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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Pathfinder Companion, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber
Adam Daigle wrote:
The Player's Guide is up!

Very nice. I've read up to area P3 so far. I like the feel of this. Different creatures, sandboxy, but still an obvious goal (albeit a different one). Not TOO involved with water (which is my concern) so far. This is a serious contender for post-Giantslayer, along with Ironfang Invasion and CoCT. Tough call.

I'll dig into the PG once I'm off work... and sober. Er, not that I'm not sober at work, just that there will be alcohol involved later tonight after I'm off work. :)

Dark Archive

Does Blood of the Sea have suitable archetypes/races for this AP?


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

I would be using the Locathah with some of the alternate racial traits (Deep Dweller and Strong Legs) provided in Blood of the sea.....it more or less creates a 0 HD Skum....

My current plan is that he is a hired contractor of the crew of the ship, rather than one of those chosen specifically to colonize the Island.

Sovereign Court

nighttree wrote:
Gorbacz wrote:
Also, skum ain't no 0-hd race.

I would be using the Locathah with some of the alternate racial traits (Deep Dweller and Strong Legs) provided in Blood of the sea.....it more or less creates a 0 HD Skum....

My current plan is that he is a hired contractor of the crew of the ship, rather than one of those chosen specifically to colonize the Island.

Just out of curiosity, why does it need to be a Skum instead of a Locathah?


cappadocius wrote:
nighttree wrote:
Gorbacz wrote:
Also, skum ain't no 0-hd race.

I would be using the Locathah with some of the alternate racial traits (Deep Dweller and Strong Legs) provided in Blood of the sea.....it more or less creates a 0 HD Skum....

My current plan is that he is a hired contractor of the crew of the ship, rather than one of those chosen specifically to colonize the Island.

Just out of curiosity, why does it need to be a Skum instead of a Locathah?

I'm actually considering that very question myself :P


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

That infodump, or at least some the things not in the Player's Guide, might make a good blog post. {again ponders the viability of flumph clones}


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nighttree wrote:
cappadocius wrote:
Just out of curiosity, why does it need to be a Skum instead of a Locathah?
I'm actually considering that very question myself :P

At a guess, I'd say he's interested in the Aboleth connection, that might play into something involving the Azlanti.

Paizo Employee Managing Developer

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Ambrosia Slaad wrote:
Adam Daigle wrote:
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.

** spoiler omitted **

Samy wrote:
Yeah I read the players' guide and wanted some more options. Would love to see your infodump at some point.
That infodump, or at least some the things not in the Player's Guide, might make a good blog post. {again ponders the viability of flumph clones}

I infodumped.


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Gross! Clean that up!

Very useful, thank you.


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Pathfinder Companion, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber

Well, I made it into the section that describes the aboleth. I'm pretty hopeful the rest of the books are as good as this one. We're still six months out, which is perfect timing for the rest of the books and the pawns.

I have a player that would totally dig the ruins exploration thing. He was a bard archaeologist in Mummy's Mask before we disbanded last November. The Sunday crew was iffy on the underwater part in Giantslayer, but they didn't dislike it. We did an interim through Ire of the Storm, too, and the swimming parts there were pretty fun overall.


Cthulhudrew wrote:
nighttree wrote:
cappadocius wrote:
Just out of curiosity, why does it need to be a Skum instead of a Locathah?
I'm actually considering that very question myself :P
At a guess, I'd say he's interested in the Aboleth connection, that might play into something involving the Azlanti.

Correct......I am looking at something that fit's the Kua Toa from 3.5 more closely. That said, the Locathah are described as being very physically diverse.....so that works really well.

I see no reason a Locathah from a deep dwelling tribe that had links to an Aboleth wouldn't fit the idea just as neatly.....

Paizo Employee Managing Developer

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If you want a race with a connection to alghollthu that aren't so monstrous-looking, have you considered gillmen? I'm not saying it's a great idea, but it's there.


Adam Daigle wrote:
If you want a race with a connection to alghollthu that aren't so monstrous-looking, have you considered gillmen? I'm not saying it's a great idea, but it's there.

I had initially looked at doing a Gillman....but actually wanted to go with something more monstrous looking...not less :P

Dark Archive

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Adam Daigle wrote:
If you want a race with a connection to alghollthu that aren't so monstrous-looking, have you considered gillmen? I'm not saying it's a great idea, but it's there.

Since Blood of the Sea isn't in the list, I wanna know your opinion on how fitting locathans/tritons/other blood of the sea races are for the ap? Like, if it isn't plausible they would come with expedition, is it plausible replacement characters in the colony?

