TEXT: by Robert Brookes
   Into the
   Shattered 
  Continent
  RUINS OF 
  AZLANT
  
  A
  G
  F
  E
  L
  RUINS OF AZLANT REGION
  D
  B
  C
  M–P
  H
  I J
  0
  5 MILES
  K
  
  Paizo Inc.
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  Into the Shattered ContInent
  adventure Path 
  2 of 6
  RUINS OF 
  AZLANT
  ON THE COVER
  Foreword 
  2
  by Adam Daigle
  Into the Shattered Continent 
  4
  by Robert Brookes
  NPC Gallery 
  58
  by Robert Brookes
  Ruins of Azlant Gazetteer 
  64
  by Adam Daigle
  Treasures of Azlant 
  72
  by Ron Lundeen
  Bestiary 
  80
  by Ayla Arthur, Robert Brookes, Lucas J.W. Johnson, Robin Loutzenhiser, and Mark Moreland
  RefeRence
  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 
  references to Pathfinder RPG hardcovers can find the complete rules of these books available online for 
  free at paizo.com/prd.
  Advanced Class Guide 
  ACG
  Advanced Player’s Guide 
  APG
  Bestiary 2 
  B2
  Bestiary 6 
  B6
  Occult Adventures 
  OA
  Ultimate Combat 
  UC
  Ultimate Equipment 
  UE
  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, 
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  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 
  Content may be reproduced in any form without written permission.
  Pathfinder Adventure Path #122: Into the Shattered Continent © 2017, Paizo Inc. All Rights Reserved. Paizo, Paizo Inc., the Paizo golem logo, 
  Pathfinder, the Pathfinder logo, and Pathfinder Society are registered trademarks of Paizo Inc.; Pathfinder Accessories, Pathfinder Adventure Card 
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  Printed in China.
  An enormous chittering chuul erupts from its 
  peaceful waterfall pool to attack the intruding 
  iconic characters in this dynamic scene in this 
  month’s action-packed cover art by Setiawan Lie.  
  Development Leads • Adam Daigle and Mark Moreland
  Authors • Ayla Arthur, Robert Brookes, Adam Daigle, 
  Lucas J.W. Johnson, Robin Loutzenhiser, Ron Lundeen, 
  and Mark Moreland
  Cover Artist • Setiawan Lie
  Interior Artists • Kez Laczin, Valeria Lutfullina, Mirco Paganessi, 
  Roberto Pitturru, Sandra Posada, and Maichol Quinto
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  Cartographer • Robert Lazzaretti
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  Creative Design Director • Sarah E. Robinson
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  Managing Developer • Adam Daigle
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  and Linda Zayas-Palmer
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  2
  In the previous adventure, “The Lost Outpost,” you 
  were introduced to Talmandor’s Bounty and presented 
  with a mysterious vanishing of the previous wave of 
  colonists. You also read about a handful of the colony’s 
  more interesting characters whom hopefully the PCs 
  befriended. These characters should grow and develop 
  over the course of the campaign, ultimately becoming 
  some of the PCs’ closest friends and allies. As the PCs 
  progress in level, the others in the colony should as well. 
  Granted, since these NPCs aren’t facing the same types of 
  challenges, they will likely remain behind the PCs in level.
  Having the other colony members increase in level 
  benefits the PCs by giving them resources that scale 
  as the PCs face greater threats. In later adventures, the 
  priests in the colony can provide more healing and 
  eventually offer magical ways to bring dead characters 
  back into the action.
  Remember, each colonist is entitled to a small share of 
  the colony’s profits once the initial costs are recouped by 
  the Bountiful Venture Company, which may take some 
  time. In addition, each colonist is entitled to a land grant 
  once the colony becomes self-sufficient. While it might 
  not be an immediate reward, the land grant allows the 
  PCs to start planning for their future. They can choose 
  to start a business or scout out land on which to build 
  a house. The land grant isn’t limited to Talmandor’s 
  Bounty, so PCs could choose to establish themselves in 
  the forest or along another stretch of coastline if they 
  feel the colony has become too crowded for their taste.
  While the kingdom-building and downtime systems 
  from Pathfinder RPG Ultimate Campaign aren’t hard-coded 
  into this Adventure Path, some GMs and players might 
  enjoy using these systems to direct the growth of the 
  colony. As the scale of this colony doesn’t exactly match 
  a GrowInG Colony
  
  Adam Daigle
  Managing Developer
  adam.daigle@paizo.com
  333
  up with the assumptions of the kingdom-building rules, 
  some adjustments might be required.
  A number of the side quests listed on pages 12–13 of 
  this adventure lead the PCs to sites full of resources to 
  help grow the colony. They can find useful places in 
  which to harvest more lumber, a mine where the colony 
  can extract metals for tools and weapons, and a quarry 
  that can provide them with more durable and defensive 
  building materials for the colony. These side quests give 
  the PCs experience points for completing them, but if 
  you are using settlement-building rules, completing the 
  side quests can also increase the settlement’s resources.
  In some ways, Talmandor’s Bounty is like its own 
  character, and it too can grow and develop as the Adventure 
  Path progresses. Whenever a ship from Andoran arrives 
  to resupply the colony—such as ship that comes to the 
  settlement between the first and second adventures, 
  or the Argent Cornucopia, which arrives toward the end 
  of this adventure—you can decide that other colonists 
  have come to help expand Talmandor’s Bounty. Each 
  ship can carry 50–80 new colonists, provided the settlers 
  have space in which to live in the colony. Depending on 
  how many new colonists you choose to have show up, 
  the population of Talmandor’s Bounty could grow to 
  the size necessary to be categorized as a village or even 
  a small town. If you are using settlement rules from the 
  Pathfinder RPG GameMastery Guide, this would adjust the 
  statistics for Talmandor’s Bounty. 
  The increase in population can also help if a PC 
  meets a grisly end in the course of the campaign. As the 
  Adventure Path takes place far from established civilized 
  lands, the fastest and most reliable way to replace a PC is 
  by recruiting from within the colony. A player replacing 
  a dead character with someone in the colony can choose 
  to take over an established personality—such as Eamon 
  Caranth, Lyra Heatherly, or Perrell Beys—or create a new 
  character to represent any other person in Talmandor’s 
  Bounty. As nearly everyone in the colony went through 
  the same selection process for the expedition, these new 
  characters have access to the same campaign traits.
  As the PCs progress, their relationships with others 
  in Talmandor’s Bounty inevitably grow. This can lead to 
  strong academic partnerships, business opportunities, 
  friendships, and romantic relationships. Encourage 
  these interactions and make notes during the campaign 
  to help reinforce the relationships and inspire plot 
  twists later in the Adventure Path as relationships shift 
  and interesting interactions occur.
  During the course of this adventure, there are two 
  groups of humanoids for the PCs to meet: the locathahs, 
  who move about in migratory trading and hunting 
  groups, and the strix of Sheshkadrann. The PCs can 
  trade with these two groups for items that they might 
  not be able to obtain normally. The locathahs hunt for 
  salvage from sunken ships and trade with other coastal 
  and underwater communities, so they would have the 
  most varied wares to trade with the PCs. Gold doesn’t 
  impress the locathahs as much as bartering, but the 
  values for most items should be similar. An exception 
  to this is items that allow a character to function more 
  easily underwater, such as an item that allows a PC to 
  breathe underwater—something of little use to an 
  aquatic humanoid. These items are worth half their 
  normal value to the locathahs (or less if you prefer). The 
  strix are less useful as trading partners, but they may 
  have items that the PCs can use.
  As far as trading goes, the PCs can use the resupply 
  ships to send their treasures back to Almas and request 
  that a broker with the Bountiful Venture Company 
  obtain particular items that the PCs want or need. These 
  agents have inroads to many markets in Almas, which 
  has a base value of 27,456 gp and a purchase limit of 
  150,000 gp, so it is likely that the PCs can get what they 
  want if they are willing to wait for the ships to sail from 
  the colony to port and back.
  AUTHOR SHOUT-OUT
  Stepping up to tackle his first Adventure Path adventure 
  is Robert Brookes. Robert first came to my attention 
  on the Paizo messageboards with his creative and 
  fun posts, in which he frequently shared his creations 
  with other Pathfinder fans. His creativity proved to be 
  a strong factor in his performance in RPG Superstar 
  2014, where he placed in the top 4. Since I enjoy his 
  work, I approached him shortly after the competition 
  to write some monsters, and he has yet to disappoint 
  me with a turnover. He brought both creativity and 
  professionalism to this project as he worked with me 
  and the other contributors to this Adventure Path to tie 
  the story together between the six adventures.
  In addition to his writing for Paizo, Robert formed his 
  own company and created the Aethera Campaign Setting 
  along with other creators he drew to his project. Robert 
  tirelessly encourages and promotes new and up-and-
  coming writers and designers and works with them in his 
  projects to develop their work, making him a wonderful 
  asset to the hobby.
  Into the 
  Shattered 
  ContInent
  Foreword
  Part 1:
  aCroSS the 
  Shattered 
  ShoreS
  Part 2: 
  the tower 
  oF Sundered 
  ProPheCIeS
  Part 3: 
  GraSP oF the 
  StranGerS
  nPC Gallery
  ruInS oF 
  azlant 
  Gazetteer
  treaSureS oF 
  azlant
  BeStIary
  
  AdvAncement trAck
  “Into the Shattered Continent” is designed 
  for four characters and uses the medium 
  XP track.
  The PCs begin the adventure at 
  4th level.
  The PCs should reach 5th level 
  during Part 1.
  The PCs should be 6th level 
  before they explore Nal-Shakar.
  The PCs should reach 7th level by the end 
  of the adventure.
  Into the ShAttered 
  contInent
  4
  PArt 1: AcroSS the ShAttered 
  ShoreS .................................................6
  The heroes are tasked with exploring the isle of Ancorato 
  to discover resources critical to the survival of the colony 
  and surveying the island for native inhabitants and perils. 
  Meanwhile, faceless stalkers begin supplanting the settlers.
  PArt 2: the tower of 
  Sundered ProPhecIeS ....................... 41 
  The heroes must venture to an ancient tower once dedicated 
  to the goddesses Desna and Pharasma to confront the 
  powerful hag oracle Helekhterie before she can turn her 
  power-hungry gaze on the people of Ancorato.
  PArt 3: GrASP of the StrAnGerS .....51
  The faceless stalkers infiltrating Talmandor’s Bounty turn 
  their attention on the heroes, attempting to eradicate them 
  before they can become a greater threat to their master. The 
  heroes must overcome this sinister force and learn who—or 
  what—sent these shapeshifting foes.
  5
  6
  4
  
  Adventure  
  BAckGround
  When Aroden, last of the Azlanti, died in the year 
  4606  ar, the power of prophecy died with him—and 
  the consequences of that catastrophic event are still felt 
  today. With older predictions rendered unreliable by 
  Aroden’s demise, the legacy of prophecy’s once-potent 
  power has diminished greatly. Contemporary scholars 
  question whether divination was ever truly trustworthy, 
  or whether the string of calamities following Aroden’s 
  death were but consequences of the god’s demise rather 
  than fallout from the death of prophecy itself. As each age 
  comes and goes, the impact that true prophecy once had 
  on the world becomes the stuff of fable and myth. Still, 
  even as the modern age forgets the importance of what 
  was lost, there remain those who cling to the vestiges of 
  the old ways and yearn for a future when the power of 
  prophecy will return to the world. These deluded and 
  oftentimes dangerous individuals place their full faith 
  in a flimsy system that has long since come apart at the 
  seams, and when their own prophetic agendas unravel, 
  so too does their already tenuous grasp on reality.
  Millennia ago, the people of Azlant knew full well the 
  true power of prophecy. During the centuries-long war 
  with the serpentfolk, the Azlanti allied themselves with 
  the cyclops oracles of Ghol-Gan and utilized the cyclopes’ 
  divinatory gifts to better prepare themselves for the 
  horrors of the wars to come. In the era of this alliance, 
  Azlanti oracles constructed elaborate observatories from 
  which they would chart the movements of the heavens 
  and interpret these signs as part of the greater tapestry 
  of fate. It was through oracular institutions such as these 
  that they caught the first fleeting glimpses of Azlant’s 
  true masters—the alghollthus. Suggestions of unseen 
  manipulators pulling the strings of the Azlanti empire 
  began as whispered rumors within closed circles of 
  oracles and prophet-priests. As these prophecies birthed 
  an undercurrent of paranoia, the prophets turned on 
  one another, believing they saw agents and spies of these 
  yet-unknown shadow masters in every corner. 
  In response to this growing paranoia, many of these 
  oracular observatories closed their doors to outsiders. 
  Their members sequestered themselves, delving ever 
  deeper into their mysteries through drug-fueled reveries 
  and divinatory seances in an attempt to determine the 
  identities of their unseen malefactors. These isolated 
  observatories were also home to the Ghol-Gani cyclopes 
  who had pledged their oracular services to the Azlanti 
  people during the war with the serpentfolk. While few 
  of these observatories yet stand in the contemporary 
  age, due to both the cataclysmic upheaval of Earthfall 
  and the ordinary ravages of time, one such structure still 
  stands vigil over the isle now known as Ancorato. This 
  observatory, Nal-Shakar, was constructed atop an ancient 
  ley line that crossed Azlant east to west. The oracles of 
  Nal-Shakar tapped into this occult fount with a minor 
  artifact known as an Azlanti orrery to enhance their 
  divinatory powers. 
  Nal-Shakar has changed hands several times over the 
  intervening centuries. Most recently, the observatory has 
  become home to a sea hag named Helekhterie, a well-
  traveled and well-learned student of lost oracular arts. 
  For decades, Helekhterie has consolidated her power base 
  on Ancorato, making deals with local tribes of scrags and 
  sahuagin, cultivating native fauna, and researching the 
  ancient art of Azlanti divination. Helekhterie’s greatest 
  accomplishment thus far is the capture of a cyclops during 
  one of her forays into the Inner Sea region. Helekhterie 
  mistakenly believes that, with the combination of the 
  information contained in Nal-Shakar, the artifact located 
  at its peak, and her own oracular powers, she could 
  revive the power of prophecy herself and attain a higher 
  consciousness. Despite her repeated failures to attain this 
  lofty goal, Helekhterie’s mania continues to grow and she 
  becomes more deeply entrenched in the notion that she 
  is “one step closer” to achieving her aim, no matter how 
  many lives are lost in its pursuit.
  When the first settlers from Andoran arrived on 
  Ancorato, Helekhterie ordered her sahuagin allies to keep 
  an eye on the humans’ activities, but she did not consider 
  the handful of colonists as an actionable menace. Through 
  her divinations, Helekhterie has now become aware of a 
  growing threat on the island, but she misconstrues these 
  portents to indicate the human settlers of Ancorato 
  rather than the peril the humans accidentally released, 
  one that she is unaware of: Ochymua. 
  This veiled master has only recently learned of 
  Helekhterie and the survival of Nal-Shakar through his 
  subordinate, the aboleth psychic Onthooth. Onthooth’s 
  own servants, primarily faceless stalkers and skum, are 
  of no help in infiltrating the hag’s coterie of monstrous 
  allies. For the time being, Ochymua is content to let 
  Helekhterie be and hopes that the humans of Ancorato 
  deal with her themselves. To encourage this, the veiled 
  master has requested that Onthooth use its faceless 
  stalkers to guide the settlers into a confrontation with 
  Helekhterie. Ochymua is concerned that the information 
  in Nal-Shakar could contain secrets about the alghollthus 
  that could unravel its own agenda, and it seeks to secure 
  the information as soon as Helekhterie can be dealt with.
  As the adventure progresses, the player characters 
  find themselves in the middle of a secret invasion of 
  faceless stalkers operating under the command of 
  Onthooth. These shapeshifting spies are tasked with 
  kidnapping and replacing the population of Ancorato 
  and delivering the captives directly to Onthooth for 
  5
  Into the 
  Shattered 
  ContInent
  Foreword
  Part 1:
  aCroSS the 
  Shattered 
  ShoreS
  Part 2: 
  the tower 
  oF Sundered 
  ProPheCIeS
  Part 3: 
  GraSP oF the 
  StranGerS
  nPC Gallery
  ruInS oF 
  azlant 
  Gazetteer
  treaSureS oF 
  azlant
  BeStIary
  
  6
  interrogation and  experimentation. The leader of 
  this invasion, Thanaldhu, is maneuvering to replace 
  Venture-Captain Carver Hastings and intends to use the 
  PCs as information-gathering assets and agents against 
  Helekhterie. The PCs must discover this subterfuge, deal 
  with Helekhterie, and assure the long-term sustainability 
  of the colony.
  PArt 1: AcroSS the 
  ShAttered ShoreS
  The adventure begins after the PCs have explored a small 
  portion of the island, during which they discovered 
  two survivors from the original settlers of Talmandor’s 
  Bounty and made the connection that both settlers 
  suffered their fates at the hand of one of humanity’s 
  ancient enemies. With the new colonists now settled 
  in Talmandor’s Bounty, it falls on the PCs to assist in 
  securing the settlement against known threats on the 
  island and surveying sites for renewable resources that 
  can help the fledgling colony survive.
  This adventure assumes roughly 6 weeks have passed 
  since the end of the previous adventure. During this time, 
  a resupply ship arrived from Almas, possibly carrying 
  items that the PCs have bought and sold through an 
  agent on the ship. At some point after the PCs have had 
  the time to rest, perform any downtime activities they 
  desire, and reconnect with NPCs, they are summoned to 
  the government house by colony leader Ramona Avandth. 
  Ramona reintroduces the PCs to Carver Hastings, 
  revealing—if they have not already discovered the truth—
  that he is a member of the Pathfinder Society operating 
  undercover for an important mission. The Society did 
  not wish to reveal Carver’s involvement when he left 
  Andoran out of fear of interference from the Pathfinder 
  Society’s rivals in the Aspis Consortium and concerns that 
  the Bountiful Venture Company might not want Society 
  involvement in the new colony. Now that the settlers are 
  isolated on the island, Carver feels more comfortable 
  revealing the nature of his placement among the colonists.
  Since Perrell Beys and Lyra Heatherly are both occupied 
  on other missions, Ramona requests the PCs’ assistance 
  in surveying the island to chart its geography and secure 
  resources essential for maintaining and expanding 
  the colony. Their tasks include locating a quarry of 
  stone suitable for construction of larger buildings, 
  prospecting for precious metals or ore that could expand 
  the settlement’s trade arrangements, flagging forests 
  to establish lumber camps, and discovering whether 
  there are any peaceful indigenous inhabitants—and if 
  so, opening diplomatic relations with them. Ramona 
  notes that scouts have spotted aquatic humanoids of 
  an unknown nature just up the coast to the west of 
  Talmandor’s Bounty, which may be a good place to start 
  investigating. These aquatic humanoids are locathahs, 
  and if the PCs ask for a description of these creatures 
  (perhaps to ensure that these are not the skum that the 
  PCs had previously encountered), Ramona can provide 
  a description.
  Additionally, Ramona also asks the PCs to speak with 
  Carver about helping with the Society’s operation on 
  Ancorato. Carver is apologetic about deceiving the PCs 
  (and other colonists) about his identity, but he is eager to 
  reveal to them more of his mission now that he knows 
  they are trustworthy. Eager to move past his previous 
  deception, Carver explains the following to the PCs.
  “I’m sorry to have deceived you, but the state of affairs 
  within the Pathfinder Society isn’t conducive to an open 
  operation in Azlant, of all places. When I first heard that a 
  ship was bound for these islands, I knew that the Society 
  needed a presence on here. But that brings me to why I 
  wanted to talk to you. I am not the first Pathfinder to set 
  foot on Ancorato. That, my friends, would be the legendary 
  explorer Durvin Gest.”
  Carver reveals that he believes the legendary Pathfinder 
  Durvin Gest explored Ancorato during his exploration 
  of the shattered continent, an expedition detailed in 
  the first-ever Pathfinder Chronicles published in 4317. 
  Durvin Gest is perhaps the most famous Pathfinder, 
  and he documented his journeys in some of the earliest 
  Pathfinder Chronicles before vanishing sometime around 
  4360 ar. After studying the first chronicle, Carver Hastings 
  deduced, due to calculations and similar reference points, 
  that Ancorato was just one of many islands the Pathfinder 
  documented. In addition, colleagues in the Pathfinder 
  Society discovered that some of the artifacts brought to 
  Avistan from Ancorato contained hidden information—
  precious knowledge encoded inside seemingly ordinary 
  ioun stones. This fragmentary information, dating back 
  to the empire of Azlant itself, suggests a vast conspiracy 
  bubbling beneath the fabric of Azlanti society, the secret 
  of which may still be hidden somewhere on Ancorato. 
  Carver wants the PCs to follow in Durvin’s footsteps, 
  revisiting locations noted in the first volume of the 
  Pathfinder Chronicles. Up until now, those Pathfinders 
  who have ventured to the ruins of Azlant have either 
  never returned from the journey or didn’t find anything 
  relevant. When Carver discovered that Andoran had 
  successfully seeded a colony on Azlant’s perilous shores, 
  he knew he had to make the voyage. Carver knows of a 
  handful of locations spoken of in the first Pathfinder 
  Chronicles volume, though not precisely where on the 
  island they may be—if they’re even on Ancorato at all. 
  These sites include an abandoned Ulfen settlement on the 
  6
  
  7
  east coast, a cave behind a waterfall on the northeast side 
  of the island, a sunken laboratory long swallowed by the 
  earth, a crystal monument on a small island northwest of 
  Ancorato, and an ancient observatory located somewhere 
  in the mountains. The PCs undoubtedly have questions 
  for Carver regarding these sites, and he does his best to 
  answer their inquiries with what little information he has.
  Abandoned Ulfen Settlement (Area A): Named 
  “Joskadalr” in volume 1 of the Pathfinder Chronicles, this lost 
  Ulfen camp allegedly exists on the east coast of Ancorato, 
  hidden from view of the ocean by its placement in a 
  rocky cove. Durvin’s account of the settlement claims it 
  has an “unsettling presence” and that he did preliminary 
  investigations but did not stay long. Carver believes this 
  site may not be far from Talmandor’s Bounty and narrows 
  down the search area to an 8-mile stretch of coast.
  Waterfall Cave (Area B): Durvin’s account of this 
  cave speaks of unusual etchings and murals that may 
  have been an archaeological excavation by the Azlanti 
  themselves, potentially of an even older civilization 
  dating back to the beginning of the Age of Legend or 
  perhaps further. Carver estimates the location to be on 
  the far northeastern side of Ancorato in the foothills.
  Sunken Laboratory (Area C): This fabled site is where 
  Durvin Gest claims to have discovered ancient Azlanti 
  technology that led to the creation of wayfinders. Durvin’s 
  journals claim that he was never able to fully explore the 
  ruin due to a puzzling series of locking mechanisms and 
  the presence of dangerous undead. Carver believes this 
  site could hold invaluable information to the Society 
  regarding the nature of ioun stones and how they were 
  used in ancient Azlant.
  Crystal Monument (Area D): While Durvin did not 
  personally explore this site, in volume 1 of the Pathfinder 
  Chronicles he describes seeing a massive azurite monolith 
  etched with strange runes rising up from a forest-covered 
  island off Ancorato’s northwest coast. An approaching 
  storm prevented Durvin from exploring the island, and 
  Carver wants a detailed account of what lies there. Carver is 
  unaware that the monument has since become the center 
  of an Azlanti strix community called Sheshkadrann.
  Ancient Observatory (Area K): Somewhere in the 
  mountains of Ancorato, Durvin Gest became lost during 
  his expedition and stumbled upon an ancient tower that 
  contained a trove of Azlanti writing, star charts etched 
  into the walls, and a still-functional orrery used to chart 
  the movement of the planets. Durvin was driven from 
  the observatory by packs of creatures Carver believes were 
  aberrations called chokers. Unfortunately, Carver does 
  not know exactly where this observatory is—or even if it 
  still stands after so many centuries—and tasks the PCs 
  with finding out if it still exists and what may lie inside.
  Once the PCs have met with Ramona and Carver, 
  they are free to approach this adventure in whatever 
  order they wish. However, some of the encounters are 
  more dangerous than others, and GMs should nudge 
  the PCs toward some of the easier encounters on Carver 
  Hastings’ list first. Obviously, certain sites have been 
  seeded with better details and possible locations, but 
  most of this adventure is a sandbox of exploration and 
  discovery. During their investigations, the PCs might 
  end up backtracking or returning to locations that 
  they visited previously. For example, to unlock a pair of 
  chambers in area C, the PCs need two specific ioun stones 
  that act as keys. The PCs have a chance to find these ioun 
  stones in other locations on the island, and they might 
  have to go back to area C with their newly found ioun 
  stones in order to completely explore that area. 
  Should the PCs need a hint about where to go first, 
  Ramona can stress the importance of the proximity 
  of the aquatic humanoids and how they might pose a 
  potential danger to the colony. In truth, the locathahs 
  will become strong allies for the PCs in this and future 
  adventures and can help direct them to more places 
  of interest. Additionally, some NPCs in Talmandor’s 
  Bounty will offer side quests to the PCs that can help 
  foster the development of the colony (see Side Quests on 
  page 12 for more information).
  eventS In tAlmAndor’S 
  Bounty
  While the PCs travel across Ancorato, events in 
  Talmandor’s Bounty begin to unfold in their absence. By 
  the time the adventure begins, five faceless stalkers have 
  already taken up residence in the settlement, having 
  replaced a group of scouts on their way back from patrol. 
  As the PCs explore Ancorato, the faceless stalkers work 
  quickly to insinuate themselves into the settlement and 
  ferry their captives away to a remote island stronghold 
  (the fates of these kidnapped settlers are addressed in 
  the following adventure). 
  The leader of this group of faceless stalkers is a clever 
  specimen named Thanaldhu. The faceless stalker arrives 
  the first night the PCs are away on a mission after their 
  meeting with Carver. It subdues the Pathfinder in 
  his residence, swiftly replacing him and handing his 
  unconscious body off to its faceless stalker allies to be 
  taken to a neighboring island and enslaved by Onthooth. 
  From this point on, Thanaldhu reviews the Pathfinder’s 
  meticulous journal and determines that the PCs may be 
  prime candidates to deal with the sea hag Helekhterie, a 
  longtime enemy of Onthooth. 
  Thanaldhu and its subordinates are seasoned in this 
  art of replacement, having used the same procedure 
  to supplant and kidnap almost the entirety of the first 
  wave of settlers to the island. However, faceless stalkers 
  experience discomfort in forms other than their own 
  and are unable to process the same food that humanoids 
  7
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  do—instead subsisting on blood. This vulnerability 
  gradually leaves the stalkers agitated and anxious to 
  complete their mission, causing them to grow lazy or 
  mismanage some kidnappings, which leads to a series of 
  unusual events in Talmandor’s Bounty that foreshadows 
  the ultimate takeover of the colony. 
  Each time the PCs return to Talmandor’s Bounty 
  during the adventure, one or more of the following 
  events should take place in the order in which they 
  are presented. Not all of these events present a strong 
  challenge to the PCs, and only a few of them offer 
  experience rewards. They are placed here to advance 
  the secondary storyline throughout this adventure 
  as the faceless stalkers further infiltrate Talmandor’s 
  Bounty. Over the course of these events, the stress the 
  faceless stalkers are under and their growing frustration 
  with having to once again replace and kidnap an entire 
  settlement are revealed. Were it not for fear of Onthooth 
  and Thanaldhu’s wrath, they would likely abandon the 
  plan altogether.
  ShapeShifterS and detection
  Thanaldhu’s entire plot could be foiled by specific 
  magic or abilities designed to detect shapeshifters or 
  aberrations. The Pathfinder RPG Advanced Player’s Guide 
  introduces the detect aberration spell, and Pathfinder RPG 
  Ultimate Combat includes the Shapeshifter Foil feat, both 
  of which could allow the party to discover Thanaldhu’s 
  deception before it is the exciting reveal at the end of 
  this adventure. While these and other options to notice 
  shapeshifters aren’t common, don’t feel as though you 
  must protect Thanaldhu or other faceless stalker NPCs 
  against discovery. If one faceless stalker is uncovered, 
  it creates a current of suspicion, fear, and tension 
  throughout the community. It could put a stop to further 
  infiltration, but those faceless stalkers already in the 
  settlement will do whatever it takes to stoke the fires of 
  paranoia and redirect suspicion to others. If Thanaldhu 
  is found out and can’t talk its way out of the situation, 
  it will simply flee and take on the guise of another 
  townsperson (of less noteworthy importance) later on.
  No matter the circumstances, the faceless stalkers’ 
  plan going awry only proves to them that the PCs pose 
  a threat. Thanaldhu is likely to report back to Onthooth 
  about these events, and Part 3 of this adventure can play 
  out roughly the same, with the faceless stalkers still 
  assaulting Talmandor’s Bounty. However, due to the 
  PCs’ diligence and canny investigation, the settlers may 
  be better prepared for such a shocking attack.
  If the PCs are in the habit of using detect evil on most 
  of the people and creatures they come across, modify 
  the behavior of the faceless stalkers accordingly. If the 
  PCs show they are suspicious, the faceless stalkers in the 
  colony are likely to notice, and they will tend to shy away 
  from the PCs or only engage them as long as necessary. 
  This might change how some of the encounters play 
  out in your campaign, but it helps preserve the ruse the 
  faceless stalkers are perpetrating. 
  If the PCs discover the faceless stalkers in the colony 
  prior to the explosive reveal in Part 3 of this adventure, 
  they can still search the locations initially presented 
  to them by Carver Hastings, and doing so would be 
  beneficial to the PCs, as they will acquire experience 
  points and gain helpful treasure for future adventures. 
  If the PCs find out where the faceless stalkers have been 
  taking the captured colonists and go straight to the 
  island to find their friends, let them do so, but know that 
  it will be much more difficult for them at a lower level. 
  In this case, the PCs might venture to the neighboring 
  island where the captives are being held, fight through 
  a few encounters, and then return to the safety of 
  Talmandor’s Bounty. 
  At the end of this adventure, when the PCs reach 7th 
  level, a character might have the ability to cast scrying to 
  locate the missing colonists. In this case, a PC viewing 
  an NPC through the scrying sensor sees the character in 
  a dark prison cell with other colonists. The PCs could 
  also use sending to contact their kidnapped friends; a 
  colonist can reply to the caster’s message, but those 
  abducted aren’t entirely sure where they are. They can 
  report being in the possession of faceless stalkers and 
  skum, but they know little else about what’s going on. 
  See Pathfinder Adventure Path #123: The Flooded Cathedral 
  for more information on what captured colonists might 
  know about their captors.
  EVENT 1: THE SOCIETY’S SHADOW
  After reading about the meeting with the PCs in 
  Carver Hastings’ journal, Thanaldhu, in the guise of 
  the Pathfinder, asks to talk with the PCs again the first 
  KIDNAPPED COMPANIONS
  Throughout this adventure, faceless stalkers abduct a 
  number of colonists and replace them in their roles in 
  Talmandor’s Bounty. Some of these colonists are named 
  NPCs that the PCs may have gotten to know during the 
  previous adventure or in this one. Don’t worry! These 
  named NPCs are alive, but they are imprisoned on an 
  island roughly 16 miles to the west. So far, they’ve 
  languished in their prison, being interrogated by an 
  aboleth named Onthooth and prepared for the sadistic 
  creature’s experiments. At the beginning of the following 
  adventure, the PCs learn this information and can make 
  for the island to rescue the captive colonists.
  8
  
  9
  time they return to Talmandor’s Bounty. The purpose of 
  this exchange is for Thanaldhu to get a sense of the PCs 
  personally—particularly any PC who appears to act as a 
  leader or spokesperson. In their discussion, he attempts 
  to learn more about the PCs’ individual abilities, 
  strengths, and weaknesses, but the faceless stalker rarely 
  poses direct questions of this nature, instead hoping 
  for such information to reveal itself through casual 
  conversation. Thanaldhu hides the reason for this 
  meeting behind an anxious desire to “check in” and track 
  the status of their assignments. 
  EVENT 2: MISSING FISHER (CR 5)
  When the PCs return to Talmandor’s Bounty, they find 
  a pair of the settlement’s colonial soldiers limping 
  back to the village with visible injuries. The soldiers 
  were investigating the disappearance of Soran Vigaldo 
  (N male human expert 2). Soran went out fishing at dusk 
  2 days prior and hasn’t yet returned. When the soldiers 
  went down the west coast to look for signs of him, a pair 
  of strange, winged reptilian creatures ambushed them. 
  The injured soldiers ask the PCs if they could discover 
  whether those monsters had anything to do with Soran’s 
  disappearance—and deal with them if possible.
  The site the PCs are sent to investigate lies 3 miles 
  south of Talmandor’s Bounty, on a rocky stretch of 
  coast by sheer basalt cliffs near the mouth of the bay. 
  Driftwood twists along the rocks and patches of sandy 
  beach, and the PCs can note plentiful crabs scuttling 
  about in the shallow tide pools—a potential source of 
  food for the colonists. 
  Creatures: Crouched in a dark split between the rocks, 
  a pair of winged chupacabras hides in wait for their next 
  victims. Chupacabras rely on stealth and speed to take 
  their prey, and they avoid settlements of humanoids. 
  These two aren’t likely to pose a direct threat to 
  Talmandor’s Bounty, but if the creatures discover the 
  settlement’s livestock, they might begin preying on that 
  source of food stock.
  CHUPACABRA MUTANTS (2) 
  CR 3
  XP 800 each
  Variant chupacabra (Pathfinder RPG Bestiary 2 57)
  N Small magical beast
  Init +7; Senses darkvision 60 ft., low-light vision; 
  Perception +6
  DEFENSE
  AC 16, touch 14, flat-footed 13 (+3 Dex, +2 natural, +1 size)
  hp 30 each (4d10+8)
  Fort +6, Ref +7, Will +3
  OFFENSE
  Speed 30 ft., fly 60 ft. (average)
  Melee bite +6 (1d4+1 plus grab), 2 claws +6 (1d3+1)
  Special Attacks chupar, pounce
  TACTICS
  Before Combat The chupacabras wait until the PCs are at 
  least within 30 feet before they launch their ambush.
  During Combat The chupacabras swoop through the air 
  and attack using Flyby Attack until the PCs have been 
  weakened. They then rush at the more wounded PCs and 
  use pounce to take them down.
  Morale If reduced to 10 or fewer hit points, the chupacabras 
  flee the fight to search for a less aggressive meal. 
  STATISTICS
  Str 13, Dex 16, Con 14, Int 3, Wis 15, Cha 6
  Base Atk +4; CMB +4 (+8 grapple); CMD 17
  Feats Flyby Attack, Improved Initiative
  Skills Acrobatics +7 (+11 when jumping), Fly +5, 
  Perception +6, Stealth +16 (+20 underground or in 
  rocky areas); Racial Modifiers +4 Stealth (+8 Stealth 
  underground or in rocky areas)
  Languages Aklo (can’t speak)
  SPECIAL ABILITIES
  Chupar (Ex) When a mutant chupacabra is invigorated from 
  drinking blood, its fly speed increases to 90 feet (average).
  Development: After the chupacabras are dealt with, 
  there is still no sign of Soran or his boat. Four days 
  after this event, Soran returns to Talmandor’s Bounty, 
  claiming to have become lost at sea after he fell asleep 
  while fishing, and to have needed a few days to get back. 
  In truth, a faceless stalker kidnapped and replaced Soran.
  EVENT 3: RECORD THEFT (CR 1/2)
  Upon the PCs’ return from their most recent mission, 
  Ramona Avandth calls them to the government house 
  to inform them that a satchel containing the ship’s 
  manifest and resupply schedule was stolen from the 
  building the previous night, along with a leather purse 
  containing 50 gp. 
  Ramona believes Medrinnah Harleau, the teenage 
  daughter of colonial soldier Sighra Harleau, may have 
  perpetrated the theft, but she is reluctant to make this 
  transgression into a big deal as long as the property is 
  retrieved. She knows that initiating legal proceedings 
  could put undue strain on the family and the colony. 
  She asks the PCs to find Medrinnah at the tailor’s shop 
  where she is apprenticing and talk to her about the 
  missing manifest and gold.
  Creature: Medrinnah did steal the satchel, but after 
  pocketing the gold, she ditched the manifest and 
  documents right outside the office, where an opportunistic 
  agent of Thanaldhu stole the documentation. Medrinnah 
  had a history of petty theft back in Andoran, mostly done 
  out of boredom and rebellion against her mother, whom 
  she sees as overbearing and suffocating. Furthermore, the 
  young woman pushed back against her mother’s plans 
  to join the colony at every opportunity, fearful that she 
  9
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  would never see her friends again, and she resents being 
  forced to live out in the middle of nowhere. As soon as 
  Medrinnah sees the PCs inquiring about her at work, 
  she runs and attempts to elude capture. As at 
  least one PC in the party is likely to have the 
  same speed as Medrinnah, it shouldn’t take 
  too much effort to catch her. The teenager 
  attempts to head into the woods from 
  her place of apprenticeship. If she has 
  enough of a lead on the PCs, she runs 
  for 1 minute before finding a place to 
  hide among the thick foliage.
  MEDRINNAH HARLEAU 
  CR 1/2
  XP 200
  Pickpocket (Pathfinder RPG 
  GameMastery Guide 264)
  hp 5
  Development: 
  Medrinnah 
  isn’t 
  looking for a fight and surrenders to the PCs if they 
  show any sign of aggression or manage to catch up to 
  her. She confesses to stealing the gold and returns it to 
  the PCs, but she refuses to take any blame for stealing the 
  manifest, which she insists that she ditched behind the 
  government house. If Medrinnah successfully evaded 
  the PCs and hid in the woods, she eventually returns 
  to Talmandor’s Bounty late the following day, having 
  no desire to rough it in the woods by herself. Upon 
  returning, she finds one of the pursuing PCs and admits 
  to her thievery as above. If the situation is brought up 
  with her mother, Medrinnah is severely punished and 
  confined to the family’s residence for a time.
  EVENT 4: LEFTOVERS
  News reaches the PCs that several of the colony’s goats 
  were found dead from exsanguination. The five goats, 
  all from farmer Irvin Lourdein’s herd, were discovered 
  completely drained of blood that morning. Five faceless 
  stalkers broke away from the town the night before and 
  ravaged Irvin’s animals. While they were reckless enough 
  to feed and not hide the remains, they still were clever 
  enough to hide their tracks. A PC who succeeds at a 
  DC 25 Survival check can find traces of bare humanoid 
  footprints in the field that lead to the shore. The faceless 
  stalkers took care to hide their scent in the ocean before 
  emerging farther down the shore and returning to town 
  under cover of darkness.
  PCs investigating the exsanguination who succeed 
  at a DC 20 Heal check can determine that the goats 
  bear multiple circular bite marks resembling those 
  made by a lamprey. The colonists are at first frightened 
  that chupacabras—or even vampires—may be living in 
  the wilderness surrounding the town. If the PCs don’t 
  calm these concerns (requiring a successful DC  20 
  Diplomacy check), the colonists eventually harass 
  Ramona Avandth to put together a search party 
  to scour the local wilderness for the creatures 
  responsible, ultimately turning up nothing 
  of note. If the PCs already fought the pair 
  of winged chupacabras and successfully 
  identified them, the PCs might assume 
  that the dead goats were victims of 
  those creatures’ predations.
  EVENT 5: HUNGER STRIKE
  Rumors that Andvara Jeclair, a wealthy 
  Andoren colonist determined to start a 
  logging company on the island, has gone on a 
  hunger strike in protest of the dangerous living 
  conditions in Talmandor’s Bounty. 
  This scandal is in fact a cover 
  dreamed up by the faceless stalker 
  that replaced the kidnapped Andvara 
  when family members discovered that she was not 
  eating her meals. Andvara insists that the people of 
  Talmandor’s Bounty are in extreme danger and claims 
  that she will not eat until Ramona Avandth takes more 
  serious measures to protect the colonists from local 
  perils. Andvara goes as far as citing the exsanguinated 
  goats, Soran’s “near death at sea,” and the many 
  dangerous creatures inhabiting the island as proof 
  of her stance. Andvara Jeclair’s cause unfortunately 
  draws a significant number of followers who, stirred by 
  her hunger strike, join their voices in protesting the 
  security of the settlement and demand that the bulk 
  of the colony’s workforce be directed to finishing the 
  fortified wall around the central group of buildings 
  and extending it to surround the other residences as 
  soon as possible. The faceless stalker replacing Andvara 
  is aghast at the attention this approach is receiving and 
  is terrified that the truth will be uncovered. 
  If the PCs approach Andvara and attempt to dissuade 
  her from the hunger strike, she takes the opportunity 
  (regardless of the result of the PCs’ attempts at 
  negotiation) to claim that she’s had a change of heart. 
  Andvara encourages the people of Talmandor’s Bounty 
  to trust in the PCs and their ability to defend the town. 
  Unfortunately, not all of Andvara’s adherents are as 
  easily dissuaded, and an undercurrent of frustration and 
  anxiety continues to build in the settlement.
  EVENT 6: SUDDEN CLOSURE
  A faceless stalker replaces Alba Divenvaar, the colony’s 
  alchemist, 1 day prior to the PCs’ return to Talmandor’s 
  Bounty. Alba’s kidnapping and replacement form a vital 
  part of Thanaldhu’s overall plan, and the leader of the 
  faceless stalkers orders her replacement to shutter her 
  medrInnAh hArleAu
  10
  
