explicitly highlighted. It's clear Paizo has an agenda beyond simply telling a story, wanting to "normalize" and "include" what they perceive to be marginal communities, and thus cement their Social Justice Warrior status. It only results in ruining the verisimilitude. If I wanted modern sensibilities and politics I can simply go online or turn on the news. I play fantasy games to get away from that, not indulge in it. (-1 star)

- In part 3, we meet yet another female goddess of battle, in defiance of all logic and rationality. Yes, I get it. Paizo is (as usual), attempting to subvert stereotypes. But, there's a reason 99% of societies have used male soldiers to battle - they're far better suited to it physically. This hints at a greater problem with Paizo - they disrespect masculinity and seem to revere non-conformity to masculinity. And thus, we get nearly every female crafted to "play against type", subvert stereotypes, and change the thinking of their, apparently, neanderthal readers who can't think for themselves. This is completely ineffectual, for in order for stereotype subversion to be effective, you need stereotypes to exist, and people to harbor biases. This apparently does not occur in Golarion, where every community seems to be either an exemplar of gender equality or a matriarchy. Without a foundation of stereotypes, you can't play against type and subvert them. What you're left with is a world without a sense of mooring or verisimilitude, just a shadowy reflection of some modern, ultra-liberal idea of utopia. (-1 star)

- After a nice buildup to a climax in Part 3, the final confrontation is a big letdown.

- Finally, I was disappointed to see party "diplomacy" devolve to lying in order to placate a frightened colonist scholar. Somehow, this is considered both lawful and good. I think that tells you a lot about Paizo. It's about the "feelz". As long as you can make someone feel happy, even if you lie to do so, you've won!

And so here we are, with a mostly monotonous adventure full of safe spaces and signalled "virtue".

Enjoy! :)


5/5


Good Times

4/5

** Don't worry, no spoilers :) **

When I first saw that Paizo was releasing an adventure path revolving around Azlant, I suddenly felt a little like a kid on Christmas Eve. I downloaded the PDF the morning it came out and read as much as I could before having to leave for work. We are now 3/4 through the book and having a blast! A big thank you to everyone at Paizo for all the work put into this. We are eagerly looking forward to the rest of the adventure.

Pros:
1) A large list of NPCs that have pre-generated backgrounds for use in the campaign at your discretion.
2) Plenty of encounters & role playing opportunities
3) Developers / writers went the extra mile to enhance player immersion while on the island.
4) Not everything is hack-n-slash, writing is supportive for multiple outcomes.
5) The section on Aboleths is one of the largest/best I've seen since an old Dragon magazine from way back.

Cons:
1) The last map needs a bit more dressing.
2) Some of the unused NPCs do not show information for their class/race/alignment/ ect. This may be done purposefully so the GM can flavor however they want but a suggestion on what to use would have been good.

In closing, despite the cons I listed, we are really enjoying the adventure so far. As a GM running the adventure for 5 players, I've found it to be decently paced and a pleasure to run.

-Best Regards


Actually 3.5 stars

3/5

I was super excited to get Ruins of Azlant, and there is a lot to like about this first installment. There is a lot of discovery going on in Part 1, instead of it being just a way to get out of level 1. There is an interesting cast of NPCs for the party to get involved with, and I feel like it's a more manageable number than in Skull & Shackles, with some great scripted interactions.

So why only 3.5 stars? First of all, the AP suffers from lack of battle maps. The entire first part of the AP has one non-grid-lined map and nothing to cover the combats. It would have been helpful to at least have suggestions of Flip Mats and Map Packs to use instead. As it is, I'm probably going to be cannibalizing from a lot of them and being like, "I know it's not the same shape as it was on the outside. Just go with it." Since I run online, I may also just super enlarge the big map.

The second issue is that I feel like a certain point in the AP doesn't give appropriate guidance as to why the PCs would go to a particular place. Everything for the first two parts has a logical motivation, but then it becomes a description of places where the PCs need to go without any impetus for that particular place. Yes, I can make something up, but the lack of a quest-give in this place feels like an oversight.


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Contributor, RPG Superstar 2010 Top 4

9 people marked this as a favorite.
captain yesterday wrote:

Thanks for the lost colony adventure.

What did you use as inspiration when you were writing it. :-)

Oh... Lost. Roanoke as a historical event. Early American colonies like Jamestown and Piymouth Rock. Plus some collected data we had on Azlant, which will deepen with later chapters.