Paizo Employee Managing Developer

CorvusMask wrote:
Adam Daigle wrote:
If you want a race with a connection to alghollthu that aren't so monstrous-looking, have you considered gillmen? I'm not saying it's a great idea, but it's there.
Since Blood of the Sea isn't in the list, I wanna know your opinion on how fitting locathans/tritons/other blood of the sea races are for the ap? Like, if it isn't plausible they would come with expedition, is it plausible replacement characters in the colony?

If you and your players can find a reasonable way to explain fishfolk hanging out in Almas and getting through the application process to join the expedition, then that could work. It feels a bit off to me, but that's just me. I think those races might be better suited as replacement characters.

(Keep in mind, I don't typically play any of the weirder races, so my assessment above is purely personal taste.)

Dark Archive

Adam Daigle wrote:
CorvusMask wrote:
Adam Daigle wrote:
If you want a race with a connection to alghollthu that aren't so monstrous-looking, have you considered gillmen? I'm not saying it's a great idea, but it's there.
Since Blood of the Sea isn't in the list, I wanna know your opinion on how fitting locathans/tritons/other blood of the sea races are for the ap? Like, if it isn't plausible they would come with expedition, is it plausible replacement characters in the colony?

If you and your players can find a reasonable way to explain fishfolk hanging out in Almas and getting through the application process to join the expedition, then that could work. It feels a bit off to me, but that's just me. I think those races might be better suited as replacement characters.

(Keep in mind, I don't typically play any of the weirder races, so my assessment above is purely personal taste.)

Hmm, I see.

Well, locathans do kind of make sense in the way book frames them.(rest of new ones? yeah not really) I mean, one of them is in the opening speech by a sailor. Apparently, locathans are friendly, like talking to surfaces(unlike pretty much every other aquatic race) and "Locathahs enjoy meeting new people from all races, often hiring themselves out as laborers, mercenaries, or guides aboard ships". So sure, they apparently smell horribly fishy and surfacers think they look strange, but out of all strange choices, they seem to make most sense due to their personality.

Only reason why I'm not sure if they would fit is that I'm not sure where in the setting they live. Like, do seas near Almas even have them?

Anyway, thank you for giving your take on that, it does help to have second opinion when giving players' answer on whether I let them to pick something more exotic

Paizo Employee Managing Developer

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Locathahs are certainly friendly and agreeable people who enjoy associating with surfacers, so I agree that they'd make the best choice among those in Blood of the Sea. I'm not certain if we've ever specifically said, but I don't think it would be unreasonable for groups of locathahs to be living in the Inner Sea, so there could be some near Almas.


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

What about Gillmen? They are more likely than the other aquatic races to actually live among humans.

And the GM could certainly enjoy the likelihood of a certain very situational racial weakness coming into play.


Adam Daigle wrote:
Locathahs are certainly friendly and agreeable people who enjoy associating with surfacers, so I agree that they'd make the best choice among those in Blood of the Sea. I'm not certain if we've ever specifically said, but I don't think it would be unreasonable for groups of locathahs to be living in the Inner Sea, so there could be some near Almas.

I'm going to do mine as someone who has done contract work for the crew of the ship from time to time, rather than one of the people chosen to settle the community....then just let things develop as they may....

Managing Developer

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David knott 242 wrote:

What about Gillmen? They are more likely than the other aquatic races to actually live among humans.

And the GM could certainly enjoy the likelihood of a certain very situational racial weakness coming into play.

Yesssss

Paizo Employee Managing Developer

nighttree wrote:
Adam Daigle wrote:
Locathahs are certainly friendly and agreeable people who enjoy associating with surfacers, so I agree that they'd make the best choice among those in Blood of the Sea. I'm not certain if we've ever specifically said, but I don't think it would be unreasonable for groups of locathahs to be living in the Inner Sea, so there could be some near Almas.
I'm going to do mine as someone who has done contract work for the crew of the ship from time to time, rather than one of the people chosen to settle the community....then just let things develop as they may....

I can see where that would work too.

Silver Crusade

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Adam Daigle wrote:
I'm not certain if we've ever specifically said, but I don't think it would be unreasonable for groups of locathahs to be living in the Inner Sea, so there could be some near Almas.

They appear in the Shackles, where they are on the side of humans vs. the sahuagin.