  11
  keredA hArPer
  business, claiming that the alchemist has run out of 
  necessary reagents. In truth, the faceless stalker that 
  replaced Alba is spending all its time making vials of 
  alchemist’s fire to be used to burn the resupply 
  ship when it next arrives. 
  If the PCs investigate why her shop 
  is closed, Alba Divenvaar claims to be 
  overworked and in need of a break, though 
  if pressed (Diplomacy DC 20), she offers to 
  discreetly sell the PCs alchemical wares on 
  the side if they don’t mention it to the rest of 
  the colonists. (If the PCs persist, she will even 
  offer them a 20% discount to get them 
  to leave her alone.) If the PCs seem 
  overly suspicious or are caught 
  investigating or spying on the 
  alchemist, she is ordered by 
  Thanaldhu to cut her losses, not 
  risk discovery, and reopen her shop.
  EVENT 7: ATTEMPTED KIDNAPPING
  When the PCs return to town, word of the attempted 
  abduction of a colonist named Kereda Harper (NG male 
  human expert 2) by people wearing sackcloth masks 
  quickly reaches them. Kereda was nearly kidnapped 
  the day after the PCs last left Talmandor’s Bounty. 
  His description of the event implicates two masked 
  humanoids with burlap sacks tied over their heads. 
  The door was barred, but the kidnappers quietly crept 
  through the windows during the night and nearly beat 
  Kereda unconscious. He was able to escape and alert 
  the guards, but the attackers had fled by the time the 
  soldiers arrived. The attackers were in fact a pair of 
  faceless stalkers in their human guises, using sackcloth 
  to hide their identities. Both have assumed the roles of 
  colony soldiers who were meant to be on duty that night, 
  and slipped in among the first responders on the scene. 
  Kereda and many of the other colonists place the 
  blame on other local inhabitants, such as locathahs or 
  strix (if the PCs have encountered them), while others 
  still believe that Kereda is making up the entire event 
  to drum up support for the construction of the town 
  wall (Kereda was a vocal supporter of Andvara Jeclair’s 
  hunger strike).
  EVENT 8: RECANTED STORY
  A faceless stalker replaces Kereda Harper before the 
  PCs’ next return. Upon their arrival at the colony, the 
  PCs hear that Kereda has now recanted his story about 
  the abduction entirely and claims to have made up the 
  attack in an attempt to garner support for the creation 
  of the town wall. Other supporters of the wall believe 
  that Ramona Avandth may have put pressure on Kereda 
  and that she may even have been complicit in the events 
  that led to his attempted kidnapping. Faceless stalkers 
  in Talmandor’s Bounty attempt to paint Avandth as an 
  antagonist and an incompetent leader, and they 
  leave her to be replaced last, hoping to turn 
  the entire settlement against her and draw 
  attention away from their own activities.
  EVENT 9: WITCH HUNT (CR 6)
  As a diversionary tactic to throw off 
  the growing fear and suspicion in the 
  colony, a faceless stalker masquerading 
  as the farmer Irvin has turned some of 
  the town’s remaining residents against 
  one another.
  In the weeks since the second wave 
  of colonists arrived in Talmandor’s 
  Bounty, it has emerged that Eskelda 
  Teredein has abilities that she didn’t 
  disclose when she joined the colony 
  as a weaver. Most of the colonists are 
  accepting of Eskelda’s talents, and many 
  have come to her in recent weeks for counseling or 
  for treatment of minor ailments. However, since many 
  don’t know where her mystical abilities come from, it is 
  easy for the colonists to jump to conclusions.
  Irvin has rounded up a mob of 15 concerned colonists 
  by painting Eskelda Teredein as a dangerous witch 
  in league with infernal forces, and thus as the source 
  of all the colony’s woes. Irvin’s mob marches through 
  the streets at sundown the next time the PCs are in 
  Talmandor’s Bounty. They start at Irvin’s farm and move 
  on a meandering and very public route through the 
  settlement until they reach Eskelda’s house, hollering 
  and banging objects together as they go. 
  Creatures: The mob consists of 15 colonists of varying 
  age and occupation. None of the colonists likely bears 
  any ill will toward the PCs, but they are eager to drive 
  Eskelda out of Talmandor’s Bounty—or potentially 
  worse. If the PCs confront the mob before it reaches 
  Eskelda’s house, Irvin insinuates himself into the mob 
  and allows another townsperson to speak rather than 
  draw attention to himself. Stopping the mob requires 
  a PC to succeed at either a DC 15 Diplomacy check (as 
  a full-round action) to reason with the mob or a DC 
  20 Intimidate check (as a free action) to cow them. If 
  the PCs made poor impressions on the other colonists 
  so far in the campaign or were responsible for any 
  colonists’ deaths, the PCs take a –4 penalty on these 
  checks. Success at either of these checks causes the 
  mob to disperse, and Irvin is quick to slip away with 
  the others. 
  If the PCs take any hostile action, such as drawing 
  weapons or casting spells (even nonhostile spells, as 
  the colonists in the mob can’t immediately tell the 
  11
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  ContInent
  Foreword
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  Part 2: 
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  Part 3: 
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  difference), the mob attacks the PCs. The members of 
  the mob aren’t interested in killing the PCs (and are 
  likely outclassed by the PCs as well), but the 
  PCs should take care not to accidentally (or 
  intentionally) kill any of the colonists, as 
  this could cause serious disruption in 
  the colony. In addition to any personal 
  relationships that might be soured by 
  such an event, if this encounter comes 
  to combat, the PCs take a –4 penalty on 
  future Bluff and Diplomacy checks 
  against members of the colony, 
  although they gain a +2 bonus on 
  Intimidate checks. They might also 
  face higher prices when buying 
  items 
  or 
  services 
  from 
  members of the community. 
  Since the PCs came to Eskelda’s 
  defense, these penalties don’t apply 
  to Eskelda, who will offer to provide 
  the PCs with scrolls and spellcasting at 
  a 25% discount.
  While this event is unlikely to come 
  to actual blows, the following statistics are 
  provided for both the assembled mob and Eskelda. 
  Though she is not present in this encounter, Eskelda’s 
  provided statistics can be used in the future if the PCs 
  need any of her spellcasting services or call upon any of 
  her skills and abilities.
  COLONISTS (15) 
  CR 1/2
  XP 200 each
  Human commoner 1/warrior 1
  NG Medium humanoid (human)
  Init +0; Senses Perception +1
  DEFENSE
  AC 10, touch 10, flat-footed 10
  hp 12 each (2 HD; 1d6+1d10+3)
  Fort +3, Ref +2, Will +1
  OFFENSE
  Speed 30 ft.
  Melee machete +2 (1d6+1/19–20)
  Ranged sling +1 (1d4+1)
  STATISTICS
  Str 13, Dex 11, Con 12, Int 9, Wis 12, Cha 8
  Base Atk +1; CMB +2; CMD 12
  Feats Lightning Reflexes, Skill Focus (Craft [carpentry])
  Skills Craft (carpentry) +6, Craft (stonemasonry) +3, Handle 
  Animal +3, Profession (farmer) +5
  Languages Common
  Gear machete, sling with 10 bullets, artisan’s tools, waterskin
  ESKELDA TEREDEIN 
  CR 3
  XP 800
  Female middle-aged human adept 5
  N Medium humanoid (human)
  Init +0; Senses Perception +4
  DEFENSE
  AC 10, touch 10, flat-footed 10
  hp 27 (5d6+10)
  Fort +3, Ref +3, Will +7
  OFFENSE
  Speed 30 ft.
  Melee club +0 (1d6–2)
  Ranged sling +2 (1d4–2)
  Adept Spells Prepared (CL 5th; 
  concentration +8)
  2nd—cat’s grace, cure moderate wounds
  1st—command (DC 14), protection from evil, 
  sleep (DC 14)
  0 (at will)—detect magic, mending, 
  purify food and drink (DC 13)
  STATISTICS
  Str 7, Dex 10, Con 11, Int 12, Wis 16, 
  Cha 10
  Base Atk +2; CMB +0; CMD 10
  Feats Great Fortitude, Lightning Reflexes, 
  Scribe Scroll, Toughness
  Skills Craft (cloth) +7, Heal +10, Knowledge (arcana, local, 
  nature) +6, Perception +4, Sense Motive +4, Spellcraft +7
  Languages Common, Vudrani
  SQ summon familiar (raven named Mirwe, speaks Vudrani)
  Combat Gear scroll of cat’s grace, scrolls of cure light 
  wounds (3), scroll of cure moderate wounds; Other 
  Gear club, sling with 10 bullets, spell component pouch, 
  wooden holy symbol
  Treasure: If the PCs successfully disperse the mob, 
  Eskelda thanks the PCs for their efforts when she returns 
  to Talmandor’s Bounty by discreetly passing them four 
  scrolls of cure moderate wounds.
  Development: If the PCs successfully disperse the 
  mob without violence, the scattered colonists become 
  deeply distraught about their actions and any further 
  attempts by Irvin to incite them to mob violence fail. 
  Should the PCs fail to stop the mob, the angry colonists 
  arrive at Eskelda’s home and demand her presence. 
  Eskelda, having been warned of the mob’s approach by 
  her raven familiar Mirwe, has already fled Talmandor’s 
  Bounty, headed north up the coast, and eventually seeks 
  temporary shelter in the forest. If the PCs break up the 
  mob before it reaches Eskelda’s home, the hedge witch 
  returns within 1d4 days.
  SIde QueStS In 
  tAlmAndor’S Bounty
  In addition to the above events and other encounters 
  in this adventure, PCs can take on numerous quests 
  eSkeldA teredeIn
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  that can earn them additional rewards in the form 
  of experience points, treasure, or ways to benefit 
  Talmandor’s Bounty. 
  Many of these side quests can be completed when 
  the PCs visit encounter locations throughout this 
  adventure. Details on these quests appear in the text for 
  those encounters, and they are summarized below for 
  ease of reference.
  Each of the side quests below lists the person asking 
  the PCs for assistance and the point at which the PCs gain 
  access to that side quest. The side quests also indicate 
  what the PCs need to do to satisfy the requirements of 
  the quest, and the rewards for completing them.
  Natural Resources (Lumber Locations) Find materials 
  to allow the colony to grow.
  Source: Daib Joiner (available after Event 1).
  Details: Building a town takes considerable lumber 
  resources, and the PCs are asked to scout out forests 
  for suitable and safe locations to start logging. There 
  are many forests on Ancorato, and the PCs can spend 
  24 hours performing a search of one forest (resulting 
  in a random encounter on the table on page 81). After 
  the PCs successfully complete this encounter, the forest 
  is “cleared” and can be marked for forestry operations. 
  While the Bleeding Forest (area H) is a forest, it is too 
  dangerous for forestry operations and does not count 
  toward the success of this side quest.
  Reward: Award the party 400 XP for scouting out a 
  forest and marking it for logging. The PCs can mark up 
  to three forest locations in this way.
  Natural Resources (Quarry): Find more durable 
  materials with which to build.
  Source: Lyra Heatherly (after Event 1).
  Details: Lyra requests the PCs’ assistance in scouting 
  Ancorato for areas of stone suitable for creating 
  structures in the colony. Not just any stone will suffice 
  for long-lasting buildings, and Lyra is looking for areas 
  of high-quality stone.
  Reward: Award the PCs 800 XP for finding the basalt 
  cliffs in area A. Award the PCs 600 XP for discovering 
  the pumice caves in area B. Award the PCs 800 XP for 
  finding the andesite deposits in area L.
  Necessary Resources (Mining Location): Find useful 
  metals to help the colony grow and better defend itself.
  Source: Luetin Calewick (available after Event 1).
  Details: The PCs are asked to search Ancorato for any 
  signs of previously active mines or areas that could be 
  converted into mining operations so the colony can gain 
  self-sustaining access to useful metals.
  Reward: Award the party 800 XP for discovering the 
  iron deposits in area B.
  Necessary Resources (Trade Relations): Allow the 
  colony to expand trade.
  Source: Ramona Avandth (adventure’s start).
  Details: The PCs are tasked with discovering and making 
  contact with friendly inhabitants on the island and securing 
  trade arrangements to help support the settlement.
  Rewards: Award the party 1,600 XP for establishing 
  trade relations with the locathahs, and 800 XP for 
  establishing contact with the strix of Sheshkadrann.
  Security Sweep: Ensure the safety of the colony.
  Source: Ramona Avandth (adventure’s start).
  Details: Ramona asks the PCs to scout the island for any 
  indigenous hazards that could pose an immediate threat to 
  Talmandor’s Bounty, and to neutralize them if necessary.
  Reward: Award the party 600 XP for defeating the 
  sahuagin at Ershrani Reef and another 600 XP for 
  defeating Helekhterie.
  exploring ancorato
  After meeting with Ramona Avandth, the PCs are free to 
  set out and explore Ancorato as they desire. The locations 
  in this section may be explored in any order, provided 
  the PCs have enough leads to discover a particular 
  place. Traveling across Ancorato is almost as perilous 
  and arduous an undertaking as braving dungeons and 
  ruins. Ancorato has no infrastructure remaining from 
  ancient Azlant, and as such there are no proper roads 
  on the island, thus extending overland travel times and 
  exposing them to random encounters.
  Additionally, if the PCs are interested in exploring 
  more of Ancorato than is presented in this adventure, 
  you can refer to the gazetteer of the region beginning on 
  page 64 to create interesting new encounters that can be 
  inserted at any point in the adventure. Refer to the map 
  on the inside front cover to find the following locations.
  A. RUINS OF JOSKADALR (CR 6)
  The ancient remnants of a long-lost settlement are nestled 
  away in a lowland cove surrounded by high cliffs. A single, 
  large building of old river stones with a collapsed wood roof 
  stands on a low hill around a flooded reach of tidal pools and 
  empty cellar holes.
  More than 500 years ago, the Joskadalr, an Ulfen ship 
  bound for the fabled shores of Valenhall in Arcadia, 
  was caught in a terrible storm while crossing the 
  northern reaches of the Arcadian Ocean. Blown wildly 
  off course, the ship ended up hundreds of miles to the 
  south and ran aground on the east coast of Ancorato. 
  The survivors, a group of 47 Ulfen, were stranded in 
  an unknown land. Unable to immediately repair their 
  ship, the survivors began building a settlement where 
  they spent the better part of 2 years. Local wildlife, a 
  poor harvest, and a surging storm that consumed most 
  of the coastline they settled on ultimately caused their 
  fledgling colony to fail. Many of the Ulfen settlers died 
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  in the hurricane that destroyed their village, drowning 
  in the storm surges that tore down their homes. Durvin 
  Gest rediscovered this site during his expedition across 
  Azlant, some time prior to the publication of the first 
  volume of the Pathfinder Chronicles, roughly a hundred 
  years after its inhabitants perished. 
  A search of the ruined lodge on the hill reveals a 
  threadbare bedroll, a rusted iron pot, and other signs of 
  a makeshift camp, as well as strange markings on the wall 
  near the camp. These markings represent early prototypes 
  of cipher glyphs used by the Pathfinder Society to covertly 
  communicate with agents in the field. The ciphers were 
  engraved by Durvin Gest himself to pass on information 
  to potential future Pathfinders investigating the ruin. The 
  cipher glyphs are based on Varisian trail signs and can 
  be deciphered with a successful DC 20 Knowledge (local) 
  or DC 25 Linguistics check. Members of the Pathfinder 
  Society gain a +4 circumstance bonus on this check and can 
  attempt the check untrained. If successfully interpreted, 
  the cipher glyphs at Joskadalr convey the following 
  simple concepts: undead in water and no safe shelter here. 
  Additionally, Durvin left a marker indicating his next 
  destination, an enciphered series of coordinates that can 
  be followed by a character with a compass or wayfinder 
  with a successful DC 10 Survival check for each hour of 
  travel from this site. If followed, these coordinates can 
  lead the PCs directly to an ancient Azlanti archaeological 
  site in the northern foothills (see area B).
  Additionally, a PC who succeeds at a DC 15 Knowledge 
  (dungeoneering) or Knowledge (geography) check can 
  identify the cliffs surrounding the ruins of Joskadalr 
  as being made of basalt, a type of stone suitable for 
  use in construction. This discovery satisfies one of the 
  requirements of the Natural Resources (quarry) side 
  quest (see page 13).
  Creatures: The restless spirits of Ulfen who were killed 
  when a hurricane destroyed their small settlement still 
  haunt these ruins. In addition, the captain of the doomed 
  vessel rose as a draugr captain, and his two most trusted 
  sailors rose as normal draugr. These drowned dead lie at 
  the bottom of the tidal pools, and they attack when any 
  living creature disturbs the water within 30 feet of them, 
  even if that creature simply tosses a stone into the water.
  DROWNED ULFEN CAPTAIN 
  CR 3
  XP 800
  Draugr captain (Pathfinder RPG Bestiary 2 110)
  CE Medium undead (water)
  A. RUINS OF JOSKADALR
  1 SQUARE = 5 FEET
  14
  
  15
  Init +2; Senses darkvision 60 ft.; Perception +8
  DEFENSE
  AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
  hp 25 (3d8+12)
  Fort +4, Ref +3, Will +5
  DR 5/slashing or bludgeoning; Immune undead traits; 
  Resist fire 10
  OFFENSE
  Speed 30 ft., swim 30 ft.
  Melee +1 underwater greataxe +8 (1d12+8/×3 plus energy 
  drain) or
  slam +7 (1d10+7 plus energy drain)
  Special Attacks energy drain (1 level, DC 14)
  Spell-Like Abilities (CL 3rd; concentration +6)
  3/day—obscuring mist
  STATISTICS
  Str 21, Dex 14, Con —, Int 12, Wis 14, Cha 17
  Base Atk +2; CMB +7; CMD 19
  Feats Power Attack, Toughness
  Skills Acrobatics +5, Intimidate +9, Perception +8, 
  Profession (sailor) +5, Stealth +8, Swim +13
  Languages Common, Skald (can’t speak)
  Gear +1 underwater greataxe (see Treasure below)
  DRAUGR (2) 
  CR 2
  XP 600 each
  hp 19 each (Pathfinder RPG Bestiary 2 110)
  Haunt: The tidal pools here are suffused with the 
  suffering of the Ulfen who drowned here and have 
  manifested as an unsettling haunt. While the haunt 
  isn’t deadly on its own, its effects can make fighting 
  the draugr in the area more difficult. The area this haunt 
  affects is marked with a dotted line on the map. 
  DROWNING SENSATION 
  CR 3
  XP 800
  CE persistent haunt (30-ft. radius)
  Caster Level 3rd
  Notice Perception DC 10 (to notice unusual movement 
  in the water and a thickness in the air)
  hp 13; Weakness ineffective against creatures 
  that do not need to breathe or can breathe 
  underwater; Trigger proximity; Reset 1 day
  Effect The seawater churns with movement and 
  cries of panic fill the air. All creatures in the 
  area experience the sensation of drowning: 
  they feel their lungs begin to fill with water, 
  and a suffocating sense of isolation renders 
  them staggered for as long as they remain in 
  the area. A a successful DC 11 Fortitude save 
  negate this effect, but if a character leaves 
  the area of the haunt and reenters, it 
  must attempt a new save.
  Destruction The bones of the Ulfen below the water must 
  be exhumed and given a proper burial on dry land.
  Treasure: Searching the flooded cellar holes reveals 
  12 corroded longswords (treat as broken), a +1 light steel 
  shield, a masterwork handaxe, a ring of swimmingUE, and 
  210 gp, 76 sp, and 310 cp in scattered coins. Details for 
  the draugr captain’s +1 underwater greataxe can be found 
  in Pathfinder Campaign Setting: Aquatic Adventures; the 
  underwater weapon special ability means that when 
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  fighting underwater the wielder doesn’t take the usual –2 
  penalty on attack rolls and the weapon deals full damage.
  B. AZLANTI ARCHAEOLOGICAL SITE
  While much of Azlanti society followed a forward-
  thinking 
  ideology 
  pushed 
  forth 
  by 
  prophets, 
  philosophers, and scholars, there existed a small stratum 
  of academia interested in researching the ancient history 
  of humanity. Little is known in the contemporary era of 
  Azlanti archaeology, and historical records dating back 
  prior to the Age of Serpents are largely nonexistent. 
  The Seekers of the Past were a minor organization 
  of archaeologists and anthropologists dedicated to 
  discovering the history of humanity during that era and 
  earlier, perhaps even as far back as the Age of Creation. 
  Aboleth agents influencing members of the Azlanti 
  government stymied much of the Seekers’ activity, subtly 
  directing their work away from information that would 
  lead them to discover any truth behind Azlant’s aquatic 
  puppet masters. Earthfall destroyed nearly all the 
  knowledge collected by the Seekers, but a few scattered 
  sites of historical import still survive to the present day.
  A cave dating back to humanity’s first footsteps during 
  the Age of Serpents lies along a small river that winds 
  through a dense forest in the northern foothills. This 
  remote region of Ancorato has been left untouched for 
  thousands of years and is lush with vegetation and wildlife.
  B1. Chuul Pool (CR 7)
  A river winds down from the foothills through the dense 
  forest. While the river’s source isn’t immediately visible, the 
  roar of a nearby waterfall indicates its direction. While the 
  river flows at a rapid pace, the water is broken up into rapids 
  by large rocks.
  A clearing in the forest reveals a thundering 
  waterfall. Large, flat rocks covered in green moss dot 
  the waterfall’s plunge pool, and a stream continues 
  through the forest to the north. The pool’s basin is 
  gradually sloped, reaching a depth of 10 feet where the 
  waterfall hits the pool. The stream itself is only 5 feet 
  deep at the center. 
  PCs can cross the stream by leaping from rock to rock, 
  but since creatures can’t get a running start for these 
  short jumps, the Acrobatics DC to jump from rock to 
  rock is 10. This slick surface also imposes a –2 penalty on 
  Acrobatics checks to jump from rock to rock. Failing this 
  B. AZLANTI ARCHAEOLOGICAL SITE
  1 SQUARE = 5 FEET
  B1
  B2
  B3
  B4
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  Acrobatics check causes the creature to fall into the 
  water. A creatures that falls into the stream is swept away 
  north at a rate of 25 feet per round unless it succeeds at a 
  DC 15 Swim check to stay in place.
  From the edge of the waterfall’s pool, a PC who 
  succeeds at a DC 22 Perception check notices a large cave 
  located behind the waterfall. 
  Creature: While the stream appears uninhabited, 
  this area conceals the nest of a dangerous chuul who 
  has moved inland, hunting more bountiful prey and 
  watching over its newly hatched young. Strange tracks 
  cover the muddy ground around the stream and waterfall 
  pool, identifiable with a successful DC 20 Survival check 
  as those made by a chuul. The chuul spends most of its 
  time in the waterfall basin, fully submerged, lying in wait 
  for any creatures that get close to the water’s edge. Once 
  a creature enters a square adjacent to the pool or stream, 
  the chuul surfaces near the south end of the pool and 
  approaches the creature. The chuul doesn’t back down 
  from a fight in which it is outnumbered, but once it grabs 
  and subdues a victim with its paralytic tentacles, it drops 
  that creature and attempts to immobilize another target.
  This encounter can prove exceptionally dangerous if the 
  PCs decide to explore this area early on in the adventure. 
  If you are concerned that this encounter is too tough for 
  the party, consider reducing the chuul’s hit points or the 
  save DC for the paralytic tentacles special ability. Allowing 
  the PCs to attack the chuul from a distance could also give 
  them an advantage in this situation.
  CHUUL 
  CR 7
  XP 3,200
  hp 85 (Pathfinder RPG Bestiary 46)
  B2. Cave entRanCe (CR 5)
  The cave behind the waterfall is flush with glowing blue 
  worms that shed light like candles. These tantalizing 
  creatures cling in clusters overhead, barely moving except 
  in subtle, squirming undulations. The partially flooded cave 
  leads away from the roaring curtain of the waterfall.
  The glowing worms in this cavern are harmless 
  invertebrates that feed on phosphorescent cave fungus, 
  giving them their unusual glow. These worms continue 
  to glow for 1 hour after death, and a handful of worms 
  smashed into a paste creates a faintly luminous paint 
  that gives off light as bright as a lit candle.
  The tunnel is flooded with water from the waterfall to 
  a depth of about 2-1/2 feet. Midway through the tunnel 
  is a clutch of stony-looking chuul eggs (some already 
  hatched), and the partly devoured corpse of a winged 
  humanoid with dark skin lies among the chuul eggs. The 
  corpse’s features have been mostly torn away by feasting 
  larval chuuls and ruined by natural decomposition. A PC 
  who succeeds at a DC 15 Heal or Knowledge (local) check 
  identifies the corpse as that of a strix. This body is that of 
  Arkshul, a strix hunter who went missing several weeks 
  prior. If the PCs have not yet discovered Sheshkadrann 
  (area D), this discovery is likely unexpected, as strix are 
  not known by Avistani to reside outside of Cheliax. 
  A PC who succeeds at a DC 20 Knowledge 
  (dungeoneering) check identifies the presence of hewn 
  stone behind calcific growths formed long ago on the 
  wall, indicating that this location may have been a 
  manufactured structure sometime in the ancient past. 
  Additionally, this success is also sufficient to identify the 
  presence of iron ore in this cave. This discovery satisfies 
  the requirements of the Necessary Resources (mining 
  location) side quest (see page 13).
  Creatures: Recently hatched from the submerged 
  eggs are four larval chuuls. They have been feeding 
  on creatures their mother has brought to the cave and 
  deposited in the water here in anticipation of the whole 
  brood hatching. When the PCs enter the tunnel and draw 
  near the strix that the larvae have been eating, the larvae 
  attack the PCs. If the PCs somehow haven’t dealt with 
  the chuul yet, it comes to investigate what’s disturbing 
  its young after 1 round of combat.
  LARVAL CHUULS (4) 
  CR 1
  XP 400 each
  hp 13 each (see page 82)
  Treasure: A +1 composite longbow (Str 16), a quiver with 
  10 arrows, and a crystal amulet etched with small runes 
  worth 50 gp lie near the strix corpse.
  Story Award: If the PCs bring the amulet to the strix of 
  Sheshkadrann, award the party 600 XP.
  B3. Dig Site
  This large cavern is composed of a combination of hand-
  hewn stone and natural cave features, as if the very stone 
  of the walls were reclaiming an ancient structure. Enormous 
  calcite pillars stretch from floor to ceiling, surrounded by 
  bristling stalagmites and stalactites. Tiered, mineral-ringed 
  pools of still water are tinted with a rainbow mottling of 
  subterranean algae. Hidden by layers of calcite, mold, and 
  luminous fungus are dilapidated, corroded, and crumbling 
  picks, shovels, and other digging tools.
  This large cave was once an archaeological site tended 
  to by the Seekers of the Past. The cave was partially 
  excavated more than 10,000 years ago, but now it is 
  mostly covered with limestone deposits and filled with 
  water. A pair of inert clockwork servants (customized 
  for excavating work) lie alongside the tools. Any trace of 
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  what the Seekers were digging up in this cave is long 
  since gone.
  Near the clockwork diggers, PCs who succeed at a DC 
  20 Perception check can find cipher glyphs left behind 
  by Durvin Gest, partly concealed by splotches of mold. 
  With a successful DC 20 Knowledge (local) check or 
  DC 25 Linguistics check, a PC can interpret the following 
  simple message from the glyphs: safe haven and historical 
  significance. Additional coordinates are found among 
  the glyphs, like those discovered in Joskadalr. These 
  coordinates lead to the ruins of Ankyhathyra. 
  Creatures: The most noteworthy tools left behind 
  in this cave are a pair of inert clockwork servants, 
  specially modified for digging and excavation. One of 
  the clockwork creatures was crushed by falling stone, 
  while the other has become encrusted with calcite 
  deposits and badly rusted. A character with the Craft 
  Construct feat can repair the intact clockwork servant 
  by spending 3,750 gp (half the construct’s full cost) to 
  perform necessary repairs. If the PCs successfully repair 
  the clockwork digger, award them experience as if they 
  defeated it in combat.
  CLOCKWORK DIGGER 
  CR 2
  XP 600
  Variant clockwork servant (Pathfinder RPG Bestiary 3 56)
  N Medium construct (clockwork)
  Init +6; Senses darkvision 60 ft., low-light vision; 
  Perception +0
  DEFENSE
  AC 16, touch 14, flat-footed 12 (+2 Dex, +2 dodge, +2 natural)
  hp 31 (2d10+20); fast healing 2
  Fort +0, Ref +4, Will +0
  Immune construct traits
  Weaknesses vulnerability to electricity
  OFFENSE
  Speed 30 ft.
  Melee drill +6 (1d6+6/×3)
  STATISTICS
  Str 19, Dex 14, Con —, Int —, Wis 11, Cha 1
  Base Atk +2; CMB +6; CMD 20
  Feats Improved InitiativeB, Lightning ReflexesB
  SQ difficult to create, drill, repair clockwork, swift 
  reactions, winding
  SPECIAL ABILITIES
  Drill (Ex) A clockwork digger is outfitted with a drill arm 
  that it can use to bore through solid rock. A clockwork 
  digger’s drill attack ignores half the hardness of stone 
  objects. When equipped with a pale blue rhomboid 
  ioun stone, a clockwork digger can spend 1 hour drilling 
  and chiseling at a stone surface to clear a 5-foot-by-
  5-foot area, allowing it to create tunnels or passages 
  other creatures can pass through. This ability replaces a 
  clockwork servant’s net and repair clockwork abilities.
  Treasure: Each clockwork digger has a dull gray ioun 
  stone embedded in a slot in its chest. Additionally, a PC 
  who succeeds at a DC 15 Knowledge (dungeoneering) or 
  (engineering) check identifies much of the rock of this 
  cave as pumice, a volcanic rock suitable as an additive for 
  making alchemical cement. This discovery satisfies one 
  of the requirements of the Natural Resources (quarry) 
  side quest (see page 13).
  In addition, the chuul has arranged a number of 
  trophies in her den. Twenty-three skulls are stacked into 
  a rough triangle against the western wall of this chamber. 
  In the southeastern section of this chamber, six battered 
  and rusted helmets are arranged in a circle surrounding 
  an odd, elongated mask. A PC who succeeds at a DC 15 
  Knowledge (local) check can identify the mask as the kind 
  worn by Mordant Spire elves. Against the wall, a dozen 
  small piles of mundane adventuring gear (such as torches, 
  grappling hooks, leather sacks, frayed and moldering 
  rope, and cookware) sit sorted by material and shape. A 
  small steel shield holds a rainbow of colored river rocks, 
  among which are nestled eight cut emeralds (worth 25 gp 
  each) and a tourmaline sphere ioun stone (see page 21).
  B4. MuRal Cave
  This small cave is relatively dry and cramped, with a low 
  ceiling and uneven natural rock underfoot. Faint murals 
  and carvings line the cave’s walls, depicting winged 
  humanoid figures holding lanterns as they descend from 
  a mountaintop. Smaller humanoid shapes are depicted 
  kneeling and reaching up to these figures. An adjacent 
  cave wall illustrates primitive human religious concepts and 
  hunter-gatherer imagery.
  This cave contains some of the oldest examples of 
  human art in the known world. These cave paintings 
  and engravings were made in the early Age of Serpents, 
  before the alghollthus began uplifting humanity to 
  create the Azlanti people. While no record of the identity 
  of these primitive humans is available in this cave, future 
  explorers and historians visiting Azlant could benefit 
  from this astounding discovery. 
  Story Award: If the PCs transcribe or otherwise find a 
  way to record the contents of this chamber’s mural and 
  return the copy to Carver Hastings, award the party 600 XP.
  C. ANKYHATHYRA
  Ankyhathyra is all that remains of an arcane research 
  and development site focused on creating advanced 
  astronomical devices such as orreries, telescopes, and 
  the like. 
  During Earthfall, Ankyhathyra—then a remote 
  mountaintop facility, prior to Azlant’s sinking into 
  the Arcadian Ocean—was struck by a meteorite that 
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  19
  obliterated much of the facility and destroyed its staff in 
  the following conflagration. Some of the victims of this 
  calamity were reanimated as terrible undead creatures 
  called blast shadows, continuously reliving the final 
  moments of Earthfall. 
  While most of Ankyhathyra was destroyed in Earthfall, 
  some of the site’s subterranean depths remained 
  partly intact. Here, some of the wondrous technology 
  constructed in Ankyhathyra still remains operational, a 
  testament to Azlanti ingenuity. When Durvin Gest first 
  stumbled upon Ankyhathyra centuries ago, he did not 
  fully grasp the magnitude of his discovery, though the 
  schematics and samples of technology he brought back 
  from this ruin would later be used by the Pathfinder 
  Society to develop the first wayfinders.
  C1. iMPaCt CRateR (CR 6)
  An impact crater more than a hundred feet across punches 
  into the mountainside, shrouded in dense vegetation and 
  surrounded by toppled stone blocks, crumbling pillars, and 
  shattered statues obscured by the island’s lush flora. Small 
  streams flow down from the mountainside into the yawning 
  crater that descends into the earth.
  Ruins of Ankyhathyra’s surface-level dormitories, 
  laboratories, and libraries litter the mountainside. 
  Crumbling portions of roads, partial walls, and shattered 
  statues litter the forest floor. Even after 10,000 years, parts 
  of these structures are still somewhat intact, serving as a 
  lasting testament to the durability of Azlanti architecture. 
  The crater wall is a steep slope covered with vegetation 
  that descends to a lower tier and then opens into a gaping 
  chasm. The basement level of Ankyhathyra (areas C2 –C4) 
  lies 80 feet below this cavernous opening, cast in the 
  shadow of the plant life surrounding the opening.
  As the PCs make their descent down to the lower tier 
  of the crater, a PC who succeeds at a DC 15 Perception 
  check notices humanoid shadows burned into the stone 
  of crumbling walls and other ruined architecture. These 
  afterimages are all that remain of victims of Earthfall 
  who were exposed to the apocalyptic heat and flame that 
  bleached the stone around them white and left their 
  shadows as a dark photonegative of their demise.
  A successful DC 18 Perception check allows a PC to 
  notice old carvings on an ancient, mossy pillar near the 
  opening of the chasm. These are more of Durvin Gest’s 
  cipher glyphs. With a successful DC 20 Knowledge 
  (local) check or DC 25 Linguistics check, they can be 
  C. ANKYHATHYRA
  C1
  C3
  C2
  C4
  1 SQUARE = 5 FEET
  T
  19
  Into the 
  Shattered 
  ContInent
  Foreword
  Part 1:
  aCroSS the 
  Shattered 
  ShoreS
  Part 2: 
  the tower 
  oF Sundered 
  ProPheCIeS
  Part 3: 
  GraSP oF the 
  StranGerS
  nPC Gallery
  ruInS oF 
  azlant 
  Gazetteer
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  20
  interpreted to mean “danger” and “undead,” above an 
  arrow pointing into the chasm. Other markings nearby 
  provide coordinates that can successfully lead the PCs to 
  area D, Sheshkadrann.
  Haunt: When a creature enters a space adjacent to the 
  chasm leading into area C2, it triggers a haunt formed 
  from the terrified consciousnesses of creatures caught 
  in the final moments of Earthfall. 
  ECHOES OF EARTHFALL 
  CR 6
  XP 2,400
  CE persistent haunt (50-ft. radius)
  Caster Level 6th
  Notice Perception DC 15 (to spot moving humanoid 
  silhouettes cast against the ruins)
  hp 12; Trigger proximity; Reset 1 day
  Effect Each creature in the area witnesses the final moments 
  of Earthfall: the sky darkens and fiery stones plummet 
  toward the ground, exploding in a fiery impact causing 
  6d6 points of fire damage each round. A successful DC 14 
  Reflex save reduces this damage by half. 
  Destruction The blast shadows in Ankyhathyra must all be 
  destroyed within the same 24-hour period.
  Treasure: A successful DC 23 Perception check reveals 
  an ancient, skeletal, humanoid form partially fused to the 
  stone ruins by intense heat. While most of the skeletal 
  figure’s gear is fused to the remains and the stones 
  behind it, the corpse wears an elaborate (and now heat-
  warped and worthless) circlet set with a faceted sapphire 
  worth 875 gp. The sapphire can be easily removed from 
  the warped circlet.
  C2. BuRieD laBoRatoRy (CR 7)
  This chamber features an enormous vertical cavern tunnel 
  to the surface. Much of this structure has collapsed and is in 
  severe disrepair, and everything sits skewed at an awkward 
  angle. A portion of the chamber is flooded with water 
  flowing from streams cascading through the overhead cavern 
  opening. The floor, partially obscured by piles of broken stone 
  and crumbling masonry, consists of corroded, interlocking 
  tiles of copper and brass lined with delicate silver circuitry. A 
  pair of steel doors is set in the wall to the north, and a break 
  in the wall to the east reveals another chamber.
  All that remains of Ankyhathyra’s basement levels is 
  this partly intact structure buried below the ground-level 
  ruins. A fissure in the south wall of the caved-in chamber 
  leads to a narrow, winding passage that eventually dips 
  down below the water line in the cave. This dangerously 
  narrow tunnel snakes all the way to Nar-Voth, the 
  uppermost level of the Darklands, but such a journey is 
  beyond the scope of this adventure.
  The floor of this chamber is made of copper and 
  brass, inlaid with circuitry linked to empty sockets on 
  the walls designed to house an ioun stone. Two sets of 
  steel doors connect to adjacent chambers, but they can 
  be unlocked only by placing the appropriate ioun stone in 
  the corresponding socket. 
  The door to each adjoining room is locked and 
  barred from the other side (hardness 10, hp 90, break 
  DC 28). Placing the appropriate ioun stone in its node 
  unlocks that door until the stone is removed. These 
  locks have degraded over time, and while they once only 
  functioned for specific ioun stones, they will now function 
  for any ioun stone of the correct shape. The door to C3 
  can be unlocked with any spindle-shaped ioun stone. Any 
  sphere-shaped ioun stone (except a dull gray ioun stone) can 
  unlock the door to C4. Inserting an ioun stone into a node 
  is a standard action. A PC who studies these nodes for 
  10 minutes and succeeds at a DC 18 Knowledge (arcana) 
  check surmises their function as unlocking mechanisms 
  for the doors.
  Both types of ioun stone appear in this adventure for 
  the PCs to find. A clear spindle ioun stone and a tourmaline 
  sphere ioun stone can be found in area G, and another 
  tourmaline sphere ioun stone can be found in area B3. At 
  this point in the adventure, the PCs might not have these 
  ioun stones, and might have to return to this area later in 
  the adventure to access one or both of the doors here. 
  uncommon Ioun StoneS
  Researchers and spellcasters in ancient Azlant 
  developed dozens of different types of ioun stones, 
  and not all of them have yet been discovered. While 
  people in the Inner Sea make use of a wide array of 
  ioun stones, some of these mysterious devices are rarer 
  than others.
  The mossy disk ioun stone originally appeared in 
  Pathfinder Campaign Setting: Seekers of Secrets, and the 
  tourmaline sphere ioun stone originally appeared in 
  Pathfinder Player Companion: Pathfinder Society Primer. 
  Both have been reprinted here for your convenience. 
  If either of these ioun stones is slotted into a wayfinder, 
  there is a 75% chance that it manifests a resonant power.
  MOSSY DISK IOUN STONE
  PRICE  
  5,000 GP
  SLOT none
  CL 12th
  WEIGHT — 
  AURA strong divination and evocation
  This stone grants you a +5 competence bonus on checks 
  with one Knowledge skill (chosen by the stone’s creator).
  Resonant Power: This stone grants a +1 competence 
  bonus on Appraise checks.
  Cracked: This stone grants a +1 competence bonus on 
  checks with one Knowledge skill (chosen by the stone’s 
  creator). Price: 200 gp.
  20
  
  21
  Flawed: This stone grants a +5 competence bonus on checks 
  with one Knowledge skill (chosen by the stone’s creator) and 
  imparts a –2 penalty to Constitution. Price: 1,600 gp.
  CONSTRUCTION REQUIREMENTS
  COST 2,500 GP
  Craft Wondrous Item, fox’s cunning, creator must be 12th level
  TOURMALINE SPHERE 
  IOUN STONE
  PRICE  
  1,000 GP
  SLOT none
  CL 12th
  WEIGHT — 
  AURA strong transmutation
  This stone grants you a benefit when you’re dying. When 
  determining the number of negative hit points you must 
  accrue to die, treat your Constitution score as if it were 2 
  higher. This doesn’t provide a bonus to Constitution, so it 
  doesn’t grant a bonus on checks to stabilize, but it does 
  provide you 2 additional rounds in which you can attempt 
  such checks. You can benefit from only one tourmaline 
  sphere ioun stone at a time.
  Resonant Power: This stone grants a +1 bonus on 
  Constitution checks to stabilize when dying.
  Cracked: This stone grants a +1 insight bonus on saving 
  throws against death effects. Price: 800 gp.
  Flawed: This stone functions as a normal tourmaline 
  sphere ioun stone, but you take a –1 penalty on Constitution 
  checks to stabilize when dying. Price: 600 gp.
  CONSTRUCTION REQUIREMENTS
  COST 500 GP
  Craft Wondrous Item, bear’s endurance, creator must be 
  12th level
  Creatures: One round after creatures enter the 
  chamber, their presence rouses the tortured remnants 
  of creatures slain in the fiery blast that destroyed 
  Ankyhathyra. These terrifying undead are known as 
  blast shadows, nightmarish entities formed from 
  the burned shadows of the dead blasted against 
  the landscape during Earthfall. If the PCs are 
  entering through the opening in the ceiling 60 feet 
  overhead, the blast shadows hide and wait to ambush the 
  PCs as they begin exploring the buried laboratory.
  BLAST SHADOWS (2) 
  CR 5
  XP 1,600 each
  CE Medium undead (fire)
  Init +8; Senses darkvision 60 ft.; Perception +12
  DEFENSE
  AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
  hp 60 each (8d8+24)
  Fort +5, Ref +6, Will +7
  Immune fire, undead traits
  Weaknesses vulnerable to cold
  OFFENSE
  Speed 40 ft.
  Melee 2 claws +11 (1d8+2 plus 1d6 fire)
  Special Attacks cloud of smoke and fire, death burst
  STATISTICS
  Str 15, Dex 18, Con —, Int 10, Wis 13, Cha 16
  Base Atk +6; CMB +8; CMD 22
  Feats Combat Reflexes, Improved Initiative, Weapon 
  Finesse, Weapon Focus (claw)
  Skills Acrobatics +12, Climb +13, Perception +12, Stealth +15
  Languages Azlanti
  SPECIAL ABILITIES
  Cloud of Smoke and Fire (Su) As a swift action, a blast 
  shadow can surround itself with a cloud of smoke that 
  burns living flesh. While this ability is active, the blast 
  BlASt ShAdow
  21
  Into the 
  Shattered 
  ContInent
  Foreword
  Part 1:
  aCroSS the 
  Shattered 
  ShoreS
  Part 2: 
  the tower 
  oF Sundered 
  ProPheCIeS
  Part 3: 
  GraSP oF the 
  StranGerS
  nPC Gallery
  ruInS oF 
  azlant 
  Gazetteer
  treaSureS oF 
  azlant
  BeStIary
  
  22
  shadow gains concealment, and all living creatures 
  within 5 feet take 1d6 points of fire damage per round. 
  If the blast shadow takes any cold damage, this cloud is 
  dispelled and can’t be activated again for 1d6 rounds.
  Death Burst (Su) When a blast shadow is reduced to 0 
  or fewer hit points, it explodes in a blast of flame. All 
  creatures within 30 feet take 5d6 points of fire damage 
  (Reflex DC 17 half). The save DC is Charisma-based.
  Treasure: A node on the wall to the east near the gap 
  where a door once stood contains a dull gray ioun stone.
  C3. CoMMuniCation huB
  A smooth metal dais rises from the floor of this chamber, 
  surrounded by four crystal pillars containing fine threads of 
  silver in angular patterns. Sputtering, irregular lights flicker 
  and flash from each crystal pillar, and arcane sigils on the 
  floor of the dais spark and crackle with energy.
  An agent of the Spindle Solution covertly directed 
  operations within Ankyhathyra when it was a functioning 
  research facility. That agent used the equipment in this 
  chamber to communicate with the Spindle Solution 
  headquarters elsewhere in the region.
  The communication device no longer functions 
  properly. However, with, the PCs can attempt a DC 20 
  Knowledge (arcana) check to partly reactivate the device 
  long enough to play back a message stored in its crystal 
  matrix. If they succeed, read or paraphrase the following, 
  and alert the players that the dialog is spoken in Azlanti.
  The crystal pillars flare to life and the arcane sigils on the 
  dais crackle with activity. A moment later, a spectral image 
  of a robed figure in an ornate helmet that obscures its face 
  flickers into view. “The time we have been preparing for is 
  now upon us. Our enemies move to bring about our end, but 
  we will not allow them this victory. Hold fast, remain brave, 
  and have faith that the final solution is at hand. Soon we will 
  rid the world of this veiled menace. Glory to Azlant!” The 
  spectral figure raises a clenched fist and then disappears like 
  the blown-out flame of a candle.
  PCs who watch this message and succeed at either 
  a DC 22 Knowledge (arcana) or Knowledge (nobility) 
  check recognize the style of helmet the figure wore as 
  a decemvirate helm (Pathfinder Campaign Setting: Artifacts 
  & Legends 58), a type of minor artifact worn by the 
  mysterious leaders of the Pathfinder Society. 
  While the programmed image created by this 
  communication hub may seem harmless, it is in fact 
  connected to a member of the Spindle Solution named 
  Jazradan, who has survived the ages as a ghost. Jazradan 
  can see and hear everything that occurs around an active 
  communication hub, but he can’t otherwise act on this 
  information. Activating the hub in Ankyhathyra alerts 
  Jazradan to the presence of the PCs on Ancorato (if he 
  wasn’t already aware of them through the events of the 
  previous adventure), which can have repercussions in 
  later adventures. 
  Creature: Trapped in this room for the last 10,000 
  years is another blast shadow, a victim of the events of 
  Earthfall. As soon as the PCs open the door, the creature 
  rushes to attack, focusing all its anger and frustration on 
  the living PCs.
  BLAST SHADOW 
  CR 5
  XP 1,600
  hp 60 (see page 21)
  C4. vault
  The ceiling of this chamber collapsed long ago, filling much 
  of what was once a colossal vault with stone debris and 
  water. A musty odor wafts up from the stagnant pools on 
  the floor, and mold encrusts the walls and ceiling. Most of 
  what was contained in here lies in twisted heaps of corroded 
  metal and smashed crystal.
  This vault once contained prototype ioun technology 
  developed in the labs of Ankyhathyra. Now it is a flooded 
  and mostly collapsed ruin. 
  Treasure: PCs who search the collapsed vault and 
  succeed at a DC 15 Perception check discover some 
  salvageable items in the rubble: an ioun gauntlet and 
  a mossy disk ioun stone (Knowledge [engineering]). 
  Additionally, the PCs find sheets of engraved metal 
  containing detailed mechanical schematics for an orrery 
  designed to chart the course of the planets in Golarion’s 
  solar system. These are the plans for the orrery of Nal-
  Shakar located in area L. The plate is etched with a serial 
  number on the back and reads, “Commissioned for Nal-
  Shakar” in Azlanti.
  D. SHESHKADRANN
  The village of Sheshkadrann is a wondrous sight: a 
  settlement of numerous wooden and stone structures 
  suspended high in the boughs of massive live oaks and 
  pines. All the structures are built around the base of a 
  massive, octagonal tower of glittering blue crystal that 
  reaches into the sky.
  When the enigmatic race known as the strix fled 
  (or were banished from, as some accounts claim) the 
  continent of Arcadia, they crossed the Arcadian Ocean, 
  eventually arriving on the shores of Cheliax during 
  the Age of Darkness to settle the region now known 
  as Devil’s Perch. However, not all strix completed the 
  journey to Cheliax. When the strix crossed the Arcadian 
  22
  
