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?
"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).
Other Resources: This product is also available on the following platforms:
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)
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.
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.
I'm really tempted to rejigger flavor so that the Azlanti dwelled on the east coast of Arcadia which got devastated. Remove the "sunken continent" between Avistan and Arcadia, and instead just make it sunken isles off the coast of Arcadia. I'm really getting a Bahamas flavor off this adventure.
I for one can't wait to see people's reaction to the art on page 38 along with the potential implications. That is something I really tried to champion and ended up becoming a really integral and amazing connecting piece that Jim and I conspired on. You know, despite the whole being on opposite ends of the AP thing! :)
I was hoping for a max of 1 underwater encounter per book, but it sounds like there are going to be a lot more. I like the concept of underwater adventuring, but the rules are pretty darn onerous. I may skip the rest of this AP. :(
I'm kind of curious, why didn't the first colony bring along a lyre of building and one person who had some ranks in perform string? I get that the item is relatively expensive, but it's certainly not as expensive as the amount of time needed to construct things with settlers by hand, and being funded by Andoran and various others, they could definitely afford it. It wouldn't have really changed the first colony's fate, but it would've left a rather nice prize for the PC's to find later.
You shouldn't start a campaign before having all the chapters anyway.
This. It is only after you have all 6 episodes that you can read it in entirety, figure out the flow, identify critical NPCs/themes/elements, modify it to suit your group etc.
First, who said they didn't. The aboleths aren't exactly stupid, and likely stole that first. After all, it slows down the build process, and having a person with perform song could likely be useful for using a magical fascination harp later to lure more colonists.
Second, there is a lot of water between the inner sea and the colonies. A number of things could have happened during that trip, like storms, sea monsters, Pirates, or disease. Who is to say they didn't have one and they perished or dies for whatever reason. Or the harp was lost.
3rd, game balance. Give the players a super powerful item early, you take the balance and snap it in twain.
But if you want to include it in your game, it's your choice ultimately.
As for me, the lyre of building is probably resting in the hands of a poor unfortunate soul. In pain, in need. Being held hostage by some crazy sea beastie who has become enchanted by his voice and now want's to keep them close so she can keep hearing his songs. And when he grows old and sick and can no longer sing, or the courds he strums no longer satisfy her, she might keep the lyre as a keepsake, and discard the remains left from her latest fallen love.
You shouldn't start a campaign before having all the chapters anyway.
This. It is only after you have all 6 episodes that you can read it in entirety, figure out the flow, identify critical NPCs/themes/elements, modify it to suit your group etc.
Flow is overrated. Wing it immediately is the way to go. :P
Also,
Lyre of Building:
Once a week, its strings can be strummed so as to produce chords that magically construct buildings, mines, tunnels, ditches, etc. The effect produced in 30 minutes of playing is equal to the work of 100 humans laboring for 3 days. Each hour after the first, a character playing the lyre must make a DC 18 Perform (string instruments) check. If it fails, she must stop and cannot play the lyre again for this purpose until a week has passed.
...so, are people counting all the work necessary to mill the lumber, make the tools, quarry the stones, and transport them to location when they tally all these work hours? also, playing the lute for more than two hours may cause some fingers to bleed at some point, or at least require Endurance, if one is to believe what musicians look like after a few hours... [had a url, but removed it before posting as it cannot be unseen in my mind now....]
This. It is only after you have all 6 episodes that you can read it in entirety, figure out the flow, identify critical NPCs/themes/elements, modify it to suit your group etc.
I generally agree for table games, but as for PbP, you're probably good starting immediately as you'll get the follow-up issues long before you have proceeded to far into the first adventure.
If this is not soon enough—and you are feeling a large unending nerd-rage—may I offer you something from this fine selection of torches and pitchforks? ;)
Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Charles Scholz wrote:
When will the player's guide be available?
Seriously though, Adam said there might be a delay:
Adam Daigle wrote:
...
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.
Curious, there's a spurious link to an external document on page 3 of the PDF, in the credits section.
I don't know if this is what you're talking about, because I only just noticed this while looking at my PDF, but it looks like you can click on my email address under my name at the end of the foreword and it opens an email (to me). Odd. I've never noticed that.
Curious, there's a spurious link to an external document on page 3 of the PDF, in the credits section.
I don't know if this is what you're talking about, because I only just noticed this while looking at my PDF, but it looks like you can click on my email address under my name at the end of the foreword and it opens an email (to me). Odd. I've never noticed that.
OK! I've located a quick and easy place for the mob to get the message through! Follow me!
Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
Adam Daigle wrote:
Zaister wrote:
Curious, there's a spurious link to an external document on page 3 of the PDF, in the credits section.
I don't know if this is what you're talking about, because I only just noticed this while looking at my PDF, but it looks like you can click on my email address under my name at the end of the foreword and it opens an email (to me). Odd. I've never noticed that.
No, I was talkig about the credits page, where it says "Interior Artists...". The word "Artists" is highlighted with green background and responds to being clicked.
Interesting thing about the email address, I checked some older books and that has been clickable for quite some while.
Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Zaister wrote:
Adam Daigle wrote:
Zaister wrote:
Curious, there's a spurious link to an external document on page 3 of the PDF, in the credits section.
I don't know if this is what you're talking about, because I only just noticed this while looking at my PDF, but it looks like you can click on my email address under my name at the end of the foreword and it opens an email (to me). Odd. I've never noticed that.
No, I was talkig about the credits page, where it says "Interior Artists...". The word "Artists" is highlighted with green background and responds to being clicked.
Interesting thing about the email address, I checked some older books and that has been clickable for quite some while.
EDIT: In fact, since "Burnt Offerings".
Looks like someone left an editing link active in the PDF. One designed to make sure they spelled the artists' names correctly.
Pretty much everything will depend on whether the East India Company (cough) will see you as trustworthy. If he's got a trustworthy reputation and good references, I can see a skum (or any monster) being employed by the company, although they would very likely incur a lot of mistrust and probably racism from pretty much all NPCs.
So, is there good thread somewhere on the forums that really summarizes the different options to get swim speed/water breathing?
The Player's Guide has some suggestions on that.
Off Topic:
I did a pretty comprehensive search of existing material that involved aquatic options as I prepared the Player's Guide, but I didn't want to saturate that document with all I found, because not all of it fit the flavor of the narrative I had in my head and I didn't want to scare people off from this AP thinking it was gonna be all underwater all the time. If I can catch a breath in the near future, I might just infodump some of that on a thread here or a google doc or something.