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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Paizo Employee Managing Developer

7 people marked this as a favorite.
Marco Massoudi wrote:

Is there an ETA for the "Ruins of Azlant Player's Guide" yet?

Personally i hope early august.

This AP will probably benefit more than most from a guide, because the setting is more specialized and not every character class will work equaly well.

Also: it's finally time for that shark animal companion! ;-)

As with every Player's Guide I've been at the helm of, I aim to have it available in the window between subscribers getting the first volume and the street date of the first volume.

Fair warning for this time: With us getting a bunch of products and assorted things together for GenCon, we are pretty strained for resources, so there's a chance that this one might slip to past GenCon. I'm hoping that doesn't happen, but there's a strong chance it might and I wanted folks to know that.


Adam Daigle wrote:
Marco Massoudi wrote:

Is there an ETA for the "Ruins of Azlant Player's Guide" yet?

Personally i hope early august.

This AP will probably benefit more than most from a guide, because the setting is more specialized and not every character class will work equaly well.

Also: it's finally time for that shark animal companion! ;-)

As with every Player's Guide I've been at the helm of, I aim to have it available in the window between subscribers getting the first volume and the street date of the first volume.

Fair warning for this time: With us getting a bunch of products and assorted things together for GenCon, we are pretty strained for resources, so there's a chance that this one might slip to past GenCon. I'm hoping that doesn't happen, but there's a strong chance it might and I wanted folks to know that.

Good to know.

Thanks Adam!


3 people marked this as a favorite.
Adam Daigle wrote:
Marco Massoudi wrote:

Is there an ETA for the "Ruins of Azlant Player's Guide" yet?

Personally i hope early august.

This AP will probably benefit more than most from a guide, because the setting is more specialized and not every character class will work equaly well.

Also: it's finally time for that shark animal companion! ;-)

As with every Player's Guide I've been at the helm of, I aim to have it available in the window between subscribers getting the first volume and the street date of the first volume.

Fair warning for this time: With us getting a bunch of products and assorted things together for GenCon, we are pretty strained for resources, so there's a chance that this one might slip to past GenCon. I'm hoping that doesn't happen, but there's a strong chance it might and I wanted folks to know that.

I'll second the thanks for the advanced warning!

...as it takes a lot of time to sharpen pitchforks and hand out torches!

>:D

Paizo Employee Managing Developer

4 people marked this as a favorite.

Damn. YOU. PUGWAMPIS!!!!

Scarab Sages

Does the entire AP take place underwater? Most of it? A lot of it? Just one chapter?

Dark Archive

Quemius wrote:
Does the entire AP take place underwater? Most of it? A lot of it? Just one chapter?

From the descriptive text for the AP volumes i guess about half of it.

The first and second volume should take place mostly on land (with occassional dive actions).
Later parts sound to take place mostly or entirely underwater.
Part four (i think) is taking place entirely in an underwater city.

Scarab Sages

1 person marked this as a favorite.

Thank you. I really dig the underwater city idea, but swimming around, or fighting in the water, or underwater, bugs me.

Marco Massoudi wrote:
Quemius wrote:
Does the entire AP take place underwater? Most of it? A lot of it? Just one chapter?

From the descriptive text for the AP volumes i guess about half of it.

The first and second volume should take place mostly on land (with occassional dive actions).
Later parts sound to take place mostly or entirely underwater.
Part four (i think) is taking place entirely in an underwater city.

Silver Crusade

Quemius wrote:

Thank you. I really dig the underwater city idea, but swimming around, or fighting in the water, or underwater, bugs me.

Marco Massoudi wrote:
Quemius wrote:
Does the entire AP take place underwater? Most of it? A lot of it? Just one chapter?

From the descriptive text for the AP volumes i guess about half of it.

The first and second volume should take place mostly on land (with occassional dive actions).
Later parts sound to take place mostly or entirely underwater.
Part four (i think) is taking place entirely in an underwater city.

Just budget for this, instead of the usual mandatory AC/Save/Stat progression item boosts. I hear these underwater critters usually have low AC... ;)


or a cloak of the manta ray, or both. ;)

Paizo Employee Managing Developer

3 people marked this as a favorite.
Marco Massoudi wrote:
Quemius wrote:
Does the entire AP take place underwater? Most of it? A lot of it? Just one chapter?