  23
  Ocean, they stopped on several occasions as they crossed 
  the broken continent of Azlant, using this landmass as 
  a waypoint on their exodus. Not all strix left Azlant’s 
  shores with their brethren; some remained behind to 
  settle the islands in small, isolated pockets. These strix 
  clans, collectively called the Akkiti-Skah (which means 
  the People of Sea and Sky), have formed a close-knit 
  community, with a rich society stretching back nearly 
  10,000 years. 
  The Akkiti-Skah strix were among the first humanoids 
  to resettle the isles of Azlant during the Age of Darkness, 
  and thousands died in the intervening years due to the 
  dangers of the era. The Akkiti-Skah number roughly 
  12,000 in total, divided up among villages and 
  hamlets across a dozen or more islands, some 
  hundreds of miles apart. The Akkiti-Skah 
  have no central authority or rulership, instead 
  allowing each village to self-govern, led by the 
  oldest artist of the respective settlement. 
  Art is valued highly among the Akkiti-Skah, 
  particularly music and poetry, and much of their history 
  is retained in song and poem, often carved into cliff 
  faces or other permanent natural landmarks, so as to 
  make their history a part of the world for all time.
  Unlike Avistani strix, the Akkiti-Skah did not undergo 
  years of abuse at the hands of humans or experience the 
  other supernatural ordeals that Avistani strix survived 
  during the last leg of their exodus. They are, perhaps, 
  more like the strix that were once native to Arcadia (and 
  may yet still exist on that distant continent). Because 
  of their differing past in comparison to strix found in 
  Cheliax, the Akkiti-Skah speak Syrinx (rather than Strix). 
  While the Akkiti-Skah have the black wings and dark gray 
  skin of their eastern cousins, their features are softer 
  and less influenced by infernal forces. Additionally, the 
  Akkiti-Skah go to great lengths to decorate their bodies 
  with art, from using colorful pigments to tattoo their 
  skin and record personal or familial histories, to painting 
  their wings in vibrant chromatic hues, giving them the 
  appearance of iridescent peacock feathers. Other Akkiti-
  Skah practice more extreme body modifications, such as 
  head binding, lip gauging, and scarification as forms of 
  personal art and expression.
  The Akkiti-Skah know nothing of their Avistani 
  cousins, and little of their ancient past and the migration 
  from Arcadia has survived the long march of time. The 
  Akkiti-Skah do not call their departure an exile, but rather 
  an exodus, and they believe it was their choice to come 
  to the shattered ruins of Azlant. Notably, the Akkiti-Skah 
  have history indicating that the strix traveled to Azlant 
  from Arcadia prior to Earthfall and may have had limited 
  trading arrangements with the Azlanti.
  If presented with an Avistani strix (such as a strix PC) 
  the Akkiti-Skah react with a mixture of fascination and 
  IOUN TECHNOLOGY
  Wayfinders and door locks aren’t the only items the 
  ancient Azlanti created that can accept ioun stones. The 
  gauntlet presented here is another example of this type 
  of ioun technology. 
  IOUN GAUNTLET
  PRICE  
  1,600 GP
  SLOT hand
  CL 5th
  WEIGHT 5 lbs. 
  AURA faint divination and evocation
  Much like wayfinders, an ioun gauntlet grants 
  enhanced or altogether new abilities depending 
  on the type of ioun stone inserted into 
  its matrix. In its base form, an ioun 
  gauntlet grants its wearer the 
  ability to cast detect magic as 
  a spell-like ability once per 
  day. When the detect magic 
  effect is active, the gauntlet 
  also sheds illumination as light in the 60-
  foot cone of the detect magic effect.
  An ioun gauntlet features a single matrix in the 
  back of the hand, suitable for one ioun stone. When 
  an ioun stone is inserted into the matrix as a standard 
  action, the wearer gains the associated bonus from the 
  ioun stone as well an additional effect based on the 
  shape of the ioun stone inserted, as listed below. While 
  a creature can put on two ioun gauntlets, the wearer 
  gains the additional benefit from only one inserted 
  ioun stone.
  Cabochon: +1 enhancement bonus on Acrobatics 
  checks.
  Disk: +1 enhancement bonus on Linguistics checks.
  Ellipsoid: +1 enhancement bonus on Knowledge 
  (arcana) checks.
  Nodule: +1 enhancement bonus on Knowledge 
  (geography) checks.
  Pentacle: +1 enhancement bonus on Knowledge 
  (religion) checks.
  Prism: +1 enhancement bonus on Perception checks.
  Pyramid: +1 enhancement bonus on Appraise checks.
  Rhomboid: +1 enhancement bonus on Stealth checks.
  Sphere: +1 enhancement bonus on Sense Motive 
  checks.
  Spindle: Bonus language (Aboleth).
  Star: +1 enhancement bonus on Knowledge 
  (nobility) checks.
  Trillian: +1 enhancement bonus on Bluff checks.
  CONSTRUCTION REQUIREMENTS
  COST 800 GP
  Craft Wondrous Item, detect magic, light
  23
  Into the 
  Shattered 
  ContInent
  Foreword
  Part 1:
  aCroSS the 
  Shattered 
  ShoreS
  Part 2: 
  the tower 
  oF Sundered 
  ProPheCIeS
  Part 3: 
  GraSP oF the 
  StranGerS
  nPC Gallery
  ruInS oF 
  azlant 
  Gazetteer
  treaSureS oF 
  azlant
  BeStIary
  
  24
  SkAlorAh
  sympathy, seeing in the hardened features of Avistani 
  strix the hardships of their past. Akkiti-Skah welcome 
  their Avistani cousins with open arms. They eagerly 
  share their art, culture, and history and encourage a 
  cultural exchange of ideas and traditions. The Akkiti-
  Skah even go so far as to suggest that a representative 
  of their tribe should travel to Avistan to meet with strix 
  clans there and see how their long-lost cousins fared 
  across the ocean.
  Sheshkadrann is a relatively recent strix settlement on 
  a small island they call Nikkrashana. The village houses 
  134 strix and was established only 70 years ago as a satellite 
  community of the larger strix settlement of Okorishkatra, 
  located on an island 320 miles to the northwest. At the 
  heart of Sheshkadrann stands an octagonal crystal tower 
  170 feet tall, with a jagged top that is clearly indicative of 
  a fracture. The tower is solid all the way through, but fine 
  silver circuitry runs through its interior. In the time of 
  ancient Azlant, the tower rose an awe-inspiring thousand 
  feet into the air, but its top was shorn off during Earthfall. 
  The remnants of the tower lie scattered through the 
  forest to the north of Sheshkadrann and in the ocean 
  beyond the northern shore. During the Age of Legend, 
  this tower served as a relay for communication magic, 
  interconnecting the audio-visual communication hubs 
  (such as the damaged hub in Ankyhathyra). 
  Creatures: As the PCs near the village, a pair of strix 
  flies down to determine who they are and what they’re 
  doing here. A scout discovered Talmandor’s Bounty a 
  few weeks back, but the strix hadn’t made the time 
  to investigate the human settlement yet. If the 
  PCs ask to speak to someone in charge, one of 
  the strix flies away to summon Skalorah.
  The strix are kind and curious, but they 
  still retain some suspicion of the land-
  bound humanoids who have come to visit. 
  Despite this mild wariness, the PCs have 
  an easy time dealing with the peaceful 
  strix and require only a successful DC 
  15 Diplomacy check to win the winged 
  humanoids over to their side. Bringing 
  gifts or sharing important information 
  reduces the DC of this check by 5.
  If the PCs discuss the possibility 
  of open trade between Talmandor’s 
  Bounty and Sheshkadrann with the 
  village elder Skalorah, she is eager to 
  exchange cultural ideas and crafts, 
  and will welcome colonists to the 
  island without need of convincing, 
  provided the PCs have not acted with 
  rudeness or hostility toward any of 
  the Akkiti-Skah. 
  people of SheShkadrann
  Sheshkadrann is a small community 
  of artists and musicians. The following 
  NPCs are those individuals most likely 
  to interact with the PCs. Communicating 
  with the strix of Sheshkadrann is a 
  complicated matter, as Syrinx is not 
  commonly spoken in the Inner Sea region 
  and PCs are unlikely to know the language. 
  However, Skalorah and Oorka speak both 
  Azlanti and Celestial in addition to their 
  native tongue, making them a more likely 
  vector for communication with PCs who 
  lack magical translation capabilities.
  24
  
  25
  Skalorah (N old female strix skaldACG 4): Skalorah, 
  the leader of Sheshkadrann, is an old and experienced 
  musician who favors deep chant and multivocal 
  harmonies. Skalorah is keen to listen to the PCs’ 
  stories and share information about Ancorato with 
  them. Skalorah can inform the PCs of the location of 
  the locathah shoal (area E) and the locathahs’ general 
  disposition (see below).
  Kalikk (N female strix ranger 3): As Sheshkadrann’s 
  strongest hunter, Kalikk has explored the entirety of 
  Nikkrashana and a large portion of Ancorato (which the 
  strix call Reshkatara, Isle of Mysteries). Kalikk is willing 
  to serve the PCs as a guide on Nikkrashana or the western 
  and southern coasts of Ancorato. Kalikk also offers to act 
  as an envoy of the strix in Talmandor’s Bounty.
  Oorka (NG young female strix oracleAPG 1): Barely a 
  teenager, Oorka is nonetheless a revered figure of the 
  Akkiti-Skah. Oorka was blinded by a childhood illness, 
  but in the wake of that loss she discovered that she had 
  been touched by otherworldly forces that granted her a 
  supernatural sense of the divine and oracular glimpses 
  into the future. Oorka is a curious and precocious youth 
  with an overabundant desire to experience the world. If 
  the PCs offer to serve as mentors or guides, taking Oorka 
  under their wing, she will gladly travel with the PCs (with 
  Skalorah’s blessing). Oorka makes an excellent choice for 
  a cohort of a divine spellcasting PC or a character with 
  an interest in foreign culture and history.
  Story Award: If the PCs successfully forge a trade 
  arrangement with the strix, award the PCs 600 XP.
  Side Quest: The following side quest is available 
  in Sheshkadrann.
  trade relationS (locathahS)
  Repair the relationship between the strix and the locathahs.
  Source: Skalorah (Once the PCs reach Sheshkadrann).
  Details: If the PCs successfully establish trade 
  relations with the Akkiti-Skah, Skalorah asks the PCs if 
  they would be willing to negotiate the same manner of 
  agreement between the Akkiti-Skah and the locathahs. 
  The strix and locathahs have a tense relationship due to 
  a misunderstanding several years ago that resulted in 
  the death of a locathah hunter. Convincing the locathahs 
  to put old grudges behind them and work toward a 
  new cooperative future requires a successful DC 23 
  Diplomacy check.
  Reward: If the PCs succeed in forging a trade 
  relationship between the locathahs and Akkiti-Skah 
  strix, award the party an additional 600 XP.
  E. LOCATHAH SHOAL
  A small hunting camp rises from the coastal shallows 
  of Ancorato. The camp primarily comprises driftwood 
  frames draped with mesh netting upon which fish and 
  masses of seaweed drip-dry. Other racks hold gutted fish 
  that hang over the open water.
  The Okoloro, a locathah tribe native to the waters 
  surrounding Ancorato, occasionally settle on the 
  western shores of the island to hunt in the shallows 
  and satisfy their curiosity for the surface world with 
  brief expeditions inland to forage for tubers, which 
  they consider a delicacy. This temporary settlement is 
  a migratory hunting camp, and the locathahs here live 
  most of the time in a small community not far from 
  Ancorato, with frequent forays to Talasantri, the largest 
  undersea settlement in the region. The locathahs are 
  generally a friendly and affable people, quick to make 
  alliances and forge social bonds with land-dwelling 
  creatures. The locathahs appear slow and ungainly on 
  land, but those seen swimming in the shallows around 
  the coast move with a startling speed and grace.
  Creatures: The locathahs at the shoal number only 
  20 and are led by the seasoned hunter Koloshkora. 
  Koloshkora wishes to establish a lasting connection with 
  the colonists, and after word of their arrival reached the 
  locathahs she brought her hunting party to the shore to 
  trade with the first wave of Andoren colonists. However, 
  when her group arrived, they found Talmandor’s Bounty 
  mysteriously empty. Koloshkora doesn’t know what 
  happened to the original settlers, although she is aware 
  that the narrow island west of Ancorato is extremely 
  perilous and has long been controlled by a dangerous 
  aboleth named Onthooth. 
  Koloshkora is eager to establish a trade relationship 
  with the colonists of Talmandor’s Bounty, but only if 
  the safety of her tribe can be assured. Locathahs moving 
  supplies to and from the undersea city of Talasantri 
  are prime targets for a pack of marauding sahuagin 
  residing just off the east coast of Ancorato. Koloshkora 
  knows the sahuagin are servants of a powerful sea hag 
  named Helekhterie, who has lived on Ancorato for more 
  than a century and is the only force keeping the aboleth 
  Onthooth from claiming the island. Helekhterie, a well-
  known and terrifying menace to undersea inhabitants, 
  has led kidnappings of aquatic peoples for generations. 
  Koloshkora doesn’t know exactly where Helekhterie 
  resides, but she believes the hag’s sahuagin followers do.
  Koloshkora is willing to open trade relations with the 
  settlers of Talmandor’s Bounty, provided that the PCs 
  promise to help eradicate the sahuagin threat. To this 
  end, Koloshkora instructs her band to settle closer to 
  Talmandor’s Bounty as a show of trust, but the locathahs 
  will not begin trade until the sahuagin are dealt with. If the 
  PCs promise to defeat the sahuagin, Koloshkora further 
  agrees to accompany them whenever they are close to the 
  shore or below the water, but not on the surface, as she is 
  too slow to be of any help while on land (unless the PCs 
  have a means to mitigate her slow land speed).
  25
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  Koloshkora is also aware of the water naga Vriskirsa, 
  the former resident of the reef the sahuagin have taken 
  over. While Koloshkora does not know Vriskirsa well, she 
  suspects that the naga might be convinced to help the 
  PCs if they offer to drive off the sahuagin that took her 
  home. Koloshkora can guide the PCs to Vriskirsa’s lair or 
  indicate on a map where it can be found (area G).
  KOLOSHKORA 
  CR 6
  XP 2,400
  hp 64 (see page 60)
  Development: The locathahs have relations with 
  various settlements in the region and can serve as a 
  nomadic marketplace. There’s a 75% chance that the 
  locathahs have access to a specific item worth 2,000 gp 
  or less, a 50% chance they have access to an item worth 
  5,000 gp or less, and a 10% chance that they can provide 
  more expensive items. 
  If the PCs request an item that the locathahs don’t 
  immediately have, Koloshkora can direct her followers 
  to seek out the desired item in the undersea town of 
  Talasantri or another settlement. Requesting items 
  from other settlements takes time, but the locathahs 
  can typically return with the desired item in 2d6 days. 
  Talasantri is fully detailed in Pathfinder Adventure Path 
  #124: City in the Deep; it has a base value of 2,600 gp and a 
  purchase limit of 15,000 gp. Items that aid land-dwellers 
  in underwater conditions (scavenged from shipwrecks 
  or drowned adventurers) can be purchased at a 25% 
  discount, as the aquatic humanoids who make up the 
  settlement don’t have need for such things. Spellcasting 
  services and weapon and armor enchantment are 
  available in the town as well, provided the PCs don’t 
  mind being without their item for the time necessary to 
  transport and enchant it.
  Side Quest: The following side quest becomes 
  available in the locathah shoal.
  Blood in the Water
  Rid the area of dangerous opponents.
  Source: Koloshkora (once the PCs encounter the 
  locathah shoal).
  Details: The PCs must travel to the Ershrani Reef just 
  off the east coast of Ancorato and defeat Skorika, the 
  leader of the sahuagin marauders.
  Reward: If the PCs defeat Skorika and disperse the 
  sahuagin menace, award the party an additional 1,800 XP.
  F. ERSHRANI REEF
  1 SQUARE = 5 FEET
  F1
  F2
  F4
  F3
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  F. ERSHRANI REEF
  The Ershrani Reef is a jagged crescent of coral and 
  rock shelves spanning 4-1/2 miles of the eastern coast 
  of Ancorato, and it has served as home to numerous 
  kinds of intelligent sea life in the millennia since 
  Earthfall. In 4215 ar, the Ulfen ship Joskadalr, bound for 
  the distant and isolated Arcadian colony of Valenhall, 
  was tossed onto the reef by a powerful storm. It sank, 
  killing nearly all of its crew. While the few survivors 
  of the wreck made it to Ancorato and founded the 
  settlement Joskadalr, named in honor of their lost 
  vessel, the ship itself drifted down into the depths 
  and eventually became incorporated into the reef. 
  Three decades after that wreck, a water naga named 
  Vriskirsa claimed the wrecked ship as her home and 
  resided within the vessel for centuries. All this changed 
  in 4716 ar, when the sea hag Helekhterie cemented a 
  pact with a ravenous clan of sahuagin, trading magical 
  trinkets and weapons to them in exchange for their 
  services. Helekhterie instructed the sahuagin to patrol 
  the shores surrounding Ancorato, capture intelligent 
  ocean-dwellers, and deliver them to her mountain 
  lair at Nal-Shakar to serve as subjects for her ritual 
  sacrifices and as sources for her blood magic.
  The sahuagin eventually drove Vriskirsa from the 
  wreck of the Joskadalr and claimed the destroyed ship as 
  their base of operations. Ever since, the sahuagin have 
  been kidnapping, torturing, and murdering creatures 
  foolish enough to venture too close to their reef home. 
  Due to increasing activity on the island, Helekhterie has 
  become aware of the colonists in Talmandor’s Bounty, 
  and it is only a matter of time before she sends her 
  sahuagin allies to capture a sampling of the colonists 
  and slaughter the remainder.
  When the PCs venture to the Ershrani Reef, they 
  will need to travel underwater to combat the sahuagin 
  threat. Journeying into an underwater environment 
  will require the PCs to prepare for hazards they may 
  not be accustomed to (such as the inability to breathe 
  or easily fight underwater). Even if the PCs can breathe 
  underwater (for example, through effects such as water 
  breathing), they will still be at a disadvantage against 
  the sahuagin if they do not somehow gain a swim 
  speed. Even in ideal conditions, combat underwater 
  is still treacherous, as attacks often deal significantly 
  less damage. Be familiar with the rules for underwater 
  combat and ensure that the PCs are aware of the 
  hazards before they set off for the reef. If the PCs need 
  aid underwater, they can purchase potions or scrolls of 
  water breathing from Koloshkora.
  Unless otherwise noted, visibility around the 
  Ershrani Reef is limited to 180 feet, and all lighting 
  is considered dim light during daytime hours and 
  darkness at night.
  F1. ReeF PeRiMeteR (CR 6 oR CR 8)
  The Ershrani Reef is a sprawling series of twisting, serpentine 
  ridges bristling with a vibrant rainbow of sea life. Tall stands 
  of vermilion kelp drift in the ocean currents, schools of tiny 
  fish glitter like a spray of silver knives as they swim past, 
  and the multicolored symphony of coral polyps, spines, and 
  pillars create an otherworldly landscape. In the distance, the 
  dark hulk of a wrecked sailing vessel stands out against the 
  sea of life and color.
  The perimeter surrounding the Ershrani Reef is a 
  series of coral ridges that abound with sea life. While 
  the sahuagin are voracious predators, they do little to sea 
  creatures generally below their notice. Schools of small, 
  silvery fish twist in and out of the reef along with groups 
  of tiny, harmless jellyfish. The reef itself lies 15 feet below 
  the surface of the water, close enough that natural sunlight 
  can spill down from above during daytime hours, though 
  much of the reef and the water around it are cast in dark, 
  shifting patterns of shadow and light at all times of day.
  Creatures: Four sahuagin swim the perimeter of the 
  reef during daylight hours, making a leisurely circuit 
  around the wreck of the Joskadalr every hour. At night, 
  the reef perimeter becomes the hunting ground for a 
  massive shark named Elder Maw. Most of the sahuagin 
  fear Elder Maw and refuse to patrol while it is out 
  hunting—and the beast knows this.
  SAHUAGIN (4) 
  CR 2
  XP 600 each
  hp 15 each (Pathfinder RPG Bestiary 239)
  ELDER MAW 
  CR 8
  XP 4,800
  Feeder in the depths (Pathfinder RPG Monster Codex 196)
  hp 105
  F2. BRoken Bow (CR 7 oR CR 4)
  The bow of the Joskadalr lies on its side, long ago having 
  become part of the reef. Coral grows up the hull of the 
  wrecked ship, and bone fetishes tied with sinew decorate 
  the gaping opening in the hull. The front half of the 
  Joskadalr has been converted into a den for Helekhterie’s 
  sahuagin allies. 
  Creatures: During the daytime, four sahuagin and 
  the brutal warrior Sikkith reside here. At night, only two 
  sahuagin can be found here, while the others venture 
  away from the reef, hunting for captives to deliver to 
  Helekhterie.
  SAHUAGIN (4) 
  CR 2
  XP 600 each
  hp 15 each (Pathfinder RPG Bestiary 239)
  27
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  SIKKITH 
  CR 3
  XP 800
  Sahuagin brute (Pathfinder RPG Monster Codex 191)
  hp 36
  Treasure: Amid a pile of humanoid bones erected 
  as a grotesque altar to the demon lord Dagon rests 
  a wind-caller compassUE with an inscription in Skald 
  that reads, “May the winds ever fill your sails.”
  F3. SkoRika’S laiR (CR 6)
  The stern of the Joskadalr rests upright with the splintered 
  hull breach angled toward the sandy ocean floor. A curtain of 
  hanging kelp creates a screen of privacy around the entrance. 
  Inside, the stern is decorated with the skeletal remains of 
  aquatic humanoid creatures, arranged to form a sigil.
  The stern of the Joskadalr is pitched at a 45-degree 
  angle. Creatures walking on the floor of the ship treat 
  this terrain as a steep incline. A PC who succeeds at a DC 
  18 Knowledge (religion) check can identify the sigil as 
  that of the demon lord Dagon.
  Creatures: The rear half of the Joskadalr has become 
  the lair of the sahuagin leader Skorika, a vicious and 
  bloodthirsty coward who has aligned himself with 
  Helekhterie to protect his tribe’s position. He is terrified 
  of the aboleth Onthooth and fears that if Helekhterie 
  does not maintain her seat of power, he and the rest of 
  his clan will soon become slaves to the aboleth overlord. 
  A bodyguard usually accompanies Skorika during 
  daytime hours. At night, this bodyguard travels with the 
  sahuagin on hunting raids miles away from the reef. The 
  treasure entry for the sahuagin scout below replaces the 
  gear listed in the Pathfinder RPG Monster Codex.
  Skorika is a coward, and if his bodyguard is slain or he’s 
  reduced to 20 hit points or fewer, he pleads for his life and 
  will offer up any information the PCs request. Skorika 
  can tell the PCs where Helekhterie’s tower is located 
  and explain how he and his band use magical necklaces 
  provided by Helekhterie (see the sidebar on page 29) to 
  breathe above the waves and transport captive creatures 
  (typically merfolk and locathahs) to her tower in the 
  mountains. Skorika can even offer a thin stone tablet 
  etched with a map and directions to Helekhterie’s lair. 
  Skorika does not truly wish to help the PCs, though, 
  and attempts a Bluff check to claim ignorance of 
  Helekhterie’s defenses. If caught in his lie and pressed 
  with a successful DC 20 Diplomacy or Intimidate check, 
  he reveals that Helekhterie has three vicious scrags 
  working for her that receive captives. Beyond that, Skorika 
  does not know—or care—what happens to his victims.
  If the PCs allow Skorika to escape, he flees to a location 
  not far from Talasantri and joins up with other sahuagin 
  dwelling there, trying to rebuild a power base with the 
  hope of striking back at the PCs in the future.
  SKORIKA 
  CR 5
  XP 1,600
  Male sahuagin fighter 3 (Pathfinder 
  RPG Bestiary 239)
  LE Medium monstrous humanoid 
  (aquatic)
  Init +7; Senses blindsense 
  30 ft., darkvision 60 ft.; 
  Perception +9
  DEFENSE
  AC 22, touch 14, flat-footed 18 (+3 armor, +3 Dex, +1 dodge, 
  +5 natural)
  hp 50 (5d10+23)
  Fort +8, Ref +7, Will +6 (+1 vs. fear)
  Weaknesses light blindness
  OFFENSE
  Speed 30 ft., swim 60 ft.
  Melee +1 ranseur +10 (2d4+7/×3) or
  bite +9 (1d4+4), 2 claws +9 (1d4+4)
  Ranged mwk underwater heavy crossbow +9 (1d10/19–20)
  Space 5 ft.; Reach 5 ft. (10 ft. with ranseur)
  Special Attacks blood frenzy
  STATISTICS
  Str 18, Dex 17, Con 16, Int 12, Wis 15, Cha 9
  Base Atk +5; CMB +9; CMD 23
  SkorIkA
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  29
  Feats Dodge, Great Fortitude, Improved Initiative, Power 
  Attack, Toughness
  Skills Handle Animal +4, Intimidate +7, Perception +9, Ride +8, 
  Stealth +8, Survival +7, Swim +17
  Languages Aquan, Common; speak with sharks
  SQ armor training 1
  Combat Gear potions of cure moderate wounds (2); Other 
  Gear studded leather, +1 ranseur, mwk underwater heavy 
  crossbowUE with 20 bolts, necklace of air adaptation (see 
  the sidebar), 4 pieces of polished red coral (100 gp each)
  SAHUAGIN SCOUT 
  CR 3
  XP 800
  hp 34 (Pathfinder RPG Monster Codex 190)
  Combat Gear +1 locathah bane bolts (3), +1 merfolk bane 
  bolts (3), +1 strix bane bolts (3), potion of cure moderate 
  wounds; Other Gear mwk trident, mwk underwater 
  heavy crossbowUE with 20 bolts, feather token (anchor), 
  dagger, thieves’ tools, 53 gp
  Treasure: A thin stone tablet near Skorika’s altar to 
  Dagon bears a detailed map showing a land route along a 
  river from the east coast of Ancorato into the mountains, 
  where the sahuagin have been taking Helekhterie’s 
  prisoners. A leather bag hanging on the wall of the 
  shipwreck contains three necklaces of air adaptation. 
  Some items the water naga Vriskirsa has scavenged 
  remain here, including a corroded breastplate from 
  ancient Azlant (broken, but worth 500 gp to a historian 
  or collector), a statue of a female figure holding a moon 
  set with mother of pearl (weighing 65 pounds and worth 
  1,100 gp), and a rectangular sheet of pounded copper 
  etched with arcane symbols (worth 110 gp). A chest near 
  the altar also contains a bounty of coins lost with the 
  sunken ship: a total of 1,560 gp, 200 sp, and 3,450 cp.
  F4. elDeR Maw’S Den (CR 4 oR CR 9)
  An opening in the seabed below the coral reef leads to a 
  massive underwater cave. The cave is undecorated save for 
  a single patch of interwoven kelp strands attached to the 
  wall. Small bones are scattered around the bed along with a 
  few rusted curiosities from the sunken ship.
  Creatures: This cave serves as the lair for the feeder 
  in depths, Elder Maw. Unlike most sharks, which must 
  keep swimming in order to breathe, the breed of shark 
  Elder Maw belongs to can pump water through its gills 
  by a muscular action of its pharynx, allowing Elder Maw 
  to sleep motionlessly in this cave. Elder Maw stays here 
  during daytime hours accompanied by his handler, 
  Ikirkira, who shares this domicile with the terrifying 
  beast and can be found here at most times of the day. 
  The woven kelp strands form a net of sorts that allows 
  NEW MAGIC ITEM
  The sea hag Helekhterie designed these amulets to 
  grant her minions the ability to breathe air and increase 
  their mobility on land. In addition to these benefits, the 
  necklaces allow the wearer to slip past a trap protecting 
  the secret entrance of her lair. 
  NECKLACE OF AIR 
  ADAPTATION
  PRICE  
  10,000 GP
  SLOT neck
  CL 7th
  WEIGHT — 
  AURA moderate transmutation
  This necklace grants an aquatic wearer the ability 
  to breathe air, and renders it amphibious as per the 
  universal monster rule, allowing it to survive on land 
  indefinitely. The necklace also gives the wearer a base 
  speed of 30 feet (or a +10 enhancement bonus to its 
  base speed, if the wearer’s speed is already at least 
  30 feet).
  CONSTRUCTION REQUIREMENTS
  COST 5,000 GP
  Craft Wondrous Item, air breathing (Pathfinder RPG 
  Monster Codex 189), expeditious retreat
  Ikirkira to sleep without drifting away with the current. 
  Ikirkira is not well understood by her peers, and her 
  devotion to the Great Old One Orgesh makes her even 
  more of a pariah. She is a cruel and cunning sahuagin 
  who detests her clan’s involvement with Helekhterie and 
  eagerly awaits the day she can slaughter Skorika and end 
  the clan’s involvement with the sea hag. 
  If Ikirkira is reduced to half her hit points or fewer, 
  she attempts to bargain with the PCs, insisting that she 
  can command Elder Maw’s loyalty and will aid the PCs 
  in killing Skorika in exchange for her and Elder Maw’s 
  freedom. If the PCs refuse the offer, Ikirkira attempts to 
  flee and find Elder Maw before rejoining combat. If the 
  PCs have already killed Elder Maw, Ikirkira fights to the 
  death. In addition to the gear listed in her statistics in 
  Monster Codex, Ikirkira has a necklace of air adaptation.
  ELDER MAW 
  CR 8
  XP 4,800
  Feeder in the depths (Pathfinder RPG Monster Codex 196)
  hp 105
  IKIRKIRA 
  CR 4
  XP 1,200
  Female sahuagin deep racer (Pathfinder RPG Monster 
  Codex 192)
  hp 40
  29
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  Treasure: The rusted trinkets from the broken ship 
  have little to no value in their current condition, except 
  for a locked steel box that has resisted time and the 
  salty sea (hardness 10, hp 25, break DC 20, Disable 
  Device DC 25). Inside the box is a folded leather cloak 
  of the manta ray.
  G. VRISKIRSA’S LAIR
  A five-foot-wide cave in the tide-battered cliffs opens into a 
  partially flooded grotto lined with glistening calcite columns 
  and hanging moss. At the back of the cave stand a collection 
  of ancient statuettes, pieces of decorative masonry, and 
  other small pieces of rusted artifice.
  This is the grotto home of the water naga Vriskirsa. 
  Vriskirsa once resided in the Ershrani Reef, but was 
  driven away 2 years ago by a clan of marauding sahuagin. 
  Vriskirsa is a collector of historical artifacts that fit her 
  particular interests (and are small enough for her to 
  manipulate with her mouth or with mage hand). Vriskirsa 
  has a passing interest in history and an overwhelming 
  fascination with magic, both of which pale in comparison 
  to her hatred of the sahuagin that drove her away from 
  her home. 
  This sheltered grotto is filled with water most of the 
  time. The water’s depth in the front of the grotto is only a 
  couple of feet, but it drops to a 10-foot-deep pool toward 
  the back of the space, which is where Vriskirsa rests.
  Creature: The water naga Vriskirsa calls this grotto 
  her temporary home and is rarely found away from its 
  shelter. Ever since the sahuagin attacked her and drove 
  her from the wreck of the Joskadalr, she has become a 
  recluse, hiding among the historical trinkets she’s 
  collected since her imposed exile in an attempt to 
  rebuild her collection.
  Vriskirsa is confrontational only if the PCs enter her 
  grotto without calling out to her from the opening first 
  and waiting to be invited in. It does not take much for 
  Vriskirsa to verify that the PCs are not sahuagin if they 
  entreat for entry from the cave mouth, and Vriskirsa is 
  eager to entertain polite guests. If Koloshkora is with 
  the PCs, the water naga is likewise happy to see another 
  peaceful aquatic creature.
  Vriskirsa has been largely alone for almost all of 
  the last 2 years, save for nocturnal trips out to deep 
  underwater ruins to gather items for her collection. 
  Unfortunately, this means Vriskirsa knows nothing of 
  the disappearances in Talmandor’s Bounty (or that the 
  colony even exists). She talks readily to the PCs to learn 
  who they are, where they are from, and what they have 
  experienced. The naga doesn’t seem particularly pleased 
  that more humanoids are coming to the island, but 
  she isn’t rude or hostile about it. She might bring this 
  subject up with the PCs at a later meeting, but she has 
  more pressing concerns regarding her previous lair and 
  the monstrous creatures that now control it.
  If the PCs are not already planning on confronting 
  the sahuagin menace, Vriskirsa asks for their help in 
  driving the sahuagin off, and offers one item from her 
  collection to the party as payment. She allows the PCs to 
  inspect (but not touch) her treasures to determine which 
  one they would like. If the PCs are already planning to 
  defeat the sahuagin (or have already done so) and make 
  note of this to Vriskirsa, she instead offers an item as 
  thanks for the PCs’ good deeds. If a PC succeeds at a DC 
  20 Diplomacy check, the water naga parts with two items 
  in return for their assistance.
  If the PCs request help in dealing with the challenges 
  of underwater environments, Vriskirsa is willing to cast 
  water breathing on them to allow them to breathe water, 
  even if that means accompanying them part way to the 
  reef to ensure that the spell lasts long enough. If the PCs 
  succeed at a DC 25 Diplomacy check, they can convince 
  Vriskirsa to directly aid them in defeating the sahuagin. 
  Vriskirsa has no interest in otherwise combating the 
  perils of Ancorato, including Helekhterie and especially 
  any nearby aboleth threats. However, Vriskirsa is 
  willing to share magic or knowledge with the PCs at 
  any time, provided they reclaim her home in the reef 
  from the sahuagin.
  Story Award: If the PCs defeat Skorika and allow 
  Vriskirsa to return to the wreck of the Joskadalr, award 
  them 1,600 XP. Additionally, Vriskirsa is eager to 
  recover historical relics and trinkets from the time of 
  Azlant or be given the opportunity to study such relics. 
  Award the PCs 500 XP if they inform Vriskirsa about 
  the ruins of Ankyhathyra (area C) and another 500 XP 
  if they successfully activate the communication device 
  in area C3 with Vriskirsa in their presence. Award the 
  party 500 XP and two additional items from Vriskirsa’s 
  treasure hoard if they allow her access to Nal-Shakar 
  after removing Helekhterie.
  VRISKIRSA 
  CR 7
  XP 3,200
  Female water naga (Pathfinder RPG Bestiary 3 199)
  N Large aberration (aquatic)
  Init +6; Senses darkvision 60 ft.; Perception +17
  DEFENSE
  AC 20, touch 15, flat-footed 14 (+6 Dex, +5 natural, –1 size)
  hp 76 (8d8+40)
  Fort +7, Ref +10, Will +9
  OFFENSE
  Speed 30 ft., swim 50 ft.
  Melee bite +10 (2d6+5 plus poison), tail slap +5 (1d8+2)
  Space 10 ft.; Reach 5 ft.
  Sorcerer Spells Known (CL 7th; concentration +11)
  30
  
  31
  3rd (5/day)—dispel magic, water breathing
  2nd (7/day)—alter self, invisibility, mirror image
  1st (7/day)—comprehend languages, expeditious 
  retreat, magic missile, true strike, wave shieldACG
  0 (at will)—acid splash, daze (DC 14), detect magic, light, 
  mage hand, open/close (DC 14), read magic
  STATISTICS
  Str 20, Dex 23, Con 20, Int 11, Wis 17, Cha 18
  Base Atk +6; CMB +12; CMD 28 (can’t be tripped)
  Feats Combat Casting, Eschew MaterialsB, Lightning 
  Reflexes, Skill Focus (Perception, Stealth)
  Skills Bluff +8, Knowledge (local) +4, Perception +17, 
  Spellcraft +11, Stealth +16, Swim +13
  Languages Aquan, Common
  SQ amphibious
  Gear tourmaline sphere ioun stone (see Uncommon Ioun 
  Stones on page 20)
  Treasure: Vriskirsa has collected an unusual 
  assortment of curiosities in a makeshift gallery at the 
  back of her cave. These include a statuette of what 
  appears to be an Azlanti noble marked with the words 
  “High Governor of Thespera” on its base, a silver holy 
  symbol of Amaznen (a now-dead Azlanti god of magic, 
  secret knowledge, and invention), and several pieces 
  of carved masonry and bas-reliefs depicting cavalry 
  soldiers in a charge against serpentfolk. These relics 
  are worth a total of 900 gp to the right collector (though 
  Vriskirsa will not willingly part with them). She has 
  also collected an assortment of minor magic items 
  including a clear spindle ioun stone, a pearl dolphin figurine 
  of wondrous power (see the sidebar on page 33), a +1 ring 
  of protection, and a seafoam shawlUE fashioned from a fine 
  mithral chain mesh.
  H. THE BLEEDING FOREST
  As the scouts from Talmandor’s Bounty surveyed 
  forests on the island, they came across an unusual 
  stand of trees within the bowl of a massive, shallow 
  impact crater. This forest contained pale white trees 
  with vibrant red leaves and bark that wept crimson sap. 
  The scouts only performed a cursory examination of 
  the area before reporting back to the colony, marking 
  the location for future investigation. What few alive 
  today know is that this forest is all that remains of an 
  Azlanti botanical research laboratory where alchemists 
  toiled to create a tenacious species of plant that would 
  bear abundant fruit, designed to help combat the food 
  shortages that threatened parts of Azlant at the height 
  of the empire’s power.
  31
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  aCroSS the 
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  Part 2: 
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  oF Sundered 
  ProPheCIeS
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  Earthfall destroyed this laboratory and corrupted 
  many of the alchemical creations and magically modified 
  plant creatures found within. The intervening millennia 
  have allowed this disaster to take sinister root. The plants 
  that survived the cataclysm of Earthfall are every bit as 
  tenacious as their creators wanted, but they are subject 
  to unnatural hungers and otherworldly powers after 
  prolonged exposure to the harmful chemicals dispersed 
  into the ground through the lab’s destruction. The forest 
  that grew here following Earthfall fills the 2-mile-wide 
  crater with a sea of red foliage.
  Today, the Bleeding Forest is home to three primary 
  species of plant: the sanguine oak, an unusual tree that 
  bleeds a sap with properties similar to humanoid blood; 
  leechroot, a carnivorous, plantlike, undead creature 
  that feeds on the “blood” of the sanguine oak (and any 
  living creature unfortunate enough to enter the forest); 
  and, most dangerously, a mutated yellow musk creeper 
  known as a crimson musk willow. The latter plant 
  creates strange, vampiric spawn that infest the forest.
  Long ago, the sea hag Helekhterie discovered the 
  Bleeding Forest, and she now regularly sends one of her 
  scrag allies out to the forest to collect leechroot, which 
  she uses as an additional component in her blood-fueled 
  divinations. In his most recent foray from Nal-Shakar, the 
  scrag Skurnagh fell victim to the spawn of the crimson 
  musk willow and became trapped in the forest.
  The encounters in the Bleeding Forest don’t follow a 
  particular map, and individual encounters can happen 
  minutes or hours apart. You can also insert other 
  random encounters in this part of the adventure as the 
  PCs explore this strange forest.
  h1. FoReSt outSkiRtS (CR 7)
  A high, earthen ridge covered in scrubby vegetation soon 
  gives way to a steep descent thick with tall, ancient oak 
  trees of a strange, bone-white coloration. The vibrant, 
  scarlet foliage of these trees gives the impression that 
  the entire forest is aflame. At the center of the bowl-
  shaped valley stands a massive white tree with 
  bowed branches like those of a weeping 
  willow, but feathered with long, vibrant, 
  red leaves.
  The outer edges of the Bleeding 
  Forest consist of a steep incline 
  leading down from the crater edge. 
  A few hundred feet from the crater 
  edge, the canopy grows thick and 
  dark. Sunlight shining through 
  the red foliage casts a strange light 
  across the floor of the forest, and birds 
  flit through the branches.
  Creatures: 
  Four 
  crimson 
  musk 
  vampires stalk the forest and attack living 
  creatures they encounter on sight. Crimson 
  musk vampires are spawn of the crimson musk 
  willow, a plant monstrosity unique to the Bleeding 
  Forest. This creature resembles the yellow musk creeper, 
  but it is larger and can drain blood from its victims. The 
  spawn it creates are similar to yellow musk zombies in 
  that they are plant creatures that seem to be undead. 
  However, these spawn can drain blood from their victims 
  in the same way their parent creature can, which leads to 
  them being called vampires instead of zombies. Crimson 
  musk vampires are advanced zombies with the plant 
  creature type instead of undead, with the blood drain 
  special ability instead of the staggered special quality.
  vrISkIrSA
  32
  