One goal was to provide a good look at Azlant. Perhaps the primary goal, and the Aboleth I suppose were inevitable. Wouldn't make sense to not involve them. Later authors will really get into the Azlanti lore, as my job is to set the stage. We had a lot of talks privately about what Azlant was like. This was a very exciting project for the freelancers involved, and I think we were grateful that the senior folks in charge of content gave Adam (and by extension us) a long leash. There are tons more lore left waiting for future AP's, but you'll get a generous dollop of new insights.

Now, truly, I must beg off further comments. If it says NDA, just say 'No way!'


I have skipped on the last few AP. This one will bring me back by premise alone.

Dark Archive

1 person marked this as a favorite.

I am lot´s more excited for this AP than for "Ironfang Invasion" (excluding the chapter about the Dwarven Sky Citadel by Thurston Hillman ;-))!


I am not sure if I will be getting the Ironfang Invasion but I will be getting this one.


8 people marked this as a favorite.
Pathfinder Rulebook Subscriber

Hmm. I can see the party already...
- Linguistics-focused Investigator, possibly without extracts.
- Demolition Alchemist with medium armor proficiency.
- Dwarf Terrakineticist with a terrible Charisma.
- Friendly Vivisectionist/Chirurgeon Alchemist, or possibly a healing-focused Unchained Rogue.
- Brawler with maxed out Knowledge(Engineering).
- NPC: Elderly Diviner Wizard or Psychic, with a focus on telepathy.
- NPC: Elderly party cook with no ranks in Profession(Cook).

Silver Crusade

2 people marked this as a favorite.
Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
QuidEst wrote:

Hmm. I can see the party already...

- Linguistics-focused Investigator, possibly without extracts.
- Demolition Alchemist with medium armor proficiency.
- Dwarf Terrakineticist with a terrible Charisma.
- Friendly Vivisectionist/Chirurgeon Alchemist, or possibly a healing-focused Unchained Rogue.
- Brawler with maxed out Knowledge(Engineering).
- NPC: Elderly Diviner Wizard or Psychic, with a focus on telepathy.
- NPC: Elderly party cook with no ranks in Profession(Cook).

Pleeeeeeeeaaaaaase let us fight a giant mecha lobster.


andygal wrote:
I'm confused why some people are apparently surprised about aboleths being in an AP connected with Azlant, given the fact the aboleths have been connected with Azlant from the start.

Not surprised, so much as I am disappointed. PFS scenarios have done a fairly good job of exploring the Darklands without involving Drow. There was brief hope that this adventure might opt for a less tedious villain.


Very nice! I am very much looking forward to this!


I wanna play a Caligni in this. Seems appropriate with the Azlant focus.


1 person marked this as a favorite.

I'm hoping the cover colour stays the same. I really like that.

Roanoak was also the inspiration for some of the other AP volumes, if I recall. This one reminds me of the first chapter of Serpent's Skull, which was IMHO, one of the best opening volumes.

Scarab Sages

1 person marked this as a favorite.

By the 6th book in most APs, you're supposed to be 15th level and possibly making it to 16th or maybe 17th level by the AP's end. Wrath of the Righteous was an exception as you are supposed to make it to 20th level before the end of the 6th book.

What level should we reach by the end of this AP? 16th-17th like most APs or 20th?

Getting sick and tired of playing characters who never reach their full potentials in APs.

Paizo Employee Creative Director

5 people marked this as a favorite.
Dragon78 wrote:
Even if aboleth are not classified as mythos creatures, they were more then likely inspired by such things back when they were original created.

In fact, a LOT more of the game was inspired by Lovecraft than most folks think. Mind flayers and aboleths are certainly obvious ways that Lovecraft inspired D&D, but the Necronomicon helped to make the concept of wizards with spellbooks a thing. The way ghouls and ghasts exist in the game, particularly as closely related creatures, is directly out of Lovecraft. The presence of a monster-filled underground realm like the Darklands or D&D's underdark owes a lot to Lovecraft's writings, particularly the underworld of the Dreamlands (Dream Quest of Unknown Kadath) or the underground realm below North America (The Mound). Fish people (be they sahuagin or kuo-toa or skum or whatever) are pretty much blatant nods to Lovecraft's deep ones. Other elements, large and small, exist as well.

So when you look at it that way, every D&D and every Pathfinder adventure is in part inspired by Lovecraft! :-P


1 person marked this as a favorite.

True! And yet, it is entirely possible to overdose on hideous eldritch horrors from the squamous deeps whose unknowable alienness twists the souls of weak-willed mortals to gibbering madness on sight.

