PZO90125 (Ruins of Azlant) Tower of The Drowned

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RUINS OF

AZLANT
Tower
of the
Drowned Dead
by Ron Lundeen
RUINS OF AZLANT REGION

ALABASTER TRIDENT

ANCORATO

• TALMANDOR’S BOUNTY

ZANAS-TAHN

0 5 MILES
Development Leads • Adam Daigle and Mark Moreland
Authors • Ron Lundeen, with Nathan King, Isabelle Lee,
Erik Mona, Kalervo Oikarinen, and David Schwartz
Cover Artist • Setiawan Lie
Interior Artists • Fabio Gorla, Oksana Kerro,
Valeria Lutfullina, Maichol Quinto, Riccardo Rullo,
Ainur Salimova, and Géraud Soulié
Page Border Design • Francesca Baerald
Cartographer • Robert Lazzaretti

Creative Directors • James Jacobs, Sarah E. Robinson, and


James L. Sutter
Director of Game Design • Jason Bulmahn
Managing Developer • Adam Daigle
RUINS OF
AZLANT
Development Coordinator • Amanda Hamon Kunz
Organized Play Lead Developer • John Compton
Developers • Crystal Frasier, Jason Keeley, Joe Pasini, and
Linda Zayas-Palmer
Starfinder Creative Lead • Robert G. McCreary
Starfinder Design Lead • Owen K.C. Stephens
Starfinder Society Developer • Thurston Hillman Adventure Path
Senior Designer • Stephen Radney-MacFarland 5 of 6
Designers • Logan Bonner and Mark Seifter
Managing Editor • Judy Bauer
Senior Editor • Christopher Carey
Editors • Lyz Liddell, Adrian Ng, and Lacy Pellazar
Tower of the Drowned Dead
Art Director • Sonja Morris Foreword 2
Senior Graphic Designers • Emily Crowell and Adam Vick by Adam Daigle
Franchise Manager • Mark Moreland
Project Manager • Gabriel Waluconis
Tower of the Drowned Dead 4
Publisher • Erik Mona by Ron Lundeen
Paizo CEO • Lisa Stevens
Chief Operations Officer • Jeffrey Alvarez
Chief Financial Officer • John Parrish NPC Gallery 58
Chief Technical Officer • Vic Wertz by Ron Lundeen
Director of Sales • Pierce Watters
Sales Associate • Cosmo Eisele
Vice President of Marketing & Licensing • Jim Butler Secrets of Azlant 62
Marketing Director • Jenny Bendel by Erik Mona
Outreach Coordinator • Dan Tharp
Director of Licensing • Michael Kenway
Organized Play Manager • Tonya Woldridge
Azlant in the Inner Sea 70
Accountant • Christopher Caldwell by Isabelle Lee
Data Entry Clerk • B. Scott Keim
Director of Technology • Dean Ludwig Bestiary 80
Senior Software Developer • Gary Teter by Nathan King, Ron Lundeen, Kalervo Oikarinen, and David Schwartz
Community & Digital Content Director • Chris Lambertz
Webstore Coordinator • Rick Kunz

Customer Service Team • Sharaya Copas, Katina Davis,


Sara Marie, and Diego Valdez
Warehouse Team • Laura Wilkes Carey, Will Chase,
Mika Hawkins, Heather Payne, Jeff Strand, and
Kevin Underwood
Website Team • Robert Brandenburg, Lissa Guillet, Reference
Erik Keith, and Eric Miller This book refers to several other Pathfinder Roleplaying Game products using the following abbreviations,
yet these additional supplements are not required to make use of this book. Readers interested in
ON THE COVER references to Pathfinder RPG hardcovers can find the complete rules of these books available online for
free at paizo.com/prd.
Advanced Player’s Guide APG Occult Adventures OA
Bestiary 2 B2 Ultimate Combat UC
Horror Adventures HA Ultimate Equipment UE
Monster Codex MC Ultimate Magic UM

This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or the 3.5 edition of the
world’s oldest fantasy roleplaying game.

Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and
are not Open Game Content: All trademarks, registered trademarks, proper nouns (characters, deities, locations, etc., as well as all adjectives, names,
titles, and descriptive terms derived from proper nouns), artworks, characters, dialogue, locations, plots, storylines, and trade dress. (Elements that
have previously been designated as Open Game Content, or are exclusively derived from previous Open Game Content, or that are in the public domain
are not included in this declaration.)

Open Game Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo game product are Open Game
Content, as defined in the Open Game License version 1.0a, Section 1(d). No portion of this work other than the material designated as Open Game

Paizo Inc. Content may be reproduced in any form without written permission.

7120 185th Ave NE, Ste 120 Pathfinder Adventure Path #125: Tower of the Drowned Dead © 2017, Paizo Inc. All Rights Reserved. Paizo, Paizo Inc., the Paizo golem logo, Pathfinder,
The undead master of a sunken tower, the lich the Pathfinder logo, and Pathfinder Society are registered trademarks of Paizo Inc.; Pathfinder Accessories, Pathfinder Adventure Card Game, Pathfinder
Redmond, WA 98052-0577 Adventure Path, Pathfinder Adventures, Pathfinder Battles, Pathfinder Campaign Setting, Pathfinder Cards, Pathfinder Combat Pad, Pathfinder Flip-Mat,
Auberon the Drowned graces Setiawan Lie’s Pathfinder Legends, Pathfinder Map Pack, Pathfinder Module, Pathfinder Pawns, Pathfinder Player Companion, Pathfinder Roleplaying Game, Pathfinder

cover art, while Kyra battles a deadly clockwork paizo.com Tales, Ruins of Azlant, Starfinder, the Starfinder logo, Starfinder Adventure Path, and Starfinder Society are trademarks of Paizo Inc.

Printed in China.
cephalopod in the background.
From Past to
Present
When I began planning out this Adventure Path, I be a good idea to gather that all into one book, but I
knew I’d have to do some research. I mean, that’s pretty didn’t want to pin too many things down. This decision
obvious, because we always do research before starting gave the authors working on this Adventure Path much
the outline for these campaigns, but I knew this time it more flexibility and freedom to create the coolest stuff
would be a long process of digging through some of our they could instead of feeling beholden to a whole book
oldest books. Since we’ve produced so many books in the of preexisting material that they could only build on to.
last 10 years of making up things about a little planet But those scattered references still lingered out there,
called Golarion, it’s easy for bits of lore to fall between so I had to find and gather them so that my team of
the cushions. authors could do their job accurately, which led to my
Some people were expecting that we’d do a Pathfinder own little Azlanti research project.
Campaign Setting book about the lost continent, and that To start my research, I came up with a list of keywords,
even came up in some of our internal meetings while such as Azlant (and Azlanti), aboleth, and Earthfall. Then I
planning out the year’s books. I was against the idea searched through all of our PDFs to see where those words
because I felt like it would give too much away and erode show up. Doing this, I learned a few things. First, writers
the sense of mystery and exploration. Since there are still and developers in the early days of Pathfinder absolutely
plenty of little bits of Azlanti lore spread throughout the loved to name-drop the Azlanti. Apparently, those Azlanti
entire catalog of Pathfinder material, some felt it would were up to all sorts of things—weird things such as

2
domesticating attack bunyips and using giant beetles as
war machines. Sometimes, ideas just quietly slide away. Tower
of the
I also discovered how often some variation of the
AUTHOR SHOUT-OUT Drowned
phrase “When Azlant sank beneath the waves...” or “When
Earthfall destroyed Azlant...” shows up in books simply I first started working with Ron when I hired him to write
Dead
to provide a chronological context. These led me to a lot an article for Pathfinder Adventure Path #74. I had seen
Foreword
of false positives in my search, but then there were little him on the messageboards for a while, and he had recently
canon tidbits I had read at one point and forgotten until written some Pathfinder Society scenarios and came with Part 1:
I pulled them up in my searches, and I picked up little a glowing recommendation from Mark Moreland. I loved On the Tines
details to pepper into the campaign. For example, I was what he turned over and immediately put him in my “will
reminded that the destruction of the Twins, Damiar and work with again” category of freelancers. Part 2:
Iovo, occurred during the time of Azlant. Since then, Ron has helped rescue projects for me a In the Haft
Of course, I didn’t just keep all this information few times. He’s been someone who I’ve approached with
for myself. I compiled the important and potentially a big project on a short deadline when someone else Part 3:
significant parts into a rambling document and sent had dropped the ball. He quickly said yes and delivered Through the
it to all six of the authors working on this Adventure an excellent manuscript in record time. Ron has been
Vaults
Path’s adventures—with caution to ignore the weird a rock star when it comes to adventures, working on
Part 4:
parts, of course. multiple Adventure Path adventures as well as organized
The High
Digging into this research project, I even came across play scenarios—so chances are, you’ve already played Halls
a couple of things I had attached to the Azlanti in writing something he’s written.
I did when I was a freelancer. One of those ended up I’ve long thought that Ron isn’t really a human. He Part 5:
being the final boss of this adventure. I first included a has a family, works a full-time job, is involved in his The Omen
mention of Auberon the Drowned in Pathfinder Adventure community, and manages to write all this stuff. He works Dominion
Path #48 in an article about a few well-known liches on quickly, and his turnovers are always clean. I just don’t
Golarion. It featured some of the big names we had know how he does it. One of the humbling things about NPC Gallery
already mentioned and introduced some additional being a developer is when it becomes obvious to you
immortal undead, one of which was ol’ Auberon. He that one of your writers might be better at all this than
Secrets of
Azlant
existed as only a few paragraphs in an article, but his you are. The best thing is that Ron is a great guy and
level and location made him a good fit for the villain would never brag about himself, so I get to brag for him
Azlant in
in one of the later adventures in the Ruins of Azlant. (I here. If you enjoy this adventure, go check out the other Inner Sea
the
also dipped into that article a couple of other times to great things he’s written!
put some more light on Alling Third in the Iron Gods Bestiary
Adventure Path and Meyi Pahano in Pathfinder Campaign
Setting: Undead Unleashed.) Ron’s doing. But it did make sense that this thing could
After establishing Auberon as the main villain of this have been a creation of Auberon, and this Adventure
adventure in the outline, I left it up to Ron Lundeen to Path would be a perfect place for Xochatli to show up
flesh him out a bit more and tie him to the plot, which again, this time with full statistics—in fact, the tentacled
he did wonderfully. Having all of the authors of this creature on the cover of this book is Xochatli!
Adventure Path’s adventures collaborating made this a A lot of small references to things previously published
nearly seamless process, as everyone was able to call out the have ended up in this Adventure Path, many of which
narrative threads they were working with to weave a richer have been further detailed and fleshed out a bit. There’s
story. As we were coming up with more details about the also a ton of new information about Azlant and the
Ioun Imperative and the Spindle Solution, it made perfect way things were before Earthfall—at least in the region
sense that this megalomaniacal Azlanti wizard would have where this campaign takes place. I apologize now to the
been associated with one of these organizations, or at least dedicated crew who updates the PathfinderWiki for all
known some of the people in them. the updates they’ll be making to the relevant pages. (And
During the course of fleshing out the adventure, thanks for keeping such a valuable resource current!)
Ron came across mention of a clockwork leviathan
that resembled a mechanical octopus that roamed the
Arcadian Ocean: a surviving creation from ancient
Azlant named Xochatli. It turned out that I first dropped
that critter in an article about sea monsters in Pathfinder
Adventure Path #60. I swear I wasn’t just trying to get my Adam Daigle
previous creations into this Adventure Path! That was all Managing Developer
[email protected]

3
3
3
Tower of the
Drowned Dead
Part 1: On the Tines.
............................... 6 Advancement Track
Searching for Auberon the Drowned, the heroes explore the “Tower of the Drowned Dead” is designed
levels of the Alabaster Trident near and above the ocean’s surface. for four characters and uses the medium
XP track.
Part 2: In the Haft.
..........................17
The party explores the prison levels of Auberon’s tower and
learns how to bypass the ward that protects the central levels.
13 The PCs begin this adventure at
13th level.

Part 3: Through the Vaults.


..............28 The PCs should by 14th level
In the dungeons of the Alabaster Trident, the PCs meet the
bizarre architects of Auberon’s experiments in creating undead.
14 by the time they enter the
subterranean Vaults.

Part 4: The High Halls.......................38 The PCs should reach 15th level
The heroes discover the entrance to the Omen Dominion and
meet an unlikely ally who would like Auberon destroyed.
15 before confronting Auberon
the Drowned in the extraplanar
Omen Dominion.
Part 5: The Omen Dominion.
................48
The party enters the Omen Dominion—a timeless demiplane The PCs should be 15th level when they
that enhances prophecy—to confront Auberon. complete the adventure.

4
Adventure Dominion as his personal prophets and also took over
Tower
Background a lodge within the demiplane.
of the
Auberon lent his extensive magical knowledge and
Drowned
The Azlanti were strong advocates of learning and
libraries full of recorded prophecies to the Spindle
Solution, but his aims were fundamentally misaligned
Dead
prophecy, and these two institutions often came together with that organization. The Spindle Solution sought to
Foreword
in the form of Azlanti prophecy halls. Prophecy halls establish Azlanti dominance and improve humanity’s
were bastions of education and research, but they also condition; Auberon became increasingly focused on Part 1:
contained chambers where oracles and seers could hone discovering and eradicating humanity’s enemies. When On the Tines
their gifts. Although some prophecy halls were private, the Spindle Solution learned of the pending cataclysm
the majority were publicly accessible, their libraries and of Earthfall—due in part to the prophetic records he Part 2:
prognostications available to anyone with the ability to provided—he became obsessed with placing blame In the Haft
pay. The Alabaster Trident was a large and prestigious rather than averting the disaster (which he deemed
prophecy hall, a tall tower constructed around the ultimately inevitable). Auberon was one of the few Part 3:
entrance to a timeless demiplane wherein prophecy Azlanti to understand the dangerous reality of the Through the
was enhanced. The Alabaster Trident contained far veiled masters—long considered fictitious bogeymen
Vaults
more than the gate to the Omen Dominion; it hosted by most Azlanti—and sought to punish them along
Part 4:
libraries, laboratories, and—within the three tines that with their aboleth minions and assorted servitor The High
crowned the tower—sophisticated observatories. The races. Understanding that he could not fully enact his Halls
Alabaster Trident drew some of Azlant’s best prophets, vengeance if he didn’t survive Earthfall, yet unwilling
astronomers, and educators, and the facility always had to leave the Alabaster Trident, Auberon forced himself Part 5:
a long waiting list of hopefuls eager to use the place through the demanding arcane trials of becoming a The Omen
to perform their own experiments. Competition to lich. With his immortality ensured, he could fully focus Dominion
work in the Alabaster Trident was fierce, and some of on his genocidal purges.
the normally mild-mannered scholars and researchers Earthfall crumbled most of Azlant into the sea, and NPC Gallery
ran cutthroat ploys to make themselves appear more the Alabaster Trident was no exception. The tower
desirable candidates than their competition. slipped beneath the waves, but the magic used in the
Secrets of
Azlant
The Alabaster Trident also drew the attention building’s construction, as well as the modifications
of a powerful Azlanti wizard: a wealthy and amoral Auberon had introduced, kept it mostly intact. When Azlant in
dilettante named Auberon of Kalmeron. Auberon the oceans settled, only the topmost tines protruded Inner Sea
the
was not only wealthy but also influential; he was above the surface. The remainder of the Alabaster
affiliated with several elite organizations, including Trident—except for the Omen Dominion demiplane— Bestiary
the Spindle Solution (see Pathfinder Adventure Path was wholly submerged.
#126: Beyond the Veiled Past). Egotistical and arrogant, As an undead creature, Auberon survived his tower’s
Auberon decided to take over the Alabaster Trident submersion and came to be known as Auberon the
for himself, transforming it from a public institution Drowned to the few survivors who later learned of
into his personal home. Auberon’s magical power, his evil. His drive to punish the initiators of Earthfall
political clout, and wealth were so well known that intensified, and he became convinced that aquatic elves
none contested his claim; he simply moved into the and merfolk were just as much to blame as the aboleths
Alabaster Trident and started making renovations. The and the veiled masters. He destroyed entire underwater
scholars and prophets who refused to acknowledge communities near his tower, capturing and torturing
Auberon’s leadership were summarily dismissed or any inhabitants unlucky enough to survive these attacks.
mysteriously disappeared. He continued to grow his legion of undead followers,
Auberon converted several of the lecture rooms taking some of the inhabitants of the destroyed aquatic
into guest quarters, renovating an entire floor near the communities and transforming them into undead
top of the tower for use as his private chambers. He monstrosities. In addition to his loyal shadows and
reconfigured several of the laboratories for his personal zombies, Auberon employed a clan of scrags in the
projects, such as alchemy and clockworks. After upper reaches of his tower, commanding the creatures
plundering whatever items from the tower’s vaults he via magic rather than deigning to visit in person.
found useful, Auberon installed eldritch mechanisms After its release from stasis months ago, the veiled
in those vaults to enhance his necromantic studies. master Ochymua learned of Auberon the Drowned
Unwilling to endanger the valuable Omen Dominion, and his millennia-long genocidal campaign. Ochymua
Auberon left the demiplane substantially untouched, remembered Auberon of Kalmeron from the last days
although he kept several enslaved cyclopes in the Omen of Azlant, and it knew that Auberon had been affiliated

5
with the Spindle Solution. In fact, Auberon was one of
Ochymua’s targets as he spied on the growing magical Part 1:
and military might in the Twin Jewels of Kynos— On the Tines
Shaval-Kehn and Kalas-Ti. Picking up the mission
thousands of years later, Ochymua surmised that it
could acquire information from Auberon about the The adventure begins when the PCs arrive at the
Spindle Solution’s secret base, the Compass. Instead location of the Alabaster Trident, home of Auberon
of venturing to the ruined tower in person, Ochymua the Drowned. The journey from the underwater
initially sent an aboleth minion named Uluuthan city of Talasantri to the Alabaster Trident is a trip
to recover this information, but the veiled master of roughly 150 miles, which passes through the
underestimated Auberon’s might; Auberon killed the group of islands of which Ancorato is a part. From
aboleth spy and reanimated it as a vampire minion. Talmandor’s Bounty, the Alabaster Trident is about
With Uluuthan’s failure, Ochymua had to take 65 miles to the northwest. On the journey, you might
matters into its own tentacles. Aware that Auberon’s decide that the PCs encounter the clockwork kraken
undead nature made him immune to straightforward Xochatli (see area D10) as it returns to the tower. In
enchantments, Ochymua instead disguised itself as a this case, Xochatli doesn’t intend to kill; it emerges
fawning human supplicant seeking to become Auberon’s from the deep ocean to make a single attack against
apprentice. The lich fell for the veiled master’s ruse a PC or the PCs’ vessel, and then it jets away in the
and invited Ochymua into the Alabaster Trident. After direction of the Alabaster Trident. With a successful
a few weeks of honeyed words and eager participation DC 20 Knowledge (local) check, a PC recalls legends
in Auberon’s murderous experiments, Ochymua gained of a clockwork kraken named Xochatli that patrols
the lich’s further trust. Auberon invited Ochymua into the seas around shattered Azlant, sinking ships and
the Omen Dominion, even going so far as to grant his crushing mariners; Xochatli’s hurried departure is
“apprentice” a lodge in the demiplane. From within notably out of character with these stories. You can also
the Omen Dominion, Ochymua finally struck. It pried provide your PCs with other monster encounters on
the information about the Spindle Solution’s location their voyage, particularly if they have not yet reached
from Auberon’s records in the Omen Dominion and 13th level, or you can jump right into the action in
fled. In addition, Ochymua stole the large unique ioun this adventure.
stone serving as Auberon’s phylactery. One of Auberon’s The PCs likely believe that they will encounter the
scrag minions witnessed Ochymua’s flight, as well as its veiled master Ochymua in the Alabaster Trident; they
transformation into its true form, revealing to the lich do not know that Ochymua has already left the tower
the source of his deception. for the Compass, the secret weapon-development arm
When Auberon learned that he’d been tricked and of the Spindle Solution, having convinced Auberon to
that his “apprentice” had been a veiled master in reveal its location.
disguise, rage, shame, and apprehension consumed The upper levels of the Alabaster Trident are called
him. Auberon now frantically seeks a means to recover the Tines, as they resemble the three tines of an upthrust
his phylactery that will not expose him to danger. He trident. The Tines consist of a wide base supporting
originally warded his phylactery with powerful magic to three smaller towers. During the days of Azlant,
resist detection—an effort that seemed wise millennia the Tines contained classrooms and observatories.
ago—but that means he cannot easily locate his stolen Auberon was, at best, an amateur astronomer, but he
phylactery now. had no other immediate use for these rooms, so he
Auberon recalled his most powerful minions left them as they were originally built. After Earthfall,
and clockwork mechanisms, including the sentient the Alabaster Trident was almost entirely submerged,
clockwork cephalopod Xochatli, to defend the Alabaster with only the tops of the three towers poking above
Trident from further intrusion. The lich then locked the ocean’s surface. Although these levels are made of
himself inside the Alabaster Trident’s central levels the same durable, magically reinforced, cream-colored
with a powerful magical ward. stone as the rest of the Alabaster Trident, they have
Auberon believes that the central levels of the suffered the most deterioration. Waves and weather
Alabaster Trident are completely sealed, but the ward has beating against these upper towers over millennia
an access point through the underground vaults. When have left them cracked and pitted. The eastern tower
the PCs arrive at the Alabaster Trident seeking Ochymua, collapsed entirely many years ago, leaving only rubble
they must assault the well-defended tower, discover the just below the waterline. The exterior of the towers is
hidden entrance to the central levels and the Omen stained with sea salt and crusted with barnacles, dead
Dominion, and confront the frantic Auberon. seaweed, and moss.

6
A. THE TINES
1 SQUARE = 5 FEET
Tower
of the
Drowned
Dead
Foreword
A1
Part 1:
On the Tines

Part 2:
TO A5 A8 In the Haft

TO A6 Part 3:
A10 Through the
A2 A3 A4 A9 Vaults
A11 Part 4:
The High
Halls

Part 5:
The Omen
TO A8 TO A8 TO A10 Dominion
A12 A14
A5 A6 A7 A13 NPC Gallery
A11 Secrets of
Azlant

Azlant in
Inner Sea
the
Auberon gave the Tines to his scrag minions the Alabaster Trident for his inscrutable masters in the
centuries ago, providing them easy access to the surface Abyssal depths. The clever Auberon might normally Bestiary
to raid or hunt. Several generations of scrags have discover this plot and eject the marsh giants, but the
occupied the Tines since, each leaving another layer lich has been distracted by recent events. Glorballo
of filth and gore in the once-pristine classrooms and and his giants therefore remain as guests, although
observatories. The current scrag matriarch is a blight Dahaaka has become suspicious of the interlopers, and
druid named Dahaaka, who has trained several giant tensions between the two groups run high.
mantis shrimp to hunt alongside the scrags; the scrags Once the PCs are ready, describe the above-water
find the vicious creatures adorable and refer to them levels of the Alabaster Trident as follows.
lovingly as “snapsnaps.” Most scrags have lost fingers or
entire limbs while training their snapsnaps; fortunately, Two enormous towers jut from the surface of the ocean like
the amputated appendages quickly grow back. dirty fingers, waves crashing against their stained sides. Both
Auberon rarely enters the Tines personally. Instead, he are made from a strange pale stone, but their former grandeur
uses his enter image spell to direct Dahaaka and her scrags is marred by barnacles, dead seaweed, and moss. The taller
in raids against coastal and underwater settlements. eastern tower’s spire bears a long, triangular opening; a
The scrags receive few visitors, but recently a similar spire on the western tower ends in a jagged break
contingent of brineborn marsh giants came to the where its top has long since broken off. Seabirds circle the air
Alabaster Trident. Their leader, the cunning and devout above the broken tower, their cries echoing across the water.
Glorballo, professed a willingness to aid the scrags. He
even provided Dahaaka with the location of a hidden
aquatic elf enclave and let Dahaaka take credit for A. THE TINES
eliminating it. Glorballo has dark motives, though. A This part of the Alabaster Trident is an abattoir strewn
devotee of Dagon, the marsh giant plans to supplant with gobbets of floating gore and crusted with filth due to
Dahaaka and, ultimately, Auberon himself to secure centuries of scrag habitation. Only three locations (areas

7
This chamber was once the principal observatory
of the Alabaster Trident. The scrap metal is all that
remains of a powerful telescope once mounted here
SCRAG FORCES that looked beyond Golarion and tracked the stars;
Cousins of trolls, scrags are aquatic menaces. The the scrags now use the bits of metal to pick their teeth
majority of the stat blocks for the scrags encountered and jab at one another when bored. The scrap metal’s
in the Alabaster Trident are taken from Pathfinder RPG original function can be deduced with a successful DC
Monster Codex, using the troll stat blocks in that book. 25 Knowledge (engineering) check. The room’s ceiling
The statistics provided here adjust for the change from used to swivel on tiny rollers, allowing the telescope to
troll to scrag and reference both the Monster Codex and be pointed through the spire’s slit to any location in the
the original section on scrags in the troll entry on page sky, but the mechanism long ago seized up.
268 of Pathfinder RPG Bestiary. Most notably, scrags The ceiling of this room is fairly well protected from
have the aquatic subtype, the amphibious special the elements. Carved into the ceiling, which rises to a
quality, a base speed of 20 feet, and a swim speed of point 40 feet above the floor, are several sweeping arcs
40 feet. A scrag’s regeneration functions only when the and small symbols. With a successful DC 15 Knowledge
creature is in contact with water. (nature) check, a PC identifies the symbols and arcs as
depicting the motions of the planets as visible from
this room.
A1, A2, and A3) are above water; the rest of the Tines— The stairs descend to area A3.
and, in fact, the rest of the Alabaster Trident other than Creatures: Three scrags ostensibly stand guard here,
the Omen Dominion demiplane (area E)—are filled with but they mostly quarrel with one another. Although
ocean water. The ceilings inside the Tines are 20 feet they are supposed to be watching for trouble, the lack
high unless otherwise indicated. The doors are made of of action and the unchanging view over the open ocean
reinforced stone (hardness 15, hp 30, break DC 25) and to the east have left them bored and distracted. Unless
open easily unless otherwise indicated. Unlike much warned of trouble, these scrags take a –4 penalty on
of the rest of the Alabaster Trident, the Tines contain Perception checks to notice intruders. Eager to break
sweeping stone staircases that remain intact, although the monotony, they drink their potions of bull’s strength
they are not normally used by the denizens who swim once alerted and rush into battle, clambering outside
about in the submerged rooms. The few windows in the of the tower if necessary to get at opponents. Their
Tines are opaque, as they are crusted with barnacles and fearless faith in their regeneration spurs them to fight
seaweed on the outside and ages of filth on the inside. to the death.
Grimy domes containing continual flame illuminate the
rooms in the Tines with dim light. SCRAG RENDERS (3) CR 10
The easiest entries to the Tines are through areas A1 XP 9,600 each
and A2. The crack leading into area A1 is 30 feet above CE Large humanoid (aquatic, giant)
the surface of the sea, and the hole in the roof of area hp 147 each (Pathfinder RPG Bestiary 268, Pathfinder RPG
A2 is 20 feet above the waterline. Climbing to either Monster Codex 228)
opening requires a successful DC 15 Climb check to Speed 20 ft., swim 40 ft.
scale the encrusted towers. PCs exploring underwater SQ amphibious, armor training 1
discover the balconies leading to areas A9 and A10, as
well as the seaweed-choked remains of the crumbled Treasure: Among the wreckage of the telescope lie
tower in area A4. two exquisitely crafted lenses that have maintained
Use the map on page 7 for this location. their clear cut despite the intervening years. Each is
worth 700 gp.
A1. Watch Post (CR 13)
A2. Vista Tower
This tower chamber stands high above the waves. The roof of
the tower is a stone spire with a triangular opening facing to The ceiling of this room rises towards a point, but the top
the east. This opening is eight feet wide at the bottom and of the point is broken off in a jagged hole fifteen feet in
rises nearly to the top of the spire. A tangle of rusted scrap diameter, exposing this room to the elements. Thick strands
metal lies on the floor next to a set of stone stairs that descend of seaweed woven into a rope ladder stretch from the hole
deeper into the tower. Half-chewed animal carcasses— to the floor. An inch of seawater covers the floor in this room,
primarily large fish, sea birds, and seals—are scattered about but a set of stairs leading downward is visible beneath the
this room, producing an eye-watering reek. water’s surface.

8
Like area A1, this chamber was once used for SEAWEED BEAST CR 13
astronomical observations. The scrags occasionally XP 25,600 Tower
of the
use it as an entrance, replacing the seaweed ladder Variant viper vine (Pathfinder RPG Bestiary 2 279)
Drowned
when it decays or tears. The top point of the ceiling
cupola once contained a large pivoting telescope, but
NE Large plant (aquatic)
hp 190
Dead
all of the machinery is long gone, leaving only a gaping Speed 10 ft., swim 10 ft.
Foreword
hole. Though the ceiling is too damaged to make out Skills Perception +13, Stealth +13, Swim +16
the carvings that once graced it, the walls of the room SPECIAL ABILITIES Part 1:
contain faded tiles that depict the lands that once Aquatic Cloud (Su) The seaweed beast’s captivating cloud On the Tines
surrounded the Alabaster Trident, as viewed from this ability functions normally underwater, but it is dispersed
lofty height. These tiles show rolling fields, colonnaded by a moderate or stronger current. Part 2:
buildings, and wide roads. On the south side of the In the Haft
room, the tiles show a large city in the distance, A5. Scrag Lair (CR 13)
straddling both sides of a vast river. Some of Dahaaka’s scrags lair in this chamber, which is Part 3:
The stairs descend to area A5. empty save for five heaps of seaweed the scrags use as Through the
bedding. A wooden figurehead over 6 feet long is badly
Vaults
A3. Dry Larder hidden in one of the heaps of bedding. The figurehead
Part 4:
depicts a snarling dragon, and it was torn from the The High
This large room stinks of rotten meat. Rusting hooks driven Ulfen longship that also provided the two corpses in Halls
into the stone of the ceiling suspend carcasses of various area A3. The male scrag barbarian finds the figurehead
creatures, including a pair of humanoids. A set of stone oddly appealing, although it is valueless. Stone stairs Part 5:
stairs rises through a hole in the ceiling and descends into rise to area A2 and descend to area A8. The Omen
lapping seawater. Creatures: A family of scrags lounges in this area, Dominion
bragging about their prior raids and hoping Auberon
The scrags store food used to train their snapsnaps will soon command them to undertake another. They NPC Gallery
in this room, leaving the meat out of the water where savor the violence they get to enact almost as much as
the snapsnaps can’t catch its scent. Dahaaka has made they desire the approval of their powerful master.
Secrets of
Azlant
it clear that any scrags who eat this meat will be fed to The two berserkers, a mated pair, are both making
the snapsnaps instead, so the scrags grudgingly leave ludicrous boasts about capturing armies of merfolk Azlant in
it alone. and eating thousands of sea elves, each trying to outdo Inner Sea
the
The stairs ascend to area A1 and descend to area A6. the other’s claims. Their three grown children barely
Treasure: The hanging humanoids are the remains of have the intellectual capacity to follow the increasingly Bestiary
Ulfen explorers. One still wears an iron ring of improved implausible conversation.
swimming designed to resemble a linnorm. These scrags leap into battle with intruders without
regard for their own well-being, trusting in their
A4. Dangerous Seaweed (CR 13) regeneration to keep them alive, but a scrag flees
The top of the third tine crumbled into the room below if dealt more than 20 points of acid damage in any
it, so this area is wholly blocked and does not access single attack.
the interior of the Alabaster Trident. Now much shorter
than the other two tines, this ruined tower rises to just SCRAG BERSERKERS (2) CR 9
above or below the ocean’s surface depending on the XP 6,400 each
tide. Ropy seaweed appears to grow atop the rubble, CE Large humanoid (aquatic, giant)
waving in the currents. hp 168 each (Pathfinder RPG Bestiary 268, Pathfinder RPG
Creature: The seaweed is actually a malignant creature Monster Codex 227)
that was awakened by Glorballo’s vile rituals in the room Speed 30 ft., swim 40 ft.
beneath it. Although there is no direct connection to SQ amphibious, fast movement
area A7 from here, the energies of Glorballo’s rituals
echo through the stone and have awakened the creature SCRAG RIPPERS (3) CR 8
to evil sentience. Unwilling to travel far from its stony XP 4,800 each
perch, the seaweed beast lashes out at any creature that CE Large humanoid (aquatic, giant)
approaches this area or the balcony in area A10. Glorballo hp 118 each (Pathfinder RPG Bestiary 268, Pathfinder RPG
is unaware of the beast’s creation as a side effect of his Monster Codex 228)
rituals; in fact, the beast is just as likely to attack marsh Speed 20 ft., swim 40 ft.
giants that venture too close as any other creature. SQ amphibious, armor training 1

9
A6. Carrels and Reception a mile in every direction depicted. (Although any caches
or lairs depicted on this map are outside the scope of
The east and west walls of this room are divided into several this adventure, feel free to add additional interesting
cubicles, each with a small stone desk. The room’s south end terrain features to tempt the PCs.)
contains a stone table and a twelve-foot-tall statue of a man The room contains a permanent alarm spell (CL 16th)
in long robes with a severe widow’s peak. The statue leans that alerts Auberon with a unique mental ping when
over the table, looking down at it critically. Stairs lead up and a creature comes within 5 feet of the planning table.
down to the north. Auberon then casts enter image to animate the statue
and interact with the visitor. Normally, the scrags
Containing several carrels once used by astronomers, approach this table only with important messages or to
this area sees little use by the scrags. The south wall once introduce visitors to the Tines; for example, it is here
contained a shrine to Desna, whom the Azlanti revered Auberon spoke with Glorballo and his marsh giants,
as the goddess of stars and astronomy, but Auberon and where Ochymua—in the form of a human—first
reshaped the statue of Desna in the shrine to look like pleaded with Auberon to join the Alabaster Trident as
himself and the altar to resemble a planning table. The the lich’s apprentice.
table is contoured to resemble a topographical map The stairs lead up to area A3 and down to area A8.
and magically modified to represent the geographical Development: With the tower on heightened alert,
features of the surrounding area. At the center is a Auberon worries about unexpected intruders. If the
miniature version of the Alabaster Trident sticking alarm is triggered, Auberon casts enter image within
up 4 inches from the surface, with the seafloor within 1d10 rounds and looks around the room. If anyone
unexpected is present—such as the PCs—Auberon
demands to know who they are and why they have
come to the Alabaster Trident. So long as the PCs are
civil, Auberon limits the conversation to telling them
to leave his tower or risk their destruction. If the PCs
are threatening or display any knowledge of Ochymua,
veiled masters, or a secret Azlanti facility, the paranoid
lich becomes particularly concerned about
these visitors’ motives and prepares a faster
response to future alarms, as described in
areas A9 and B3.

A7. Impromptu Shrine (CR 15)

The ceiling of this large room is a jagged mass


of uneven stone, and several large stone
blocks are scattered about the floor. Some of
these stones have been pushed together
against the west wall to form a crude
altar. Chiseled into the wall above it is the
image of a horrid ichthyic creature with
tentacles and fangs. A wide set of stairs
leads downward from this room. A nearby
set of stairs leads up, but it ends in a pile
of rubble.

The marsh giant visitors to the


Alabaster Trident once all crammed
into this room as their quarters, but when
it became clear that Auberon was going to
allow them to stay, Glorballo moved his other giants
Glorballo to area A10 and converted this room into a shrine to
Dagon. The other marsh giants come to this room two
or three times each day to participate in debased rites

10
to Dagon involving guttural chanting, torture of sea 1st—cause fear (DC 18), command (DC 18), cure light
animals, and self-mortification. wounds, curse water (DC 18), divine favor, sanctuary Tower
of the
The stairs here lead down to area A10. (DC 18), true strikeD
Drowned
Creatures: Glorballo is a particularly large marsh giant
wearing gold jewelry of alien design. He is almost always
0 (at will)—bleed (DC 17), create water, detect magic,
guidance
Dead
found in this room, either planning or enacting rites to D domain spell; Domains Destruction, Evil
Foreword
Dagon. As long as his status as a guest is unchallenged, TACTICS
Glorballo is content to slowly marshal his power until an During Combat Glorballo is a patient combatant, setting Part 1:
opportunity arises to overthrow Dahaaka and, hopefully up devastating attacks over multiple rounds while On the Tines
thereafter, Auberon. He does not immediately resort to commanding his foes to surrender. Glorballo’s favorite
combat, but imperiously demands that any intruders tactic is to activate his destructive aura in the first round Part 2:
leave this room. If it’s clear that intruders have attacked of combat, cast true strike in the second round, and then In the Haft
the other marsh giants, or if they are not appropriately make a devastating smite using Power Attack with his
obsequious, Glorballo attacks. trident against the most powerful enemy. He casts his Part 3:
other spells as the situation requires, such as dismissal on Through the
GLORBALLO CR 15 summoned creatures, invisibility purge if facing enemies
Vaults
XP 51,200 he cannot see, or death knell on unconscious foes.
Part 4:
Male brineborn marsh giant cleric of Dagon 10 (Pathfinder Morale Glorballo refuses to surrender and is reluctant
The High
RPG Bestiary 2 292, 129) to retreat, as he knows that failing Dagon has dire Halls
CE Large humanoid (aquatic, giant) consequences. However, if Glorballo is reduced below 30
Init +11; Senses low-light vision; Perception +28 hit points, his sense of self-preservation prevails and he Part 5:
Aura destructive aura (30 ft., +5, 10 rounds/day) attempts to flee. The Omen
DEFENSE STATISTICS Dominion
AC 30, touch 16, flat-footed 23 (+3 armor, +6 Dex, +1 dodge, Str 31, Dex 24, Con 21, Int 14, Wis 24, Cha 20
+11 natural, –1 size) Base Atk +16; CMB +27 (+29 sunder); CMD 51 (53 vs. sunder) NPC Gallery
hp 219 (22d8+120) Feats Combat Casting, Combat Reflexes, Defensive Combat
Fort +20, Ref +14, Will +20 Training, Dodge, Improved Initiative, Improved Iron
Secrets of
Azlant
Defensive Abilities rock catching Will, Improved Sunder, Iron Will, Lunge, Power Attack,
OFFENSE Vital Strike
Azlant in
Speed 40 ft., swim 40 ft. Skills Acrobatics +7, Diplomacy +14, Heal +16, Intimidate Inner Sea
the
Melee trident of warning +25/+20/+15/+10 (1d8+12) or +26, Knowledge (religion) +21, Perception +28, Sense
2 slams +25 (1d6+10) Motive +16, Spellcraft +11, Stealth +9 (+17 in swamps), Bestiary
Space 10 ft.; Reach 10 ft. Survival +16, Swim +18; Racial Modifiers +8 Stealth
Special Attacks channel negative energy 8/day (DC 20, 5d6), in swamps
destructive smite (+5, 10/day), rock throwing (120 ft.), Languages Abyssal, Aquan, Boggard, Giant
scythe of evil (5 rounds, 1/day) SQ amphibious
Spell-Like Abilities (CL 12th; concentration +17) Combat Gear wand of cure moderate wounds (25 charges),
Constant—speak with animals unholy water (5); Other Gear +1 leather armor, Medium
3/day—augury, bestow curse (DC 19), confusion (DC 19), trident of warning, golden unholy symbol of Dagon, spell
contagion (DC 18), fog cloud, quench (DC 18) component pouch
Domain Spell-Like Abilities (CL 10th; concentration +17)
10/day—touch of evil (5 rounds) Treasure: Behind the stone altar rests a golden
Cleric Spells Prepared (CL 10th; concentration +17) disc 2 feet across, 2 inches thick, and carved with foul
5th—dispel goodD, greater command (DC 22), slay living runes around a stylized octopus eye. Glorballo hopes
(DC 22), unholy iceUM to someday use this symbol of Dagon as a centerpiece
4th—discern lies (DC 21), dismissal (DC 21), summon in a more impressive shrine elsewhere in the Alabaster
monster IV, terrible remorseUM (DC 21), unholy Trident, but he has stashed it away for now. With a
blightD (DC 21) successful DC 15 Knowledge (religion) check identifies
3rd—bestow curse (DC 20), blindness/deafness (DC 20), the symbol on the golden disc as an ornate unholy
cure serious wounds, invisibility purge, magic circle symbol of Dagon. The golden disc radiates a faint aura
against goodD, protection from energy of evil and is worth 8,500 gp.
2nd—death knell (DC 19), desecrate, hold person (DC 19), Development: If the PCs are respectful (or better yet,
resist energy, shatterD (DC 19), sound burst (DC 19), deferential) to Glorballo, the cleric sees an opportunity
spiritual weapon to eliminate Dahaaka without throwing suspicion on

11
himself or the other marsh giants. So long as the PCs A8. Hall
seem willing, Glorballo offers them the golden disc in This curved hall contains the base of the stairs leading
exchange for eliminating Dahaaka (see area A14). He up to areas A5 and A6, as well as a stone door to area A9.
also offers to cast protection from energy and resist energy Although this hall is normally unoccupied, the occupants
to make the PCs’ task easier, as he knows Dahaaka favors of areas A5 and A9 investigate any disturbances here.
cold spells. Glorballo is aware that killing Dahaaka isn’t
sufficient, as she’ll merely regenerate, and he demands A9. Training Room (CR 12)
to know how the PCs plan to completely destroy her.
Unfortunately for the PCs, Glorballo has no intention of This oddly shaped room has small doors in its north, east, and
honoring this deal; he attacks the PCs if they return here south walls. A set of large double doors leads to the west;
after defeating the scrag. both of the double doors have large windows obscured with
grime and aquatic moss. Bones and pieces of broken shells
litter the floor. Along a wall that juts into southeast part of
the room is a large statue depicting a stern man in elaborate
robes with a sharp widow’s peak. The statue’s face is cleaner
than the rest of the piece.