Book 2 of S&S details them as follows:

"Locathahs
Unpredictable piscine people of
the deep
Favored Environment: Temperate
or warm waters
Areas of Inf luence: Arcadian
and Obari oceans, Inner and
Steaming seas
Allies: Cecaelias, dolphins,
giant moray eels, humans,
humpback whales, some merfolk
Enemies: Aboleths, grindylows, merrows, sahuagin
Additional Information: Bestiary 2 179
Locathahs may be monstrous in appearance, but they are
also inquisitive creatures eager for contact with other
races—though they not are necessarily interested in
maintaining such contact if those they find prove
boorish or have nothing interesting to offer. Stories tell of
whole tribes of locathahs aiding ships stalled in doldrums
and taking on water by surrounding the vessels and
swimming them to shore. In some versions of the story,
though, the fish-folk demand the ship’s cargo after saving
the crew—and when refused, push the vessel back out to
sea to sink. Locathahs actively trade with those plying
their wares through the ocean’s shipping lanes, bringing
up rare corals carved into elaborate pieces of art, and
exchanging such treasures for what their communities
need, not necessarily valuable trade goods. Some
captains seek locathah crew to serve as ship
guards and navigators, granting the captain
awareness of dangers below the surface."

Paizo Employee Managing Developer

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Oh, I see how it is. Quoting words I wrote over five years ago back at me. ;)

So, yeah. There are locathahs in the Inner Sea.

(Thanks for looking that up, Raynor!)


Soooo... would a deep one hybrid work as a player in an adventure like this?

Silver Crusade

Pathfinder Adventure Path Subscriber

Got mine. Really liking the Roanoke vibe here, even if it's the second time Paizo did that.


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

Which was the first time? Farshore?

Liberty's Edge

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Zaister wrote:
Which was the first time? Farshore?

I believe it was in Kingmaker, The Varnhold Vanishing

Lantern Lodge RPG Superstar 2014 Top 4

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I would just like to chime in, as the author of the next part, the following "unusual" race options will have some really cool things to do. Some starting in part 2, others a little on down the line:

Locathah
Strix
Changeling
Gillmen
Wyrwood

Make of that what you will~


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Paizo Charter Superscriber; Pathfinder Companion, Pathfinder Accessories Subscriber; Starfinder Charter Superscriber
Paladinosaur wrote:
Zaister wrote:
Which was the first time? Farshore?
I believe it was in Kingmaker, The Varnhold Vanishing

Ah, right, although with a slightly different flavor. I think. I was reminded of Farshore from Savage Tide, even if there was no vanishing there.


CorvusMask wrote:
I'm kinda curious, why some people lose their interest instantly upon hearing word "aboleth"? Were those over used back in D&D days? .-.

The 2nd Edition super boxed adventure, Night Below had Aboleths aplenty. But most DM's never ran it that far, from what I saw. I thought it was an amazing trip for being 2nd edition.


Beercifer wrote:
CorvusMask wrote:
I'm kinda curious, why some people lose their interest instantly upon hearing word "aboleth"? Were those over used back in D&D days? .-.
The 2nd Edition super boxed adventure, Night Below had Aboleths aplenty. But most DM's never ran it that far, from what I saw. I thought it was an amazing trip for being 2nd edition.

I've considered running this boxed set over the years but I never could quite fit it into my gaming schedule.


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Storyteller Shadow wrote:
Beercifer wrote:
CorvusMask wrote:
I'm kinda curious, why some people lose their interest instantly upon hearing word "aboleth"? Were those over used back in D&D days? .-.
The 2nd Edition super boxed adventure, Night Below had Aboleths aplenty. But most DM's never ran it that far, from what I saw. I thought it was an amazing trip for being 2nd edition.

I've considered running this boxed set over the years but I never could quite fit it into my gaming schedule.

I think it would be fine at a fast experience point progression. I don't remember any event or necessity that would require you to get a stronghold's worth of followers or a metropolis to lend you money, so Kingmakering it is out. At the same time, you could totally set this in the Lost Lands of Frog God Games, and tie it in with Cyclopean Deeps Volume 1 and 2, and have a Very Lovecraftian Adventure.


Beercifer wrote:
Storyteller Shadow wrote:
Beercifer wrote:
CorvusMask wrote:
I'm kinda curious, why some people lose their interest instantly upon hearing word "aboleth"? Were those over used back in D&D days? .-.
The 2nd Edition super boxed adventure, Night Below had Aboleths aplenty. But most DM's never ran it that far, from what I saw. I thought it was an amazing trip for being 2nd edition.

I've considered running this boxed set over the years but I never could quite fit it into my gaming schedule.

I think it would be fine at a fast experience point progression. I don't remember any event or necessity that would require you to get a stronghold's worth of followers or a metropolis to lend you money, so Kingmakering it is out. At the same time, you could totally set this in the Lost Lands of Frog God Games, and tie it in with Cyclopean Deeps Volume 1 and 2, and have a Very Lovecraftian Adventure.

