Going to run this AP out of a different country...


Ruins of Azlant


So in keeping with our group's 'continuity' to run everything as a sequel to our original Kingmaker AP in the Stolen Lands, I'm going to prep this AP as being a colony of our new kingdom. It's not that much of a stretch, financially... the expedition will be funded by one of the original PCs (now an NPC) who is quite wealthy.

The two caveats I'm going to make are 1. There's a small, hidden port in Varisia that will be the "base" from the Inner Sea to Azlant. It'll be a heretefore unknown town along the coast. I figure there's a bunch of these along the coast that just haven't been fleshed out. And 2. One of the 'quirks' surrounding the shattered continent is that it messes with teleportation spells, meaning that you have to sail a ways away from the continent before you can teleport out.

Depending on how the AP works out, I may decide to have some Taldane encounters in the later APs... as our little nation is encroaching on "their" claim. (this could also lead into War of the Crown) But earth's colonial history is replete with countries you've never heard of setting up (and usually subsequently losing) said colonies to other countries. It'll be fun to see how magic affects this. (And how magic can affect building a colony from scratch).

Any other thoughts about how this might unfold or other problems/interesting evenst this premise might cause?

Lantern Lodge RPG Superstar 2014 Top 4

Without getting into spoilers, I can say that you should be able to do this without needing to adjust much. Some names in the 6th book, but I think your group will have a lot of fun with this concept overall.


Cool. Yeah, I read through the adventure summary and it looks pretty straightforward.

And I'm really looking forward to Book 2 (Yours, I believe) in part for the exploration and in part for the Gazetteer.


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

Obviously, the colony would likely not be called Talmandor's Bounty.


Zaister wrote:
Obviously, the colony would likely not be called Talmandor's Bounty.

We're calling it "New Leveton" :)

Scarab Sages

Ok I have to ask if your doing it that way how did you manage the other AP's you've presumably played between kingmaker and this one as its an interesting idea.


Certainly!

Firstly, we've always started with new characters for each AP, so it's not like we've got 18th level characters running through the first book of an AP. :) That would be silly!

--some people would consider what follows to be spoilers for some or all APs. I'll try to keep it vague and campaign specific, but of necessity I'll be touching on individual plot points. Cave at emptor!--

Giantslayer was easy to set in our little nation. Instead of Belkzen, we used the mountainous areas east of Brevoy. We started in Brunderton, with the new party asking the locally famous bard to perform at our kingdom's anniversary celebration. In our campaign setting, the central government of Brevoy was shattered into innumerable petty factions with the return of Choral. Humanoids and monsters from Iobaria moved in, making travel immediately away from keeps dangerous. I put most of the locations somewhere in the mountains east of the kingdom. I substituted cyclopses for giants at the top and added an additional twist with a hook from Kingmaker.

Strange Aeons dropped in pretty easily as well as AP1 is almost completely self contained. We decided that the plane shifting at the end of Kingmaker had some unfortunate effects on some people and they were beyond even regular magical care. A town developed around the institution - we considered having both on Candlemere island (which was keeping with the spirit of the original AP). Later books don't even reference the original country, so you don't have to change much.

Which brings me to a great point about moving APs - the ones where you start out in the homeland and move away as the APs go on are best. We could probably do Iron Gods easily as we adjoin Numeria and we could also do Ironfang Invasion as a sequel to Giantslayer, with Brevoy taking the brunt of it.

Lastly, I ran a few side quests for our party (sort of as a guest GM) which expanded the world. In our campaign we filled in the map east between the Stolen Lands and the Castrovin Sea - it's mostly empty terrain, but it explains in-universe why it wasn't colonized. And I did a couple of old ADnD modules to give some background to Strange Aeons.

that's about it. Hope it helps :)

Grand Lodge Contributor

Wszebor Uriev wrote:


[snip]

Strange Aeons dropped in pretty easily as well as AP1 is almost completely self contained. We decided that the plane shifting at the end of Kingmaker had some unfortunate effects on some people and they were beyond even regular magical care. A town developed around the institution - we considered having both on Candlemere island (which was keeping with the spirit of the original AP). Later books don't even reference the original country, so you don't have to change much.

[snip]

....And I did a couple of old ADnD modules to give some background to Strange Aeons.

Cool ideas! Which D&D modules did you use in relation to Strange Aeons? I'm in the planning stages for running that AP next and am looking to broaden its scope and open things up.


Shaun Hocking wrote:


Cool ideas! Which D&D modules did you use in relation to Strange Aeons? I'm in the planning stages for running that AP next and am looking to broaden its scope and open things up.

So we used X1: The Isle of Dread as a fun romp through dinosaurs and increasingly Cthulhu-ish menaces. Think of it as a Rogue One-type mission and tell the PCs to not get too attached to their characters. In fact, tell them this is a great chance to make PCs they otherwise wouldn't play.

Anyways, we set X1 out in the Castrovin Sea east of the Stolen Lands. You can read about it here.

We also ran U1: Sinister Secret of Saltmarsh because if you rework the module (which is not too difficult using Realm Works) you can add in a lot of the Horror Adventures rules for things like Haunts, etc... SSoS is a "haunted house" adventure, where the PCs find (among other things) old tomes that could be lead ins for Strange Aeons. Again, we set ours east of the Stolen Lands along the coast. If you want to continue the SSoS storyline, I recommend changing the backstory to have something to do with the rival city-states in Iobaria and humanoid incursions from the hills.

Scarab Sages

Interesting. Thanks for sharing.

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