The once-ornate features of this room were long


ago ruined by saltwater and bored scrags. The scrags
now use this room to train their snapsnaps. The only
piece of ornamentation still intact is the statue of
Auberon looking sternly out into the room. The scrags
occasionally polish the statue’s face to allow their
master an unimpeded view when he uses enter image to
observe this room. If alerted to the PCs’ presence by the
alarm in area A6, Auberon might attempt to track their
movements from here.
The north and south doors lead to area A8 and area
A11, respectively. The door to the east leads to area A10,
but it is barred from the other side by marsh giants
who wish to maintain their privacy (hardness 15,
hp 30, break DC 30). The double doors
lead to a small balcony with a stone
balustrade about 3 feet high; this is
the exit that the scrags use when
they come and go from the
tower with their trained snapsnaps.
Creatures: The snapsnaps are loyal
to the scrags, but are ambivalent—
and also occasionally aggressive—
toward the marsh giants. Glorballo
wants his giants to be able to use
the creatures, so he has tasked
an unfortunate marsh giant to
“befriend” some of the snapsnaps.
The marsh giant is here, attempting
to train a pair of snapsnaps as she’s seen
the scrags do, but without any luck so far.
The giant and snapsnaps are therefore frustrated and
eager to lash out at any intruders. While the snapsnaps
rush forward, the marsh giant uses her confusion and
bestow curse spell-like abilities on the intruding PCs
Snapsnap Trainer before entering melee. The aggressive shrimp attack
any creatures in reach, including the marsh giant, and

12
fight to the death. If the marsh giant is brought below If the inhabitants of this room suspect a pending
30 hit points, she attempts to flee through the doors to attack, such as from hearing battering at the door or Tower
of the
the balcony, swim around to the opposite balcony at area a warning from the marsh giants in area A9, Varkax
Drowned
A10, and warn the giants in area A10. attempts to summon hydrodaemons to assist.
Dead
BRINEBORN MARSH GIANT CR 9 VARKAX CR 11
Foreword
XP 6,400 XP 12,800
hp 126 (Pathfinder RPG Bestiary 2 292, 129) Giant piscodaemon (Pathfinder RPG Bestiary 2 293, 72) Part 1:
hp 159 On the Tines
GIANT MANTIS SHRIMP (2) CR 9
XP 6,400 each BRINEBORN MARSH GIANTS (2) CR 9 Part 2:
hp 105 each (Pathfinder RPG Bestiary 5 232) XP 6,400 each In the Haft
hp 126 each (Pathfinder RPG Bestiary 2 292, 129)
Treasure: In addition to her gear, the marsh giant Part 3:
wears a golden disc with a stylized octopus eye worth Treasure: In addition to their gear, each marsh giant Through the
200 gp. With a successful DC 15 Knowledge (religion) wears a golden disc with a stylized octopus eye worth
Vaults
check, a PC identifies this symbol as a representation 200 gp. With a successful DC 15 Knowledge (religion)
Part 4:
of Dagon. check, a PC identifies this symbol as a representation The High
of Dagon. Hidden under one of the beds is a +1 giant Halls
A10. Giant Quarters (CR 13) bane longspear that the one of the marsh giants took
from a defeated Mordant Spire elf; the giant hopes to Part 5:
Several benches have been pushed together in this room to use it against the scrags someday. A successful DC 18 The Omen
make large cots, each draped with seaweed. A wide set of Perception check is required to find the spear. Dominion
stairs ascends along the north wall. On the east end of this
room stand double doors inset with windows obscured with A11. Snapsnap Nests (CR 13) NPC Gallery
seaweed and grime. Along a wall that juts into southwest This room spans two stories and contains a large,
part of the room is a large statue depicting a man in sweeping staircase. A jumble of coral, rocks, smashed
Secrets of
Azlant
elaborate robes with a leather bag tied over its head. hulls, and other detritus fills the eastern side of this
room. Dahaaka insisted that this rubble be carted here Azlant in
Glorballo’s marsh giants moved into this room to provide her snapsnaps with material to build their Inner Sea
the
recently, rearranging the stone furniture into five beds. nests. Stairs lead up to a door to area A9, and door at
The double doors lead to a balcony similar to the one floor level leads to area A12. Bestiary
in area A9. The statue depicts Auberon, but the marsh Creatures: Four snapsnaps lurk in their nests, hidden
giants covered its head so Auberon couldn’t spy on from casual view. With a successful DC 27 Perception
them. Auberon hasn’t yet noticed this bit of rebellion, as check, a PC spots their colorful shells amid the rubble.
he rarely uses enter image on this statue and doesn’t pay Although the snapsnaps let scrags freely pass through
much attention to the marsh giants. this area, they are aggressive in defending their nests
The marsh giants have barred the door to area A9 from other creatures, so they fight to the death here.
from this side to discourage curious scrags. The stairs If intruders flee this area, 1d3 snapsnaps attempt to
lead up to Glorballo’s shine (area A7). pursue, although the snapsnaps cannot open doors and
Creatures: Two marsh giants converse with an are therefore easy to pen in.
extraplanar visitor summoned by Glorballo’s vile rituals,
an abnormally immense piscodaemon named Varkax. GIANT MANTIS SHRIMP (4) CR 9
Varkax is preaching about the delights of poisoning XP 6,400 each
and torturing other creatures, and the marsh giants are hp 105 each (Pathfinder RPG Bestiary 5 232)
a rapt audience. Each marsh giant has doused its gaff
with poison dribbled from Varkax’s tentacles (Varkax’s Treasure: One of the ship hulls used in the nest is
poison—injury; save Fort DC 24; frequency 1/round for actually a folding boat in its smaller boat form. The boat
6 rounds; effect 1d2 Con plus staggered for 1 round; cure has the broken condition due to rough handling by
2 consecutive saves) and they are eager to use the poison the scrags, who do not realize it is a magic item. Until
against intruders. Stoked with zealous fervor, the marsh the broken condition is repaired, the boat cannot
giants fight to the death. Varkax has a stronger survival fully unfold into a ship. In either ship or boat form,
instinct; if reduced below 40 hit points, the piscodaemon the vessel bears the name Trespasser’s Bane in flowing
uses greater teleport to flee and does not return. Elven script.

13
A12. Scrag Guards (CR 13) Two tubes protrude from the curved western wall of this
room, each with a series of lenses on apertures. The tubes
Eviscerated fish, shredded seaweed, and greenish clawed nearly meet above an ornate chair at head height for a seated
fingers float lazily in this room. Several large nests of seaweed, human. The walls and chair are scorched and blackened, but
each choked with filth, are scattered haphazardly against the a feeling of almost palpable relief hangs in the air, as if some
walls of this room. A door in the northeast part of the room great disaster had been averted. A plaque is affixed to the
bears spiky words crudely carved above it, a door to the west east wall near the room’s only door.
has rocks and debris stacked in front of it, and a third door
stands in an odd projection of wall in the southeast corner. The tubes are twin eyepieces of a complex but
nonfunctional telescope. The plaque is in ancient Azlanti
This is a communal sleeping and eating room shared and reads, “Knowledge has a price; let us all so gladly pay
by Dahaaka’s scrags. The bits of food and troll digits it if necessary.”
floating around this room are disturbing enough, but This small observatory was nearly the site of a
nudging or stepping onto any of the scrag nests launches psychic apocalypse shortly after the construction of
enough offal and filth into the water that all creatures in the Alabaster Trident. The telescope in this room was
the room gain concealment for 1d6 rounds. a highly experimental magical device, able to peer
The blocked door to the west leads to area A13. much deeper into space than other Azlanti telescopes.
The unmarked, south-facing door in the east leads to Although initially used to acquire significant scientific
area A11, while the door with the writing above it leads lore, the astronomers working here unknowingly
to area A14. A long-dead scrag leader carved the writing, trained their device upon a massive and malign entity
which reads, in Giant, “Keep Out. Chieftain Busy.” in a distant galaxy. Offended beyond reason or measure,
Creatures: Four scrag barbarians play gruesome the entity psychically reached across the immense
betting games, wagering their own fingers; the loser of distance to snuff out life in Golarion’s system. With only
each round must bite off a certain number of fingers. moments to react, the astronomers instead switched
The scrags have been playing this game long enough the focus to the bright heart of the galaxy, searing the
that numerous decaying fingers float about this room. delicate machinery and incinerating everyone within
They attack anyone entering this room. The scrags fight the room. The desperate measure worked, severing the
to the death, making side bets to each other in Giant malignant creature’s dire attention.
(such as “Three fingers says I rip this dwarf wide open!”) This gambit irrevocably destroyed the telescope and
while they fight. bound the astronomers’ spirits into this room as a loci
spirit. When the other scholars and astronomers of the
SCRAG BERSERKERS (4) CR 9 Alabaster Trident pieced together what had happened,
XP 6,400 each they commemorated the deceased heroes by leaving
CE Large humanoid (aquatic, giant) this room just as it was and installing the plaque. By the
hp 168 each (Pathfinder RPG Bestiary 268, Pathfinder RPG time Auberon took over the Alabaster Trident, the tale
Monster Codex 227) of the self-sacrificing (and now nameless) astronomers
Speed 30 ft., swim 40 ft. was merely a legend, but he didn’t have anything better
SQ amphibious, fast movement to do with this room and so left it alone.
Loci Spirit: The aggregate spirit of protection has
Treasure: Among the nests are several pieces of delicate been dormant in this room for millennia, preserving the
jewelry stolen from captured merfolk and aquatic elves. room despite ages of exposure to seawater. Loci spirits
Collectively, these pieces are worth a total of 1,400 gp. manifest in places of positive influence or great sacrifice.
In addition, there’s a piece of equipment that hints that While similar to haunts in many ways, loci spirits
not all of the scrags’ captives were in fact truly aquatic provide beneficial protections. While all loci spirits
elves and merfolk. Nestled among the other valuables is provide these basic benefits, performing a particular
a merform beltUE made from red eel skin and decorated ceremony in a place where a loci spirit manifests can
with silver studs engraved with Varisian motifs. unlock greater boons and protections. Such spirits can
also face corruption as a result of vile acts taking place
A13. Observatory (CR 10) where the spirit manifests. This corruption can change
The scrags in area A12 keep a pile of rocks in front of the normally beneficial effects of a manifesting loci
the door to this room, as they find the spirit within spirit into something damaging or detrimental. The
unnerving and haven’t yet determined what to do about loci spirit currently has 5 remaining hit points before
it. Moving the stones aside to open the door requires a it is corrupted. See page 226 of Pathfinder RPG Occult
successful DC 22 Strength check. Adventures for complete rules for running loci spirits.

14
The room is warded by a magic circle against evil effect The only door in this room leads to area A12. The
(as a result of the loci spirit’s permanent effects) and words above it read “Be Busy” in Giant and were carved Tower
of the
provides creatures with a feeling of relief and safety. by the same former chieftain who carved the warning on
Drowned
Identifying the peaceful feeling in the room as a loci
spirit and determining the appropriate ceremony
the other side of the door.
The hole in this room leads down into area B1 of the
Dead
to invoke it requires a successful DC 30 Knowledge Haft, the prison levels of the Alabaster Trident. Dahaaka
Foreword
(planes) or Knowledge (religion) check. prefers to remain within sight of the statue of Auberon
at the edge of the pit; she knows that her master prefers Part 1:
SELF-SACRIFICING ASTRONOMERS CR 10 to communicate his orders by casting enter image on the On the Tines
XP 9,600 statue, and she is sufficiently loyal that she doesn’t want
NG protective boon loci spirit (all of area A13) to miss an opportunity to please the lich. Part 2:
Caster Level 10th Creatures: Dahaaka occupies this room along with her In the Haft
hp 20 (currently 5); Ceremony Knowledge (nature) DC 30, favorite snapsnap and her current favored consort. Both
Use Magic Device DC 30 the shrimp and the consort move to defend Dahaaka if Part 3:
Effect Invoking the ceremony while sitting in the chair and intruders appear and are prepared to fight to the death Through the
manipulating the lenses with the same knowledgeable, to defend her.
Vaults
confident motions as the long-dead astronomers causes
Part 4:
beams of bright sunlight to shoot from the lenses and into
The High
all creatures in the loci spirit’s area, granting a boon of Halls
sunbeam. Each recipient can call forth a single beam with
this effect. Part 5:
Corruption Effect sunbeam becomes psychic crush IIIOA The Omen
(DC 20). Dominion

A14. Dahaaka’s Chamber (CR 15) NPC Gallery

This large room is decorated


Secrets of
Azlant
with clumps of sandy mud, each
sprouting a riot of colorful seaweed.
Azlant in
Tiny crabs, sea slugs, and other Inner Sea
the
aquatic vermin roam freely about the
room. A single door leads out of the room to Bestiary
the west with a crude carving above it. A vast
circular pit yawns in an alcove near the door. A
few stone steps and a partial stone banister
indicate that the pit may have once held a
spiral staircase, but the stairs are missing. Near
the edge of the open pit is another statue of the
stern, robed man.

Each of the scrag chieftains over the years


has decorated this room differently. Dahaaka
brought in a profusion of colorful seaweeds
and vermin, which she enjoys as pets and as
occasional snacks. Dahaaka would consider
her life to be fairly enjoyable were it not for
the recent arrival of Glorballo and his marsh
giants. Although Dahaaka does not know
that Glorballo is plotting to move against her
and her master, she suspects that the marsh giant
is not the ally he pretends to be. She wants the giant
eliminated, but Auberon hasn’t given her
Dahaaka
any instructions to that effect, and she
fears opposing the wizard’s wishes.

15
Dahaaka’s reaction to the PCs depends on whether chill metal to weaken opponents wearing metal armor.
Auberon has given her orders about them, and whether Against large groups of foes, she prefers area effect spells
she believes Glorballo lives. If the PCs had an unfavorable such as cone of cold and ice storm. If her enemies use
discussion with Auberon in area A6, the lich has used enter acid or fire against her, Dahaaka casts protection from
image on the statue here to warn Dahaaka that the PCs energy or resist energy to protect herself. Although she
must be destroyed. In this case, Dahaaka immediately has some ability to heal her allies if they are injured,
attacks. If Auberon hasn’t given Dahaaka any particular Dahaaka prefers to use her actions in combat to eliminate
orders about the PCs and she thinks Glorballo still lives, enemies and patch up any surviving allies afterward.
she commands her minions to stand down and offers the Morale Although smarter than most scrags, Dahaaka is
PCs a deal (see Development below). Otherwise, she has recklessly overconfident in her ability to survive combat.
no reason to parley with the PCs and attacks. If Dahaaka is defeated but later revives due to her
regeneration, she attempts to flee using wild shape.
DAHAAKA CR 14 Base Statistics Without barkskin and greater magic fang,
XP 38,400 Dahaaka’s statistics are AC 24, touch 12, flat-footed 21;
Female scrag druid (blight druid) 12 (Pathfinder RPG Melee bite +17 (1d8+5), 2 claws +17 (1d6+5); Special
Bestiary 268, Pathfinder RPG Advanced Player’s Guide 98) Attacks rend (2 claws, 1d6+7).
NE Large humanoid (aquatic, giant) STATISTICS
Init +3; Senses darkvision 60 ft., low-light vision, scent; Str 21, Dex 16, Con 21, Int 8, Wis 18, Cha 10
Perception +19 Base Atk +13; CMB +19; CMD 32
Aura miasma (DC 20) Feats Animal Affinity, Blind-Fight, Combat Casting, Eldritch
DEFENSE ClawsAPG, Empower Spell, Intimidating Prowess, Iron Will,
AC 29, touch 12, flat-footed 26 (+7 armor, +3 Dex, Lightning Reflexes, Skill Focus (Perception)
+10 natural, –1 size) Skills Acrobatics +0 (–8 when jumping), Handle Animal +25,
hp 183 (18d8+102); regeneration 5 (acid or fire) Intimidate +11, Knowledge (nature) +13, Perception +19,
Fort +18, Ref +11, Will +16 Ride +7, Survival +6, Swim +14
Immune disease, nauseated, sickened; Resist cold 20 Languages Druidic, Giant
OFFENSE SQ amphibious, nature bond (Water domain), nature sense,
Speed 15 ft., swim 40 ft. vermin empathy, woodland stride
Melee bite +18 (1d8+6), 2 claws +18 (1d6+6) Gear +1 dragonhide breastplate, incandescent blue sphere
Space 10 ft.; Reach 10 ft. ioun stone, holly and mistletoe, pouch of exotic shells
Special Attacks rend (2 claws, 1d6+8), wild shape 5/day (worth 410 gp), spell component pouch
Domain Spell-Like Abilities (CL 12th; concentration +16)
7/day—icicle (1d6+6 cold) GIANT MANTIS SHRIMP CR 9
Druid Spells Prepared (CL 12th; concentration +16) XP 6,400
6th—empowered ball lightning APG (DC 18), cone of cold D hp 105 (Pathfinder RPG Bestiary 5 232)
(DC 20), mass cure light wounds
5th—baleful polymorph (DC 19), death ward, ice stormD, SCRAG BERSERKER CR 9
wall of thorns XP 6,400
4th—blight (DC 18), empowered chill metal (DC 16), control CE Large humanoid (aquatic, giant)
water D, cure serious wounds, freedom of movement hp 168 (Pathfinder RPG Bestiary 268, Pathfinder RPG
3rd—greater magic fang, hydraulic torrentAPG, Monster Codex 227)
poison (DC 17), protection from energy, transfer Speed 30 ft., swim 40 ft.
regenerationMC, water breathingD SQ amphibious, fast movement
2nd—barkskin, chill metal (DC 16), control vermin (DC 16),
fog cloud D, lesser restoration, resist energy Treasure: Dahaaka has stashed a substantial treasure
1st—call animal APG, charm animal (DC 15), cure light hoard among the weeds in her chamber, including
wounds, faerie fire, obscuring mist D, speak with animals valuables taken from the prisoners she brings to the
0 (at will)—detect magic, detect poison, mending, stabilize Haft. Scattered around this room are a trident of fish
D domain spell; Domain Water command, a bag of holding (type III) containing a neatly
TACTICS folded monk’s robe and four origami swarmsUE, a bottle of
Before Combat Dahaaka casts barkskin, freedom of air resembling a glass pumpkin, and 2,104 gp and 6,810
movement, and greater magic fang on herself. sp in various coinages.
During Combat Dahaaka fights from behind her allies, using Development: If she hasn’t been specifically
spells such as empowered ball lightning and empowered instructed to attack the PCs and thinks Glorballo still

16
lives, Dahaaka plans to use them to eliminate Glorballo Originally, the Haft was filled with classrooms and
and his marsh giants. Dahaaka explains that Glorballo scriptoria. After he took over the Alabaster Trident, Tower
of the
came to the Alabaster Trident several weeks ago Auberon transformed most of the classrooms into
Drowned
with news of a hidden aquatic elf community. When
Glorballo’s information proved correct—and the elves
servants’ quarters, showy guest rooms, and his personal
living space. Even before his transformation into a lich,
Dead
had been brought to the prison lower in the tower— Auberon started using some of these chambers to keep
Foreword
Dahaaka’s master, the undead wizard Auberon, said prisoners. After Earthfall, Auberon no longer needed
Glorballo could stay. But as the weeks have worn on, his living quarters here and so transformed this entire Part 1:
Auberon has been unusually silent, and Dahaaka thinks section into a prison. Auberon keeps aquatic elves and On the Tines
Glorballo is up to something. Dahaaka offers to let the merfolk in the prisons only until they are transferred to
PCs pass through her chamber uncontested if they the underground Vaults to be tortured and transformed Part 2:
bring her Glorballo’s head from area A7. Surprisingly, into undead. (Aboleths are too large to fit in the In the Haft
Dahaaka is true to her word; if the PCs kill Glorballo, chambers, and Mordant Spire elves would drown; those
and they’ve also killed some of the scrags elsewhere in prisoners are instead taken directly to the Vaults for Part 3:
the Tines, Dahaaka realizes that fighting the PCs might transformation.) Auberon later brings the loyal undead Through the
be unwise. back to the Haft to act as jailers. He derives a perverse
Vaults
If the PCs perform this task, Dahaaka is also willing enjoyment from knowing that the prisoners see, in their
Part 4:
to open up with further information if the PCs ask. jailers, the unliving horrors that they will soon become. The High
Dahaaka doesn’t know much about the other portions Auberon does not often visit the Haft, instead relaying Halls
of the Alabaster Trident; she and a few of her scrags have messages through four clockwork golems that patrol
been down as far as the holding pen to deliver prisoners the area. Each of these clockwork golems is forged to Part 5:
(area B10), and she knows that several mechanical people look like Auberon, so he can access any of them with The Omen
and smaller undead creatures work as Auberon’s jailers his enter image spell. With the Alabaster Trident on alert, Dominion
and torturers there. The lower levels of the tower and its the clockwork golems do not patrol. Instead, two stand
occupants don’t interest her. guard in area B3 and two protect area B15. Auberon’s NPC Gallery
If the PCs ask about Ochymua, Dahaaka recalls only undead minions are responsible for security in the
one visitor other than Glorballo and his entourage in prison areas, but they have recently made a mistake—a
Secrets of
Azlant
the last several years: a younger, dark-haired human man single prisoner has escaped confinement and is now
(this was the disguise Ochymua used when appealing to loose in area B11, desperate for assistance that the PCs Azlant in
Auberon at the Alabaster Trident). In addition, Dahaaka can provide. Inner Sea
the
is aware that an aboleth started working for Auberon Although the shaft that descends through the center of
a few weeks ago in the lowest levels of the tower. She the Haft used to lead directly to the High Halls, Auberon Bestiary
also knows that the aboleth is, like Auberon, an undead has magically sealed this passage with an effect called the
creature; however, she doesn’t know Uluuthan’s name arcanovallation (see the High Halls Lockdown sidebar on
or background. PCs who receive Dahaaka’s information page 25). While in the Haft, the PCs learn that the High
might mistakenly believe Ochymua is still somewhere Halls can be accessed through the underground Vaults
within the Alabaster Trident. and about the external passage to get there.
Story Award: If the PCs manage to defeat Glorballo
and the marsh giants and thus avoid battle with Dahaaka, B. THE HAFT
award the PCs 38,400 XP, as though they had defeated The Haft is a gloomy, claustrophobic area with deep
Dahaaka in combat. shadows and vigilant guards. All the rooms in the
Haft are flooded with seawater, as none of the doors
are watertight, although there are no currents or other
underwater motion beyond that created by moving
Part 2: creatures. The ceilings inside the Haft are 20 feet high,
In the Haft except for the prison at area B10, which spans two stories
and is 45 feet high. Unless otherwise indicated, the doors
are made of reinforced stone (hardness 15, hp 30) and
Once the PCs have traversed the Tines, they reach the are unlocked. The Haft has no windows; for security
tall, narrow section of the Alabaster Trident known as purposes, Auberon long ago sealed up the windows with
the Haft. The magically enhanced, cream-colored stone the same durable pale stone as the rest of the tower.
of this level has survived the millennia mostly intact, Translucent domes containing continual flame spells
although the exterior is studded with barnacles and illuminate the rooms in the Haft with dim light.
tenacious seaweed. Use the map on page 18 for this location.

17
B. THE HAFT
B2c B2d B6 1 SQUARE = 5 FEET

B2b B1 B2e
B5 B4
B2
B2a B2f

B11e B11a

B11d B11
B3 B7 B11b
B11c

B16
B10 B14

B8 B15 B12
B9
B13

B1. Open Shaft automatically find it, as it still gleams brightly among
Running down through the center of the Haft, this the disintegrating detritus.
open shaft originally held a staircase. The stone walls
are rough, with ridges of various lengths left over from B3. Viewing Gallery (CR 14)
the stairs that have long since been removed, given the
ease of underwater travel. This cylinder spans the seven This wide, circular room contains window frames at each of
stories of the Haft, opening at the top into area A14 and the cardinal directions, but the windows have been filled
sealed at the bottom as described in area B12. with the same pale stone as the rest of the tower. The open
central shaft pierces the center of this room. Several piles of
B2. Servants’ Quarters broken furniture such as end tables, couches, and armoires
line the walls, some piled nearly to the ceiling.
A narrow ledge rings the central shaft, with six doorways
at equal intervals. The white lacquered doors hang askew, This was once a popular viewing gallery, providing
showing more signs of decay than the walls and doorframes incredible views of the surrounding countryside.
around them. Auberon sealed up the windows soon after he arrived,
having no patience for such useless recreation, and used
Auberon forced his servants to inhabit these cramped this room to storage damaged but salvageable furniture.
accommodations rather than come and go to nearby Creatures: Two clockwork golems guard this room
homes, as servants in the Alabaster Trident originally from intruders, badly concealed among the piles of
did. The rooms contain unornamented furniture of furniture. A PC who succeeds at a DC 12 Perception
stone or metal, all of it decayed and badly pitted due to check spots the golems before they lumber forth to
long submersion. attack. The golems fight intruders until destroyed,
Treasure: Among the crumbling wardrobes and chests pursuing fleeing foes throughout the tower if necessary,
in area B2d is a sustaining spoon. PCs searching the room although they are clumsy swimmers and must climb,

18
rather than swim, through the tower’s central shaft. as his receiving room and still bears witness to his
A golem’s activation automatically alerts Auberon via megalomania. The complex geometric carvings Tower
of the
a unique mental ping (as per an alarm spell), warning on the walls and ceiling hold hidden messages.
Drowned
Auberon that intruders are in the Haft. If Auberon is
aware of the PCs’ presence (such as if they alerted him
With a successful DC 15 Linguistics or Perception
check, a character notices words in ancient Azlanti
Dead
in area A6), it takes him 1d3 rounds to cast enter image amid the geometric carvings. These messages
Foreword
on the activated golem; otherwise, he casts enter image enumerate Auberon’s accomplishments, discoveries,
within 2d4 rounds. Although the golems continue their and inventions, including the creation of several Part 1:
attacks, Auberon’s communication with the PCs is spells and methods of metamagic, the discovery of On the Tines
described in the Development section below.
Part 2:
CLOCKWORK GOLEMS (2) CR 12 In the Haft
XP 19,200 each
hp 118 each (Pathfinder RPG Bestiary 2 137) Part 3:
Through the
Development: When Auberon enters a golem, its face
Vaults
contorts into a pronounced sneer. In harsh tones,
Part 4:
Auberon mocks the PCs. Auberon also demands that The High
the PCs leave his tower in exasperated commands, Halls
such as, “First that duplicitous sea slug, and now
you? Have I not suffered enough interruptions Part 5:
to my noble efforts? If you further delay my great The Omen
plans of vengeance, you side with the enemies of Dominion
Azlant! Begone, or your lives are forfeit!” If the PCs
give Auberon reason to suspect that they seek NPC Gallery
a veiled master or a secret Azlanti facility, the
lich tries to pry more information about what
Secrets of
Azlant
the PCs know. Auberon still wants to see
the PCs destroyed, as he feels they plainly Azlant in
know too much and might be in league Inner Sea
the
with—or unwitting pawns of—Ochymua. In
any case, Auberon doesn’t give the PCs any Bestiary
additional information.
Auberon’s enter image spell doesn’t affect
the golem or its attacks, and Auberon can
control the affected golem only by verbal
commands. Auberon can communicate via the
golem even if it is incapacitated, but not if it
is in its wall of gears form (as it does not bear
Auberon’s likeness in this form) or after it uses its
death burst ability.

B4. Reception Room

The central shaft opens into a triangular room with a single


door to the west. The walls and ceiling are covered in complex
geometric carvings, and the mosaic floor gleams with brilliant
red and purple tiles. Along the curved wall to the southeast, Clockwork Golem
a circular dais protrudes into the room, crumbling but still
largely intact. The remains of an oversized, lavishly carved
stone chair occupy the dais.

While he was alive, Auberon remodeled this entire


level into his personal living space. This room served

19
unknown planes of existence, and creation of unique folio worth 500 gp to a collector or historian interested
clockwork creatures. Although most of these claims in Azlanti literature or arcane spellcasting.
are exaggerated, not all of them are (as Xochatli in area
D10 proves). B6. Bedroom
The floor still gleams with brilliant reds
and purples due to a permanent minor This large, curved room is a bedroom built
light effect just beneath the translucent with grand dimensions. This room is
mosaic tiles. packed with furnishings that, although
The western wall contains a small, completely waterlogged, show no sign
plain door to area B5 with a simple of decay. Piles of robes and sandals
message concealed in the geometric overwhelm chairs and benches; towering
designs: “No Entry.” stacks of boxes and chests sprout from the
floor; and jugs, jars, and clockwork oddities
B5. Private Study cover the tables and shelves. An enormous
Clockwork Box wooden bed sags under the weight of
This large, wedge-shaped room, which takes sodden blankets and rugs.
over one third of this level, has a single door each in the east
and north walls. The long curve of the western wall bears This hoard consists of mundane Azlanti items in a
empty shelves. Running perpendicular to this wall are several state of preservation seldom encountered. All are soggy
long, rectangular tables and, in the center of the room, an due to their submersion in seawater, but the water
enormous, crescent-shaped table. These stone tables are seems to have done little harm to the objects other than
all white, plain, and crumbling at the edges. The mosaic get them wet. A PC who succeeds at a DC 20 Knowledge
floor here gleams in a brilliant red and purple geometric (arcana) identifies this preservation as an effect of
design while the carved ceiling bears stylized shapes an enhanced version of unguent of timelessness. Every
and images. item here has been coated with the unguent, from
the smallest jar to the entire bed. This extraordinary
This room served as Auberon’s personal study while preservation was the work of Auberon’s meticulous
he was alive. He relocated most of its records to the great valet during Auberon’s transformation into a lich. The
hall (area D10) or to his lodge in the Omen Dominion valet wasn’t sure what his master might need when
(area E7). As in the reception room, the vibrantly colored the mysterious ritual was complete, so he preserved
floor is due to a permanent light effect placed beneath everything and piled it here. Auberon hasn’t needed his
the mosaic tiles. With a successful DC 20 Knowledge bedroom since becoming a lich, so he isn’t aware that
(arcana) check, a PC identifies the images in the ceiling his mundane clothes, containers, and bric-a-brac have
as obscure symbols of the different schools of magic. been so thoroughly preserved.
Trap: Auberon did not expect anyone to dare invade Treasure: If the PCs devote at least an hour to
his personal space, but he placed a trap on the door to sifting through these piles, or if they succeed at a
area B6 just to be safe. Anyone but Auberon opening DC 30 Perception check while quickly examining the
the door triggers the trap. room, they locate a curious waterproof clockwork box
(hardness 5, hp 30, break DC 15). The greenish box has a
CHAIN LIGHTNING TRAP CR 14 nearly spherical shape composed of 16 irregular facets.
XP 38,400 Each facet contains a clockwork gear, some above and
Type magical; Perception DC 31; Disable Device DC 31 some below the translucent green surface of the box.
EFFECT As soon as the box is handled, it begins to whine and
Trigger touch (door to area B6); Reset none hiss as its gears start spinning. The box collapses on
Effect spell effect (empowered chain lightning on the itself with a noise of crunching glass, spilling out its
creature closest to the center of the room, 13d6 contents, after 4 rounds. A successful DC 30 Disable
electricity damage plus 50%, Reflex DC 24 half); multiple Device check allows the PCs to open the box before it
targets (up to 13 secondary targets within 30 ft. of the breaks, but each attempt requires a full-round action
primary target, Reflex DC 22 half) of manipulating the gears on the box’s many faces. The
PCs might also choose to simply bash open the box.
Treasure: Atop the crescent-shaped table rest nine If the box collapses on itself or is smashed open, the
folios composed of thin metal plates bound with tiny three elixirs of concordance (see the sidebar on page 21)
metal rings. The folios are arcane reference materials; packed carefully inside are ruined; otherwise, the PCs
their unusual and archaic construction makes each can recover them.

20
Regardless of how the box is opened, the PCs also
discover strips of parchment used to line the box. If the Tower
of the
parchment is removed from the box while it is underwater,
ELIXIR OF CONCORDANCE Drowned
the ink on it begins to smear almost immediately, so the
PCs have only a few minutes to piece the strips together This effervescent elixir, composed of equal parts
Dead
and decipher their meaning. A PC who succeeds at a DC alchemical ingenuity and erratic inspiration,
Foreword
15 Intelligence, Linguistics, or Knowledge (engineering) enhances the imbiber’s spellcasting.
check recognizes that the parchment strips were Part 1:
originally a schematic for the Alabaster Trident, showing
Auberon’s notes as he renovated it into his personal
ELIXIR OF CONCORDANCE PRICE
1,100 GP
On the Tines

tower. The map shows the division of the tower into SLOT none CL 7th WEIGHT — Part 2:
the Tines, the Haft, the High Halls, and, underneath AURA moderate evocation In the Haft
these, the underground Vaults. Auberon has noted This elixir is barely an ounce of blue-gold
changes to the layout and configuration of the rooms, bubbling liquid. For 1 minute after drinking this Part 3:
the placement of furniture, books, and the like, with a elixir, a blue-gold aura surrounds the imbiber, Through the
running tabulation of prices along the side. He has shining light as per a candle. Each arcane spell
Vaults
also added a thick circle around the High Halls, with cast by the imbiber during this time gains a +1
Part 4:
a gap in the circle at the bottom, bearing the words, enhancement bonus to the DC of saving throws
The High
“Arcanovallation. Combination forbiddance/wall of against the spell, and the spell can be cast as Halls
force secures High Halls in event of emergency. if one of the following metamagic feats were
Must also secure subterranean entrance.” This is a applied to it without increasing the spell level Part 5:
reference to the arcanovallation described in area or casting time: Enlarge Spell, Extend Spell, Silent The Omen
B12, as well as the gap in the arcanovallation in Spell, or Still Spell. The imbiber can choose which Dominion
the Vaults (area C15). metamagic feat to apply each time she casts a spell
and can use different metamagic feats throughout NPC Gallery
B7. Walkway Guards (CR 13) the duration of the elixir’s effects.
Secrets of
CONSTRUCTION REQUIREMENTS COST 650 GP
Azlant
This semicircular room is bare and opens onto the tower’s Craft Wondrous Item, arcane concordanceAPG
central shaft. Two narrow passages lead out at either end of the
Azlant in
room into a curved walkway overlooking a larger space below. Inner Sea
the
KIN-WARDENS (3) CR 10
This room is bare, as its inhabitants have no need for XP 9,600 each Bestiary
food or rest. After the detritus and ornamentation of Aquatic elf juju zombie ranger 10 (Pathfinder Campaign
the previous levels of the Haft, the bare white floor and Setting: Inner Sea Races 242, Pathfinder RPG Bestiary
smoothly scrubbed walls make this room seem eerily 2 291)
empty. The two passages lead to a semicircular walkway NE Medium undead (aquatic)
around the prison (area B10). The interior wall of this Init +10; Senses darkvision 60 ft., low-light vision;
walkway consists of iron bars that run from floor to Perception +19
ceiling, providing a view into the prison below. The DEFENSE
bars are 1 inch wide, 2 inches apart, and as durable as AC 25, touch 17, flat-footed 18 (+5 armor, +6 Dex, +1 dodge,
the reinforced stone of the tower (hardness 15, hp 30, +3 natural)
break DC 40). The walkway is merely for observation, hp 89 each (10d10+30)
as it has no door or other entrance to the prison; the Fort +10, Ref +15, Will +9; +2 vs. enchantments
prison entrance is one level lower. Defensive Abilities channel resistance +4, evasion; DR 5/
Creatures: Three undead aquatic elves stand guard magic and slashing; Immune sleep, cold, electricity, magic
in this room. Each was once a prisoner here, and was missile, undead traits; Resist acid 20, fire 10
slain and reanimated in the Vaults to serve as Auberon’s OFFENSE
loyal undying minions. Auberon, who derives a sick Speed 30 ft., swim 30 ft.
sense of pleasure from creating these undead aquatic Melee +1 short sword +16/+11 (1d6+5/19–20), +1 short
elves, refers to them as “kin-wardens,” as their prisoners sword +16/+11 (1d6+5/19–20) or
are principally aquatic elves. One of the elves guards slam +16 (1d6+4)
the large room, while the other two slowly drift along Ranged mwk underwater heavy crossbow +19 (1d10/19–20)
the walkway, constantly watching the prisoners with Special Attacks combat style (two-weapon combat), favored
dead eyes. enemies (aquatic humanoids +6, elves +2, humans +2)

21
Ranger Spells Prepared (CL 7th; concentration +9) SQ amphibious, elven magic, favored terrains (urban +2,
2nd—cat’s grace, protection from energy water +4), hunter’s bond (companions), swift tracker, track
1st—air bubbleUC, liberating commandUC, resist energy +5, water breathing, wild empathy +11, woodland stride
TACTICS Combat Gear potions of heroism (2); Other Gear
Before Combat Each kin-warden in this area casts cat’s +1 mithral chain shirt, +1 short swords (2), mwk
grace and resist energy (acid) and drinks one of its underwater heavy crossbowUE with 10 bolts, spell
potions of heroism. component pouch
During Combat The kin-wardens position themselves to
make full attacks with their short swords, flanking with Development: If the PCs are particularly noisy in this
each other when possible. Against a favored enemy who room, the litanus from area B8 first warn Carthagax in
appears close to death, a kin-warden makes nonlethal area B9, check on the prisoners in area B10, and ascend
attacks instead, hoping to capture another prisoner. Foes the central shaft to aid the kin-wardens here. These
who aren’t favored enemies receive tasks take 2d4 rounds in total, so the PCs might have
no such consideration. already dispatched the kin-wardens before these
Morale The kin-wardens fight until litanu reinforcements arrive.
they’re destroyed. If the kin-wardens here see the PCs in area
Base Statistics Without cat’s grace B10, they rush down to intercept them in
and heroism, the kin-warden’s area B8.
statistics are Init +8; AC 23, touch
15, flat-footed 18; Fort +8, Ref B8. Prisoner Processing (CR 13)
+11, Will +7; +2 vs. enchantments;
Melee +1 short sword +14/+9 This austere, wedge-shaped room contains only
(1d6+5/19–20), +1 short sword a single large chest. A stone door stands to the
+14/+9 (1d6+5/19–20) or slam southeast; a reddish haze emanates from the
+14 (1d6+4); Ranged mwk edges of the door.
underwater heavy crossbow
+15 (1d10/19–20); This bleak, wedge-
Dex 18; CMB +14; CMD shaped room has
29; Skills Acrobatics +14, the same white walls
Climb +12, Intimidate and bare floor as the
+14, Perception +17, room above. The large chest
Stealth +17, Survival +15, is unlocked and is used to store
Swim +25. whatever accoutrements prisoners
STATISTICS had with them at the time of their
Str 18, Dex 22, Con —, Int capture. Since Dahaaka and her scrags are
10, Wis 14, Cha 12 quick to confiscate valuables from their
Base Atk +10; CMB +16; prey and the guard captain Carthagax takes
CMD 31 whatever treasures strike her fancy, the
Feats Dodge, Double Slice, chest contains nothing other than torn
Endurance, Improved clothing and valueless trinkets.
InitiativeB, Improved Two-Weapon The door leads to Carthagax’s torture
Fighting, Iron Will, OutflankAPG, chamber (area B9). The reddish haze is the
ToughnessB, Two-Weapon Fighting, blood in the water of that room seeping out around
Weapon Finesse, Weapon Focus the doorframe.
(short sword) Creatures: Two litanus—terrifying undead merfolk
Skills Acrobatics +18, Appraise +2, created in the Vaults—guard this room. One watches
Bluff +3, Climb +14, Diplomacy +3, for any unauthorized activity in the shaft
while the other guards the door to area
Disguise +3, Escape Artist +8, Fly +8,
Heal +4, Intimidate +16, Perception +19,
Kin-W arden
B9, ready in case Carthagax calls for them.
Ride +8, Sense Motive +4, Stealth +21, Both guards are eager to attack intruders
Survival +17, Swim +27; Racial Modifiers +8 and try to use their sequestering paralysis on as many
Climb, +2 Perception, +2 Spellcraft to identify different targets as possible. Although loyal to Auberon,
magic item properties these litanus have a measure of self-preservation and
Languages Azlanti, Elven don’t enjoy taking on large groups; a litanu that is

22
outnumbered and reduced to fewer than 30 hit points bleeding freely, creating a reddish haze in the water of
flees up through the tower to escape. this room. Tower
of the
If Carthagax is aware of intruders in the tower, she
Drowned
LITANUS (2)
XP 12,800 each
CR 11 hides in this room and listens for the approach of
intruders to ambush anyone passing through. Otherwise,
Dead
hp 147 each (see page 84) she is busy torturing Arvivan. In any case, Arvivan pleads
Foreword
weakly for aid, hoping anyone hears his cries and comes
B9. Torture Room (CR 14) to help before he dies. Part 1:
On the Tines
Crammed with all things jagged and sharp, the walls here
are festooned with daggers, harpoons, knives, saws, spring- Part 2:
loaded traps, and even rows of nails, points facing out. In the Haft
Complete jawbones of massive sharks and menacing bunyips
appear to lunge from amid these implements, while nets, Part 3:
sails, broken bits of ships, and other flotsam hang from the Through the
ceiling or lie on the floor, amalgamated into twisted statues
Vaults
and tableaus. In the midst of this stands an iron maiden. Two
Part 4:
stone doors lead out from opposite sides of this room. The
The High
southeastern door has a narrow viewing slit, a heavy metal Halls
bar, and an imposing lock.
Part 5:
This room has two single doors: one in the southwest The Omen
corner leading to area B8, and the other in the southeast Dominion
corner leading to the prison (area B10). The door to
the prison is barred from this side and locked with a NPC Gallery
complicated clockwork lock (Disable Device DC 40); the
guard captain Carthagax has the only key to this lock.
Secrets of
Azlant
Creatures: This ad hoc torture chamber is the domain
of guard captain Carthagax, a malenti graveknight Azlant in
who has served Auberon for centuries. Auberon’s Inner Sea
the
minions captured Carthagax while she was infiltrating
a community of aquatic elves. Auberon was impressed Bestiary
with her ruthless, sadistic nature and transformed her
into a loyal undead servant. He gives Carthagax great
latitude in collecting and displaying her spike-themed
“art” in this room, and he even looks the
other way when the occasional newly
acquired prisoner succumbs to Carthagax’s
extensive torture regimens, provided the prisoner was
not needed alive for his own experiments. Carthagax
considers herself an artist and believes that torture
imbues her artistic creations with deeper essence. She
has also noticed that her victims are intimidated by her
artistic installations, which adds to her delight.
Carthagax is currently using her iron maiden, as well
as other wicked implements, to torture an aquatic elf
named Arvivan (NG male aquatic elf expert 4), ostensibly
to interrogate the elf about the recent prisoner escape
Carthagax
(see Development on page 24). Carthagax has already
determined that Arvivan doesn’t know much, but she
continues to torture him anyway for the sheer delight
of it. Since she became undead, little stirs her emotions
like enacting cruelty does. Arvivan is still conscious but
in terrible pain from the spikes piercing his skin. He is