  33
  CRIMSON MUSK VAMPIRES (8) 
  CR 1
  XP 400 each
  Variant advanced yellow musk zombies (Pathfinder RPG 
  Bestiary 288, 285)
  N Medium plant
  Init +1; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
  hp 16 each (2d8+7)
  Fort +5, Ref +1, Will +0
  DR 5/slashing; Immune plant traits
  OFFENSE
  Speed 30 ft.
  Melee slam +4 (1d6+4)
  Special Attacks blood drain
  STATISTICS
  Str 16, Dex 12, Con 14, Int —, Wis 10, Cha 10
  Base Atk +1; CMB +4; CMD 15
  Feats ToughnessB
  SPECIAL ABILITIES
  Blood Drain (Su) A crimson musk vampire can suck 
  blood from a helpless, willing, or grappled living victim 
  by succeeding at a grapple check. If it pins its foe, it 
  drains blood, dealing 1d4 points of Constitution damage. 
  On each round it drains blood, the crimson musk vampire 
  regains 5 hit points or gains 5 temporary hit points that 
  last for 1 hour (up to a maximum number of temporary 
  hit points equal to its full normal hit points).
  h2. Bone FielDS (CR 6)
  This stretch of the forest is littered with skeletal remains. Rib 
  cages, skulls, and grasping limbs are entwined with deep 
  red vines and bone-white roots, some covered in black moss 
  and concealed by lush scarlet vegetation.
  This stretch of the forest serves as a feeding ground 
  for carnivorous plants native to the Bleeding Forest. A 
  well-trodden trail leads from these charnel fields deeper 
  into the forest to area H3, a path frequented by the 
  crimson musk vampires. A PC who succeeds at a DC 15 
  Survival check determines that at least eight crimson 
  musk vampires frequently use that route.
  Creatures: When the scrag Skurnagh arrived in 
  the forest to collect leechroot for Helekhterie, he was 
  surprised by a pack of crimson musk vampires that 
  rendered him unconscious and severely drained him of 
  blood. Left for dead, Skurnagh remained unconscious 
  long enough for the blood-sucking creeping vines in 
  the area (see Hazard on page 34) to wrap around his 
  body and restrain him, further depleting his blood, but 
  slowly enough that his regeneration will keep him alive 
  indefinitely. Skurnagh drifts in and out of consciousness 
  in his prison, and is 50% likely to be passed out when the 
  NEW MAGIC ITEM
  Aquatic races use this figurine of wondrous power to 
  quickly transfer messages back and forth across the sea.
  PEARL DOLPHIN FIGURINE 
  OF WONDROUS POWER
  PRICE  
  7,600 GP
  SLOT none
  CL 11th
  WEIGHT 5 lbs. 
  AURA moderate enchantment and transmutation
  This 2-inch-long pearl figurine turns into a 
  dolphin 
  on 
  command 
  (but 
  it 
  retains its composition, which 
  gives it hardness 10). The 
  dolphin follows the verbal 
  commands of the creature 
  who spoke the command word and 
  will follow commands as a summoned 
  creature. With a second command word, 
  the dolphin will swim to an indicated location at 
  double its swim speed, bearing a message just like a 
  creature affected by an animal messenger spell.
  The pearl dolphin can maintain its nonfigurine status 
  for only 24 hours per week. The duration need not be 
  continuous, but it must be used in 1-hour increments.
  CONSTRUCTION REQUIREMENTS
  COST 3,800 GP
  Craft Wondrous Item, animal messenger, animate 
  objects
  PCs arrive. If Skurnagh is awake, he pleads for help in 
  Giant. Skurnagh is unaware that a leechroot has taken 
  up residence nearby, drawn by all the blood in the soil. 
  If the PCs move to aid Skurnagh, they risk walking over 
  the burrowed leechroot.
  Skurnagh is acutely aware of his predicament and is 
  terrified to be trapped in the forest for what he thinks 
  could be forever. Skurnagh is not particularly loyal to 
  Helekhterie and believes she is abusing his kin Folkir 
  and Skekkora, who also serve the sea hag. If the PCs 
  promise to release Skurnagh, he gladly reveals to the PCs 
  how to get to the hag’s lair at Nal-Shakar and tells them 
  of the flooded secret entrance, as well as of the giant sea 
  anemone that lives in the basement. Once freed, he gives 
  one of the PCs the necklace he wears, instructing them 
  that they will need it if they intend on using the secret 
  flooded entrance, because it allows them to safely bypass 
  a “danger” the hag set in place (though he doesn’t know 
  the nature of the danger). Skurnagh does not trust that 
  Folkir or Skekkora can be reasoned with and does not 
  plead for their lives. He refuses to return to Helekhterie’s 
  tower, even under threat of death. Skurnagh tells the 
  33
  Into the 
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  ContInent
  Foreword
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  Part 2: 
  the tower 
  oF Sundered 
  ProPheCIeS
  Part 3: 
  GraSP oF the 
  StranGerS
  nPC Gallery
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  azlant 
  Gazetteer
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  34
  PCs that Helekhterie needs the leechroot to drain the 
  blood from the “small people” that the “mean fish 
  people” bring to her. However, he is in fact mistaken as 
  to what Helekhterie uses the leechroot for (actually an 
  alchemical power component for her rituals), and has no 
  understanding of the purpose of the blood Helekhterie 
  collects. He calls the two vampiric mists that follow 
  Helekhterie “living clouds” that are “sometimes red,” 
  and is unaware of any other threats in Nal-Shakar. If the 
  PCs set him free, Skurnagh leaves Ancorato. 
  SKURNAGH 
  CR 5
  XP 1,600
  CN male scrag (Pathfinder RPG Bestiary 268)
  hp 63 (currently 10)
  Fort +3
  Str 21, Dex 14, Con 6, Int 6, Wis 9, Cha 6
  Gear necklace of air adaptation
  LEECHROOT 
  CR 4
  XP 1,200
  hp 32 (Pathfinder RPG Bestiary 5 155)
  Hazard: Bloodthirsty vines called leechvines infest 
  portions of the Bleeding Forest. A leechvine looks like 
  a thick, hanging or ground-hugging vine of a deep red 
  coloration, with regular spines, hooks, and protrusions. 
  It is activated by motion that comes in contact with 
  its leaves, at which point it reaches out to an adjacent 
  creature and attempts a grapple combat maneuver check 
  (+8 CMB). A successfully grappled creature is immediately 
  pulled into the vines, which attempt to pin the grappled 
  creature on the next round. After a creature is pinned, it 
  takes 1 point of bleed damage every round as tendrils on 
  the vines insinuate themselves into the creature’s veins. A 
  creature grappled by the vines can attempt to break free 
  as normal (CMD 18). Dealing 10 points of damage to the 
  vine is enough to free one creature trapped in its coils. 
  Leechvines can be spotted among surrounding vines 
  with a successful DC 15 Perception check, but unless a 
  creature is already familiar with the plant or succeeds at a 
  DC 18 Survival or Knowledge (nature) check, the character 
  notices only a thorny vine. Leechvines are a CR 4 hazard.
  Story Award: If the PCs release Skurnagh, award them 
  1,600 XP as if they had defeated him in combat.
  h3. DeeP FoReSt (CR 6)
  Ancient trees loom twenty feet overhead, their dense foliage 
  allowing little illumination to spill down onto the forest 
  floor. The ground is mostly bare of vegetation here, and 
  the crumbling remains of ancient stone walls and toppled 
  pillars indicate the presence of civilization at some point 
  in the ancient past. Some of the trees here grow up and 
  around partially intact stone structures, while others seem to 
  erupt forth from the stones themselves. Two large heaps of 
  vegetation, dead leaves, branches, and stones are assembled 
  into an enormous nest lightly spackled with dried gore.
  A PC who succeeds at a DC 16 Survival check finds 
  tracks in the soft earth of the forest floor that might 
  belong to a Medium creature with hooves and talons. 
  Feathers and animal hair can be found in the nest with 
  a successful DC 16 Perception check. A character who 
  discovers both of these clues and succeeds at a DC 24 
  Knowledge (arcana) check identifies the inhabitants of 
  this portion of the forest as perytons—likely at least two.
  Creatures: Not all parts of the Bleeding Forest are 
  controlled by the crimson musk willow’s spawn. Even 
  though the deep forest borders the willow’s territory, 
  other entities drawn by the charnel quality of the forest 
  have taken up residence. A mated pair of perytons from 
  a flock in the nearby mountains has chosen to use the 
  Bleeding Forest as a temporary home leading up to the 
  short, brutal, and usually fatal mating season. The two 
  creatures hunt and scavenge throughout the woods and 
  come to roost in the deeper reaches of the Bleeding 
  Forest after gorging on fresh meat. 
  There is only a 40% chance that the perytons are 
  at their nest when the PCs arrive. However, for each 
  minute the PCs linger near the nest, the chance of them 
  reappearing increases by 10%. 
  PERYTONS (2) 
  CR 4
  XP 1,200 each
  hp 42 each (Pathfinder RPG Bestiary 2 207)
  Treasure: A character who succeeds at a DC 20 
  Perception check while searching the peryton nest 
  discovers the belongings of those creatures killed by 
  the perytons, tucked away and out of sight, along with 
  the picked-clean bones of four sahuagin. The hidden 
  treasures include a suit of masterwork chainmail, a 
  masterwork greatsword, a potion of protection from chaos, a 
  scroll of acid arrow, and a scroll of summon monster II.
  Development: If the PCs do not encounter the 
  perytons on their way to the heart of the forest, the 
  sound of battle with the crimson musk willow draws the 
  perytons back to their roost, and the PCs will instead 
  encounter them on their return journey, provided they 
  take the same route. Otherwise, the perytons stalk the 
  PCs from the skies and attempt to ambush them once 
  the PCs exit the Bleeding Forest.
  h4. vaMPiRiC Root (CR 8)
  At the center of the Bleeding Forest, a massive, bone-white 
  tree rises up above the dense vegetation below. The tree 
  34
  
  35
  stands nearly sixty feet tall and measures ten feet around 
  at its base. Desiccated animal carcasses hang in its sagging, 
  willowy branches, and the skeletons of hundreds of animals 
  and humanoid creatures litter the forest floor around it. 
  Below the tree, the ground is crisscrossed with a blood-red 
  webbing of thorny vines.
  Creatures: The heart of the Bleeding Forest is home 
  to the crimson musk willow, a thankfully unique variant 
  of the more common yellow musk creeper. This tree has 
  matured to an immense size and will only grow larger 
  as it sucks the life out of every living thing in the forest. 
  The crimson musk willow is protected by four of its 
  vampiric creations, all of which are immediately hostile 
  to any living creatures.
  CRIMSON MUSK WILLOW 
  CR 7
  XP 3,200
  Unique advanced giant yellow 
  musk creeper (Pathfinder RPG 
  Bestiary 294, 295, 285)
  N Huge plant
  Init +3; Senses tremorsense 30 ft.; 
  Perception +2
  DEFENSE
  AC 18, touch 11, flat-footed 15 (+3 Dex, 
  +7 natural, –2 size)
  hp 80 (7d8+49)
  Fort +12, Ref +5, Will +4
  Immune plant traits
  OFFENSE
  Speed 5 ft.
  Melee 2 tendrils +10 (1d8+10)
  Space 15 ft.; Reach 15 ft.
  Special Attacks blood drain, 
  create crimson musk vampire, 
  pollen spray
  STATISTICS
  Str 25, Dex 17, Con 24, Int —, Wis 15, 
  Cha 12
  Base Atk +5; CMB +14; CMD 27 (can’t 
  be tripped)
  SPECIAL ABILITIES
  Blood Drain (Su) A crimson musk willow 
  can suck blood from a helpless, willing, 
  or grappled living victim by making a 
  successful grapple check. If it pins its foe, it 
  drains blood, dealing 1d4 points of Constitution 
  damage. On each round it drains blood, the 
  crimson musk willow gains 5 temporary hit 
  points that last for 1 hour (up to a maximum 
  number of temporary hit 
  points equal to its full 
  normal hit points).
  Create Crimson Musk Vampire (Su) As a full-round 
  action, a crimson musk willow can bore dozens of 
  tendrils into the brain of a helpless creature within 
  reach, such as a creature entranced by its pollen. This 
  attack deals 1d4 points of Intelligence damage per 
  round. When a creature is reduced to an Intelligence 
  score of 0, it dies, and the tendrils break off inside 
  its brain. One hour later, the creature animates as a 
  crimson musk vampire (see below). A creature killed by 
  a crimson musk willow’s blood drain ability also rises 
  as a crimson musk vampire.
  Pollen Spray (Ex) As a standard action, a crimson musk 
  willow can spray a cloud of pollen at a single creature 
  within 30 feet. It must make a ranged touch 
  attack (+4 bonus) to strike the target, which 
  must then succeed at a DC 14 Will save or 
  be entranced for 1d6 rounds. An entranced 
  creature can take no action other than to 
  move at its normal speed into a space 
  within the crimson musk willow’s reach, 
  at which point an entranced creature 
  remains motionless and allows the willow 
  to insert tendrils into its brain. The save 
  DC is Constitution-based.
  CRIMSON MUSK VAMPIRES (4) 
  CR 1
  XP 400 each
  hp 16 each (see page 33)
  Treasure: Scattered amid the 
  bones littering the crimson musk 
  willow’s roots are the possessions of 
  its many victims over the centuries. 
  These objects include numerous 
  ruined suits of leather and chainmail 
  armor, rusted and decayed nearly 
  beyond recognition. A +1 mithral 
  breastplate emblazoned with a red, 
  five-pointed star stands out among 
  the detritus. A PC who succeeds at 
  a DC 28 Knowledge (history or local) 
  check identifies this sigil as that of 
  the Knights of the Ioun Star, an order 
  of wardens who originally protected the rightful 
  emperor of Azlant. The modern incarnation 
  of the group seeks more information about 
  ancient Azlant and has sponsored expeditions 
  to the ruined continent to search for lost lore. 
  Alongside the armor is also a +1 longspear and a 
  handy haversack containing a dose of dust of dryness, 
  an elixir of swimming, three potions of 
  cure moderate wounds, a potion of 
  water breathing, and a wand of 
  freedom of movement (17 charges).
  crImSon muSk vAmPIre
  35
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  Shattered 
  ContInent
  Foreword
  Part 1:
  aCroSS the 
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  Part 2: 
  the tower 
  oF Sundered 
  ProPheCIeS
  Part 3: 
  GraSP oF the 
  StranGerS
  nPC Gallery
  ruInS oF 
  azlant 
  Gazetteer
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  36
  of Bonetown, utilizing Stealth to remain out of sight 
  while observing the PCs. Itzchelmna uses its suggestion 
  spell-like ability on the most obviously armored and 
  brutish-looking of the PCs, hoping to inspire the group 
  to explore the ruined settlement. 
  Itzchelmna avoids combat with the PCs at this point. 
  If discovered and engaged, it uses greater teleport to return 
  to the sacrificial cave (see area K) and then incites the 
  gillmen to make enough noise to attract the PCs, so as to 
  slaughter them in the cave.
  ITZCHELMNA 
  CR 6
  XP 2,400
  Wihsaak (Pathfinder RPG Bestiary 5 218)
  hp 68
  J. THE SMOKING MARSH
  Patchy, boggy wetlands wind their way through drier and 
  firmer ground, though the terrain is unusual in appearance. 
  The soil is darker than that of normal bogs and marshes, 
  vegetation is brittle, and lifeless trees scratch at the sky 
  like skeletal fingers. Tendrils of smoke curl from bubbling 
  patches of the marsh, and the temperature rises noticeably. 
  Across the marsh, a thin gray haze hangs in the air, stinking 
  of pitch and coal.
  This blighted, briny swamp stretches for 3 miles 
  along the shore between the ruins of Bonetown and the 
  shrine of Zura that Bonetown’s former residents now 
  occupy. The Smoking Marsh formed after Earthfall 
  as runoff from the nearby mountains formed into 
  rivers, cutting across the coast and emptying out into 
  the Arcadian Ocean. The loose, acidic soil became a 
  thriving swamp for thousands of years, cultivating an 
  ecosystem of subtropical amphibious creatures. Seven 
  hundred years ago, an Azlanti laboratory buried below 
  what is now the moor finally collapsed; its structural 
  integrity gave way under tons of rock and soil, releasing 
  creatures and alchemical toxins once trapped within it 
  like a popped cyst.
  Additionally, the alchemical components released 
  deep underground ignited a fire that still smolders 
  today. This blaze causes the Smoking Marsh to vent 
  toxic gases in steady plumes, and a thin haze of smoke 
  shrouds the moor at all times, obscuring sight beyond 
  15 feet. Creatures 15 feet away have concealment (attacks 
  by or against them have a 20% miss chance). 
  The heat slowly bakes the moor’s peat and vegetable 
  matter, releasing charcoal into the waters and lending 
  a distinct, inky blackness to the surrounding terrain. 
  The toxic environment has killed off nearly all the native 
  wildlife, leaving only the most tenacious of flora and 
  fauna behind.
  Development: When the crimson musk willow 
  is destroyed, all of its spawn wither and die within 
  1d4 rounds. While defeating the willow renders the 
  Bleeding Forest slightly less dangerous, the numerous 
  carnivorous plants and other hazardous phenomena 
  make it unsuitable for lumber work; therefore, it does 
  not count toward the success of the lumber resource 
  side quest. 
  I. BONETOWN (CR 6)
  Jutting off the north coast of Ancorato is a jumble of 
  massive whale bones, stretching up like columns from 
  the rocky shore. Tattered remnants of tarps, tangled nets, 
  and the collapsed domes of underwater structures are all 
  that remains of what may have been a community of sea-
  dwelling creatures. 
  Situated on the north coast of Ancorato is the former 
  gillman settlement of Bonetown. Constructed 2 decades 
  ago by gillmen displaced from their original home 
  after a kraken destroyed their settlement, Bonetown 
  served as a new home to the small but thriving group of 
  aquatic whalers who hunted and harvested local whales 
  for meat, bones, and blubber to trade with both land 
  and sea settlements. 
  Four years ago, Bonetown was a relatively prosperous 
  community, but it fell on hard times when a malignant 
  entity called a wihsaak sahkil took interest in the 
  gillmen inhabiting the settlement. The wihsaak, 
  Itzchelmna, began influencing the minds of the gillmen 
  with its suggestion ability, initially with innocuous ideas 
  of whimsical mischief that gradually escalated into 
  violence, murder, and then—horrifyingly—cannibalism. 
  The gillmen manipulated by the wihsaak were eventually 
  driven out by their kin who had not yet fallen under 
  the wihsaak’s influence, but within a few months the 
  cannibals—now convinced that these dark desires were 
  their own—returned and laid waste to the settlement, 
  claiming the place as their own.
  The small settlement contains fewer than a dozen 
  structures, all built with frames of whale bone. The 
  structures, similar to yurts, originally had canvas, hide, 
  or some manner of woven material stretched across 
  their bone frames. A well-trodden path leads from the 
  settlement into a nearby marsh, eventually ending up in 
  a cave that serves as a shrine to Zura.
  Creatures: Bonetown is now deserted, and few of 
  the gillmen who turned to cannibalism survived to 
  the present day. Those who lived were long ago driven 
  to madness by Itzchelmna. Given the current state of 
  the gillmen, Itzchelmna has grown bored with their 
  specific suffering and is drawn to the vibrant auras and 
  hopefulness of the PCs. Itzchelmna lingers in the ruins 
  36
  
  37
  PCs who succeed at a DC 20 Survival check notice a 
  careful path twisting through the marsh along the firm, 
  dry patches of ground. This path is broken up in some 
  places as the marsh saturates the ground and forms 
  stagnant pools. Characters can pick the trail back up 
  fairly easily once they know what they’re looking for 
  (Survival DC 10). This path leads to the shrine of Zura 
  (area K).
  With a successful DC 20 Knowledge (nature) check, 
  a PC recognizes that an underground fire likely caused 
  the conditions in the moor. Additionally, this check 
  confirms the hazards of breathing in the noxious smoke. 
  Creatures that need to breathe air and that are 
  moving through the Smoking 
  Marsh must succeed at a 
  Fortitude save (DC = 15 + 1 per 
  previous check) each hour or 
  become fatigued due to the toxic 
  gases and noxious smoke. After 
  creatures become fatigued in this 
  manner, they take 1d6 points of nonlethal 
  damage every 15 minutes thereafter. 
  Once rendered unconscious through 
  the 
  accumulation 
  of 
  nonlethal 
  damage, creatures begin to take 
  lethal damage at the same rate.
  J1. ChaRnel iSlanD (CR 8 anD 
  CR 6)
  Amid the fog and stick-bare trees 
  rises a mound of an island bearing 
  an old, gnarled tree that died 
  long ago. Its leafless, twisted 
  branches stretch into the air, 
  and it stands taller than all the 
  surrounding vegetation.
  This 
  encounter 
  involves 
  a 
  number of different creatures 
  that 
  maintain 
  a 
  symbiotic 
  relationship 
  to 
  hunt 
  more 
  successfully. The encounter takes 
  place in stages, and depending 
  on the PCs’ actions, they might not 
  face all the creatures inhabiting 
  this area of the Smoking Marsh.
  Creatures: 
  A 
  lone 
  will-o’-
  wisp named Hourvix maintains a 
  relationship with some of the other 
  swamp-dwelling creatures near a 
  small island, creating an ecosystem 
  reliant on the will-o’-wisp’s ability to lure unsuspecting 
  victims to their deaths. 
  The will-o’-wisp attempts to lure the approaching PCs 
  to a 20-foot-wide, roughly circular mound surrounded 
  by swamp and tall reeds. Atop the island is an old, 
  gnarled tree with a tangle of skeletal remains nestled in 
  a hollow at its base. The will-o’-wisp flies to the heap of 
  corpses, using its light to reveal the reflective surface of 
  metal among the bones. A particularly thorny shambling 
  mound lies submerged in the swamp 15 feet from the 
  island, lying in wait for a meal to be drawn in by the 
  will-o’-wisp. Additionally, a group of stirges nests in the 
  nooks and crannies of the skeletal remains and typically 
  feeds on the blood of creatures injured by the thorned 
  mound’s bleed attack (see page 38).
  If the PCs approach within 20 feet of the island, 
  the will-o’-wisp extinguishes its glow and becomes 
  invisible, moving to circle the PCs. It tries to stay 
  within 15 feet of the PCs to feed on their impending 
  fear. If the PCs seem too cautious or not curious 
  37
  Into the 
  Shattered 
  ContInent
  Foreword
  Part 1:
  aCroSS the 
  Shattered 
  ShoreS
  Part 2: 
  the tower 
  oF Sundered 
  ProPheCIeS
  Part 3: 
  GraSP oF the 
  StranGerS
  nPC Gallery
  ruInS oF 
  azlant 
  Gazetteer
  treaSureS oF 
  azlant
  BeStIary
  thorned mound
  
  38
  enough and do not get close, it moves into a flanking 
  position and attacks, trying to drive them into the reach 
  of the thorned mound reach. Additionally, if the PCs are 
  having an easy time with the thorned mound and stirges, 
  Hourvix attacks the weakest or most injured PC in an 
  attempt to create panic and fear. 
  If the PCs get within 5 feet of the island, the thorned 
  mound rises from the water and moves to attack. It 
  attacks any creature that comes within reach, seeking to 
  fertilize the moor’s soil with the carcasses of the dead. 
  The mound understands that the will-o’-wisp and the 
  stirges form necessary parts of its ecology, and so doesn’t 
  attack them.
  Once the thorned mound has dealt at least 3 points 
  of bleed damage to a single target (or if any of the PCs 
  disturb the skeletal remains), the stirges nesting within 
  the bones attack. Reliable sources of food are few and 
  far between in this area, and all parties involved in this 
  symbiotic relationship are desperate for sustenance.
  HOURVIX 
  CR 6
  XP 2,400 
  Will-o’-wisp (Pathfinder RPG Bestiary 277)
  hp 40
  THORNED MOUND 
  CR 6
  XP 2,400
  Variant shambling mound (Pathfinder RPG Bestiary 246)
  Melee 2 slams +11 (2d6+5 plus bleed)
  Special Attacks bleed (1d6)
  STIRGES (8) 
  CR 1/2
  XP 200 each
  hp 5 each (Pathfinder RPG Bestiary 260)
  Treasure: Scattered around the base of the tree, 
  amid heaps of animal bones and numerous humanoid 
  skeletons (primarily gillmen and at least two locathahs) 
  are suits of rotten leather and hide armor and other gear 
  that has decayed to the point of uselessness, as well as 
  two sunrods, an amulet of natural armor +1, a masterwork 
  handaxe, a masterwork light wooden shield, a potion of 
  enlarge person, a wand of chill touch (26 charges remaining), 
  a suit of enchanted eelskinUE, and assorted coins in 
  moldering pouches totaling 670 gp and 80 sp.
  J2. SMoke hunteR (CR 6)
  Of the creatures released by the Azlanti lab’s collapse, only 
  a solitary belker remains after 7 centuries. This vicious 
  K. SACRIFICIAL CAVE
  1 SQUARE = 5 FEET
  K1
  K2
  K3
  38
  
  39
  creature stalks the Smoking Marsh, spitefully hunting 
  the creatures who escape the charnel island. This 
  encounter can take place anytime between the charnel 
  island and the shrine of Zura.
  Creature: This belker seeks to ambush a straggler or a 
  weakened group. The belker might attack the PCs after 
  they defeat the creatures at the charnel island. If the PCs 
  avoid that encounter, the belker observes them from a 
  distance, but otherwise it doesn’t engage the PCs until 
  it has the advantage. If the PCs travel back through the 
  Smoking Marsh after visiting the shrine of Zura, the 
  creature seizes the opportunity to attack only if the PCs 
  are visibly wounded or attempt to make camp in the 
  marsh for the night.
  SMOKE HUNTER 
  CR 6
  XP 2,400 
  Belker (Pathfinder RPG Bestiary 2 45)
  hp 68
  K. SACRIFICIAL CAVE
  Just a quarter mile to the east of Bonetown is the secluded 
  ruin of an ancient shrine to the demon lord Zura. The 
  shrine, tucked away in a partially flooded sea cave, is 
  thousands of years old, but it does not predate Earthfall. 
  In the years immediately following the destruction of 
  Azlant, survivors huddled together for warmth through 
  the unending night of the Age of Darkness, and in their 
  desperation turned to dark saviors that they hoped 
  would save them. Nothing remains of these original, 
  desperate souls, but Itzchelmna found itself drawn to 
  this site. After the sahkil found the gillmen living at 
  Bonetown and began twisting their thoughts, it led a 
  group of them to this shrine. There, the sahkil drew the 
  gillmen deeper into its manipulations and sent them 
  to their original settlement to savage their own kin. 
  They’ve now abandoned Bonetown in favor of living in 
  this cave. Itzchelmna delights in watching the gillmen 
  cavort and prostrate themselves to a demon lord who 
  likely isn’t listening.
  A narrow beach lies at the base of the cliffs in which 
  the cave is set. This stretch of shoreline is covered in 
  water during high tide, and the sea water partially floods 
  the cave during this time, but only to a depth of 1–2 feet. 
  During high tide, treat all squares in the flooded cave 
  as difficult terrain for Small creatures; smaller creatures 
  must swim. During low tide, some water remains in 
  shallow pools as indicated on the map.
  k1. Cave Mouth (CR 3)
  The jagged mouth of a partly flooded sea cave is decorated 
  with the splintered and gnarled bones of sea creatures 
  and humanoids alike, held aloft in a tangle of netting and 
  seaweed. Other gnawed bones litter the rocky shore around 
  the cave mouth.
  The cave mouth is roughly 10 feet wide and only about 
  8 feet tall, but just inside the cavern ceiling rises to a 
  height of 15 feet. 
  Trap: The gillmen constructed a crude trap of 
  sharpened bones and heavy rocks set in a bundle of 
  netting suspended above the entrance to their lair. It is 
  triggered by a tripwire that runs across the cave mouth.
  BONEFALL TRAP 
  CR 3
  XP 800
  Type mechanical; Perception DC 20; Disable Device DC 15
  EFFECTS
  Trigger location; Reset manual
  Effect Atk +15 melee (4d6+5 points of bludgeoning, 
  piercing, and slashing damage) and knocked prone; 
  Reflex DC 15 negates being knocked prone
  k2. waRRenS (CR 7)
  Four caves branch off from the entrance. The entire cavern 
  smells of brine, sweat, and rot. The floor of the cave is 
  littered with humanoid bones and filth. A wall of driftwood 
  tethered together stands wedged in a narrow tunnel in the 
  south wall of this chamber.
  Creatures: The survivors of Bonetown reside in these 
  warrens, sleeping in shallow tidal pools littered with the 
  skeletal remains of their brethren. These gillmen long 
  ago lost their sanity, and they viciously attack anything 
  that invades their home, except for Itzchelmna. 
  GILLMEN CANNIBALS (6) 
  CR 2
  XP 600 each
  Gillman ranger 3 (Pathfinder Campaign Setting: The Inner 
  Sea World Guide 310)
  N Medium humanoid (aquatic)
  Init +2; Senses Perception +6
  DEFENSE
  AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
  hp 30 each (3d10+9)
  Fort +5, Ref +5, Will +1; +2 vs. non-aboleth enchantments 
  and –2 vs. aboleth enchantments
  Defensive Abilities enchantment resistance
  Weaknesses water dependent
  OFFENSE
  Speed 30 ft., swim 30 ft.
  Melee mwk trident +4 (1d8+2), short sword +3 
  (1d6+2/19–20) or
  mwk trident +6 (1d8+2)
  Special Attacks combat style (two-weapon combat), 
  favored enemy (aquatic humanoids +2)
  39
  Into the 
  Shattered 
  ContInent
  Foreword
  Part 1:
  aCroSS the 
  Shattered 
  ShoreS
  Part 2: 
  the tower 
  oF Sundered 
  ProPheCIeS
  Part 3: 
  GraSP oF the 
  StranGerS
  nPC Gallery
  ruInS oF 
  azlant 
  Gazetteer
  treaSureS oF 
  azlant
  BeStIary
  
  40
  TACTICS
  Before Combat If the PCs triggered the trap at the cave 
  mouth or made excessive noise entering the cave, the 
  gillmen here are ready to fight.
  During Combat The gillmen fight as a group, circling their 
  enemies and providing flanking for one another.
  Morale Cruel and twisted, these gillmen fight to the death.
  STATISTICS
  Str 14, Dex 15, Con 15, Int 8, Wis 10, Cha 12
  Base Atk +3; CMB +5; CMD 17
  Feats Double Slice, Endurance, Two-Weapon Defense, 
  Two-Weapon Fighting
  Skills Acrobatics +3, Intimidate +7, Perception +6, Stealth +7, 
  Survival +6, Swim +13
  Languages Aboleth, Common
  SQ amphibious, favored terrain (water +2), track +1, wild 
  empathy +4
  Combat Gear potions of cure moderate wounds (2); 
  Other Gear mwk leather lamellar armorUE, mwk trident, 
  short sword
  k3. ShRine oF ZuRa (CR 8)
  This flooded cave is roughly square, and its features have been 
  smoothed by the passage of seawater in and out with the 
  ebb and flow of the tide. A large swath of the southern wall is 
  marred by deep carvings depicting a crude, twisted sigil. A pile 
  of humanoid bones heaped four feet high litter the floor in front 
  of the glyph. Atop this mound rests a stone trough.
  A simple wooden barrier blocks the entrance to this 
  chamber. The makeshift door can be moved aside with a 
  successful DC 5 Strength check.
  This cave is filled with the remains of the majority 
  of Bonetown’s residents, dragged off and devoured 
  by their mad kin. The shrine along the south wall is 
  dedicated to Zura, and the stone trough is stained with 
  old, dried blood.
  As the survivors of Earthfall found safety in this place, 
  they huddled together in the dark, cold aftermath of the 
  catastrophe. When their scavenged food supplies began 
  to dwindle, they turned to cannibalism and ate one 
  another. Zura took pity on them and extended her favor 
  in exchange for further debauched acts. 
  Creatures: The leader of the gillmen, a vicious cleric 
  of Zura named Clarifesk, spends most of her time in 
  this cave. She was once Itzchelmna’s favorite victim, 
  though the sahkil has grown disinterested in her agony 
  as of late. She is currently accompanied by a pair of 
  gillmen cannibals who serve as protectors for the 
  leader of their cult.
  The room’s inhabitants likely heard combat in the 
  previous room and stand ready to take on any creatures 
  who have invaded their private sanctum. If the PCs did 
  not defeat Itzchelmna yet, they encountered it here in 
  this cave. 
  CLARIFESK 
  CR 4
  XP 1,200
  Female gillman cleric of Zura 5 (Pathfinder Campaign 
  Setting: The Inner Sea World Guide 310)
  CE Medium humanoid (aquatic)
  Init +2; Senses Perception +3
  DEFENSE
  AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
  hp 41 (5d8+15)
  Fort +6, Ref +5, Will +6; +2 vs. non-aboleth enchantments 
  and –2 vs. aboleth enchantments
  Defensive Abilities enchantment resistance
  Weaknesses water dependent
  OFFENSE
  Speed 30 ft., swim 30 ft.
  Melee +1 rapier +6 (1d6+3/18–20)
  Special Attacks channel negative energy 5/day (DC 14, 3d6)
  Domain Spell-Like Abilities (CL 5th; concentration +7)
  5/day—battle rage (+2), bleeding touch (2 rounds)
  Cleric Spells Prepared (CL 5th; concentration +7)
  3rd—dispel magic, vampiric touchD
  2nd—cure moderate wounds, hold person (DC 14), sound 
  burst (DC 14), spiritual weaponD
  1st—cause fearD (DC 13), command (DC 13), cure light 
  wounds (2), shield of faith
  0 (at will)—bleed (DC 12), detect magic, guidance, 
  resistance
  D domain spell; Domains BloodAPG, MurderAPG
  TACTICS
  Before Combat Upon being alerted to the presence of 
  intruders, Clarifesk drinks her potion of bull’s strength.
  During Combat If one of her gillman protectors is adjacent to 
  her, Clarifesk utilizes her battle rage ability to bolster the 
  creature’s attacks. She uses hold person and command to 
  interrupt the PCs’ actions and casts sound burst to catch as 
  many of the PCs in its radius as possible.
  Morale Clarifesk is a fanatic and fights to the death.
  Base Statistics Without her potion of bull’s strength, 
  Clarifesk’s statistics are Melee +1 rapier +4 (1d6+1/18–20); 
  Str 10; CMB +3; CMD 15; Skills Swim +4.
  STATISTICS
  Str 14, Dex 14, Con 15, Int 8, Wis 14, Cha 14
  Base Atk +3; CMB +5; CMD 17
  Feats Brew Potion, Lightning Reflexes, Weapon Finesse
  Skills Knowledge (religion) +3, Perception +3, Sense 
  Motive +6, Spellcraft +4, Swim +6
  Languages Aboleth, Common
  SQ amphibious
  Combat Gear potion of bear’s endurance, potion of bull’s 
  strength; Other Gear mithral chainmail, +1 rapier, spell 
  component pouch, wooden holy symbol of Zura
  40
  
  41
  GILLMAN CANNIBALS (2) 
  CR 2
  XP 600 each
  hp 30 each (see page 39)
  TACTICS
  Before Combat If the gillmen hear combat in the adjacent 
  room, they take up positions on either side of the 
  entrance to this chamber to ambush the PCs as they 
  come in.
  During Combat These gillmen focus on protecting 
  Clarifesk, putting themselves between her and the PCs.
  Morale Fanatically dedicated to their leader and fearful of 
  their demonic patron, the gillmen fight to the death.
  ITZCHELMNA 
  CR 6
  XP 2,400
  Wihsaak (Pathfinder RPG Bestiary 5 218)
  hp 68 
  TACTICS
  During Combat When fighting alongside the gillmen in 
  this chamber, Itzchelmna begins combat using its 
  unholy blight spell-like ability. It doesn’t use its 
  droning madness ability until the gillmen are 
  dead and thus won’t be affected. 
  Morale Itzchelmna fights until reduced to 
  half its hit points, and then uses greater 
  teleport to escape the sacrificial cave.
  Development: If Itzchelmna escapes, 
  it lies low for several days before 
  attempting to locate the PCs again. This 
  could take weeks or longer, depending 
  on their activities. Itzchelmna has no desire 
  to kill the PCs immediately and doesn’t 
  interfere in battles they enter, but it tries to 
  use its suggestion spell-like ability to cause 
  the PCs to perform tasks that can potentially 
  harm Talmandor’s Bounty and the colonists 
  that live there, or simply to commit vile, 
  depraved acts that they can’t hide. Itzchelmna 
  could become a long-term nuisance to the PCs 
  until they find a way to trap and kill the 
  miserable creature.
  Once the PCs defeat the gillmen 
  and drive off Itzchelmna, the 
  ruins of Bonetown could 
  eventually become a 
  settlement in their 
  own right. The 
  location the gillmen originally chose is protected 
  from storms and near bountiful fishing spots. 
  The PCs could inform the locathahs about 
  Bonetown’s existence, and the aquatic 
  creatures would gladly reclaim what the 
  gillmen lost.
  clArIfeSk
  PArt 2: the tower of 
  Sundered ProPhecIeS
  By now the PCs should realize the danger that the sea 
  hag Helekhterie represents, not only to the island of 
  Ancorato but also to the entire region. No matter how 
  the PCs come to this realization, Thanaldhu (in the guise 
  of Carver Hastings) is ever eager to drive home the point 
  of how dangerous she is. Thanaldhu uses every 
  opportunity once the PCs become aware of 
  Helekhterie to pin the blame for all the strange 
  goings-on in Talmandor’s Bounty on the 
  sea hag. As the PCs uncover more evidence, 
  Carver twists each piece to place culpability 
  on the sea hag, while at the same time 
  absolving himself of any responsibility for 
  directly aiding in defeating her. While 
  Thanaldhu is eager to slay the sea hag 
  and curry favor with Onthooth, it fears 
  the power of the oracle, and it is not 
  even certain that the PCs would 
  survive a direct confrontation with 
  her—not that it would ever share 
  that opinion with them.
  When the PCs are finally 
  ready to confront Helekhterie, 
  likely after completing most 
  of the other side quests 
  around Ancorato, they 
  can use the information 
  gleaned from either Skorika 
  or Skurnagh to learn the exact 
  location of her tower. If the 
  PCs fail to get that information from 
  either creature, Thanaldhu can provide it 
  to the PCs (as Onthooth has long known 
  the location of Helekhterie’s lair) by 
  claiming to remember stories about the 
  tower of Nal-Shakar in the chronicles 
  of Durvin Gest. Fabricating this 
  story risks drawing the PCs’ 
  suspicion, and Thanaldhu is 
  careful about how it relays this 
  information to them.
  L. NAL-SHAKAR
  Just over ten thousand years 
  ago, what is now the island 
  of Ancorato formed part of 
  a mountain range in eastern 
  Azlant. In this range, Mount 
  41
  Into the 
  Shattered 
  ContInent
  Foreword
  Part 1:
  aCroSS the 
  Shattered 
  ShoreS
  Part 2: 
  the tower 
  oF Sundered 
  ProPheCIeS
  Part 3: 
  GraSP oF the 
  StranGerS
  nPC Gallery
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  azlant 
  Gazetteer
  treaSureS oF 
  azlant
  BeStIary
  
  42
  Alarakazist was notable for being a dormant volcano, 
  last known to have erupted prior to the founding of 
  Azlant, just before the Age of Legend. On this lonesome 
  peak, an enclave of philosopher-priests constructed a 
  bastion away from the noise of society, where they could 
  focus on concerns extending beyond the mortal plane, 
  looking down on the metropolises of Shaval-Kehn and 
  Kalas-Ti from atop a small islet at the center of a now-
  nameless lake in the caldera of Mount Alarakazist. 
  The tower of Nal-Shakar was constructed not 
  according to popular Azlanti design, but rather in the 
  Ghol-Gani style, with the guidance of cyclops allies. 
  The top floor of Nal-Shakar became an observatory to 
  study the stars, and it was appointed with a powerful 
  Azlanti orrery through which the priests could discern 
  not only the movement of the heavens, but the planets 
  and alignment of planes as well. This awe-inspiring 
  tower melded cyclops architectural design with 
  Azlanti engineering in a fusion of the two societies, 
  much in the same way that the priests of Nal-Shakar 
  blended two religious disciplines: the teachings of 
  Desna and Pharasma.
  In the time of Azlant, Pharasma was primarily 
  worshiped as a goddess of prophecy, and Desna as a 
  goddess of stars. The philosopher-priests of Nal-Shakar 
  saw a union in those two faiths and incorporated 
  astrological prediction into their prophetic reveries. 
  This small sect of priests, deemed heretics by many, 
  developed a sprawling mythology surrounding a bond 
  between these two goddesses, going as far as to say that 
  prophecy and astrology were so deeply interconnected 
  that it was reflected in a deep link between Desna and 
  Pharasma, whom the priests believed were involved in a 
  relationship that spanned the concept of time.
  During the Age of Legend, the priests of Nal-
  Shakar divined and cataloged a staggering number 
  of prophecies that, unfortunately, did not survive the 
  intervening millennia due to the poor conditions in 
  the tower and the limited life span of paper scrolls. 
  Some of the most portentous prophecies, however, 
  were deemed so important as to be engraved on the very 
  walls of the structure. Most of these prophecies provide 
  hazy suggestions regarding the fall of Azlant. A growing 
  thread of paranoia among the prophets concerning the 
  “veiled masters” (then merely a superstition among 
  the uninitiated in Azlant) forced the priests to encode 
  many of their prophecies using incomprehensible 
  ciphers, further muddying their meaning.
  After the fall of Azlant, the priests of Nal-Shakar 
  survived for a time, but they were besieged by the 
  horrors of the Age of Darkness, and eventually swept 
  from both their mortal coil and the pages of history. 
  The tower traded hands for centuries afterward, 
  becoming the incidental lair of frost wights, a wendigo, 
  a coven of lunar naga witches, and other creatures. In 
  4703 ar, the sea hag Helekhterie found the ruins of 
  Nal-Shakar after a decade of searching for an intact 
  Azlanti orrery.
  Now under Helekhterie’s control, the tower has 
  become the locus of the sea hag’s oracular obsessions. 
  Helekhterie, though delusional, is convinced that she 
  can decipher the ancient prophecies inscribed by the 
  philosopher-priests of old and that in them lies the 
  secret of rebirthing the power of prophecy on Golarion. 
  To this end, Helekhterie has committed herself to 
  atrocities of blood magic and ritual sacrifice, growing 
  ever more delusional as she delves headfirst into 
  forgotten magic and forbidden lore taken from the 
  darkness between the stars. When the PCs arrive at Nal-
  Shakar, it is at the height of one of Helekhterie’s fits of 
  prophetic mania. Believing that she is on the verge of 
  a major breakthrough, she has secluded herself on the 
  observatory level of the tower, unaware of the events 
  transpiring on the island around her.
  l1. CalDeRa lake (CR 7)
  Past where the forest tapers off into sparse, dead trees, the 
  mountain slope becomes steep and rugged, leading to a 
  circular ridge enclosing the sunken peak of the mountain. 
  Once crested, the high caldera rim gives way to a rugged, 
  rocky slope bristling with scrubby vegetation, leading down 
  into a large, steaming lake. At the center of the crater lake 
  is a small, rocky island upon which an octagonal tower 
  rises one hundred twenty feet, its peak lying just below 
  the caldera wall. The top of the tower consists of a dome 
  of plated copper, long ago turned green with verdigris. The 
  crumbling stone columns of a long-collapsed bridge are all 
  that remains of a land route to the tower.
  Nal-Shakar is constructed atop a small island just over 
  400 feet wide in the middle of a caldera lake roughly 
  1,000 feet across and 120 feet deep at its lowest point. 
  The caldera lake itself is a mildly sulfuric hot spring 
  with an average temperature of 98 degrees (comfortably 
  warm for most humanoids). The lake exudes a faintly 
  eggy smell but is otherwise safe to bathe in or drink 
  (though it tastes bad). The former land route to the 
  island, an ancient stone bridge, collapsed into the 
  lake during Earthfall, leaving crooked stone columns 
  as markers of where it once stood. The PCs need to 
  swim across the caldera lake or find other means 
  of transportation to reach Nal-Shakar. The shortest 
  distance from the crater wall to the island is 290 feet 
  from the northwest edge of the lake, following the path 
  of the ruined bridge. From the southeastern rim of the 
  caldera, a small cave is visible that leads into the small 
  island. This cave (area L3) connects to the basement 
  42
  