Great suggestions, I'll just note that in case I ever want to come back to it! Thanks Beercifer.


Have you read Cyclopean Deeps?


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Pathfinder Companion, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber
Beercifer wrote:
CorvusMask wrote:
I'm kinda curious, why some people lose their interest instantly upon hearing word "aboleth"? Were those over used back in D&D days? .-.
The 2nd Edition super boxed adventure, Night Below had Aboleths aplenty. But most DM's never ran it that far, from what I saw. I thought it was an amazing trip for being 2nd edition.

Keep in mind, the original aboleths had psionics, which was found by many to be a game breaking rules implementation.

I agree with comments on the first page stating their CR is low for their abilities to an extent, but, quite frankly, I find their CR to be lower than it should be in the first place. They dominated all of humanity and caused Earthfall afterall, which seems hardly the machination of a bunch of CR 7 creatures led by a few lowly CR 14 creatures.

I am looking forward to running them, however, perhaps in this AP and certainly in the other one I expect to start next Saturday (my cursed AP... I'm hopeful).


Beercifer wrote:
Have you read Cyclopean Deeps?

No, never heard of them before but I am not one to ignore interesting suggestions.


Storyteller Shadow wrote:
Beercifer wrote:
Have you read Cyclopean Deeps?
No, never heard of them before but I am not one to ignore interesting suggestions.

Most of End's reviews are pretty brutal. He doesn't miss much as a critic and professional in the industry. Here is your information, Sir.

http://paizo.com/products/btpy98ko/reviews?Cyclopean-Deeps-Volume-1-Hardcov er


Ok...I need to try this one on for size:

Skinwalker: Seascarred (were-shark ancestry)
Magus/Delver Gestalt

I'm taking this slowly, because I want to do it right!


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Pathfinder Companion, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber

Depending upon your GM, you might have as long as 6 months. Slow enough?


UPDATE/EDIT

Skinwalker: Seascarred (were-shark ancestry)
Bard(Archeologist)/Delver Gestalt

Better! This one makes more sense to me...

I'm already in two of his games, I don't mind taking my time here!
=)


Would anyone who has the book mind describing the monsters?


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

I'd love too!

Chelonidal Agathoin (CR 7) think sea tortoise agathoin.

Azlanti Animals, one picture, kind of messed up, can't really describe it.

Blood Maize - Does NOT look like corn.

Flotsam Terror - humanoid, mostly consisting of detritus, sea weed and old bottles.

Thalassic Architect - big and scary, with red eyes, so, so many red eyes...


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Wannabe Demon Lord wrote:
Would anyone who has the book mind describing the monsters?

Bestiary:
Chelonidal agathion — look like humanoid turtles which work together as soldiers and are far more maneuverable under water.

.
Azlanti Animals: All of these are available as animal companions.

. 1)Enchanter Heron — Heron with a bioluminescent throat sack.

. 2)Gliding Turtle — Like a flying squirrel, this reptile has a membrane from its shell to its legs that allow it to glide down onto its prey from above.

. 3)Sea Crawler — Take a lemur, add a back fin, tentacle like arms ending in claw-like hands and two tentacle legs and tail. Aquatic omnivores. Like this.

Blood Maize — Killer corn. Yes, I am serious. They can disguise themselves as other plants, blind creatures with a pollen cloud, and its slam attacks cause bleed damage.

Flotsam Terror — ship wreck debris animated into small sized roughly humanoid forms by the souls of those who died in the wreck.

Thalassic architect — subspecies of aboleth, called uldraaghus by the rest of the alghollthus. They are large sized like the veiled masters and use telekinetic powers to create, destroy, and manipulate matter.


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Thanks Captain Yesterday and Feros!


I tried to order this earlier in the week from my FLGS and they told me all the preorders were sold out.


They don't have any of this module at the Gen Con booth and I am super bummed out about that.


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Pathfinder Companion, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber

Wow, yay subscription.

Lantern Lodge

Does this AP contains kingdom building? (Via the colony)

Silver Crusade

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

Not sure for the whole AP but this chapter didn't. I believe a dev has stated there wouldn't be but again I'm not 100% sure.


page 55:
"Though it isn’t explicitly detailed in this Adventure Path, you and your players can consider using the downtime rules found in Pathfinder RPG Ultimate Campaign to represent the PCs and other colonists
building up the settlement of Talmandor’s Bounty-"

So... By all means go for it but it's not actually part of the AP and might be a (welcome/unwelcome) distraction. Either way it wouldn't be kingdom building.

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