23
Feats Aquadynamic Focus, Blind-Fight, Cleave, Combat
Reflexes, Critical Focus, DeceitfulB, Great Fortitude,
Improved Critical (halberd), Improved InitiativeB, Lunge,
WHO’S THE PRISONER? Mounted CombatB, Power Attack, Ride-By AttackB, Skill
This adventure assumes that the escaped prisoner hiding Focus (Bluff)B, ToughnessB, Vital Strike, Weapon Focus
in the guest rooms (area B11) is Drecissa, the daughter (halberd), Weapon Specialization (halberd)
of the merfolk matriarch Anemora from Talasantri, Skills Bluff +11, Disguise +8, Handle Animal +11,
whom the PCs likely met in Pathfinder Adventure Path Intimidate +29, Knowledge (dungeoneering) +14,
#124: City in the Deep. In that adventure, the PCs might Perception +17, Profession (torturer) +15, Ride +15,
have instead befriended the young guard Argnos and Stealth +17, Survival +9, Swim +26, Use Magic Device +14
the aquatic elf matriarch Koramallis. In this case, the Languages Aquan, Common, Elven; speak with sharks
escaped prisoner found in this area is the aquatic elf SQ armor training 2, graveknight armor, phantom mount,
Argnos rather than the merfolk Drecissa. ruinous revivification (acid)
Gear plate armor of the deep, +1 halberd, mwk underwater
heavy crossbowUE with 10 crossbow bolts, key to the door
CARTHAGAX CR 14 to area B10
XP 38,400 SPECIAL ABILITIES
Female malenti graveknight fighter 10 (Pathfinder RPG Aquadynamic Focus Carthagax doesn’t take additional
Bestiary 239, Pathfinder RPG Bestiary 3 138) penalties on attack and damage rolls for fighting
LE Medium undead (aquatic, augmented monstrous humanoid) underwater with her halberd. This feat originally appeared
Init +9; Senses blindsense 30 ft., darkvision 60 ft.; in Pathfinder Campaign Setting: Aquatic Adventures.
Perception +17
Aura sacrilegious aura (30 ft., DC 22) Treasure: One of Carthagax’s sculptures is an inverted
DEFENSE holy symbol of Desna pierced with six +1 merciful
AC 29, touch 13, flat-footed 26 (+10 armor, +3 Dex, +6 natural) starknives. The starknives are serviceable and can be
hp 182 (12 HD; 2d8+10d10+118) recovered easily.
Fort +17, Ref +13, Will +12 (+3 vs. fear) Development: Arvivan can speak about the horrors of
Defensive Abilities channel resistance +4, rejuvenation; being a prisoner in the Alabaster Trident. He is aware
DR 10/magic; Immune acid, cold, electricity, undead that there are 15 other prisoners in the holding pen
traits; SR 25 (area B10), and also that a prisoner named Drecissa (or
OFFENSE Argnos; see the sidebar above) escaped about a day ago.
Speed 30 ft., swim 60 ft. Arvivan doesn’t know Drecissa’s fate, but he knows her
Melee +1 halberd +25/+20/+15 (1d10+17/19–20/×3 plus plan was to flee lower in the tower to try to find a way out
3d6 acid) or (rather than confront the scrags in the Tines). Arvivan
slam +21 (1d4+12) asks the PCs to help him escape the tower; once outside,
Ranged mwk underwater heavy crossbow +20 (1d10+2/19–20 he is confident he can make it home on his own.
plus 3d6 acid)
Special Attacks blood frenzy, channel destruction (3d6 acid), B10. Holding Pen
devastating blast (8d6 acid, DC 22, 3/day), undead mastery
(60 HD, DC 22), weapon trainings (pole arms +2, close +1) The water in this large holding pen is murky and foul. The
Spell-Like Abilities (CL 2nd; concentration +8) upper half of this room contains a semicircular walkway
3/day—command (DC 17; aquatic subtype only) separated from the area below with closely spaced iron bars.
TACTICS A stout door leads out of this room to the south at floor level.
Before Combat If she suspects intruders, Carthagax hides
among the artistic displays here. The ceiling stretches 45 feet up and is ringed by the
During Combat Carthagax attacks with her halberd, preferring viewing gallery in area B7. Other than the iron bars
healers and foes in heavy armor as targets, and uses her along the gallery, the walls and floor are bare. The water
devastating blast against groups of enemies. Carthagax here is murky, particularly near the bottom of the room,
eschews summoning a mount in the room’s close confines. as there are no sanitation facilities for the yet-living
Morale Aware that her armor will rejuvenate her, Carthagax prisoners held here.
fights until destroyed. The door in the south wall leads to area B9; it is barred
STATISTICS and locked from the other side.
Str 24, Dex 20, Con —, Int 16, Wis 19, Cha 22 Creatures: Nine merfolk (N merfolk warriors 1)
Base Atk +12; CMB +19; CMD 34 and six aquatic elves (NG aquatic elf experts 1) are

24
imprisoned here. They are a pathetic lot, and all show
signs of illness and starvation. Some have untreated Tower
of the
wounds, while others have contracted diseases from
HIGH HALLS LOCKDOWN Drowned
the contaminated water. Their misery is intensified by
having examples of the undead horrors that they are After realizing that Ochymua stole his phylactery
Dead
fated to become ceaselessly peering down at them. and tricked him out of information about the Spindle
Foreword
Development: These prisoners plead with the PCs Solution’s base known as the Compass, Auberon
for release, particularly if they saw or heard the PCs activated a powerful protective ward over the High Halls. Part 1:
fighting the undead guards in areas B7 or B9. Although This ward, called the arcanovallation, was designed by On the Tines
none of them dare to navigate the Alabaster Trident the Alabaster Trident’s original architects, but Auberon
on their own, if led to the open ocean, they have enhanced it further over the last several centuries. Part 2:
sufficient strength to escape under their own power. Auberon has been lurking near the controls for the In the Haft
The prisoners here know that a female merfolk named arcanovallation in area D13, dropping the ward only
Drecissa (or male aquatic elf named Argnos; see the long enough to use his enter image spell to monitor the Part 3:
sidebar on page 24) escaped the holding pen during a tower’s upper levels. Once the PCs enter the lower levels Through the
prisoner check yesterday, and they know that an aquatic of the Haft, Auberon doesn’t lower the arcanovallation
Vaults
elf named Arvivan was taken by the guard captain again and he retreats into the Omen Dominion (area E).
Part 4:
Carthagax to be tortured for information about the The arcanovallation surrounds the High Halls (areas
The High
escape. They don’t expect to ever see either the escaped D1 to D13) with a silvery wall of force. This wall Halls
prisoner or Arvivan again. permeates the stone of the tower as well, so even
Story Award: If the PCs get these prisoners to safety, creatures attempting to tunnel through the stone find Part 5:
award them 38,400 XP. the barrier in their way. If the arcanovallation is breached The Omen
(such as with a disintegrate effect), it automatically Dominion
B11. Guest Rooms (CR 11) re-forms in 1 round. Teleportation spells and effects
(such as dimension door and teleport), astral travel, NPC Gallery
Five white doors stand evenly spaced along a circular hall and ethereal travel cannot bypass the arcanovallation;
adorned with geometric carvings. Three doors are ajar, such effects simply fail. Teleportation from a point inside
Secrets of
Azlant
revealing worn bed frames and detritus in each room. One the barrier to another point inside the barrier functions
of the doors is closed, and the fifth is closed and jammed normally, and creatures inside the arcanovallation can
Azlant in
shut with debris. use teleportation effects to leave it (but not to reenter). Inner Sea
the
The barrier does not prevent other planar travel, so
During his lifetime, Auberon remodeled these summoning effects used inside the arcanovallation can Bestiary
scriptoria into guest rooms for his rare visitors. A summon creatures from outside of it, and the permanent
PC who succeeds at a DC 15 Linguistics check or DC gate to the Omen Dominion in area D13 still functions
25 Perception check notices the words “Auberon the even when the barrier is active.
Grand Welcomes You, Guest” in ancient Azlanti amid The arcanovallation has a weakness that Auberon
the geometric carvings. The doors to areas B11a, B11b, does not realize. Auberon knows that a combination
and B11c are ajar; each room contains a worn stone bed of ioun stones is required to open the magical hatch
frame affixed to the floor, while the debris of what were leading from area C15 to area D1, but he doesn’t realize
likely a chair, a vanity table, and a trunk move in a lazy that this hatch, when opened, also creates a hole in the
dance of slow unseen currents. The mattress, linens, arcanovallation, giving the PCs an opportunity to enter
and all other small objects have long since deteriorated. the High Halls.
The door to area B11d is closed and the debris within
is piled in the bed frame to make a better hiding spot
for the escaped prisoner hiding in the room. The door the sidebar on page 24). A successful DC 15 Perception
to area B11e is jammed, requiring a successful DC 25 check is sufficient for a PC to spot her hiding there.
Disable Device check to open; failing that, the PCs Initially suspicious and angry at having been detected,
can simply break through the solid door (hardness Drecissa quickly realizes that the PCs aren’t agents of
15, hp 30). The room beyond the door has the same Auberon and are instead friendly faces that she met
furnishings as the other rooms. near Talasantri, which delights the young merfolk.
Creatures: An escaped prisoner named Drecissa Drecissa is severely malnourished and looks like she’s
hides amid the debris in area B11d (alternatively, the been roughed up a bit. Despite her condition, She is
prisoner might be a different NPC the PCs are seeking exuberant about seeing the PCs again, and her attitude
depending on the events of the previous adventure; see borders on hero worship. She speaks quickly and

25
excitedly, asking the PCs about their experiences in The shaft ends here with an apparent drop into area
Talasantri after her abduction and about the safety of D12. However, a powerful magical warding field called
her family and the city itself. Allow some time for the the arcanovallation (see the sidebar on page 25) prevents
PCs to bring her up to speed about the events of the access to the High Halls below. The doors lead to the
last adventure. south classroom (area B13) and the north classroom
Drecissa explains that she escaped during a prisoner (area B14).
check yesterday. A litanu pursued her, but she was
able to trick it into one of the adjacent rooms and jam B13. South Classroom
the door to prevent it from opening. She has since
stealthily explored areas B11 through B15, slipping Three tiers of stone benches face what remains of a
through those rooms after she made some noise to crumbling stone lectern in the center of the curved outer
distract the clockwork golems. Drecissa tells the PCs wall of this lecture hall. The walls bear faded geometric
about those rooms, including the impenetrable magical designs. Three doors lead out of this room: two to the north
field in area B12. More importantly, Drecissa tells the and one to the west.
PCs what she discovered by examining the illusion in
area B15: there is another entrance to the Alabaster This room originally served as one of the three
Trident on the seafloor that can be opened from the principal classrooms in the Alabaster Trident, but it
controls in area B15. Drecissa has heard terrible stories has not seen use in millennia. The door in the curved
about the Vaults, and she warns the PCs that it is where portion of the north wall leads back into the main
Auberon and his underlings transform creatures into shaft (area B12). The other door to the north leads to
undead minions. She has heard about a recent arrival the northern classroom (area B14). The western door to
of an aboleth there, but she knows nothing further the security room (area B15) is locked. A sign in Azlanti
about the Vaults. Drecissa would like the PCs to free on the door reads “Authorized and Equipped Security
everyone in the holding pen, but after asking the PCs Personnel Only.” The door has no mechanical lock;
once to undertake this rescue, she won’t insist. She also instead, it opens at the touch of a clockwork golem or
asks the PCs to help her leave the Alabaster Trident any creature bearing an active ioun stone (even a dull gray
altogether; once out of the tower, she is confident that ioun stone). Alternatively, the door can be battered open
she can make it home on her own. (hardness 15, hp 30, break DC 25) or tricked to open with
The door to area B11e is jammed. Inside is the litanu a successful DC 25 Use Magic Device check.
that Drecissa tricked into this room. It has torn apart If the PCs are noisy in this room, the clockwork
the furnishings here looking for something to help it golems guarding area B15 come to investigate, leaving
escape, but it has thus far been unable to break down the the door open behind them.
sturdy door. If the PCs open the door, the litanu attacks.
Believing that killing or capturing all of the PCs is the B14. North Classroom
only way for it to redeem itself for being tricked by a
prisoner, the litanu fights until destroyed. The walls of this triangular lecture hall bear faded geometric
designs. A sturdy metal lectern stands in front of a long,
LITANU CR 11 curved wall, surrounded by three tiers of stone benches. The
XP 12,800 long wall is covered with stone tiles that appear to be parts
hp 147 (see page 84) of a map. Three doors lead out of this room: two to the south
and one to the west.
DRECISSA CR 5
XP 1,600 This room was one of the Alabaster Trident’s
NG female merfolk druid 6 (Pathfinder RPG Bestiary 204) principal classrooms. Auberon uses this room only
hp 54 (for Drecissa’s full statistics, see page 8 of Pathfinder rarely, primarily to plan complicated attacks against
Adventure Path #124: City in the Deep) communities of aboleths, aquatic elves, or merfolk. The
stone map tiles show the terrain of the undersea Arcadian
B12. Warded Passage Ocean, with several marked communities. Many of these
communities—including all of them within 25 miles of
The bottom of the central shaft ends at a drop into a large the Alabaster Trident—have black slashes across them,
room. A faint silvery field covers the bottom of this shaft, showing that they’ve been eradicated.
blocking entrance to the room below. Two plain, white stone The door in the curved portion of the south wall leads
doors lead out of the shaft at this level, one to the north and back into the main shaft (area B12). The other door to the
one to the south. south leads to the south classroom (area B13). The door

26
in the western wall leads to the security room (area B15), symbol meaning “secret” or “confidential.” (While
but it is marked and locked as described in area B13. this symbol is in the Azlanti alphabet, it was used as Tower
of the
If the PCs are noisy in this room, the clockwork shorthand; properly deciphering this usage requires
Drowned
golems guarding area B15 come to investigate, leaving
the door open behind them.
a successful DC 20 Linguistics check. If the person
deciphering the symbol speaks Azlanti, the DC of
Dead
this check is only 10.) Second, the High Halls are
Foreword
B15. Security Room (CR 14) surrounded by a silvery field while the arcanovallation
The doors to this room are shut tight. The doors to the is in effect, and the shimmering refractions of this Part 1:
two classrooms (areas B13 and B14) can be opened only field makes it impossible to determine the layout of On the Tines
by a clockwork golem or a creature bearing an active the rooms in the High Halls from this map. If the
ioun stone, as described in area B13. The doors to the arcanovallation is dropped from area D13, the silvery Part 2:
exterior balcony (area B16) can be opened only from field on the illusion also vanishes, and the High Halls In the Haft
inside this room. are then clearly displayed.
The permanent image shows all the entrances to the Part 3:
Occupying a third of this level, this classroom lacks the tiered Alabaster Trident, including the rooftop (and above- Through the
seating and lectern of the other two. It also lacks a door to water) openings in areas A1 and A2, the balconies in areas
Vaults
the central shaft, instead having one in its north wall and A9 and A10, the balcony at area B16 and the seafloor
Part 4:
one in its south wall. Most strikingly, it has a set of stone opening at area C1 (the latter two both depicted as being The High
double doors in the middle of its curved exterior wall. In closed and barred unless opened by the clockwork Halls
the southwest corner, an odd clockwork apparatus stretches apparatus in this room), and the enormous doors to area
from out of the floor and across the ceiling, terminating in D10 (which show as both closed and behind the silvery Part 5:
heavy metal beams across the double doors. Next to the field). With a successful DC 18 Perception check, a PC The Omen
clockwork apparatus stands a table covered with runes, with examining this illusory map notices a small hole in the Dominion
a glowing miniature replica of the Alabaster Trident hovering silvery field at the bottom, connecting to the Vaults. This
in the air above its surface. is a clue that the PCs can enter the protected areas of the NPC Gallery
tower through the underground level, in area C15.
The barred double doors lead out to the balcony (area The permanent image effect is caster level 17th; if it’s
Secrets of
Azlant
B16). The doors to the east lead to the two classrooms dispelled, the table recreates it automatically in 1 round.
(areas B13 and B14). Although those doors can be opened Destroying the rune-covered table destroys the permanent Azlant in
from the other side only by a clockwork golem or a image for good. Inner Sea
the
creature bearing an active ioun stone, any creature can Creatures: Two clockwork golems guard this room,
open them from this side. alert for intruders in the Haft. Just like the clockwork Bestiary
Auberon renovated this classroom to serve as a golems in area B3, they are carved with Auberon’s
security station for the Alabaster Trident. The clockwork likeness and alert the lich with a mental alarm when
apparatus controls the bars over two doors: the balcony they activate, but Auberon doesn’t risk lowering the
doors here (to area B16) and the doors in area C1 (the arcanovallation to cast enter image on these golems. The
clockwork mechanisms in the floor run through the golems fight until destroyed.
stone of the tower). A PC who succeeds at a DC 15 Craft
(clockworks), Disable Device, or Knowledge (engineering) CLOCKWORK GOLEMS (2) CR 12
check can use the machine to retract the clockwork bars XP 19,200 each
in this room. Doing so also retracts the clockwork bars hp 118 each (Pathfinder RPG Bestiary 2 137)
in area C1.
The table displays a permanent image of the Alabaster Treasure: A narrow spirit bladeUE sits on the edge of
Trident about 2 feet tall, which security personnel the table. Oulat Gloaming-Chill kept this dagger here
can use to monitor the tower’s entrances and magical for emergencies, but he didn’t take it with him into the
defenses. Normally, the shadow Oulat Gloaming-Chill High Halls and now can’t come back to retrieve it.
(see area D12) is responsible for security here, but Story Award: If the PCs spot the entrance in the
Auberon recalled him and his shadows to the High Halls Vaults while examining the permanent image, award
and left two clockwork golems as sentinels instead. The them 19,200 XP.
permanent image shows each of the levels of the Alabaster
Trident (but not its denizens or furnishings), with two B16. Balcony (CR 14)
exceptions. First, only the hallways of the underground
level of the Vaults are displayed; the individual rooms This wide, walled balcony contains the remains of a small
aren’t depicted and are represented only by an Azlanti garden, now overgrown with long strands of green and

27
C. THE VAULTS
1 SQUARE = 5 FEET

C2 C11 C10
C9

C3
C14

TO C1 C4 C15 C12

C5 C13 C8

C6 C7

yellow kelp waving in the slight current. The white stone SAPPHIRE JELLYFISH (3) CR 11
of the balcony is crusted with thick clumps of barnacles and XP 12,800 each
greenish-gray sea mosses. A set of double doors stands hp 138 each (Pathfinder RPG Bestiary 3 155)
at the eastern end of the balcony, leading into the tower
that rises high above, but the doors are smooth, without

Part 3: Through the


ornament or handles.

This wide, walled balcony once held a small garden Vaults


where the sages and seers of the Alabaster Trident could
relax. The balcony’s white stone wall is 5 feet high; the
other side drops 100 feet to the seafloor below (area C1). The Alabaster Trident descended farther into the
The double doors to the east lead into area B15, but they ground than most of its visitors ever knew. Beneath the
are shut fast unless opened via the control panel in area laboratories of the High Halls, the tower’s architects
B15. The thick doors are made of the same reinforced designed a series of independent treasure vaults
stone as the rest of the tower (hardness 15, hp 60, break connected by arcing hallways. All of the chambers were
DC 40). also connected by a network of thin metallic pipes to
Creatures: Three enormous sapphire jellyfish float allow guardians in gaseous form to respond to trouble
20 feet above the balcony. The jellyfish are currently anywhere in the Vaults.
snacking on small crabs pulled from the “herd” of the sea Some of the more avaricious prophets at the Alabaster
siren far below, but they eagerly attack larger creatures Trident had foreseen Auberon’s political maneuvering to
for a more filling and nourishing meal. The jellyfish each take over the tower. Rather than warn the other seers and
attack separate targets, lashing down with their tendrils. scholars, these greedy prophets waited for the confusion
A jellyfish flees if reduced below 30 hit points or if dealt following Auberon’s arrival, plundered the vaults, and fled.
more than 40 points of damage in a single attack. The contents of the vaults had never motivated Auberon

28
anyway, so the loss of treasures he wasn’t even aware of C. THE VAULTS
did not particularly concern him. Instead, he repurposed The Vaults are a series of rounded chambers connected Tower
of the
the vaults to serve as laboratories for experiments by long, curving halls. The entire level is built into the
Drowned
that even the imperious and untouchable wizard
wanted to keep out of the public eye: experiments in
solid stone upon which the rest of the Alabaster Trident
stands. There are few straight walls in the Vaults, giving
Dead
torture and necromancy, and explorations into the architecture a more organic appearance that the rest
Foreword
unpredictable worlds. of the tower. All the chambers in the Vaults are flooded
Auberon used the system of pipes to circulate rare with seawater, although there are no currents or other Part 1:
necro-vapors and vile fluids between the laboratories. underwater motion. The ceilings inside the Vaults are On the Tines
To aid in these experiments, Auberon bound a quartet 20 feet high. The halls of the Vaults are unlit, but the
of inscrutable, evil outsiders called shining children as rooms are illuminated by several continual flame spells Part 2:
enforcers and torturers. on the ceiling, giving the pelagic children the strong In the Haft
Auberon was most interested in finding out about lighting in which they prefer to work.
the veiled masters and their agents (whom he believed The doors within the Vaults are made of stone and Part 3:
to be all aquatic races, but aquatic elves and merfolk in lack handles or hinges. The doors slide aside when Through the
particular). Several unfortunate elves and merfolk were touched by any creature bearing an active ioun stone. A
Vaults
tortured to death to reveal secrets they did not know, door opened this way remains open for 1 minute, but it
Part 4:
but their torment did not end in death. With the aid of does not shut if an obstacle (such as a creature) is in the The High
the shining children, Auberon fashioned new types of doorway. For most of the doors in the Vaults, any ioun Halls
undead from their bodies and souls­—many of which stone (even a dull gray ioun stone) suffices. The door in
still haunt the vaults beneath the Alabaster Trident. area C15 requires three specific ioun stones and is much Part 5:
When Earthfall dropped the Alabaster Trident into harder to open, as described in that area. A character The Omen
the ocean, a wide wedge of hard stone split the Vaults. lacking an ioun stone can open a door with a successful Dominion
Several of the vaults were abandoned and Auberon DC 30 Use Magic Device check or by battering the door
had to magically transform his shining children into down (hardness 15, hp 30, break DC 30). NPC Gallery
new aquatic forms—called pelagic children—and to Use the map on page 28 for this part of the
restore the riven necromantic piping (currently, the tower complex.
Secrets of
Azlant
necromantic piping connects only areas C5 through
C11, and is fully described in area C5). With this C1. Seafloor (CR 13) Azlant in
work complete, Auberon’s tortures and necromantic An expanse of deep-water coral surrounds the base of Inner Sea
the
experiments have continued to the present day. the Alabaster Trident. Although several varieties of fish
Another undead creature also calls the vaults home. and crabs live in this area, the primary predator is a Bestiary
Once Ochymua was freed, its minion Uluuthan was seaweed siren named Jarvokkuk; the creature considers
quick to heed the veiled master’s psychic call. Ochymua the crabs its personal herd and is currently worried about
had an important mission for its talented mind breaker; protecting it from the jellyfish lurking near area B16.
Uluuthan was to journey to the Alabaster Trident and If the PCs have not activated the clockwork
extract the location of the headquarters of the Spindle mechanism in area B15, the stone door here is shut and
Solution from one of that organization’s last members, must be battered down (hardness 15, hp 60, break DC
the lich Auberon. Uluuthan’s eagerness to please and 40). Otherwise, the door is open and provides access to
untrammeled arrogance were its downfall. Auberon the Vaults.
was much more powerful than Uluuthan expected, Creature: Jarvokkuk hides among the coral, hoping to
and the lich quickly killed the intruder. Using esoteric attack the jellyfish the next time they come back. When
necromantic fluids, Auberon transformed Uluuthan the PCs arrive instead, Jarvokkuk decides to eat a few of
into a rare type of vampire out of mere academic them and compel the rest to go fight the jellyfish and
curiosity. Worse, Auberon placed a permanent, powerful recover its crabs. Jarvokkuk is too protective of its herd
domination upon the undead aboleth, instilling a to flee, and likewise does not pursue PCs who retreat.
slavish loyalty.
Auberon normally spends much of his time in the JARVOKKUK CR 13
Vaults, but with the Alabaster Trident on alert and the XP 25,600
PCs coming closer, Auberon has decided to retreat to N seaweed siren (Pathfinder RPG Bestiary 4 235)
the Omen Dominion to plan his next move. Auberon hp 184
expects the pelagic children to stop the PCs or for the
PCs to run afoul of Uluuthan and the other undead Treasure: The remains of an unlucky marsh giant lie
horrors within the Vaults. among the coral here. Jarvokkuk’s crabs have eaten most

29
of the giant’s upper half, but her golden gorget (worth amulet of mighty fists, and an enormous gold necklace
400 gp) remains. worth 5,600 gp.

C2. Curator’s Room (CR 11) C3. Storage


This room was once one of the Vaults’ chambers, but
The walls of this rounded room are lined with metal shelves, it sustained significant damage when the Alabaster
which hold several coffers. A large enamel desk stands Trident fell into the sea. Now, the inhabitants of the
in the center of the room along with four sturdy chairs. All Vaults use this chamber to store spare parts, including
the furnishings are faded, as though exposed to extensive metal cuffs, lengths of pipe, boxes of syringes, and thick
sunlight. The room’s only egress is a hallway to the southeast. iron face masks. There are also several containers of
bland but nourishing seaweed cakes and casks of fresh
This room once served as the office of the curator water here, used to sustain the Vault’s living victims
of the Vaults, but the records here disintegrated in the while they undergo their horrifying transformations.
seawater when the tower sank long ago. Since that time, As there are no currently living prisoners in the Vaults,
the pelagic children who act as this level’s torturers—and the denizens of this level have no reason to enter this
those who transform the killed prisoners into undead room; it therefore makes a good place for the PCs to
monstrosities—rest in this room on occasion. As a result hide and rest.
of their long occupation, the furnishings have gained a
bleached appearance but are otherwise serviceable. C4. Planar Exploration Canisters (CR 13)
Trap: To protect this room from escapees or other
unwanted visitors, the pelagic children have placed The eastern wall of this room sustained a serious collapse
an enhanced symbol of insanity trap that explodes with a long time ago, crushing five metal tubes, each the size of
dazzling light when triggered. The symbol is on the a rowboat. The ends of the metal tubes protrude from the
floor on the other side of the desk from the entrance; it wreckage. Each has a small porthole facing the room and
is visible to anyone moving more than 10 feet into the a rune-scribed lever underneath the porthole. Charts and
room. Pelagic children and undead cannot trigger this designs on the walls depict overlapping circles and triangles.
trap, although if they are in the area when it is triggered
by another creature, they suffer the trap’s effects This room was once the site of strange experiments
as normal. in extraplanar travel. The metal canisters could be
transported to other planes to either take a traveler to a
BRILLIANT SYMBOL OF INSANITY TRAP CR 11 target plane or return a creature to one. Auberon had not
XP 12,800 yet gotten around to converting this room to another
Type magic; Perception DC 33; Disable Device DC 33 purpose when the Alabaster Trident fell into the sea and
EFFECTS the room was severely damaged.
Trigger spell; Reset none A PC who succeeds at a DC 15 Knowledge (planes)
Effect spell effects (symbol of insanity, permanent insanity, check identifies the wall carvings as depictions of several
Will DC 22 negates, and sunburst, 6d6 damage and other planes. If the result of this check is higher than 25,
blindness, Reflex DC 22 partial); multiple targets (all it becomes clear that the metal canisters are, in a sense,
targets within 60 ft. for the symbol of insanity and all extraplanar “diving bells” that can be sent into other
targets within 80 ft. for the sunburst) planes for travel or to retrieve creatures there.
There are five canisters in the room, each large enough
Treasure: A drawer in the desk contains two iridescent for one Large creature, or two Medium creatures, or four
spindle ioun stones. In addition to acting as spare “keys” Small creatures, and so on. Each has only a bare interior
to the doors in the Vaults, these stones are kept here to except the southernmost canister, which is occupied by
sustain the rare air-breathing visitors (or victims). two elemental creatures in stasis (see Creatures below).
The coffers contain the few valuable belongings on the Creatures: Peering into the portholes of the metal
prisoners that are brought here. As most aquatic elves canisters reveals that southern canister is occupied,
and merfolk are stripped of their valuables in the Haft, after a fashion: the porthole shows only slowly shifting
the treasures here once belonged to aboleths that were mud. This “mud” is actually a creature—one of the two
brought directly to the Vaults. They include an oblate carnivorous crystals jammed into the tube and held in
ring of protection +2 that fits over two Medium humanoid stasis. If the canister is touched or disturbed (whether
fingers rather than one (but still counts as filling a single or not the lever is touched), the end dilates open
ring slot), a circlet of persuasion that is permanently moist and the metal tube expels the carnivorous crystals.
even when taken from the water, a delicate +1 keen vicious The carnivorous crystals are immediately returned

30
to full awareness and attack anything in the room.
Unfortunately for the crystals, they cannot breathe Tower
of the
underwater and immediately begin drowning while
PEARLESCENT PYRAMID Drowned
they fight—although their high Constitution scores
mean that they can fight desperately for several rounds IOUN STONE Dead
before drowning. This rare ioun stone was developed by ancient
Foreword
Azlanti scientists attempting to cure a debilitating
CARNIVOROUS CRYSTALS (2) CR 11 plague that shunted parts of the victim into the Part 1:
XP 12,800 each Ethereal Plane. It allows its owner to consciously On the Tines
hp 136 each (Pathfinder RPG Bestiary 3 45) reach across the veil between the Material Plane
and the Ethereal Plane. Part 2:
Development: Once the PCs deduce that the canisters In the Haft
can be used for extraplanar travel, they might attempt to PEARLESCENT PRICE
Part 3:
repair them. With a successful DC 35 Knowledge (arcana)
PYRAMID IOUN STONE 48,000 GP
Through the
or Knowledge (engineering) check, the southernmost
canister can be repaired for a single use. Once this
SLOT none CL 12th WEIGHT — Vaults
AURA strong conjuration
canister is activated, pulling the lever sends the canister
Part 4:
to a random Outer Plane (Pathfinder RPG GameMastery This ioun stone resembles a small, pearl-white
The High
Guide 194). If the canister is occupied by any creature tetrahedron. This stone grants the ghost touch Halls
or object when the lever is pulled, the contents of the special ability to the user’s unarmed strikes and
canister are dumped into that plane; the canister is to melee weapons she wields. The user can Part 5:
thereafter wholly inoperable and does not return, also focus her gaze as a standard action The Omen
making it a one-way trip. If the canister is and gain the benefits of see invisibility Dominion
unoccupied, the canister dilates when it reaches for 1 round. If the user is incorporeal,
its destination plane, drawing in a random corporeal melee weapons she touches NPC Gallery
Large or smaller creature near its landing gain the ghost touch special ability,
site with a telekinetic yank (Will DC 19 allowing her to pick up and use corporeal
Secrets of
Azlant
negates; this is a transmutation effect) and returns. melee weapons as normal.
You should decide whether the canister returns empty Resonant Power: This stone grants the
Azlant in
or with a denizen from the destination plane (which is ghost touch special ability to normal or masterwork Inner Sea
the
probably irritated from being unceremoniously hauled light armor the user has worn for at least 24 hours.
away). The canister works only once and is thereafter This benefit lasts as long as the armor is in the Bestiary
permanently inoperable. The other canisters can’t user’s possession.
be repaired. Cracked: This stone functions as normal, but the
user’s unarmed strikes and melee weapons lose all
C5. Empty Operating Room enhancement bonuses and other weapon special
abilities except for the ghost touch special ability
The curved walls of this room contain hooks bearing metal granted by this stone (although a magic weapon
tubes, syringes, and wide-bladed implements. A bare stone that loses its enhancement bonuses still counts as a
table in the center of the room is fitted with several sturdy magic weapon for the purpose of overcoming damage
manacles. Steel pipes with metal tracery line the curved wall to reduction). Price: 32,000 gp.
the northeast, then enter the wall to the east. Flawed: This stone functions as normal, but it
doesn’t grant the user the benefits of see invisibility.
This is one of several horrid operating rooms where Price: 45,000 gp.
Auberon and his minions torture their victims and CONSTRUCTION REQUIREMENTS COST 24,000 GP
transform them into undead creatures. Although Craft Wondrous Item, creator must be 12th level
Auberon personally prefers drawn-out interrogation
sessions where he exposes his victim’s deepest secrets
(and extorts confessions, however spurious, about the Development: The steel pipes circulate the eldritch
victim’s responsibility for Earthfall), the pelagic children fluids and gases that Auberon uses to transform living
enjoy mutilation and reanimation for its own sake, creatures into undead throughout areas C5 through C11.
without any specific agenda. This room is currently Several valves along these pipes, when opened, release
empty, but the clamps and implements here show signs regulated amounts of these materials. Auberon and the
of disturbingly regular use. pelagic children first attach the tubes and syringes here

31
to inject the substances directly into their victims. If effects for 1d6 hours. Creatures that remain in the room
these tubes aren’t connected—or if they are connected must repeat the save every minute for 10 minutes, when
but don’t terminate in a body—they float freely about the substance becomes too diluted to have any further
and affect everyone in the room. The pelagic children effect. The pipes are unlabeled, although Auberon and
know better than to release the fluids into the room, as the pelagic children know which valves release which
they would also be susceptible to the effects. substances; if the PCs open a valve at random, select a
If these substances are injected directly into a living substance or determine one randomly.
creature, the creature takes the substance’s associated Although multiple necromantic substances can
effects automatically (with no saving throw) for 2d10 affect a creature simultaneously, effects of multiple
hours. If these substances are released into the room, all doses of the same substance don’t stack. Living
living creatures in the room after 1 minute must succeed creatures under any of these effects can be sensed by
at a DC 25 Fortitude save or suffer the released substances’ spells that detect undead, though the peculiar result
such spells return informs the caster that the target is
still a living creature.
Safety valves within the room’s walls limit the release
to only small amounts of the substances at a time, so the
room can release a single dose of each substance only
once per day. This isn’t a hindrance to Auberon and the
pelagic children, who prefer to spread their tortures out
over several days anyway. The specialized knowledge
and ritualistic cruelties required to enhance these
effects to create permanent undead creatures are,
fortunately, out of reach of nonevil PCs.
Aerated Necrosis: The creature’s flesh becomes
unnaturally tough. It gains a +2 natural armor bonus
to AC. Its corpse-like consistency deadens sensations
and impedes its movement, imparting a –2 penalty to
its Dexterity score.
Cadaveric Fluids: The creature’s body takes
on a deathly pallor. It gains a +1 natural
armor bonus to its AC and a +2 bonus
on saves against mind-affecting effects.
Its flesh rots, turning corpse-like and
gray, imparting a –2 penalty to its
Constitution score.
Liquid Mortification: The creature’s touch
drains the warmth of life from others. As a
standard action, it can make a touch attack that deals an
amount of cold damage equal to 1d4 + its Charisma
modifier. The flesh from one of its limbs rots
away, leaving blackened, skeletal bones that
itch constantly, imparting a –2 penalty to its
Charisma score.
Necro-Vapors: The creature becomes
inured to negative energy. It gains a +2
bonus on saving throws against spells and
effects that work only on living creatures.
It is healed by negative energy and harmed by
positive energy as if it were an undead creature.
Pelagic Child
C6. Accidental Banshee (CR 13)
This operating room appears similar to area C5, with
the notable exception of a dead female aquatic elf
chained to the operating table. This elf was a great

32
warrior and defender of her tribe, but her lover betrayed This operating room was damaged when the Alabaster
her during a raid by Auberon’s minions. A pearlescent Trident sank, and it has been unused since that time. If Tower
of the
pyramid ioun stone orbits lazily above the corpse’s head the PCs experiment with the valves on the pipes in this
Drowned
(see the sidebar on page 31). Tubes running from the
pipes on the curved rear wall terminate in the skull
room, refer to area C5 for possible effects. Due to a slow
leak here, all creatures take a –4 penalty on Fortitude
Dead
and chest of the deceased elf. With a successful DC 20 saves to resist the effects of the necromantic substances
Foreword
Knowledge (arcana) check, a PC determines there is while in this room.
something suspicious about this configuration, as an Haunt: Although the pipes still deliver necromantic Part 1:
ioun stone won’t orbit an ordinary corpse. substances to areas C5 and C6, a slow leak has infused On the Tines
Although the pelagic children have long years of this room with necromantic energy. The last victim to
practice keeping their prisoners barely alive while die here was an Azlanti mariner who Auberon believed Part 2:
transforming them into undead monstrosities, their to be in league with the veiled masters. Auberon tortured In the Haft
techniques are inexact and their victims occasionally him to death when he refused to divulge information
die. The pelagic children eventually find other uses for he didn’t have. The man’s terror and pain have lingered Part 3:
the corpses, such as rendering them into components here, enhanced by the necromantic fluids to become a Through the
in area C11 or using them as a gruesome source of dangerous haunt. The haunt activates when a piercing
Vaults
nutrition for other victims. In this case, Auberon or slashing weapon is brought into the room, targeting
Part 4:
wanted to see whether the rare pearlescent pyramid ioun creatures in the room at random. The High
stone would enhance undead creations. He deemed Halls
the experiment a failure, but he has been too busy to AUBERON’S INTERROGATIONS CR 15
recover the ioun stone. XP 51,200 Part 5:
Creature: Auberon’s experiment was, in fact, partially CE persistent haunt (area C7) The Omen
successful. The dead elf ’s spirit lingers on in her corpse Caster Level 15th Dominion
and rises as a banshee as soon as anyone enters the Notice Perception DC 30 (to hear a distant cry of “No, no
room or if the body is disturbed (attempts to snare the more questions!” in Azlanti) NPC Gallery
ioun stone from outside the room that do not disturb hp 67; Trigger proximity (when a piercing or slashing
the body do not rouse the banshee). The banshee’s first weapon is brought into the room); Reset 1 hour
Secrets of
Azlant
action is to unleash her terrifying wail. If the ioun stone Effect Each round, a random creature in the room is affected
hasn’t been removed from around the corpse’s head, by the maze spell. The resulting maze strongly resembles
Azlant in
it remains floating around the banshee’s head and the Vaults as they appeared before the Alabaster Trident Inner Sea
the
confers its benefits to her. If she kills an opponent that sank—the rooms are dry and the furnishings are much
had been wielding a weapon, she glides over to pick newer. These ersatz Vaults are much more expansive, Bestiary
up the weapon using the powers of the ioun stone and though. The curved halls lead to an endless procession of
thereafter fights with it. If no weapon is available, she empty operating rooms and yet more curved halls. Each
instead fights with her incorporeal touch. Filled with round the victim is in the maze, he catches glimpses of
rage and pain, the banshee fights until destroyed. a living Auberon pursuing him, brandishing knives and
needles surrounded with sickly black energy. Although
BANSHEE CR 13 this spectral Auberon is never clearly in view and cannot
XP 25,600 be targeted by spells or effects, Auberon’s ceaseless
hp 161 (Pathfinder RPG Bestiary 2 41) interrogations thunder throughout the maze. (Good
sample questions include: “When did you begin serving
Treasure: The pearlescent pyramid ioun stone remains the veiled masters?” “Who has been compromised in
after the banshee is defeated. It is one of the ioun stones the Spindle Solution?” “What do you know about the
required to open the hatch in area C15. oncoming apocalypse?”). Each round while in the maze,
Development: The valves along the steel pipes in this the victim must succeed at a DC 22 Will save or take
room are closed; if the PCs experiment with them, refer 1 point of Wisdom damage.
to area C5 for possible effects. Destruction This haunt is destroyed if Auberon is defeated
or if the source of the necromantic substances in area
C7. Breached Piping (CR 15) C11 is destroyed.

The curved wall at the rear of this room is split open, with C8. Aberrant Experiment (CR 14)
rocks tumbled across the floor. Steel pipes line the rear wall, This operating room resembles area C5, except for
bent at the point of the wall’s collapse. A bare operating table the dead sahuagin on the operating table. The pelagic
stands against the west wall. children have been undertaking a side experiment here,

33
grafting amputated aboleth tentacles to the sahuagin’s other with scintillating pattern. They use their searing rays
torso. Once their creation is complete, they intend to and touches against isolated foes.
animate it using the necromantic substances flowing Morale Bound to serve Auberon, the pelagic children fight to
through the pipes. The pelagic children hope to create the death.
a new form of undead, just as Auberon created the first STATISTICS
litanu here long ago. Str 10, Dex 15, Con 20, Int 15, Wis 11, Cha 24
If the PCs experiment with the valves on the pipes, Base Atk +16; CMB +16; CMD 37
refer to area C5 for possible effects. Feats Ability Focus (blinding light), Dodge, Improved
Creatures: When the Alabaster Trident flooded, Initiative, Lightning Reflexes, Mobility, Skill Focus
Auberon worked quickly to save his shining children (Perception), Spring Attack, Weapon Finesse
servants from drowning. Merging their bizarre anatomies Skills Bluff +26, Diplomacy +23, Fly +10, Intimidate +26,
with anglerfish and amphibians that breathe through Knowledge (arcana, planes) +21, Perception +25,
their skin, Auberon created a new type of creature he Spellcraft +21, Use Magic Device +26
calls pelagic children. These shining children variants Languages telepathy 120 ft.
are gaunt and fish-like, with slimy, luminous skin and SQ amphibious, radiant armor
webbing between their limbs and their torsos. As wicked Gear dusty rose prism ioun stone
as their land-bound kin, pelagic children particularly SPECIAL ABILITIES
enjoy inflicting torture on other aquatic creatures. They Blinding Light (Ex) A pelagic child can radiate a 60-foot-
quickly move to intercept and eliminate intruders, radius aura of blinding light as a free action. Creatures
pursuing them anywhere within the Vaults, using greater within the affected area must succeed at a DC 26 Fortitude
teleport as necessary to catch them. save or be permanently blinded. A creature that successfully
saves cannot be affected again by the same pelagic child’s
PELAGIC CHILDREN (2) CR 12 aura for 24 hours. The save is Constitution-based.
XP 19,200 each Breathing Skin (Ex) Because a pelagic child’s skin aids in its
Amphibious shining child (Advanced Bestiary 23, Pathfinder breathing, it takes a –2 penalty on Fortitude saving throws
RPG Bestiary 2 245) against gases and other inhaled effects.
CE Medium outsider (aquatic, evil, extraplanar) Burning Touch (Su) A pelagic child corrupts the positive
Init +6; Senses darkvision 120 ft., low-light vision; energy within a living creature into an unnatural burning
Perception +25 light. For the next 5 rounds after a successful touch attack
Aura blinding light (60 ft.) by a pelagic child, the target takes 2d6 points of fire
DEFENSE damage. The burning light can be extinguished by casting
AC 26, touch 21, flat-footed 23 (+7 deflection, +2 Dex, darkness or deeper darkness on the target or if the target
+1 dodge, +1 insight, +5 natural) enters an area of natural darkness (not counting the light
hp 168 each (16d10+80) from the burning target).
Fort +15, Ref +9, Will +10 Radiant Armor (Su) The light that surrounds a pelagic child
Immune blindness, fire, poison; Resist cold 10, sonic 10 grants it a deflection bonus to its AC equal to its Charisma
Weakness breathing skin bonus. The bonus is negated as long as the pelagic child is
OFFENSE in the area of effect of a spell with the darkness descriptor
Speed 20 ft., fly 40 ft. (perfect), swim 50 ft. that is at least 3rd level.
Melee 2 touches +18 (4d10 fire plus burning touch) Searing Ray (Su) A pelagic child’s primary attack is a ray
Ranged searing ray +18 touch (10d6 fire) of searing light. This attack has a range of 120 feet. The
Spell-Like Abilities (CL 12th; concentration +19) ray deals double damage to undead creatures. This attack
At will—greater teleport (self plus 50 lbs. of objects only), functions underwater and is not blocked by the surface of
light, major image (DC 20) a body of water.
3/day—greater dispel magic, mirage arcana (DC 20),
rainbow pattern (DC 22), spell turning, sunbeam, wall Treasure: On a shelf near the door rests a wand of gentle
of force repose with 28 charges remaining. The pelagic children
1/day—scintillating pattern (DC 25), screen (DC 25), use this wand to ensure their “side experiment” remains
symbol of insanity (DC 25) pliable throughout their monstrous grafting process.
TACTICS
Before Combat If they expect trouble, the pelagic children C9. Flayed Aboleth (CR 15)
each cast spell turning.
During Combat Pelagic children attempt to separate their Several dozen chains extend from the walls of this rounded
opponents with wall of force and turn them against each room, each hooked into the flayed form of an aboleth.