From the descriptive text for the AP volumes i guess about half of it.

The first and second volume should take place mostly on land (with occassional dive actions).
Later parts sound to take place mostly or entirely underwater.
Part four (i think) is taking place entirely in an underwater city.

I'd say less than half of the AP if you break it down by adventures and encounters.

Paizo Employee Managing Developer

2 people marked this as a favorite.
The Mad Comrade wrote:
or a cloak of the manta ray, or both. ;)

Or some sweet character options in Aquatic Adventures. ;)

Scarab Sages

Adam Daigle wrote:
Marco Massoudi wrote:
Quemius wrote:
Does the entire AP take place underwater? Most of it? A lot of it? Just one chapter?

From the descriptive text for the AP volumes i guess about half of it.

The first and second volume should take place mostly on land (with occassional dive actions).
Later parts sound to take place mostly or entirely underwater.
Part four (i think) is taking place entirely in an underwater city.

I'd say less than half of the AP if you break it down by adventures and encounters.

Yikes. That's a lot. Hmm.


Samy wrote:
I don't really know how to tell the two apart.

I seem to recall WAYYyyyyy back James saying that Skum are the Pathfinder Kuo Toa ;)


I for one welcome our new aquatic overlords.


1 person marked this as a favorite.

Note: As per Blood of the Sea, if you take the Locathah racial traits with the Blunt Head and Deep Dweller alternate racial traits....you pretty much have a Skum (aka Kuo Toa) :P


Will any of the volumes of this AP be giving us any new types of aboleth?

Paizo Employee Managing Developer

Yes!

(Though technically, they are new types of alghollthu.)


Thanks for the info Mr. Daigle:)

Dark Archive

1 person marked this as a favorite.

I hope that means we get to see omnipath too :D

I mean, seriously, that monster is so wtf in appearance that I'd love to freak players with it.

Scarab Sages

Greatly looking forward to this AP! And I'm already in love with the NPC on the first cover. :)

I do hope they're going to change the AP logo before printing, though. That «RUINS OF AZLANT» looks like something a madman wrote on the wall of his cell with his own blood. It completely ruins the careful hand-drawn naval map flavor of the rest of the design.


Catharsis wrote:

Greatly looking forward to this AP! And I'm already in love with the NPC on the first cover. :)

I do hope they're going to change the AP logo before printing, though. That «RUINS OF AZLANT» looks like something a madman wrote on the wall of his cell with his own blood. It completely ruins the careful hand-drawn naval map flavor of the rest of the design.

Given the apparent involvement of sanity-shattering squid-lobsters, perhaps the lunatic scrawling are not so inappropriate... ;)

Dark Archive

I am quite certain the time to change the cover is past.

The Exchange

Pathfinder Rulebook Subscriber
Adam Daigle wrote:
The Mad Comrade wrote:
or a cloak of the manta ray, or both. ;)
Or some sweet character options in Aquatic Adventures. ;)

What was you favorite part of the adventure itself (without giving out spoilers lol)? What was the biggest challenge for you and the team?

The Exchange

Pathfinder Rulebook Subscriber
Adam Daigle wrote:
I hope so!

. Adam, will we have some live Azlanti sightings (not undead Azlanti, since they aren't live) in the path? Could there possibly be hints of a long lost Azlanti colony that survived the Aboleth?

The Exchange

Pathfinder Rulebook Subscriber
Adam Daigle wrote:
Marco Massoudi wrote:

Is there an ETA for the "Ruins of Azlant Player's Guide" yet?

Personally i hope early august.

This AP will probably benefit more than most from a guide, because the setting is more specialized and not every character class will work equaly well.

Also: it's finally time for that shark animal companion! ;-)

As with every Player's Guide I've been at the helm of, I aim to have it available in the window between subscribers getting the first volume and the street date of the first volume.

Fair warning for this time: With us getting a bunch of products and assorted things together for GenCon, we are pretty strained for resources, so there's a chance that this one might slip to past GenCon. I'm hoping that doesn't happen, but there's a strong chance it might and I wanted folks to know that.

