Getting ready to start a new campaign, and its likely going to be this, but...


Ruins of Azlant


Adventure Path Charter Subscriber; Pathfinder Companion Subscriber

...I'm going likely going to make extensive changes.

I have no desire to use the primary baddies that this campaign uses.

I really like the whole Roanoke thing it has going for it, and while islands could work, I also have some things I want to run on my campaign world's moon.

So I'm thinking that there is a portal that only opens rarely to the moon and running the game as a colony being sent to the moon.

Most of the underwater problems/challenges go away.

The main baddies would be draconic.

Does anyone have any advice, or threads to point at here for cool stuff?

I know it the other AP forums there's always lots of neat stuff buried in there created by other DMs, so if someone would be so kind as to point me towards the cool stuff, please!


Haven't run the AP, but as far as Dragons go, consider Outer Dragons (Lunar, Any), Primal (Umbral), or Planar (Rift). You could still include some "underwater" scenes here and there utilizing low gravity pockets.


Adventure Path Charter Subscriber; Pathfinder Companion Subscriber

My (long term home brew, which has its origins in the early 80's)campaign world has a long (ancient) history of conflict between dragon-kind and fey(and by extension elves). I've also used the moon as a inhabited location in the past.

Using areas of low-gravity and low-air is entirely my intent, in fact I intend for the "normal" areas to be the "pockets", simulating islands of normality. There will be water, so if I'm forced to, I can still use outright underwater areas.

I also have a long established 'Atlantean' civilization, almost all of the Runelords material fit very well within the world history with only moderate shoehorning, and I've no reason to make a differentiation between Azlant and Thasilon, as far as my campaign world the IS no precursor and successor empire.

I'm beginning to wonder if I shouldn't make the fey/elves the enemies in this campaign - I'll have to think about that...

Adventurers find an ancient 'Atlantean' portal to the moon, on the moon they discover rare metals and woods, they decide to try to exploit the resources, but realize it will take the founding of a colony to really exploit them. The real problem is that the portal only opens during a total lunar eclipse.

Rough outline to begin the campaign:

1 - Explorer adventurers set up company to exploit the moon.

2 - Company sets up and organizes a settlement on the island where the portal is located.

3 - True colonization recruitment begins, First Wave selected.

4 - First Wave of colonists sail to staging settlement and trained and sent through portal.

5 - Things happen.

6 - Second Wave selected.

7 - Second Wave of colonists sail to staging settlement (including PCs) and trained and sent through portal.

I'm considering some type of event before the actual travel through the portal such as pirates or something else on the portal island, letting the PCs sort of hit the ground running once on the moon and cut off from resources.


Pathfinder Adventure Path, Starfinder Roleplaying Game Subscriber
the Lorax wrote:
I'm considering some type of event before the actual travel through the portal such as pirates or something else on the portal island, letting the PCs sort of hit the ground running once on the moon and cut off from resources.

well... that's kind of how the AP is set up.


Adventure Path Charter Subscriber; Pathfinder Companion Subscriber

In the last AP I ran I made the occasional use of "cut scenes" - giving the players the chance to play through some of the events that happen off screen from their regular characters by playing some of the background NPCs for part of a session.

Show rather than tell.
It was very effective in communicating the story to the players.

The thought I have is to begin the campaign with that idea.

Here's the outline:

1 - Before actual character generation, have each player build a 15 point npc classed character.

2 - Have the players experience the selection process through to the final step of the first wave selection, but will ultimately NOT be selected as a first wave colonist.

3 - Have the players generate their own PC characters for the second wave selection after having experienced the selection process once on another character.

4 - The NPC classed characters will be part of the second wave and join the PCs on their mission as second wave colonists.

5- The NPC classed characters will be used on a recurring basis to show the players things that their actual characters are not their for.

Thoughts?

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