34
Tower
of the
Drowned
Dead
Foreword

Part 1:
On the Tines

Part 2:
In the Haft

Part 3:
Through the
Vaults

Part 4:
The High
Halls

Part 5:
The Omen
Dominion

NPC Gallery

Secrets of
Azlant

Azlant in
The ichthyic beast has had its skin peeled back and secured tubes and nozzles protrude from the pipes into the cages, Inner Sea
the
in place by the chains, displaying the layers of muscle each ending in a thick syringe. Air bubbles from some of
and cartilage below with clinical precision. Despite being these tubes and pipes, while others seep strange liquids Bestiary
submerged, the creature has a desiccated appearance, as into the surrounding water.
though its internal fluids had been completely extracted.
Steel pipes run along the rear wall of this room, disappearing Unlike the other operating rooms, which generally
into the walls to the north and arching into the ceiling to house only a single victim at a time, this room can hold
the south. as many as eight subjects. When Auberon perfected the
creation of litanus, he redesigned this room to produce
Auberon captured this aboleth ages ago, but he several of the undead at once in order to build an army
lacked sufficient knowledge of aboleth physiology to of the rare undead creatures. The cages have heavy
successfully transform it into an undead minion. He hasps and can be locked with a standard action, but all
instead flayed it and displayed the corpse as a gruesome the cages are currently unlocked. Each cage contains
exhibition of aboleth anatomy. Auberon considers the a dead merfolk with tentacles grafted to its back and
result a true work of art, like a beautiful sculpture, tubes running from the pipes along the wall to its spine.
and the lessons he learned from this exercise recently Although these merfolk resemble litanus, they are not
allowed him to successfully transform Uluuthan. yet animate. If left alone for another week, the dead
If the PCs experiment with the valves on the pipes in merfolk animate as litanus.
this room, refer to area C5 for possible effects. The dead merfolk are connected to the pipes in this
room. If a merfolk corpse is removed from its cage
C10. Litanu Workshop without a successful DC 12 Disable Device or Heal check,
the tube connected to its spine pops free and sprays
Eight metal cages, each sized to fit a humanoid creature, necromantic fluids into the room, exposing everyone in
line the rounded rear wall of this room, against a series of the room to a random necromantic substance; see area
pipes that disappear into the east and west walls. Several C5 for effects.

35
corner of the room contains a large statue of a stern, robed
man with a severe widow’s peak.

AZURE BRIOLETTE Auberon constructed the necromantic pump in


IOUN STONE this room to power his foul experiments. The lich has
This brilliant blue ioun stone was invented by made several upgrades in the intervening millennia—
Azlanti psychics to draw mental energy from others most notably those that allow the machine to function
to bolster the bearer. underwater. The machine concentrates and cycles the
eldritch necromantic substances that circulate through
AZURE BRIOLETTE PRICE the pipes from areas C5 through C10.
IOUN STONE 15,000 GP Although the machine is efficient, its supply of
necromantic substances must be renewed every few days
SLOT none CL 12th WEIGHT —
by drawing fluids and gases from an undead creature
AURA strong enchantment and necromancy
through the machine’s metal hoses. Currently, two
This pear-shaped ioun stone sparkles in a brilliant hoses are each attached to an immobile lacedon. These
blue color. Whenever a creature fails a saving lacedons came to swear allegiance to Auberon, but the
throw against a mind-affecting spell cast lich tricked the simpering creatures into serving
by this ioun stone’s user, the user gains a as source materials for his necromantic pump;
number of temporary hit points equal to although they have now realized their plight, they
the targeted creature’s Charisma bonus are too deeply drained to escape. Each lacedon has
(minimum 0) until the start of the user’s been reduced to a Charisma score of 1 and has
next turn. These temporary hit points do only 3 hit points remaining, as almost all of their
not stack. The user doesn’t gain temporary energy has been drained into the necromantic
hit points from a creature that voluntarily pump. The lacedons cannot fight and can be easily
fails its saving throw against the spell. detached from the hoses.
Resonance: This stone allows the user to pick The necromantic pump is surprisingly durable; it
up on psychic resonance from corpses. So long as the has a hardness of 10 and 300 hit points. So long as any
user has carried the ioun stone continuously for at least undead creatures are attached to its hoses, the pump
24 hours, the first three corpses touched by the user regains 1 hit point each round. However, the PCs can
each day babble residual psychic impressions into the sabotage the pump: with a successful DC 20 Disable
bearer’s mind. This functions as the grave wordsOA spell, Device, Knowledge (arcana), or Knowledge (engineering)
except that only the user can hear the corpse speak. check, a PC adjacent to the pump deals damage to
Cracked: This stone functions as normal, but the the pump equal to the check’s result. Permanently
number of temporary hit points gained from the azure destroying the pump requires detaching the lacedons
briolette ioun stone cannot exceed the user’s Charisma and reducing its hit points to 0. Once the pump is
bonus (minimum 0). Price: 14,000 gp. destroyed, the valves in areas C5 to C10 no longer emit
Flawed: This stone grants only 1 temporary hit necromantic substances and substances remaining in
point, even if the target’s Charisma bonus is higher the system dissipate harmlessly.
than 1. Price: 8,000 gp. Creature: The aboleth vampire Uluuthan is usually
CONSTRUCTION REQUIREMENTS COST 7,500 GP found in this room, making adjustments to the pump
Craft Wondrous Item, creator must be 12th level and contributing its own unique mix of necrotic mucus
to the machine. Despite warnings Uluuthan may have
received from Auberon or the pelagic children about the
C11. Necromantic Pump (CR 15) PCs, it does not expect intruders to make it this far into
the Vaults.
The rounded south wall of this room contains a large and Uluuthan’s possessions are limited to two ioun stones,
complex machine made of glass, metal, and stone. Gears one of which is a pear-shaped stone (see the sidebar
whir and pistons pump back and forth, sending shuddering above) required to open the hatch into the High
vibrations through the room. Long metal hoses protrude from Halls, so the PCs likely need to confront Uluuthan to
the machine, quivering and undulating in the water. Two acquire this item. Although Uluuthan is an ageless, evil
of these hoses are attached to shriveled, pallid humanoids monster, it does not harbor any particular animosity
bobbing near the room’s ceiling, while others wave lazily back toward the PCs. It is driven to protect Auberon and
and forth like blind serpents seeking sustenance. Several pipes Auberon’s tower, but it doesn’t share its master’s hatred
lead out of the machine into the east wall. The northeastern or paranoia.

36
Uluuthan is constantly haunted by the mortality it If the PCs are overtly hostile, or if none of them
has lost, giving it a sense of uncharacteristic empathy appear afflicted with undeath, Uluuthan sees no reason Tower
of the
toward undead PCs or PCs afflicted by the necromantic to parlay and attacks.
Drowned
fluids circulating through the Vaults. The aboleth
prefers to converse with these PCs rather than attack ULUUTHAN CR 15
Dead
them, so the PCs might have a surprisingly open XP 51,200
Foreword
conversation with the monster. You should use this hp 237 (see page 60)
opportunity to fill in the PCs on any aspects of the Part 1:
adventure background that they haven’t yet figured Development: Uluuthan’s azure briolette ioun stone is On the Tines
out. Uluuthan knows Auberon’s overall history and one of the three ioun stones required to open the hatch
Ochymua’s desire to locate a hidden Azlanti base. in area C15. Part 2:
Uluuthan suspects that Auberon’s urgent withdrawal In the Haft
into the High Halls is because Ochymua personally C12. Teleportation Chamber (CR 11)
came to extract this information from the lich. Part 3:
Uluuthan’s memory was badly damaged in its This spherical room appears to have been constructed using Through the
transition to a vampire. It has conveniently forgotten magic. It has a single entrance at the end of a short hall.
Vaults
any information that you don’t have or don’t feel A circle fifteen feet in diameter is carved onto the floor,
Part 4:
inclined to give away, such as details about ancient surrounded by luminous runes that flicker erratically. This
The High
Azlanti ruins or about Ochymua’s weaknesses or tactics. room feels cooler than others on this level. Halls
Pressing on these issues likely enrages Uluuthan.
If any of the PCs are under the effects of necromantic This room was once a teleportation chamber that Part 5:
substances, Uluuthan feels stirrings of empathy and connected to similar rooms in other parts of Azlant. A The Omen
addresses the PCs telepathically. The vampire bemoans few centuries ago, the magic in this room failed and the Dominion
the fact that it, too, was recently a living creature but that teleportation circle became inoperable. Auberon has
it also succumbed to undeath here in the Vaults. If the been intending to fix it and explore the status of the NPC Gallery
PCs are willing to parlay, Uluuthan explains that it came other Azlanti ruins once connected to this teleportation
to the Alabaster Trident at the behest of its old master network, but he hasn’t found the time. The runes on this
Secrets of
Azlant
Ochymua but that its new master Auberon discovered its teleportation circle still retains some residual magical
intrusion and transformed it, over agonizing weeks, into energy. A PC can identify this room’s original purpose, Azlant in
its current form. Uluuthan only vaguely remembers that as well as the fact that the teleportation circle is no Inner Sea
the
its task from its old master was to uncover the location longer functional, with a successful DC 20 Knowledge
of an important Azlanti facility that its new master kept (arcana) check. Bestiary
secret. Unfortunately, Uluuthan’s torturous death and Trap: To keep intruders out of this room until
subsequent reanimation wiped away much of its recent Auberon gets around to fixing it, the pelagic children
memory and has affected its personality. Uluuthan is placed a trap here similar to the one in area C2. The
much more forthcoming about its new master, gesturing symbol is inscribed on the domed ceiling of this room,
with loyal adoration to the statue of Auberon (as with the visible to anyone who steps out of the short hall and into
other statues, the lich could use it to observe the PCs, the spherical portion of the room.
but his attention is currently elsewhere). Uluuthan now
reveres its new master and wildly overstates Auberon’s BRILLIANT SYMBOL OF INSANITY TRAP CR 11
powers, insisting that the PCs are no match for the XP 12,800
lich. Uluuthan engages in conversation for no more Type magic; Perception DC 33; Disable Device DC 33
than a few minutes, as it realizes that Auberon might EFFECTS
be disappointed if the PCs were allowed to run amok in Trigger spell; Reset none
the Alabaster Trident. It eventually attacks, if grudgingly, Effect spell effects (symbol of insanity, permanent insanity,
insisting that it’s doing the undead-tainted PCs a favor Will DC 22 negates, and sunburst, 6d6 damage and
by saving them from its own terrible fate. blindness, Reflex DC 22 partial); multiple targets (all
Uluuthan engages in combat using his psychic spells targets within 60 ft. for the symbol of insanity and all
such as ego whip III and psychic crush I to incapacitate targets within 80 ft. for the sunburst)
its enemies. Against foes resistant to its mind-affecting
attacks, Uluuthan relies on lightning bolt and magic Development: If the PCs trigger this trap or otherwise
missiles. Uluuthan is reactive in combat, using spells make excessive noise while in this room or the hallway
such as dispel magic, fire shield (chill shield), and protection outside it, the pelagic children in area C14 come to this
from energy to counter its opponents’ effective tactics. room to investigate in 1d4+1 rounds.

37
C13. Anatomical Displays PELAGIC CHILDREN (2) CR 12
XP 19,200 each
Most of this room has suffered a catastrophic collapse, tumbling hp 168 each (see page 34)
stone throughout the southern half. A dozen mannequins bob
in the remainder of the room, connected to the floor with Treasure: The weapon racks contain nine masterwork
wires. The mannequins depict elves and merfolk, each with glaives with unusual blade designs, each worth 400 gp to
pieces missing to show cross-sections of musculature, bones, a collector of Azlanti relics. A wand of gaseous form with
and circulatory systems in a comprehensive anatomical display. 46 charges remaining hangs from one of the pipes on
Some of the mannequins are battered or scratched. A wide an ancient metal chain. The guards once stationed here
opening leads north out of the room. could use the wand, enter the pipes, and reach any of
the vaults. Removing the wand from the chain requires a
Auberon and the pelagic children keep these successful DC 18 Strength check.
centuries-old mannequins as anatomical references for
the various creatures they torture and transform here in C15. Hatch
the Vaults. All are constructed of a durable resin and can
be adjusted and posed to display different parts of the This small, circular room contains stairs leading to a large
body. Close examination shows that there are two kinds metal hatch, fifteen feet wide, set into the ceiling. Next to the
of elf mannequins: aquatic elves and surface elves. hatch is a small panel with three indented shapes: a triangle,
Development: If the PCs are particularly noisy while a pear shape, and a rectangle.
in or near this room, the pelagic children in area C14
come to investigate. The hatch leads up to area D1 in the High Halls,
but Auberon has sealed the High Halls with the
C14. Coffin Chamber (CR 14) arcanovallation ward described on page 25. Auberon
is unaware that the powerful ward can be bypassed by
Sturdy weapons racks line the walls of this rounded room, using the proper combination of ioun stones to open this
holding polearms with oddly curved blades. A large pipe juts hatch. The hatch opens if the PCs insert the pearlescent
from the curved northeast wall. A metal cube as large as a pyramid ioun stone from area C6 into the triangle-shaped
wagon stands against the west wall, its top lid open wide. A slot, the azure briolette ioun stone from area C11 into the
wide opening leads south out of the room. pear-shaped slot, and any prism-shaped ioun stone (such
as the dusty rose prism ioun stones used by the pelagic
This room was designed as a guardroom, from which children) into the rectangular slot. Placing or removing
Azlanti guards could protect the Vaults from thieves and an ioun stone from a slot is a move action.
intruders. There were once many more weapons; several Once the hatch is opened, it remains open as long
of the surviving ones have been given out to the litanus as all three ioun stones remain in the slots and for
elsewhere in the Alabaster Trident. The pipes on the 1 minute thereafter.
rear wall originally accessed the system of tubes that led Alternatively, a PC can open the hatch with a
through the Vaults, but when Auberon repurposed those successful DC 50 Use Magic Device check. Reduce this
tubes to circulate necromantic fluids to his operating DC by 5 if only one correct ioun stone is used, and reduce
rooms, he disconnected these pipes from the system. it by 10 if two correct ioun stones are used. If opened
The huge metal box along the west wall is Uluuthan’s this way, the hatch remains open for 1 minute before
coffin; it is partially filled with black sand. If the two shutting again.
pelagic children are sifting through the sand (see Story Award: If the PCs open the hatch using all three
Creatures below), then the box appears to be brightly lit ioun stones, award them 25,600 XP.
from within.
Creatures: Two pelagic children pick through the
black sand in Uluuthan’s coffin, pulling out bits of shell
and coral. Uluuthan commanded these outsiders to Part 4:
perform this dull task for a perceived slight, primarily The High Halls
to assert his newfound authority over the pelagic
children. The pelagic children chafe at this task but
cannot disobey the vampire. To break the monotony, The grandest public areas of the Alabaster Trident were
they eagerly attack any intruders. A pelagic child known as the High Halls. These lofty rooms contained
reduced to fewer than 30 hit points flees and attempts the tower’s largest meeting areas, laboratories, and
to find reinforcements. lecture halls, as well as a cavernous dining room and

38
attached kitchen. These levels also contained the meeting
chambers for the tower’s most renowned prophets, as Tower
of the
well as private preparation rooms for the prophets and
SHADOW POSSESSION Drowned
their attendants.
Auberon had little need for public space and Auberon’s clockworks contain special internal chambers
Dead
discouraged all but the most powerful and influential allowing them to be occupied by an incorporeal creature,
Foreword
visitors, so he repurposed many of these rooms as his such as his loyal shadows. The shadow must be at least
personal laboratories. However, his ability to renovate one size category smaller than the clockwork construct Part 1:
these halls was limited. Much of the architecture and to pass into the construct and merge with it as it moves. On the Tines
many of the ornate statues provided load-bearing support While merged, the shadow moves with the construct and
for the tower’s higher levels. Yet the High Halls are still can see using its senses. The merged shadow cannot be Part 2:
the heart of the Alabaster Trident, since they contain the targeted by attacks or effects, although area attacks deal In the Haft
entrance to the Omen Dominion demiplane and the damage to both the shadow and the construct. If the
controls for the arcanovallation defense mechanism. construct is destroyed, the shadow is immediately ejected Part 3:
to an adjacent space. The shadow can leave the construct Through the
D. HIGH HALLS at any time by moving out of its space.
Vaults
The High Halls are enormous, imposing rooms A shadow merged with a construct gains some measure
Part 4:
designed to impress visitors. Ornate statuary and of control over the clockwork and can direct its actions,
The High
geometric designs are prevalent throughout, protected providing more tactical acumen than clockwork constructs Halls
against the omnipresent seawater with ancient magic. normally display. One of the construct’s melee attacks,
The High Halls are protected with the arcanovallation as selected by the shadow each round, deals damage Part 5:
described on page 25. The ceilings inside the High Halls as per the shadow’s incorporeal touch attack (although The Omen
are 30 feet high. Unless otherwise indicated, the doors the construct must hit with it against the target’s normal Dominion
are made of reinforced stone (hardness 15, hp 30) and AC, not the target’s touch AC, to impart this effect).
are unlocked. All of the rooms in the High Halls are Additionally, a merged shadow can wind the clockwork as NPC Gallery
flooded with seawater, and they have a slight current a full-round action. This is a supernatural ability.
as the water moves through the large connecting
Secrets of
Azlant
chambers. Ornate sconces near the ceiling of each
room contain continual flame spells, illuminating the (he relocated the magical laboratory to the more Azlant in
High Halls with normal light. spacious great hall in area D10). The pieces are all well Inner Sea
the
The lowest level of the High Halls contained several preserved despite long years underwater. The forge is a
connecting magical laboratories, all of which Auberon unique creation of Auberon’s design. To obtain the high Bestiary
repurposed into a series of workshops to create heat necessary to forge precision clockworks without a
clockwork creatures. Many of these rooms were damaged fire, Auberon designed the forge to arc electrical energy
when the Alabaster Trident sank into the ocean as part of in short, superheated bursts. Activating the electrical
the same collapse that damaged many chambers in the forge requires a successful DC 20 Knowledge (arcana)
Vaults below. Auberon simply works around rubble in or Knowledge (engineering) check. Failure results in an
the High Halls, and he hasn’t prioritized repairs. electrical discharge that deals 4d6 points of electricity
Use the map on page 40 for this portion of the damage to all creatures within 5 feet of the forge.
Alabaster Trident. The spiral ramp ends at the metal hatch leading to
area C15. A small panel is discreetly set into the wall near
D1. Central Workshop the bottom of the ramp, out of sight from the top of the
ramp. The panel contains indentations of a triangle, a
This large, rectangular room is lined with tables and shelves rectangle, and a pear shape. This hatch is opened with
holding an array of curved metal plates, cogs, and springs. three specific ioun stones, as described in area C15. The
Half-formed clockworks in piscine shapes occupy the tables. northwest door leads to area D2, while the northeast
A small forge occupies an alcove to the north near two large, door leads to area D3. The southeast and southwest
circular grinding stones. The south end of the room contains a corners are blocked by rubble; the damage sustained
short spiral ramp surrounded by a low metal railing. Doors exit when the Alabaster Trident fell into the sea has made the
from two corners of the room; the southeast and southwest two halls that once opened here impassable.
corners are instead filled with rubble. Treasure: Auberon relies heavily upon magic to aid
his manufacturing and keeps two scrolls of fabricate and a
Once a magical laboratory, this workshop is now where scroll of polymorph any object in a metal box near the forge.
Auberon manufactures precise clockwork mechanisms The scrolls are made of durable sealskin.

39
D10

D11 D12

TO D13
TO D9 TO D9

D13

D. HIGH HALLS
1 SQUARE = 5 FEET

D5
D2
D6

D7

D1

D8

D4 TO D11 D9 TO D10
D3

40
D2. Clockwork Storage (CR 2) non-clockwork creatures have no such restriction; the
PCs may need to intervene to save their plucky ally from Tower
of the
Racks of clockwork pieces crowd this room. The more powerful non-construct creatures. Baucrade
Drowned
pieces appear to be components of enormous
clockwork eels and squids. The southwest
has no particular loyalty to Auberon, and in
fact blames the lich for not coming to find
Dead
part of this room is a jumbled mass of it when it initially became lost and
Foreword
stone from a collapse in the distant wound down.
past. Hallways lead out to the east and to Baucrade has the statistics of Part 1:
the southeast. a normal clockwork familiar, On the Tines
but it has a swim speed of
Auberon keeps mostly 50 feet instead of a fly speed, Part 2:
complete pieces of clockwork has Swim +12 instead of the In the Haft
leviathans and clockwork Fly skill, and speaks Azlanti
nautiloids (see page 82) in this rather than Common. Baucrade Part 3:
room. The southeast hall ends at a door currently has no item installed, as Through the
to area D1, while the east hallway leads to Auberon hadn’t gotten around to installing
Vaults
area D3.
B aucrade
one before misplacing the creature.
Part 4:
Creature: A feisty clockwork familiar in the The High
form of a lionfish lurks among the large components BAUCRADE CR 2 Halls
stored here. Auberon created the creature on a whim XP 600
several decades ago, naming it Baucrade. Almost Clockwork familiar (Pathfinder RPG Bestiary 5 57) Part 5:
immediately, Baucrade got stuck while exploring hp 16 The Omen
among the clockwork nautiloids stored in area D3. Speed 10 ft., swim 50 ft. Dominion
Auberon assumed the creature had escaped the Languages Azlanti
tower and wound down somewhere. When the active NPC Gallery
clockwork nautiloid inadvertently knocked Baucrade’s D3. Nautiloid Workshop (CR 14)
key a few years later, the clockwork fish awoke again.
Secrets of
Azlant
Baucrade quickly “trained” the nautiloid to wind it Three armored shells as large as wagons hang from ceiling
when needed, but it otherwise keeps to this room, out hooks in this room, a dizzying array of clockworks spilling
Azlant in
of the way of other creatures. Baucrade has seen the out from within each. Hallways lead out to the west, south, Inner Sea
the
shadows inhabit the other clockwork creatures (see the and southwest.
sidebar on page 39), and it fears that one of the shadows Bestiary
might do the same to it—although Baucrade doesn’t This room is where Auberon assembles clockwork
realize it’s too small to inhabit. nautiloids. After Auberon completed a handful of these
When the PCs enter this room, Baucrade realizes enormous constructs, his efforts culminated in the
that these strangers might represent an opportunity superior version he named Xochatli, which was built
to leave the tower. It swims out from among the from his original design and is now occupying area
components, introducing itself and offering to fight at D10. Auberon then lost interest in the rote completion
the PCs’ side as an ally (and, in Baucrade’s mind, an of the unfinished creatures here. As a result, these
equal). Baucrade’s offer is genuine, but its knowledge is constructs have been hanging here, nearly complete,
limited—it knows only about areas D1 through D5. It is for decades.
aware of Auberon’s shadow minions and their leader, a The hallway to the west leads to area D2, while the
terrifying and stealthy shadow named Oulat Gloaming- hallway to the south leads to area D4. The southwest
Chill. Baucrade has seen the shadows possess clockwork hall ends at a door to area D1.
creatures, although it shudders visibly upon explaining Creatures: A single completed clockwork nautiloid
this ability. patrols this room, occasionally wound by the shadow
Baucrade is loyal and bold; its bravado far outstrips from area D5. The creature defends the room against any
its size and prowess. It rushes directly into melee intruders, pursuing opponents that flee.
whenever the PCs enter a fight. The sole exception is
if the PCs are in the presence of Auberon’s shadows, in CLOCKWORK NAUTILOID CR 14
which case Baucrade cowers behind the PCs, muttering, XP 38,400
“Stay out of my gears and springs!” over and over. hp 161 (see page 82)
Clockwork creatures in the Alabaster Trident won’t SPECIAL ABILITIES
attack Baucrade even if Baucrade attacks them, but Shadow Possession (see the sidebar on page 39)

41
Treasure: The three incomplete clockwork nautiloids Their presence here indicates that Auberon long ago
are each worth 18,000 gp, the cost of the components unlocked secrets that modern clockwork engineers deem
necessary to create one. out of reach. With a successful DC 25 Craft (clockworks)
Development: The shadows elsewhere in the High or Knowledge (arcana), a PC recognizes both the purpose
Halls are unlikely to be aware of the PCs already, but if of these components and that these components are
the PCs have been particularly noisy or otherwise made likely as valuable as they are rare.
their presence known, the shadow from area D5 comes The eastern hallway leads to area D4. The stairs lead
to investigate. If the clockwork nautiloid hasn’t been up to the public areas of the High Halls, opening into
destroyed, the shadow possesses it to fight. a short hallway providing access to areas D6 and D7.
Creatures: A clockwork leviathan guards this room
D4. Leviathan Workshop along with a shadow that passes time tinkering with
the ghost components. Unlike the clockwork leviathan
Several smooth, rounded plates are piled throughout this in area D4, this creature is fully functional. If these
room. An eellike clockwork monster floats lazily in the room’s creatures are unaware of the PCs’ presence until the
southeastern corner, its blunt flippers twitching. Hallways party arrives in this room, their initial instinct is to
lead to the north and west. An alcove to the northwest is attack intruders independently. If these creatures are
filled with rubble. ready for the PCs (such as if the PCs were particularly
noisy fighting the clockwork nautiloid in area D3 or
Clockwork leviathans require several overlapping, knocked over the plates in area D4), the shadow has
segmented plates to contain their fiery cores and provide already possessed the clockwork leviathan and fights
sufficient reticulation for their eellike movement. from within it. If the clockwork leviathan is destroyed
Auberon’s servants once piled the necessary plates here while the shadow is still alive, the shadow flees to area
for Auberon to assemble, although Auberon completed D12 to alert Oulat Gloaming-Chill.
only two clockwork leviathans before turning to
clockwork nautiloids instead. The clockwork leviathan ADVANCED GREATER SHADOW CR 9
in the southwest corner was once fully functional, but XP 6,400
Auberon later plundered its interior components for hp 76 (Pathfinder RPG Bestiary 294, 245)
other purposes. The creature is now powerless except
for occasional flipper twitches. CLOCKWORK LEVIATHAN CR 12
The north hall leads to area D3 and the west hall leads XP 19,200
to area D5. The rubble-choked alcove to the northwest hp 128 (Pathfinder RPG Bestiary 3 55)
used to lead to area D1, but it is now impassable. SQ shadow possession (see page 39), swift reactions, winding
Development: The piles of rounded clockwork plates
are balanced precariously. If a pile is touched, the plates Treasure: The rare ghost components here consist of
slip to the ground with a solid but muffled thud that 130 pounds of gears, rods, and springs. Collectively, the
reverberates through the water, alerting the creatures in ghost components are worth 75,000 gp.
area D3 and D5 to the presence of intruders.
D6. Kitchen
D5. Ghost Component Workshop (CR 13) This room is a sizable kitchen and connected pantry.
Busy servants in this kitchen once prepared all the
The benches in this workshop hold a strange array of clockwork food for the Alabaster Trident’s staff and guests. Once
components, including hazy, insubstantial gears and rods that Auberon took over the tower, the staff mostly had to
fade in and out of solidity. A hallway leads out of this room fend for themselves at mealtimes, and elaborate dinner
to the east. Stairs ascend in the southwestern corner of the parties all but ceased. When the Alabaster Trident
room. A hall to the north is choked with blocks of stone. sank, this kitchen was wholly abandoned. Foodstuffs
once stored in the pantry dissolved long ago. Clots of
This workshop is where Auberon crafts the filthy slime float in the water here, and all the once-
special components that allow shadows to enter his fine kitchenware and dishes have been smashed by the
clockwork constructs and control them. Although these bored demons in area D7.
components cannot be used as weapons, they all have
an effect similar to the ghost touch weapon special ability D7. Dining Hall (CR 14)
and can be moved and manipulated by incorporeal
creatures. Modern clockwork engineers consider An enormous table made of dull golden wood fills the center
“ghost components” to be fanciful speculation at best. of this ornate dining room. The table is covered with a viscous

42
sludge, heaped to several feet thick at the table’s center. The D8. Hall of the Speaking Gods
walls and ceiling here are carved to resemble a vast forest Tower
of the
with interlocking boughs overhead. The carvings resemble This hall contains two enormous alcoves, each containing
Drowned
no ordinary trees, though, as the bark contains runelike
whorls and striations. Chairs of the same dull golden wood
an enormous statue. The north statue depicts a regal,
serious Azlanti man in ornate robes. His arms are spread
Dead
surround the once-fine table. A wide hall exits this room to wide, and his mouth is open as if to speak. The south statue
Foreword
the east, two doors stand in the south wall, and a third door depicts a somber woman in dark robes with her head tilted
stands in the northeast corner. up to the sky and a hand covering her heart. Her mouth Part 1:
is wide open as though speaking. Both statues touch the On the Tines
This elaborate dining hall was decorated to resemble ceiling high overhead.
the terrain of the Omen Dominion, although the PCs Part 2:
are likely to see this only as a strange forest theme when These two statues depict Amaznen, Azlanti god of In the Haft
they first enter this room. Unlike the runes on the trees magic and invention, and Pharasma, known to the
in the Omen Dominion, however, the runes carved onto Azlanti as a goddess of prophecy as well as birth and Part 3:
the walls have no magical power. They are meaningless, death. Amaznen is depicted as a teacher imparting Through the
if pretty, embellishments. welcome truths, while Pharasma is depicted as a
Vaults
The table and chairs are made of the pale golden wood prophet, sometimes uttering unwelcome possibilities.
Part 4:
from the Omen Dominion, enhanced with a permanent The builders of the Alabaster Trident thought both The High
ironwood spell. Although these furnishings have survived types of truth were important to understand in order Halls
the millennia, their long removal from the Omen to gain an accurate view of their place in the world. A
Dominion has muted their once-vibrant color to a dull PC who succeeds at a DC 25 Knowledge (religion) check Part 5:
golden hue. identifies these aspects as an uncommon, but not The Omen
The sludge on the table is a putrid combination of unknown, Azlanti duality. Dominion
deep-sea mud, caustic minerals, and tiny decaying sea These statues used to be enchanted to speak cryptic
creatures. Despite not needing to eat, the creatures prophecies, both welcome and unwelcome, but their NPC Gallery
inhabiting this room consider the sludge a delicacy and magic dissipated long ago. Auberon wanted to remove
have collected this “feast” to enjoy at their leisure. these statues or alter them to his likeness, but the
Secrets of
Azlant
The doors to the south lead to the kitchen (area D6) statues are load bearing and he hasn’t yet calculated
and down to the ghost component workshop (area D5). how to safely remove or modify them. Azlant in
The northeast door leads to a small, empty storage alcove. The west end of this short room opens into the Inner Sea
the
The opening to the east leads to area D8; the enormous dining hall (area D7), and the east end opens into the
statues in that hall are visible from within this room. assembly chamber (area D9). Bestiary
Creatures: Auberon summoned and bound a pair of
omox demons many years ago as a special aquatic strike D9. Assembly Chamber
force. Oulat Gloaming-Chill, the leader of Auberon’s
shadows, resented the newfound competition and This enormous room bears several decorative arches along
redoubled his efforts to serve the lich. As a result, the walls, each filled with geometric designs. Stairs ascend
Auberon hasn’t used the demons much, and they’ve from the northwest and southwest corners of this enormous
become bored and irritable. Too frightened of Auberon room, with a large hall exiting to the west between them.
to leave the tower for long or to engage in wholesale
destruction or befoulment of the Alabaster Trident, This large hall is an all-purpose assembly room for
these demons engage in petty acts such as smashing public receptions and announcements held in relative
the dishes in the unused kitchen and collecting privacy outside of the great hall. The furniture that once
putrid deep-sea mud for occasional feasts. They view filled this room was made of fine wood and long ago
intruders as a good opportunity to vent their rage in dissolved in the omnipresent seawater.
combat and use their liquid leap ability liberally to The northern set of stairs leads up to the great hall
attack PCs who hang back and to flank with each other. (area D10) while the southern stairs lead up to the
The demons eagerly follow intruders that flee and scholar’s passage (area D11). The opening between them
fight until destroyed, longing to be freed from their leads to the hall of the speaking gods (area D8).
dull existence.
D10. Great Hall (CR 15)
OMOX DEMONS (2) CR 12
XP 19,200 each This massive room is filled with sweeping archways and
hp 162 each (Pathfinder RPG Bestiary 2 79) frescoes in geometric patterns. Several tables, shelves,

43
and chests fill the room, each crammed with glowing vials, as resembling a kraken. It has a rubbery material
delicate-looking tomes, and an array of odd tools. The west covering much of its body, covered in turn by durable
end of the room bears two enormous stone doors wide and protective metal plates. The creature’s head and
enough to admit a barge. The east end contains a dais tentacles can expand and contract, allowing to change
holding an ornate metal lectern. Wide, delicate stairways its shape in minor ways and fit without difficulty into
occupy either side of the dais along the walls. The stairs smaller areas than it would normally be able to. It
to the north descend, while the stairs to the south ascend elongates and compresses its head when it uses its jet
through an opening in the ceiling. ability, reducing drag and appearing more squid-like.
In addition, Xochatli bound the soul of a kraken within
This room was once the entryway and the grandest the creature, lending it a malicious intellect and several
hall of the Alabaster Trident. Auberon turned it into spell-like abilities.
an enormous magical laboratory when he made the Xochatli now floats in this room—one of the few
tower his home—a testament to how much the wizard rooms in the Alabaster Trident large enough to hold
valued his own intellectual pursuits over the trappings it—awaiting further orders. If intruders appear, Xochatli
of civilized company that made visitors to Auberon’s questions them in its booming monotone, demanding
tower immediately aware they were entering the wizard’s to know why they have come. Xochatli knows only
personal domain. Auberon kept the ceremonial lectern that Auberon was tricked by a previous visitor and
atop the dais—the better to lecture to his rare visitors— has sequestered himself in his pocket demiplane.
but he otherwise filled the room with furnishings Ultimately, even if Xochatli doesn’t think the PCs are
and supplies necessary for the many experiments he the cause of Auberon’s heightened security, it knows
simultaneously pursues here. that they shouldn’t be in the tower. It gives them only
As seawater can damage the reagents and tomes a single chance to leave—more out of indolence than
necessary for his research, Auberon created a permanent magnanimity—before attacking.
magical protection in this room: objects brought into Because of the components required for Xochatli’s
this room are immune to water damage. For example, intellect, it lacks ghost components; as a result,
paper does not bloat, ink does not run, and chemical incorporeal creatures can’t possess Xochatli like they can
reagents are not spoiled. This protection expires as soon other clockwork creatures.
as an object leaves this room, although the protection
returns once the object is brought back into the room XOCHATLI CR 16
(which matters only if the object isn’t ruined by being XP 76,800
submerged in the meantime). NE Gargantuan construct (clockwork)
This room is as well lit as other chambers of the High Init +9; Senses blindsense 60 ft., darkvision 60 ft., low-light
Halls, but the various experiments cast weird shadows vision; Perception +43
and throw multicolored lights around the room. DEFENSE
The doors to the west lead out into the ocean around AC 30, touch 12, flat-footed 24 (+5 Dex, +1 dodge,
the tower, but they are currently locked with a good lock +18 natural, –4 size)
(Disable Device DC 30 to open) and protected with an hp 229 (26d10+86); fast healing 5
arcane lock spell cast by Auberon (CL 16th). In addition, Fort +8, Ref +15, Will +15
the doors are included within the arcanovallation Defensive Abilities deep dweller, reflective shell, DR 10/
described in the sidebar on page 25. The doors glow with adamantine and bludgeoning; Immune cold, construct traits
the silvery sheen that shows the ward is present. Weaknesses vulnerable to electricity
The north stairs lead down to the audience chamber OFFENSE
(area D9) and the south stairs lead up to area D13. A Speed 10 ft., swim 60 ft., jet 240 ft.
secret door tucked behind the south stairs leads to the Melee bite +31 (2d8+9/19–20), 2 arms +26 (2d6+4 plus
scholar’s hall (area D11); a successful DC 25 Perception grab), 4 tentacles +26 (1d8+4 plus grab)
check is required to locate this door. Space 20 ft.; Reach 20 ft. (60 ft. with arms)
Creature: When Auberon realized how Ochymua had Special Attacks constrict (tentacles, 1d8+5), ink reservoir,
tricked him, he recalled his loyal clockwork Xochatli. rend ship, tenacious grappler
Auberon was not yet sure what would come from Spell-Like Abilities (CL 15th; concentration +18)
Ochymua’s betrayal, but the lich wanted his greatest 1/day—control weather, control winds, dominate
clockwork invention near at hand. Xochatli was built monster (DC 22, animals only), resist energy
on improved designs resulting from the creation of TACTICS
the clockwork nautiloids. Its basic shape is similar Before Combat Xochatli shores up its vulnerability by casting
to an octopus, but many have reported the creature resist energy (electricity).

44
During Combat Xochatli grabs as many foes as possible attack foes on deck with its free arms and can’t attack
with its tentacles and crushes them to death, swiping at foes at all with its beak. Each round it maintains its hold Tower
of the
opponents that remain out of reach with its arms. on the ship, it automatically deals bite damage to the
Drowned
Morale Xochatli has been a fearless terror of the seas for
millennia. It doesn’t retreat and attacks until destroyed.
ship’s hull.
Tenacious Grappler (Ex) Xochatli does not gain the grappled
Dead
STATISTICS condition if it grapples a foe with its tentacles.
Foreword
Str 29, Dex 20, Con —, Int 18, Wis 21, Cha 17
Base Atk +26; CMB +39 (+41 bull rush, +43 grapple); CMD 55 Treasure: Auberon has several partially completed Part 1:
(57 vs. bull rush, can’t be tripped) experiments in this room, but he also has several On the Tines
Feats Alertness, Awesome Blow, Blind-Fight, Combat valuable items, including three potions of invisibility, a rod
Reflexes, Critical Focus, Dodge, Improved Bull Rush, of wonder, a tome of leadership and influence +3 written in Part 2:
Improved Critical (bite), Improved InitiativeB, Iron Will, Azlanti, and a silver dish worth 250 gp containing four In the Haft
Lightning ReflexesB, Power Attack, Staggering Critical, tiny diamonds worth 1,000 gp each .
Toughness, Vital Strike Part 3:
Skills Acrobatics +31, Intimidate +29, Knowledge D11. Scholar’s Passage Through the
(geography) +17, Perception +43, Sense Motive +22,
Vaults
Stealth +19, Swim +43; Racial Modifiers +8 Perception This narrow hall is lined with small rooms and empty
Part 4:
Languages Aquan, Azlanti, Common, Elven bookshelves. Stairs descend at the eastern end of the passage
The High
SQ compression, enhanced senses, swift reactions, winding and ascend at the western end. Halls
SPECIAL ABILITIES
Deep Dweller (Ex) Xochatli is immune to cold and damage This narrow hallway contained rooms that scholars Part 5:
from water pressure. or visiting dignitaries could use as personal workspaces The Omen
Enhanced Senses (Ex) Xochatli has more efficient clusters without being too far from the other public halls. Dominion
of visual, tactile, and olfactory clusters than most other Each room has a door for privacy, but the doors are
clockwork creatures. Xochatli has blindsense out to 60 feet all unlocked and most hang open. Even in the height NPC Gallery
and a +8 racial bonus on Perception checks. of the Alabaster Trident’s occupation, secret work and
Ink Reservoir (Ex) Xochatli carries a reservoir of greasy, sensitive meetings were performed elsewhere, as this
Secrets of
Azlant
poisonous ink distilled from kraken ink. Xochatli can emit hallway was heavily trafficked. Each room contains a
a cloud of this ink in an 80-foot spread once per minute as small desk made of pale stone, but all other furnishings Azlant in
a free action while underwater. This cloud provides total disintegrated long ago. Auberon moved the useful Inner Sea
the
concealment. Creatures within the cloud are considered to tomes and treatises kept here into the great hall where
be in darkness. In addition, the ink is toxic, functioning as they would be better preserved. Bestiary
contact poison against all creatures caught within it. The The eastern stairs lead down into the assembly
ink cloud persists for 1 minute before dispersing. Xochatli’s chamber (area D9) and the western stairs lead up to
reservoir contains enough ink to use this ability three the seers’ audience chambers (area D12). A secret door
times; once expended, Xochatli cannot use this ability connects to the great hall (area D10) on the north wall
again until its ink reservoir is refilled. near the eastern stairs; finding this secret door requires
Kraken Ink: Ink cloud—contact; save Fort DC 23; a successful DC 25 Perception check.
frequency 1/round for 10 rounds; effect 1 Str damage Development: If Oulat Gloaming-Chill in area D12 is
plus nauseated; cure 2 consecutive saves. The save DC is aware of intruders in the High Halls, he commands two
Constitution-based. of his shadows to lurk in the rooms here, attack with
Jet (Ex) Xochatli can jet backward as a full-round action at a surprise if they can, and then return to his side.
speed of 240 feet. It must move in a straight line, but it
does not provoke attacks of opportunity while jetting. D12. Seers’ Audience Chambers (CR 14)
Reflective Shell (Su) Xochatli’s curved shell resists magical
ray attacks. Ray spells or effects targeting Xochatli are The center of this wide room is set off by wide arches and
harmlessly deflected and have no effect. short walls that create four side chambers along the room’s
Rend Ship (Ex) As a full-round action, Xochatli can attempt outer sides. Each chamber has a dais against the back wall,
to use its tentacles to grapple a ship of its size or smaller. with either a metal podium or stone seat upon the dais. Rows
It attempts a combat maneuver check opposed by the of stone benches are arrayed before each dais. Each archway
ship’s captain’s Profession (sailor) check, but Xochatli is decorated with a different metal: gold, iron, mithral, or
gets a cumulative +4 bonus on the check for each size platinum. A set of stairs ascends from the southwestern
category smaller than Gargantuan the ship is. If Xochatli corner of the room, and a wide hole pierces the ceiling near
grapples the ship, it holds the ship motionless; it can the center of the east wall.