I don't mind that stuff in moderation, but it's pretty easy to overplay it. So I hope this has other things in it too. Underwater vehicles a la Verne! Expanded cultures for merfolk, gill-men, and aquatic elves! New aquatic fey! A liberal sprinkling of gloriously beautiful underwater ruins to balance out the unnerving cyclopean ones! All that stuff. Go easy on the tentacular aberrations, please.

Paizo Employee Creative Director

Tinalles wrote:

True! And yet, it is entirely possible to overdose on hideous eldritch horrors from the squamous deeps whose unknowable alienness twists the souls of weak-willed mortals to gibbering madness on sight.

I don't mind that stuff in moderation, but it's pretty easy to overplay it. So I hope this has other things in it too. Underwater vehicles a la Verne! Expanded cultures for merfolk, gill-men, and aquatic elves! New aquatic fey! A liberal sprinkling of gloriously beautiful underwater ruins to balance out the unnerving cyclopean ones! All that stuff. Go easy on the tentacular aberrations, please.

It's certainly easy to overdose on any theme in an RPG, which is why we do our best to vary things in our Adventure Paths so they don't get repetitive. Which brings us back full circle to Adam's point—this AP does have aboleths in it, but it is not a Lovecraftian AP.


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I like Aboleths. Don't know why always have. They're why I'm looking forward to this, and hope to get to play it

Paizo Employee Developer

2 people marked this as a favorite.
Arkat wrote:

What level should we reach by the end of this AP? 16th-17th like most APs or 20th?

Getting sick and tired of playing characters who never reach their full potentials in APs.

I'm not finished developing the Adventure Path, but my figures and intention point to it ending at or around 17th level, like nearly all of our other Adventure Paths.

Dark Archive

Adam Daigle wrote:
Arkat wrote:

What level should we reach by the end of this AP? 16th-17th like most APs or 20th?

Getting sick and tired of playing characters who never reach their full potentials in APs.

I'm not finished developing the Adventure Path, but my figures and intention point to it ending at or around 17th level, like nearly all of our other Adventure Paths.

From a players perspective, i would like to play a character from level 1 all the way through level 20 and even beyond.

From a Gamemasters perspective, i am happy to end campaigns at level 11-15, as it gets incredibly work-intensive to manage spells from level 11 up.
To me, Pathfinder stops functioning well-oiled at these levels and breaks down completly somewhere down the line.

Because of this, i am totally okay with this AP ending at level 17, where PCs get access to 9th level spellcasting, i´d even like it better if it would end at level 15 (like Jade Regent) from a GM standpoint, but realize that for the players it has to be at least level 17.

I also applaud the decision to cap Starfinder spells at level 6.

For me personally, the Aboleth have nothing to do with Lovecraft (besides having too many eyes and tentacles) and as i understand it, they are supposed to be enemies of the Mythos (at least on Golarion nowadays) as they see themselves above everything, even gods.

They are probably somehow behind the death of Aroden or at least involved somehow, as he was the "leader" of their top opponents, the Azlanti.

I´m very much looking forward to this Ap in combination with the info about underwater settlements to be given in
Aquatic Adventures. :-)


Paizo Charter Superscriber; Pathfinder Companion, Pathfinder Accessories Subscriber; Starfinder Charter Superscriber
QuidEst wrote:

Hmm. I can see the party already...

- Linguistics-focused Investigator, possibly without extracts.
- Demolition Alchemist with medium armor proficiency.
- Dwarf Terrakineticist with a terrible Charisma.
- Friendly Vivisectionist/Chirurgeon Alchemist, or possibly a healing-focused Unchained Rogue.
- Brawler with maxed out Knowledge(Engineering).
- NPC: Elderly Diviner Wizard or Psychic, with a focus on telepathy.
- NPC: Elderly party cook with no ranks in Profession(Cook).

Is this a reference I'm not getting?

Silver Crusade

1 person marked this as a favorite.
Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Zaister wrote:
QuidEst wrote:

Hmm. I can see the party already...

- Linguistics-focused Investigator, possibly without extracts.
- Demolition Alchemist with medium armor proficiency.
- Dwarf Terrakineticist with a terrible Charisma.
- Friendly Vivisectionist/Chirurgeon Alchemist, or possibly a healing-focused Unchained Rogue.
- Brawler with maxed out Knowledge(Engineering).
- NPC: Elderly Diviner Wizard or Psychic, with a focus on telepathy.
- NPC: Elderly party cook with no ranks in Profession(Cook).
Is this a reference I'm not getting?

Great movie.