Is there an update on this one? Can we subscribers expect to get billed on next Friday or is it going to slip to the next Friday for billing?

Silver Crusade

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

The Player's Guide is free so it doesn't really have anything to do with billing and subscriptions.

Authorizations though are taking place over the next two weeks so you'll get charged somewhere in that timeframe.

The Exchange

Pathfinder Rulebook Subscriber

Rysky, that is what I was looking at. I was meaning the first module of the AP for billing, but I attached it to the players guide. Sorry:)

Silver Crusade

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

heh, no worries :3


I hope there will be living Azlanti and they have classes other then cleric or wizard, especially ones like psychic, kineticist, oracle, and maybe even shifter(with archetype for ooze, aberration, etc.)

Silver Crusade

Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Dragon78 wrote:
I hope there will be living Azlanti and they have classes other then cleric or wizard, especially ones like psychic, kineticist, oracle, and maybe even shifter(with archetype for ooze, aberration, etc.)

I wouldn't mind seeing Azlanti either, not sure what them having certain classes has to do with anything though...


Well it seems like every living azalnti that I have seen in an AP/module was a cleric, sorcerer, or wizard.

Silver Crusade

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

Hmm...

Paizo Employee Managing Developer

2 people marked this as a favorite.
Flynn Greywalker wrote:
Adam Daigle wrote:
The Mad Comrade wrote:
or a cloak of the manta ray, or both. ;)
Or some sweet character options in Aquatic Adventures. ;)
What was you favorite part of the adventure itself (without giving out spoilers lol)? What was the biggest challenge for you and the team?

There are too many things I liked to pick a favorite, and if I did it'd probably be a spoiler.

As for challenges, there weren't many of them, at least on my end. If I had to name something as a challenge it would be that there's not a ton of centralized information on Azlant. There are hundreds of mentions here in there throughout the last ten years of our books, so one challenge was me gathering all of them into one place. The authors for this AP all worked really closely together. We used project management and communication tools to discuss the AP the entire time they were writing, and I believe approaching the AP that way is going to lead to a richer story throughout the six adventures.

Paizo Employee Managing Developer

Flynn Greywalker wrote:
Adam Daigle wrote:
I hope so!
. Adam, will we have some live Azlanti sightings (not undead Azlanti, since they aren't live) in the path? Could there possibly be hints of a long lost Azlanti colony that survived the Aboleth?

Unrevealed.

Silver Crusade

Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Adam Daigle wrote:
Flynn Greywalker wrote:
Adam Daigle wrote:
The Mad Comrade wrote:
or a cloak of the manta ray, or both. ;)
Or some sweet character options in Aquatic Adventures. ;)
What was you favorite part of the adventure itself (without giving out spoilers lol)? What was the biggest challenge for you and the team?

There are too many things I liked to pick a favorite, and if I did it'd probably be a spoiler.

As for challenges, there weren't many of them, at least on my end. If I had to name something as a challenge it would be that there's not a ton of centralized information on Azlant. There are hundreds of mentions here in there throughout the last ten years of our books, so one challenge was me gathering all of them into one place. The authors for this AP all worked really closely together. We used project management and communication tools to discuss the AP the entire time they were writing, and I believe approaching the AP that way is going to lead to a richer story throughout the six adventures.

Cool, can't wait to see the results.

Liberty's Edge

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

So this "project management and communication tools" are like Google Docs and Hangouts? I joke, but am actually interested haha.

Paizo Employee Managing Developer

5 people marked this as a favorite.
Michael Monn wrote:
So this "project management and communication tools" are like Google Docs and Hangouts? I joke, but am actually interested haha.

I don't want to get too off topic, so...

Spoiler:
I ran it through Basecamp. We had a few different threads for different topics and one for each individual adventure. All six of the authors were on there as well and swapped feedback and organized collaboration between their adventures. I could also host files on there that they would need like the overall outline, maps, real world photo references of things, etc. Using that, I could also set various deadlines for milestones and final turnovers and whatnot. It also has a chat function so a few of us could all find a good time to chat about certain things that didn't need to be in any particular thread. It's even been very helpful after all the authors turned over their manuscripts and I began developing the Adventure Path, because I could go back to these conversations and see some of the things we were talking about months ago.