45
In Azlanti times, the prophets of the Alabaster Greater shadow slayer 4 (Pathfinder RPG Bestiary 245,
Trident delivered their insights and predictions to Pathfinder RPG Advanced Class Guide 53)
the public upon predetermined schedules in these CE Medium undead (incorporeal)
four audience chambers. Although up to four seers Init +7; Senses darkvision 60 ft.; Perception +24
could speak at once here, addressing all people in their DEFENSE
audience chambers or the central hall, the four audience AC 27, touch 21, flat-footed 20 (+6 armor, +4 deflection,
chambers were rarely scheduled for revelations at the +6 Dex, +1 dodge)
same time. A specific chamber would be selected in hp 131 (13 HD; 9d8+4d10+69)
advance by the seer to hint at the prophecy’s subject; Fort +11, Ref +14, Will +9
the metal of each chamber’s archway had traditional Defensive Abilities channel resistance +2, incorporeal;
meanings. The gold chamber was used for predictions Immune undead traits
regarding the economy, wealth, or urban affairs. The OFFENSE
iron chamber was used for calamitous prophecies, such Speed fly 40 ft. (good)
as warnings of plagues or storms. The mithral chamber Melee incorporeal touch +17 (1d8 Str)
was used for predictions regarding magic, the occult, or Special Attacks create spawn, sneak attack +1d6, studied
other planes of existence. The platinum chamber was target +1 (1st, move action)
associated with mysteries, and was used when the seer TACTICS
didn’t want to provide any clues about the nature of During Combat Oulat attacks opponents he can flank, using
her pending prophecy, or when the seer herself had no Flyby Attack to dart forward and then dash away. He uses
advance notion of what prophecy might strike during his studied target ability on an opponent that closes with
her presentation. him, cocking his head at an unnatural angle as though
The room to the east is a storage closet containing peering through them as he does so.
16 extra benches made of stone and marble, for use at Morale Auberon has promised Oulat that he will restore him
particularly well-attended prophecies. They are badly to life if Oulat is destroyed while in the lich’s service. In
damaged due to the passage of time. truth, Auberon isn’t entirely convinced of his ability to do
The stairs lead down to area D11. The hole in the so, but Oulat knows that the lich is exceedingly powerful
ceiling contained a spiral stairway leading to the Haft, and therefore believes Auberon’s claim. As a result, Oulat
but the stairs were removed as unnecessary once fights to the death.
the tower sank. The hole leads to area B12, but it is STATISTICS
currently covered by the silvery, impenetrable ward of Str —, Dex 24, Con —, Int 10, Wis 14, Cha 18
the arcanovallation (unless the PCs have shut down that Base Atk +10; CMB +17; CMD 32
effect in area D13). Feats Combat Reflexes, Dodge, Flyby Attack, Mobility, Skill
Creatures: Auberon’s shadow spies are stationed Focus (Perception, Stealth), Toughness
here under the leadership of a sneaky and murderous Skills Bluff +12, Fly +17, Intimidate +20, Perception +24,
shadow named Oulat Gloaming-Chill. He appear Sense Motive +18, Stealth +29 (+33 in dim light, +25 in
to be the shadow of a muscular bugbear or barghest, bright light); Racial Modifiers +4 Stealth in dim light, –4
the edges of Oulat’s form are always tipped with what Stealth in bright light
appears to be ice crystals that emerge and dissolve as SQ favored terrain (water +2), slayer talents (slow reactions,
he moves. Even Auberon is unsure what sort of creature terrain mastery), track +2
Oulat once was, but the shadow has given Auberon Gear +2 ghost touch mithral chain shirt
unflinchingly loyal service for centuries. Oulat and
his shadows are responsible for security within the ADVANCED GREATER SHADOWS (3) CR 9
Alabaster Trident. The shadows patrol this room, and XP 6,400 each
occasionally slip through the wall separating this room hp 76 each (Pathfinder RPG Bestiary 294, 245)
from area D13 to check for trespassers there.
Oulat relishes the opportunity to enter combat, Treasure: The metals decorating the audience
silently flexing his arms and clenching and unclenching chamber archways have been well protected against the
his fists, as though limbering up for a welcome exertion. ravages of time and seawater. Removing the metal from
The other shadows here support Oulat in a fight, an archway’s stone takes several hours. The gold plating
typically by sinking into the floor and rising up on the is worth 2,000 gp, the mithral plating is worth 5,000 gp,
other side of opponents to flank them with Oulat. and the platinum plating is worth 11,000 gp.
Development: If Oulat is aware of intruders in the
OULAT GLOAMING-CHILL CR 12 High Halls, he sends two of his shadows to investigate
XP 19,200 (as described in area D11). If the PCs defeat these

46
shadows elsewhere in the High Halls, they are not the arcanovallation is likely beyond the PCs’ ability,
present in this area. unless you allow spells such as legend lore to impart Tower
of the
D13. Demiplane Access (CR 15)
the necessary knowledge. Otherwise, it would take the
Drowned
PCS at least 2 weeks of study to fully understand the
device’s functions.
Dead
A freestanding arch of stone and metal stands the center Few details of the Omen Dominion are visible to those
Foreword
of this room, glowing brightly. The area beneath the arch looking through the gate, as the gate makes everything
appears to be a forest of golden trees, but the image is hazy, on the other side appear hazy and out of focus. The PCs Part 1:
as though out of focus. Next to the arch is a small table can see a forest of immense trees with golden bark, and On the Tines
containing an iron hemisphere the size of a serving bowl with a successful DC 15 Perception check, they notice
with a small metal cube stuck to its side. The walls of this that the forest is not flooded and seems to have normal Part 2:
room contain geometric designs that all have a stretched gravity. Stepping through the gateway brings the PCs In the Haft
appearance, as though radiating outward from the archway into the Omen Dominion at area E1.
at the center of the room. A wide set of stairs descends to Treasure: The cube of force attached to the iron Part 3:
the southwest. hemisphere is operational, but it has only 1d10+8 charges Through the
remaining. The iron hemisphere and the magnets lose
Vaults
The heart of the Alabaster Trident, this room
Part 4:
contains the permanent gate to the Omen Dominion. The High
The gate is 12 feet wide and 10 feet tall. The archway Halls
around the gate and the careful geometric designs
engraved on the room’s walls keep the opening stable, Part 5:
but the gate is naturally occurring and has been present The Omen
since even before the Alabaster Trident was constructed Dominion
(although at that time, the gate opened atop a tall spire
of rock). The gate generates arcane power as a side NPC Gallery
effect, and Auberon has harnessed this power
to create the arcanovallation that wards the
Secrets of
Azlant
key portions of the Alabaster Trident(see
the sidebar on page 25). Azlant in
The iron hemisphere next to the gate Inner Sea
the
serves as the control mechanism for the
arcanovallation. The hemisphere contains Bestiary
several magically enhanced magnets
held apart by a pair of immovable rods
that pivot and rotate within it. An iron
cube of force sticks to the sides of the
hemisphere due to the power of the
magnets within. The cube of force
is drained of 1 charge each hour
to power the arcanovallation. By
sliding the cube around on the
surface of the hemisphere (or
by pulling the cube free from
it, which requires a successful
DC 10 Strength check), the user
of the arcanovallation can adjust the arcanovallation
or drop it entirely. For users without
Auberon’s extensive knowledge of
the device, any tinkering with the
O
ulat loaming G -Chill
hemisphere or the attached cube of
force causes the arcanovallation
to immediately drop
(see Development on
page 48). Restarting

47
their magic if disturbed, but the two immovable rods aware that destroying a lich without also destroying his
inside the hemisphere can be removed. phylactery is insufficient to ensure his destruction. He
Development: The shadows patrolling in area D12 doesn’t offer any reward for this task. If the PCs won’t
peer into this room from the western wall every few comply, the inevitable simply waits here to perform the
minutes. If they spot intruders, they rush through the task once Auberon returns. If the PCs attack or threaten
wall to attack. Abdak, the inevitable sighs and gives the PCs a chance
If the PCs drop the arcanovallation, a marut inevitable to cease their attacks and repent of their senseless
named Abdak immediately teleports into the room. bravado. If they do not back down, Abdak attacks until
Despite Abdak’s sudden and imposing appearance, destroyed. He is confident that another marut will
he does not mean any harm to the PCs and wishes eventually be dispatched to complete his mission.
only to question them. Abdak appears as a massive
statue of gold and onyx, with a crested golden helm. ABDAK CR 15
Abdak speaks in a flat, booming monotone that echoes XP 51,200
throughout the room. The inevitable is direct and Marut inevitable (Pathfinder RPG Bestiary 2 166)
honest, with no understanding of nuance or sarcasm. hp 214
Abdak explains that he is on a mission to destroy a
powerful wizard named Auberon, as Auberon has
unnaturally extended his life beyond the bounds
normally granted to mortals. Auberon has already been P art 5: T he men O
judged by greater inevitables, and Abdak is merely here D ominion
to carry out the sentence of destruction. Unfortunately,
Abdak identified the Alabaster Trident as Auberon’s
location only very recently, and the magical field of The gate in area D13 leads to the timeless demiplane
the arcanovallation kept Abdak from entering Auberon’s called the Omen Dominion. Discovered long ago by
sanctum to deal with the lich personally. As soon as Azlanti planar explorers, the Omen Dominion enhances
the PCs dropped the arcanovallation, Abdak was free divinations and maintains a strong connection to the
to enter the High Halls, and the diligent inevitable Material Plane. The architects of the Alabaster Trident
immediately did so. built the structure around a permanent gate to the Omen
Auberon is no longer in the High Halls at Dominion, and this gate remains intact thousands
all—a fact Abdak comprehends with his of years later. Although creatures can pass through
supernatural senses immediately once he the gate to the Omen Dominion, unattended
is within the tower. Abdak doesn’t know objects such as seawater cannot, so the Omen
anything about the Omen Dominion, Dominion remains dry as a result.
but he knows a stable planar gate This demiplane resembles a dense
when he sees one, and he quickly forest of immense rune-inscribed
deduces that his quarry must be trees. The runes on the trees shift
on the other side. slowly with no discernible pattern.
Unfortunately for Abdak, Sunlight shines perpetually from
his directives prohibit him above, but the sun’s exact position is
from leaving the Material never clear.
Plane to fulfill his task. Abdak Several small wooden lodges, which
therefore must ask for help were built millennia ago but are still as
from the PCs. The inevitable solid and new as when they were freshly
asks the PCs to enter the constructed, stand among
gate and bring Auberon the massive trees, each
and his phylactery out. with a wide, covered
Alternatively, the PCs porch. The lodges
could destroy the each have a single
lich and bring interior room, with
out Auberon’s a few alcoves, a single
body and his door, and no windows.
phylactery. Abdak O D
men ominion ate G The lodges are elegantly
knows a great deal appointed and quite
about liches and is comfortable, containing

48
Tower
E4 of the
Drowned
E6
Dead
E7
Foreword

Part 1:
On the Tines
E3 Part 2:
In the Haft

E. THE OMEN DOMINION Part 3:


1 SQUARE = 5 FEET Through the
Vaults

E2 Part 4:
The High
E5 Halls

Part 5:
The Omen
Dominion

E1 NPC Gallery
E4 Secrets of
Azlant

Azlant in
Inner Sea
the
beds, desks, bookshelves, and other furnishings, most • Timeless: Time still passes in the Omen Dominion,
cut from the pale golden trees. The positioning of these but its effects are virtually negated. Creatures in Bestiary
lodges is not accidental; each lodge has a short wooden the Omen Dominion do not age and do not need
podium at the edge of its porch. A creature standing at to eat or drink. Diseases and poisons can still affect
a podium viewing the surrounding trees sees the runes creatures in the Omen Dominion, but their effects are
snap into focus, revealing oracular insights in the form indefinitely delayed while in the demiplane. Natural
of moving images. Auberon maintains one of these healing does not occur within the Omen Dominion,
lodges as a personal residence, and he has retreated to although magical healing and regeneration work
this lodge while he desperately seeks a solution to his normally. Items in the Omen Dominion demiplane
recent problems. do not rot or decay; the trees and shrubs in the
Use the map above for this location. Omen Dominion have remained the same size for
millennia. Spell effects have their normal durations,
Omen Dominion Features despite this timelessness. Special abilities and class
The Omen Dominion appears to be an ancient, dense features that operate a number of times per day still
hardwood forest in a perpetual noon. Except for a function as normal. Creatures leaving the Omen
few ferns and bushes, little undergrowth impedes Dominion suffer no ill effects once they reenter
movement along the forest floor. Massive trees whose normal flowing time.
golden bark contains swirling runelike patterns fill • Self-Contained Shape: Although the Omen
the demiplane. Sufficient sunlight shines through the Dominion appears to be an endless forest, it is
leaves and branches overhead to suffuse the plane with actually only a few miles wide. Walking in one
normal light. The Omen Dominion has the following direction through the forest eventually leads a
planar traits (Pathfinder RPG GameMastery Guide 184). traveler back to the other side of the demiplane.
• Normal Gravity: The Omen Dominion has normal Although sunlight filters through the leaves and
gravity and physics, just like an ordinary forest. branches high overhead, a flying traveler can never

49
All creatures in the Omen Dominion gain a
sharpened sense of forewarning that functions
similarly to elements of a foresight spell (CL 19th).
PROPHECY-ADDLED Creatures are never surprised or flat-footed. In
CREATURES addition, they gain a +2 insight bonus to their AC and
Several creatures that are present in the Omen Dominion on Reflex saves, as they have a general idea of what
demiplane have been steeped in timeless prophetic lore action to take to best protect themselves. If this effect
for so long that they have a muddled sense of what is dispelled on a creature, it automatically returns
is real and what is prophecy. Such creatures have the the next round. Certain locations within the Omen
following simple template. Dominion allow creatures to gain further insights, as
described in the encounter areas below.
PROPHECY-ADDLED CREATURE (CR +1)
Prophecy-addled creatures receive powerful oracular E1. Trapped Gate (CR 14)
insights, but they cannot easily distinguish between
these flashes of mystical insight and reality. A prophecy- The other side of the gate is a dense forest crowded with
addled creature’s quick and rebuild rules are the same. massive trees. Each tree has golden bark bearing whorls and
Rebuild Rules: AC increase insight bonus by +2; cracks in strange runelike patterns. The trees extend hundreds
Saves +2 insight bonus on Fortitude and Reflex saves, of feet overhead, their leaves and branches allowing only
–4 penalty on saves against confusion effects; Special diffuse sunlight to fill the forest. A few lodges built from
Qualities If the creature has flash of brutality, flash of gold-colored wood stand deeper in the forest, connected by a
insight, or another special quality that allows it to reroll winding path of fresh wood chips.
a d20 roll a certain number of times each day, it can use
that ability two additional times each day. If not, the In the Omen Dominion, the gate appears between two
creature gains the following special quality. trees standing close together, their branches twining
Prophetic Insight (Su): Three times per day as an together over the gate. A vaulted, flooded chamber (area
immediate action, the prophecy-addled creature can D13) is visible through the gate, although the image is
reroll any one d20 roll that it has just made before the indistinct, as though out of focus. If the PCs interacted
results of the roll are revealed. It must take the result of favorably with Abdak, the inevitable sees them arrive—
the reroll, even if it’s worse than the original roll. albeit in a faded and cloudy manner—and gives them a
businesslike nod.
The forest floor in front of the gate is slightly muddy,
ascend higher than 100 feet in the air before finding as travelers invariably bring water clinging to their
herself descending from another part of the forest clothes and skin when they arrive. The mud dries only
(and can therefore never reach the forest canopy). very slowly in the timeless demiplane. A path of fresh
Similarly, a hole dug straight down in the forest floor wood chips leads away from the gate, winding through
100 feet deep emerges from the ground in another the trees and branching off to the six lodges here.
location in the demiplane. Trap: Auberon set a trap on the ground in a ring
• Alterable Morphic: Items within the Omen Dominion around the gate to incapacitate intruders and alert him
can be moved and changed as normal (such as the to their presence. The trap lies on the ground in a ring
construction of the lodges from the trees here). 20 feet from the gate; Auberon didn’t want to impede the
• No elemental or energy traits. gate’s magic by setting his trap too close. When triggered,
• Mildly Neutral-Aligned: This demiplane doesn’t inflict the trap creates waves of concussive force radiating from
alignment-based circumstance penalties on creatures. the ring 10 feet in each direction. Because the trap deals
• Enhanced Divination Magic: A divination spell cast nonlethal damage, Auberon and most of his minions are
in the Omen Dominion functions as if its caster immune to its effects.
level were 2 higher than normal. Furthermore, any
divination spell cast in the Omen Dominion with a CONCUSSIVE WAVES TRAP CR 14
percentage chance of providing a correct answer (such XP 38,400
as augury or divination) has a 99% chance of providing Type magic; Perception DC 25; Disable Device DC 25
a correct response regardless of caster level or other EFFECTS
effects. Divination effects from the Omen Dominion Trigger touch (alarm); Duration 1d4+1 rounds; Reset 1 hour
can access information about creatures and locations Effect 8d6 nonlethal damage (Reflex DC 19 half); multiple
in the Material Plane as though the Omen Dominion targets (all creatures at least 10 feet but not more than
were not a separate plane of existence. 30 feet from the gate in area E1); triggering this trap also

50
functions as an alarm spell alerting Auberon in area E7 NE Large humanoid (giant)
that it has been triggered. Init +5; Senses low-light vision; Perception +21 Tower
of the
DEFENSE
Drowned
Development: PCs arriving in the Omen Dominion
gain the benefit of a foresight spell (CL 19th), as
AC 23, touch 12, flat-footed 22 (+3 armor, +1 Dex, +2 insight,
+7 natural, +1 shield, –1 size)
Dead
described in the planar traits, which provides them an hp 145 each (18 HD; 12d8+4d10+2d12+56)
Foreword
advantage against this trap (as indicated in the foresight Fort +17, Ref +7, Will +10; –4 vs. confusion effects
spell description). Defensive Abilities ferocity, foresight, uncanny dodge Part 1:
OFFENSE On the Tines
E2. Cyclops Lodge (CR 14) Speed 40 ft.
Melee +1 keen battleaxe +18/+13/+8 (2d6+5/19–20/×3) Part 2:
This lodge is built on an enormous scale with a vast wooden Ranged mwk heavy crossbow +14 (2d8/19–20) In the Haft
porch. Its entrance is hung with a gauzy sheet ten feet square Space 10 ft.; Reach 10 ft.
instead of a door. The lodge’s construction is crude, as though Part 3:
assembled quickly, and it appears recently made. The only Through the
item not built to the gigantic scale is a podium on the edge of
Vaults
the porch, about four feet high and sized for a human.
Part 4:
The High
This lodge is the home of three cyclopes, their minds Halls
clouded by rage under Auberon’s constant demands for
prophetic revelations to pursue his genocidal agenda. Part 5:
Although their lodge looks newly built, it is millennia The Omen
old. The lodge, like its cyclops inhabitants, is preserved Dominion
by the timelessness of the Omen Dominion.
The podium was never intended for use by the NPC Gallery
cyclopes, but by their human masters. Its position
allows for a unique view of the rune patterns on the
Secrets of
Azlant
surrounding trees. See Development on page 52
regarding its use. Azlant in
Creatures: Influential Azlanti kept cyclops Inner Sea
the
slaves as seers and oracles, and builders of the
Alabaster Trident were no exception. They kept Bestiary
three cyclopes (Evettin, Harbydlo, and Vanti) in this
lodge, treating them well in exchange for oracular
insights amplified by the nature of the Omen
Dominion. Auberon kept the cyclops slaves but was a
much harsher master, wringing out answers about the
creatures responsible for Earthfall and demanding the
locations of aboleth, aquatic elf, and merfolk enclaves
to punish. After millennia of this abusive treatment
and divinations based on rage and hate, the cyclopes
have grown brutal and cruel.
The cyclopes are currently relaxing inside their
lodge, although the sheet-covered doorway allows
them to hear anyone approaching rather easily.
The cyclopes emerge to attack unfamiliar creatures,
but they do not pursue intruders that leave the area
around their home.
Evettin
EVETTIN, HARBYDLO, AND VANTI
XP 9,600 each
Prophecy-addled cyclops barbarian 2/oracle 2/rage
prophet 4 (see page 50, Pathfinder RPG Bestiary 52,
Pathfinder RPG Advanced Player’s Guide 42, 275)

51
Special Attacks rage (9 rounds/day), rage power (moment Oracle Spells Known (CL 5th; concentration +10)
of clarity) 2nd (5/day)—cure moderate wounds, inflict moderate
Oracle Spell-Like Abilities (CL 5th; concentration +10) wounds (DC 14), levitate, minor image (DC 14), see
1/day—automatic writing invisibility, silence (DC 14), spiritual weapon, tongues
Rage Prophet Spell-Like Abilities (CL 4th; concentration +9) 1st (7/day)—bless, divine favor, entropic shield, identify,
1/rage—guidance inflict light wounds (DC 13), shield of faith
1/day—dancing lights, ghost sound (DC 12), mage hand 0 (at will)—bleed (DC 12), create water, detect magic,
detect poison, ghost sound (DC 12), guidance, mage
hand, resistance
Mystery lore
TACTICS
Before Combat These cyclopes cast shield of faith as soon as
they expect trouble.
During Combat These cyclopes use their crossbows to keep
foes at a distance and silence to shut down spellcasters.
As soon as a cyclops takes damage, it flies into a rage
and charges into melee. It uses its flash of insight to
succeed at saving throws or to confirm critical threats.
Morale The cyclopes don’t parley or surrender. If two
of the cyclopes are defeated, the third flees to Uncle
Knives’ lodge (area E5).
STATISTICS
Str 19, Dex 12, Con 17, Int 10, Wis 15, Cha 14
Base Atk +13; CMB +18 (+20 bull rush); CMD 31 (33
vs. bull rush)
Feats Alertness, Cleave, Combat Casting, Great
Cleave, Improved Bull Rush, Improved Initiative,
Intimidating Prowess, Power Attack, Weapon
Focus (battleaxe)
Skills Acrobatics +1, Intimidate +27,
Knowledge (religion) +9, Perception +21,
Profession (soothsayer) +17, Sense
Motive +13, Survival +9; Racial
Modifiers +8 Perception
Languages Azlanti, Cyclops, Giant
SQ fast movement, flash of insight
(3/day), oracle’s curse (haunted),
ragecaster, raging healer, revelation
(automatic writing)
Gear mwk studded leather, mwk light
steel shield, +1 keen battleaxe, mwk
heavy crossbow with 20 crossbow bolts, spell
component pouch

Treasure: Among the crude furnishings in the


cyclopes’ lodge is a highly polished mirrored cube
about 8 inches square. This item is an ancient Azlanti
crystal ball with detect thoughts, which the cyclopes
use to aid Auberon in deciding where to deploy his
murderous minions.
Development: A Small or Medium creature standing
Uncle Knives at any podium in the Omen Dominion and looking at
the surrounding trees sees the runes come into focus
together as a single image. As the leaves of the trees

52
rustle and the runic images on the trees shift, the image slime from Ochymua’s natural form still clings to the
appears to be moving. The scene is only a few seconds floor and furnishings here—a clue that the lodge’s Tower
of the
long, like a short shadow play, and starts over at the inhabitant was not human. A PC who succeeds at a DC
Drowned
beginning when complete. A character at the podium
can watch the scene loop indefinitely by remaining at
15 Knowledge (arcana) or Knowledge (dungeoneering)
check identifies the substance as dried aboleth mucus.
Dead
the podium. The scene does not include any sound. If the check result is at least 25, the character can further
Foreword
The image normally provides a prophetic vision for ascertain that this mucus is slime from a veiled master,
the observer, but it might instead show a scene of rather than an aboleth. Part 1:
significance concerning someone living in the adjacent Development: This podium reveals a short scene, just On the Tines
lodge. Most images have an obvious scene and a hidden like the podium in area E2. In this scene, a young, dark-
meaning or scene that an observer can discern with a haired Taldan man stands next to the lich Auberon inside Part 2:
successful skill check (usually Perception or Sense a building; the man points at a wall map questioningly, In the Haft
Motive). Failure at this check means the character does and Auberon turns to point out a spot on the map (the
not perceive the hidden meaning, no matter how many details of the map are indecipherable in the image, but it Part 3:
times she rewatches the scene. approximates the wall map in area E7). With a successful Through the
Standing at this podium reveals a scene of the three DC 15 Perception check, the viewer sees, as Auberon turns
Vaults
cyclopes cowering in fear from the lich Auberon, who away, the young man quickly stealing a large yellow jewel
Part 4:
strides imperiously away from them along the path. If from Auberon’s robes. If the viewer succeeds at a second The High
the viewer succeeds at a DC 15 Perception check while DC 15 Perception check, he notices that the young man Halls
watching the scene, she notices a fifth figure: a hooded stole the yellow jewel not with a hand, but with a slimy
creature lurking just out of Auberon’s sight watching tentacle. This image was Ochymua’s last strong, positive Part 5:
him go, brandishing what appears to be a handful of memory before leaving the Omen Dominion; not only The Omen
daggers. A viewer who spots this hooded figure can had it convinced Auberon to disclose the location of the Dominion
attempt a DC 15 Sense Motive check; if successful, she Spindle Solution’s base, but it stole Auberon’s phylactery
sees that the cyclopes know that the hooded figure is (a unique pale yellow ioun stone) at the same time. NPC Gallery
there and acknowledge it with a nod and a wink. This
scene reveals that the cyclopes are in league with Uncle E4. Empty Lodges Secrets of
Azlant
Knives, the ankou in area E5. Each of these empty lodges has a single large room and a
wide porch with a podium, just like the other lodges here. Azlant in
E3. Ochymua’s Lodge These buildings haven’t been occupied in some time, so Inner Sea
the
their podiums have no particular scene to impart. You
This large, new-looking lodge is sized for a human and has a can decide that a PC standing at a podium receives a Bestiary
wide wooden porch along its front facing. A wooden podium general scene of Auberon and Ochymua (in the form of
perches at the edge of the porch, facing outward. a young, dark-haired Taldan man) walking and talking
together, or you might provide a personalized scene to
The lodge interior is a single room with several give additional clues or background to the PCs.
alcoves. Near the door is the slumped and broken
body of a clockwork mage whose crystalline head bears E5. Uncle Knives’ Lodge (CR 15)
Auberon’s features. A thin film of dried slime covers
the floor and furnishings. Like the cyclopes’ lodge, this The porch of this large lodge is draped with gauzy sheets. The
building is millennia old despite its new appearance. outline of a porch swing and a podium are visible through the
Ochymua occupied this lodge during its short stay in thin sheets.
the Omen Dominion as Auberon’s purported apprentice.
Auberon provided Ochymua with a clockwork mage as This lodge was occupied by a fey prophetess from
an assistant, but Ochymua guessed, correctly, that the the First World for decades before Auberon took over
construct was spying on Ochymua for Auberon. When the Alabaster Trident. The seer was too powerful for
Ochymua had what it had come for, it planned a quick Auberon to evict, but as she kept to herself here in this
escape, but it realized it should destroy the clockwork remote lodge, Auberon left her alone. He never realized
mage to deny Auberon any clues the clockwork mage that the seer was in hiding from her enemies in the First
had seen (and so Auberon wouldn’t be alerted to the World. One of these enemies sent a fey assassin—an
escape until Ochymua was long gone). Because the ankou named Uncle Knives—to murder the seer several
construct was immune to its mind-affecting powers, centuries ago. Once he succeeded, Uncle Knives became
Ochymua shifted into its natural form and destroyed attached to the latent prophecies and eerie timelessness
the creature with its electrified tentacles. Some residual of the Omen Dominion and decided to stay. Using the

53
seer’s robe of blending in those rare moments he needed Treasure: A robe of blending is hanging inside the
to pretend to be his victim, Uncle Knives has lived lodge on a peg, for those occasions when Uncle
here ever since. His inborn drive to murder eventually Knives assumes his victim’s form. The fey seer’s staff of
overcame his complacency, and Uncle Knives recently divination lies neglected in an alcove in the lodge; Uncle
decided to systematically murder everyone else in the Knives can’t use it and doesn’t realize its value.
Omen Dominion. The ankou knew he couldn’t defeat Development: This podium shows a scene just as the
Auberon alone, so he appeared to the cyclopes in area E2 podium in area E2 does, although the gauzy coverings
and offered to help them kill their tormentor (blinded around the porch must first be removed to provide a clear
by their anger, the cyclopes don’t realize that Uncle view of the surrounding rune-scribed trees. This scene
Knives will probably turn against them afterward). Uncle shows Uncle Knives murdering the fey seer: a shadowy,
Knives hasn’t yet decided how to use the cyclopes against hooded form rises up behind a nymph with unnaturally
Auberon, but he feels like he has plenty of time to plan. graceful limbs and stabs her through the torso with
Creature: Uncle Knives is an ankou with claws that daggerlike claws. The nymph gasps and dies, while the
resemble a fistful of cold iron daggers. He normally flits hooded killer morphs into her shape. A PC who succeeds
about the lodge, but if he notices anyone approaching, he at a DC 15 Perception check while observing this image
dons a robe of blending and appears to be a thin, vaguely catches the woman mouthing words as she dies: “I am
elven woman with a fey look about her, since he can’t sorry I cannot help you more against Auberon’s evil.” A
use the robe of blending to assume the form of an actual PC who identifies these words is immune to paralysis
nymph. In this form—which is not fully visible through for 24 hours—a gift from beyond the grave.
the gauzy curtains around the porch—Uncle Knives
sits on the porch swing and pretends to be a nameless E6. Auberon’s Doorstep (CR 13)
seer from the First World speaking telepathically with
the PCs. If the PCs are willing to parley with the “fey This lodge is the largest, and its gold-colored wood is etched
seer,” Uncle Knives attempts to spin orotund prophecies with graceful geometric patterns accented with silver and
that are in fact meaningless. Ultimately, the ankou’s platinum. The lodge has a wide porch like the others, but the
murderous impulses win out over his love of the porch roof is missing, leaving its sharpened support beams
charade, and he invites the most gullible-seeming PC in place as tall spikes that thrust upward from the porch’s
in for a “private consultation” in his lodge and tries to edges. Each spike bears impaled corpses of elves and merfolk.
murder him. Uncle Knives would prefer to dispatch the A podium at the edge of the porch is covered with crawling
PCs one by one in this manner, but if the PCs discover runes. Wide double doors leading into the lodge are shut.
this ruse or threaten Uncle Knives, the ankou attacks
them all. Uncle Knives is also hampered in this ruse Auberon took the largest lodge in the Omen Dominion
by his prophecy-addled template: he has a tendency to as his own, redecorating it to display the bodies of his
repeat himself erratically, mistake an elven PC for his reviled enemies. Auberon intends to trap the podium on
long-dead victim, and so on. his porch so that no one can use it but him, although
The PCs might suspect that Uncle Knives wants to kill he hasn’t yet determined how to best do so. For now, he
Auberon if they perceived the deeper meanings from the has covered the podium with dangerous-looking but
podium scene in area E2. If the PCs offer to join forces harmless crawling runes.
for this task, the canny ankou pretends to be interested. Creatures: Auberon has stationed four clockwork
However, as he won’t trust a delicate murder to an mages here to defend his lodge. All have crystalline
unknown group, he turns on the PCs as soon as they let heads carved to resemble Auberon’s face. If Auberon
their guard down. is aware the PCs are in the Omen Dominion, he uses
Uncle Knives knows he cannot catch foes flat-footed enter image when the PCs arrive to converse with them,
in the Omen Dominion. The ankou therefore fights in commanding the constructs to remain motionless;
a straightforward manner, relying on both his shadow see area B3 on page 18 and Development on page 55.
doubles and his spell-like abilities in order to murder Otherwise, the clockwork mages attack as soon as they
his victims. detect the PCs, and Auberon is alerted in the first round
of combat. The lich casts enter image at the start of
UNCLE KNIVES CR 15 the second round of combat and speaks to the PCs as
XP 51,200 described in Development, although in this case he does
Prophecy-addled ankou (see page 50, Pathfinder RPG not halt the constructs’ attacks.
Bestiary 4 10) The clockwork mages are mindlessly loyal and
Defensive Abilities foresight fight to the death to keep intruders out of the lodge.
hp 133 The clockwork mage with the conjuration wand crystal

54
takes its first action to cast web over the doorway to deter The room’s rear wall bears an enormous map densely
access while the clockwork mages fight. These constructs covered with colored symbols and arrows. The map is Tower
of the
pursue intruders, but they do not travel out of sight of not a cohesive whole, but rather a hodgepodge jumble
Drowned
the lodge. The four clockwork mages have different wand
crystals: one each of abjuration, conjuration, evocation,
of pieces of other maps—some predating Earthfall and
some from long after—making it difficult to decipher
Dead
and necromancy. whether or how the individual pieces fit together. The
Foreword
map presents locations in Arcadia, Azlant, Thassilon,
CLOCKWORK MAGES (4) CR 9 undersea kingdoms, and other nations, all at different Part 1:
XP 6,400 each scales and from different times. As such, this map is not On the Tines
hp 102 each (Pathfinder RPG Bestiary 4 32) useful for navigation. Instead, Auberon uses it to track
Defensive Abilities foresight his convoluted conspiracy theories. The symbols depict Part 2:
creatures: aboleths (in the watery places on or near In the Haft
Development: Through the use of his enter image the map fragments), Azlanti humans, and elves. Some
spell, Auberon makes his desperate final commands of the elf and human symbols are labeled as named Part 3:
for the PCs to depart. Auberon admits that Ochymua individuals (such as “Triellien Boughweaver” or “High Through the
tricked him and is long gone, along with his “greatest Governor Ellidren Vortessic”), while other symbols are
Vaults
treasure.” Auberon declares that he holds no animosity groups (such as “The Star Sages Council” or “The Coastal
Part 4:
toward the PCs and that if they leave his tower forever, Confederacy”). The symbols come in several different The High
they will have nothing to fear from him. If the PCs seem colors, although their implications are indecipherable. Halls
to be genuinely interested in making an arrangement— Some points bear circles, even if there is nothing within
such as offering to recover his phylactery—Auberon the circle, possibly indicating something that isn’t on Part 5:
calls off his clockwork mages and invites the PCs to that particular map. Arrows represent influence or The Omen
come into his lodge (although as detailed on page 59, control of one individual or group over another, with Dominion
the deeply paranoid lich casts several spells to prepare different types and degrees of control reflected through
for the possibility of combat regardless). several styles and colors. The arrows cover the map like NPC Gallery
The podium at Auberon’s lodge provides a scene just a complicated spider web, crossing over and through
as in area E2, but this scene shows Auberon realizing individuals and groups to show an extensive network of
Secrets of
Azlant
that Ochymua has tricked him: Auberon bursts out of conspiracy and influence that all, ultimately, trace back
his lodge door, frantically looking from side to side. to the aboleth symbols (which have arrows of influence Azlant in
He races to the door to Ochymua’s lodge and throws between each other as well). The resulting image is one Inner Sea
the
it open. Seeing it empty except for the destroyed of obsessively researched paranoia.
construct, Auberon drops to his knees and silently The only recent mark on the map is a square located Bestiary
wails with frustrated rage. A PC who succeeds at a DC on an island several days to the south of the Alabaster
15 Sense Motive check while viewing this image infers Trident, just southwest of Talmandor’s Bounty. This
that Auberon is displaying genuine worry and grief; a square is marked with an elongated spindle, as it’s the
shard of sympathy imparted by this observation grants location of the Spindle Solution’s secret facility, the
the viewing PC immunity to Auberon’s fear aura for Compass. Auberon showed Ochymua the location only
24 hours. a short time ago by drawing it on this map. As it’s the
Story Award: If the PCs convince Auberon to have the most recently drawn mark and the only unique one, it
clockwork mages stand down, award them XP as though is easy to spot.
they had defeated the clockwork mages in combat. Creature: The lich Auberon works feverishly in this
room to locate the phylactery Ochymua stole from him.
E7. Auberon’s Lodge (CR 17) The PCs are likely well aware of Auberon’s appearance
The interior of Auberon’s lodge is ornately furnished from the numerous statues and golems with his
with marble tables, carved bookshelves filled with tomes, likeness throughout the Alabaster Trident. Auberon
and fine jeweled sconces burning with continual flame. A defends himself if attacked, but he has no wish to be
few small alcoves hold supplies such as ink, paper, spare destroyed. He knows he will re-form wherever his
chairs, and spell components. phylactery is located, and he fears that will put him in
The bookshelves contain tomes on a wealth of arcane Ochymua’s clutches. The fact that the PCs have fought
topics brought here from the Alabaster Trident and their way to his isolated sanctum proves that they
Auberon’s personal collection. All of the volumes on might have the ability to recover his phylactery from
divination magic are spread out on the tables here, as Ochymua. Auberon surrenders if brought below 60 hit
Auberon has been frantically seeking a way to locate his points or at any time if the PCs are willing to talk. See
stolen phylactery. Development on page 56.

55
AUBERON THE DROWNED CR 17 preferably, both) of these tasks, including giving the
XP 102,400 PCs any of his equipment that they could use, as he
hp 194 (see page 58) deems it all replaceable.
How did Ochymua trick Auberon? Auberon relied
Treasure: The tables in the lodge contain Auberon’s too much on his immunity to mind-affecting magic,and
waterproof spellbooks. They contain all of his listed not enough on his own good sense. Ochymua presented
spells plus all 0-level spells, 2d6 additional spells of itself as a Taldan sorcerer and skillfully deployed
each level from 1st to 6th, limited wish, maze, and vision. flattery and innuendo, rather than magic, over several
The tables also contain three scrolls of discern location days. Auberon realized that his “apprentice” was a hated
and a book of the loremasterUE. veiled master only after Ochymua had already gone.
Development: Auberon has two goals: to recover Auberon is furious at this deception, as much with
his phylactery and to enact revenge upon Ochymua. himself as with Ochymua.
He is well aware that neither of these goals is served What is Auberon’s phylactery? Auberon’s phylactery
by fighting the PCs (or worse, by being destroyed by is a pale yellow jewel—a unique ioun stone—that houses
them and forced to re-form wherever Ochymua has his soul. Normally he kept it hidden in the Omen
sequestered his phylactery). The fact that the PCs have Dominion, but he was carrying it on his person when
fought their way to his isolated sanctum proves their Ochymua stole it. In retrospect, Auberon realizes that
ability to aid Auberon in one or both goals, so his best Ochymua had manipulated him into carrying his
option is to negotiate with the PCs. Auberon explains phylactery with him in order to put the phylactery
this reasoning honestly, as he thinks a frank dialogue within its reach—Ochymua had repeatedly hinted that
with the PCs—even to the point of treating them, it might not be safe where it was. Auberon had placed
uncharacteristically, as equals—is his best chance to several wards on his clothing and on his phylactery to
gain their aid. He provides his background in as much prevent theft, but Ochymua was much more powerful
detail as the PCs request, including the following points, that Auberon realized and simply bypassed Auberon’s
framed as responses to the PCs’ most likely questions. protections while Auberon was distracted.
What did Ochymua want? Ochymua principally Why can’t Auberon find his phylactery? Auberon
wanted to learn the location of the Compass, the Spindle protected his phylactery by making it undetectable to
Solution’s research and development branch, likely to divination spells. Although this once seemed to be a
get its tentacles on any of the several doomsday devices wise precaution, it now makes locating his phylactery
stored there from before Earthfall. Ochymua might virtually impossible. Auberon has been working for
not have initially intended to get Auberon’s phylactery; several days to find a way around his own protections,
Auberon thinks Ochymua might have simply seized but he has come up with no solutions. Auberon is fairly
on that opportunity to demand Auberon’s compliance certain Ochymua took his phylactery to the Spindle
later—although Auberon has no intention of assisting Solution’s base and probably put it into a prison or
his hated enemy, no matter the threat. holding chamber there—Auberon is not eager to find
Where is the Compass?/Where is Ochymua now? out by being destroyed and re-forming next to it.
Auberon tells the PCs where to find the Compass and Although Auberon seems willing to negotiate
points out the location marked on his map, sharing and provide whatever rewards are in his power, the
his opinion that Ochymua is almost certainly there. PCs should realize that helping Auberon recover
Auberon is surprisingly unconcerned about what his phylactery allows him to resume his genocidal
terrible devices Ochymua might find there. The lich purge of aquatic elves and merfolk. The PCs might
is convinced he can weather whatever catastrophe demand some sort of promise from Auberon (which
Ochymua unleashes, secure in the Omen Dominion, he eagerly makes, with no intention of keeping), but
so long as he has his phylactery back first. Auberon the lich will invariably return to his vile experiments
can provide only vague, high-level information and murderous attacks. Temporarily aiding the lich is
about the facility. Although he was connected to the not an evil act, but a long-term arrangement with him
Spindle Solution in the past, he had his own agendas might be.
and made many enemies in that organization even Even if the PCs destroy Auberon without discussion,
before Earthfall. they can easily identify the location of the Spindle
What does Auberon want? First and foremost, Solution’s base on the map in this room.
Auberon wants his phylactery recovered and returned Story Award: If the PCs reach a peaceful resolution
to the Alabaster Trident. Secondarily, Auberon wants with Auberon, award them XP as though they had
Ochymua destroyed. The lich is willing to provide defeated the lich in combat (although if they later
aid to the PCs if they agree to undertake either (or, defeat him, do not award them XP again for doing so).

56
Tower
of the
Drowned
Dead
Foreword

Part 1:
On the Tines

Part 2:
In the Haft

Part 3:
Through the
Vaults

Part 4:
The High
Halls

Part 5:
The Omen
Dominion

NPC Gallery

Secrets of
Azlant

Azlant in
few days, then destroy the lich again along with his Inner Sea
the
phylactery. Abdak fights against the PCs if they oppose
Concluding the this plan, or he fights alongside them if they agree Bestiary
Adventure to it.
In one way or another, Auberon likely survives this
adventure to interact with the PCs in Pathfinder Adventure
This adventure concludes with the PCs learning Path #126: Beyond the Veiled Past. If Auberon was destroyed
the location of the Spindle Solution’s secret facility, in this adventure, then he re-forms near his phylactery
whether they received that information from the map in as Ochymua’s prisoner. Auberon blames the PCs for his
Auberon’s lodge or from Auberon directly. destruction even if they were not directly responsible
If the PCs negotiated a deal with Auberon, they (such as if Auberon was defeated by the marut inevitable
might find themselves, in the short term, protecting Abdak), and takes whatever opportunities are available
the lich from his many enemies. If the PCs have not to attack the PCs if they encounter him in the Compass.
dispatched Uncle Knives, the ankou might ambush In this case, he lacks his potent array of magical gear but
Auberon and the PCs before they leave the Omen retains his formidable spellcasting.
Dominion—particularly if they are weakened from If the PCs left Auberon peacefully, he genuinely hopes
fighting each other. they find his phylactery and destroy Ochymua. If the PCs
Once they leave the Omen Dominion, the PCs return his phylactery, Auberon is grateful and, in a show
might have to deal with Abdak in area D13. If the PCs of uncharacteristic magnanimity, agrees to a conditional
did not bring Auberon out of the Omen Dominion, peace with them so long as they do not interfere with his
Abdak insists they go back in and get him, threatening plans. If the PCs recover his phylactery but do not return
the PCs with violence if they do not comply. If the PCs it—or worse, if they destroy his phylactery—Auberon
bring Auberon out, Abdak has a very straightforward seeks them out with a furious vengeance, deploying all
plan: he will destroy Auberon now, locate Auberon of his minions and magic in a single-minded quest to
when the lich re-forms next to his phylactery in a exterminate the PCs for their betrayal.

57
Auberon the Drowned
A hateful survivor of lost Azlant, Auberon is a vain and powerful wizard who
forced himself into lichdom to survive Earthfall and continue his genocidal
purges against the undersea races that he believes destroyed his civilization.