2 people marked this as a favorite.
Paizo Charter Superscriber; Pathfinder Companion, Pathfinder Accessories Subscriber; Starfinder Charter Superscriber
Rysky wrote:
Zaister wrote:
QuidEst wrote:

Hmm. I can see the party already...

- Linguistics-focused Investigator, possibly without extracts.
- Demolition Alchemist with medium armor proficiency.
- Dwarf Terrakineticist with a terrible Charisma.
- Friendly Vivisectionist/Chirurgeon Alchemist, or possibly a healing-focused Unchained Rogue.
- Brawler with maxed out Knowledge(Engineering).
- NPC: Elderly Diviner Wizard or Psychic, with a focus on telepathy.
- NPC: Elderly party cook with no ranks in Profession(Cook).
Is this a reference I'm not getting?
Great movie.

*Smacks forehead*. Of course. Yes, great movie.

Scarab Sages

Adam Daigle wrote:
Arkat wrote:

What level should we reach by the end of this AP? 16th-17th like most APs or 20th?

Getting sick and tired of playing characters who never reach their full potentials in APs.

I'm not finished developing the Adventure Path, but my figures and intention point to it ending at or around 17th level, like nearly all of our other Adventure Paths.

Very disappointed with this decision.

To my thinking, Paizo created Pathfinder with leveling possible all the way to 20. Therefore, I'd expect Paizo to support leveling to 20 in at least a good portion (maybe half?) of their Adventure Paths. I'd also expect them to put out some modules in the 18-20 range, too, but they really haven't done that (except maybe one module?) either.

It's almost as if Paizo doesn't care very much about that aspect (high levels) of their game.

Silver Crusade

Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

-_-

DnD created leveling all the way to 20, Pathfinder just kept that progression.

And it's not a matter of doesn't care as it is of enough intersest. Would people be interested in high level stuff? Oh yes, I'm sure. But the call for high level stuff is dwarfed by the call for stuff at earlier levels simply because a lot of games don't get that high.

As for the APs, the only thats been able to go to 20 was Wrath, and that was because of Mythic making for higher CRs making for more EXP. Wordcount is also a consideration.

Silver Crusade

Pathfinder Adventure Path Subscriber

High level adventures don't sell and Paizo isn't a charity. That's why APs cap off at level 17 or below.

Scarab Sages

Gorbacz wrote:
High level adventures don't sell and Paizo isn't a charity. That's why APs cap off at level 17 or below.

How would you know whether they sell or not?

Paizo, from what I can see, has only made ONE high level module - The Witchwar Legacy. If it didn't sell (I bought it), maybe it wasn't that good.

Giving up on high level play because one module "didn't sell" doesn't make any sense.

Scarab Sages

Rysky wrote:

-_-

DnD

As for the APs, the only thats been able to go to 20 was Wrath, and that was because of Mythic making for higher CRs making for more EXP. Wordcount is also a consideration.

Yes, and one of my groups is playing through Wrath of the Righteous right now and we're enjoying the heck out of it.

Speaking of Mythic, since the Wrath AP gives options for not using the Mythic rules, why couldn't ALL APs be written with the Mythic rules in mind but also give options for not using them like Wrath did?

The more support for their products (like the Mythic rules) could only encourage sales of other products like the Mythic rules.

Seems like a win/win to me.

Silver Crusade

Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Arkat wrote:
Gorbacz wrote:
High level adventures don't sell and Paizo isn't a charity. That's why APs cap off at level 17 or below.

How would you know whether they sell or not?

Paizo, from what I can see, has only made ONE high level module - The Witchwar Legacy. If it didn't sell (I bought it), maybe it wasn't that good.

Giving up on high level play because one module "didn't sell" doesn't make any sense.

The Moonscar is high level as well.

And it's not a matter of not selling, it's a matter of not selling as much as the lower level modules, which they are sold out of for the most part. Not so for the higher level ones.

Silver Crusade

1 person marked this as a favorite.
Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Arkat wrote:
Rysky wrote:

-_-

DnD

As for the APs, the only thats been able to go to 20 was Wrath, and that was because of Mythic making for higher CRs making for more EXP. Wordcount is also a consideration.

Yes, and one of my groups is playing through Wrath of the Righteous right now and we're enjoying the heck out of it.

Speaking of Mythic, since the Wrath AP gives options for not using the Mythic rules, why couldn't ALL APs be written with the Mythic rules in mind but also give options for not using them like Wrath did?

The more support for their products (like the Mythic rules) could only encourage sales of other products like the Mythic rules.

