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.


351 to 372 of 372 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>

Pathfinder Lost Omens Subscriber

Does anyone know if there will be further discussion in future APs about ioun stones and their use in items for combat, being built into homes as "matrixes", etc?


Flavor/solicit text on Chapter 2 indicates something along those lines is in the cards, maybe.

Paizo Employee Managing Developer

4 people marked this as a favorite.

Ioun stones show up quite a bit throughout the Adventure Path, but there's not an article or anything with a bunch of new rules or lore about them. That's kind of scattered through the various adventures. There are a few new ioun stones and a couple of items that work with ioun stones.


Pathfinder Adventure Path, Rulebook Subscriber

I just read the ecology article. great stuff! Have "omnipaths" been stated anywhere?


1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber
Nate Z wrote:
I just read the ecology article. great stuff! Have "omnipaths" been stated anywhere?

Yes, they are in Bestiary 6, but they originally appeared in the Occult Bestiary.


Pathfinder Adventure Path, Rulebook Subscriber
ericthecleric wrote:
Nate Z wrote:
I just read the ecology article. great stuff! Have "omnipaths" been stated anywhere?
Yes, they are in Bestiary 6, but they originally appeared in the Occult Bestiary.

Thanks!


Pathfinder Adventure Path Subscriber

Glad to help!


Pathfinder Starfinder Roleplaying Game, Starfinder Society Subscriber

Anyone know where I can get some good maps for this AP? All the ones included in the map pack are such low quality as to be unprintable.

Liberty's Edge

Pathfinder Companion Subscriber

I've just printed and used the ones in the AP. I don't think better quality is available.


Pathfinder Adventure Path Subscriber
Robert Brookes wrote:

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~

Reading this has locked in my decision to roll a Gillmen bloodrager. Can’t wait for my DM to start this!


Paizo Charter Superscriber; Pathfinder Companion, Pathfinder Accessories Subscriber; Starfinder Charter Superscriber
JSOtter wrote:
Reading this has locked in my decision to roll a Gillmen bloodrager. Can’t wait for my DM to start this!

Remember that the player's guide had the following to say about playing gillmen:

Ruins of Azlant Player's Guide wrote:
If you choose to play a gillman in this Adventure Path, make sure to look up the lore surrounding them; this race has some significant weaknesses that, given the themes of this campaign, might place them at a serious disadvantage compared to other races.


Eh, if you take the alternate racial trait Slimehunter from the ARG you should be fine as long as you submerge in water once per day, and even then you can just take the feat Surface Survivor if you don't want to have to deal with that.

Silver Crusade

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

I think they might have been referring more to the save penalty vs Aboleths.


1 person marked this as a favorite.
Rysky wrote:
I think they might have been referring more to the save penalty vs Aboleths.

Yes, but slimehunter trades in the +2 to non-aboleth mind affecting effects (and corresponding -2 against aboleth enchantments) for a +2 against against aboleth spells, spell-like abilities, and supernatural abilities, so if anything it's even better for a campaign like this.

Silver Crusade

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

Oooooo! I forgot it did that (should have clicked with “hunter” in the name like that), that would actually make them a good race to play I think.


I'd just like to know which Pathfinder supplements (Companions, Campaign Settings, etc.) would be most useful to acquire before starting this campaign. I can assume that Aquatic Adventures is a no-brainer, but are there any other good tools, for either players, GMs or both?

Silver Crusade

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

Blood of the Sea plays nicely with it.

Silver Crusade

Pathfinder Adventure Path Subscriber

Ultimate Wilderness might help you with several classic "in the wilds" topics such as weather, harvesting/foraging and water-themed PC options.

Paizo Employee Managing Developer

2 people marked this as a favorite.

.... And if you haven't downloaded the free Player's Guide, I suggest picking that up. There's a few suggestions of complimentary supplements in there too.

President, SmiteWorks

The Fantasy Grounds version is available for just $7 now if you already own the PDF here at Paizo.com and synced your account.

Ruins of Azlant AP 1 for Fantasy Grounds

The rest of the series is available as well.


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

Frickin' Aboleths! Get off my lawn!


James Jacobs, Jan 2009 wrote:
Pathfinder #121 is about the crabmen who steal a space freighter and start lasering the Eye of Abendigo to move it inland to kill the LandLubbers.

I am very disappointed this plot point was removed from the adventure.

That is all.

351 to 372 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.