AUBERON THE DROWNED CR 17 1st—air bubbleUC, animate rope, comprehend languages,


XP 102,400 mage armor, magic missile, true strike
Male pureblooded Azlanti human lich wizard (spell sage) 16 0 (at will)—detect magic, mage hand, mending,
(Pathfinder Campaign Setting: The Inner Sea World prestidigitation
Guide 12, Pathfinder RPG Bestiary 188, Pathfinder RPG TACTICS
Advanced Class Guide 133) Before Combat Auberon casts mind blank, true seeing,
NE Medium undead (augmented humanoid) empowered false life, and mage armor. Additionally, by
Init +6; Senses arcane sight 120 ft., darkvision 60 ft., using his spell study ability, Auberon casts freedom of
see invisibility, true seeing; Perception +23 movement (expending stoneskin and fear) and barkskin
Aura fear (60 ft., DC 24) (expending acid arrow and invisibility). Auberon makes
DEFENSE additional preparations based on his observations of the
AC 28, touch 14, flat-footed 26 (+4 armor, +1 deflection, PCs via enter image. For example, if the PCs have powerful
+2 Dex, +1 insight, +10 natural) spellcasters, he casts spell turning; if they favor a particular
hp 194 (16d6+113 plus 22 temporary hit points) energy type, he casts protection from energy; if they use
Fort +14, Ref +10, Will +17 summoned creatures, he casts magic circle against good.
Defensive Abilities channel resistance +4, foresight, During Combat Auberon begins by toying with his
mind blank, rejuvenation; DR 15/bludgeoning and magic; opponents, using spells that incapacitate rather than
Immune cold, electricity, polymorph, undead traits kill such as mass hold person, empowered enervation,
OFFENSE and power word stun. In his megalomania, he believes
Speed 30 ft.; freedom of movement that showing his superior spellcasting will compel his
Melee mwk quarterstaff +10/+5 (1d6+1) or opponents to submit to him. If that doesn’t work—or if
touch +9 (1d8+8 negative energy plus paralyzing touch) the PCs’ party includes members of hated races such as
Special Attacks paralyzing touch (DC 24) merfolk or aquatic elves—Auberon instead uses damaging
Wizard Spells Prepared (CL 16th; concentration +24) spells such as horrid wilting and lightning bolt.
8th—horrid wilting (DC 26), mind blank, power word stun Morale Auberon surrenders if reduced below 60 hit
7th—mass hold person (DC 25), power word blind, points, as he does not know where he will rejuvenate if
quickened protection from energy, spell turning destroyed. His negotiations are described in area E7. If his
6th—empowered enervation, quickened glitterdust (DC 20), surrender isn’t accepted, he casts silent dimension door
greater dispel magic, true seeing to escape, heals himself with his negative energy touch,
5th—silent dimension door, feeblemind (DC 23), rallies any remaining allies, and returns to attack the PCs.
quickened magic missile (2), wall of force STATISTICS
4th—enervation, empowered false life, fear (DC 22), Str 12, Dex 14, Con —, Int 26, Wis 18, Cha 22
resilient sphere (2, DC 23), stoneskin Base Atk +8; CMB +9; CMD 31
3rd—displacement, enter imageAPG, lightning bolt Feats Combat Casting, Craft Construct, Craft Magic Arms and
(2, DC 22), magic circle against good, protection Armor, Craft Wondrous Item, Defensive Combat Training,
from energy Empower Spell, Eschew Materials, Improved Initiative,
2nd—acid arrow, detect thoughts (DC 20), glitterdust (2, Quicken Spell, Scribe Scroll, Silent Spell, Spell Focus
DC 20), invisibility, scorching ray (evocation), Spell Penetration

58
Skills Craft (clockwork) +25, Diplomacy +14, Fly +21, Campaign Role
Intimidate +25, Knowledge (arcana, history, religion) Auberon is the master of the Alabaster Trident and the Tower
of the
+27, Knowledge (geography, nature, planes) +19, PCs’ ultimate adversary in this adventure. Although
Drowned
Perception +23, Sense Motive +23, Spellcraft +27,
Stealth +10, Use Magic Device +22; Racial Modifiers +8
the lich is irate that the PCs would storm his personal
domain, he is cunning enough to know that dying upon
Dead
Perception, +8 Sense Motive, +8 Stealth the PCs’ swords will not advance his long-term plans. He
Foreword
Languages Aboleth, Abyssal, Aklo, Aquan, Azlanti, Common, therefore prefers to negotiate with the PCs, as described
Cyclops, Draconic, Elven, Giant; tongues in area E7. Part 1:
SQ focused spells, spell study On the Tines
Combat Gear brooch of shielding, ring of counterspells
(containing dispel magic), spellguard bracersUE, wand of Part 2:
enter imageAPG (CL 10th, 35 charges); Other Gear mwk In the Haft
quarterstaff, cloak of resistance +3, dusty rose prism
ioun stone, headband of mental prowess +4 (Int, Part 3:
Cha; Fly, Use Magic Device), ring of protection +1, Through the
vibrant purple prism ioun stone (containing
Vaults
sanctuary and silence), statuette worth 1,500 gp
Part 4:
(focus for contingency), 500 gp in eye ointment
The High
(for true seeing) Halls
SPECIAL ABILITIES
Spellcasting Preparations (Sp) Auberon has cast Part 5:
a contingency spell on himself that activates when he’s The Omen
reduced below 100 hit points, casting empowered inflict Dominion
serious wounds upon him. In addition, he cast spellstaff
upon his masterwork quarterstaff, allowing him to cast NPC Gallery
maze as though it were a prepared spell. He has used
permanency to give himself the permanent effects of
Secrets of
Azlant
arcane sight, see invisibility, and tongues. Finally, as long
as he’s in the Omen Dominion, he gains the benefits of
Azlant in
foresight (CL 19th). Inner Sea
the

Born into a life of luxury in the vaulted city of Bestiary


Kalmeron in ancient Azlant, Auberon
received the finest magical education
available. His undeniable genius and
natural charisma contributed to his arrogant
and domineering personality; anything he wanted,
he simply bought outright or used his family’s
political leverage to acquire. When Auberon visited the
Alabaster Trident to receive a prophecy on behalf of his
family, he knew that he had to own the grand building
and its magical secrets. His desire was so strong that
he all but ignored the seemingly nonsensical
prophecy delivered to him during his visit—
that he would ride the tower into the sea and
burn within it for thousands of years.
Auberon was an imposing, attractive human of
pureblood Azlanti heritage, with long black hair
in a severe widow’s peak. His expression is set
halfway between an imperious sneer and a hate-
filled scowl. His eyes retain their striking violet color,
but now simmer with an inner fire. He still likes to wear
fine things, including magical jewelry and elegant robes
in the green-and-gold style favored in ancient Azlant.

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59 59
Uluuthan
Ochymua’s favored servant, Uluuthan was sent to confront the lich Auberon
the Drowned. Auberon killed the aboleth and infused it with necromantic
energy, creating an addled undead monster completely loyal to the lich.

ULUUTHAN CR 16 2nd (8/day)—ghoul touch (DC 20), glitterdust (DC 20),


XP 76,800 invisibility, resist energy, web (DC 20)
Aboleth nosferatu sorcerer 11 (Pathfinder RPG Bestiary 8, 1st (8/day)—comprehend languages, magic missile,
Pathfinder RPG Bestiary 4 268) protection from good, shield, true strike
LE Huge undead (aquatic, augmented aberration) 0 (at will)—bleed (DC 18), detect magic, disrupt undead,
Init +8; Senses darkvision 60 ft., low-light vision, scent; ghost sound (DC 18), light, mage hand, open/close
Perception +40 (DC 18), prestidigitation, read magic
Aura mucus cloud (5 ft., DC 22) Bloodline psychicOA
DEFENSE TACTICS
AC 31, touch 12, flat-footed 27 (+4 Dex, +19 natural, –2 size) During Combat Uluuthan casts mind fog at the start of
hp 237 (19 HD; 11d6+8d8+163); fast healing 5 combat and thereafter uses its psychic spells, particularly
Fort +13, Ref +11, Will +23; +4 vs. mind-affecting effects ego whip III and psychic crush I, to incapacitate
Defensive Abilities channel resistance +4; DR 5/piercing opponents, undercasting these spells if necessary.
and wood; Immune undead traits; Resist cold 10, Morale Fatalistic and loyal, Uluuthan fights until destroyed.
electricity 10, sonic 10 It then retreats in its swarm form to its coffin in area
Weaknesses vampire weaknesses C14. Once recovered, it seeks out its opponents to renew
OFFENSE its attacks.
Speed 10 ft., swim 60 ft. STATISTICS
Melee 2 claws +17 (2d6+8), 4 tentacles +18 (1d6+8 plus slime) Str 26, Dex 18, Con —, Int 17, Wis 26, Cha 26
Space 15 ft.; Reach 15 ft. Base Atk +11; CMB +21; CMD 43 (can’t be tripped)
Special Attacks blood drain (1d4 Con and 1d4 Wis), Feats Alertness, Combat Casting, Defensive Combat
dominate (DC 27), telekinesis Training, Empower Spell, Eschew Materials, Extend
Spell-Like Abilities (CL 16th; concentration +24) Spell, Improved InitiativeB, Iron Will, Lightning
At will—hypnotic pattern (DC 20), illusory wall (DC 22), ReflexesB, Persuasive, Quicken Spell, Skill Focus
mirage arcana (DC 23), persistent image (DC 23), (Intimidate, Perception)B, Spell Penetration, Weapon
programmed image (DC 24), project image (DC 25), Focus (tentacle)
veil (DC 24) Skills Bluff +30, Diplomacy +10, Intimidate +40, Knowledge
3/day—dominate monster (DC 27) (arcana) +25, Perception +40, Sense Motive +29,
Bloodline Spell-Like Abilities (CL 11th; concentration +19) Spellcraft +25, Stealth +15, Swim +27; Racial Modifiers
11/day—psychic strike (1d6+5) +8 Perception, +8 Sense Motive, +8 Stealth
Sorcerer Spells Known (CL 11th; concentration +19) Languages Aboleth, Aklo, Aquan, Azlanti, Undercommon;
5th (5/day)—ego whip IIIOA (DC 23), id insinuation telepathy 60 ft.
IVOA (DC 23), intellect fortress IIOA, mind fog (DC 23), SQ bloodline arcana (use thought and emotion components
mind thrust VOA (DC 23), psychic crush IOA (DC 23), instead of verbal and somatic), recovery, spider
wall of force climb, swarm form (crab swarm or jellyfish swarmB2),
4th (8/day)—dimension door, fire shield, stone shape undercasting prodigy
3rd (8/day)—dispel magic, hold person (DC 21), lightning Gear azure briolette ioun stone (see page 36), lavender and
bolt (DC 21), protection from energy green ellipsoid ioun stone

60
Uluuthan plied the Arcadian Ocean for millennia, Campaign Role
hatching plots and gathering esoteric lore deep beneath Uluuthan is the master of the Vaults beneath the Tower
of the
the surface. During the Age of Legends, Uluuthan Alabaster Trident, and the PCs are likely to encounter the
Drowned
worked with other alghollthus to shape and guide the
Azlanti civilization toward their inhuman goals.
aboleth when exploring those subterranean chambers.
Unless the PCs go through the trouble of destroying
Dead
Possessed of smooth, unmarked skin and particularly Uluuthan in its coffin, the vampire likely survives
Foreword
viscous mucus, Uluuthan was beautiful by aboleth the events of this adventure. If Auberon also survives,
standards. Compared to its shoalmates, Uluuthan was Uluuthan’s role in the Vaults is substantially unchanged. Part 1:
small and sleek, a trait associated with cunning and If Auberon is destroyed, Uluuthan eventually wanders On the Tines
violence, and it made a habit of taking excessively away from the tower, recovers pieces of its missing
bold, cruel actions to reinforce this impression when memories, and begins to plot anew. Part 2:
other aboleths were observing. Uluuthan’s combination In the Haft
of comeliness and viciousness gained it significant
renown in aboleth society and it soon considered itself Part 3:
superior to its kin in ability as well as appearance. Through the
The veiled master Ochymua took notice of the
Vaults
brash and beautiful Uluuthan. Ochymua imparted
Part 4:
greater authority to Uluuthan, especially as Uluuthan The High
specialized in the merging of arcane and psychic Halls
magic and extracted secrets other aboleths couldn’t
pull from their enemies’ minds. Pleased and proud to Part 5:
serve, Uluuthan distinguished itself in Ochymua’s eyes, The Omen
leading to increasingly important responsibilities and Dominion
access to more powerful magic. In its pride, Uluuthan
unwisely snubbed other aboleths—and even other NPC Gallery
veiled masters—on its way to becoming Ochymua’s
favored mind-breaker.
Secrets of
Azlant
When the Azlanti captured Ochymua, Uluuthan
found itself suddenly devoid of support or sympathy Azlant in
among its insulted shoalmates. Uluuthan fled Inner Sea
the
to the distant aboleth city of Garvathabool,
intending to rebuild its reputation, but Bestiary
Garvathabool was near enough to the surface
to be shattered by Earthfall. Uluuthan was
trapped beneath the ruins for millennia,
freed only a few decades ago when careless
adventurers opened a passage to Garvathabool’s
underchannels. Once freed, it quickly returned to
Ochymua’s side.
Just over 23 feet in length and weighing 4,500 pounds,
Uluuthan is enormous by human standards but small
for an aboleth. Uluuthan’s fins are long and thin,
providing excellent underwater maneuverability. Since
Uluuthan became a vampire, however, its fins have
become ragged, and its pale skin has become blemished
with bruises and mottled spots. This physical
degradation rankles the vain creature, but it
hasn’t yet discovered a way to restore the
sleek, smooth skin it had while alive.
Uluuthan’s three red eyes are large and
bulbous, seeming ready to pop out of
its head. Its tentacles are still long
and thin but covered with the same
blotches as the rest of its pallid flesh.

61
61
61
Secrets of Azlant
“Each turn of the Infalabulum’s huge metal pages revealed vivid
descriptions of lost cities, glorious palaces, and soaring temples at
the height of the Azlanti Empire—not as garbled hand-me-down oral
tradition or the hazy suppositions of occultists channeling spirits whose
memories have been tainted by the passage of so many millennia, but
lively contemporary accounts filled with images, sketches, maps, and in
some cases, precise coordinates. Under the rainbow glow of a room lit
only by magically orbiting ioun stones, we frantically transcribed the
contents of the book as best we could without omitting anything of
value, ever aware of the approaching screams and howls issuing from
the catacombs below. The old Azlanti tome exposed the treasures of the
lost empire in clear detail, but are the degenerate, scratching, mewling
wretches who hunt us truly all that’s left of the Old Azlanti? Surely they
didn’t surrender to the darkness so easily…”
—Durvin Gest, Pathfinder Chronicles, Volume 1

62
The shattered continent of Azlant left a legacy of ruined inspire equally colorful tales of fantastic treasure and
cities, lost lore, and fabulous wealth that still draws horrific protectors. Many modern adventurers from Tower
of the
adventurers to its deadly shores even a hundred centuries Avistan and Garund are drawn by the vivid descriptions
Drowned
after most of the land sank into the ocean. Presented
below are descriptions of seven fantastic locales hidden
of no less an authority than Durvin Gest, one of the
Pathfinder Society’s founders, who discovered the site
Dead
within Azlant, each an ideal site for Ruins of Azlant side on his first visit to the broken continent.
Foreword
adventures or suitable for further expansion into an Gest’s accounts recall an enormous city fashioned
extended story arc in its own right. The exact locations of impossibly large panes of fluted colored glass, now Part 1:
of these sites are left intentionally vague, allowing Game mostly shattered by cataclysm and time. His party camped On the Tines
Masters to place them as is convenient for their campaigns. within the jagged ruins for 3 days and nights, scouring
its remaining structures for the fabulous physical and Part 2:
Acrolan, psychic wealth hinted at upon the metal leaves of the In the Haft
City of Broken Glass Infalabulum. Gest discovered this treasury of occult lore
The occult lore of Azlant speaks of the Seven Secret Cities in the House of Aeons (see page 66), along with the trove Part 3:
situated across the planet: havens for highly developed of ioun stones and other ancient Azlanti technology that Through the
psychic adepts whose mastery of physical and mental helped to fund the early decades of the Pathfinder Society.
Vaults
discipline renders them spiritually superior to common While the towering ruins of shattered glass hint at
Part 4:
humans. References to the Seven Cities appear in the time-lost wealth and majesty, actual plunder remains The High
occult traditions of Azlanti successor states like Taldor maddeningly elusive. The city contains ample evidence of Halls
and Cheliax, in the religious parables of ancient deities long-dead fanatics, laborers, and students, but other than
like Abadar and Shelyn, and inscribed in pictographic statues and gorgeous glass mosaics in their honor, almost Part 5:
script upon the thin metal pages discovered in numerous no sign of the vaunted Ascended Adepts who allegedly The Omen
expeditions to the ruins of Azlant over many centuries. ruled the place can be found—it’s as if these legendary Dominion
Though no comprehensive summary exists, comparison figures never actually lived in the city at all.
of these texts reveals a broad sense of the purpose and And indeed, they never did. For the broken-glass city NPC Gallery
inhabitants of the Seven Cities, even if details on their of Acrolan is not the city of Acrolan at all, but rather a
precise locations remain elusive, revealed to only the monument replica of the real city, which lies upon the
Secrets of
Azlant
most developed students of occult lore. Ethereal Plane. The dutiful students of the Adepts built
Even the world-spanning adventurers of the the glass Acrolan to honor their otherworldly teachers, Azlant in
Pathfinder Society, who have sought to explore the Seven living their lives in preparation for the day that they too Inner Sea
the
Cities for thousands of years, know only the barest hints might leave behind their physical bodies and ascend to
of their locations: lost Zinhola in the depths of Nar-Voth, join the exalted ranks of their masters on the other side Bestiary
an unnamed and mysteriously ill-remembered floating of the planar veil. Today, this “true” Acrolan lies 400 feet
fortress above a wave-battered islet off the northwest above the shattered ruin, unseen in its Ethereal refuge,
coast of Sarusan, Great Hadrasomm perched upon a vast its splendid towers still intact and redolent with the
plateau at the heart of Vudra. The Pathfinder Chronicles power of their ancient glory, even if Earthfall shifted the
record fragmentary hints of these fantastic locales, but place out of perfect alignment with its Material Plane
there are no surviving maps to the Seven Secret Cities, double. The ancient Ascended Adepts still dwell within
no complete records of their buildings, dangers, and old Acrolan, but the mass extinction of their students,
secrets. A well-worn phrase from the Manual of the Order the utter ruin of their great works, and the psychic
of the Palatine Eye says, “When a Seeker is ready, the pain of Azlant’s death twisted and warped them into
Adepts guide the way.” hateful wraiths. Enlightened explorers who manage to
The greatest and earliest of the Seven Secret Cities pass a series of psychic tests in one of the Adepts’ old
is Acrolan, situated upon a jagged stone valley hidden ruined temples in the replica city gain entry to the true
within a semicircular upthrust of volcanic cliffs on Acrolan and access to unparalleled physical and spiritual
one of the many mountainous isles that make up the wealth—if they can manage to defeat the bitter shades
mazelike lost continent of Azlant. It was upon the streets of Golarion’s greatest psychic masters. Even reaching
of this sacred place that the earliest Ascended Adepts first the threshold of the Adepts’ cultural repository means
gathered more than 15,000 years ago to share knowledge, risking the eerie half reflections of the replica city’s
instruct students, and begin to safeguard the artistic, unquiet dead, who stalk visitors from the convex edges
cultural, and spiritual wealth of humanity from exactly of shattered towers or along the cracks of huge reflective
the sort of planetary disaster that ultimately destroyed walls that shine like mirrors, eager to draw visitors into
the empire. Today, millennia after Azlant’s destruction, the glass so that they too might spend eternity learning
the colorful ruins of Acrolan’s shattered glass towers to better serve the true masters of Acrolan.

63
63 63
Aroden’s Rock survival of their people and culture—detected a malign
The devastation brought on by Earthfall plunged most intelligence controlling the murderous fey. At first they
of Azlant’s surface below the waves, drowning millions suspected the vile alghollthus who had initiated the
who had survived planetary bombardment and ruinous catastrophe of Earthfall, but for once the veiled masters
earthquakes in a series of catastrophic floods. The were nowhere to be found, having retreated to their
mortal hero Aroden, reportedly in the capital palace own Darklands holds to wait out the continent’s final
with the emperor himself at the exact moment of weeks and observe from afar. Investigation revealed the
Azlant’s doom, somehow survived the destruction of the controlling force to be a creature—some whispered a
City of Golden Gates. He escaped its roiling harbor in a god—called Ugruskogg, a being the fey claimed had been
smoldering warship at the head of a flotilla of survivors a part of Azlant since its highest mountain had been but
tenaciously making their way to the relative safety of an unsullied plain upon the floor of an ancient ocean.
the distant colonies of Avistan and Garund. The entire Expecting to discover an entity equal in power to
planet shuddered with the aftershocks of Earthfall in the mysterious Tane of the fey or perhaps a nemesis
those days, but nowhere was more dangerous than devil created from some near-forgotten deity, Aroden’s
the spasming corpse of Azlant. Overnight, the ruined alliance tracked the psychic control to the very summit
continent had become a jagged maze of mountaintops and of Merhuretz. There, in an ancient cave, they discovered
sheer, sweeping escarpments jutting from the water like an enormous petrified ammonite the size of a castle
crude cyclopean cenotaphs, lit by the eerie glow of freshly door. The apparently long-dead creature loomed at the
wakened volcanoes cast against the soot-choked sky. far side of a vast chamber, emerging from the wall like
At the center of this madness sailed Aroden and his a grotesque bas-relief, its surface a maddening swirl
ships, gathering new naval refugees at the edge of every of spiral patterns that seemed to fall in on themselves
whirlpool and pulling survivors from the waves by the and burrow their way into the minds of all onlookers.
thousands. The hungry seas swallowed ship after ship, but Remnants of sacrificial offerings to the fossilized god
those who escaped being dashed upon the rocks, sinking, seemed to go back centuries. Every step taken closer to
or falling victim to opportunistic sea monsters would Ugruskogg crushed some once-treasured artifact into
prove to be the saviors of Azlant’s culture, going on to find dust underfoot. Although the prehistoric creature didn’t
refuge in distant lands and ultimately plant the seeds of move, all of Aroden’s allies knew that it yet lived, its mind
kingdoms that still exist in the modern era. But forging avid and seeking even as its physical form had been
a new future—any future—for humanity meant escaping hardened by the passage of countless millennia.
the horrors of a fallen Azlant. A lucky mariner might No one knows what happened in that alpine chamber
manage to survive Earthfall in a dinghy or a pleasure so long ago. A somewhat reliable account appears in
yacht, but crossing the Arcadian Ocean in any significant the Forbidden Libram of the House of Secrets, a grimoire
numbers required hardier ships and considerable and historical account of the magical traditions on
logistics. Aroden eventually found an ideal locale from which Absalom’s first arcane guild was based, in the
which to prepare for the voyage: a forested mountaintop days when the living god himself walked the streets of
near Azlant’s eastern periphery called Merhuretz—one the city he created. The book claims that Aroden and
of Azlant’s grandest mountains before Earthfall and now his allies left the chamber without a single blow of
among the tallest islands in the region. sword or spell. Instead, the tale suggests, they made a
A continent’s loftiest mountains have legends that deal with Ugruskogg that they never spoke of again—
predate even the oldest of its inhabitants, however, and some undisclosed sacrifice generally assumed to be of
when Aroden led his armada to the safety of Merhuretz, a malevolent nature—which allowed Aroden and his
he found the place far from uninhabited. Wielding the people to safely use the mountain island as a refuge for
Azlanti Diamond, the crystalline sword he forged as a the next half-decade before finally departing, en masse,
badge of office for the next emperor, Aroden cut a path to the promise of new lands across the eastern seas.
to safety for his people, banding together with other Modern tales confirm that Merhuretz’s forests once
refugee heroes to scour the heavily wooded mountain again throng with murderous fey. The ruined stone
lowlands of debased fey that had rebuffed humanity’s foundations of Aroden’s shipyards and the crude
advances upon the place for as long as history could buildings that housed Azlant’s terrified refugees still
remember. Building an array of deep-keeled vessels remain on the island, but those seeking to take refuge
suitable for the ocean crossing meant deforesting the within them inevitably come under attack by the island’s
entire island, an act requiring the cooperation of nearly unfriendly inhabitants. Worse, visitors invariably dream
all the refugees who managed to make it there. of a presence at the peak of the mountain, summoning
All the while, Aroden and his allies—many of them them to an audience with an entity nearly as old as the
former enemies now fighting side by side for the planet itself.

64
64
Bilith-Vel religious ceremony at the time of Earthfall, Rezallian
Most of Azlant’s ruined cities lie either completely was too far from Somal to help Acavna and Amaznen’s Tower
of the
submerged on the ocean floor, or toppled but still efforts, racking himself with guilt over whether his
Drowned
above sea level somewhere in the maze of the wave-
battered half-submerged mountains—now islands—
participation might have been enough help to save his
divine friends and prevent the fall of Azlant.
Dead
that make traversing Azlant so treacherous. The city Such guilt is more than even the strongest dragon
Foreword
of Bilith-Vel, famous for its soaring, interconnected can bear. Rezallian, whose bravery and inner strength
towers, straddles that divide—its streets lie under 20 were considered equal to those of his rider, was Part 1:
feet of water but its spires still peek above the surface. shattered by the tragedy, eventually transforming into On the Tines
In happier days, Bilith-Vel was a holy site to a broken undead creature known as an animus shade.
followers of the Azlanti moon goddess Acavna, a haven To this day, the dragon guards Bilith-Vel as the ruined Part 2:
for pilgrims seeking the city she once saved from city’s own personal god, served by degenerate morlock In the Haft
a prolonged siege during one of the many chaotic descendants of the city’s original inhabitants, draugr
uprisings that marred the early history of Azlant. crew from ships that crashed against Bilith-Vel’s lower Part 3:
In addition to its holy significance, Bilith-Vel also towers, and 27 enormous, four-tentacled flatworms Through the
contained a sisterhood of influential witches called the known as somalcygots called from the surface of the
Vaults
Inward Eye, the central countinghouse of Azlant’s most moon to serve as Rezallian’s territorial governors.
Part 4:
influential banking consortiums, and a private harbor Each somalcygot writhes from atop a tower or astride The High
home to the empire’s second-largest armada. With its a walkway, guarding several city blocks from explorers Halls
gaze upon the southeastern shores of Arcadia, Bilith- with jets of acidic spray that give Bilith-Vel a sickly sweet
Vel served as a trade hub for the distant colonies of odor—now often the first sign a traveler experiences Part 5:
the west, though administrators in the City of Golden when approaching the city. The Omen
Gates oversaw their governance. Dominion
Despite the city’s complex industries, strategic
importance, and colonial role, Bilith-Vel NPC Gallery
was primarily characterized by Acavna’s
influence, with huge statues to the warrior
Secrets of
Azlant
goddess standing shoulder-to-shoulder
with the city’s towers and walkways. Azlant in
Hundreds of churches to Acavna crowded Inner Sea
the
the city’s lower wards, outnumbering
the temples of all other gods combined. Bestiary
Lunar-themed architectural motifs
predominated throughout, giving the
impression that the entire city is a
monument to Acavna.
Acavna’s power was sufficient to
move Golarion’s moon, Somal, out of
its orbit and directly into the path
of the oncoming space debris
of Earthfall. The resulting
concussions spared Golarion the
worst of the alghollthus’ apocalypse,
but killed Acavna and her lover,
Amaznen, the god of magic. Acavna’s
death effectively destroyed her cult, just
as Earthfall itself obliterated Azlant,
driving the moon goddess’s city into the
shallow sea and toppling many of her
monuments. The destruction of the city
had a profound impact on the great lunar
dragon Rezallian, an immortal old wyrm
who served as Acavna’s battle mount and
closest confidante. Present in Bilith-Vel for a

65
65
The House of Aeons very early Azlanti worshiped the aeons as celestial
Durvin Gest discovered the House of Aeons on his architects, exemplars of otherworldly order that gave
first expedition to Azlant, and the secrets he unearthed sense to the chaos of nonexistence and form to the world
there—particularly those transcribed from the metal the Azlanti inhabited countless millennia later. The
pages of an enormous book called the Infalabulum—led gods—or perhaps the alghollthus—may have created the
directly to many of his other legendary exploits on the cultural aspects of Old Azlant, but the aeons created the
lost continent. The House of Aeons is a broad, round land on which it stood, and thus always enjoyed an aura
tower perched on the edge of an enormous spire scarcely of preeminence among the Azlanti, more so the farther
wider than the tower itself. Gest assumed the structure back one delves into what remains of imperial history.
had been built by some of Azlant’s earliest human Following traditions trailing deep into human
inhabitants, basing his conclusion on the predominance prehistory, early Azlanti honored the celestial architects
of elemental motifs and an absence of images portraying annually by sculpting or carving tiny effigies of
any of the commonly worshiped gods of Azlant such themselves as offerings to the aeons, acts of personal
as Abadar, Acavna, or Shelyn. Instead, the frescoes, bas- artifice intended to honor the long-departed primeval
reliefs, and statuary celebrated an order of primordial architects. Hundreds of these tiny statues adorn the
outsiders known as aeons, generally interpreted as the alcoves of Skyreach, the headquarters of the Pathfinder
beings who crafted the Material Plane from nothing in Society in Absalom, a daring edifice that was largely
the Age Before Ages. funded by treasures plundered from the House of Aeons
According to Gest’s extensive expedition notes during Gest’s legendary exploit.
published in Volume 1 of the Pathfinder Chronicles, the Funding the Society’s sprawling home fortress—to
say nothing of the early decades of the Society
itself—required artifacts far more valuable
than moldering statuettes crudely fashioned
by amateur artisans, though. The greatest
spoils from Gest’s original expedition were
the multiformed and diversely magical ioun
stones embedded in the temple’s walls and
piled upon its forgotten altars, for each proved
a treasure far in excess of its material value.
Azlanti legend held that the stones were the
tools used by the aeons to create the world
itself. Azlanti mystics hunted these objects
obsessively, carving their raw forms into a
multitude of esoteric shapes associated with
their seemingly limitless—but nonetheless
replicable—magical abilities. These stones
served as important status items and
occult symbols throughout all of Azlanti
history and remain so today; those who
claim “true” Azlanti heritage seldom do
so without brandishing ioun stones as
proof of their families’ ancient lineages.
A variety of debased creatures,
including at least one magic-warped aeon
of almost unthinkable power, still dwell
in the tunnels below the city. The lesser
degenerates—furtive, paranoid creatures—
initially spy on visitors from afar, scratching
at stones with broken claws to scare away
interlopers. If this fails, they burst forth
from the lower chambers in great numbers,
a monstrous wave of filth aimed at forcing
out explorers—or bringing them back to the
aeon in the unknown depths of the earth.

66
66
The City of Golden Gates fourth at the level of the plain that received all of the
(High City) waters from above and discharged them into a deep Tower
of the
Very few details about the particulars of Azlanti life harbor along Azlant’s eastern coast, the central point of
Drowned
are known to modern historians. No complete map of
the island continent survived the empire’s devastation,
the empire’s maritime trade and the chief headquarters
of its legendary trireme navies. The overall effect served
Dead
and even the most educated Azlanti experts of the to separate the city into four concentric rings of four
Foreword
modern day season their knowledge with equal parts quarters each; each of the inner rings rose 50 feet
assumption and supposition, weaving could-bes and below its outer neighbor and each served as home to Part 1:
never-weres into their narratives without a clear sense progressively higher-classed nobles and tradesfolk. On the Tines
of what is fact and what is fancy. Academics bicker over The Imperial Palace was a fabulous collection of
the surface area of the island-continent at the height of dome-capped spires and cavernous audience halls, Part 2:
its glory, the exact number of its outlying vassal states, with a famous skylight composed of a single sheet of In the Haft
the grandeur of Azlant’s colonial holdings in Arcadia magically hardened glass. Perched upon the eastern
and Avistan, or over countless other details important edge of the uppermost canal, it loomed over the city Part 3:
and insignificant alike. Yet despite all this uncertainty, proper and cast a hungry eye toward the rich colonial Through the
Azlant’s celebrated capital, the so-called City of Golden lands of the far continents. Here was housed the
Vaults
Gates, enjoys several lush descriptions still preserved emperor’s famous Throne of Glass, as well as countless
Part 4:
in the historical record and more or less corroborated ambassadors, dignitaries, entertainers, menageries, and The High
by the tentative investigations of the Pathfinder Society retainers, all of whom shared a common fate when Halls
and the elves of the Mordant Spire. As the central scene rocks from space hurtled into the city at the height of
of the devastation brought by Earthfall, the city suffered Earthfall. Today, virtually no sign of the palace remains. Part 5:
terrific destruction, but the looming corpses of majestic A direct hit sheared off the eastern third of the hillside The Omen
palaces and debris-choked canals still hint at the glory city, slamming into the verdant plains and shattering Dominion
that once made Azlant the pride of Golarion’s earliest most of the city’s remarkable structures into tinder
humans, and that set the standard for civic planning and rubble. To this day, those few expeditions that have NPC Gallery
and ambition in the millennia since its terrible fall. managed to survive a trip to the city invariably bring back
The most reliable account of the City of Golden shards of the palace’s famous glass ceiling, which retain
Secrets of
Azlant
Gates is preserved in the first chapter of The Manual of their hardness and are sometimes forged into valuable
City-Building, one of the foremost religious texts of the weapons the Knights of the Ioun Star call throneglass. Azlant in
cult of Abadar. To the faithful of the Master of the First Reason suggests that some of the grandest treasures Inner Sea
the
Vault, the City of Golden Gates is the original city, the of Azlant might still be found in the empire’s lost capital,
perfect ideal that all subsequent cities must be measured but it has been centuries since any major expedition Bestiary
against. While Abadar’s Vault is said to contain a perfect has looted the place and returned to tell of it. The
example of everything that has ever existed, the City of city’s upper districts teem with menacing inhabitants,
Golden Gates is said to be something of an exception, a including dragons drawn by the site’s majesty, and
magnificent gift granted by Abadar to the Azlanti people savage, cannibalistic morlocks whose ancestors once
as an example of perfection incarnate on the Material walked the streets as nobles, but who now swell its
Plane, with no parallel even within the god’s notoriously avenues completely naked to the world, screaming out
well-guarded treasure vault. warnings and hateful jeers in the half-remembered
According to Abadar’s texts, the city was built upon tongues of their once-mighty forebears. Even more
the sides of a vast hill that rose about 500 feet above dangerous are a cast of demons, devils, and worse either
a verdant plain ringed by forestland containing the still bound by the magics of ancient Azlanti spellcasters
mansions of the city’s nobles and the common houses or freed by the devastation of Earthfall, only to claim the
of its servitor classes. Upon the summit of the hill lay thrones of their former masters for their own, declaring
the emperor’s personal residence and gardens, in the themselves petty emperors of a shattered kingdom.
center of which welled up from the earth a never-ending Aged clerics of Abadar sometimes make a lone
stream of water that flowed in four directions and fell pilgrimage to the site to pass their final days in holy
in cascades into a moatlike canal that encompassed the contemplation of the transience of past perfection.
imperial grounds and separated them from the city Some records from a few centuries ago suggest that a
that lay below on every side. From this deep canal, four small community of such aged pilgrims thrives in the
channels led the water through the four quarters of city’s lowest rung, fending off attacks of savage and
that level of the city to cascades that in turn supplied degenerate city inhabitants while keeping the fires
another encircling canal at a lower level. Three such burning for those heroes who would reclaim a glorious
canals formed concentric descending circles, with a destiny for the City of Golden Gates.

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The City of Golden Gates world, and their alien hunger for dominion has only
(Low City) grown in the millennia since Azlant’s terrible fall.
The majority of the expansive plains surrounding the The deep surface of the Arcadian Ocean seafloor just
City of Golden Gates sank more than 500 feet below the off the original coastline near the old city’s harbor is rent
surface of the Arcadian Ocean in the violent earthquakes with an enormous rift that extends deep into Golarion’s
that submerged most of the continent, leaving the crust, connecting the Arcadian Ocean with a little-known
ruined upper wards of the city clinging to the side of subterranean ocean called the Inverted Sea. In defiance
a mountaintop overlooking turbulent waters below. of gravity, the Inverted Sea coats the upper portion of the
Many of the city’s canals still flow with water fed by vault that holds an even larger body of water called the
the emperor’s garden springs, resulting in a series of Sightless Sea, one of the most astounding locations in all
majestic waterfalls falling down the city’s sheared and of the Darklands of Golarion. An impossible waterspout
eroded eastern edge, the tears of a thousand centuries known as the Braid extends upward from the Sightless
for Azlant’s long-dead first city. Sea to the Inverted Sea and through the rift into the
These pure elemental waters grant the turbulent sea Arcadian Ocean, a sort of underground river that also
below a kind of religious importance to many water- happens to mark the areas of greatest influence by the
dwelling creatures, who flock to and fight for control alghollthus, in the Darklands and above.
of the region. Nereids in particular are drawn to the Those who brave the warring creatures near the
area, feeling an overwhelming calm from the waters, surface and the watchful alghollthus in the deeps gain
a sensation unlike anything else on Golarion. These access to the remains of the lower levels of the City of
normally playful and alluring fey quickly resort to Golden Gates. Despite heavy damage during Earthfall
savagery when defending their territory, however, and and the incidental erosion of more than 10,000 years,
are locked in endless conflicts with debased merfolk, evil the low city still contains ruined monuments, temples,
water elementals, and sahuagin, all of whom covet the and other structures of interest to adventurers. The most
pure waters for reasons of their own. important such location is a wide civic plaza containing
Deeper still dwell the true modern masters of the City an enormous monolith of horacalcum inscribed with
of Golden Gates—the same creatures who have always the story of Azlant’s founding rulers and the laws they
dominated it, still scheming from the very same depths, expected their new subjects to follow. This monument,
only now more out of petty jealousy and millennia of known as the Lore of the First Masters, is now thought to
habit and tradition than in the grand experimental stages be entirely the product of alghollthu propaganda pushed
of the old empire. The alghollthus—always the true power upon the superstitious humans of early Azlant, a theory
behind the human empire they raised out of barbarism— substantially verified by the zeal with which the alghollthus
pushed all other claims on Azlant from the board when protect the site from visitors, especially those who would
they demolished the realm in a rain of fire. The moment seek to damage the monolith or haul it to the surface as
they seemed to lose their grip upon the empire, when treasure. Some merfolk and gillmen ascribe religious
the mortal Aroden thwarted their scheme to install yet significance to the site, abandoning jewelry, trinkets, and
another pawn upon the Throne of Glass, they destroyed other valuable items as sacrifices to the massive law tablet.
the empire’s glorious capital, along with most of the These treasures in turn draw more explorers, who soon
continent. The proud alghollthus jealously maintain their find themselves under mental and physical assault by the
claim on the ruined capital from the deep, watching the inscriptions’ original authors. These malevolent creatures
lesser creatures near the surface in their petty squabbles keep a steady, paranoid watch on the site from their
and occasionally nudging the combatants with psychic fastness in the Inverted Sea, teleporting in at the first sign
prods to keep things interesting or to remove potential of intruders to protect it—and to seize the intruders for
threats to their subtle supremacy. use as mind-controlled agents.
Every morning just after dawn, the Abadaran cultists Other sites include ruined temples dedicated to nearly
inhabiting the upper city gaze down upon the frothing all of the gods of Old Azlant, the original chapter house
waters in a daily ritual said to be a contemplation of and marshaling castle of the Knights of the Ioun Star,
the ephemeral nature of humanity’s greatest works— an immense hippodrome capable of seating a quarter
recognition that even the lost glories of Old Azlant must million onlookers, and countless fountains, manor
eventually fall into the sea. Accounts of this service by houses, monuments, palaces, statuaries, and tenements.
outsiders often remark upon the blank expressions on the Although very rare, some of these locales contain
clerics’ faces, noting their beatific natures and meditative subterranean holds that yet remain sealed against the
calm. In fact, these holy people who gaze into the depths prying waters of the Arcadian Ocean, undisturbed time
are controlled by the alghollthus far below. Even today, capsules packed with enough lore to rewrite history and
the true masters of Azlant have their agents on the surface wealth to rewrite an explorer’s destiny.