  43
  L. NAL-SHAKAR
  L7
  L5a
  L4
  L5
  L6
  L1
  L5b
  L8
  L13
  L3
  L2
  1 SQUARE = 10 FEET
  First Floor
  Basement
  Second Floor
  Top Floor
  1 SQUARE = 5 FEET
  L11
  L12
  L9
  L10
  L10
  43
  Into the 
  Shattered 
  ContInent
  Foreword
  Part 1:
  aCroSS the 
  Shattered 
  ShoreS
  Part 2: 
  the tower 
  oF Sundered 
  ProPheCIeS
  Part 3: 
  GraSP oF the 
  StranGerS
  nPC Gallery
  ruInS oF 
  azlant 
  Gazetteer
  treaSureS oF 
  azlant
  BeStIary
  
  44
  levels of Nal-Shakar, which the PCs might have learned 
  about from Skurnagh in area H2.
  With a successful DC 20 Perception check, the 
  PCs can discover a crude raft hidden in some nearby 
  undergrowth, which the scrags have used to ferry 
  supplies and people to and from the tower. The raft can 
  comfortably hold six Medium creatures, and it is treated 
  in all other ways as a rowboat.
  Creature: The crater lake has long been home to an 
  unusual breed of shark-eating crab that acclimated to 
  the mountaintop caldera. Rather than existing entirely 
  in tropical coastal waters, these crabs lair in the sulfuric 
  lake and emerge from the caldera at night to feed on 
  local wildlife such as bears and goats.
  When Helekhterie took over Nal-Shakar, she killed 
  three of the four crabs that lived in the lake, but left 
  the last alive as a deterrent to trespassers. The scrags 
  who come and go from the tower know of the crab and 
  use a water-resistant alchemical repellent crafted by 
  Helekhterie to dissuade it from attacking them.
  Should the PCs swim across the lake to reach Nal-
  Shakar, they run the risk of drawing the attention of 
  the crab, which rises from the depths to attack the PCs, 
  waiting until they are roughly halfway between shores to 
  strike. If the PCs use a boat or raft to cross the lake, the 
  crab follows them beneath the lake’s surface and attacks 
  as they make it to shore. The crab has a great advantage 
  in the water, so be cautious of where this fight takes place.
  SHARK-EATING CRAB 
  CR 7
  XP 3,200
  hp 84 (Pathfinder RPG Bestiary 3 60)
  Side Quest: A PC examining the caldera who succeeds 
  at a DC 20 Knowledge (dungeoneering or engineering) 
  check identifies that the crater’s walls have a high 
  concentration of andesite, a volcanic stone suitable for 
  building large, load-bearing structures. This discovery 
  can fulfill the Natural Resources (Quarry) side quest on 
  page 13.
  l2. toweR exteRioR
  An immense stone double door bars entrance into the 
  building. The right side bears a relief depicting a humanoid 
  woman with ankle-length hair and large butterfly wings 
  holding aloft a single shining star. The left side depicts a 
  stern-looking woman with a blindfold over her eyes holding a 
  single knife above her head, tip pointed down toward herself. 
  At the middle where the both sides of the door join is the 
  symbol of a single spiral with a five-pointed star at its center.
  The front entrance of Nal-Shakar depicts the 
  philosopher-priests’ ancient interpretations of the 
  goddesses Desna and Pharasma (a PC who succeeds 
  at a DC 25 Knowledge [religion] check can learn the 
  information presented in the introduction to this part of 
  the adventure). The doors (hardness 8, hp 60) are barred 
  from the inside and require a successful DC 28 Strength 
  check to force open.
  Breaking down the front door of Nal-Shakar alerts 
  the scrags in area L5 to the PCs’ presence. The scrags 
  immediately call up to warn Helekhterie and then make 
  their way downstairs to confront the intruders.
  l3. Cave entRanCe (CR 5)
  A fifteen-foot-high flooded cave mouth cuts into the steep 
  cliff face at the crater island’s southeastern face. Old, wooden 
  scaffolding props up much of the cave mouth, reinforced by 
  rusted metal brackets and splintered wooden supports.
  This cave is the rear entrance to Nal-Shakar, typically 
  used by Helekhterie’s servants when hauling captives 
  into the tower, and it leads into area L7. The cave tunnel 
  runs beneath the island, arcing slightly west until it 
  meets up with the tower’s flooded basement. The cave 
  ceiling is generally about 10 feet high, requiring creatures 
  taller than that to duck in parts of the tunnel. The water 
  in the cave is 2–3 feet deep in most places, causing Small 
  creatures to treat the cave as difficult terrain.
  Trap: Previous inhabitants of the tower long ago 
  constructed the scaffolding around the mouth of the 
  Nal-Shakar cave to keep the sagging entrance from 
  collapsing. Helekhterie has intentionally weakened the 
  supports of the scaffolding and placed a sound burst trap 
  beneath the water that covers the cave mouth. Should a 
  creature that is not wearing a necklace of air breathing pass 
  the threshold of the cave mouth, the sound burst trap is 
  triggered. The concussive damage from the sound burst 
  effect shatters the already weakened supports of the cave 
  scaffolding, causing a secondary collapse effect. 
  EMPOWERED SOUND BURST TRAP 
  CR 4
  XP 1,200
  Type magic; Perception DC 27; Disable Device DC 27
  EFFECTS
  Trigger location; Reset none; Bypass specific item 
  (necklace of air breathing)
  Effect spell effect (empowered sound burst, 1d8 sonic 
  damage plus 50% plus stunned for 1 round, DC 13 
  Fortitude save negates stunned); multiple targets (all 
  targets in a 10-ft. spread). Triggering this trap also 
  triggers a secondary collapse trap (see below).
  COLLAPSE TRAP 
  CR 3
  XP 800
  Type mechanical; Perception DC 25; Disable Device DC 25
  44
  
  45
  EFFECTS
  Trigger special (see text); Reset none
  Effect When the sound burst trap above is triggered, it 
  immediately causes the scaffolding holding up the cave 
  mouth to collapse. This trap doesn’t go off unless the 
  sound burst trap is triggered. All creatures in a 10-foot-
  square area must succeed at a DC 20 Reflex save or take 
  4d6 points of bludgeoning damage. A creature that fails its 
  save is also buried under the rubble, while creatures that 
  succeed at their saves can choose which side of the 10-foot 
  area of effect they safely dodge to. Buried characters can 
  free themselves with a successful DC 25 Strength check; 
  or, in 1 minute, an ally using only her hands can clear an 
  amount of rocks and debris equal to five times her heavy 
  load. The amount of stone that fills each 5-foot-by-5-foot 
  space of this collapse weighs 1,000 pounds.
  Development: The noise generated by triggering 
  these traps alerts the inhabitants of Nal-Shakar to the 
  PCs’ presence. The scrags in area L5 move as quickly as 
  possible to area L4 and lie in wait to see whether the 
  PCs emerge from the basement. If no trespassers come 
  up within 10 minutes, the scrags unbar the front doors, 
  circle around to the cave to check for intruders, and then 
  return to area L4 if none are found.
  l4. FoyeR
  This great foyer is a picture of faded majesty. Walls once 
  decorated with colorful murals are now flecked with mold, 
  the discolored paint peeling off in large flakes. A strong odor 
  of brine and musk clings to the air. However, no amount 
  of disrepair can diminish the awe-inspiring scale of the 
  two thirty-foot-tall statues that loom in this room, flanking 
  a weathered marble altar that bears the seal of a star 
  and spiral. The eastern statue depicts a robed goddess in 
  a dramatic pose, holding a knife in the air with the blade 
  angled down toward herself. A blindfold shrouds this figure’s 
  eyes, and she clutches a stone hourglass under one arm. The 
  western statue depicts a young woman in robes like those 
  of her partner, with hair flowing down to her ankles, a pair 
  of immense butterfly wings, and a five-pointed star held in 
  one hand over her head.
  The ceilings in this room, as well as on each level in the 
  tower, measure 40 feet high. Nal-Shakar has no windows 
  to the outside, as the facility relied on magic to illuminate 
  the chambers and circulate fresh air, a practice that was 
  commonplace at the time it was constructed. After 
  Earthfall, these spells failed one by one, throwing Nal-
  Shakar into darkness. Since Helekhterie and the scrags all 
  have darkvision, there are no sources of light in Nal-Shakar 
  other than what the PCs bring with them, except for in 
  area L12, which features large windows to the outside.
  The statues in this room depict Desna and Pharasma, 
  much as the doors in area L1 do. This was the primary 
  area of worship for the philosopher-priests of Nal-
  Shakar. Here they practiced their joint faith unifying 
  the tenets of the two goddesses, and the altar depicts the 
  symbol of their shared faith, a spiral with a five-pointed 
  star at its center.
  Development: If the PCs alerted the scrags in area L5 
  to their presence by breaking down the doors, setting 
  off the sound burst trap, or by otherwise being noisy, the 
  monsters engage the PCs in this room.
  l5. living QuaRteRS (CR 7)
  Centuries of disrepair and water intrusion have caused 
  considerable damage to this corridor. Mold blotches the 
  walls and floor while the stink of sulfur mixes with a musky 
  odor. A nest of filthy rags, damp cloth, seaweed, and bones 
  occupies the corner by the northern door.
  Helekhterie’s scrags were given full authority over this 
  quarter of Nal-Shakar. As the runt of the three, Skurnagh 
  typically kept to this hall, sleeping in pile of rags and 
  seaweed by the door when he needed to rest.
  Creatures: Folkir and Skekkora, the two scrags that 
  remain to serve Helekhterie after Skurnagh disappeared 
  in the Bleeding Forest, are typically found in the hall, 
  wrestling, eating, or otherwise entertaining themselves 
  while on guard duty. Both scrags prefer to sleep during 
  daytime hours and hunt across the crater lake at dusk. 
  Most of their time is spent confined to Nal-Shakar 
  unless Helekhterie is expecting a delivery from her 
  sahuagin allies. In such cases, the scrags typically meet 
  the sahuagin at the lake edge, take possession of the 
  captives, and bring them through area L7 into the tower 
  before imprisoning them in area L12.
  Depending on the alert level of the tower, Folkir and 
  Skekkora can be found in other rooms.
  FOLKIR AND SKEKKORA 
  CR 5
  XP 1,600 each
  Female and male scrags (Pathfinder RPG Bestiary 268)
  hp 63 each
  Gear necklace of air adaptation
  l5a. RuineD kitChen
  What may once have been a small kitchen now lies in ruin. 
  Humanoid bones, strips of decaying flesh, and clusters of 
  oyster shells and tangled seaweed cover the counters. The 
  entire room smells of sweat and brine mixed with a tangy, 
  sulfuric musk. A twisted nest of waterlogged cloth, partly 
  dried seaweed, and gnarled animal carcasses fills the middle 
  of the room.
  45
  Into the 
  Shattered 
  ContInent
  Foreword
  Part 1:
  aCroSS the 
  Shattered 
  ShoreS
  Part 2: 
  the tower 
  oF Sundered 
  ProPheCIeS
  Part 3: 
  GraSP oF the 
  StranGerS
  nPC Gallery
  ruInS oF 
  azlant 
  Gazetteer
  treaSureS oF 
  azlant
  BeStIary
  
  46
  Skekkora claimed the former pantry and kitchen as 
  her personal lair, and she sleeps in this chamber during 
  daytime hours.
  Treasure: Before the faceless stalkers killed and 
  replaced the first wave of colonists from Talmandor’s 
  Bounty, Skekkora ran into a scout during one of her 
  forays to the Bleeding Forest. She ambushed the explorer, 
  killed and ate him, and kept a trophy to lord over Folkir 
  and Skurnagh. This trophy, a pewter cuff bearing the seal 
  of Andoran (worth 20 gp), is placed obviously within the 
  tangle of animal carcasses in Skekkora’s nest. This trophy 
  could lead the PCs to mistakenly believe Helekhterie is 
  somehow responsible for the disappearance of the first 
  wave of colonists.
  l5B. RuineD CoMMunal QuaRteRS
  This spacious room contains the shattered wooden frames 
  of beds and some dilapidated, threadbare cloth mattresses 
  placed in a pile, atop which a foul nest of animal bones, 
  seaweed, and other watery detritus is heaped.
  When Helekhterie gave the living quarters to the 
  scrags, Folkir claimed the former communal residence 
  of the philosopher-priests as his own. The scrag piled 
  the threadbare and crumbling mattresses and built his 
  nest on top of them, taunting Skurnagh and Skekkora 
  with his “opulent” bedding as part of a constant game of 
  one-upmanship among the trolls.
  Treasure: Folkir keeps a battered and rusted tower 
  shield emblazoned with the spiral-and-star symbol 
  of Nal-Shakar as a “headboard,” behind which he has 
  tucked away a small assortment of gemstones pilfered 
  from remote shipwreck, worth 350 gp in all. 
  l6. liBRaRy oF heavenly PRoPheCy
  Much of this cavernous library lies in terrible disrepair. The 
  stone shelves set into the walls are cracked, chipped, and 
  split, and heaps of ruined, ancient tomes lie scattered across 
  the floor. A tile mosaic in the room’s center depicting a 
  spiraling comet with a star at its center has been shattered 
  by multiple blunt impacts from fragments of marble slab 
  shelves. What few books remain on the shelves have 
  crumbled into illegible scraps of long-lost lore. 
  This library once contained a vast trove of knowledge 
  regarding the heavens and celestial bodies familiar to 
  the empire of Azlant. Following Earthfall, the ravages 
  of time and the new uncaring residents of the tower 
  destroyed nearly all of these documents. What tomes did 
  remain intact were carefully collected by Helekhterie and 
  are now contained in her laboratory in area L8. However, 
  some historical information was etched into materials 
  more durable than parchment and paper. Amid the 
  destroyed books and scrolls are a handful of sheets of 
  hammered copper and tablets of glossy black stone 
  that have been inscribed with millennia-old revelations 
  about ancient Azlant.
  When Helekhterie first began researching the ancient 
  history of prophecy in this chamber, she failed to grasp 
  the level of delusion in which the philosopher-priests 
  were living. Many of the rituals and practices they 
  described in the surviving texts held no true magical 
  power. Frustrated at her failure to understand the nature 
  of her own powers, Helekhterie took her anger out on 
  this room with her tremendous strength, destroying the 
  shelves and smashing the mosaic depicting the symbol 
  of Pharasma and Desna. Folkir and Skekkora, both of 
  whom were present when Helekhterie unleashed her 
  temper on the library, remain uncomfortable when in 
  this room and try to limit their presence in it.
  PCs who can read Azlanti and succeed at a DC 23 
  Perception check when searching this room uncover 
  tantalizing fragments of ancient lore surrounding Nal-
  Shakar. Taking an hour to sift through the surviving 
  scraps reveals historical information pertaining to the 
  philosopher-priests’ unconventional religious beliefs 
  and some fleeting mentions of the “veiled masters” 
  who they believed secretly ruled the empire of Azlant. 
  Unfortunately, the fragmentary texts offer no context for 
  these references.
  l7. FlooDeD ChaMBeR (CR 6) 
  The lower half of Nal-Shakar’s basement is flooded by five 
  feet of water. Mold cakes the walls and ceiling in black 
  blotches, rivulets of water leak from cracks in crumbling 
  masonry, and the air is a foul mixture of musty and sulfuric 
  stink. A wide stone staircase connects this lower level to an 
  upper level of the basement. The masonry of the east wall 
  has collapsed into the basement, revealing a natural tunnel 
  equally flooded with water.
  Long ago, the basement of Nal-Shakar succumbed to 
  flooding, which caused the collapse of the masonry of 
  the eastern wall and allowed water from the crater lake 
  outside to fill half of the tower basement. This is the 
  way Helekhterie originally entered Nal-Shakar. As she 
  recognizes its usefulness as an entrance for her aquatic 
  servants, she has allowed it to remain open, though she 
  put some protective measures in place at the entrance 
  (see area L3). This area is flooded with 5 feet of standing 
  water, making the entire basement difficult terrain for 
  creatures attempting to walk rather than swim.
  Creatures: Several years ago, Helekhterie crafted 
  three powerful servants from the preserved eyes of her 
  former coven members. These creatures, hag eye oozes, 
  46
  
  47
  act as Helekhterie’s eyes and ears within the tower. The 
  hag keeps them here in the flooded chamber to watch 
  for intruders that try to gain access to the tower using 
  the secret entrance. They typically reside underwater, 
  awaiting orders from their creator. The oozes do not 
  attack Helekhterie’s scrags, and the scrags in turn aren’t 
  even aware that the oozes exist. The hag eye oozes 
  otherwise attack any intruder that attempts to cross the 
  flooded basement.
  If the PCs trigger the traps at area L3, break through 
  the front door at L2, or otherwise make a lot of noise 
  to alert the tower’s inhabitants of their presence, 
  Helekhterie concentrates on her oozes (as a free action) 
  and can see through all of their eyes as if they were her 
  own. Helekhterie has spent years using these senses 
  and can divide her attention between herself and the 
  oozes without distraction. If alerted to intruders, she 
  leaves one in the basement and sends the others to 
  explore the upper levels, climbing along the ceilings to 
  stay out of sight. Unless they are attacked, Helekhterie 
  does not use the oozes to strike at intruders unless a 
  significant opportunity to cause harm arises. Otherwise, 
  Helekhterie spies on the PCs, assesses their capabilities, 
  and begins casting any spells she needs to prepare for 
  combat in case they reach area L13.
  Since Helekhterie does not normally extend her senses 
  into these oozes without having some cause for alarm, she 
  will likely remain unaware if these oozes are attacked or 
  killed so long as the PCs do not make too much noise or 
  otherwise attract her attention, leaving the hag surprised 
  when she attempts to use them as a resource later.
  HAG EYE OOZES (3) 
  CR 3
  XP 800 each
  hp 38 each (Pathfinder RPG Bestiary 5 140)
  l8. helekhteRie’S laB (CR 6) 
  The stink of mold and sulfur clings to the air in this damp 
  basement. A single arched doorway leads down into a 
  flooded portion of the basement, adjacent to a tall circular 
  shelf loaded with mushrooms, glass jars of desiccated 
  insects, dried herbs, and other reagents. A small table 
  outfitted with a cauldron and alchemical gear fills a nook 
  by a large, ascending staircase. A small workbench covered 
  with carving tools and whittled bone and bits of jewelry 
  stands to the west, next to a large table laden with scraps of 
  paper and fragments of etched stone tablets.
  Helekhterie’s lab is where the sea hag spends most of 
  her time rereading fragments of writing she uncovered 
  in Nal-Shakar, along with bits of masonry and tablets 
  etched with snippets of lore in the Azlanti language. 
  There is little of actual value in these documents, though 
  Helekhterie has assembled her own meaning from the 
  pieces of stone, cobbling together a “coded message” 
  that is partly a rambling treatise of the significance of 
  prophecy as a divinatory tool and partly incoherent, 
  resentful ravings directed at herself. PCs who spend 
  time studying these documents can determine that 
  the author is an oracle or prophet of some kind and 
  suffers from a curse that hinders the author’s vision. The 
  fragmentary documents are clearly of Azlanti origin and 
  were originally taken from area L6. These scraps detail 
  mundane oracular methods used during the time of 
  Azlant, from casting bones to reading entrails. 
  A hidden compartment is tucked inside the curved 
  shelves in the middle of the room, triggered by pressing 
  a specific brick in the cobbled floor in front of it. PCs 
  can notice this secret door with a successful DC 20 
  Perception check.
  Treasure: Helekhterie’s alchemy lab is fully functional 
  and could be of value to PCs interested in crafting 
  alchemical items. The shelves hold a full collection of 
  alchemical reagents worth 1,250 gp. If the PCs can’t make 
  use of these reagents, they could bring them back to 
  Talmandor’s Bounty and give them to Alba Divenvaar, 
  who would be delighted to have additional materials. 
  If the PCs give the reagents to Alba, she rewards them 
  with an equal value of potions and alchemical items at 
  their request (assuming she has the time and materials 
  to make them).
  Inside this secret compartment, Helekhterie stores 
  treasure she does not intend to use often (or treasure for 
  which neither she nor her scrag bodyguards have any 
  personal use). The chamber holds a chest containing 
  17 pp, 457 gp, 3,770 sp, and 11,700 cp. Additionally, there 
  is a +1 chain shirt, a +1 light steel shield engraved with the 
  spiral-and-star symbol of Nal-Shakar, a +1 shortsword, 
  a silver statue of Desna in Pharasma’s embrace worth 
  600 gp, assorted gemstones worth 550 gp, a scroll of 
  corrosive touchUM, a scroll of darkness, a scroll of delay 
  poison, a scroll of fox’s cunning, a scroll of mage armor, and 
  a scroll of restoration.
  l9. SeConD-FlooR FoyeR
  Two sprawling bas-reliefs decorate the second-floor landing. 
  The interior wall is engraved with depictions of a robed 
  Azlanti man bearing a sword and an unmarked shield, 
  battling a colossal demonic creature in a hellish landscape. 
  The outer wall is likewise carved with a dramatic bas-relief 
  etched with the finest details, in this case illustrating a 
  turbulent ocean. In the image, shattered pieces of land are 
  spiraling down toward the center of a massive whirlpool, 
  each with fragmentary pieces of crumbling cities atop them. 
  A single shaft of light or energy lances up from the middle of 
  the whirlpool to the top of the relief. 
  47
  Into the 
  Shattered 
  ContInent
  Foreword
  Part 1:
  aCroSS the 
  Shattered 
  ShoreS
  Part 2: 
  the tower 
  oF Sundered 
  ProPheCIeS
  Part 3: 
  GraSP oF the 
  StranGerS
  nPC Gallery
  ruInS oF 
  azlant 
  Gazetteer
  treaSureS oF 
  azlant
  BeStIary
  
  48
  A pair of staircases wrapping along the outer walls ascend 
  and descend the tower, while double doors embellished 
  with images of Desna and Pharasma are located in alcoves 
  at the top of each staircase.
  Of all the half-true and misinterpreted visions the 
  philosopher-priests of Nal-Shakar experienced in 
  their oracular reveries, the two etched on the walls of 
  the second-floor landing were the clearest. Multiple 
  prophets of Nal-Shakar experienced visions of these 
  events with slightly differing details, and the reliefs 
  represent a mix of their experiences. 
  PCs examining the relief on the inner wall who 
  succeed at a DC 25 Knowledge (history or planes) check 
  can recognize it as depicting a figure that is most likely 
  Aroden (though many of the physical details diverge 
  from how he is usually portrayed) battling the demon 
  lord Deskari, an event that took place thousands of years 
  after the destruction of Azlant. 
  The relief on the outer wall is more open to 
  interpretation. It either shows the destruction of Azlant 
  (though by different means), or it depicts an event 
  that has not yet transpired. It is clearly showing the 
  destruction of an island landmass as the ocean floor 
  collapses into an impossibly large vortex. 
  l10. StuDy
  A long-collapsed oaken table litters this room, along with the 
  dilapidated and ancient-looking remains of several chairs.
  These rooms were conference chambers where the 
  philosopher-priests of Nal-Shakar conducted larger 
  meetings. Here they would discuss visions or portents 
  and vigorously debate their meanings until they could 
  come to a consensus. 
  l11. ChaMBeR oF ConteMPlation (CR 6)
  An enormous marble basin sits on a stone dais flanked by 
  iron braziers. The inside of the basin is caked with dried 
  blood, and dark splotches mar the steps leading up to it. 
  Behind the dais, an etched mural depicts the goddess 
  Pharasma with her head down, cradling the light of a single 
  star between cupped hands. Desna is depicted standing 
  behind her, arms wrapped around Pharasma’s shoulders and 
  butterfly wings outspread behind her. Opposite this dais is a 
  pair of enormous stone doors engraved with arcane writing 
  and geometric shapes.
  The philosopher-priests of Nal-Shakar used the basin 
  here to perform water-based auguries and divinations, 
  as well as entrail readings and, rarely, blood readings. 
  Of all the writing contained within Nal-Shakar that 
  survived Earthfall, the descriptions of the prophets’ 
  blood readings are the most intact, as they were etched 
  into transparent, ruby-colored plates. These surviving 
  fragments led Helekhterie down her current path.
  When Helekhterie needs blood components for her 
  divinations, she orders one of her vampiric mist allies 
  into area L12 to fully exsanguinate a target (or in the case 
  of Aeroclyse, nearly so). Then she has the engorged mist 
  expel most of the blood into her divining basin, allowing 
  the vampiric mists to keep some of the blood for their 
  own needs.
  PCs who succeed at a DC 22 Perception check can hear 
  the faint rattling of chains behind the doors that lead to 
  L12. The thickness of the doors makes communicating 
  back and forth through them all but impossible 
  without some sort of tapping code, though shouting 
  or other loud noises can be faintly heard through the 
  doors with a successful Perception check as above. The 
  doors themselves are not locked, nor does it have any 
  mechanism by which it could be locked.
  Hazard: The doors to L12 are warded with a symbol 
  of scryingUM that alerts Helekhterie to any attempt to 
  release the cyclops contained within and allows her to 
  see the culprit. Any creature passing through the doors 
  triggers the symbol. Helekhterie set a password for the 
  symbol (the Azlanti word for blood) and taught the word 
  to her most trusted servants. A PC can notice the symbol 
  in place with a successful DC 30 Perception check. A 
  PC using read magic can identify the symbol with a 
  successful DC 16 Spellcraft check. A PC with trapfinding 
  can disable the symbol of scrying with a successful DC 
  30 Disable Device check, or it can be removed with a 
  successful dispel magic targeted solely on the rune.
  l12. oCulaRuM PRiSon
  The floor of this massive, octagonal room is etched with an 
  elaborate circle consisting of magical symbols, concentric 
  rings, and silver-inlaid grooves, all stained with smeared 
  blood. Four supports in the room have iron spikes driven into 
  them, connected to thick iron chains that lead to the center 
  of the circle. 
  The original inhabitants of Nal-Shakar used this 
  chamber to enter a prophetic reverie. The philosopher-
  priests believed that, by attuning the orrery located in 
  area L13 to specific celestial and planar alignments, they 
  could influence the attenuation of the unconscious mind, 
  channeling that energy down into a sleeping or otherwise 
  unconscious target to induce prophetic dreams. The 
  methods by which these prophets performed such acts 
  are lost to the ages, but the mechanisms they used remain. 
  A character who succeeds at a DC 25 Knowledge 
  (arcana) check can determine that the symbol on the 
  48
  
  49
  floor depicts the nine regions of the sky that contain 
  the nine ancient constellations, some of which are still 
  recognizable today as being from the zodiac of the 
  Cosmic Caravan, while the circle at the center contains 
  glyphs representing the Inner and Outer Sphere. 
  In addition to the current resident of this chamber 
  (see below), Helekhterie keeps her other victims shackled 
  to the floor in this room until they are bled out for her 
  rituals and their carcasses are fed to her scrags.
  Creature: Helekhterie has not remained idle since 
  finding Nal-Shakar. On two occasions, she made sojourns 
  east, once to recruit Skurnagh, Skekkora, and Folkir, 
  and a second time to capture herself a cyclops. After 
  discovering that the ancient Azlanti believed keeping 
  a cyclops in Nal-Shakar was essential to improving 
  the quality of prophetic visions, Helekhterie became 
  convinced she needed a cyclops for her own work. After 
  subduing the cyclops Aeroclyse and abducting him 
  from his home in the Shackles, she chained him up in 
  this chamber. However, without a full understanding 
  of Azlanti tradition, Helekhterie’s methods have left 
  something to be desired.
  Aeroclyse has been her prisoner for 9 years. During 
  this time, the cyclops has been bled, mutilated, and 
  tortured by the hag. Helekhterie’s most recent cruelty 
  was removing Aeroclyse’s eye to use as a component in 
  her latest ritual—one that met with profound success, 
  though not because of the material component—which 
  further emboldened the delusional hag. 
  Aeroclyse’s exhaustion is more extreme than normal 
  exhaustion, as he has been chained up in stress positions 
  for much of his time here. The lack of sleep and his 
  constantly tired body have driven him slightly mad. After 
  all these years, Aeroclyse is significantly weakened, and 
  he has been blinded as well as emotionally battered. The 
  cyclops has been broken into submission and believes 
  escape from Nal-Shakar is impossible. PCs attempting 
  to interact with Aeroclyse are met with deference and 
  outright fear. A PC who succeeds at a DC 25 Diplomacy 
  check can convince the cyclops to respond. In his many 
  years in Nal-Shakar, he has learned a great deal about 
  Helekhterie and can tell the PCs what Helekhterie is 
  (while he is not sure she is an oracle, he can confirm that 
  she is able to use magic). Aeroclyse also knows about the 
  vampiric mists that serve Helekhterie and rarely stray 
  far from her side. Aeroclyse has not seen much of the 
  tower but can describe the contents of rooms L4, L7 
  (he is unaware of the oozes), L8 (including the secret 
  compartment), L9, L10, and L11.
  If asked about the colonists from Andoran, Aeroclyse 
  claims to know nothing of any humans anywhere near 
  here. All of Helekhterie’s victims that are locked in with 
  him are aquatic creatures, such as locathahs, merfolk, 
  sahuagin, sea elves, and the like.
  AEROCLYSE 
  CR 5
  XP 1,600
  Male cyclops (Pathfinder RPG Bestiary 52)
  CN Large humanoid (giant)
  Init –4; Senses low-light vision; Perception +11 (all checks 
  and activities that rely on vision automatically fail)
  DEFENSE
  AC 10, touch 3, flat-footed 10 (–2 blinded, –4 Dex, +7 natural, 
  –1 size)
  hp 65 (10d8+20); currently 10
  Fort +9, Ref –1, Will +4
  Defensive Abilities ferocity
  Weaknesses blinded, exhausted
  OFFENSE
  Speed 15 ft.
  Space 10 ft.; Reach 10 ft.
  TACTICS
  During Combat If enraged after being freed from his 
  bonds, Aeroclyse tries punching and grabbing at his 
  enemies, despite the risk of provoking attacks of 
  opportunity. If he is friendly with the PCs and is provided 
  a weapon, Aeroclyse trusts allies to guide him in combat 
  and direct him to where enemies are. Otherwise, he 
  holds his position and defends himself. If Aeroclyse’s 
  sight is restored, he gladly takes the lead in confronting 
  enemies with or without proper weapons.
  Morale Aeroclyse fights to the death.
  Base Statistics If the PCs manage to cure Aeroclyse of his 
  blindness and exhaustion, he has the same statistics as 
  presented on page 52 of Pathfinder RPG Bestiary.
  STATISTICS
  Str 15, Dex 2, Con 15, Int 10, Wis 13, Cha 8
  Base Atk +7; CMB +10 (+12 bull rush); CMD 14 (16 vs. bull rush)
  Feats Alertness, Cleave, Great Cleave, Improved Bull Rush, 
  Power Attack
  Skills Intimidate +12, Perception +11, Profession 
  (soothsayer) +10, Sense Motive +5, Survival +6; Racial 
  Modifiers +8 Perception
  Languages Common, Cyclops, Giant
  SQ flash of insight
  SPECIAL ABILITIES
  Blinded (Ex) In addition to the standard effects for 
  blindness, Aeroclyse cannot use his flash of insight 
  ability until his sight is fully restored.
  Development: PCs capable of healing Aeroclyse 
  and removing the exhausted condition from him 
  can immediately shift the cyclops’ attitude to helpful 
  by mitigating his weaknesses. Once freed, Aeroclyse 
  can reduce his exhaustion to fatigued with 8 hours 
  of rest in a comfortable environment (instead of the 
  normal 1 hour) and remove the fatigued condition 
  with another 8 hours of rest. Though blind, Aeroclyse 
  is still a capable combatant and can be convinced to 
  49
  Into the 
  Shattered 
  ContInent
  Foreword
  Part 1:
  aCroSS the 
  Shattered 
  ShoreS
  Part 2: 
  the tower 
  oF Sundered 
  ProPheCIeS
  Part 3: 
  GraSP oF the 
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  aid the PCs in fighting Helekhterie with a successful 
  DC 25 Diplomacy or Intimidate check. PCs who 
  remove Aeroclyse’s exhaustion automatically gain his 
  assistance in exchange for promising his freedom once 
  Helekhterie is defeated. If a PC has the (unlikely) ability 
  to restore Aeroclyse’s lost eye, the cyclops sees this 
  gesture as a sign of good faith and will seek to aid the 
  PCs in any and all of their endeavors until they release 
  him from these duties, although the cyclops still wants 
  to return home.
  Aeroclyse’s primary goal is to return to his people 
  in the Shackles, though traveling there in his current 
  condition is infeasible, and few ships will likely take 
  on a cyclops passenger without the PCs’ intercession. 
  Once freed from Nal-Shakar, Aeroclyse is content 
  to spend his days helping the PCs to the best of his 
  ability for a while, though he is unlikely to be able to 
  accompany the party on long journeys until they can 
  remedy his afflictions.
  Blinded and physically weakened, Aeroclyse is neither 
  a formidable opponent nor an exceptionally helpful ally. 
  Should the PCs cure his afflictions and restore him to 
  his full strength, Aeroclyse may seem like a powerful and 
  talented ally. However, Aeroclyse comes from a ruthless 
  and savage cabal of cyclops from the Shackles. His 
  maladjusted worldview has been tempered during his 
  years of imprisonment, but without guidance, regaining 
  his old strength and insight might lead Aeroclyse 
  down a slippery slope back to his original chaotic evil 
  alignment. Parties that willingly take on Aeroclyse as 
  an ally notice his gradual slip from neutral to evil as 
  he begins suggesting violence and murder to deal with 
  the PCs’ enemies, rather than diplomacy or subterfuge. 
  While Aeroclyse will not likely betray his benefactors, 
  he is prone to lashing out with fitful violence when 
  frustrated, even against allies of the PCs if he perceives 
  them as an obstruction.
  If Aeroclyse remains with the PCs for an extended 
  period, you should take care to reinforce Aeroclyse’s 
  shift and make his transition back to “the old ways” a 
  gradual and interesting one. Players of paladins and 
  other classes interested in the notion of redemption 
  may find purpose in ensuring that Aeroclyse does not 
  slip further into the brutal ways of his old tribe, and can 
  perhaps inspire Aeroclyse to adopt good and righteous 
  morals and behavior.
  Story Award: If the PCs successfully free Aeroclyse 
  from Nal-Shakar and he survives the ordeal, award 
  them experience as if they defeated him in combat. 
  Additionally, if the PCs manage to restore Aeroclyse’s 
  sight, award the party an additional 1,600 XP.
  l13. helekhteRie’S SanCtuM (CR 8)
  A colossal device of jeweled, copper-lined globes, 
  steel rings, and dazzling lights fills this room. The 
  contraption—an elaborate orrery—rises from an 
  octagonal dais at the center of the tower peak. The 
  instrument surges with phantasmal depictions of 
  constellations and cosmic phenomena. Periodically, 
  a lens pauses, briefly concentrating the light of some 
  distant star upon one of the glowing glyphs circling the 
  perimeter of the massive orrery. Around the room, windows 
  twenty-five feet tall and five feet wide allow a spectacular 
  view of the crater lake outside. The copper plates forming 
  the dome of this chamber form a mechanical iris engraved 
  with arcane sigils.
  AeroclySe
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  51
  The pinnacle of Nal-Shakar is a marvel of Azlanti 
  engineering. This ancient observatory houses an 
  astronomical artifact that was the jewel of Nal-Shakar, 
  a device for guiding prophecies and focusing planar 
  energies into controlled alignments designed to open 
  the minds of priests in prophetic reverie to greater 
  revelations. The metal spheres and crystal orbs of this 
  orrery float freely through the air, some serving as 
  intricate mounts for lenses that focus concentrated 
  starlight on a series of illusory glyphs orbiting the 
  perimeter. The orrery is a powerful artifact, though 
  poorly understood, that has so far defied Helekhterie’s 
  attempts to divine its full function. A PC who succeeds 
  at a DC 15 Knowledge (arcana) check notices two planets 
  in the orrery that are not a part of the contemporary 
  cosmology. With a successful DC 30 Knowledge (arcana) 
  check, she knows that these are Damiar and Iovo, two 
  planets that were destroyed during the time of the 
  Azlanti empire.
  Creatures: Helekhterie, the master of Nal-Shakar, 
  typically occupies the uppermost level of the tower. She 
  spends most of her days “fine-tuning” the orrery and 
  studying her collected writings, accompanied by two 
  vampiric mists who serve as her bodyguards. 
  HELEKHTERIE 
  CR 7
  XP 3,200
  hp 103 (see page 58)
  VAMPIRIC MISTS (2) 
  CR 3
  XP 800 each
  hp 30 (Pathfinder RPG Bestiary 2 277)
  Development: After Helekhterie is defeated, Nal-
  Shakar falls into the PCs’ hands. What they choose to 
  do with the tower is up to them, and this triumphant 
  moment should feel like a conclusive victory that 
  could close out the adventure. However, this leaves the 
  question of what happened to the missing colonists 
  still up in the air. Whatever the PCs decide to do with 
  Nal-Shakar, Helekhterie’s displacement has a profound 
  impact on the island of Ancorato. As word of her defeat 
  spreads across the island, dangerous and intelligent 
  creatures that have lain dormant during her reign 
  begin to resurface. In the month immediately following 
  Helekhterie’s defeat, add 10 to all percentile rolls for 
  random encounters on Ancorato.
  If Helekhterie survives the encounter, she is quick to 
  depart Ancorato entirely for the depths of the Arcadian 
  Ocean. 
  Helekhterie 
  discovered 
  some 
  promising 
  locations when she was exploring the Sodden Lands, 
  and she decides to return there to continue her 
  experiments. However, if any of the sahuagin from the 
  Ershrani Reef survived, Helekhterie instead meets up 
  with them and attempts to build a strike force to retake 
  her tower, doing her best to keep word of her defeat 
  from spreading too far. 
  Once the PCs return to Talmandor’s Bounty with 
  word of the sea hag’s defeat, Thanaldhu is quick to 
  relay word to Onthooth that its rival is no more. This 
  event triggers the final part of the adventure, when the 
  tension among these shapeshifters reaches a breaking 
  point and the faceless stalkers move to complete 
  their assignment.
  PArt 3: In the GrASP  
  of StrAnGerS
  When the PCs return to Talmandor’s Bounty with word 
  of Helekhterie’s defeat, it is a time for celebration. The 
  PCs are likely eager to meet with Ramona and Carver 
  to discuss the events, and Carver invites both the PCs 
  and Ramona to enjoy a celebratory dinner at his home 
  the following evening. Additionally, Ramona reveals 
  the news that while the PCs were busy adventuring at 
  Nal-Shakar, the resupply ship from Andoran arrived, 
  loaded with trade goods and necessary supplies for the 
  growing settlement.
  Once Thanaldhu has confirmed that the PCs have 
  defeated (or otherwise dealt with Helekhterie), he slips 
  away to relay this information to another faceless stalker, 
  who carries the news to Onthooth. After this point, 
  Thanaldhu sees no further use in the PCs and is likely 
  becoming either wary of their capabilities (given that 
  they were able to defeat Helekhterie) or suspicious that 
  they have caught on to his plans.
  By this time, at least several days—if not weeks or 
  more—have passed since the start of the adventure. 
  Over this time, more and more faceless stalkers have 
  replaced the colonists in Talmandor’s Bounty. The 
  exact number is left indefinite, but there are at least as 
  many faceless stalkers as are encountered in this section 
  of the adventure. Feel free to increase this number to 
  best fit your campaign. Onthooth’s main order to the 
  faceless stalkers was explicit: maintain the masquerade 
  using their acquired forms until the order is given to 
  take the entire settlement. While the faceless stalkers 
  have abided by this directive, they are chafing at being 
  trapped in their new shapes. Unable to feed easily, 
  the faceless stalkers have begun suffering from the 
  physiological and psychological effects of long-term 
  inhabitation of human forms. Even though victory lies 
  close at hand, Thanaldhu is not a strong-willed leader, 
  and he struggles to keep his subordinates in check. By 
  this time, the faceless stalkers see the end in sight and 
  move to accelerate it.
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  Allow the PCs to spend a full day in Talmandor’s 
  Bounty to enjoy the fruits of their victories. They can 
  use this time to catch up with other colonists, take 
  care of personal projects, or visit the resupply ship 
  and retrieve any ordered items or trade gear acquired 
  since the previous ship departed. As night falls and 
  the dinner arrangement with Carver Hastings looms 
  closer, the other faceless stalkers lose their patience 
  with the situation and long for a release from their 
  human forms. 
  M. BROKEN MASKS (CR 8)
  As the PCs move through town on their way to Carver’s 
  house, likely in the company of Ramona, faceless stalkers 
  move to catch them together not far from Carver’s 
  residence. As the PCs approach Carver’s home, read or 
  paraphrase the following aloud.
  Not far from Carver’s house, the party is approached by a 
  group of townsfolk who quickly encircle them. What at first 
  seems like a welcoming party for the local heroes soon 
  turns surreal, as one by one the townsfolk let out wailing, 
  inhuman shrieks before their physical forms twist and 
  contort in gruesome fashion, revealing horrific, faceless 
  visages beneath.
  Creatures: Six faceless stalkers ambush the PCs near 
  Carver’s house, each suffering from the agony of long-
  term assumption of humanoid form. These creatures 
  no longer concern themselves with capturing the PCs 
  alive and fight to the death, knowing that Onthooth will 
  have them killed should they fail.
  When the faceless stalkers move to ambush the PCs, 
  characters who succeed at DC 18 Sense Motive checks 
  feel that something is deeply wrong with the situation 
  and have enough awareness that something is amiss to 
  act in the surprise round. Each of the faceless stalkers 
  uses a swift action to revert to its natural form (gaining 
  the normal morale bonus from doing so) before 
  attacking, which sends other settlers running in panic.
  WEAKENED FACELESS STALKERS (6) 
  CR 3
  XP 800 each
  Degenerate faceless stalker (Pathfinder RPG Bestiary 5 288, 
  Pathfinder RPG Bestiary 2 122)
  CE Medium aberration (shapechanger)
  Init +5; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
  hp 32 each (5d8+10)
  Fort +3, Ref +2, Will +4
  DR 5/piercing or slashing
  OFFENSE
  Speed 30 ft.
  Melee 2 slams +5 (1d6+2 plus grab) or
  longsword +5 (1d8+2/19–20), slam +0 (1d6+1 plus grab)
  Space 5 ft.; Reach 10 ft.
  Special Attacks blood drain (1 Con), sneak attack +2d6
  Spell-Like Abilities (CL 5th; concentration +6)
  Constant—tongues
  TACTICS
  During Combat The faceless stalkers initially attack with 
  their slams on the first round of combat, so as not to 
  raise suspicion by approaching the PCs with drawn 
  swords. In later rounds, however, individual faceless 
  stalkers might draw their longswords.
  Morale Though they know that the ruse is up and there’s 
  no turning back now, the faceless stalkers don’t want 
  to die after spending so long in the colony. They flee 
  when reduced to 10 hit points or below.
  Base Statistics If given the chance to feed and have a full 
  day’s rest, the faceless stalkers are revitalized and lose 
  the degenerate simple template.
  STATISTICS
  Str 14, Dex 13, Con 14, Int 9, Wis 11, Cha 12
  Base Atk +3; CMB +5 (+9 grapple); CMD 16
  Feats Combat Reflexes, Deceitful, Improved Initiative
  Skills Bluff +8, Disguise +12 (+22 when using change 
  shape), Escape Artist +9, Sleight of Hand +2, Stealth +8; 
  Racial Modifiers +4 Disguise, +8 Escape Artist
  AZLANTI ORRERY
  This model of the solar system is no longer perfectly 
  accurate, but the device operates properly regardless. It 
  guided Azlanti scholars for decades as they looked out at 
  the stars and attempted to allow those celestial bodies 
  to guide their prognostications.
  AZLANTI ORRERY
  MINOR
  ARTIFACT
  SLOT none
  CL 15th
  WEIGHT 1,750 lbs. 
  AURA moderate enchantment and transmutation
  This immense brass, bronze, and crystal orrery models 
  Golarion’s solar system as it was in the Age of Legend. If 
  consulted for 10 minutes or more, the orrery grants a +5 
  circumstance bonus on Knowledge (geography) checks 
  to navigate or to answer questions about outer space. 
  Once per month, it can be used to contact alien minds 
  on far-flung worlds—this works identically to the spell 
  contact other plane (use the demigod line to determine 
  the effects of the spell or ability score decreases). 
  DESTRUCTION
  COST 3,800 GP
  Although it is a minor artifact, the Azlanti orrery can 
  be destroyed by regular damage. It has hardness 20 
  and 300 hit points. 
  52
  
