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

3.40/5 (based on 5 ratings)
Pathfinder Adventure Path #121: The Lost Outpost (Ruins of Azlant 1 of 6) (PFRPG)
Show Description For:
Non-Mint

Add Print Edition $24.99

Add PDF $17.99

Add Non-Mint $24.99 $18.74

Facebook Twitter Email

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.

Product Availability

Print Edition:

Available now

Ships from our warehouse in 1 to 5 business days.

PDF:

Fulfilled immediately.

Non-Mint:

Available now

Ships from our warehouse in 1 to 5 business days.

This product is non-mint. Refunds are not available for non-mint products. The standard version of this product can be found here.

Are there errors or omissions in this product information? Got corrections? Let us know at store@paizo.com.

PZO90121


See Also:

Average product rating:

3.40/5 (based on 5 ratings)

Sign in to create or edit a product review.

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.


251 to 300 of 372 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>
Liberty's Edge

Pathfinder Companion Subscriber

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.

Paizo Employee Starfinder Society Developer

5 people marked this as a favorite.

Tee hee hee...

Spoiler:
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. :(


Who is the fourth iconic? I know Valeros is one of them.

Liberty's Edge

1 person marked this as a favorite.
Pathfinder Companion Subscriber

Ezren is depicted twice in the adventure chapter. Jirelle once in the ecology chapter. Crowe and Imrijka in the bestiary chapter.

So I think the answer is Ezren. Ezren, Valeros, Kyra and Merisiel. Talk about old school. All-Core Iconics.


1 person marked this as a favorite.
Pathfinder Battles Case Subscriber; Pathfinder Companion, Maps, Pathfinder Accessories, Pawns, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Also Wizard, Fighter, Cleric, Rogue. The first four character classes of the entire game.

Liberty's Edge

Pathfinder Companion Subscriber

Good point.

Has there been any AP with no Core iconics?


1 person marked this as a favorite.
Thurston Hillman wrote:

Tee hee hee...

** spoiler omitted **

Where have I seen that helmet before... :)


2 people marked this as a favorite.

There are FLYING TURTLES.
My life is now complete.


1 person marked this as a favorite.

I'm happy with flying celestial type turtle agathions. :)

Liberty's Edge

2 people marked this as a favorite.
Pathfinder Companion Subscriber

Department of Expectation Mgmt notes:
the turtle agathion does not fly
the turtle companion does


Aw. I wanted a flying agathion turtle!


4 people marked this as a favorite.

♫Gaaaaammmmerrraaaa♫

Liberty's Edge

2 people marked this as a favorite.
Pathfinder Companion Subscriber
Thomas Seitz wrote:
Aw. I wanted a flying agathion turtle!

Well, the agathion can dimension door at-will, so theoretically it could simulate flight by teleporting from air to air in sufficiently small steps?


4 people marked this as a favorite.

Yeah, chelonidals don't do the "air" thing. Not their style.

Dark Archive

3 people marked this as a favorite.
Pathfinder Adventure Path Subscriber

The page scroll is cool, and am dogging the beasties.

one makes me want to declare:
Gentleman, behold...CORN


1 person marked this as a favorite.

I like designs of the page designs with plants, dragon headed serpents, etc.


So I guess there won't be a Player's Guide PDF yet huh?

Silver Crusade

2 people marked this as a favorite.
Pathfinder Adventure Path Subscriber
Thomas Seitz wrote:
So I guess there won't be a Player's Guide PDF yet huh?

It will be when it's done.


Thomas Seitz wrote:
So I guess there won't be a Player's Guide PDF yet huh?

its not going to be here before next week


1 person marked this as a favorite.
Diekssus wrote:
Thomas Seitz wrote:
So I guess there won't be a Player's Guide PDF yet huh?
its not going to be here before next week

Yes. If you start the campaign now you'll have to allow your players to retroactively change one trait.

Liberty's Edge

1 person marked this as a favorite.
Pathfinder Companion Subscriber

You shouldn't start a campaign before having all the chapters anyway.