Seems like a win/win to me.

Creating alternate modes for the APs would eat up wordcount like crazy.

Requiring additional rules outside the Core Rulebook in order to run stuff would turn more people off from that AP rather than encouraging.

Silver Crusade

7 people marked this as a favorite.
Pathfinder Adventure Path Subscriber
Arkat wrote:
Gorbacz wrote:
High level adventures don't sell and Paizo isn't a charity. That's why APs cap off at level 17 or below.

How would you know whether they sell or not?

Paizo, from what I can see, has only made ONE high level module - The Witchwar Legacy. If it didn't sell (I bought it), maybe it wasn't that good.

Giving up on high level play because one module "didn't sell" doesn't make any sense.

How do I know? Because I read this forum since 9 years and saw repeated comments from Paizo that high-level adventures sell considerably worse than lower level ones. The fact that they put out so few high level modules is just because of that, and the reason they did not put out more is because that ones they did proved that the trends didn't change.

Witchwar Legacy is a great adventure by a fantastic writer, so it's hard to ascribe that to quality when lower level adventures with considerably worse reviews sell much better. Heck, it has grand total of 2 reviews, while the 1st level Godsmouth Heresy which came out around the same time has 19.

Remember, they have several years of experience in publishing Dungeon and 3.5 era APs. There was just one epic-level adventure in the entire Paizo run of Dragon and apparently it sold bad enough to never warrant a second one.

Same goes for Adventure Path - the further instalment, the worse it sells, because campaigns tend to fall apart before the final episode.

Silver Crusade

1 person marked this as a favorite.

It's also an issue of space. The 6-part adventure module, which works very well for Paizo, only allows space for leveling to about 17. There's a whole thread about it, with input from James Jacobs about the logic.

Paizo Employee Developer

8 people marked this as a favorite.
Eliandra Giltessan wrote:
It's also an issue of space. The 6-part adventure module, which works very well for Paizo, only allows space for leveling to about 17. There's a whole thread about it, with input from James Jacobs about the logic.

Thank you. As I was reading the posts above, I had it in mind to try to find some of the dozens of posts James and others have made regarding the APs-not-ending-at-20th-level issue that pops up from time to time. (I really need to start saving some of these posts to a List so they're at the ready.)


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And APs do include the continuing the campaign section in the final installment. Not that I've purchased a huge number of APs but from what I've seen these entries are thought out quite well. And really if you are playing a party up to level 20 you probably should be designing your own encounters at that point given the huge potential variation in power.


I am not a fan of underwater adventures, but I really like the setting of #1 of this AP. And I am curious what high level versions of aboleths you will throw at the players...

Sovereign Court

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Pathfinder Companion, Pathfinder Accessories, Pawns, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Charter Superscriber

Woo-hoo!!! Aboleths for the win. I can't get enough of them. Darkness without Form is still one of my favorite supplements.


Paizo Superscriber; Pathfinder Companion, Pathfinder Accessories, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Zaister wrote:
*Smacks forehead*. Of course. Yes, great movie.

Damnit, don't *do* that! What movie? :-)


Pathfinder Lost Omens, Rulebook Subscriber

I'm very excited about this!

Silver Crusade

Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Ed Reppert wrote:
Zaister wrote:
*Smacks forehead*. Of course. Yes, great movie.
Damnit, don't *do* that! What movie? :-)

Atlantis, the Lost Empire (it was in the link)


Paizo Superscriber; Pathfinder Companion, Pathfinder Accessories, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Rysky wrote:
Ed Reppert wrote:
Zaister wrote:
*Smacks forehead*. Of course. Yes, great movie.
Damnit, don't *do* that! What movie? :-)
Atlantis, the Lost Empire (it was in the link)

Ah, didn't see the link. Or the movie. :-)

Silver Crusade

Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Ed Reppert wrote:
Rysky wrote:
Ed Reppert wrote:
Zaister wrote:
*Smacks forehead*. Of course. Yes, great movie.
Damnit, don't *do* that! What movie? :-)
Atlantis, the Lost Empire (it was in the link)
Ah, didn't see the link. Or the movie. :-)

You should, is good.


7 people marked this as a favorite.
Pathfinder Rulebook Subscriber

Having your character creation session start with watching it together might not be a bad idea, like watching The Mummy (1999) before Mummy's Mask.

Silver Crusade

Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Oooo, yeah!


Of all the Adventure Paths to play as a Pureblooded Azlanti, I'm thinking this might be the closest one.