  53
  Languages Aquan, Common; tongues
  SQ change shape (Medium humanoid; alter self), 
  compression, faceless
  Gear longsword
  Development: 
  After 
  this 
  initial 
  attack, 
  the 
  remaining faceless stalkers in Talmandor’s Bounty 
  take this as a sign to accelerate their own plans. Many 
  simply assume their natural form and flee the town, 
  abandoning Thanaldhu and Onthooth. These faceless 
  stalkers do not engage the PCs unless cornered or 
  pursued, and they are only concerned with getting as 
  far away from the settlement as possible. Others begin 
  attacking colonists and following through with the 
  final stage of Thanaldhu’s plan now that their cover 
  has been ruined.
  talmandor’S Bounty under attack
  As the faceless stalkers reveal themselves, the PCs are 
  caught in the middle of a panicked surprise attack on 
  the colony. They can hear cries for help coming from 
  all corners of the town and can help the townsfolk as 
  desired. The following encounters (except area P) can 
  be run in any order. Once the PCs complete these 
  encounters in the colony (or if they are clearly looking 
  for Carver Hastings) move on to area P.
  Ramona Avandth and the two colony priests (Kurvis 
  Nurpico and Eamon Caranth) are running about the 
  settlement trying to save colonists who are under 
  attack and tending to those already injured. If the 
  PCs run across one of these NPCs and offer aid, the 
  NPCs say they have their particular situation under 
  control and urge the PCs to look for others who need 
  help. They warn the PCs that people aren’t what they 
  seem and that many colonists have transformed into 
  hideous monsters.
  N. BURNING SUPPLY SHIP (CR 7)
  Screams ring out across Talmandor’s Bounty, and the 
  panicked voices of sailors are highlighted by the crackle 
  and pop of freshly rising flames. The Argent Cornucopia, 
  a resupply ship from Andoran docked at the colony, has 
  come under attack. Fire races up the ship’s sails, and 
  a handful of sailors try to fend off numerous faceless 
  horrors. Depending on where the PCs encountered the 
  mob of faceless stalkers in the previous encounter and 
  what time of day it is, it’s possible that the PCs can see 
  the fire at the dock.
  The Argent Cornucopia was sent to Talmandor’s Bounty 
  to bring more supplies to the colony and allow the 
  colonists to trade and correspond with friends and 
  family back home in Andoran. The Argent Cornucopia’s 
  hull has a flatter bottom than is typical, which allows the 
  ship to sail into the shallow bay and dock right at the 
  colony’s pier, a decision made by the Bountiful Trading 
  Company after the unloading of the Peregrine by ship’s 
  boat took so long.
  Not all of Thanaldhu’s faceless stalkers have 
  abandoned Onthooth’s plan. Those who saw the 
  ambush as a sign to accelerate the agenda took to the 
  docks to burn down the resupply ship before it could 
  leave for the mainland. The supply ship is already 
  engulfed in raging flames when the PCs arrive, and 
  they must extinguish the fire to prevent the vessel 
  from being lost. 
  Creatures: The faceless stalkers that set the ship 
  ablaze stick around to finish off any survivors and to 
  ensure their work is completed without interruption. 
  The PCs have 10 rounds from the time they arrive at 
  the docks to defeat the faceless stalkers, or else the 
  fire on the ship will spread too far for them to stop 
  it and the vessel will be a loss. If the PCs managed to 
  prevent the replaced Alba Divenvaar from closing her 
  shop to produce alchemist’s fire, the resupply ship is 
  not burning so badly and the PCs have 20 rounds to 
  drive off or kill the faceless stalkers at the dock. (In this 
  case, remove the two flasks of alchemist’s fire from each 
  faceless stalker’s gear.)
  Four sailors from the Argent Cornucopia are embroiled 
  in a fight with four faceless stalkers. The sailors are 
  vastly outmatched by their opponents and will not 
  survive without the PCs’ aid.
  If the PCs attempt to actively halt the fire as they 
  fight the faceless stalkers (perhaps using spells such as 
  create water or quench), refer to the rules presented on 
  page 56 for fighting fires. Each square of fire the PCs 
  successfully douse in this encounter adds 1 round to 
  the time the PCs have to defeat the faceless stalkers. 
  WEAKENED FACELESS STALKERS (4) 
  CR 3
  XP 800 each
  hp 32 each (see page 52)
  Gear alchemist’s fire (2)
  ARGENT CORNUCOPIA CREW (4) 
  CR 1/2
  XP 200 each
  Shipmates (Pathfinder RPG GameMastery Guide 294)
  hp 11 each
  Development: If the PCs are not able to act in time to 
  save the Argent Cornucopia (whether or not the shipmates 
  survive), Talmandor’s Bounty suffers from severe 
  supply shortages. Even if the PCs stop the fire, the ship 
  has been damaged enough that it can’t immediately set 
  forth. The crew has some spare sails and replacement 
  rigging, but the crew of the Argent Cornucopia must 
  spend a week repairing the craft before they can return 
  to the mainland. 
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  ProPheCIeS
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  O. ACCUSATIONS! (CR 6)
  This event can take place anywhere in Talmandor’s 
  Bounty as the PCs traverse the city attempting to protect 
  the colony from the faceless stalkers.
  Riotous voices rise from two groups of colonists that 
  are standing on opposite sides of the street. Each group 
  brandishes weapons and shouts violently at the other, 
  demanding surrender. The tension in the air is palpable, 
  and it looks like this altercation could devolve into a fight 
  at any moment.
  Creatures: When the faceless stalkers revealed 
  themselves, a wave of panic swept through Talmandor’s 
  Bounty as citizens saw friends and family alike revert 
  into horrifying, alien forms and then launch violent 
  attacks (or, in many cases, flee the settlement as the 
  shocked colonists watched helplessly). Two groups that 
  banded together for security in the crisis crossed paths, 
  and their paranoia, combined with high tensions, led 
  to each accusing the other of being faceless stalkers in 
  disguise. None of the nine people gathered here are 
  faceless stalkers, though each side is convinced the other 
  is the enemy.
  Harcourt Carrollby, accompanied by two colonial 
  soldiers and a farmer, leads the first group. Luetin 
  Calewick, who is joined by a carpenter, a farmer, a 
  tanner, and a weaver, leads the second group. If you 
  need statistics for any of these NPCs, refer to the “People 
  of Talmandor’s Bounty” article in Pathfinder Adventure 
  Path #121: The Lost Outpost, or consult your notes if 
  you’ve decided to increase the level any of these NPCs 
  during the course of these adventures. Feel free to add 
  or change the NPCs in this encounter, especially if you 
  have further detailed any unnamed NPCs that the PCs 
  have interacted with. 
  PCs entering this scene who attempt to defuse 
  the impending violence must successfully mediate 
  between the two sides, which have become agitated 
  and frightened. Calming the groups requires a 
  successful DC 25 Diplomacy or Intimidate check. If 
  the PCs successfully soothed the mob trying to burn 
  down Eskelda’s home in the first part of this adventure, 
  grant them a +4 bonus on this check. If the PCs can 
  present some tangible proof that they know how to 
  detect shapeshifters (beyond spells that the colonists 
  can’t experience the effects of ), grant an additional +2 
  bonus on a Diplomacy check to calm the hostilities, 
  N. BURNING SUPPLY SHIP
  1 SQUARE = 5 FEET
  P. THANALDHU’S LAST STAND
  54
  
  55
  and if a PC has befriended any of the NPCs involved, 
  grant that PC a +2 bonus on her Diplomacy checks 
  during this encounter.
  The PCs could also try to fool the upset the 
  colonists with a suitable lie, just to get them to calm 
  themselves down and not hurt each other. In this case, 
  a PC must succeed at a DC 25 Bluff check to convince 
  the colonists that neither of the groups conceals 
  shapechanging monsters.
  Remember, if the PCs used violence to subdue the 
  mob in the first part of the adventure, they take a 
  –4 penalty on Bluff and Diplomacy checks to calm 
  the crowd, but they gain a +2 bonus on Intimidate 
  checks. Alternatively, the PCs could work to convince 
  each individual in the two groups to stand down and 
  go home, even if they failed the Diplomacy check to 
  influence the group as a whole.
  While the PCs can opt to placate the divided 
  colonists,  unless the PCs have a way to detect 
  shapeshifters on their own, they will have no concrete 
  evidence of any NPC’s true identity, further complicating 
  this encounter.
  If the PCs fail to defuse this altercation within 
  3 minutes of arrival, one of the two groups (chosen at 
  random) initiates violence, and the entire encounter 
  devolves into a bloody street fight.
  HARCOURT CARROLBY 
  CR 2
  XP 600
  hp 22 (Pathfinder Adventure Path #121: The Lost Outpost 65)
  LUETIN CALEWICK 
  CR 2
  XP 600
  hp 23 (Pathfinder Adventure Path #121: The Lost Outpost 66)
  COLONIAL SOLDIERS (2) 
  CR 1
  XP 400 each
  hp 21 each (Pathfinder Adventure Path #121: The Lost 
  Outpost 69)
  COLONISTS (5) 
  CR 1/2
  XP 200 each
  Farmer (Pathfinder RPG GameMastery Guide 309)
  hp 12 each
  Development: If the PCs successfully defuse this 
  situation, the participants of both groups turn to the 
  PCs for guidance. The colonists can be directed to 
  perform helpful actions throughout the colony or 
  they can simply be instructed to get themselves to 
  safety. If not talked out of their altercation, the two 
  groups eventually come to blows. By the end, 1d3 of the 
  participants will be dead and others in various states 
  of injury. 
  Story Award: If the PCs calm the two parties of 
  accusers, award them 3,200 XP.
  P. THANALDHU’S LAST STAND (CR 9)
  Eventually the PCs will either go looking for Carver or 
  stumble across him while trying to defend the colony 
  against the faceless stalkers’ uprising. Thanaldhu 
  doesn’t venture far from the government house during 
  the chaos, hoping to lure the PCs into the structure. 
  Once Thanaldhu catches sight of the PCs, the faceless 
  stalker comes up with a clever reason to lure the PCs 
  into the government house, likely claiming that there 
  are injured people inside pinned down by “wretched 
  shapeshifters.” If, during the course of your campaign, 
  you find that the PCs’ interactions with Carver 
  Hastings might suggest an even better motivation for 
  the PCs to follow him into the government house, use 
  that reason as Thanaldhu’s excuse to lure them into 
  the building.
  Thanaldhu quickly leads the PCs into the open hall of 
  the government house, and once the PCs are well inside, 
  Thanaldhu’s remaining faceless stalker subordinates—
  in the guise of injured colonists—swiftly move from 
  hiding in the alcoves near the entrance and lock the 
  front doors to the building. When this happens, read or 
  paraphrase the following.
  Carver looks in the direction of the slamming doors, his face 
  elongated with momentary shock, readying his crossbow 
  as he does. Then, with a subtle shift of his expression, he 
  laments, “This all would have been easier if I’d just killed 
  you first. Live and learn.” As he fires the crossbow, Carver’s 
  flesh melts down his face with an undulating, muscular 
  action and then moves back across his neck and jaw, 
  leaving a whorled and faceless visage in its wake.
  While the adventure assumes that Thanaldhu 
  manages to get the drop on the PCs, this encounter 
  could play out dramatically differently depending on 
  the relationship the PCs have forged with Carver over 
  the course of the story. While the details may differ, 
  Thanaldhu’s primary agenda is to complete its mission 
  at all costs. To that end, the faceless stalker is willing 
  to sacrifice itself and its remaining loyal subordinates 
  to remove the greatest threat to Onthooth’s plans—
  the PCs.
  Creatures: Four faceless stalkers, each armed 
  with alchemist’s fire in addition to a longsword, 
  aid Thanaldhu during this encounter. These four 
  allies don’t initially join Thanaldhu in combat but 
  instead focus on spreading their alchemist’s fire 
  across the building with the intention of burning the 
  government house to the ground with themselves—
  and the PCs—inside. 
  55
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  Part 2: 
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  oF Sundered 
  ProPheCIeS
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  THANALDHU 
  CR 7
  XP 2,400
  hp 70 (see page 62)
  WEAKENED FACELESS STALKERS (4) 
  CR 3
  XP 800 each
  hp 32 each (see page 52)
  Gear alchemist’s fire (2)
  Hazards: On the first round of combat, Thanaldhu’s 
  allies begin setting fire to the government house. Due 
  to the flammable materials used in the construction of 
  the residence (wood with straw insulation), the building 
  is quick to catch fire. The fires are started on the outer 
  edges of the building, to allow them to spread quickly 
  to the walls. Determine four 5-foot squares to serve as 
  the origin points for the fires. Any faceless stalkers alive 
  on the second round throw alchemist’s fire again to 
  create an additional 5-foot square of fire each.
   Unchecked, the fire will spread rapidly and 
  unpredictably. Every round that the fire burns, 
  regardless of whether characters are attempting to 
  control or diminish it, consult the following table. 
  Fire cannot spread into areas where it has already been 
  extinguished. Characters in a square when it catches 
  fire take damage and must succeed at a DC 15 Reflex 
  save or catch fire (see Catching on Fire on page 444 of 
  the Pathfinder RPG Core Rulebook).
  ProGreSS of SPreAdInG fIre
  To determine the activity of the fire during this 
  encounter, roll a d20 each round and consult the 
  following table to see where and how far the fire spreads.
  d20 
  Fire Reaction
  1 
  The fire does not grow this round.
  2 
  The fire grows 1 square to the north.
  3 
  The fire grows 1 square to the east.
  4 
  The fire grows 1 square to the south.
  5 
  The fire grows 1 square to the west.
  6 
  The fire grows 1 square in all directions.
  7–8 
  The fire does not grow this round.
  9 
  The fire grows 2 squares to the north.
  10 
  The fire grows 2 squares to the east.
  11 
  The fire grows 2 squares to the south.
  12 
  The fire grows 2 squares to the west.
  13 
  The fire grows 2 squares in all directions.
  14–18 
  The fire does not grow this round.
  19 
  The fire grows 3 squares in all directions.
  20 
  The fire grows 4 squares in all directions.
  After the first round of burning, the government 
  house begins to fill with smoke. Creatures within 5 feet 
  of a burning square are subject to smoke inhalation 
  and must succeed at a Fortitude save (DC = 15 + 1 per 
  previous check) or spend that round choking and 
  coughing. A character who chokes for 2 consecutive 
  rounds takes 1d6 points of nonlethal damage. After 6 
  rounds of burning, the building is filled with enough 
  smoke to provide concealment to creatures within it. 
  After 1 minute of burning, the entire building is filled 
  with thick, black smoke, and each creature inside the 
  government house must succeed at a DC 10 Fortitude 
  saving throw every round that it remains within the 
  building. A character can fail this saving throw a 
  number of times equal to her Constitution modifier 
  (minimum 0); following the last failed saving throw, 
  the character falls unconscious and is subject to 
  suffocation (see page 445 of the Core Rulebook). 
  Dousing a fire requires a large amount of water 
  or other nonflammable material, such as dirt, to be 
  deposited on the burning area. One effective strategy for 
  extinguishing a fire quickly is to surround the burning 
  area with nonflammable material. PCs doing this must 
  make a ranged touch attack against AC 10 to deliver their 
  payload to the intended square. The following indicates 
  how many 5-foot squares of fire the listed containers can 
  extinguish with successful delivery.
  Waterskin: Twenty waterskins full of water extinguish 
  1 square.
  Bucket: Four buckets full of nonflammable material 
  extinguish 1 square.
  Gallon Container: Twelve 1-gallon containers of 
  nonflammable material extinguish 1 square.
  Cauldron: One cauldron of nonflammable material 
  extinguishes 1 square.
  At the PCs’ current level, create water can extinguish 
  fire in 1 square. Quench can douse the fires throughout 
  the building in a single casting. Other spells might help 
  in fighting the fire, and it is up to you to determine how 
  such spells or effects interact with the fire’s movement.
  If the fire is not completely extinguished, the 
  government house will completely burn to the ground in 
  2d20 minutes. Creatures caught inside the government 
  house when it collapses take 4d6 points of bludgeoning 
  damage and 2d6 points of fire damage, or half that 
  amount if the victim succeeds at a DC 15 Reflex save. 
  Otherwise, treat this effect as a collapse as described on 
  page 415 of the Core Rulebook.
  If the PCs attempt to escape the governor’s house, they 
  can open a window as a move action or break through 
  any of the closed windows (hardness 3, hp 5, break DC 12) 
  as a standard action. Additionally, the PCs can attempt 
  to open the lock on the entrance (with a successful DC 
  20 Disable Device check or by retrieving the key from 
  one of the faceless stalkers) or break down the door 
  (hardness 5, hp 15, break DC 18).
  Breaking open any of these potential exits after the 
  fire starts does not run the risk of creating a backdraft, 
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  57
  thanks to the size of the main room and the lack of 
  airtight spaces in the building. 
  Development: Unless the PCs take pains to put out 
  the fire or remove Thanaldhu’s body from the burning 
  building, it is possible the faceless stalker’s body 
  burns along with the government house. While most 
  of Thanaldhu’s flammable equipment is destroyed in 
  the fire, certain items that can clue the PCs in to the 
  faceless stalker’s agenda (its spyglass and signal mirror) 
  remain intact.
  concludInG the 
  Adventure
  After the PCs defeat Thanaldhu, they are left with the 
  task of calming the residents of Talmandor’s Bounty and 
  possibly hunting down any remaining faceless stalkers 
  left behind after Thanaldhu’s death. If the PCs manage to 
  take Thanaldhu alive, it is initially furious with the PCs, 
  blaming them for keeping it in its “despicable human 
  form” even after the faceless stalker has reverted to its 
  natural form. Once Thanaldhu realizes the full scope of 
  the situation it is in, it grows quiet and becomes difficult 
  to communicate with. The faceless stalker is unwilling to 
  share information and secretly fears that either Onthooth 
  or even Ochymua will find a way to get into Talmandor’s 
  Bounty and eliminate it in order to further hide the 
  veiled master’s ultimate plans. Thanaldhu refuses to eat 
  and eventually withers away due to malnutrition. 
  Even with Thanaldhu defeated, the repercussions 
  of the faceless stalkers’ plot will be felt in the next 
  adventure and beyond. While this adventure’s goal is not 
  to put the PCs in charge of the day-to-day maintenance 
  of Talmandor’s Bounty, they have become trusted 
  confidants of Ramona Avandth and potentially strong 
  and reliable figures that the town turns to in its time 
  of crisis. Until reinforcements arrive from Andoran 
  (which could take months, depending on whether the 
  Argent Cornucopia survived the adventure), the PCs are 
  in a position where they may be the individuals best 
  equipped to stabilize the colony and prevent its collapse.
  Once life in the town is calm again, the PCs might 
  want to continue their search for the missing first wave 
  of settlers, as well as the colonists abducted during the 
  events of this adventure. The next adventure in the 
  Ruins of Azlant Adventure Path focuses on this search 
  and begins just hours after this adventure’s conclusion, 
  eventually leading the party to a neighboring island to 
  rescue the colonists from the sadistic aboleth psychic 
  holding them captive.
  57
  Into the 
  Shattered 
  ContInent
  Foreword
  Part 1:
  aCroSS the 
  Shattered 
  ShoreS
  Part 2: 
  the tower 
  oF Sundered 
  ProPheCIeS
  Part 3: 
  GraSP oF the 
  StranGerS
  nPC Gallery
  ruInS oF 
  azlant 
  Gazetteer
  treaSureS oF 
  azlant
  BeStIary
  
  58
  HelekHterie
  HELEKHTERIE	
  CR	7
  XP	3,200
  Female sea hag oracle 5 (Pathfinder RPG Bestiary 243, 
  Pathfinder RPG Advanced Player’s Guide 42)
  CE Medium monstrous humanoid (aquatic)
  Init +4; Senses darkvision 60 ft.; Perception +12
  Aura horrific appearance (60 ft., DC 17)
  DEFENSE
  AC 18, touch 15, flat-footed 13 (+4 Dex, +1 dodge, +3 natural)
  hp 103 (9 HD; 5d8+4d10+59)
  Fort +8, Ref +9, Will +12
  SR 15
  OFFENSE
  Speed 30 ft., swim 40 ft.
  Melee 2 claws +10 (1d6+3)
  Special Attacks evil eye
  Oracle	Spells	Known	(CL 5th; concentration +10)
  2nd (5/day)—cure moderate wounds, disfiguring touchUM 
  (DC 17), hypnotic pattern (DC 17), inflict moderate 
  wounds (DC 17)
  1st (8/day)—color spray (DC 16), command (DC 16), 
  comprehend languages, inflict light wounds (DC 16), 
  murderous commandUM (DC 16), protection from good
  0 (at will)—bleed (DC 15), create water, detect magic, 
  guidance, light, read magic
  Mystery heavens
  TACTICS
  Before Combat Helekhterie activates her coat of many 
  stars revelation and then casts protection from good. Her 
  statistics have not been adjusted for these effects.
  During Combat Helekhterie initiates combat by using 
  her interstellar void revelation on an apparent enemy 
  spellcaster. She then focuses on incapacitating heavily 
  armored opponents with color spray or turning them 
  against their own allies with murderous command.
  Morale Once Helekhterie is reduced to 40 hp, she withdraws 
  from combat and quaffs her potion of fly at the next 
  opportunity. Helekhterie then retreats to the air and counts 
  Cursed to dwell half in the terrestrial world and half in the heavens above, 
  Helekhterie walks a fine line between madness and genius, attempting 
  to bring about the return of prophecy to the world.
  on her vampiric mist allies to finish off her foes. If reduced 
  to 20 hp or fewer (or if her vampiric mist allies are defeated 
  before or while she is flying), Helekhterie flies out of the 
  opening in the ceiling and attempts to escape.
  STATISTICS
  Str 17, Dex 18, Con 22, Int 12, Wis 15, Cha 20
  Base Atk +7; CMB +10; CMD 25
  Feats Craft Wondrous Item, Dodge, Iron Will, Skill Focus 
  (Bluff, Perception)
  Skills Bluff +12, Knowledge (arcana) +9, Knowledge 
  (geography) +10, Knowledge (planes, religion) +8, 
  Perception +12, Sense Motive +8, Stealth +11, Swim +18, 
  Use Magic Device +9
  Languages Aklo, Common, Giant
  SQ amphibious, oracle’s curse (clouded vision), revelations 
  (coat of many stars, interstellar void)
  Combat Gear potion of fly, spellguard bracersUE, wand of 
  air breathing (3 charges), wand of expeditious retreat 
  (26 charges); Other Gear spell latticeACG (2nd), 185 gp
  The dreaded sea hag Helekhterie hails from the 
  Kashdrandan coven, a group of 12 sea hags that rule 
  the remnants of the sunken Azlanti city of Tauxshann, 
  hundreds of miles southwest of Ancorato. In the 
  year 4606 ar, as a fledgling member of her coven, 
  Helekhterie was asked to participate in an occult 
  ritual designed to contact a malign cosmic entity. The 
  ritual allowed the hags to present a sacrificial offering 
  to the entity in exchange for esoteric knowledge. 
  Unbeknownst to Helekhterie, the members of her 
  coven had chosen to offer her as the sacrifice. But when 
  the appointed moment in the ritual came, the sacrifice 
  did not go as Helekhterie’s coven envisioned. Due to a 
  faulty interpretation of the ritual, Helekhterie’s mind 
  was offered up to the enigmatic force in a traumatic 
  psychic intrusion that exposed the sea hag to the 
  cosmic horror of the entity they contacted, shattering 
  her sanity, while other participants were consumed by 
  
  59
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  59
  an interdimensional rift leading directly to its realm. 
  The ritual awoke a dormant cosmic power deep within 
  Helekhterie’s soul, and the trauma of that awakening 
  rendered her nearly blind. Helekhterie mistakenly 
  believed her power stemmed from contact with this 
  mysterious being, but in truth her power originates 
  from an otherwise unknown force guiding her through 
  dreams and visions.
  In the years that followed, surviving members 
  of Helekhterie’s coven blamed the initiate for the 
  ritual’s failure, even as Helekhterie continued to 
  suffer from the backlash: night terrors, prophetic 
  visions, and waking dreams all assailed her mind, 
  leaving Helekhterie with a tenuous grasp on reality. 
  Eventually, Helekhterie fled her coven—against 
  the wishes of its matriarch—and began seeking 
  counsel for her supernatural malady in 
  dozens of undersea settlements, but the 
  sages she approached for aid in curing her 
  strange affliction were unable to strip the 
  cosmic influence from her mind and soul. 
  Embittered by her experiences, Helekhterie 
  became single‑mindedly focused on trying 
  to understand the curse that had been laid 
  upon her.
  Helekhterie’s traumatic awakening to her 
  oracular power colored her view of this gift. 
  First seeing it as a curse, Helekhterie began 
  to construct a grand conspiracy whereby 
  she was convinced that she had played 
  a role in the death of prophecy, 
  coinciding with the year in 
  which the ritual that granted 
  her powers was performed. 
  Helekhterie saw herself as a 
  vessel of prophecy—the living 
  embodiment of a dead magic that 
  only she had the power to bring back 
  to the world. This blind, psychotic 
  narcissism empowered Helekhterie 
  through inflated confidence and 
  egomaniacal ambition, and the sea 
  hag’s self‑aggrandizement allowed 
  her to live in a world of her own 
  design, where all the cruel and 
  horrific acts she performed 
  were parts of a “destiny” that 
  the gods set out for her at 
  her birth.
  This growing fascination 
  with prophecy became a key 
  part of Helekhterie’s life. 
  The sea hag’s obsession 
  led her to seek the Lirgeni 
  ruins, cyclops settlements on the coast of Garund, 
  and finally travel to the ruined continent of Azlant 
  in pursuit of a greater comprehension of prophecy’s 
  power. Helekhterie was certain that understanding the 
  nature of the cosmic entity her coven had attempted to 
  contact—and thereby understanding the Dark Tapestry 
  from which it hailed—would grant her mastery over 
  her own supernatural ailment. To this end, Helekhterie 
  amassed a wealth of knowledge that was once trapped 
  in deep undersea ruins and lost to the ages. As she 
  researched the source of her power, she grew to more 
  fully understand and control it, leveraging her gifts 
  to bend others to her will. Ultimately, Helekhterie 
  convinced herself that only old Azlant’s mastery 
  of astronomy held the answers to the questions 
  that have plagued most of her life.
  Over the course of decades, Helekhterie 
  traded, stole, and bargained for information. 
  This led her from one ruined Azlanti 
  observatory to another—from one shattered 
  remnant of hope to the next. Finally, after 
  years of searching, Helekhterie learned of 
  Nal‑Shakar and mounted an expedition 
  to the observatory, where she built a 
  base of power and continued to master 
  her otherworldly abilities.
  Campaign role
  Helekhterie serves two purposes in 
  this adventure. First and foremost, 
  she is a primary antagonist; 
  second, she serves as a red herring 
  with regard to the strange events 
  and the disappearances taking 
  place in Talmandor’s Bounty. 
  Helekhterie’s 
  defeat 
  should 
  feel like a climactic victory 
  leading to the epilogue 
  of the adventure, only 
  to reveal the horrific truth of the faceless 
  stalkers’ infiltration as a last‑moment 
  twist. Helekhterie is one of the few 
  creatures whose presence maintains 
  a balance of power on Ancorato. 
  Her 
  far‑reaching 
  influence 
  and 
  supernatural abilities kept even the 
  aboleth psychic Onthooth at bay, 
  mostly out of its uncertainty as to 
  Helekhterie’s true strength. In the event 
  that news of Helekhterie’s defeat spreads, 
  creatures in and around Ancorato that 
  had been cowed by Helekhterie’s 
  presence rise to try to fill the 
  vacuum created in her absence. 
  Into the 
  Shattered 
  ContInent
  Foreword
  Part 1:
  aCroSS the 
  Shattered 
  ShoreS
  Part 2: 
  the tower 
  oF Sundered 
  ProPheCIeS
  Part 3: 
  GraSP oF the 
  StranGerS
  nPC Gallery
  ruInS oF 
  azlant 
  Gazetteer
  treaSureS oF 
  azlant
  BeStIary
  
  60
  kolosHkora
  KOLOSHKORA	
  CR	6
  XP	2,400
  Female locathah ranger (guide) 6 (Pathfinder RPG Bestiary 
  2 179, Pathfinder RPG Advanced Player’s Guide 125)
  N Medium humanoid (aquatic)
  Init +3; Senses low-light vision; Perception +13
  DEFENSE
  AC 19, touch 14, flat-footed 15 (+3 armor, +3 Dex, +1 dodge, 
  +2 natural)
  hp 64 (8 HD; 2d8+6d10+22)
  Fort +10, Ref +8, Will +6
  OFFENSE
  Speed 10 ft., swim 60 ft.
  Melee mwk longspear +10/+5 (1d8+1/×3)
  Ranged javelin +10/+5 (1d6+1)
  Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
  Special Attacks combat style (thrown), ranger’s focus (+4, 
  2/day)
  Ranger Spells Prepared (CL 3rd; concentration +5)
  1st—air bubbleUC, speak with animals
  TACTICS
  During Combat Koloshkora prefers to initiate combat from 
  a distance or to remain mobile.
  Morale Koloshkora is a proud and brave warrior, eager to 
  make a name for herself and bring fame to her clan. As 
  such, she is loath to run from battle.
  STATISTICS
  Str 12, Dex 16, Con 14, Int 12, Wis 15, Cha 11
  Base Atk +7; CMB +8; CMD 22
  Feats Cleave, Dodge, Endurance, Iron Will, Point-Blank Shot, 
  Quick Draw, Weapon Focus (longspear)
  Skills Acrobatics +3 (–5 when jumping), Craft (weapons) +4, 
  Diplomacy +4, Heal +10, Knowledge (dungeoneering, 
  geography, nature) +8, Perception +13, Sense Motive +8, 
  Spellcraft +6, Stealth +10, Survival +9, Swim +13
  Languages Aquan, Common
  SQ amphibious, favored terrain (water +2), terrain bond, 
  track +3, wild empathy +6
  An interpreter and cultural envoy from a local locathah tribe, Koloshkora 
  seeks to add her name to the record of heroes passed down by her people 
  so she can exist eternally extolled in the songs of the deep.
  Combat Gear potion of barkskin, wand of cure light wounds 
  (34 charges); Other Gear mwk studded leather, javelins 
  (8), mwk longspear, shark tooth amulet (Pathfinder RPG 
  Advanced Race Guide 178), belt pouch, hemp rope (50 ft.), 
  spell component pouch, waterskin
  Life below the surface of the Arcadian Ocean is filled 
  with as many adventures, adversities, catastrophes, and 
  cultures as the surface world. Beyond the reaches of the 
  sun’s light lies another world few who walk the surface 
  ever experience. The locathahs, a peaceful race of aquatic 
  humanoids, have long dwelled in the oceans of Golarion, 
  even before the fall of mighty Azlant. While the locathahs 
  have little historical record from their days prior to the 
  fall of Azlant, they maintain oral traditions passed down 
  among their people detailing a history of helping others 
  in need, no matter the cost.
  To most land‑dwelling races, locathahs are hideous, 
  otherworldly creatures possessed of a bizarre fascination 
  with the surface world. In truth, they just want to explore, 
  understand, and establish social bonds. Locathah culture 
  is an amalgamation of cultural ideas and idioms absorbed 
  from foreign relations. Locathahs have adopted merfolk 
  courtship rituals, Azlanti greetings, sahuagin hunting 
  tactics, and more. Each locathah community is a patchwork 
  tapestry of cultural experiences and ideas, and the ever‑
  curious creatures are eager to add new ideas and concepts 
  to their understanding of the world. But locathahs are not 
  just consumers of cultural ideas; they are investigators 
  of those ideas’ significance and adopters of the belief 
  structures and historical importance that created them. 
  Koloshkora is a shokokoba—a culture seeker—of 
  the Okoloro, a small coastal locathah tribe native to the 
  Arcadian Ocean. The Okoloro have lived on the fringes 
  of Azlant since before Earthfall, though accounts of pre‑
  Earthfall locathah history were lost in the cataclysm. 
  Since then, locathahs have striven to forge strong bonds 
  with both aquatic and land‑dwelling species in order to 
  
  61
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  61
  share art, culture, and history, with the hope of building a 
  new locathah culture from a patchwork of friendly races. 
  As a shokokoba, Koloshkora’s job is to discover and 
  integrate with foreign cultures and learn as much 
  about their way of life as she can before returning to 
  her clan. Given the sparse population of much of the 
  Azlant region, Koloshkora has had little opportunity 
  to perform this task in her daily life and has been 
  relegated to leading hunting parties and scouting 
  expeditions. Much of Koloshkora’s life has been spent 
  in the shadow of shokokobas of history and the legacy 
  of their accomplishments: from Okolsobara, who made 
  first contact with the nearby strix generations ago, to 
  Borokoshabara, the first locathah to stir the waters of 
  the undersea metropolis of Talasantri when it was just a 
  trading outpost. Koloshkora has dreamed of becoming 
  as renowned as these famous locathahs and sees in the 
  arrival of humans on Ancorato an opportunity both to 
  accomplish this dream and to diversify and expand the 
  cultural texture of the Okoloro clan.
  Koloshkora is an eager and inquisitive person who has 
  had little contact with non‑aquatic humanoid species, and 
  thus she is largely surprised by adverse reactions to her 
  people’s unsettling (to surface dwellers) appearance. Due to 
  locathahs’ difficulty navigating dry land, Koloshkora does 
  not have much experience with surface creatures, plants, 
  or geography, and if given the opportunity to explore the 
  surface world, she is fascinated by the display of life so 
  dramatically different than that of her undersea home.
  Campaign role
  Koloshkora is the party’s point of contact to the Okoloro 
  locathah tribe and serves as a guide during the early parts 
  of the adventure. Koloshkora’s knowledge of the world 
  below the surface of the Arcadian Ocean makes her an ideal 
  long‑term ally for subsequent adventures that take place 
  primarily underwater. With her tribal role of shokokoba, 
  Koloshkora can serve as an diplomat or intermediary 
  with undersea races and cultures, helping inform the PCs’ 
  decisions in a world that is likely to be alien to them, and 
  in turn she gains the same benefits regarding the world of 
  dry land thanks to the PCs’ guidance. Her greatest utility 
  to the PCs, however, may be her ability to help them and 
  the rest of the colony trade for needed supplies, 
  going as far as to visit other nearby settlements to 
  acquire specific items.
  Koloshkora becomes an increasingly 
  useful ally to the PCs beyond the 
  scope of this adventure. As the PCs 
  encounter more underwater locations and unfamiliar 
  aquatic people, Koloshkora’s knowledge of the deep sea 
  and its inhabitants ensures that the PCs are never caught 
  totally unawares and always have a capable guide to help 
  them get from one location to another. By the time the 
  PCs reach Talasantri in Pathfinder Adventure Path #124: 
  City in the Deep, Koloshkora can reconnect with other 
  locathah tribes and further expand any potential trade 
  arrangements the Okoloro have with the people of 
  Talmandor’s Bounty. Additionally, Koloshkora can help 
  the PCs navigate Talasantri’s unfamiliar political and 
  social environment. 
  Koloshkora excels at underwater combat thanks to 
  her shark tooth amulet, which allows her to make ranged 
  attacks uninhibited. Additionally, her ranger abilities 
  help allies maneuver and fight in these otherwise 
  challenging environments.
  Into the 
  Shattered 
  ContInent
  Foreword
  Part 1:
  aCroSS the 
  Shattered 
  ShoreS
  Part 2: 
  the tower 
  oF Sundered 
  ProPheCIeS
  Part 3: 
  GraSP oF the 
  StranGerS
  nPC Gallery
  ruInS oF 
  azlant 
  Gazetteer
  treaSureS oF 
  azlant
  BeStIary
  
  62
  tHanaldHu
  THANALDHU	
  CR	7
  XP	3,200
  Faceless stalker rogue 3 (Pathfinder RPG Bestiary 2 122)
  CE Medium aberration (shapechanger)
  Init +8; Senses darkvision 60 ft.; Perception +13
  DEFENSE
  AC 22, touch 15, flat-footed 18 (+3 armor, +1 deflection, +4 
  Dex, +4 natural)
  hp 71 (8d8+35)
  Fort +5, Ref +8, Will +7
  Defensive Abilities evasion, trap sense +1; DR 5/piercing 
  or slashing
  OFFENSE
  Speed 30 ft.
  Melee mwk longsword +12 (1d8+6/19–20), slam +6 (1d6+3 
  plus grab) or
  2 slams +11 (1d6+6 plus grab)
  Ranged mwk light crossbow +10 (1d8/19–20)
  Space 5 ft.; Reach 10 ft.
  Special Attacks blood drain (1 Con), sneak attack +4d6 plus 
  4 bleed
  Spell-Like	Abilities (CL 5th; concentration +10)
  Constant—tongues
  TACTICS
  Before Combat If the PCs follow Thanaldhu into the 
  government house, it uses Stealth to hide behind one of 
  the pillars on the balcony of the building’s second floor. 
  When one of the PCs gets within 30 feet, Thanaldhu fires 
  its crossbow from cover for a sneak attack. The ugothol 
  prefers to target PCs it knows to be divine spellcasters first.
  During Combat Initially, Thanaldhu prefers to stay on the 
  move, keeping distance from the PCs and firing upon them 
  with its crossbow. Thanaldhu closes for melee combat 
  when it’s most tactically advantageous, such as catching an 
  opponent unaware so it can benefit from flanking.
  Morale Thanaldhu knows that failure in this important 
  mission means a fate worse than death at the hands of 
  its aboleth master, and it fights to the death.
  Always scheming, Thanaldhu has cunning and cruelty in equal measure, 
  ever searching for ways to elevate itself at the cost of others. A seething 
  hatred for its aboleth master could one day ignite into a flame of vengeance.
  STATISTICS
  Str 22, Dex 19, Con 16, Int 15, Wis 15, Cha 20
  Base Atk +5; CMB +11 (+15 when grappling); CMD 26
  Feats Combat Reflexes, Deceitful, 
  Improved Initiative, Toughness
  Skills Acrobatics +9, Bluff +18, Disguise +22 (+32 when 
  using change shape), Escape Artist +20, Knowledge 
  (local) +10, Perception +13, Sleight of Hand +12, Stealth 
  +15, Survival +10, Use Magic Device +16; 
  Racial Modifiers +4 Disguise, +8 Escape Artist
  Languages Aboleth, Aquan, Common; tongues
  SQ change shape (Medium humanoid; alter self), 
  compression, faceless, rogue talent (bleeding attack +4), 
  trapfinding +1
  Combat Gear oil of darkness, potions of cure moderate 
  wounds (2); Other Gear +1 glamered leather armor, 
  mwk light crossbow with 25 bolts, mwk longsword, 
  boots of elvenkind, bottles of messagesAPG (2), dust 
  of tracelessness, ring of protection +1, wayfinder, belt 
  pouch, flint and steel, mirror, spyglass, waterskin
  Born a slave to the aboleth wizard Uloridolora, Thanaldhu 
  served for 127 years before Uloridolora was slain by 
  Onthooth, one of its many rivals, and Thanaldhu and its 
  entire birth clutch became property of the rival aboleth. 
  In Uloridolora’s service, Thanaldhu was first among the 
  faceless stalkers, but beneath Onthooth, Thanaldhu was 
  merely one of many.
  It was not long before Thanaldhu discovered how best 
  to navigate the pecking order of Onthooth’s retinue. When 
  Thanaldhu’s aboleth master revealed its awareness of the 
  game of intrigue Thanaldhu was playing at, it “rewarded” 
  Thanaldhu for the ugothol’s skillful treachery.
  Onthooth sent Thanaldhu to investigate the rumors 
  of a nascent human colony on the border of the aboleth’s 
  territory. When the veiled master Ochymua woke 
  from stasis, Thanaldhu alerted Onthooth. Ochymua’s 
  considerable power far outstripped Onthooth’s, forcing 
  