Dark Archive

Pathfinder Adventure Path Subscriber

So excited

Dark Archive

Adam Daigle wrote:
Michael Monn wrote:
So this "project management and communication tools" are like Google Docs and Hangouts? I joke, but am actually interested haha.

I don't want to get too off topic, so...

** spoiler omitted **

Wow, i doubt any other AP has been developed so cooperative.

I'm really curious to see how it all meshes together.
Thx, Adam.


Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

In fairness to the past they've often wanted to do something like that but the technology to do so wasn't as widespread or accessible as it is today. :-)

Scarab Sages

Wow, so much underwater action?

Incidentally, do water-themed kinetic blasts travel freely under water...?

Dark Archive

1 person marked this as a favorite.
Catharsis wrote:

Wow, so much underwater action?

Incidentally, do water-themed kinetic blasts travel freely under water...?

Yes. Thats among Aquatic Adventures underwater rules clarifications

Liberty's Edge

5 people marked this as a favorite.
Pathfinder Companion Subscriber

Browsing through this now.

Spoiler:
* Pretty framing art around the edges of the pages, very Amerind themed.
* Ooh, clockwork
* Nice, a sidebar on the flora and weather -- small, but still it's there
* Having just finished Wormwood Mutiny last week, not so wild about all the <redacted>
* Interesting, more tech than I was expecting. Looks like the Azlanti even had <redacted>
* Looks fairly sandboxy on a quick skim...lot of overland maps that you can explore sites in any order
* Okay, that thing that happened to the colonists is a little gross. Not excessively, but a little.
* Only two NPC Gallery characters
* The ship that the PCs come in on has 21 crew, 50 passengers and the PCs. The crew gets a small amount of detail to flesh them out, but mostly the ship+crew do not play a big part.
* Small NPC Gallery is mitigated by the fact that where you usually have a gazetteer for the locale, that space is used for a 10 page pseudo NPC gallery. So you don't get the usual 'house A1, house A2' and so on, but instead a bunch of NPCs with art. 11 statblocks, 7 head arts, 0 full body arts (in this section)
* Machete is reprinted here, again contributing to giving the adventure a mesoamerican feel. Very nice.
* Ecology of the alghollthu article ties together several other monsters as "creations" of. Not sure if all of them have been previously established. I count at least 8 monsters are named as "creations" of the alghollthu.
* The "additional encounters" section of the Bestiary (before the monsters begin) has three monster encounters with motivation/story, making them more than just hack and slash encounters. Nice. Arghelnar is a b<redacted> that has gathered a tribe of m<redacted> g<redacted>s. Grelvix is a scouting s<redacted>. Vegelror is an e<redacted> playing at being a chupacabra.

Silver Crusade

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

Browsing through this now.

** spoiler omitted **

Nice.

Liberty's Edge

3 people marked this as a favorite.
Pathfinder Companion Subscriber

Bestiary entries.

Spoiler:
* Turtle agathion
* Two-page "animals" spread: enchanter heron, gliding turtle, sea crawler (the lemurlike picture we've seen). All three have animal companion statistics, but none of them have familiar statistics.
* Blood maize is a killer plant (again, a nice little Amerind theme, and an explicit nod is given to Arcadia).
* Flotsam terror is a shipwreck undead
* Aboleth minus telepathy plus telekinesis = uldraaghu

Liberty's Edge

Pathfinder Companion Subscriber

Adam & Jim, I hope I did not spoil too much. I tried to keep everything vague enough to tantalize but not give everything away.

Paizo Employee Managing Developer

5 people marked this as a favorite.

Looks like a whetting of appetites to me. :)


Pathfinder Companion, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber

This is very nice. I'll read more when I get off work tonight!

Dark Archive

Pathfinder Adventure Path Subscriber

Looks really great so far


1 person marked this as a favorite.

Damn, wish it was out in PDF. ;-)

Guess I will keep an eye out for the Players Guide as I would expect that will drop in the next two weeks.

---

@ Samy, who was that awesome DM that you completed Wormwood Mutiny with, I wish I could play with him ;-)

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