Sooo...

Spoiler:
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.


4 people marked this as a favorite.
Thomas Seitz wrote:
So I guess there won't be a Player's Guide PDF yet huh?

Here's your torch and newly sharpened pitchfork! The mob is organizing by the water cooler!

:D

Sovereign Court

2 people marked this as a favorite.
Myrryr wrote:

Sooo...

** spoiler omitted **

Why isn't any D&D setting a magitech utopia?

Silver Crusade

1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber
Samy wrote:
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.

Liberty's Edge

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber

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.


Gorbacz wrote:
Samy wrote:
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....]


2 people marked this as a favorite.

Puggy,

I'm not much for pitchforks and torches. *cast light spell*

The Exchange

Pathfinder Adventure Path Subscriber
Gorbacz wrote:
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.

And what PDK said.


1 person marked this as a favorite.
Pathfinder Adventure, Adventure Path, Starfinder Adventure Path Subscriber
Samy wrote:

Good point.

Has there been any AP with no Core iconics?

Off the top of my head, Strange Aeons was Witch, Investigator, Oracle, and Medium.

Scarab Sages

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

When will the player's guide be available?


2 people marked this as a favorite.
Charles Scholz wrote:

When will the player's guide be available?

Soon™.

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 Battles Case Subscriber; Pathfinder Companion, Maps, Pathfinder Accessories, Pawns, 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.

So hopefully soon...ish. :)


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

Curious, there's a spurious link to an external document on page 3 of the PDF, in the credits section.

Paizo Employee Managing Developer

2 people marked this as a favorite.
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.


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.

OK! I've located a quick and easy place for the mob to get the message through! Follow me!

*heads for PDF link*

>;)


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

EDIT: In fact, since "Burnt Offerings".


Pathfinder Battles Case Subscriber; Pathfinder Companion, Maps, Pathfinder Accessories, Pawns, 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.


I have been waiting for the PG to determine if I could pull of an atypical character concept in this AP....

Without spoiling anything, does anyone see it as possible to include a somewhat mercenary Skum in this ?

Or are their just aspects that will make it too difficult ?

Liberty's Edge

Pathfinder Companion Subscriber

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.

Silver Crusade

Pathfinder Adventure Path Subscriber

Also, skum ain't no 0-hd race.

Liberty's Edge

1 person marked this as a favorite.
Pathfinder Companion Subscriber

Good point, that of course would need to be hashed out.

Paizo Employee Managing Developer

4 people marked this as a favorite.

The Player's Guide is up!

Paizo Employee Managing Developer

1 person marked this as a favorite.
nighttree wrote:

I have been waiting for the PG to determine if I could pull of an atypical character concept in this AP....

Without spoiling anything, does anyone see it as possible to include a somewhat mercenary Skum in this ?

Or are their just aspects that will make it too difficult ?

Personally, I think it's a terrible idea, but I've seen weirder things happen at various tables.


2 people marked this as a favorite.
Adam Daigle wrote:
The Player's Guide is up!

Ahhhh. Way to spoil a gremlin's fun!

*kicks dirt and shuffles off with a slump*


1 person marked this as a favorite.

Don't worry Puggy. I still love you. ;)

Also I never bring torches and pitchforks, just hugs! ;)

Liberty's Edge

Pathfinder Companion Subscriber

So, is there good thread somewhere on the forums that really summarizes the different options to get swim speed/water breathing?

Paizo Employee Managing Developer

3 people marked this as a favorite.
Samy wrote:
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.

Liberty's Edge

1 person marked this as a favorite.
Pathfinder Companion Subscriber

Yeah I read the players' guide and wanted some more options. Would love to see your infodump at some point.

251 to 300 of 372 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>
Community / Forums / Paizo / Product Discussion / Pathfinder Adventure Path #121: The Lost Outpost (Ruins of Azlant 1 of 6) (PFRPG) All Messageboards

Want to post a reply? Sign in.