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  the aboleth psychic into a grudging alliance with the 
  veiled master. While Onthooth retained control of its 
  minions, Thanaldhu was well aware that the orders were 
  now coming from Ochymua.
  Under these new orders, Thanaldhu infiltrated the 
  nascent colony at Talmandor’s Bounty. Before taking 
  on the guise of Venture‑Captain Carver Hastings, the 
  faceless stalker called Thanaldhu insinuated itself into 
  the leadership of the colonists from where it could 
  best coordinate the abductions, taking on the guise of 
  Rayland Arkley, the ill‑fated leader of the first colonial 
  expedition to Ancorato. However, Thanaldhu learned 
  from its first experience with humans that leadership 
  positions are often the most scrutinized, and when the 
  second wave of colonists arrived, Thanaldhu chose to 
  replace not Ramona Avandth but rather the reclusive 
  and well‑informed Carver Hastings.
  Campaign role
  At the start of this adventure, Thanaldhu is plotting how 
  best to capture and replace Carver, which happens while 
  the PCs are away from Talmandor’s Bounty for the first 
  time. Thanaldhu does not realize Carver’s secret identity 
  as a member of the Pathfinder Society until after the 
  kidnapping takes place, and upon learning what the 
  Pathfinders are and the vast wealth of knowledge they 
  control, Onthooth sets Thanaldhu on a mission of 
  uncovering whatever it was Carver had come to the 
  region for, no matter the cost. Ultimately, the aboleth 
  psychic wants Carver captured so that it can interrogate 
  him directly.
  As it becomes clear that Carver was following the trail 
  of Durvin Gest, Onthooth redirects Thanaldhu to turn its 
  attention to the more talented and powerful among the 
  colonists and use them as weapons to upset the balance 
  of power on Ancorato, toppling Onthooth’s longtime 
  rival, the sea hag oracle Helekhterie. Thanaldhu, forced 
  to remain in human form longer than is comfortable, 
  bristles at every new order given by Onthooth. It has 
  grown to resent both Onthooth and Ochymua and longs 
  for its protracted assignment to be complete.
  Regardless of its discomfort, Thanaldhu manages the 
  operation to gradually capture and replace the colonists 
  in Talmandor’s Bounty. It coordinates 
  with the other faceless 
  stalkers to set up times 
  and locations for the 
  others to sail to Ancorato and 
  ferry the captives to Onthooth, 
  who is on the nearby island 
  of Zanas‑Tahn. Thanaldhu 
  uses its bottles of messages 
  to leave information drops for its companions and send 
  word back to Onthooth.
  Thanaldhu serves two roles in the campaign: While 
  masquerading as Carver, Thanaldhu is a false ally to the 
  party, always coming up with excuses for why he cannot 
  help or lend direct aid, all the while subtly nudging the 
  PCs into a direct confrontation with Helekhterie that he 
  hopes they will not walk away from. Toward the end of 
  the adventure, Thanaldhu becomes impatient with the 
  PCs’ successes and survival, and it, along with its birth 
  clutch, breaks its masquerade and attempts to destroy 
  Talmandor’s Bounty and kill the remaining villagers 
  against its master’s orders. 
  If Thanaldhu survives, it will be an enemy of both 
  the PCs and Onthooth, and it will have a desperate 
  desire to seek vengeance against all of them. Thanaldhu 
  can show up in a new disguise when the PCs are 
  infiltrating Onthooth’s lair, pretending to be an ally until 
  Onthooth is dead, only to betray the PCs at the most 
  opportune moment.
  Into the 
  Shattered 
  ContInent
  Foreword
  Part 1:
  aCroSS the 
  Shattered 
  ShoreS
  Part 2: 
  the tower 
  oF Sundered 
  ProPheCIeS
  Part 3: 
  GraSP oF the 
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  Ruins of AzlAnt 
  GAzetteeR
  I’m afraid I must cut my expedition into this harsh, broken land short. 
  Hundreds of islands remain from the once-great continent of Azlant, 
  and hints of that magnificent empire still lie out in the open in some 
  places. I’ve gathered what I can carry, but I’m afraid I had to leave many 
  things behind. Eight of my porters fell ill and died a week after making 
  landfall, the captain of the ship I chartered lost patience and left me 
  stranded here, and I ran out of the rations I brought nine days ago. I 
  must find my own way back home. If my understanding of Azlanti is 
  accurate, I believe that I can use this shimmering metallic arch (which 
  is in surprisingly excellent condition) and teleport up to three thousand 
  miles away. I just need to find the right way to activate it. I have to make 
  it back to Absalom in one piece; many people are going to want to read 
  these chronicles.
  —Excerpt from the Pathfinder Chronicles, Volume 1
  
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  Once the home of the Azlanti Empire, this region of 
  collected islands represents the shattered remains of lost 
  glory reaching up from the waves. In the cataclysmic and 
  millennia-old event known as Earthfall, the alghollthus 
  pulled down meteors to destroy the hubristic Azlanti 
  humans they had genetically manipulated and raised to 
  glory. Ever since, this region’s fate as the ruins of long-
  lost might has been sealed.
  Wonders of the empire lay scattered, forgotten, and 
  drowned in the Arcadian Ocean, according to poorly 
  traveled scholars in the Inner Sea region. However, those 
  who have made the dangerous journey to the ruins of 
  Azlant and returned tell tales of wild lands that have 
  remained untouched for thousands of years. They speak 
  of strange beasts, unfathomable contraptions, and even 
  odder influences and anomalies.
  The people of Talmandor’s Bounty may think they 
  are the first humans to wind up on Ancorato and the 
  neighboring islands, but they would be wrong. Others 
  have visited and explored the coasts and peaks of the 
  region, though none have returned to the Inner Sea with 
  records beyond those that Durvin Gest penned in the 
  first volume of the Pathfinder Chronicles in 4317 ar.
  The majority of the Ruins of Azlant Adventure Path 
  takes place in locations on this map. GMs can use the 
  material in this article to enhance their campaigns, 
  seeding some of the dangerous enemies, potential 
  allies, and bizarre locations as side quests and random 
  encounters for the players.
  HistoRy of tHe ReGion
  The islands in this region are all that remain of a pair 
  of industrious Azlanti cities that were situated near the 
  eastern coast of the continent. Vast lines of transportation 
  deposited a wealth of natural resources into the twin 
  cities’ foundries and research facilities. There, workers 
  transformed these resources into magnificent systems 
  and devices that provided comforts for the millions of 
  people in the Azlanti empire. 
  This region was once part of Kynos, the northeastern 
  province on the Azlanti continent. Known at the time 
  as the Twin Jewels of Kynos, the paired cities of Shaval-
  Kehn and Kalas-Ti held great significance in the empire 
  as the seat of the Azlanti military-industrial complex. 
  Each of these cities was a metropolis in its own right, 
  boasting populations of millions. Both cities perched 
  upon banks of the mighty Kelveth River, which flowed 
  between them from a source deep within the heart of the 
  continent. Across the river’s half-mile breadth, dozens of 
  magnificent bridges connected the two cities, earning the 
  Twin Jewels their second nickname: the City of Bridges.
  In the distant past, thousands of years before Earthfall, 
  these two cities were rivals. History books tell of dozens 
  of territorial battles that spanned the river. However, 
  by the time the alghollthus destroyed the empire, the 
  two cities had long grown together as their populations 
  swelled and old animosities calmed. At the time of 
  Earthfall, they were practically the same city, yet each 
  retained its original name as well as a few stubborn 
  particulars of governance. 
  Situated along the northern bank of the Kelveth 
  River, Shaval-Kehn was an administrative center, and 
  it maintained a healthy cultural district full of fine 
  restaurants, museums, theaters, and other entertainment 
  options for a variety of tastes. It was known throughout 
  the Azlanti empire as the birthplace of new musical 
  genres, and it was home to some of the most widely 
  known Azlanti artists. In the western portion of Shaval-
  Kehn, a religious district called Zanas-Tahn spread 
  across gorgeous, garden-laden hills and was the home 
  of dozens of cathedrals, monuments, shrines, and 
  temples—few of which remain to this day.
  Along the southern bank of the river was the military 
  city of Kalas-Ti. Many of the soldiers and officers who 
  served in the armies for the empire and province of Kynos 
  lived in Kalas-Ti along with their families. The soldiers 
  resided mainly on the military base and its surrounding 
  residential districts farther upriver on the western edge 
  of the city. However, many of the high-ranking officers 
  kept fine apartments and manors in Kalas-Ti (as well as 
  Shaval-Kehn, though to a lesser extent). 
  Kalas-Ti was also a center of industry in Azlant. The 
  city boasted dozens of foundries and manufacturing 
  facilities that produced all manner of goods, most of 
  which were shipped upriver, deeper into the heart of the 
  empire. These facilities were places of industry, research, 
  and magical experimentation, and they brought wealth 
  not only to the Twin Jewels, but also to the empire as a 
  whole. Many of the research facilities in the area were 
  originally built to provide their products for the people 
  of the empire. Most of them, however, were repurposed 
  in the war with the serpentfolk in the years leading up to 
  Azlant’s destruction.
  While these twin cities boasted the best of what the 
  empire had to offer, common folk who lived outside 
  of the cities generally didn’t benefit from many of the 
  wonders of ancient Azlant and the Age of Legend. Farmers 
  and laborers in remote regions only rarely had the time or 
  money to visit the great cities of the empire.
  Despite humans’ penchant for exploitation, the 
  Azlanti managed a great society for a long while. They 
  worked together to explore the possibilities of applied 
  magic and magnificent engineering, but as time went on 
  and the vile traits of humankind bubbled to the forefront 
  of society, the people who controlled the empire ended 
  up splintering into factions and openly fought with 
  one another. This led to an increase of militarization 
  among the provinces and large cities, while at the same 
  Into the 
  Shattered 
  ContInent
  Foreword
  Part 1:
  aCroSS the 
  Shattered 
  ShoreS
  Part 2: 
  the tower 
  oF Sundered 
  ProPheCIeS
  Part 3: 
  GraSP oF the 
  StranGerS
  nPC Gallery
  ruInS oF 
  azlant 
  Gazetteer
  treaSureS oF 
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  BeStIary
  
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  LEGEND
  1.	 Azlanti	Ioun	Towers
  2.	 Chittering	Mountain
  3.	 The	Compass
  4.	 Fen	of	Cavorting	Luminescence
  5.	 Forest	of	Spiders
  6.	 Great	Spout
  7.	 Hullhold
  8.	 Pit	of	Quivering	Oozes
  9.	 Sagging	Sentinel
  10.	Scraghold
  11.	Secret	Prison
  12.	Shambling	Cenote
  13.	Sheshkadrann
  14.	Sunken	Museum
  15.	Tangled	Roads
  16.	Temple	of	Amaznen
  0
  5 MILES
  RUINS OF AZLANT
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  Into the 
  Shattered 
  ContInent
  Foreword
  Part 1:
  aCroSS the 
  Shattered 
  ShoreS
  Part 2: 
  the tower 
  oF Sundered 
  ProPheCIeS
  Part 3: 
  GraSP oF the 
  StranGerS
  nPC Gallery
  ruInS oF 
  azlant 
  Gazetteer
  treaSureS oF 
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  BeStIary
  time, the majority of the empire’s resources went to the 
  generations-long war with the serpentfolk. By this time, 
  many people had already lost faith in the empire. In fact, 
  a thousand years before Earthfall, an influential wizard 
  gathered thousands of followers and broke off from the 
  empire to found his own nation, taking some of Azlant’s 
  most skilled wizards and brightest minds to the shores 
  of Avistan to found Thassilon.
  Authority within the Azlanti Empire was pervasive, and 
  scrutiny of individuals and factions rose to great heights 
  of invasiveness in the empire’s cities. The knowledge 
  that everyday citizens were being watched by powers 
  that controlled their lives eventually caused a schism in 
  society. Anarchist groups blossomed, exploded, and then 
  went out of favor, only to have a new group rise to fight 
  the empire’s propaganda. The rebels—those considered 
  conspiracy theorists and unstable doomsayers—claimed 
  that creatures called “veiled masters” controlled the 
  empire and directed the course of politics and social 
  order through invisible means. Most Azlanti thought 
  that this was absurd; after all, how could a handful of 
  people manage such absolute control over the empire’s 
  millions of citizens? Were that the case, surely someone 
  would say something eventually, and the entire operation 
  would come crashing down. 
  Those who openly spoke out about the veiled masters’ 
  control of Azlanti society were publicly shunned. In 
  a short period of time, their artistic creations, books, 
  plays, and public speeches were determined fringe 
  elements of society. Regardless, historians note that 
  evidence of these veiled masters appeared in some of 
  the earliest folklore of the Azlanti. This group, however, 
  wasn’t a shadowy secret cabal of Azlanti manipulating 
  the empire; it was in fact powerful leaders among 
  the alghollthus who played this role. Many who saw 
  their end when Golarion was bombarded with the 
  alghollthus’ meteors had no idea of the pervasive 
  influence the strange aberrations had on their society. 
  They were trained by their culture not to see it, and 
  special forces within the empire—directed by the 
  alghollthus—eliminated anyone who got too close to 
  the truth with plans to expose it to society. 
  ClimAte And GeoGRApHy
  The region mapped here is only the eastern edge of the 
  shattered continent. After sailing for 1,000 miles due 
  west from Mediogalti Isle, this is the first region one 
  comes across. At roughly 30° N latitude, Ancorato and 
  nearby islands have a humid subtropical climate. 
  While temperatures in the region can reach 100° F, for 
  the most part the temperature ranges from the low 70s 
  to the high 90s. The air is humid, and when it’s hot, it 
  often feels like every breath is forcibly swallowed rather 
  than comfortably inhaled. The temperature in the region 
  rarely drops below freezing, and when it does, it’s only for 
  a few hours during the night. While generally wet—as 
  daily rain showers sprinkle the region in the afternoons 
  for periods of time lasting from 20 minutes to an hour 
  a day—the region sees a potential for violent storms, 
  especially in the late-summer to late-fall months. 
  Winters tend to be dry.
  This part of the former Azlanti continent was a largely 
  hilly and mountainous region that had the wide and 
  ancient Kelveth River flowing through it. This region 
  was situated roughly 60 miles inland from the eastern 
  shore of lost Azlant, where the rolling hills gradually fell 
  to grassy wetlands before reaching the coast. 
  Today, the shattered remnants of the highest peaks in 
  the region are the only things that remain above water, 
  weathered by time and forever changed. These islands 
  rise sharply out of the Arcadian Ocean, and their beaches 
  are as likely to be rocky as they are to have thin sandy 
  strips ringing them. The islands sport numerous bays 
  and coves suitable for landing many types of ships, but 
  deep bays capable of allowing large vessels to dock right 
  up to land are rare. 
  The waters surrounding these islands are not as deep 
  as those in other parts of the Arcadian Ocean, reaching 
  only a few hundred feet at the deepest. Farther away 
  from this region, the seafloor drops a few thousand feet. 
  The islands here support a rich ecology. Thousands 
  of species of birds, insects, mammals, and reptiles make 
  their homes here, and cephalopods, crustaceans, and fish 
  swim in the surrounding waters in great numbers.
  While some palm trees grow along the shores of the 
  islands, the vast majority of plant life is inland, where 
  forests of pines as well as deciduous trees such as oaks 
  span the rolling landscape. Palmettos and shrubs cover 
  the forest floors where light penetrates in warm beams 
  through the humid air, and some islands boast dense 
  mangrove forests along their coasts. Tangled clumps 
  of moss dangle from the sprawling branches of ancient 
  oaks, and the smell of pine sap hangs in the air during 
  warm months alongside the buzz of insects.
  Numerous fruiting trees grow in the region, providing 
  the inhabitants of the islands access to well-rounded 
  nutrition.  An individual can readily forage enough to 
  survive for a day, even in the coldest of months—the 
  only thing lacking would be variety.
  Although the soil in some parts of the region is 
  hostile to farming, the majority of the islands can 
  support agriculture. The biggest challenges in farming 
  in this region are areas of rocky soil that are difficult to 
  plow and places where the elevation makes large-plot 
  farming more labor intensive than usual. The climate 
  allows for a long growing season, and most foods, other 
  than fresh fruits and vegetables, can be stored in cellars 
  for the long term.
  
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  Despite generally favorable conditions, unexpected 
  exceptions arise due to remnants of strange Azlanti magic, 
  unconventional migrations, or leftovers from previous 
  visits to the region by far-flung travelers. This area has had 
  10,000 years in which to redevelop its ecology—plenty 
  of time for new inhabitants to rise up, fall into decline, 
  completely die out, and be replaced by something else.
  points of inteRest
  From a bird’s-eye view, the ruins of Azlant look 
  abandoned and overgrown with a lush forest untouched 
  by civilization for thousands of years. However, the 
  region contains numerous sites that hold ancient secrets 
  and populations of creatures that make these islands 
  their home. Some points of interest in the region appear 
  as encounters throughout the Ruins of Azlant Adventure 
  Path, and do not appear in this article.
  Azlanti Ioun Towers: Arcane engineers within the 
  Spindle Solution, a branch of the larger Ioun Imperative, 
  created these magnificent towers that merged technology 
  and magic to spread beneficial effects across a wide area. 
  Most of these creations were destroyed during Earthfall, 
  but some still remain intact. One of the surviving towers 
  is located on the southernmost island in the region and 
  allows all creatures within several miles of the structure to 
  go without food or drink.
  Chittering Mountain: Tunnels both natural and 
  manufactured weave beneath the surface of the 
  mountain on the central island, some of which plunge 
  into the Darklands. These abandoned tunnels now crawl 
  with morlocks—survivors of Earthfall who were twisted 
  into despicable creatures over 10 millennia ago as they 
  fled below for safety. The morlocks sometimes come 
  into conflict with the Azotz clan in the Tangled Roads, 
  but the dark folk are capable of repelling all but the 
  largest hordes of morlocks.
  Numbering in the thousands, these morlocks are led 
  by a being known as Galprenus (CE male worm that 
  walksB2 morlock cleric of Yhidothrus 14), who maintains 
  a shrine to Yhidothrus the Ravager Worm, demon lord 
  of age, time, and worms. Galprenus is obsessed with 
  ancient Azlant and how time has chosen to affect some 
  things in the region but not others. He sends squads 
  of morlocks to gather relics of the past that he might 
  sacrifice to his foul lord.
  The Compass: Danger abounds in this ruined Azlanti 
  military base. The Ruins of Azlant Adventure Path 
  concludes in this location. For more information, see 
  Pathfinder Adventure Path #126: Out of Time’s Abyss. 
  Fen of Cavorting Luminescence: Numerous strings 
  of will-o’-wisps haunt the region where Azlant once 
  stood, and this swamp holds the largest concentration of 
  these devious creatures. As they are nearly immortal, the 
  will-o’-wisps have long memories. If persuaded to talk, 
  they can tell visitors what they witnessed as Earthfall 
  struck and the way of Azlant before the event. The ghost 
  lanterns that live in the fen have a strong hierarchy based 
  on age, with those who were around during the height 
  of Azlant leading the others. The oldest will-o’-wisp in 
  the fen is Xar (CE will-o’-wisp rogue 12), an exceptionally 
  wicked specimen who sometimes leaves the fen to seek 
  out victims across the scattering of islands. Though 
  malevolently alien, Xar has reasonable moments and can 
  tell visitors the things it has seen in its long life, though 
  nearly all of these details are tainted with an appetite for 
  fear and cruelty.
  Forest of Spiders: Thick sheets of webs cover the trees 
  in this area, making passage through the forest not only 
  difficult but quite dangerous. Thousands of spiders of 
  all kinds and sizes live in this forest, and they hunt any 
  creatures that come too close. A cabal of araneas, led by 
  the enigmatic Thethera (LE female araneaB2 sorcerer 10), 
  holds dominion over the Forest of Spiders, but rarely do 
  these monstrous sorcerers venture far from the webbed 
  sanctuary of their forest. When necessary, the araneas 
  send out ettercaps and their spider minions to carry out 
  their wishes.
  Great Spout: On the eastern edge of the southernmost 
  island, an elemental-geological anomaly takes place 
  every 9 hours. In a charred rocky clearing in the forest, 
  the ground rumbles just seconds before a massive jet 
  of fire, water, and steam thrusts into the air for a full 
  minute before vanishing. A clan of mephits populates 
  the location, either drawn to the elemental outburst or 
  brought here through elemental rifts due to the unstable 
  magic that lies below the island; a steam mephit called 
  Celfrysist (NE female steam mephit kineticistOA 6) leads 
  the group. Other denizens of the region avoid the 
  unstable location and its fanatical inhabitants.
  Hullhold: Created by Azlanti wizards ages ago as the 
  pinnacle of clockwork technology, wyrwoods still survive 
  in small numbers on the broken continent to this day. The 
  settlement known as Hullhold, built from the remains 
  of ships that wrecked on the island of Zanas-Tahn, 
  supports a small population of wyrwoods. The wyrwoods 
  of Hullhold are a xenophobic group, guarding their 
  settlement from the monstrous creatures with which they 
  share their island. See Pathfinder Adventure Path #123: The 
  Flooded Cathedral for more information on Hullhold.
  Locathah Camps: A clan of locathahs living in and 
  around the region camps along the coasts of the islands 
  to trade with other creatures. They are a peaceful group 
  of people, and they are incredibly interested in learning 
  about the different cultures they encounter. One of these 
  locathah camps appears on page 25. 
  Monkey Goblin Tribes: A handful of monkey goblin 
  tribes make their homes in the region. Some tribes 
  number as few as a dozen, while others have populations 
  
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  Into the 
  Shattered 
  ContInent
  Foreword
  Part 1:
  aCroSS the 
  Shattered 
  ShoreS
  Part 2: 
  the tower 
  oF Sundered 
  ProPheCIeS
  Part 3: 
  GraSP oF the 
  StranGerS
  nPC Gallery
  ruInS oF 
  azlant 
  Gazetteer
  treaSureS oF 
  azlant
  BeStIary
  that would be considered hamlets in the Inner Sea 
  region. These tribes build their settlements high in the 
  forest canopy, and travelers on the forest floor often hear 
  the hoots and shouts of these inhabitants from far away.
  The Ghosthater tribe lives close to Talmandor’s 
  Bounty, but that tribe contains two dozen monkey 
  goblins at most and, as such, is only a mild threat to the 
  colony. The largest tribe in the region, the Spiderbiters, 
  makes its home along the northern shore of the 
  southernmost island. The tribe’s name originates from 
  their long-running conflict with the araneas and their 
  pets who inhabit the Forest of Spiders.
  Other monkey goblin tribes in the area include the 
  Blood Shells, the Dead Keepers, and the Moon Screamers; 
  the Dead Keepers tribe lairs near the Shambling Cenote 
  and counts a goblin necromancer as its odious leader.
  Pit of Quivering Oozes: Opening into a flat, rocky 
  outcropping, this perfectly circular hole in the stone 
  measures 80 feet across. Sleek, polished metal makes 
  up the walls of the massive pit, which 
  drops down 60 feet to a burbling 
  stew of slithering organisms. For 
  some unknown reason, oozes of 
  all types are inherently drawn to 
  this site and congregate here in 
  multitudes. The churning mass 
  of oozes at the bottom of the pit 
  is nearly completely made up of 
  mindless oozes including black 
  puddings, gray oozes, and ochre 
  jellies, 
  but 
  oddly 
  intelligent 
  specimens of these normally 
  mindless creatures creep through 
  the acid-scoured area too. 
  A strix scout recently reported 
  seeing a slimy, snakelike creature 
  with a humanoid head slither 
  out of the pit and into the dense 
  forest. This creature is a slime 
  naga sorcerer who experiments 
  on the multitude of oozes in 
  the pit, using a magical device it 
  discovered deep beneath the pit 
  that can supernaturally increase an 
  ooze’s intellect. 
  Roving 
  Sphere: 
  Marking 
  a continuous path through 
  the region, a large metal 
  sphere that is 25 feet 
  across with no apparent 
  openings quietly floats 
  through the skies above. 
  According to a fragmented 
  journal, 
  an 
  explorer 
  used 
  teleportation magic to access the interior of the sphere, 
  where she reported it was utterly dark and lacked gravity. 
  The roaming sphere appears over the region once every 
  5 days and moves about 500 feet per minute. No one 
  knows where the sphere roves beyond the immediate 
  area in which it appears, but it enters the region from 
  the south, arcing past the ioun tower on the southern 
  island and curving slightly to the northwest as it passes 
  over the small island that bears Sheshkadrann.
  Sagging Sentinel: This half-melted gold statue towers 
  over the low forest canopy, leaning perilously to one 
  side. Its facial features are completely melted away, and 
  one arm of the statue has drooped nearly to the ground. 
  Who or what this humanoid warrior—clad in armor and 
  carrying a massive curved sword—is meant to represent 
  has been lost to time, and what happened to partially melt 
  the colossal statue is unclear. Deep gouges mar the feet of 
  the monument, as if someone has cut away large chunks 
  of gold for other uses.
  The ancient monument stands 
  on a squat, round building ringed 
  with columns. Arches carved with 
  scenes of warriors engaged in 
  battle provide entrance. Chambers 
  line the outer edges of the circular 
  building, but the middle is a wide 
  central hall. The ceiling of this 
  hall bears a crumbling mosaic 
  of a fantastic scene of warfare, 
  with armies clashing against one 
  another in staggering numbers 
  while wizards unleash jets of fire 
  and lightning against swarms of 
  dragons. The chambers ringing 
  the base of the Sagging Sentinel 
  have become the den of a pack of 
  spiteful mongrelfolk who made 
  their way up to the monument 
  through a cracked foundation in 
  the lower basements. Emulating the 
  scenes of warriors and great battles, 
  these mongrelfolk consider the 
  monument their last bastion and 
  defend the location ruthlessly and 
  bloodily, when necessary.
  Scraghold: Far to the south 
  of the region, a rocky, roughly 
  diamond-shaped island juts 
  from the waves. Populated by 
  vicious scrags, some of which 
  ioun toweR
  
  70
  70
  have been infected with lycanthropy and have turned 
  into weresharks, this small island has no significant 
  resources and sees no visits from other sentient 
  creatures in the region. At the center of the scrags’ savage 
  settlement is a fighting arena where the monstrous 
  creatures constantly fight brutally to determine the 
  leader of the island—a designation that changes hands 
  more frequently than the moon sees complete phases. 
  Secret Prison: Azlanti leaders from the Spindle 
  Solution imprisoned the veiled master Ochymua 
  in this location; the alghollthu was later released by 
  members of the first wave of settlers to Ancorato. See 
  Pathfinder Adventure Path #121: The Lost Outpost for 
  more information.
  Shambling Cenote: The stench of rot and decay mixed 
  with stagnant water wafts up from this deep cenote. 
  Hanging from the edges of the hole like hair, thick vines 
  droop nearly to the water’s surface 100 feet below. At 
  the bottom, dozens of mindless undead shamble about, 
  perpetually milling through the waist-deep water. The 
  undead set upon any creatures that fall into the cenote, 
  tearing bodies apart and ripping flesh from bones. A 
  strong necromantic aura suffuses the whole area, and 
  most creatures that die in the cenote or near the edge 
  on the surface rise as 
  undead soon after. The 
  Dead Keepers, a tribe of 
  monkey goblins, keep a 
  treetop lair nearby, and 
  their necromancer leader, 
  Deadteeth (NE female monkey 
  goblinB6 
  necromancer 
  9), 
  takes full advantage of the 
  location’s ability to bolster 
  necromantic 
  magic. 
  In 
  addition to her shambling 
  army, 
  Deadteeth 
  keeps 
  council 
  with 
  intelligent 
  undead, 
  including 
  her 
  skeletal lieutenant Kratha 
  (NE female skeletal champion 
  fighter 8) and the sadistic ghoul 
  Rasper (NE male ghoul slayerACG 7).
  Sheshkadrann: Having lived without the 
  oppressive treatment doled out to their kin in 
  Cheliax, the strix who live in this settlement 
  have no ingrained hatred of humans and 
  instead focus their ire on the skum that 
  swim the surrounding waters and raid 
  upon the islands. In fact, these strix find great 
  fascination in the few humans they have met, 
  and some of their folktales passed down for generations 
  involve meeting humans from far-flung lands. The strix 
  here paint their bodies and feathers in colorful pigments 
  and value art and music above all else. More information 
  about Sheshkadrann can be found on page 24.
  Sunken Museum: This magnificent building was once 
  the largest art museum in the province, but the events of 
  Earthfall cracked the building in half as the land shifted 
  beneath it, drowning the site in the rushing sea. Now, 
  thousands of years later, most of the building remains 
  intact but completely submerged. While the sculptures 
  and other stoneworks were relatively undamaged by the 
  water, the thousands of paintings that once hung on the 
  galleries’ walls have rotted away entirely; rectangular 
  patches of algae indicate where they once hung. In the 
  former statue garden, dozens of marble figures appear 
  misshapen, as barnacles, coral, and other aquatic plants 
  and animals cling to the carved forms.
  The clockwork servants that maintained the building 
  long ago wound down and rusted out, but their caretaker 
  still lives on. The museum’s janitor walks the halls as 
  a ghost, unaware of what befell the building, eternally 
  mimicking the actions of dusting the sculptures, 
  sweeping the floors, and winding up the ruined 
  mechanical custodians.
  Tangled Roads: At their height, 
  the Twin Jewels of Kynos sported 
  an underground transportation 
  system that brought large groups 
  of people and goods from one 
  metropolis to the other. Few 
  intact tunnels remain after 
  Earthfall, as foundations 
  shifted 
  and 
  both 
  cities 
  sank beneath the sea. Those 
  that didn’t crumble are now 
  flooded with seawater. An 
  exception to this is the central 
  hub for this underground 
  network, which is located 
  beneath the small island 
  just west of Ancorato.
  Hundreds of years ago, a clan of dark 
  folk  called the Azotz made their way up from 
  their underground sanctuary and discovered 
  the network of tunnels beneath the region and 
  the vaults to which some still connect. They 
  routed the monsters and pests that had moved 
  into the chambers and claimed the place as their 
  own. Led by a powerful dark stalker who was aware 
  that his people were a twisted offshoot of the ancient 
  Azlanti, the Azotz clan began scavenging the 
  surrounding region for relics of their lost past. 
  Now, generations after the group discovered the 
  spideRbiteR monkey Goblin
  
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  71
  Into the 
  Shattered 
  ContInent
  Foreword
  Part 1:
  aCroSS the 
  Shattered 
  ShoreS
  Part 2: 
  the tower 
  oF Sundered 
  ProPheCIeS
  Part 3: 
  GraSP oF the 
  StranGerS
  nPC Gallery
  ruInS oF 
  azlant 
  Gazetteer
  treaSureS oF 
  azlant
  BeStIary
  Tangled Roads, they have fortified the underground hub 
  with dangerous traps and potent Azlanti relics. 
  A dark stalker known only as Reclamation (CN female 
  dark stalker occultistOA 13)—a title carried by each leader 
  of the Azotz clan since they discovered this place—
  constantly studies the surviving complex devices and 
  magic items the clan has gathered over the years. She is 
  incredibly knowledgeable about ancient Azlanti lore and 
  engineering, and she sends out squads of dark folk to 
  scour for undiscovered and interesting antiquities. 
  Recently, a dark caller in the clan has been trying to 
  chip away at Reclamation’s authority in order to take 
  over clan leadership himself. Faction lines within the 
  Azotz clan are forming, but most of the clan wants 
  nothing to do with this growing schism.
  Temple of Amaznen: A mostly ruined temple 
  complex dedicated to the dead Azlanti god of invention, 
  magic, and secret knowledge stands on the eastern edge 
  of Zanas-Tahn. More information about this location 
  can be found in Pathfinder Adventure Path #123: The 
  Flooded Cathedral.
  beyond tHe mAp
  While most of the events of the Ruins 
  of Azlant Adventure Path take place 
  in locations on this map, there are 
  other wonders and dangers beyond the places 
  depicted here. 
  A larger concentration of surviving remnants  
  of the island continent remains outside of this mapped 
  region. While the cosmopolitan sites of the empire 
  enjoyed amazing technomagical delights, the rural 
  areas faced great toil for little safety and meager gains. 
  Monsters ruled in these areas, and not all of them were 
  feral beasts or inconceivable abominations. Many were 
  humanoids levying their power over an acquiescent 
  peasantry and superstitious rural laborers.
  Earthfall utterly destroyed most of Azlant’s heartlands, 
  and all that remains above the water’s surface are rocky 
  sea canyons barren of all but the most hardy of life. 
  Odd magic suffuses this area in more unpredictable 
  ways than even those knowledgeable of the region 
  realize. Few who sail through the canyons make it out 
  alive, save for the most experienced of the Mordant 
  Spire captains.
  Two locations essential to the Ruins of Azlant 
  Adventure Path appear beyond the boundaries of the 
  map provided here. 
  Talasantri: Built among Azlanti ruins with 
  magically cultivated coral, this magnificent free city 
  hosts all manner of aquatic humanoids, though 
  merfolk and aquatic elves are the most plentiful. 
  Trade is of utmost importance in Talasantri, and 
  the city allows most to visit (or become residents) 
  as long as they don’t disrupt anyone else’s business. The 
  one exception to this is sahuagin, who are forbidden 
  from entering the city’s red coral dome. Talasantri is 
  detailed in Pathfinder Adventure Path #124: City in the Deep.
  The Tines: Only the top of this tower protrudes 
  from the Arcadian Ocean. Located north of the region 
  depicted on this map, the Tines are the dominion of 
  Auberon the Drowned, a wizard of great power who 
  performed the vile rites of becoming a lich in order to 
  survive Earthfall. More information about this location 
  appears in Pathfinder Adventure Path #125: Tower of the 
  Drowned Dead.
  ReClAmAtion
  
  72
  Treasures of 
  azlanT
  The shattering of Azlant sent many powerful weapons and magic items 
  into the depths of the Arcadian Ocean, but some treasures remain in the 
  crumbling ruins that still jut above the sea. Even commonplace magical 
  items in ancient Azlant were superior to modern wonders, so what 
  may have been routine at the empire’s height now seem mysterious and 
  inspiring to those who discover their remnants today—artisans’ tools, 
  elaborate clothing, and musical instruments among them. Treasure hunters 
  and archaeologists brave the shattered continent in search of items that 
  hint at the art, culture, magic, and war traditions of lost Azlant. Few of 
  these treasures are simply waiting for adventurers to claim them; most are 
  protected by ancient traps or jealous owners who have already carefully 
  excavated them and learned the secrets of harnessing their powers. 
  Recovery of any of these treasures would make a satisfying adventure, so 
  each entry includes suggestions on how the PCs might hear rumors about 
  the treasure or how fate might put the treasures in the PCs’ path.
  
  73
  73
  73
  arbalesT Cloak
  This heavy cloak is woven from fine metal links and ends 
  in a jagged hem. Raised patterns on the cloak depict stylized 
  ballistae and sprays of ballista bolts in flight.
  ARBALEST CLOAK
  PRICE  
  9,000 GP
  SLOT shoulders
  CL 9th
  WEIGHT 8 lbs. 
  AURA moderate transmutation
  Images of ballistae ornament this metallic cloak, 
  which fits easily over armor and other bulky 
  clothing. The wearer can activate this cloak as 
  a swift action, causing the garment to splay 
  outward for 1 round, its jagged hem protruding 
  around the wearer in stiff, sharp points. While 
  the cloak is active, the wearer counts as 
  wearing masterwork armor spikes with 
  which she is proficient, and she can walk 
  on air (as though using the air walk spell). 
  If she’s riding a mount, the air walk effect 
  instead affects the mount while the cloak 
  is active, and the mount can move with 
  the item’s help even if it’s not specially 
  trained to move with the aid of air 
  walk. If the wearer (or her mount) isn’t 
  standing on a solid surface by the end of 
  the round, she immediately falls, taking 
  any applicable falling damage. 
  In addition, on her first successful 
  charge attack during the round the 
  cloak is active, the wearer deals an 
  additional 1d6 points of piercing damage (1d4 if she is 
  Small), plus another 1d6 (or 1d4 if she is Small) for every 
  20 feet the wearer traveled in a straight line during the 
  charge (maximum 3d6). 
  This cloak can be activated up to three times per day, but 
  not more often than once per minute.
  CONSTRUCTION REQUIREMENTS
  COST 4,500 GP
  Craft Wondrous Item, air walk, bull’s strength
  History
  The arbalest cloak was created for Ulvaca the Brave, leader 
  of an Azlanti mercenary company called the Shining 
  Bolts. Widely revered as agents of justice and valor, the 
  Shining Bolts accepted lucrative commissions to defeat 
  monstrous foes preying upon Azlanti settlements. The 
  company traveled with a wagon-mounted magical silver 
  ballista, animated to reload and fire its own ammunition. 
  At the height of the Shining Bolts’ success, a disgruntled 
  squire revealed that Ulvaca was in fact negotiating with 
  the inhuman beasts he supposedly vanquished, secretly 
  relocating them to other regions in order to collect new 
  commissions elsewhere. In  some cases, the Shining 
  Bolts had “defeated” the same creatures a half-dozen 
  times, manufacturing evidence of their kills using local 
  animals. With this deception exposed, the Shining 
  Bolts turned to overt pillaging and supplemented 
  their enchanted ballista with monstrous allies such as 
  chimeras and manticores. After 2 years of successful 
  raiding, the entire group disappeared and was never 
  seen again.
  Ulvaca’s arbalest cloak was discovered by a half-orc 
  cavalier named Garlock in 4712 ar. Garlock had come 
  to Azlant with her griffon mount, searching for 
  treasure-laden ruins from the air. Garlock 
  initially had little luck, finding only long-
  ago plundered sites and encampments of 
  archaeologists or Mordant Spire elves 
  well equipped to repel a single warrior. 
  Garlock had nearly resolved to return 
  to Cheliax in failure when she spotted a 
  high cave inaccessible from the ground. 
  When she approached, ballista bolts 
  flew from the cave’s opening. Garlock 
  made a series of cautious raids to 
  destroy the ancient silver ballista, 
  planning to assault any other forces 
  lairing in the cave, but once she’d 
  smashed the ballista, she found 
  no other opposition. In the cave, 
  Garlock discovered coffers of ancient 
  coins, corroded weapons, and the 
  arbalest cloak. The cave’s inaccessible 
  height and animated ballista had kept 
  other explorers from ever reaching the 
  isolated site.
  Garlock now uses the aerie as her secret base, 
  continuing her explorations across the shattered 
  continent. When not exploring, Garlock works to 
  discover the fate that befell the residents of the cave 
  millennia ago, but she has thus far learned only that a 
  group of humanoids and monsters fell to infighting and 
  killed each other. She also occasionally tinkers with the 
  animated silver ballista, but she lacks the magical skill 
  necessary to reconstruct it and is considering giving up 
  and simply melting the thing down for its silver.
  A burly half-orc with several facial piercings and a 
  thick mane of wild, black hair, Garlock is a misanthrope 
  who is perfectly happy with no company other than her 
  loyal griffon mount, Bone-Eater. While Garlock enjoys 
  the thrill of exploring ancient ruins in the hopes of 
  discovering long-forgotten treasure, she is equally fond 
  of attacking those traveling alone or in small groups, 
  either to steal what they’ve found, or because she’s 
  worried such travelers might steal from her. Garlock 
  is greedy, but she’s also a fierce survivalist, and an 
  encounter with her could involve anything from combat 
  to brokering an alliance with this determined half-orc. 
  Into the 
  Shattered 
  ContInent
  Foreword
  Part 1:
  aCroSS the 
  Shattered 
  ShoreS
  Part 2: 
  the tower 
  oF Sundered 
  ProPheCIeS
  Part 3: 
  GraSP oF the 
  StranGerS
  nPC Gallery
  ruInS oF 
  azlant 
  Gazetteer
  treaSureS oF 
  azlant
  BeStIary
  
  74
  74
  eleCTro-Temporal braCer
  Runes cover this thick golden bracelet, which crackles 
  occasionally with flashes of blue energy.
  ELECTRO-TEMPORAL 
  BRACER
  PRICE  
  32,000 GP
  SLOT wrists
  CL 17th
  WEIGHT 1 lb.
  AURA strong transmutation
  This rune-carved bracelet is made of thick, bright gold and 
  allows the wearer to manipulate time through electricity 
  magic. As a swift action, the wearer can activate the 
  bracer, creating a nimbus of crackling blue energy 
  that surrounds the hand wearing the electro-
  temporal bracer for up to 3 minutes 
  each day. This duration need not be 
  continuous, but it must be used 
  in 
  1-minute 
  increments. 
  While the nimbus is active, 
  spells with the electricity 
  descriptor 
  cast 
  by 
  the 
  wearer have an additional 
  effect, chosen by the wearer as 
  each spell is cast: the spell dazzles all 
  targets of the spell for 1 round, the spell 
  staggers a single target of the spell for 1 round, or the spell 
  provides a single target of the spell the benefits of haste 
  for 1 round. The staggered and haste effects affect only 
  one target selected by the caster as the spell is cast, even if 
  the spell affects multiple targets. There is no saving throw 
  for these additional effects, but a target that avoids the 
  effects of the electricity spell entirely (such as by negating 
  the effect with a successful save, or by having immunity to 
  the spell’s damage) is not subject to the additional effect. 
  (A target of an additional effect that successfully saves 
  against the electricity spell but still takes partial damage 
  is still subject to the additional effect.)
  If the wearer takes at least 50 points of electricity damage 
  from a single source (such as a trap or a spell), the wearer 
  immediately benefits from the effects of time stop, and the 
  electro-temporal bracer ceases functioning for 1 month.
  CONSTRUCTION REQUIREMENTS
  COST 16,000 GP
  Craft Wondrous Item, haste, slow, time stop
  History
  Of all the esoteric fields of magic studied by the ancient 
  Azlanti, few were as complicated or misunderstood 
  as chronomancy. Time wizards worked to unlock the 
  secrets of time travel, but many began their studies 
  with slowing down and speeding up time for only a few 
  targets at a time (as with the haste and slow spells). The 
  jump from slowing local time to stopping it entirely (as 
  with the time stop spell) remained a mystery to all but the 
  most skilled chronomancers.
  Unlike students of the other formalized schools of 
  magic, chronomancers in Azlant had no formal academy 
  or school of tradition to follow. These wizards pursued 
  their studies alone or in small cabals, each of which 
  guarded their hard-earned knowledge jealously. One 
  such group was known as the Scions of Tomorrow, 
  a group of wizards who pooled their resources and 
  knowledge in the hopes of unlocking genuine time 
  travel. The most powerful of the Scions of Tomorrow was 
  an imperious wizard named Adouat. Adouat claimed to 
  have visited the future, where she was 
  widely acknowledged as the foremost 
  master of chronomancy in all of 
  Azlant. Although the other Scions 
  of Tomorrow didn’t like Adouat’s 
  bullying 
  and 
  self-aggrandizement, 
  they knew that suffering Adouat’s 
  unpleasant leadership style was the 
  price for expanding their collective 
  knowledge into chronomancy. 
  Odlidar, Adouat’s younger sister, 
  was initially admitted to the Scions of 
  Tomorrow on her sister’s insistence, rather than 
  upon any true magical skill. Odlidar believed electricity 
  was the key to unlocking genuine time travel, an opinion 
  the other Scions roundly dismissed. Odlidar’s efforts 
  produced the electro-temporal bracer, an item that received 
  widespread acclaim (which Adouat gladly assumed) for its 
  dependable performance. Odlidar experimented on her 
  bracer constantly, further refining her successful design. 
  While testing the device in an open field, an unexpected 
  storm rolled in and Odlidar was struck by a bolt of 
  lightning. The electric burst overcharged the bracer’s 
  chronomantic runes, hurling Odlidar many years into the 
  future. There, she found that she—and not Adouat—was 
  the one who led the Scions of Tomorrow, having become 
  Azlant’s preeminent chronomancer. Odlidar’s future self 
  greeted her warmly and offered to send Odlidar back 
  to her own time. Even true masters of chronomancy 
  are subject to error, though, and the elder Odlidar 
  inadvertently shunted her younger self into a separate 
  time stream entirely, leaving behind only the single 
  electro-temporal bracer—as its inventor no longer existed. 
  The electro-temporal bracer now lies within the nest 
  of a large colony of shocker lizards, which enjoy the 
  occasional electric discharges from the device. Aspiring 
  treasure hunters must not only overcome the shocker 
  lizards to recover the powerful bracer but perhaps deal 
  with either imperious Adouat or time-shifting Odlidar, 
  who may journey far into their future to recover the 
  device. Chronomancy is currently practiced primarily by 
  followers of Shyka the Many, one of the Eldest, though it 
  could see a wider resurgence if Adouat or Odlidar were 
  to share their knowledge with modern spellcasters.
  