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The Towers of Heaven cell to one of the largest organisms on the planet, and
The ambition, arrogance, and pride of the Azlanti the suggestion that the Towers of Heaven might offer Tower
of the
people remain their greatest cultural legacy. Modern an escape from the maddening limits of the world
Drowned
mythology is packed with parables that use Azlant as a
watchword for unbridled, ruinous hubris, and perhaps
drew it to the surface for the first time since the Age
of Serpents.
Dead
the most popular of these tales is the story of the Alas, the Towers of Heaven are long dead. If they
Foreword
Towers of Heaven. As the tale goes, merely a century ever offered a pathway to the stars, that power had
before the fall of Azlant, the empire was beginning been too dormant for too long and now no longer Part 1:
to quake with political convulsions that engendered functions. Wolchurrun still visits the site from time On the Tines
the civil wars of its final years. During this time, a to time, floating just to one side of one of the massive
consortium of Azlanti scientists began construction gantry towers like an overstuffed airship, dreaming Part 2:
of an audacious series of unusual towers upon the impossible dreams of escape. Poisonous clouds of In the Haft
salt flats of an uninhabited desert. Although specifics burrowing spores cast off from its massive form coat
remain scant for what amounted to a highly secret the secluded salt flats in a cloying layer of dust that Part 3:
project even in its own day, all records suggest that only occasionally clears on a brisk wind, its sickly Through the
the purpose of these towers was to raise humankind mustard shroud spreading over miles like a diseased
Vaults
to the heavens and put itself on equal footing with thunderhead. Degenerate plant monsters such as
Part 4:
the gods. The confines of Golarion had grown too mosslords and vegepygmies dwell within the towers, The High
limiting for the Azlanti, so by virtue of these Towers which are said to still contain astronomical treasures Halls
of Heaven they sought to abandon it entirely. of humanity’s lost first empire.
History does not record what happened to Part 5:
those sky-gazing scientists, but lore regarding The Omen
the site spread far and wide on the lips Dominion
of Azlanti refugees who fled to Arcadia,
Avistan, and Garund, underscoring NPC Gallery
the foolishness of human pride
and becoming one of the bedrock
Secrets of
Azlant
fables of the fall of Azlant. Perhaps,
the survivors speculated, the empire Azlant in
seeking to venture into space so enraged Inner Sea
the
the gods that the gods instead brought space
to the empire in the form of Earthfall. Even Bestiary
today, though no explorers have found the
site since Azlant’s fall, the Towers of Heaven
remain a watchword and a warning against
unchecked hubris.
Tales of the towers traveled east and
west, but they also traveled downward
into the depths of the earth, for not
all Azlanti fled their devastated homeland
by sea. Some sought refuge belowground,
eventually becoming lost in the depths
of the Darklands and, over centuries of
darkness and inbreeding, these wretched
humans degenerated into morlocks.
Even these dim-witted creatures recalled
the Towers of Heaven, and they whispered
warnings of their dangers to each successive
generation—tales that eventually made their
way to a colossal subterranean plant colony
named Wolchurrun, a floating gas bag of
hyperintelligent vegetal matter and mold
known as a mu spore. Since the earliest days of
Golarion, Wolchurrun had grown from a single

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Azlant in the
Inner Sea
“For ten thousand years, the secrets of ancient Azlant have lain in ruins.
Not just across the ocean, but here. In the most secluded corners of
Avistan and Garund—or even beneath our very feet—lie mighty works
of wizardry, hidden enclaves, and Aroden knows what else, just waiting
for seekers like yourselves to delve their depths and discover their
secrets. Glory awaits!
“Of course, if it were easy, someone would have already done it. I’ll
teach you how to crack open one of these ruins: how to open locks, solve
star puzzles, and read lost tongues. And even more importantly, I’ll teach
you how to get back out in one piece, with all your bits intact and no
nasty surprises.
“All right, let’s get to it. Now this is an Azlanti spell-mark...”
—Marcos Farabellus, Master of Swords,
addressing Pathfinder Society agents-in-training

70
The people of ancient Azlant left their mark on history remote military installations were deemed necessary
far beyond their homeland’s shores. Dangerous pursuits, to keep Azlant itself safe from assault. While the Azlanti Tower
of the
vigilance against enemies both human and inhuman, were unsuited—at least by comparison to their ophidian
Drowned
and the lure of valuable resources drove the Azlanti to
establish settlements and strongholds across the Inner
rivals—to the vaults and tunnels of the Darklands, they
employed their mastery of magic to even the field.
Dead
Sea region and beyond. The devastation of Earthfall and The Azlanti had vast magical talent, which they used
Foreword
the sands of time have destroyed many such sites, but to improve every facet of their civilization and lifestyles.
some still remain to draw explorers. Knowing the dangers of certain experiments, some Part 1:
This article describes four heretofore undocumented constructed their laboratories far from their homeland On the Tines
Azlanti ruins scattered across the Inner Sea region. While to limit the danger to fellow Azlanti (or to hide acts
these locations are far from the action of the Ruins of unsanctioned by Azlanti society). Others constructed Part 2:
Azlant Adventure Path, they can serve as models for sites laboratories at sites of mystical power to tap into it for In the Haft
of your own design or as material for other campaigns. research purposes.
Even if you don’t use the descriptions provided here, the Despite the Azlanti people’s great mastery of magic, Part 3:
maps can easily be repurposed for other locations or teleportation was still comparatively rare; most Sown Through the
adventures when you need a quick burst of inspiration. traveled either by mundane means or using magical
Vaults
Each section contains information about the location, vehicles, with teleportation employed only by those
Part 4:
its original purpose and its fate during Earthfall and with the skill to perform it (or backing from those with The High
afterward, plus descriptions of the areas shown on the the resources to access such skill). Sown often carried Halls
map and details about the location’s hazards or occupants. the precursors of the Pathfinder Society’s legendary
Each site also features several plot hooks to help integrate wayfinders, trusting the devices to guide them in the Part 5:
the location into your campaigns—and hints of the unknown lands they traveled. The Omen
unique rewards explorers might discover within. In addition to the sites described on the following Dominion
pages, Azlanti ruins exist across the Inner Sea region,
Azlanti Explorers ranging from the small to the vast. The River Kingdoms’ NPC Gallery
While most Azlanti kept to their homeland, many others Echo Wood is home to many locations constructed
looked beyond the island continent’s shores to what lay by exiled Azlanti, including the so-called “Accursed
Secrets of
Azlant
past the horizon. These wanderers had many reasons to Halls” of Brokenhelm Hill (Pathfinder Online: Thornkeep)
explore and colonize the “uncivilized” lands they found, and a half-melted glass palace constructed around a Azlant in
from the drive of curiosity or greed to a desire for freedom cyclopean pillar of green crystal (Pathfinder Module: The Inner Sea
the
from the norms and taboos of mainstream Azlanti society. Emerald Spire Superdungeon). To the south, in Andoran’s
Among the Azlanti, they were referred to as the “Sown”— Darkmoon Vale, the Tomb of the Wanderer Prince holds Bestiary
seeds of Azlant scattered to the distant corners of the the key to the Azlanti realm of Zelfin Cova, though not
world to grow or wither by their own devices. This slightly even the kobolds who lair there realize this (Pathfinder
condescending term was used both for exiles (including Module: Revenge of the Kobold King). On the western
the self-exiled) and for those who journeyed abroad on shores of Cheliax, the villagers of Blackcove traditionally
Azlanti business expecting to return; while there was no visit the nearly island of Nal-Kashel to consummate
dishonor in being Sown by choice or duty, many among wedding vows in honor of their Azlanti blood (Pathfinder
the society of Azlant considered them eccentric. Module: From Shore to Sea), while a dormant volcano in the
Faith drove many of the Sown. The faithful of wilderness of Nirmathas holds an ancient observatory
Elion were driven by their deity’s urge to explore and that serves as gateway to Golarion’s moon, where an
discover, and they served both as ambassadors to distant Azlanti terraforming experiment went horribly awry
nations and as the Azlanti people’s main window into (Pathfinder Module: The Moonscar). Garund’s Mwangi
lands beyond their shores. Meanwhile, followers of Expanse holds a number of Azlanti sites as well, such
his daughter, Sicva, followed the command of their as the ivory-domed weapons cache called Azlant Ridge
goddess to infest and dominate distant lands; they often by modern inhabitants (Pathfinder Society Scenario #2–02:
brought with them dangerous species native to Azlant Rescue at Azlant Ridge). An Azlanti temple of Zura on the
(or engineered for this purpose), releasing these species cursed island of Smuggler’s Shiv (Pathfinder Adventure
in their wake to devastate local ecosystems. For more Path #37: Souls For Smuggler’s Shiv) holds the secret of
information about the deities of Azlant, see Pathfinder reaching the greatest Azlanti site in the Inner Sea: the
Adventure Path #123: The Flooded Cathedral. lost city of Saventh-Yhi; Pathfinder Adventure Path #39:
Military concerns took many Azlanti abroad as well. City of Seven Spears holds the bulk of information about
In the Azlanti wars with the deep-dwelling serpentfolk this city, but its discovery and history are a major focus
and in later conflicts with the cyclopes of Ghol-Gan, of the entire Serpent’s Skull Adventure Path.

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House of Healers’ Wisdom 4. Shrine of Aesocar: This simple shrine holds a statue
In the latter days of Azlant, a small splinter group of the Azlanti deity, and his holy symbol is worked into
of Azlanti followers of Aesocar (the Azlanti deity of the floor. Much of the shrine’s magic has faded, but a
health and medicine) sought to push the limits of sliver of divine energy still lingers in the statue.
preventative treatment, experimenting with radical 5. Laboratories: Each of these rooms contains various
methods of improving humanity by sampling outsiders’ tools and instruments, as well as a statue of Aesocar; the
quintessence (the essence of outsiders’ combined body- statues bear a specialized variant of detect evil, meant to
soul composite forms). The sect settled far from Azlant, help the priests detect lingering evil when purifying
in the mountains of modern-day Thuvia, to keep their fiendish quintessence. Each laboratory also contains
homeland safe from breaches of quarantine and to several blends of the priests’ experimental quintessence,
avoid oversight from more conservative elements of the as well as samples of various powerful diseases for testing
church. The priests carved a combination temple and purposes. In the centuries since Earthfall, the magical
laboratory into the stone, with a deep vault that held seals have partly failed, causing the doors to glow with a
several reinforced binding circles. The priests bound deep crimson light. Despite the dire warning, the rooms
outsiders of all varieties—from angels and demons to far are safe to traverse.
stranger beings—in an attempt to isolate certain potent 6. Storage: This small chamber held the priests’
qualities in samples of the outsiders’ quintessence. mundane supplies and spare equipment. While the
The sect built its temple-laboratory to survive major trove remains unplundered, only the hardiest of the
tectonic stresses, which preserved the structure through delicate instruments and samples remain usable. One
the devastation of Earthfall; however, during that calamity, of the priests’ extraction rods survived; this longspear-like
one of the outsiders bound for sampling—a gorgoros adamantine relic can cross a magic circle without breaking
qlippoth, selected for its ability to harden its hide to binding spells and extract samples of blood, flesh, or
stone—broke free. It rampaged through the binding quintessence through even the thickest hide.
chambers, but the facility’s outer seals held the escaped 7. Incinerator: This blackened chamber was used to
qlippoth. To this day, the fiend remains trapped within dispose of dangerous experimental results, cauterizing
the desolate ruin. The sect disbanded shortly thereafter; regenerating flesh and burning away lingering traces
the members abandoned their research and ventured out of disease. One round after anything enters or is placed
into the ruined world to provide what succor they could. within the room, the room is blasted with divine fire, as
The site’s isolation and local conditions have left it largely per flame strike.
intact despite the passage of millennia. 8. Outer Ward: Despite their strange goals, the priests
1. Entrance: The only external portion of the facility still held staunchly to many of the ideals of good, and
is a blocky, unadorned structure shaped from the the safety of the outside world was a paramount priority.
mountainside via stone shape. A pairaka div named The line of runes indelibly inscribed into the floor
Jeneiha (Pathfinder RPG Bestiary 3 88) lingers here, often here acts as a secondary layer of binding, keeping any
in an innocent-appearing form, inexorably drawn by the outsider within the area from escaping the chambers to
power of the ancient sect’s still-potent plague samples the east. This seal prevents the gorgoros qlippoth from
and endlessly plotting to gain access to them. altering the structure or escaping, even via its earth glide
2. Main Chamber: The ancient priests met here to ability or similar means.
discuss plans or philosophy, take their meals, and relax; 9. Binding Storage: This chamber once contained
their stone table and chairs still stand in the room’s supplies useful for dealing with called outsiders—silver
southeast corner. The doors of the laboratories glow to cow devils, art objects to tempt azatas, and so on. While
with a bright crimson light, meant to warn the priests the qlippoth has utterly ruined most of the contents, a
away in case of broken quarantine. Jeneiha never enters few relics of cold iron (which the creature instinctively
this area, as she finds the red light utterly intolerable. avoids) have survived the destruction.
3. Priests’ Cells: These small, austere chambers each 10. Invocation Chamber: The priests used the
housed a single priest. The survivors stripped the powerful universal magic circle that occupies the center
chambers of useful and sentimental items when they of this room to conjure outsiders for their experiments.
departed, leaving the cells largely bereft of interesting The gorgoros avoids this circle, as its magic is still strong
items; however, one of their rings of guarded self (an enough to potentially entrap the fiend.
Azlanti artifact; treat it as a cloak of resistance that occupies 11. Sealed Circles: These circles hold the remains
the ring slot) was left behind in the confusion. The spirit of outsiders bound for sampling, though nothing
of one of the priests, who was petrified and devoured by recognizable remains of their original forms. In the
the gorgoros during its partial escape, still lingers in the wake of Earthfall, the gorgoros petrified each of the
easternmost cell as a powerful spectre. other still-bound outsiders with its gaze, and it has spent

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HOUSE OF HEALERS’ WISDOM
1 SQUARE = 5 FEET Tower
of the
Drowned
3 3 Dead
4 11 12
Foreword
3
Part 1:
On the Tines
3
Part 2:
In the Haft
5 5 11 11
Part 3:
Through the
Vaults
8
Part 4:
2 6 The High
Halls
9
Part 5:
10 The Omen
Dominion
7
NPC Gallery
1
Secrets of
Azlant

Azlant in
Inner Sea
the
millennia endlessly reshaping and nibbling away at their experimental quintessence, but only those with
stony forms. Unlike the circle in the invocation chamber, sufficient knowledge of ancient geography can follow Bestiary
these circles have lost most of their power and can no the map and locate the site.
longer imprison outsiders. • The PCs’ search for a particular outsider directs them
12. Broken Circle: This was the only chamber to to the laboratory, where the outsider fell victim to
suffer significant damage from Earthfall; this damage the qlippoth millennia ago. The PCs must locate the
was sufficient to free the gorgoros qlippoth (Pathfinder facility, defeat the Abyssal monster, and discover a way
RPG Bestiary 6 228) held within. The fiend still lurks in to restore the outsider to form and flesh. A PC might
this chamber most of the time, dreaming of its eventual have to consume one of the quintessence samples and
escape from the complex with alien patience. channel its memories, becoming the outsider’s “heir,”
or even recreate the outsider’s essence within her own
Using This Site body, mind, or soul.
While the House of Healers’ Wisdom is far from most The most notable rewards for explorers are the priests’
travelers’ paths, there are circumstances that might send experimental quintessence samples. The effects of these
the PCs in search of the ancient fane. samples could vary widely in effect and duration; they
• The pairaka div Jeneiha approaches the PCs in the might function similarly to alchemists’ mutagens, grant
guise of an archaeologist or explorer, seeking their inherent bonuses to ability scores, impart qualities
aid for an expedition to a yet-undiscovered Azlanti of the outsiders they were sampled from, or even
ruin. Her goal is to trick the PCs into entering the awaken mythic power. Of course, these substances were
laboratories and retrieving the samples of ancient experimental, and any number of drawbacks might arise
Azlanti plague stored within. from their use. Additionally, the priests’ research and
• A magical map passed down among the descendants tools would be of great interest to alchemists, healers,
of one of the priests of Aesocar points the way to and those of similar bent (especially those with an
the House of Healers’ Wisdom and its stores of interest in radical self-improvement).

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Seriel’s Ioun Mine Seriel’s millennia of endless pacing back and forth have
Azlant had no shortage of powerful wizards. One of worn narrow grooves into the floor.
these, Aviliharin, was a mighty conjurer and crafter who 5. Storage: This chamber contains numerous
specialized in the creation of ioun stones. While seeking replacement parts for the various clockwork constructs
sources of raw material, Aviliharin conceived of a plan that serve as miners, along with a variety of replacement
to not only readily acquire supplies but also efficiently tools for both mining and gemcutting. Many of the tools
outsource the physical labor required in their creation. bear minor magical enhancements.
Traveling to a site in the mountains of modern-day 6. Seriel’s Workshop: This room contains Seriel’s
Isger, the conjurer magically carved a passage deep tools and workbench, as well as a small chest to store
underground, where a wish spell granted by a powerful finished gems for shipment. The room is imbued
noble shaitan filled the stone with flawless gems. with a permanent silence effect to limit distractions,
Aviliharin then bound the succubus Seriel to the mine, while Seriel’s gemcutting tools bear potent magical
giving her command over several clockwork creations to improvements to their effectiveness. The advanced
mine the gems, as well as an ioun stone that sharpened succubus wizard Seriel (Pathfinder RPG Bestiary 294,
her intellect and gave her mastery of gemcutting. Each 68; Pathfinder RPG Monster Codex 249) spends much of
month, she was to teleport to the conjurer’s workshop her time here, either fulfilling her terms of servitude
with a shipment of cut gems ready for magical infusion, or laboring to complete her composite helix ioun stone.
until such time as she could create an ioun stone greater Several failed attempts at ioun stones lie upon the table;
than any work of Aviliharin’s. most are simply nonmagical or dull gray ioun stones,
For 10,000 years, Seriel has labored under this but one is a cursed scarlet and blue sphere ioun stone that
binding. Every month, she teleports to Aviliharin’s functions as a slotless robe of powerlessness (Pathfinder RPG
workshop—now a crumbling ruin on a shattered Core Rulebook 542).
cliffside—and throws another handful of gems on a 7. Initial Mine Chamber: Here, the structure shifts
table already overflowing with them. The isolation has from precise corridors to a series of carved-out chambers
driven the succubus nearly mad, but she perseveres; she connected by sharply sloping tunnels. Frustrated with
has learned the secrets of wizardry herself, and is even her captivity and the claustrophobic environment, Seriel
now working to complete her composite helix ioun stone. ordered the clockwork miners to abandon this chamber
When she completes the composite helix ioun stone, her before it was fully mined in favor of expansion, and
binding will be broken, and the demon will be free to gemstones still sparkle in the chamber’s walls.
work her evil upon Golarion. 8. Northern Mine Chamber: As with the chamber to
1. Campsite: The mine’s entrance is hidden high the west, Seriel ordered most of the clockworks onward
upon a cliffside in northeastern Isger, where it has before fully tapping this chamber’s wealth. A single
been discovered and lost a half-dozen times. This camp clockwork soldier (Pathfinder RPG Bestiary 3 57) labors
belongs to the con artist Elneth Serafian (Pathfinder RPG here at all hours. In anticipation of her coming release,
NPC Codex 29), a Chelish worshiper of the archdevil the succubus ordered this clockwork soldier to begin
Mammon. Elneth has been here for several weeks, expanding this chamber northward, planning to build
fruitlessly attempting to gain entry to the mine and herself a proper vault to hold the mine’s wealth.
claim its wealth for her mother, an elven priestess of 9. Western Mine Chamber: This chamber’s riches ran
Mammon in distant Westcrown. dry quickly, and the gems that remain aren’t worth the
2. The Ioun Door: The terms of the shaitan’s bargain clockworks’ time to extract. Seriel uses this chamber to
required that the mine be accessible to the surface, so practice her most destructive magic, so the walls bear
Aviliharin set this nigh-impenetrable door to keep scars from acid and fire.
out those without mastery of iouncraft. The door is 10. Eastern Mine Chamber: The majority of the
reinforced by magic powerful enough to turn aside clockwork miners toil here with unthinking dedication,
adamantine and sealed by a puzzle lock; only by setting slowly expanding the mine eastward. Most are clockwork
six ioun stones into its slots (each providing a bonus to a soldiers equipped with +1 heavy picks, but their overseer
different ability score) can the door be opened. is a clockwork mage (Pathfinder RPG Bestiary 4 32) attuned
3. The Lift: This unceremonious clockwork lift is to transmutation. While they are miners first and
operated by pulling a lever at the platform’s center. The foremost, the clockwork constructs attack anyone other
lift has not been used (let alone maintained) since its than Seriel (or the long-dead Aviliharin) on sight.
creation, however, and is more likely to plummet to the 11. Southern Mine Chamber: While she initially
bottom of its 150-foot shaft than to function properly. resolved to fully mine this chamber’s riches after her
4. Seriel’s Walk: This corridor was carved by previous bouts of impatience, Seriel was forced to
disintegrate spells and is unnaturally smooth and precise. abandon this plan when she realized that vibrations from

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SERIEL’S IOUN MINE
1 SQUARE = 5 FEET Tower
of the
Drowned
Dead
4
7 8 Foreword
3 Part 1:
On the Tines
10
Part 2:
2 In the Haft
9 Part 3:
5 Through the
Vaults

Part 4:
The High
6 Halls

Part 5:
12 The Omen
11 Dominion

1 NPC Gallery

Secrets of
Azlant

Azlant in
Inner Sea
the
the clockworks’ picks were disrupting her gemcutting • A tiefling or demon-blooded sorcerer (perhaps even
work. The succubus fully intends to revisit this chamber one of the PCs) learns of her ancestor Seriel’s presence Bestiary
once her binding is broken, but for now, it lies empty. on Golarion and hires the PCs to seek out the demon.
12. Seriel’s Mere: The clockworks broke into an • Sorrina Westyr (Pathfinder RPG Adventurer’s Guide 137),
underground aquifer long ago while mining this Pathfinder Society Master of Spells and expert on
chamber, causing it to partly flood before the water level ioun stones, becomes aware of the composite helix ioun
equalized. The room is now filled with still, dark water stone—though not of its creator—and recruits the PCs
with an average depth of 2 feet. Seriel spends what little to investigate further.
free time the binding permits her here, relaxing in the While the site itself contains great wealth for those
cool water and dreaming of freedom. The succubus with the means to extract it, and the various occupants’
retreats here to prepare herself if she’s surprised by equipment and ioun stones are quite valuable, the most
intruders or forced to flee from combat. precious treasure here is Seriel’s nearly complete
composite helix ioun stone. A PC who can complete the
Using This Site item’s creation might discover any number of potential
The Ioun Mine is a source of fabulous wealth, although powers, such as increases to all six ability scores or
much of it is either locked away in the walls or lying cumulative increases to class features. Player characters
fallow in an Azlanti ruin. Since it’s been discovered affiliated with the Pathfinder Society might wish to
multiple times over the centuries, PCs could learn about determine the unique stone’s wayfinder resonance
it through many sources. (Pathfinder RPG Adventurer’s Guide 149). In addition, a
• Knowledge of the Ioun Mine’s location reaches the defeated Seriel might offer the location of Aviliharin’s
PCs, along with rumors of the wealth that lies within workshop (and its wealth) to the PCs in exchange for
or hints at the method of its opening. The PCs must her life; reaching the ruins of the conjurer’s home in
collect six appropriate ioun stones to access the mine the depths of the shattered continent would be an entire
and claim its wealth. adventure in itself.

75
75
Sicva’s Fist Monastery drow house guards; Pathfinder RPG Monster Codex 35) who
For much of Azlanti history, the serpentfolk were the occupy the complex. Unless the alarm has been raised, a
empire’s greatest and most notorious enemy. The two few disciples are asleep here at any given time.
races clashed on numerous occasions, and only the fall of 5. Grand Dojo: The Azlanti initiates once drilled
the serpentfolk deity brought their conflict to a close. In and sparred in this chamber, typically in pairs with
the wake of that event and the serpentfolk’s mass retreat the rest as their audience. Jastal Thar has revived these
into hibernation that followed, the Azlanti established practices, watching from his throne as his minions
watch posts to observe their ancient enemies for signs endlessly hone themselves to perfection. Multiple
of resurgence. One such watch post lay deep underneath drow disciples can be found here at all hours, training
modern-day Varisia, near the serpentfolk metropolis of in one-on-one or mass combat.
Sverenagati; this watch post doubled as a monastery for 6. Meditation Cells: Each of these claustrophobic,
devotees of Myr, the Azlanti goddess of charity, lineage, soundproof cells allows a single disciple to meditate
and physical perfection. Latent exposure to the psychic in total isolation. In the rare event of inappropriate
resonance of the slumbering serpentfolk twisted the behavior, the cells are also used as punishment, with
monks’ minds over time, however, subtly infecting them disobedient disciples sealed within the cells for days
with the serpentfolk’s love of domination; in time, the at a time. The easternmost cell contains the dead body
monks fell to the worship of Sicva, daughter of Myr and of a drow scout captured during a hunting expedition;
goddess of domination. Jastal Thar sealed the scout within and left her to die as
While Earthfall barely touched the monastery itself, a sacrifice to Sicva.
given its location deep in the Darklands realm of 7. Library: This library contains a wide variety of
Sekamina, it cut the monks off from the Azlanti supply texts on various subjects. The extreme age of the Azlanti
shipments they relied upon for survival. Over a short volumes has rendered most useless and illegible—with
few years, the monks died out, leaving their hidden the exception of the teachings of Sicva, which remain
monastery untouched for millennia—until Jastal Thar perfectly preserved through the will of the tyrant
arrived. The charismatic drow warlord had been on the goddess. One volume (so far undiscovered by Jastal
run, forced to flee drow society with his followers after Thar) acts as a tome of leadership and influence +2, but only
a power play went awry. Chancing upon the ancient for worshipers of Sicva; all others treat it as a vacuous
fortress in his travels, Jastal was enraptured by the grimoire (Pathfinder RPG Core Rulebook 543).
teachings he discovered within. He and his followers 8. Chapel: This was once a shrine to Myr, but today a
swiftly converted to the ancient faith; now they train towering statue of Sicva stands at the chapel’s eastern end.
intensely, plotting their revenge upon drow society. The chapel is tended by the advanced drider priestess
1. Hidden Door: The Azlanti employed their finest Azirev Azrinae (Pathfinder RPG Bestiary 294, 113; treat as
craft to hide their watch post, camouflaging a secret LE, casts spells as per a cleric). Azirev’s unrequited love
door perfectly in the wall of an otherwise unremarkable for Jastal Thar led the former priestess of Abraxas to aid
tunnel. Only a trio of innocuous stalagmites—one large, his bid for power, and she was cast out from her family,
flanked by two smaller ones—serve to mark the entrance. excommunicated, and punished with fleshwarping as a
2. Sicva’s Crushing Grasp: This narrow passage is the result. The priestess eagerly preaches the teachings of
monastery’s main defense against invaders—a gauntlet her new goddess to the disciples; when not sermonizing,
of brutal traps both magical and mechanical, with Azirev lairs in her webs near the chapel’s ceiling, plotting
unseen mechanisms shifting the traps’ locations and against Jastal Thar’s consort.
functions unpredictably. Like the Azlanti before them, 9. War Room: The Azlanti used this hidden room
the drow see little need for door guards, given both the to plot strategy and manage their activities. Jastal
secrecy of the entrance and the danger of this gauntlet. A commonly meets with his favored lieutenants here (treat
mechanism on the wall just past the eastern door briefly as LE drow house captains; Monster Codex 35). These
deactivates the traps, allowing entry and exit. lieutenants are often found here even in Jastal’s absence,
3. Common Room: The Azlanti disciples of Sicva met poring over maps of the drow city of Umberweb and
here long ago to take their meals and philosophize with considering military strategies.
each other, and her current drow worshipers do the 10. Communications: This room contains nothing
same. The long stone table is specially weighted and can but an elegant silver mirror affixed to the northern wall,
easily be turned on its side to serve as cover or to block which could once contact a similar mirror in Azlant. The
the entrance. mirror’s twin has fallen into the grasp of an unspeakable
4. Barracks: This spartan room holds little more than evil, however, and this mirror now acts similarly to a
numerous bunks shaped from the walls, along with the crystal hypnosis ball. Jastal resisted and identified the
personal effects of the various drow disciples (treat as LE mirror’s effects, and he has since left the room alone.

76
76
SICVA’S FIST MONASTERY
1 SQUARE = 5 FEET Tower
of the
Drowned
Dead
1 2 3
4 Foreword

Part 1:
On the Tines

Part 2:
In the Haft

Part 3:
11 6 Through the
Vaults

5 Part 4:
7 The High
Halls
9
10 Part 5:
The Omen
Dominion
8
NPC Gallery

Secrets of
Azlant

Azlant in
Inner Sea
the
11. Master’s Chambers: This room’s most notable • The solution to the PCs’ latest quest is hidden in the
furnishing is an opulent bed imported from Azlant and monastery’s fragile library. The PCs must not only Bestiary
magically preserved through the millennia. Various gain access to the ancient tomes but also acquire
chests and other furnishings brought by the drow when the information they need without destroying their
they fled their homeland line the southeastern corner. source—and the monastery’s inhabitants are unlikely
The drow tyrant champion Jastal Thar (treat as LE to offer aid freely.
with the tyrant archetype; Monster Codex 37, Pathfinder • Much of the surviving lore of Sicva’s worship resides
RPG Ultimate Intrigue 64) resides here, plotting his here. The long-forgotten goddess herself may, either
future dominion. His consort, an ostiarius kyton monk directly or via proxies, charge a PC with seeking it out
named Aun-Thura (Pathfinder RPG Bestiary 4 176, Monster and reviving her faith. But Sicva does not ask nicely,
Codex 247) sent by Sicva herself to guide him, never leaves nor does she forgive failure lightly.
Jastal’s side. Sicva’s Fist was never looted; the drow make use of
what they’ve found and preserve the ways of its creators.
Using This Site As such, the Fist is a treasure trove of Azlanti artifacts
Of the sites detailed in this article, Sicva’s Fist is the most both mystical and mundane. Ioun stones of many sorts—
difficult to reach; however, PCs might find themselves particularly clear spindles—are relatively common, as are
with no option but to brave Sekamina’s dangers in weapons and armor of elysian bronze (Pathfinder RPG
search of the monastery. Ultimate Equipment 50). The mightiest relic found in Sicva’s
• Jastal Thar has turned his gaze from his former kin Fist, however, is the Vestment of Dominion. This silken
to the surface, modifying the Azlanti communications garment is light enough for the nimblest monk, yet it
mirror with Sicva’s guidance to control surface grants all the protective might of adamantine plate and
dwellers from afar. The PCs must determine who is the power to dominate those the wearer lays hands upon.
behind these dominations, seek out the source, and The Vestment has a mind of its own, however, and a weak-
stop the rogue tyrant. willed user might be the first to bend to the will of Sicva.

77
77
Vigilant Gulch another of the haunts; fueled by ancient jealousy over
The most notorious legacy of the Azlanti upon the receiving the smallest room, the haunt crushes intruders
Inner Sea is undoubtedly the ancient empire of into compact forms with devastating force.
Thassilon. Founded by an exiled Azlanti mage and his 3. Library: This chamber is ringed with stone shelves
disciples, Thassilon swiftly descended into sin-fueled that once held a wealth of Azlanti texts on magic. The
excess and evil after its founder was overthrown. The books long ago succumbed to age, however; now they are
Azlanti had grave concerns about the runelords’ empire but dust, their wisdom lost.
as a potential rival or even military threat, and they 4. Chamber of the Vigilant: This room holds three
kept a watchful eye upon it through numerous spells, desks, each forged from solid adamantine and made
spies, and watch posts. Most of these were destroyed to channel arcane power. The three wizards used this
or lost in the calamitous ruin of Earthfall, but one still chamber to perform their divinations; enchantments
stands in the mountains south of Varisia. Known as upon the chamber aided them in penetrating
Vigilant Gulch to explorers, both for the watchtowers Thassilonian wards and avoiding detection.
that flank its entrance and for the unnatural climate of 5. Escape Route: This tiny room is hidden within the
its surroundings, the ruin stands as testament to the structure’s architecture, accessible only by a magical
enduring power of Azlanti construction. secret door. Inside, the ancient teleportation circle still
In the time of Azlant and Thassilon, the Gulch lay functions (although the safety of its destination in
just beyond the southern borders of the Thassilonian ruined Azlant is suspect at best). One of the haunts
provinces of Eurythnia and Haruka; by modern lingers here; forever unable to reach the other side, it
reckoning, it lies in the Mindspin Mountains, south attempts to force explorers through in its place.
of Bloodsworn Vale between Varisia and Nirmathas. It 6. Projection Chamber: This room contains only a
was staffed by a trio of Azlanti wizards, and it served as softly glowing circle of warm violet light. Those who
laboratory, library, and home away from home while they sit within the circle are projected from their bodies,
observed the realms of lust and sloth. allowing them to act in spirit form. The ancient wizards
To keep their watch post both safe and hidden and used this magic to spy upon Thassilon as invisible,
to ensure clear views, the mages enacted a powerful incorporeal spirits and to perform magical experiments
ritual that banished cloud and rain from the immediate in relative safety. The greatest of the haunts lingers
area. The magic has held to this day; as a result, Vigilant here at the site of its creator’s death, eager to tear the
Gulch is utterly barren of vegetation, having not seen a souls of mortals from their bodies.
drop of rain in over 10,000 years. The structure is stone 7. Summoning Circle: The wizards conjured the
with metal reinforcement, preserved by the still air and denizens of the Outer Planes with relative frequency
unnaturally dry climate. to bind them as guardians or spies, to draw upon their
Unfortunately, the wizards’ tight focus on vigilance knowledge, and for other purposes. The circle still
against Thassilon left them utterly unprepared for the contains the wizards’ last conjured outsider: Belharana,
apocalyptic devastation brought by the alghollthus. As a morrigna psychopomp (Pathfinder RPG Bestiary 4 219).
fire and stone rained from the sky, two of the wizards Eternally frustrated by the haunting presences just out
unwisely fled back to Azlant, never to return. The of reach, the psychopomp eagerly awaits her freedom,
third was caught in the middle of a delicate magical though the long isolation amid the haunts has skewed
experiment performed via spiritual projection; the her perception of reality to a dangerous degree.
echoes of Earthfall warped the fabric of magic, shattering 8. Golem Forge: The wizards worried that their watch
the wizard’s soul into a splintered mass of haunting post might one day become a beachhead in an Azlanti-
presences that suffused the watch post. Thassilonian war. To this end, they dedicated some of
1. Watchtowers: While most of the Azlanti wizards’ their time and resources to creating golems, mighty
methods of observation were magical and indirect, the constructs immune to the runelords’ magic. This room
watch post itself still needed to be guarded. Each of holds a partly finished iron golem suspended upon
these 50-foot watchtowers is girded by a narrow stair mighty chains, as well as a haunt that channels the
that spirals upward to a covered observation post. wizards’ fears of war to foment strife among intruders.
Bound outsiders, most often drawn from Heaven or 9. Private Workshop: This tiny cell holds only a single
Axis, once stood watch atop these towers. The western small desk and a chair. Used for the crafting of smaller
watchtower is home to one of the haunts, which items, it now hosts a haunt that forces intruders to labor
summons new guardians from the Outer Planes when until their minds break.
intruders approach. 10. Storage: Some of the boxes and crates in this tightly
2. Bedrooms: These bedrooms were once luxuriant, packed room still hold valuable resources and reagents,
ensuring peaceful rest. The center bedroom holds though enough have decayed over the millennia to

78
78
VIGILANT GULCH
1 SQUARE = 5 FEET Tower
of the
Drowned
Dead
1 1
Foreword

Part 1:
On the Tines

11 Part 2:
In the Haft
2 Part 3:
5 Through the
Vaults
4 6
10 Part 4:
2 The High
Halls
8
Part 5:
9 The Omen
Dominion
2 3 7
NPC Gallery

Secrets of
Azlant

Azlant in
Inner Sea
the
suffuse the chamber with a variety of dangerous magical • A devout follower of Pharasma (perhaps an associate
resonances. Explorers risk magical curses and diseases, of the PCs, or even a Pharasma-worshiping PC) Bestiary
poisoning, or worse. receives a vision from his goddess directing him to
11. Golem Reserves: Completed golems were brought Vigilant Gulch. Pharasma seeks the cleansing of the
to this high-ceilinged room, where they stood in wait for haunts therein and the release of her unfortunate
conflict. A secret door in the northern wall allowed for servant Belharana.
rapid deployment. The magical disruption of Earthfall • The PCs must reach the shattered continent of
drove the golems berserk, and they battled each other Azlant quickly to stop a great calamity, and research
to the last—today, only a single iron golem stands amid leads them to the ancient watch post. The PCs must
the ruin of its fellows. Though calmed somewhat by the find Vigilant Gulch, brave its hazards, and use the
passage of centuries, the golem regards anyone but its teleportation circle to reach Azlant in time.
long-dead creators as an enemy. The wizards left much behind in their haste, and
though many of the site’s secrets have succumbed to age,
Using This Site Vigilant Gulch is a trove of Azlanti relics. Among these
Of the sites described in this article, Vigilant Gulch’s are the farspears, Azlanti artifact-weapons that allow a
location in the mountains southeast of Korvosa places warrior to strike foes from leagues away as though they
it closest to civilization. Between this and its status as a stood within arm’s reach. In addition, a medium with
known—if obscure—location, the PCs might be drawn access to rare and esoteric techniques might be able to
to the ancient watch post for any number of reasons. reunite the watch-post’s haunts into a composite spirit;
• Among the Shoanti Skoan-Quah, legend speaks of channeling such a legendary spirit would certainly grant
the “House of No Rains” as a place of ancient death great insight into both Azlant and its magic, as well as
and secrets. The PCs are called upon to search for this much of the archmage’s power. Of course, uniting this
legendary place, whether to learn of its secrets or in composite spirit would first require the total pacification
search of a previous expedition. of every haunt in the facility.

79
79
Bestiary
The Spire has long maintained amiable relations with the merfolk of
Chosovosei, despite their association with the krakens of the Endless Eye.
Yet neither the merfolk nor we of Mordant Spire welcome the other into our
settlements, instead meeting at an agreed-upon rendezvous for trade and
diplomacy alike. This arrangement worked for thousands of years, allowing
us to maintain our respective solitude while also promoting cooperation
against shared threats and toward our mutual benefit. Yet last month, when
I led my crew to the designated spot, we found no allies awaiting us beneath
the waves. The twisted abominations that met us among the coral forest
were hideous, malignant creatures. I lost three associates to the undead
merfolk that day, and I remain haunted by their gurgling cries as the litanus’
mouthed tentacles wrenched my crew’s life-giving magical apparatuses from
around their necks. May my drowned friends face a better fate than our
merfolk allies, whom I hope never to see in such horrible forms again.
—Rethriel, Mordant Spire trader

80
In this volume of the Ruins of Azlant Adventure Path,
the PCs pursue their veiled master quarry to a sunken Tower
of the
tower deep beneath the ocean waves, home to the mighty
ARCADIAN OCEAN Drowned
lich known as Auberon the Drowned. This bestiary
contains monsters that can be found deep beneath the ENCOUNTERS Dead
sea or in coastal waters such as civilized ports. This d% Result Avg. CR Source
Foreword
volume’s entries include a deep-sea clockwork creation 1–6 1 basilosaurus 12 Bestiary 3 193
of ancient Azlanti artificers, an undead merfolk, an 7–14 1 blue whale 12 Bestiary 5 276 Part 1:
ancient magical serpent, a new alghollthu, and an 15–20 1 cetus 13 Bestiary 5 54 On the Tines
elemental that protects harbors. 21–27 1 ketesthius 13 Bestiary 5 150
28–34 1 skrimsl 13 Bestiary 6 253 Part 2:
Additional Encounters 35–40 2 camerocerases 13 Bestiary 5 49 In the Haft
Most of this adventure takes place within the confines 41–45 1d6 siyokoys 14 Bestiary 3 246
of the Alabaster Trident and the extraplanar Omen 46–51 2 plizeazoths 14 See page 88 Part 3:
Dominion, but the PCs might decide to leave the 52–56 2d6 galvos 14 Bestiary 4 120 Through the
drowned tower to recuperate or to restock their 57–62 1 sea bonze 15 Bestiary 3 239
Vaults
supplies in Talasantri or elsewhere. Such actions 63–67 1 isonade 15 Bestiary 5 147
Part 4:
require the PCs to travel the open ocean to reach a 68–72 1 cetaceal 15 Bestiary 2 17
The High
safe haven. The table included on this page provides 73–75 1d2 elder deep ones 15 Bestiary 5 69 Halls
sample random encounters the PCs can face when 76–80 1d3 deep walkers 16 Bestiary 6 82
deviating from the established adventure. During the 81–85 1 scylla 16 Bestiary 2 241 Part 5:
course of the adventure, the PCs have a 30% chance of 86–90 Gregluk Family 16 See below The Omen
a random encounter every hour they spend traveling 91–95 1 bakekujira 17 Bestiary 4 15 Dominion
the open ocean. The PCs should have at most three 96–99 1 plankta 17 Bestiary 5 195
random encounters per 24-hour period. 100 Raqlorq 18 See below NPC Gallery
Since the adventure spans a range of character levels,
some random encounters might be too simple or too
Secrets of
Azlant
difficult for the PCs, depending on where the party is in the larger threats presented in the Adventure Path. In
the course of the adventure. If the result rolled is outside addition to the 12 saltwater merrow combatants the Azlant in
the Challenge Rating range appropriate for the PCs, PCs would be assumed to encounter in a hunting party, Inner Sea
the
roll again on the table or choose a different encounter. another 3d8 noncombatant members of the clan reside
Additionally, if the result rolled is inappropriate for the in the Gregluks’ trench at any given time. Bestiary
terrain the PCs are traversing or just doesn’t make sense Raqlorq (CR 18): The vile kraken Raqlorq has long
in the context of where the PCs might be, roll again or terrorized a wide swath of ocean encompassing much
choose a different encounter. of the territory the PCs have explored over the course
Gregluk Family (CR 16): The dozen saltwater of the Adventure Path. Since Auberon created Xochatli,
merrows (Pathfinder RPG Bestiary 2 189) who comp0se Raqlorq has increasingly focused her attention on
the Gregluk family live on the ocean floor off the coast the waters surrounding the Alabaster Trident, having
of ruined Azlant. Preying primarily upon aquatic elf, heard of a new kraken encroaching upon her territory.
locathah, and merfolk settlements throughout the She is as territorial as she is curious, in part because
region, the largely nomadic Gregluks have a wide she will soon enter a fertile mating period that comes
variety of underwater sources of food and torment, only once every 10 years, and she would be eager to
so they rarely raid surface settlements (of which there mate with as treacherous and mighty a specimen as
are decidedly fewer in relative proximity to their she has heard Xochatli to be. While Raqlorq has not yet
home). After a clan-wide raid upon a settlement, the encountered the clockwork kraken or its lich master,
Gregluks retreat to their trench lair to consume their she is bound to be a complex mix of disappointed,
prey and torture those captives they have taken for later enraged, and relieved to find that the interloper into
feasting; they are most vulnerable during these periods her territory is nothing more than a machine. Should
of respite. The PCs have little motive to seek out the she discover the interactions between Xochatli’s
Gregluks in their remote trench habitat, but they might master Auberon and the alghollthu, however, her
come across the merrows while the family is en route mood is likely to shift entirely to one of rage and
to or returning from one of their bloody raids. The PCs vengeance against the veiled master and its kin, who
have the opportunity to end the clan’s reign of terror have long been enemies of the krakens with whom
and perhaps rescue potential allies in their fight against they share the ocean depths.