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Paizo Charter Superscriber; Pathfinder Companion, Pathfinder Accessories Subscriber; Starfinder Charter Superscriber

There already is an adventure path, where, given the right circumstances, you can actually play as a pureblooded Azlanti. Well, not from the start, but OK... :)


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Adventure Path Charter Subscriber; Pathfinder Adventure, Lost Omens Subscriber

Well, so this is the 10-year-anniversary issue of the Adventure Path (not counting the three back in Dungeon). Wow. Quite a story or ten (or twenty) out there. And I´m feeling very old now...
Somehow, the theme of "player characters stumbling upon the remains of a ancient civilization" sounds familiar, like I read this about 10 years ago. ;-) But then, this is a tried and true story background in RPGs (and elsewhere). I hope I find the time to read this one.

Dark Archive

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Am i the only one who thinks this could also be the "Kingmaker 2" or even secretly the "Colonization of Arcadia" AP?

After all it is more logical to colonize a continent and not an island.
It would also fall on the 10th Anniversary of Pathfinder, as Stebehil wrote above.

But this is probably just wishful thinking with "Aquatic Adventures" and "Blood of the Sea" coming up.

On the other hand, august has no "Campaign Setting" installment and september COULD have a 96 page one... ;-)


Spire grey elves in this/


Marco Massoudi wrote:

Am i the only one who thinks this could also be the "Kingmaker 2" or even secretly the "Colonization of Arcadia" AP?

After all it is more logical to colonize a continent and not an island.
It would also fall on the 10th Anniversary of Pathfinder, as Stebehil wrote above.

Doubtful, as the Paizo staff have repeatedly stated that they're not particularly interested in telling a colonization of Arcadia story.

Not sure its any more logical to colonize a continent than an island, in any event. There are many reasons to do both (or either), notably if said island is in a strategic location such as a shipping lane or other waypoint between two destinations. And if it's the size you're thinking of, bear in mind that there are many large islands (such as Iceland or Madagascar, in the RW.) Given that this AP is called "Ruins of Azlant," though, it is presumably one of the many islands that make up the shattered chain of Old Azlant.

Paizo Employee Developer

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This Adventure Path doesn't have any settlement building elements hard coded into it, but individual groups could certainly use that aspect of Ultimate Campaign in parts of this.

Spoiler:
This AP takes place in a roughly 30 mile by 45 mile region that consists of a number of islands. Most of what remains of Azlant is islands of various sizes; hardly anything resembling a full-sized continent remains—at least near this region.

The AP starts on the largest island in this region and if people wanted to, they could play out the building up and expansion of this colony.


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Pathfinder Adventure Path, Card Game, Lost Omens, Rulebook, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
James Jacobs wrote:
Dragon78 wrote:
Even if aboleth are not classified as mythos creatures, they were more then likely inspired by such things back when they were original created.

In fact, a LOT more of the game was inspired by Lovecraft than most folks think. Mind flayers and aboleths are certainly obvious ways that Lovecraft inspired D&D, but the Necronomicon helped to make the concept of wizards with spellbooks a thing. The way ghouls and ghasts exist in the game, particularly as closely related creatures, is directly out of Lovecraft. The presence of a monster-filled underground realm like the Darklands or D&D's underdark owes a lot to Lovecraft's writings, particularly the underworld of the Dreamlands (Dream Quest of Unknown Kadath) or the underground realm below North America (The Mound). Fish people (be they sahuagin or kuo-toa or skum or whatever) are pretty much blatant nods to Lovecraft's deep ones. Other elements, large and small, exist as well.

So when you look at it that way, every D&D and every Pathfinder adventure is in part inspired by Lovecraft! :-P

Also, if I may chime in, it's worth noting that a number of Great Old Ones and Outer Gods appeared in the first printing of the first edition D&D "Deities and Demigods" book, though they were removed on later printings when TSR found out someone still owned the rights at that time. (My roommate bought a second-hand copy at a local gaming store, quite the find!)


I may just have to find a GM that's willing to let me play an Aboleth in this one. Even if I can't find a GM that awesome, I'll have to find someone willing to play this set. After all, Three eyed fish are a great thing to ally with, if you are strong enough (and chaotic enough), to get them to join you. I wanted to have a secret Aboleth benefactor when running Hell's Rebels, but everyone else just saw sewer-dwelling fish-people and started swinging swords.Not to mention, I also really want to explore some watery ruins, where I can finally have a good reason to be a Deep One Hybrid

Spoiler for Carrion Crown:
Aside from not having to use the submarine in Carrion Crown.

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