81
Clockwork Nautiloid nautilus with a curved and magically strengthened shell.
Nestled in a massive spiraled armored shell, this clockwork Its sharp, octopus-like beak is surrounded by dozens of
creature has several dozen grasping tentacles surrounding its tentacles that appear organic but contain rotors and
octopus-like beak. pistons allowing for a strong, prehensile grip. Most of its
tentacles end in a subtly serrated gripping pad, but two
CLOCKWORK NAUTILOID CR 14 of them end in specialized sensory equipment shielded
XP 38,400 with durable crystal. These clusters provide the clockwork
N Huge construct (clockwork) nautiloid with superior senses, allowing it to see even in
Init +9; Senses blindsense 60 ft., darkvision 60 ft., low-light the oppressive blackness of the deep ocean.
vision; Perception +8 Clockwork nautiloids pursue the directives of their
DEFENSE creators with single-minded purpose, attacking any
AC 31, touch 13, flat-footed 26 (+5 Dex, +18 natural, –2 size) creature that interferes with their orders. Although a
hp 161 (22d10+40) clockwork nautiloid has many gripping tentacles, it
Fort +7, Ref +14, Will +7 can usually bring only four of these tentacles to bear
Defensive Abilities deep dweller, reflective shell; in combat along with its snapping bite. Clockwork
DR 10/adamantine and bludgeoning; Immune cold, nautiloids are relentless combatants that pursue their
construct traits opponents to any depth and even onto land, propelling
Weaknesses vulnerable to electricity themselves with their powerful tentacles.
OFFENSE A clockwork nautiloid is 30 feet long and weighs 4 tons.
Speed 10 ft., swim 40 ft.
Melee bite +30 (2d6+10), 4 tentacles +25 (1d8+5 plus grab) Ecology
Space 15 ft.; Reach 15 ft. The shell of a clockwork nautiloid is a tight spiral made
Special Attacks constrict (1d8+5), tenacious grappler of overlapping metal plates. In addition to providing
STATISTICS significant protection to the creature’s delicate internal
Str 31, Dex 20, Con —, Int —, Wis 11, Cha 1 mechanisms, this shell is coated with a thin film of
Base Atk +22; CMB +34 (+38 grapple); CMD 49 (can’t grease baked onto the metal at incredible temperatures
be tripped) to waterproof the creature’s interior and prevent the
Feats Improved InitiativeB, Lightning ReflexesB shell from degrading in the harsh, salty water of the
Skills Perception +8, Swim +18; Racial Modifiers ocean. This thin film also reflects incoming rays,
+8 Perception scattering these magical attacks without harm to the
SQ enhanced senses, swift reactions, winding clockwork nautiloid.
ECOLOGY Unlike with living nautiluses, which inhabit only the
Environment any water largest portions of their shells as they grow, a clockwork
Organization solitary or pair nautiloid’s entire spiraled shell is filled with gears,
Treasure none rods, and springs. The pleasing logarithmic spiral of
SPECIAL ABILITIES a clockwork nautiloid’s shell arises not from a pattern
Deep Dweller (Ex) Clockwork nautiloids are immune to of natural growth but because the mathematically
cold and damage from water pressure. consistent shape allows for the most efficient packing
Enhanced Senses (Ex) Clockwork nautiloids have more of the creature’s clockworks. A clockwork nautiloid’s
efficient olfactory, tactile, and visual senses than most winding key fits into a small hole at the precise center of
other clockwork creatures. A clockwork nautiloid has its spiraled shell, on either the left or right side.
blindsense out to a range of 60 feet and a +8 racial Although clockwork nautiloids have few natural
bonus on Perception checks. predators, mysterious titanic creatures lurk in the deep
Reflective Shell (Su) The curved shell of a clockwork oceans, and clockwork engineers often camouflage their
nautiloid resists magical ray attacks. Ray spells and ray clockwork nautiloids just to be safe. The upper side of a
effects targeting a clockwork nautiloid are harmlessly clockwork nautiloid is often constructed of dark metals
deflected and have no effect. in overlapping stripes, allowing the clockwork nautiloid
Tenacious Grappler (Ex) A clockwork nautiloid does not to blend with the deeper ocean below when it is seen
gain the grappled condition if it grapples a foe with from above. Similarly, the creature’s underside is usually
its tentacles. constructed of bright, pale metals; when seen from
below, the creature appears part of the brighter ocean
Clockwork nautiloids are specialized, watertight clockwork above. Clockwork nautiloids cannot retract into their
creations designed to withstand the darkest, coldest ocean shells, although they can fold their tentacles over each
depths. A clockwork nautiloid resembles an oversized other to form a rigid covering.

82
Tons of ore are required to produce a clockwork specific to the construct’s task. Furthermore, clockwork
nautiloid—enough to deplete a small mine—but once engineers can retrofit and redesign existing clockwork Tower
of the
created, the construct has little impact upon the natural nautiloids to serve different functions. One of the many
Drowned
environment. Its coated shells provide no purchase for
barnacles or other small creatures, so it slips through
variant clockwork nautiloids is presented below.
Kolgo’s Submersible (CR 14): The gnome engineer
Dead
the seas without displacing marine life. A clockwork “Cogwheel” Kolgo spent his life’s fortune in the
Foreword
nautiloid pollutes very little under normal operation, as construction of a clockwork nautiloid with an internal
its greased gears and pumps are fully contained. chamber just large enough for a Small humanoid to Part 1:
inhabit. A creature in the chamber can wind Kolgo’s On the Tines
Habitat and Society submersible and see out of the construct’s prehensile
As they are specifically created to withstand marine eyestalks. Unfortunately, Kolgo has not yet figured out Part 2:
depths, clockwork nautiloids are only rarely found how to keep this interior chamber pressurized, so tests at In the Haft
outside of the deep ocean. Because of the expense of deep ocean levels have proven lethal for the test subjects.
creating these constructs, they are usually programmed Part 3:
to perform specific, important tasks lasting no more Construction Through the
than 22 days (the limit of the clockwork nautiloid’s A clockwork nautiloid is difficult to create, as each
Vaults
winding). The tasks that bring clockwork nautiloids to component must be waterproof and able to withstand
Part 4:
the ocean depths are as varied as the motives of their the crushing pressure of the deep ocean. The creator The High
creators. A creator might deploy a clockwork nautiloid must start with crafted clockwork pieces worth Halls
to defend a strategic undersea locale, recover treasures 18,000 gp.
from a shipwreck, explore a submerged ruin, or capture Part 5:
valuable marine specimens. CLOCKWORK NAUTILOID The Omen
Clockwork nautiloids must be flexible problem CL 14th; Price 200,000 gp Dominion
solvers, as they usually operate independently in CONSTRUCTION
environments that would be lethal to their creators. Like Requirements Craft Construct, geas/quest, limited NPC Gallery
most clockwork constructs, clockwork nautiloids lack an wish, true seeing, creator must be at least
Intelligence score, but each is constructed with multiple caster level 12th; Skill Craft (clockwork) DC 25;
Secrets of
Azlant
internal turning scripts that turn simultaneously Cost 109,000 gp
when wound. As a result, clockwork nautiloids can Azlant in
process multiple strategies to surmount obstacles. This Inner Sea
the
parallel thinking also makes a clockwork nautiloid
a surprisingly flexible combatant, able to Bestiary
efficiently fight large groups by grappling
smaller foes, biting at others, and rotating
its thick shell to intercept attacks.
Few clockwork engineers have the
resources necessary to build more than
one clockwork nautiloid at a time, but those
who do find that the creatures work very
well when paired together. Although a
clockwork nautiloid’s tentacles cannot
normally reach its own key (unless its
tentacles are specifically designed to
do so), clockwork nautiloids can wind
each other to extend their operating
time considerably. Undersea explorers
tell of roving pairs of clockwork nautiloids
encountered many leagues from civilization,
sustaining each other for much longer than
their initial winding.

Variant Clockwork Nautiloids


Just like other clockwork creatures, clockwork
nautiloids can be found in many configurations, each

83
Litanu Litanus are undead abominations created by vile
This hulking merfolk has rotting skin, dull black eyes, and four necromantic rituals and psychological torment. All
thick tentacles ending in toothy maws protruding from its back. litanus were once merfolk, but were tortured to death
and animated as undead creatures. Litanus are sneaky,
LITANU CR 11 spiteful creatures who seek prey suffering from
XP 12,800 loneliness and fear.
CE Medium undead (aquatic) Resembling merfolk that have hyperdeveloped
Init +4; Senses darkvision 60 ft.; Perception +20 musculature, litanus have wide mouths with narrow,
DEFENSE sharklike teeth. Four tentacles sprout from a litanu’s
AC 25, touch 15, flat-footed 20 (+4 Dex, +1 dodge, +10 natural) back, each a few inches wide and 4 feet long. These
hp 147 (14d8+84) tentacles end in toothy maws and excrete a paralyzing
Fort +11, Ref +8, Will +12 toxin so powerful that victims are rendered insensible
Defensive Abilities channel resistance +4; deep dweller; and unable to perform most autonomic functions,
Immune undead traits; Resist cold 20 including breathing, until the toxin wears off.
OFFENSE A litanu is about 7 feet long from head to tail and
Speed 10 ft., swim 40 ft. weighs around 300 pounds.
Melee mwk trident +19/+14 (1d8+8), 4 tentacles +16 (1d4+4
plus paralysis) Ecology
Special Attacks paralysis (1d4+1 rounds, DC 19), seclusion Because litanus are created from merfolk subjected to
empowerment, sequestering paralysis horrifying tortures and necromantic infusions, they
STATISTICS generally arise in underwater torture chambers or corpse
Str 27, Dex 18, Con —, Int 15, Wis 16, Cha 21 pits. Although they have no need to hunt for sustenance,
Base Atk +10; CMB +18; CMD 33 they derive a perverse joy from ambushing, paralyzing,
Feats Combat Reflexes, Dodge, Great Fortitude, Multiattack, and killing prey. Most litanus prefer to hunt intelligent
Power Attack, Skill Focus (Stealth), Toughness prey, as complex feelings of isolation and desperation
Skills Acrobatics +18 (+10 when jumping), Craft (traps) +16, resonate with the undead creatures. Angry at their
Intimidate +22, Perception +20, Sense Motive +13, fate and resentful that their kin were spared it, litanus
Stealth +27, Swim +26 prefer merfolk as prey over all others. A hunting litanu
Languages Aquan, Common might even allow non-merfolk to pass by unharmed if
SQ amphibious it believes that a little more patience might allow it an
ECOLOGY opportunity for merfolk prey instead.
Environment any oceans Litanus are immensely strong for their size, and their
Organization solitary, pair, or school (3–8) long, toothed tentacles are exceedingly nimble. These
Treasure standard (mwk trident, other treasure) tentacles are grafted to a litanu’s body in the final part of
SPECIAL ABILITIES the reanimation ritual, rather than spontaneously grown.
Deep Dweller (Ex) Litanus are immune to damage from Litanus are protective of their tentacles, taking care
water pressure. to keep them clean and prevent them from becoming
Seclusion Empowerment (Su) Litanus draw strength from tangled together as the undead swim or fight.
other creatures’ feelings of isolation and loneliness. A Despite their strength, litanus are reluctant to attack
litanu gains a +1 profane bonus on saving throws, attack humanoids that are traveling in packs, preferring to use
rolls, and weapon damage rolls for each non-litanu traps or trickery to scatter groups so they can attack the
creature within 60 feet that does not have line of sight isolated individuals one by one. If given time to prepare,
to an ally, including any creature affected by the litanu’s a litanu might set a harmless trap that triggers a large
sequestering paralysis. These profane bonuses stack, up spray of mud, sand, or another material that temporarily
to a maximum equal to the litanu’s Charisma modifier obscures visibility in the water. When the trap is triggered
(maximum +5 for a normal litanu). and the members of the group are disoriented and
Sequestering Paralysis (Su) Creatures affected by a blinded, the litanu sneaks forward, paralyzes the nearest
litanu’s paralysis cannot breathe and begin to suffocate target, and swims away while its victim is incapacitated.
(Pathfinder RPG Core Rulebook 445), and they are To draw a single target away from a group or community,
blinded and deafened. Although effects such as remove a litanu might stake down a small sea creature into the
blindness/deafness can remove the blinded or deafened seabed and wound it sufficiently so that it cries out
condition from a creature paralyzed by a litanu, this does in pain. The litanu hides nearby, ready to ambush an
not remove the paralysis. This ability is a necromancy individual that comes to aid the suffering creature. Not
and paralysis effect. all litanu tricks are so complex; some litanus simply lurk

84
out of sight and make quiet rhythmic tapping sounds to fashion, but each litanu considers itself more worthy
draw the more curious members of a group to investigate, than the others. They therefore subtly sabotage each Tower
of the
slipping away if too many come to investigate together. other’s traps, secretly steal one another’s victims, and
Drowned
Although any isolated creature suffering from fear or
loneliness is a delicacy for a litanu, most litanus attempt
even interfere with attacks, purely out of malice. Litanu
schools inevitably come to blows after a few weeks or
Dead
to exacerbate feelings of dread and isolation as much even days, leaving only the strongest litanu as a survivor.
Foreword
as possible before feeding. A litanu might drag a victim Only a powerful master, such as a necromancer or mighty
into the deep, dark ocean waters—not so deep as to kill aquatic undead creature, can compel them to cooperate Part 1:
their prey outright from cold or water pressure, but deep with each other on a long-term basis. On the Tines
enough to amplify the victim’s fear and suffering. When
the victim’s feelings of terror and isolation are at their Part 2:
peak, the litanu finally kills its prey with slow, deliberate In the Haft
bites from its tentacles.
Once a litanu slays its victim, it usually loses interest Part 3:
in the corpse. The litanu might steal any valuables or Through the
trinkets from the body but otherwise leaves it to drift
Vaults
away on the ocean currents. A litanu does not value this
Part 4:
plunder for its own sake, but it collects items, such as The High
shiny necklaces or colorful baubles, that might Halls
be useful in luring away future victims.
Part 5:
Habitat and Society The Omen
Litanus live underwater and prefer the Dominion
seclusion of dark ocean waters. Unaffected by
cold or water pressure, they can be found in deep ocean NPC Gallery
trenches. From there, they range into brighter, shallower
waters to hunt for prey. If a litanu’s prey escapes onto
Secrets of
Azlant
land, the litanu is unlikely to pursue; although litanus
can propel themselves on land by using Azlant in
their tails and tentacles if necessary, they Inner Sea
the
prefer to remain in the water.
To merfolk, litanus are terrifying Bestiary
bogeymen that lurk in the deep, set
traps to catch the unwary, and drag their victims away.
Fortunately, litanus are rare, so most merfolk have
never seen one; some merfolk believe that they don’t
even exist, and were invented to explain away strange
disappearances or half-glimpsed natural predators such
as octopuses. Those merfolk who have met a litanu (or
worse, have been terrorized by a litanu that arose from
the corpse of a friend or relative) know firsthand the fear
and carnage even a single litanu can create.
Litanus are sufficiently rare as to normally be solitary; a
litanu might hunt for decades without meeting another of
its kind. On the rare occasions when litanus do find each
other—or when they are created alongside each other—
they gather into small gangs called schools. Litanus
are selfish by nature, so this tendency to congregate is
unusual and perhaps due to some dimly instinctual
sociability from their merfolk heritage.
Even so, litanus don’t work well
together. They might initially
discuss building complicated traps or
agree to divide up spoils in an equitable

85
Mirror Serpent attempt an additional DC 15 Acrobatics check to avoid
The body of this enormous serpent is covered in mirrorlike landing prone. The save DC is Dexterity-based.
scales, and a pair of luminous blue eyes gazes from a horned
head that ends in an elongated, toothy snout. Mirror serpents are large snakelike beasts that soar as
easily through air as they do water. Ages ago, Azlanti
MIRROR SERPENT CR 5 sorcerers employed these serpents to guard their
XP 1,600 sanctums and vaults. Over the millennia since Earthfall,
N Large magical beast (aquatic) mirror serpents have grown feral and fiercely territorial.
Init +3; Senses darkvision 60 ft., low-light vision; Because they lack the ability to reproduce and grow
Perception +8 their number, mirror serpents are quite rare. The arcane
DEFENSE knowledge of their creation rituals hasn’t resurfaced in
AC 18, touch 12, flat-footed 15 (+3 Dex, +6 natural, –1 size) the current age; if anyone has discovered it, they have
hp 57 (6d10+24) kept it a closely guarded secret. Most surviving mirror
Fort +9, Ref +8, Will +4 serpents reside within the ruins of Azlant, staying
Defensive Abilities natural invisibility, reflective skin; near the places they were once tasked to guard. Their
DR 5/magic; Resist cold 5, electricity 5; SR 16 original purpose as sentinels has imprinted on them a
Weaknesses vulnerable to sonic fascination for treasure. Mirror serpents typically live
OFFENSE several centuries, unless they suffer a violent fate, but
Speed 40 ft., fly 60 ft. (good), swim 40 ft. death does not necessarily spell an end to their existence,
Melee bite +12 (1d8+10 plus grab) which is a constant cycle of death and rebirth. Mirror
Space 10 ft.; Reach 10 ft. serpents grow much larger and wiser as they age beyond
Special Attacks thrash (1d8+10, 20 ft.) their first century.
STATISTICS A mirror serpent’s body stretches out to a length of 15
Str 24, Dex 17, Con 18, Int 7, Wis 14, Cha 15 feet and weighs 400 pounds.
Base Atk +6; CMB +14 (+18 when grappling); CMD 27 (can’t
be tripped) Ecology
Feats Flyby Attack, Power Attack, Vital Strike Unlike most other creatures, mirror serpents don’t
Skills Acrobatics +6, Fly +10, Perception +8, Swim +19 permanently die unless their remains are purposefully
Languages Azlanti (can’t speak) destroyed to prevent rebirth. Each mirror serpent
SQ amphibious carries within its body an egg that holds the seed of
ECOLOGY its next life and matures along with its natural aging.
Environment any coastlines If a mirror serpent dies prematurely, the egg within
Organization solitary it simply decays along with the rest of the creature’s
Treasure standard internal organs. When a mirror serpent dies of natural
SPECIAL ABILITIES causes, however, its soft tissue is absorbed into the egg
Natural Invisibility (Su) A mirror serpent has the ability as a final act of fertilization, leaving the egg amid the
turn its body transparent. It remains invisible until hollow husk of the serpent’s reflective skin. Water is the
it makes an attack, or it can become visible as a most ideal location for the egg’s 13-month incubation to
free action. take place, and thus when dying, most mirror serpents
Reflective Skin (Su) When a spell (4th level or lower) head for the nearest large body of water. The egg has an
that targets a mirror serpent fails to penetrate its spell exceptionally hard, crystalline shell that protects it from
resistance, the mirror serpent can reflect that spell back predatory fauna and other dangers while it incubates.
onto the caster or another creature within 10 feet of the Additionally, shortly after an egg is fertilized, it becomes
caster as an immediate action. The mirror serpent can’t naturally invisible as a defense mechanism. If the egg
use this ability when it’s invisible. remains intact, it eventually hatches, releasing a young
Thrash (Ex) A mirror serpent can violently thrash a mirror serpent into its predecessor’s territory. While
grappled creature in its mouth before it throws the the newborn mirror serpent has its own personality,
creature away. When a mirror serpent succeeds at a some echoes remain of the previous incarnation, such
combat maneuver check to maintain a grapple, the as intuitions on safe and dangerous areas nearby and an
mirror serpent can deal the target damage as normal as instinctual gravitation toward its old lair.
well as throw the creature 20 feet in a random direction. While mirror serpents resemble snakes in many
The target must succeed at a DC 16 Reflex saving throw regards, their snouts are elongated and toothy, like the
upon hitting the ground or else it takes 2d6 points of face of a gharial, and pair of crystalline horns crowns
falling damage. A target that successfully saves can then their brows. The reflective sheen of a mirror serpent’s

86
scales can be quite dazzling in bright sunlight as it has entered the territory of a mirror serpent, there’s a
dives into or leaps out of water, chasing birds and fish small window of opportunity to speak up in order to Tower
of the
with equal prowess. The structure of a mirror serpent’s keep it from attacking and driving the intruder away.
Drowned
scales resembles that of actual glazed mirrors, making
the creatures vulnerable to sonic attacks. Mirror serpent
An offering of treasure or ornate trinkets goes a long
way toward appeasing a mirror serpent to allow swift
Dead
flesh is hardy and resembles cloudy glass, and they bleed safe passage through its domain. If the territories of
Foreword
slightly luminescent blue liquid when they’re wounded. two mirror serpents are adjacent to each other, minor
Mirror serpents’ primary diet consists of amphibian clashes may arise between the two beasts. Such fights Part 1:
and avian animals that live in or near their territories, rarely lead to death, as one them eventually yields to the On the Tines
though they are typically not opposed to eating those more powerful rival, accepting defeat over endangering
humanoids foolish enough to blunder into their even its greatest enemy’s cycle of rebirth. Part 2:
domains, especially if the mirror serpent guards Mirror serpent scales are a valued material for those In the Haft
treasure of particular power, secrecy, or value. These who craft magical armor. With proper techniques,
serpents rarely fight to the death unless they feel there’s it’s possible to forge a suit of scale mail that retains a Part 3:
no other choice. One function of their hunting is to portion of the spell-reflecting ability that mirror Through the
keep major predators away from their territory so that serpents have. If a person comes upon a mirror
Vaults
when the mirror serpent dies, its egg has a better chance serpent egg, she can attempt to train the newly
Part 4:
of surviving its incubation period. Mirror serpents use hatched serpent and turn it into a guardian or The High
their natural invisibility when investigating whether a companion. However, the echoes of lifetimes it Halls
creatures are food or a threat. When they choose to has spent free in the wild make this a challenge.
fight, mirror serpents make sudden attacks and retreats, Part 5:
turning invisible in order to hide their movements and The Omen
strike from a new vantage point. They use their savage Dominion
bites to separate their foes and attempt to fling them
into water, where the serpents can take advantage of NPC Gallery
their superior mobility.
Secrets of
Azlant
Habitat and Society
Most mirror serpents lair near or within ancient Azlanti Azlant in
ruins so they can seek out and collect treasures and Inner Sea
the
trinkets that lie forgotten among Earthfall’s devastation.
Each lair is usually located near a body of water, and its Bestiary
opening is most likely overlooking or hiding below the
water’s surface. A common place for a den is on the side
of a natural cliff or a part of a ruined tower that has no
other access points. Even when the entrance is below
the surface, the actual living area is situated above water
level. When in their lairs, mirror serpents lie curled in
the center, while their treasure is spread against the
surrounding walls. Not all of the treasure—or even most
of it—is of actual monetary value, since items need only
to gleam and be beautiful to catch the attention of the
serpents. Mirrored scales, or even a complete husk, are
often found among the piled treasure as the newest
incarnation has dragged the glittering remains of the
previous mirror serpent into the lair.
Mirror serpents hate creatures that defile nature or
deface structures within their domain, causing them
to become violent from the outset. It’s possible to
communicate with mirror serpents by speaking
Azlanti; the knowledge of that language was
imbued in the creatures during the ritual
of their creation and remains with them
through each rebirth. Once a person

87
Plizeazoth extends the effect for another 24 hours. The save DC
This massive raylike aquatic creature has five bulbous red eyes. is Constitution-based.
Long tentacles protrude from the sides of its wide mouth, and Psychic Spike (Su) Each time a plizeazoth hits a creature
its slimy skin undulates with sickening shudders. with a tentacle attack, it releases a mental spike that
embeds itself in the target’s psyche. A plizeazoth can
PLIZEAZOTH CR 12 maintain a maximum number of spikes equal to the
XP 19,200 plizeazoth’s Hit Dice (15 for a normal plizeazoth). A
NE Huge aberration (aquatic) psychic spike remains embedded in the target’s mind
Init +8; Senses darkvision 60 ft., thoughtsense 60 ft.; for 1 hour, until it is detonated or until the target
Perception +10 and the plizeazoth move more than 100 feet from
Aura mucus cloud (30 ft., DC 23) one another. As a swift action, the plizeazoth can
DEFENSE detonate any number of its own psychic spikes within
AC 26, touch 13, flat-footed 21 (+4 Dex, +1 dodge, +13 100 feet, dealing 1d6 points of nonlethal damage and
natural, –2 size) 1d2 points of Wisdom damage per detonated psychic
hp 157 (15d8+90) spike. The target can attempt a DC 25 Will saving
Fort +13, Ref +11, Will +13 throw once per detonation (not per spike) to halve the
Defensive Abilities amorphous; Immune mind-affecting nonlethal damage and negate the Wisdom damage.
effects, pain effects; Resist cold 10; SR 23 This is a mind-affecting, pain effect. The save DC
OFFENSE is Charisma-based.
Speed 10 ft., swim 60 ft. Slime (Ex) A creature hit by a plizeazoth’s natural attacks
Melee 2 tentacles +20 (1d8+10 plus psychic spike and must succeed at a DC 23 Fortitude save or have its skin
slime), tail slap +14 (2d6+5 plus slime) and flesh transform into a clear, slimy membrane over
Space 15 ft.; Reach 15 ft. the course of 1d4 rounds. The creature’s new flesh
Special Attacks psychic spike, slime is soft and tender, reducing its Constitution score by
Spell-Like Abilities (CL 15th; concentration +21) 4 as long as the condition persists. If the creature’s
At will—crushing despair (DC 20), detect thoughts flesh isn’t kept moist, it dries quickly and the creature
(DC 18), inflict painOA (DC 19), project image (DC 23) takes 1d12 points of damage every 10 minutes.
3/day—scarring crushing despair (DC 20), emotive Remove disease and similar effects can restore an
blockOA (DC 19), mad hallucinationUM (DC 18), mind afflicted creature to normal, but immunity to disease
thrust IVOA (DC 20), modify memory (DC 20) offers no protection from this attack. The save DC
1/day—eyebite (DC 22) is Constitution‑based.
STATISTICS Tentacles (Ex) A plizeazoth treats its tentacles as primary
Str 30, Dex 18, Con 23, Int 5, Wis 18, Cha 23 natural attacks.
Base Atk +11; CMB +23; CMD 38 (can’t be tripped)
Feats Ability Focus (psychic spike), Dodge, Great Fortitude, One of the largest alghollthus, the raylike plizeazoths
Improved Initiative, Lightning Reflexes, Vital Strike, are merciless predators that torment their victims’
Weapon Focus (tentacle), Scarring Spell-Like Ability minds, breaking them for impending service to other
(crushing despair)HA alghollthus. Plizeazoths rely on their primal instincts
Skills Acrobatics +7, Bluff +9, Intimidate +18, Perception +10, rather than intelligence to complete their tasks. Despite
Swim +18 their powerful mental and psychological talents,
Languages Aboleth, Aklo, Aquan, Common, Undercommon; many plizeazoths do not comprehend the true power
telepathy 100 ft. they have, long ago bred into a life of subservience
SQ compression to their veiled master overlords. For millennia, the
ECOLOGY veiled masters subjugated their humanoid victims
Environment any water themselves, but eventually they decided to delegate this
Organization solitary or pair joyous yet time-consuming task to others. The veiled
Treasure standard masters approached their ancient alghollthu rulers
SPECIAL ABILITIES and requested subservient creatures to complete this
Mucus Cloud (Ex) While underwater, a plizeazoth exudes a task. The resulting plizeazoths were impressive in their
30-foot-radius cloud of transparent slime. Every creature physical might and ability to efficiently deal pain, but
within this area must succeed at a DC 23 Fortitude save they were immune to such sensations themselves and
each round or lose the ability to breathe air (but gain thus unable to truly comprehend their value within
the ability to breathe water) for 24 hours. Renewed alghollthu society. The brutish beasts are generally
contact with this mucus cloud and failing another save content to carry out their masters’ orders, with little

88
will of their own or motivation
for them to break from their Tower
of the
monotonous existence.
Drowned
Because they generally
do not leave the alghollthus’
Dead
deep underwater territories—
Foreword
and even then only to carry
out specific orders given to them Part 1:
by the society’s true masterminds— On the Tines
plizeazoths are largely unknown among
land-dwelling cultures. Even their victims Part 2:
recall only their pain and suffering, with at In the Haft
best foggy recollections of their tormentors;
the emotional and psychic scars left on their Part 3:
minds scour away all memory of the creatures. Through the
The rare victim who escapes a plizeazoth with her
Vaults
mind and memories intact recounts brutal assaults
Part 4:
to her psyche, breaking down her reality into a twisted The High
landscape of pain and crushing despair, the only escape Halls
from which, she believed, was eternal servitude to the
plizeazoth’s master. Part 5:
A plizeazoth has five ruby-red eyes, each capable of The Omen
moving on its own, providing it a wide field of vision Dominion
and excellent perceptive skills. Plizeazoths are bottom-
feeders and, when not tormenting victims, typically Habitat and Society NPC Gallery
scour the ocean floors for other alghollthus’ scraps. In alghollthu society, plizeazoths have little status and
A typical plizeazoth is about 22 feet wide and weighs keep to themselves until summoned by their masters.
Secrets of
Azlant
approximately 4,400 pounds. Other alghollthus look down on the creatures, judging
them as primitive and thus unpredictable, keeping their Azlant in
Ecology distance merely as a precaution. In general, only its Inner Sea
the
Plizeazoths have wide, dark-teal fins that allow them to master will approach a plizeazoth, and then only to issue
move stealthily through deep waters. Each plizeazoth new commands to the servant; commands are generally Bestiary
has a tentacle on each side of its wide sucking very basic and easy for the plizeazoth to understand,
mouth, which it uses both as a natural weapon and to even if the creature’s actions may be part of much larger,
manipulate tools and its environment in the rare event more complex plots.
it needs to do either. A plizeazoth’s hardened scabrous Plizeazoths are kept as something akin to pets by
tail can likewise be employed as a weapon, but the their masters, and the massive brutes rarely stray far
alghollthu lacks the dexterity to do more than simply from underwater alghollthu cities unless dispatched on
slam it broadly into an enemy. A plizeazoth’s body is a specific task that sends them farther afield. Plizeazoths
malleable, which allows it to easily squeeze into tight don’t typically create homes or lairs for themselves,
caverns and small structures. This also allows it to make and the creatures are content to simply graze near
subtle alterations to its normal raylike form, moving deep trenches for food until they receive a telepathic
its vital organs around to accommodate a number of command that spurs them into action. Plizeazoths are
different configurations. usually solitary creatures, but if the need arises, the
Savage in its telepathic and mental prowess, a veiled masters have been known to give a pair a mission
plizeazoth’s only desires are to defend itself from and instructions to cooperate in carrying it out.
would-be attackers or brutally subjugate its victims in In their current subservient state, plizeazoths obey
the name of its veiled master overlords. Plizeazoths their veiled masters without question and pose little
are skilled at using emotion, hallucination, and pain to threat to creatures they have not been expressly instructed
their advantage; they make quick work of weak-minded to attack. With years of evolution, however, plizeazoths
foes but take particular pleasure in whittling down that gain self-awareness and an increased intellect could
determined, willful enemies. After its victim has been become a threat even to other alghollthus. This concern
sufficiently broken, a plizeazoth quickly moves on to its does not distress their mysterious rulers, however, as they
next task, ever eager to please its superiors. already have plans in motion for when that time comes.

89
Portunus be on its home plane and does not gain the extraplanar
This creature resembles an enormous, four-armed humanoid subtype. A portunus loses its fast healing when not on
made of water. Its two faces move about its head independently. the Plane of Water or within its bonded harbor.
Boon (Su) Though a portunus cannot grant spells, it can
PORTUNUS CR 16/MR 6 grant a minor boon to those who properly propitiate it. To
XP 76,800 receive the boon, a character must perform a 1-minute
N Huge outsider (elemental, extraplanar, mythic, water) ritual in or adjacent to the portunus’s bonded harbor
Init +6; Senses arcane sight, darkvision 60 ft., mistsight; and succeed at a DC 21 Knowledge (nature) check. The
Perception +26 ritual fails if the portunus is not in its harbor or if it has an
DEFENSE attitude of unfriendly or hostile to the supplicant. If the
AC 32, touch 14, flat-footed 26 (+6 Dex, +18 natural, –2 size) ritual is a success, the character can call upon this boon
hp 238 (17d10+145); fast healing 5 once within the next 24 hours to roll twice on a skill check
Fort +12, Ref +18, Will +18 and take the better result. A character cannot benefit from
Defensive Abilities transparency; DR 10/epic; Immune more than one boon at a time and cannot attempt this
elemental traits; Resist acid 20, cold 20 check more than once per day. Granting a boon requires
OFFENSE no action by the portunus, and there is no limit on the
Speed 40 ft., swim 60 ft. number of boons it can grant.
Melee 4 slams +24 (2d6+9) Capsize (Ex) A portunus can attempt to capsize a boat or
Space 15 ft.; Reach 15 ft. ship by ramming it as a charge attack and attempting
Special Attacks capsize, mythic power (6/day, surge +1d8) a combat maneuver check. The DC of this check is 25 or
Spell-Like Abilities (CL 17th; concentration +24) equal to the result of the boat captain’s Profession (sailor)
Constant—arcane sight check, whichever is higher. For each size category the
At will—crushing despair, fog cloud M, good hope, ship is larger than the portunus, the portunus takes a
hydraulic torrentAPG, M, water walk cumulative –10 penalty on this combat maneuver check.
3/day—control water (DC 21), dispel magic M, quickened The portunus can spend points of mythic power (as part of
rusting grasp, warp wood (DC 19) this action) to reduce the penalty by 10 for each point of
1/day—control weather M (as druid), vortexAPG (DC 24) mythic power spent.
M mythic spell Liquid Form (Sp) As a standard action, a portunus can turn
STATISTICS into a mobile pool of water. This functions as gaseous
Str 28, Dex 23, Con 20, Int 19, Wis 22, Cha 25 form, except the portunus can’t fly in this form, but it can
Base Atk +17; CMB +28; CMD 44 enter water. It retains its base speed, and its swim speed
Feats Combat ReflexesM, Great Fortitude, Greater Vital Strike, doubles to 120 feet. The portunus can end this ability as
Improved Vital Strike, Iron WillM, Lightning Reflexes, Quicken a standard action.
Spell-Like Ability (rusting grasp), Stand Still, Vital StrikeM Transparency (Su) A portunus’s body is transparent,
Skills Diplomacy +27, Intimidate +24, Knowledge (local, rendering it effectively invisible when underwater. It can
nature, planes) +24, Perception +26, Sense Motive +26, become visible or transparent at will as a free action.
Spellcraft +24, Stealth +18, Swim +37
Languages Aquan, Common Portunuses are a kind of water elemental who inhabit
SQ alter luck, bonded harbor, boon, liquid form natural harbors. They embody both the regular rising
ECOLOGY and falling of the tides and the inconstant shifting of the
Environment any aquatic (Plane of Water) weather. Humanoids who live along bays inhabited by
Organization solitary or court (1 plus 2–5 elder portunuses often revere them as genii loci, and they may
water elementals) give prayers and offerings to the elementals in hopes that
Treasure standard their ship will come in—whether literally or figuratively.
SPECIAL ABILITIES A portunus is naturally invisible underwater, but when it
Alter Luck (Su) As an immediate action, the portunus can chooses to be seen, it resembles a translucent, statuesque
spend a point of mythic power to roll its surge die and humanoid with four arms and two faces. The portunus’s
apply the result as a positive or negative modifier on a faces can be the same or different genders. They move
d20 roll after the result of the original roll is revealed. about the elemental’s head independently, sometimes
This can change the outcome of the roll. The affected facing in opposite directions and at other times cheek to
creature must be within 60 feet of the portunus. cheek. The portunus can sense and speak from either or
Bonded Harbor (Ex) When on the Material Plane, a both faces, though it has a single mind.
portunus attunes itself to a natural bay, fjord, or inlet. When standing, a portunus towers nearly 24 feet tall
While in its bonded harbor, a portunus is considered to and weighs around 12,000 pounds.

90
Ecology Though they might be found along any coast, portunuses
Portunuses are rarely seen, even by those who live along are most common in regions with many inlets, especially Tower
of the
the harbors where they dwell. A portunus shows its the sunken continent of Azlant, the many islands of
Drowned
approval by granting its boon and by using its spell-like
abilities to provide unseen aid. If humanoids don’t give
Iblydos, and the fjords of the Lands of the Linnorm Kings.
Portunuses serve as protectors of their harbors and
Dead
the proper respect to its harbor, a portunus shows its the creatures that live there. While they may be initially
Foreword
displeasure with subtle acts of sabotage, such as causing wary of humanoids making use of their harbors, most
small leaks in ships or rusting away anchor chains. Only if portunuses come to view them as just another part of the Part 1:
these hints are ignored does the portunus resort to more bay’s ecosystem, as long as the humanoids are respectful On the Tines
destructive magic. A portunus revealing its true form is a of nature.
sign that momentous events are occurring. The portunus Part 2:
may do so to punish a spellcaster who offends the gods In the Haft
or to defend its harbor—and its pious residents—from a
disaster or invasion. Rarely, a portunus may reveal itself Part 3:
to a fellow servant of nature or fate in order to Through the
provide information or assistance.
Vaults
Portunuses are pious creatures who revere
Part 4:
deities of the sea and weather and deities of The High
luck and fate. Indeed, many portunuses consider Halls
themselves agents of these gods, even if they are
not part of any formal structure. Portunuses of Part 5:
the Inner Sea region point to Gozreh’s two faces The Omen
or Pharasma’s affinity for the element of water as Dominion
proof of their divine connections. Portunuses
consider it their duty to keep watch over those NPC Gallery
who employ magic to alter tides, winds, or luck
to ensure they use their powers judiciously and
Secrets of
Azlant
with humility. A spellcaster who abuses or becomes
reliant on such magic risks being attacked by a portunus Azlant in
for his hubris. Particularly strong magic may even draw Inner Sea
the
portunuses from their harbors to investigate.
Portunuses do not actively seek out treasure, but over Bestiary
the years, they may accumulate a hoard from the offerings
tossed into their harbor by supplicants and the lost cargo
of ships that sink nearby. Even so, those who attempt to
salvage a portunus’s treasure find their efforts stymied
by the unseen elemental. Yet, a portunus is sometimes
willing to give some of its treasure to those in need. Such
recipients may never know who their benefactor is, as these
gifts appear to be merely washed up on the beach.

Habitat and Society


On their native plane, portunuses are most often
found where the Plane of Water borders other
planes, playing among the storms where it
meets the Plane of Air or hiding within the
chasms where it meets the Plane of Earth.
Large chunks of other elements floating in
the endless sea might also contain hollows
where portunuses dwell. On the Material
Plane, each portunus is bound to a specific
natural harbor, which serves as a link to its
home plane. A portunus can leave its bonded harbor,
but these excursions are infrequent and usually short.

91
Next Month
Beyond the Veiled Past Plots of the Veiled
By Thurston Hillman Masters
The insidious veiled masters who sank Old Azlant By Robert Brookes
beneath the ocean in ancient times mobilize their Ochymua is not the only veiled master hatching sinister
forces against the heroes’ allies, even as the adventurers plots. Within you’ll find four additional alghollthu
close in on their enemies for a final confrontation. masterminds and their plans for the Inner Sea region,
After preparing their allies for the impending assault, ready to serve as the foundation of any campaign!
the heroes must fight their way through the submerged
ruins of an ancient weapons facility packed with Awakened from Time
dangerous guardians and unstable magic to stop their By Eleanor Ferron
monstrous foes before the veiled masters unleash a Explore the implications of awakening from millennia
devastating eldritch attack to exterminate humanity of slumber to find the Azlant you knew gone and a new
and plunge the world into darkness—just like when world in its place. This article presents advice for both
they brought Azlant to ruin so long ago. GMs and players hoping to use this exciting background
concept for NPCs and PCs alike.
Continuing the Campaign
By Robert Brookes Subscribe to Pathfinder
Whether the PCs succeed or fail in their efforts to stop Adventure Path
the doomsday device at the core of Ochymua’s plan, the The Ruins of Azlant Adventure Path continues! Don’t
Ruins of Azlant Adventure Path can continue past the miss a single volume—head over to paizo.com/pathfinder
conclusion of next month’s adventure. Exciting new foes and subscribe today to have each Pathfinder Adventure
and challenges await! Path product delivered to your door.

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Registered Trademark in conjunction with a work containing Open Game Content Kalervo Oikarinen, and David Schwartz.

92
AVAILABLE NOW!
Paizo, Paizo Inc., the Paizo golem logo, Starfinder, and the Starfinder logo are registered trademarks
of Paizo Inc.; Starfinder Roleplaying Game is a trademark of Paizo Inc. © 2018, Paizo Inc. paizo.com/starfinder
Book of the Damned
EXPLORE THE DEMONS, DEVILS, AND DAEMONS THAT INFLUENCE MORTAL LIFE AND PREY UPON THE SOULS OF THE UNQUIET DEAD! GAZE
UPON THE WICKED REALMS OF HELL, ABADDON, AND THE ABYSS, AND EXPLORE NEW RULES TO TAKE THE FIGHT TO EVIL—OR JOIN IT!

AVAILABLE NOW!
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Paizo Inc.; Pathfinder Roleplaying Game is a trademark of Paizo Inc. © 2018, Paizo Inc. paizo.com/pathfinder
Where the
Wild Things WAR!

UlTImaTe wIlderNess
THE NEWEST PATHFINDER RPG HARDCOVER GIVES YOU THE TOOLS TO SURVIVE IN THE
WILDERNESS, FROM NEW SPELLS, GEAR, ARCHETYPES, AND CHARACTER OPTIONS FOR
NATURE-LOVING (OR -FEARING) HEROES TO THE SHIFTER, A BRAND-NEW 20-LEVEL BASE
CLASS THAT PUTS ANIMALISTIC POWERS DIRECTLY INTO YOUR HANDS—OR CLAWS!

AVAILABLE NOW!
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Paizo Inc.; Pathfinder Roleplaying Game is a trademark of Paizo Inc. © 2018, Paizo Inc. paizo.com/pathfinder
THE
INVASION
BEGINS!

ALIEN ARCHIVE
Battle or befriend more than 80 bizarre life-forms in this 160-page, hardcover creature collection for
the Starfinder Roleplaying Game! Every new world and space station comes with its own dangers,
from strange new cultures to robotic killing machines to alien predators ready to devour unwary
spacefarers. Inside this book, you’ll find rules and ecologies for creatures from across the known
multiverse, plus alien equipment and more. Best of all, a robust system for creating your own
creatures ensures that your parties will never be without weird new aliens to interact with. Racial
rules for many of these new organisms even let you be the alien, making the Alien Archive not just a
collection of creatures to kill but a fascinating menu of creatures to be ! Want to play a hyperevolved
floating brain? A mighty dragonkin? A silicon-based crystalline slug? Explore the limits of your
galaxy and your game with the Starfinder Alien Archive!

AVAILABLE NOW!
Paizo, Paizo Inc., the Paizo golem logo, Starfinder, and the Starfinder logo are registered trademarks of Paizo Inc.;
Starfinder Roleplaying Game is a trademark of Paizo Inc. © 2018, Paizo Inc. paizo.com
Engineer’s Gauntlet
As a society that put much emphasis on designing technology,
the Azlanti built many specialized tools to assist in
that endeavor. The construction of such tools led to the
development of many other interesting and helpful devices
that are found amid the ruins of Azlant
even to this day. A fine example
of these tools are engineer’s
gauntlets, which are believed
to have been designed to aid
in crafting and repairing
clockwork devices, and which
incorporate numerous advances
in clockwork engineering.

Ioun Display
First thought to be a simple candelabrum, this device is more
than it appears. The explorer who first found this item
determined that it was magical, though its function
was a mystery. Only when it was inadvertently
placed near an inactive ioun stone was its utility
discovered. The stone immediately floated up and
came to rest above one of the sconces. The stone
then conferred its benefits to everyone within 20
feet of the display. Further, once ioun stones were set
in place above the three sconces, they could be commanded to
glow at a variable intensity set by the user. Researchers
believe the devices were inspired by the creation of the ioun
towers found throughout the region where once stood the
two cities known as the Twin Jewels of Kynos.
WE ALL FLOAT DOWN HERE
A
fter learning that a powerful and ancient enemy is planning to steal a doomsday
weapon and use it against humanity, the adventurers visit a ruined undersea
tower belonging to an undead survivor of the cataclysm that destroyed
ancient Azlant. In pursuit of the veiled master they believe has infiltrated the
tower, the heroes make their way through the submerged ruin, fighting against the
tower’s magical defenses and undead occupants. Can the heroes learn the location
of the facility and escape alive to confront the veiled master, or will they end up
entombed in the drowned tower?
This volume of Pathfinder Adventure Path continues the Ruins of Azlant
Adventure Path and includes:

• “Tower of the Drowned Dead,” a Pathfinder adventure for 13th-level


characters, by Ron Lundeen.

• The secrets of seven ruined sites on the shattered continent of Azlant,


by Erik Mona.

• An exploration of four Azlanti ruins in the Inner Sea region, by Isabelle Lee.

• A bestiary of new aquatic monsters, by Nathan King, Ron Lundeen,


Kalervo Oikarinen, and David Schwartz.

paizo.com/pathfinder

Printed in China. PZO90125

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