  75
  75
  regression mine 
  This black metal plate is about a foot square and two inches 
  thick, studded with small dark crystals in the shape of fangs.
  REGRESSION MINE
  PRICE  
  1,500 GP
  SLOT none
  CL 10th
  WEIGHT 2 lbs. 
  AURA moderate enchantment
  A regression mine is a nondescript plate of metal that 
  can be armed to deliver a terrible, mind-affecting curse. 
  Arming the mine requires a move action, and deploying it 
  in an adjacent square requires a standard action. An armed 
  regression mine must be deployed within 3 rounds; 
  otherwise, it must be rearmed 
  before it can be deployed. 
  Once it has been deployed, a 
  regression mine triggers when 
  any creature enters its space. The 
  triggered mine emits an invisible 
  magical field in a 20-foot-radius 
  burst centered on itself, which lasts for 
  1 minute before dissipating. Creatures in 
  this field when the mine activates or that 
  enter it while it remains active are confused 
  and take a –4 penalty to their Intelligence scores as long as 
  they remain in the field and for 1 minute thereafter. When 
  a creature with the confused condition from this effect 
  determines its action, it must reroll any result that isn’t 
  “attack nearest creature” and take the second result. 
  A creature in the field of a regression mine can avoid its 
  effects with a successful DC 15 saving throw, but it must 
  continue attempting saving throws at the same DC each 
  round it remains within the regression mine’s field. 
  A regression mine is a single-use item; once triggered, 
  the mine is inert and nonmagical. An armed regression 
  mine in the area of another regression mine’s active field 
  automatically triggers; therefore, a string of carefully placed 
  mines can be activated in quick succession when only one 
  of them is triggered. An armed or active regression mine 
  can be disabled with a successful DC 30 Disable Device 
  check. Failing the check to disable an armed regression 
  mine by more than 5 immediately triggers it. If an active 
  mine is disabled, its magical field immediately collapses. 
  A regression mine is inherently unstable; a creature that 
  takes damage while carrying an armed regression mine 
  must succeed at a DC 15 Reflex saving throw, or the mine 
  immediately activates.
  CONSTRUCTION REQUIREMENTS
  COST 750 GP
  Craft Wondrous Item, confusion
  History
  The Azlanti regression mine overwhelms the intellectual 
  capacity of creatures in its blast radius, reducing the 
  victims to a barbarous state. This weapon of war was 
  originally developed by rebellious colonies at the fringes 
  of the Azlanti civilization. Guerrilla warriors would seed 
  a narrow passage with regression mines, knowing that a 
  military unit that triggered them would immediately fall 
  to violent infighting. Although few of these rebellious 
  colonies survived, their cleverly designed mines were 
  brought back into the Azlanti heartland as examples of 
  mind-altering military tactics.
  The regression mine might have remained no more 
  than an obscure military oddity but for a violent incident 
  in the Azlanti heartland. A peace delegation triggered a 
  series of regression mines placed secretly around their 
  table at a welcome dinner. The delegates turned 
  on each other, ripping one another apart 
  with their utensils and their 
  bare hands. Although the 
  source of this attack was 
  never 
  confirmed—too 
  many different factions had 
  an incentive to see the peace 
  delegation fail—the grotesque effects of 
  the regression mine were whispered throughout 
  Azlant. 
  Thereafter, 
  they 
  were 
  surreptitiously 
  deployed to break up peaceful protests and to 
  disrupt demonstrations, affecting men, women, and 
  children indiscriminately. Regression mines were soon 
  banned throughout Azlant for their terrible cruelty 
  and inhumane nature, with stiff penalties for their 
  manufacture or use, but a few of the mind-altering 
  mines remained outside of military stockpiles. Although 
  regression mines fell out of use, despotic governors and 
  desperate anarchists found the threat of deploying the 
  devices nearly as effective as their actual use; by the 
  time of Azlant’s fall, so few of the devices were still in 
  existence that few of the threats to use the mines could 
  actually be carried out.
  Because of their severe disrepute during the height 
  of Azlanti civilization, regression mines are nearly 
  impossible to find today. A region of jagged spurs on 
  a northern island in the Azlanti archipelago, called the 
  Stormskull Tors, is rumored to hold four or five of 
  them, but enormous floating heads made of lightning-
  riddled storm clouds keep intruders at bay. In fact, 
  these creatures are lightning elementals that had been 
  magically bound to a military base as guards; even 
  millennia later, the creatures keep their posts. Although 
  the lightning elementals still recall the passphrases that 
  allow intruders to enter, the phrases were a military 
  secret even before Azlant’s fall. The riven chambers 
  within the Stormskull Tors contain other traps placed 
  ages ago to protect the regression mines and other military 
  devices resting within the storerooms there. The elves of 
  the Mordant Spire are aware of this site but do not know 
  of the regression mines therein, waiting to be discovered.
  Into the 
  Shattered 
  ContInent
  Foreword
  Part 1:
  aCroSS the 
  Shattered 
  ShoreS
  Part 2: 
  the tower 
  oF Sundered 
  ProPheCIeS
  Part 3: 
  GraSP oF the 
  StranGerS
  nPC Gallery
  ruInS oF 
  azlant 
  Gazetteer
  treaSureS oF 
  azlant
  BeStIary
  
  76
  76
  slime Tendril
  This moist, rubbery tentacle is four feet long, covered with a 
  thin sheen of slime, and capped with a metallic handle that 
  allows it to be wielded like a whip.
  SLIME TENDRIL
  MINOR 
  ARTIFACT
  SLOT none
  CL 20th
  WEIGHT 4 lbs. 
  AURA overwhelming transmutation
  A horrid, slimy whip crafted from a severed 
  aboleth’s tentacle, the slime tendril grants the 
  wielder unpleasant transformative powers 
  akin to those of the aboleths. The wielder 
  of the slime tendril can breathe water as 
  well as air, as if under a constant water 
  breathing effect. 
  The 
  slime 
  tendril 
  functions 
  as 
  a 
  +3 quenchingUE scorpion whipUC. Three times per 
  day as an immediate action, when the wielder 
  damages a creature with the slime tendril, the 
  wielder can force the creature to attempt a DC 20 
  Fortitude saving throw. Victims who fail this save are 
  subjected to an aboleth’s slime extraordinary ability 
  (Pathfinder RPG Bestiary 8). 
  Use of the slime tendril imparts a slow, terrible 
  transformation upon the wielder. One day after the wielder 
  first uses the slime tendril to affect another creature 
  with the slime ability, the wielder’s skin grows rubbery, 
  increasing her natural armor bonus by 2. One week later, 
  the wielder gains the aquatic subtype and the amphibious 
  special quality, and she starts to experience strange dreams 
  of cyclopean architecture in cavernous ocean trenches and 
  a strong desire to live in the open ocean. If the wielder 
  subsequently refrains from using the weapon’s slime ability, 
  these changes reverse after 1d4 months. Each time the 
  wielder uses the weapon’s slime ability during this time, she 
  must succeed at a DC 20 Fortitude saving throw or transform 
  permanently into a skum, using the statistics on page 253 of 
  the Bestiary in place of her own. This transformation cannot 
  be reversed while the wielder carries the slime tendril, and 
  a wish or a miracle is required to reverse it otherwise. A 
  wielder transformed into a skum by the slime tendril has a 
  soul-piercing longing for the ocean and takes 1d4 Wisdom 
  drain each day she spends on dry land. 
  Aboleths within 10 miles of the slime tendril automatically 
  become aware of the weapon’s distance and direction, and 
  they can use their dominate monster spell-like ability on 
  the slime tendril’s wielder as if the wielder were in the 
  ability’s normal range.
  DESTRUCTION
  The slime tendril is destroyed if the aboleth from which it 
  was originally cut holds the weapon and is the target of a 
  regenerate spell, restoring the aboleth’s limb and destroying 
  the slime tendril. 
  History
  Although the aboleths consider themselves undisputed 
  masters of the seas, they are aware that their ability 
  to operate on land is severely curtailed. During the 
  days of Azlant, some enemies of the aboleths fled far 
  inland to escape the aquatic monstrosities, assuming 
  that miles of solid earth would protect them from 
  their pursuers. These attempts at escape were rarely 
  successful; the aboleths could simply dominate 
  human thralls to pursue their quarry inland 
  for days, if necessary. Some aboleths wanted 
  to send a clear message that no distance 
  was sufficient to escape their reach. To this 
  end, a shoal of aboleths conspired to create 
  the first slime tendril, choosing one of their 
  number to sacrifice a limb for the weapon. 
  The slime tendril was designed to be carried 
  by human agents into landlocked regions 
  far from the ocean. When the human agent 
  found her target, a lash from the 
  slime tendril would transform 
  the target’s flesh into a moist, 
  clear membrane that would 
  quickly dry out, killing the 
  target. With mucus-encrusted 
  victims discovered far from the 
  ocean, legends grew that the aquatic masters’ reach 
  truly had no limits. As the aboleths preferred to avoid 
  too much public attention, other dominated human 
  thralls would remove the evidence shortly after 
  discovery, leaving only terrifying rumors behind.
  Although tales of multiple slime tendrils exist, the 
  sacrifice and difficulty that goes into creating one of 
  these items is so extensive that such hearsay may be 
  untrue. The only known slime tendril in modern Azlant 
  is held by a cabal devoted to the demon lord Dagon, 
  Shadow Lord of the Sea. The members calls themselves 
  the Cult of the Sea Father, and they are ignorant of 
  the history of the weapon. These cultists do not use 
  the slime tendril as a weapon against others; instead, 
  they force their underlings to whip them with the 
  slime tendril to receive the “gift of Father Dagon.” The 
  cultists who survive the whipping revere the moist 
  mucous membrane as a blessing and ritually bathe one 
  another throughout the day. The occasional captive 
  that succumbs to the slime tendril’s transformation and 
  becomes a skum is believed to be stealing Dagon’s favor 
  and is immediately killed and eaten if it cannot escape 
  into the sea to perhaps find others of its kind.
   An aboleth named Unuthudol recently swam close 
  enough to the cult’s sanctum to notice the slime tendril, 
  but the aboleth cannot reach the cult personally and 
  must enlist others to storm the sanctum and recover 
  the artifact. 
  
  77
  77
  sTaff of CurChanus
  This stout wooden walking stick is capped with sturdy steel 
  knobs and carved with elongated figures of smiling beasts.
  STAFF OF CURCHANUS
  PRICE  
  26,600 GP
  SLOT none
  CL 8th
  WEIGHT 5 lbs. 
  AURA moderate transmutation
  This stout staff is made of wood and capped with steel. 
  Elongated carvings of smiling beasts adorn its 
  length. The staff of Curchanus functions as a 
  +1/+1 quarterstaff and allows the use of the 
  following spells.
  • Charm animal (1 charge)
  • Longstrider (1 charge)
  • Monkey fishACG (1 charge)
  • Speak with animals (1 charge)
  • Greater longstriderACG (2 charges)
  If the staff’s wielder has the Fleet feat, castings of 
  greater longstrider, longstrider, or monkey fish from the 
  staff are automatically extended, as the Extend Spell feat. 
  If the wielder has the Animal Affinity feat, then charm 
  animal or speak with animals spells cast from the staff are 
  automatically extended, as the Extend Spell feat. This does 
  not increase the spells’ level or casting time.
  CONSTRUCTION REQUIREMENTS
  COST 13,600 GP
  Craft Magic Arms and Armor, Craft Staff, charm animal, 
  greater longstriderACG, longstrider, monkey fishACG, speak 
  with animals
  History
  Curchanus was an early god of beasts, endurance, and 
  travel. Revered in a time even before the rise of the 
  ancient Azlanti empire, Curchanus held substantial 
  influence over the untamed continent of Azlant in the 
  millennia prior to the advent of humanity. The few 
  intelligent creatures that inhabited the wilderness, 
  including primitive humanoids, knew Curchanus and 
  loved him, for he walked beside them as they explored 
  their realm, and he taught them to both hunt and defend 
  against the many beasts that shared their habitat. His 
  faith was more shamanistic than ecclesiastical, with 
  many tribes of followers venerating a specific local 
  beast they believed acted as Curchanus’s avatar, and his 
  teachings were passed down through epic poems in the 
  oral tradition. No temples were built in his honor, and 
  no holy words were carved in stone or written down to 
  carry his faith into modern—or even ancient—times. 
   Curchanus’s followers favored natural tools, and the 
  magic items developed by his shamans were designed for 
  practicality. Staves of Curchanus were common among his 
  most powerful acolytes, as they contained useful spells 
  and could be used as a weapon or even a simple walking 
  stick. The staves were so durable that many were passed 
  down from one shaman to another for generations and 
  became cherished heirlooms among the faithful, as much 
  records of the people who used them as they recorded in 
  their carvings their god’s many animal forms. 
  On his final, fatal adventure, Curchanus was 
  trapped and killed by the demon lord Lamashtu. 
  In this act of deicide, Lamashtu stole Curchanus’s 
  dominion over beasts and assumed the deific power 
  she still enjoys today. Curchanus’s holy shamans were 
  rendered powerless upon their patron’s sudden death. 
  Many adopted the worship of Lamashtu, their former 
  rituals and mastery over beasts taking on a decidedly 
  darker tone; others drifted away in small groups. One 
  by one, these groups embarked upon what they called 
  the Last Pilgrimage, a lifelong tribute to their dead 
  god with a directionless wandering to the farthest 
  corners of the world or other planes. 
  Among the few followers of Curchanus named 
  in Azlanti records was Aliorina Walking-Stick, an 
  elderly woman who tended a large mountaintop 
  shrine. Although she could no longer call upon 
  Curchanus’s divine power after his death, Aliorina 
  could rely upon her lifetime of gruff practicality 
  and no-nonsense wisdom. She was said to have 
  outfitted many of her fellow faithful before 
  embarking on their Last Pilgrimage, wishing 
  them a kindly goodbye although she knew 
  she’d never see them again. She also defended 
  the shrine from followers of Lamashtu—some, 
  her former friends—who sought to pervert the 
  shrine for their new goddess. Eventually, Aliorina 
  died, leaving her staff of Curchanus in the shrine. The 
  site’s lingering sanctity, coupled with the psychic 
  impressions of Aliorina’s boundless kindness, drew 
  local wildlife to the shrine to continue defending it.
  The abandoned shrine yet stands atop its remote 
  mountain, still defended by wild animals, generation 
  after generation. These animals allow druids, hunters, 
  and other true friends of beasts to pass, but they attack 
  anyone else. Recently, a small band of Lamashtan cultists 
  established a camp partway up the side of the mountain, 
  after receiving visions that the shrine contains several 
  artifacts of Curchanus which they long to recover and 
  pervert in the name of their vile goddess. These cultists 
  make raids against the animals defending the mountain, 
  capturing and mutating the creatures to add to their 
  forces. The cultists are poorly provisioned and far from 
  any allies, but their leader—a misanthropic gnoll named 
  Garvekk Head-Taker—has sufficient power and zeal to 
  maintain the cult’s presence far from civilization. The 
  cultists’ visions are false—as the only relic remaining 
  in the shrine is Aliorina’s staff of Curchanus—but their 
  visions have been manufactured by a spiteful Lamashtu 
  to eliminate this vestige of her dead rival’s power.
  Into the 
  Shattered 
  ContInent
  Foreword
  Part 1:
  aCroSS the 
  Shattered 
  ShoreS
  Part 2: 
  the tower 
  oF Sundered 
  ProPheCIeS
  Part 3: 
  GraSP oF the 
  StranGerS
  nPC Gallery
  ruInS oF 
  azlant 
  Gazetteer
  treaSureS oF 
  azlant
  BeStIary
  
  78
  78
  unCTuous Waders
  These thigh-high boots are made of a slimy, grayish skin, as 
  though crafted from the hide of some deep-sea eel. 
  UNCTUOUS WADERS
  PRICE  
  67,200 GP
  SLOT feet
  CL 7th
  WEIGHT 6 lbs.
  AURA moderate transmutation
  Created by a race of unknown undersea creatures 
  only passingly familiar with humanoid physiology, 
  these tall, uncomfortable boots are made of 
  slimy skin that wriggles slightly. The boots 
  function as slippers of the tritonUE, allowing the 
  wearer to breathe and swim underwater. The 
  boots constantly murmur telepathically to the 
  wearer, alternating between sycophantic praise 
  of the wearer’s prowess and smug assurance that 
  the boots will ensure that the wearer comes to 
  no harm while underwater. The unctuous waders 
  urge the wearer to explore beneath the waves, 
  hoping to find some clues as to their creators and 
  purpose, which the boots have long ago forgotten. 
  If the wearer goes for more than a week without 
  submerging herself in the ocean, the unctuous 
  waders become less obsequious and more 
  demanding. The unctuous waders can remove the 
  ability to allow the wielder to breathe underwater, 
  which they might do as a threat to compel 
  obedience, or out of mere petulance.
  Three times per day as a standard 
  action, the unctuous waders can exude 
  slimy water from the heels to propel 
  the user, as the slipstream spell.
  CONSTRUCTION REQUIREMENTS
  COST 36,600 GP
  Craft Wondrous Item, ride the wavesUM, slipstreamAPG
  History
  The seas are unfathomably deep and contain civilizations 
  that are wholly unknown to surface life. Ages ago, a 
  mighty yet inscrutable empire of bizarre, tentacled 
  creatures made contact with Azlanti divers. These 
  creatures were unlike any the Azlanti had seen; the 
  humans’ spellcasters determined that they were cloaked 
  in illusory layers that obscured their actual appearance. 
  The creatures called themselves ilthassin-nals, a name 
  unheard either before or since. Because the ilthassin-
  nals were so strange and secretive, the tentacled beasts 
  initially repelled the Azlanti. However, for their own 
  esoteric reasons, the ilthassin-nals later insisted on 
  opening diplomatic discussions with the humans, 
  against their apparent better judgment. 
  To demonstrate their peaceful intentions, the 
  ilthassin-nals used a strange brand of psychic magic 
  to shift the oceanic currents to deliver bounties of fish 
  into Azlanti waters, communicating telepathically with 
  cautious fisherfolk about their desire to negotiate. Only 
  a few brave Azlanti dared to parley with the ilthassin-
  nals, and they had little to offer the deep-sea visitors. 
  Regardless, the ilthassin-nals were seemingly delighted 
  with the discussions. Obsessed with human anatomy, 
  the ilthassin-nals gifted several Azlanti with pairs of 
  boots crafted from a strange sort of rubbery skin. These 
  boots also contained a fraction of the 
  weird magic the ilthassin-nals wielded, 
  as well as the alien intelligence the 
  creatures 
  displayed. 
  Indeed, 
  the 
  boots were intended to play the 
  role of diplomats, of a sort, from the 
  ilthassin-nals to humanity. The Azlanti 
  were appropriately appreciative of the 
  gift, but they were secretly suspicious of 
  the strange, heavy boots; even among the 
  fisherfolk, none would dare to wear them.
  Only 3 weeks later, as suddenly 
  as they had come, the ilthassin-
  nals left; whether some underwater 
  disaster forced their departure or their 
  whimsical fit of diplomacy had passed, 
  the ilthassin-nals did not return. The 
  abnormally bountiful currents returned 
  to normal, and the strange encounter 
  was eventually forgotten. The gifted pairs 
  of boots were shipped inland among 
  other wares and lay forgotten for decades. 
  Separated from the sea and their creators, 
  the boots slowly went insane. The boots’ 
  diplomatic nature transformed into groveling 
  obsequiousness, begging anyone nearby to wear them 
  into the ocean. When a curious sailor finally did so, the 
  intelligence within the boots realized that it had lost 
  all knowledge of its origin, its people, and its purpose. 
  Over the millennia, the surviving pairs of unctuous 
  waders became increasingly erratic and sometimes 
  prove dangerous to wearers who do not share the goal of 
  scouring the oceans for their creators. 
  Today, the only known remaining pair of unctuous 
  waders can be found on the feet of a drowned pirate in a 
  sea cave off the coast of an island of ruined Azlant. The 
  boots plead for other creatures to don them, promising 
  protection and praise while harboring their hidden 
  agenda. The ilthassin-nals that granted the unctuous 
  waders to the Azlanti might still lurk beneath the waves, 
  and whether their initial overtures of diplomacy were 
  benign or tinged with some darker intent, none can say. 
  It is worth noting, however, how similar descriptions of 
  the ilthassin-nals are to aboleths and their alghollthu 
  brethren, even if no direct link between the species has 
  been proven.
  
  79
  79
  Wave harp
  Three mithral antennae stand two feet tall from this thick, 
  rectangular plate made of silvery metal with raised ridges that 
  resemble tiny waves.
  WAVE HARP
  PRICE  
  7,500 GP
  SLOT none
  CL 3rd
  WEIGHT 8 lbs. 
  AURA faint evocation
  The wave harp is an unusual musical instrument that was 
  popular in ancient Azlant. Three thin mithral rods extend 
  from a thick plate, emitting invisible, short-range fields 
  that respond to specific movements with notes of different 
  pitches and timbres. Plucking the air between the mithral 
  rods creates a variety of tones that a skilled musician can 
  work into complicated chords and melodies.
  The music of a wave harp is usually thin and high pitched, 
  even when the lower notes are played closest to the plate. 
  A wave harp is generally placed upon a stool or table at 
  waist height to the musician, but it can be fitted with a 
  strap to hang in front of the musician 
  like a marching drum. As the 
  necessary finger-motions are 
  something between playing 
  an organ and a zither, a 
  musician can use either Perform 
  (keyboard) or Perform (strings) to play 
  a wave harp, although a musician without ranks in both 
  skills takes a –4 penalty on his Perform checks.
  There is no limit to the time a wave harp can be played 
  as a mundane instrument, but the device has two additional 
  magical effects that can be activated by anyone playing the 
  wave harp as a standard action three times per day. First, 
  the musician can conjure a pair of ghostly hands made 
  of sonic energy to assist in plucking the air for 1 minute; 
  the hands automatically assist the wearer with Perform 
  checks, providing a +2 bonus on Perform checks with the 
  instrument for 1 minute. These hands also absorb errant 
  noises that would impact the performance, providing the 
  musician with sonic resistance 10. Second, the musician can 
  cause the wave harp to emit a discordant wail. The musician 
  attempts a DC 15 Perform check with the wave harp; on a 
  success, all creatures within 30 feet other than the musician 
  take a –2 penalty on saving throws against sonic effects for 
  1 round, plus 1 additional round for every 5 points by which 
  the Perform check result exceeds the DC.
  CONSTRUCTION REQUIREMENTS
  COST 3,750 GP
  Craft Wondrous Item, minor image, sound burst
  History
  The Azlanti drive for novelty and innovation led to 
  their mastery of many fields, including magic and 
  technology, but this same drive led to advances in 
  music, as well. At their civilization’s height, the ancient 
  Azlanti achieved incredible feats and innovations 
  in musicality, the details of which have mostly been 
  lost to time. However, archaeologists have long 
  documented the Azlanti’s creation of magic-infused 
  musical instruments that might seem strange by 
  modern standards; the wave harp is one such creation. 
  This instrument is an artistic cross between music 
  and magic, as it creates invisible magical fields that 
  emit eerie, high-pitched music 
  when disturbed. A skilled 
  performer 
  can 
  control 
  the music by plucking at 
  the air with the fingers 
  of both hands, creating 
  harmonies unavailable on 
  mundane instruments. 
  The first wave harps took 
  the performance halls of 
  ancient Azlant by storm, 
  and concertos featuring a 
  wave 
  harp 
  supplemented 
  by other instruments (most 
  often, large mundane harps 
  with lower tones) drew large crowds. 
  Owning a wave harp became an outré display of 
  wealth, as wave harps were expensive instruments that 
  only dedicated musicians could play effectively. Even 
  before Azlant’s fall, wave harps began to lose popular 
  favor. Other magical musical instruments, said to also 
  combine multiple features of modern instruments, 
  eclipsed wave harps in popularity, and many wave harps 
  were dismantled to put their components to other use. 
  A Taldan bard named Riordane Veluminos came 
  across the description of the wave harp in a rare treatise 
  called Unplayable Instruments of Antiquity. Riordane was 
  determined to find and master the obscure wave harp, 
  and he sank his personal fortune into an expedition to 
  Azlant to find one. After a year of exploration, Riordane 
  identified a crumbling cliff-side ruin as a former Azlanti 
  concert hall. He was able to sneak past the gargoyles 
  lairing in the ruin and recover a wave harp from storage, 
  but the gargoyles captured Riordane on his way out. 
  The gargoyles now keep Riordane prisoner, forcing him 
  to entertain them with the wave harp’s eerie sounds. 
  Riordane’s wealthy family seeks reliable agents to rescue 
  their scion, who would gladly turn over the wave harp—
  which he has, in his confinement, now mastered—in 
  exchange for his freedom. Whether he will teach another 
  person to use the strange instrument is a separate 
  matter, however, as his ego is still large enough that the 
  thought of someone else gaining fame for mastering 
  the wave harp would leave him imprisoned in a very 
  different capacity, even though he might walk the streets 
  of Oppara unbound. 
  Into the 
  Shattered 
  ContInent
  Foreword
  Part 1:
  aCroSS the 
  Shattered 
  ShoreS
  Part 2: 
  the tower 
  oF Sundered 
  ProPheCIeS
  Part 3: 
  GraSP oF the 
  StranGerS
  nPC Gallery
  ruInS oF 
  azlant 
  Gazetteer
  treaSureS oF 
  azlant
  BeStIary
  
  80
  bestiary
  “What appeared at first to be a solid bluff overlooking the bay turned 
  out to house a massive sea cave. Within we found the remnants of living 
  quarters, for what creature we knew not. Even then, we saw no sign of 
  active life and thought the place abandoned. As we rummaged through 
  what I can describe only as a bedchamber fabricated from coral and 
  intricately woven seaweed, the crabfolk surrounded us. In exchange for 
  our lives, they demanded we forfeit our most potent magical items. Bragh 
  lost his father’s sword from the war; Tomma, her mother’s honorary shield; 
  I, the lucky amulet my gran made me swear I’d never take off.
  “We were allowed safe passage through the paguroidas’ lands, but the 
  cost was high. Perhaps too high. I could swear I lose more often at dice 
  since they took that amulet. I hope it’s bringing them fine fortune, at least!”
  —Griva Nelwhick, freelance explorer 
  
  81
  In this volume of the Ruins of Azlant Adventure Path, the 
  PCs have their first chance to explore their new home 
  and the nearby islands. This bestiary provides additional 
  threats to populate the island of Ancorato and its neighbors 
  with, including new larval forms of the iconic chuul, a race 
  of reclusive crab people, a fey creature found on isolated 
  islands, an ancient Azlanti cloud construct, and an undead 
  dryad bound to the driftwood that was her former tree.
  additional encounters
  Much of “Into the Shattered Continent” involves the 
  exploration of Ancorato and the nearby islands, which 
  provides ample opportunity for players to encounter 
  additional threats beyond the scope of the adventure. The 
  Shattered Continent Encounters table features dangers 
  the PCs can confront beyond those in the adventure. 
  During the course of the adventure, the PCs have a 30% 
  chance of a random encounter every hour they spend 
  exploring Ancorato and its neighbors. They should have 
  at most three random encounters per 24-hour period.
  Since the adventure spans a range of character levels, 
  some random encounters might be too simple or too 
  difficult for the PCs, depending on where the party is in the 
  course of the adventure. If the result rolled is outside the 
  Challenge Rating range appropriate for the PCs, roll again 
  on the table or choose a different encounter. Additionally, 
  if the result rolled is inappropriate for the terrain the PCs 
  are traversing, roll again or choose a different encounter. 
  If the PCs are exploring a region near one of the sites 
  detailed in the Ruins of Azlant Gazetteer (see page 64), 
  feel free to choose an encounter more appropriate to the 
  enemies detailed in that section.
  Captain Rayve (CR 7): The settlers of Talmandor’s 
  Bounty are not the first humans from the Inner Sea 
  region to explore these islands. Decades ago, the pirate 
  crew of the Imbroglio fled Chelish pursuers west from the 
  Eye of Abendego. Caught in a storm and blown off course, 
  the Imbroglio eventually arrived on Ancorato. Unhappy at 
  having been led so far astray by their captain, the crew 
  mutinied and abandoned their failed leader on one of the 
  nearby islands. Without shelter or the safety of company 
  to protect him from the harsh wilderness, Captain Rayve 
  died after only a handful of weeks, the memory of his 
  stolen vessel sailing eastward haunting him as his last 
  breath expired. He is now a duppy (Pathfinder RPG 
  Bestiary 5 101), and he and his phantom hounds yearn to 
  once again sail the seas, and they see the PCs and the rest 
  of the inhabitants of Talmandor’s Bounty as the perfect 
  opportunity to gain a new vessel and crew.
  Elheetrii (CR 9): Although many Azlanti ruins have 
  been thoroughly plundered by millennia of explorers, 
  countless treasures persist to the modern day. The 
  paguroida (see page 86) Elheetrii has spent nearly 200 
  years collecting such relics and incorporating them into 
  his shell, but he is never satisfied with his collection. 
  Rather than remain in a single lair with the same treasure 
  year after year, the paguroida has instead taken to a life of 
  wandering. His journeys have recently brought him to the 
  region surrounding Ancorato, and he is eagerly plumbing 
  the Azlanti ruins in the area for new trinkets. He is happy 
  to trade his existing magic items for some the PCs may 
  offer, but he will only trade up, never accepting anything 
  of a lower power than what he has to offer. Elheetrii is 
  secretive and provides only material goods to the PCs, 
  never intelligence on the islands and their contents.
  Leahross (CR 6): The cult of Zura has long had a 
  presence in the ruins of Azlant. While the PCs may 
  encounter an active cult (see page 39), not all of the 
  Vampire Queen’s faithful are alive, and not all those 
  who died have moved on. In life, Leahross was a gillman 
  acolyte studying under Zura’s high priestess in the region, 
  when she was accused of plotting to usurp her mistress’s 
  position. The high priestess had Leahross executed 
  for her heresy and betrayal, and she performed terrible 
  demonic rites to ensure that the acolyte’s soul did not 
  pass from Golarion to the Boneyard. Now, Leahross is an 
  exiled shade (Pathfinder RPG Bestiary 6 123) who stalks the 
  islands seeking retribution for her death. The gillmen 
  who killed her are long dead, leaving Leahross no target 
  but those creatures that wander across her path. If the PCs 
  have already encountered the Zura cultists, they may have 
  an unholy symbol they can use to subdue the shade.
  SHATTERED CONTINENT 
  ENCOUNTERS
  d%	
  Result	
  Avg.	CR	
  Source
  1–6	
  1	assassin	vine	
  3	
  Bestiary	22
  7–11	
  2d6	monkey	goblins	
  4	
  Bestiary 6 138
  12–17	 1	nisid	
  4	
  See	page	84
  18–22	 1	centipede	swarm	
  4	
  Bestiary 43
  23–28	 1d6	reefclaws	
  4	
  Bestiary 2 234
  29–34	 1	spider	eater	
  5	
  Bestiary 3 255
  35–40	 1d3	twigjacks	
  5	
  Bestiary 2 274
  41–48	 1	werewasp	
  5	
  Bestiary 6 119
  49–54	 1	globster	
  5	
  Bestiary 3 131
  55–60	 Leahross	
  6	
  See	below
  61–66	 1d3	lesser	chuuls	
  6	
  See	page	82
  67–71	 1	saltwater	merrow	
  6	
  Bestiary 2	189
  72–78	 1	tidewretch	
  6	
  See	page	90
  79–86	 Captain	Rayve	
  7	
  See	below
  87–92	 1	invisible	stalker	
  7	
  Bestiary 181
  93–97	 1d3	sea	drakes	
  8	
  Bestiary 2 109
  98–99	 1	stymphalidies	
  8	
  Bestiary 3 257
  100	
  Elheetrii	
  9	
  See	below
  Into the 
  Shattered 
  ContInent
  Foreword
  Part 1:
  aCroSS the 
  Shattered 
  ShoreS
  Part 2: 
  the tower 
  oF Sundered 
  ProPheCIeS
  Part 3: 
  GraSP oF the 
  StranGerS
  nPC Gallery
  ruInS oF 
  azlant 
  Gazetteer
  treaSureS oF 
  azlant
  BeStIary
  
  82
  chuul young and Variants
  The aquatic aberrations known as chuuls have 
  three distinct stages of development—though most 
  adventurers encounter them only in the mature stage. 
  Despite being immature forms, however, larval and lesser 
  chuuls present formidable dangers in their own right.
  Chuul, larval
  This dog-sized creature resembles a soft-shelled lobster with 
  underdeveloped claws and an oversized pair of mandibles.
  LARVAL	CHUUL	
  CR	1
  XP	400
  CE	Small	aberration	(aquatic)
  Init	+7;	Senses	darkvision	60	ft.;	Perception	+5
  DEFENSE
  AC	14,	touch	14,	flat-footed	11	(+3	Dex,	+1	size)
  hp	13	(2d8+4)
  Fort	+2,	Ref	+3,	Will	+4
  OFFENSE
  Speed	30	ft.,	swim	30	ft.
  Melee	bite	+4	(1d4+3)
  Special	Attacks	acid	spray	(DC	13)
  STATISTICS
  Str	15,	Dex	16,	Con	14,	Int	3,	Wis	12,	Cha	5
  Base	Atk	+1;	CMB	+2;	CMD	15	(19	vs.	trip)
  Feats	Improved	Initiative
  Skills	Perception	+5,	Stealth	+11,	Swim	+10
  SQ	amphibious
  SPECIAL	ABILITIES
  Acid	Spray	(Ex)	As	a	standard	action,	a	larval	chuul	can	spray	
  digestive	fluids	in	a	15-foot	cone.	Creatures	caught	in	this	
  cone	take	2d4	points	of	acid	damage	on	the	first	round	of	
  exposure,	and	1d4	points	of	acid	damage	on	the	second	
  round.	With	a	successful	Reflex	saving	throw,	a	target	
  halves	the	damage	and	negates	the	second	round	of	
  damage.	The	save	DC	is	Constitution-based.
  Chuul, lesser
  This lobsterlike creature stands as tall as a human. Coils of 
  reaching, pink tendrils slither from within its jaws.
  CHUUL,	LESSER	
  CR	4
  XP	1,200
  CE	Medium	aberration	(aquatic)
  Init	+6;	Senses	darkvision	60	ft.;	Perception	+11
  DEFENSE
  AC	17,	touch	12,	flat-footed	15	(+2	Dex,	+5	natural)
  hp	37	(5d8+15)
  Fort	+4,	Ref	+3,	Will	+5
  OFFENSE
  Speed	30	ft.,	swim	20	ft.
  Melee	2	claws	+8	(1d8+5	plus	grab),	tendril	+3	(1d4+2	plus	
  staggering	tendril)
  Special	Attacks	staggering	tendril	(DC	15)
  Space	5	ft.;	Reach	5	ft.	(10	ft.	with	tendril)
  STATISTICS
  Str	21,	Dex	14,	Con	16,	Int	8,	Wis	12,	Cha	5
  Base	Atk	+3;	CMB	+8	(+12	grapple);	CMD	20	(24	vs.	trip)
  Feats	Alertness,	Blind-Fight,	Improved	Initiative
  Skills	Perception	+11,	Sense	Motive	+8,	Stealth	+10,	Swim	+13
  Languages	Common	(Undercommon	instead	for	many	
  subterranean	variants)
  SQ	amphibious
  ECOLOGY
  Environment	temperate	swamps
  Organization	solitary,	pair,	or	pack	(3–6)
  Treasure	standard
  SPECIAL	ABILITIES
  Staggering	Tendril	(Ex)	A	lesser	chuul’s	long,	searching	
  tendrils	are	coated	in	a	mildly	paralytic	secretion.	A	
  creature	struck	by	a	lesser	chuul’s	tendrils	must	succeed	
  at	a	DC	15	Fortitude	save	or	be	staggered	for	1d4	rounds.	
  The	save	DC	is	Constitution-based.
  Long before the aboleths uplifted humanity, these 
  deep-sea-dwelling entities experimented on other 
  aquatic life forms, perfecting the art of genetic 
  manipulation and developing entities that would 
  become their unyielding servants. The creatures 
  known as chuuls today (a derivation of their alghollthu 
  name, “chu’ulothis”) were little more than aggressive 
  crustaceans prior to aboleth meddling. Only after 
  successive generations of guided evolution were chuuls 
  transformed into the hulking monstrosities they are 
  today, and their keen intelligence likewise came from 
  their aboleth masters’ uplifting.
  eCology
  The larval form of a chuul most closely resembles an 
  oversized lobster. A typical chuul nest usually contains 
  6–8 rocklike eggs, though only half of the larvae survive 
  hatching, as these vicious creatures’ first meals are the 
  weakest of their clutch mates. Upon hatching, a larval 
  chuul lacks the paralytic tendrils and claws of its mature 
  form, but instead has the capability to spray digestive 
  fluid in a wide cone. Larval chuuls predigest their 
  meals and are engineered to crave the cerebral tissue of 
  intelligent creatures. 
  Only through feeding on the brains of intelligent 
  creatures do chuuls develop their own intelligence 
  and linguistic abilities. A chuul unable to feast on 
  cerebral tissue of a creature with an Intelligence score 
  of 8 or higher within the first year of hatching never 
  becomes a mature chuul, though it continues to grow 
  in size. Larval chuuls can be represented by larval 
  chuuls with the advanced creature and giant creature 
  simple templates. The more intelligent members of 
  
  83
  Into the 
  Shattered 
  ContInent
  Foreword
  Part 1:
  aCroSS the 
  Shattered 
  ShoreS
  Part 2: 
  the tower 
  oF Sundered 
  ProPheCIeS
  Part 3: 
  GraSP oF the 
  StranGerS
  nPC Gallery
  ruInS oF 
  azlant 
  Gazetteer
  treaSureS oF 
  azlant
  BeStIary
  their species loathe these creatures and destroy them 
  whenever they are discovered. 
  After a yearlong maturation process that requires 
  the larval chuul to digest up to five brains of Medium 
  or larger creatures, the larva undergoes a slow molting 
  process over the course of a month. During this time, 
  the larval chuul grows to Medium size and loses its bite 
  attack. When the chuul sheds its larval carapace, it gains 
  two claw attacks and the paralytic tendrils of its 
  mature form. A lesser chuul’s tendrils are 
  fully grown at this stage, though 
  they appear enormous on the 
  lesser chuul’s smaller body 
  and allow for surprisingly 
  long reach. A lesser chuul’s 
  paralytic secretions are not 
  as strong as the adult form’s, 
  but retain some of the acidic 
  qualities of the larval chuul 
  instead. These tendrils are 
  used for capturing and eating prey 
  and for easy access to cerebral tissue (typically 
  acquired by forcing a tendril into an eye socket or 
  nasal cavity). A lesser chuul’s appetite for cerebral tissue 
  is largely vestigial at this point in development, and 
  tapers off entirely by the time 
  it reaches maturity.
  Two 
  years 
  after 
  its hatching, a lesser 
  chuul enters a second month-long molting stage from 
  which it emerges as a fully grown adult chuul. Due to 
  the relatively slow development cycle of larva to adult 
  (with regard to aboleths’ patience), these creatures are 
  often bred in enormous numbers to mitigate any loss of 
  adult chuuls that may be suffered during the service of 
  their deep masters. Rumors persist of deep, calm coves 
  on remote islands that host hundreds of chuul young. If 
  such legends are true, no one has ever survived making 
  such a discovery to report the exact location of their find.
  habitat and soCiety
  Within aboleth society, chuuls are seen as a slave race 
  and, despite their intelligence, are rarely regarded as 
  more than cattle. The ulat-kini (also known as skum) 
  are the alghollthus’ preferred servitor race, and chuuls 
  within aboleth society are brutally conditioned to accept 
  their prescribed inferiority. Outside of aboleth society, 
  chuuls are largely independent and curious creatures 
  with an innate cruelty bred into their species by their 
  aboleth creators. Even larval chuuls have this inherent 
  sense of malice, further developed through inflicting 
  suffering on other sentient creatures. 
  Rare chuuls that have existed for generations outside 
  of aboleth society may be of chaotic neutral alignment 
  rather than chaotic evil, though these creatures still 
  require the cerebral tissue of intelligent creatures to 
  develop their own sentience, making a chuul clutch’s 
  ultimate shift away from inherently evil tendencies 
  unlikely. Aboleth-serving chuuls typically destroy these 
  independent groups as soon as they are discovered, 
  though some find refuge in the deepest and darkest 
  corners of the oceans of Golarion where not even 
  aboleths tread. These chuuls make 
  alliances with deep merfolk and 
  other inhabitants of the 
  lightless reaches of the 
  deepest oceans.
  variants
  While the majority 
  of 
  all 
  chuuls 
  are 
  represented 
  by 
  the 
  statistics 
  presented 
  in the Pathfinder RPG 
  Bestiary, 
  some 
  unique 
  variants 
  were 
  created 
  or 
  modified by aboleth masters to serve 
  specific roles in far-reaching plans, or 
  have evolved different physiologies in 
  response to vastly different environments.
  Arctic Chuuls: Arctic chuuls were designed to 
  inhabit the freezing waters of the Crown of the World. 
  These cold-dwelling creatures have cold resistance 10 
  and a burrow speed of 20 feet usable only in snow or ice.
  Deep Chuuls: A deep chuul is dusky gray to midnight 
  blue in coloration and bears a glowing antenna that 
  sheds light like a torch, much like an anglerfish’s lure. 
  Deep chuuls can use this light to fascinate creatures as 
  per the hypnotism spell (CL = the chuul’s Hit Dice).
  Psychic Chuuls: Chuuls that feed on the brains of 
  creatures capable of casting psychic magic (see Pathfinder 
  RPG Occult Adventures) sometimes develop inherent 
  psychic magic abilities of their own in the form of spell-
  like abilities, but they are destroyed on sight by aboleths 
  who encounter them. Rumors persist that psychic 
  chuuls are capable of evolving into a new state beyond 
  that of the adult chuul form.
  Sand Chuuls: Rarest of all chuul breeds, sand chuuls 
  inhabit parched wastelands and deserts, and were 
  intended to serve as the shock troops of a land invasion 
  force following Earthfall. When the aboleths’ plans 
  failed to come to fruition, these specially engineered 
  chuuls were largely forgotten. Now native to blasted 
  regions of Casmaron and southern Garund, sand 
  chuuls lack the aquatic subtype, the amphibious special 
  quality, and a swim speed. Instead, a sand chuul has 
  a burrow speed of 30 feet and tremorsense out to a 
  distance of 30 feet.
  
  84
  nisid
  This small, naked creature looks like a lithe halfling, but with 
  long, tapered ears and tough, brown skin. His hair is unkempt 
  and his flesh is weathered, but his large eyes glitter violet.
  NISID	
  CR	4
  XP	1,200
  CG	Small	fey	
  Init	+3;	Senses	low-light	vision;	Perception	+14
  DEFENSE
  AC	17,	touch	14,	flat-footed	14	(+3	Dex,	+3	natural,	+1	size)
  hp	33	(6d6+12)
  Fort	+4,	Ref	+8,	Will	+8
  DR	5/cold	iron
  OFFENSE
  Speed	30	ft.
  Melee	dagger	+7	(1d3–1/19–20)	or
  spear	+3	(1d6–1/×3)
  Ranged	longbow	+7	(1d6/×3)	or
  spear	+7	(1d6–1/×3)
  Spell-Like	Abilities	(CL	6th;	concentration	+10)
  At	will—charm animal	(DC	15),	create water,	endure 
  elements
  3/day—detect thoughts	(DC	16),	entangle	(DC	15),	
  invisibility (self	only)
  1/day—call lightning	(DC	17),	confusion	(DC	18),	gust of 
  wind	(DC	16),	hallucinatory terrain	(DC	18)
  STATISTICS
  Str	9,	Dex	16,	Con	15,	Int	13,	Wis	16,	Cha	18
  Base	Atk	+3;	CMB	+1;	CMD	14
  Feats	Alertness,	Self-Sufficient,	Weapon	Finesse
  Skills	Bluff	+13,	Climb	+8,	Heal	+5,	Knowledge	(geography,	
  nature)	+7,	Perception	+14,	Sense	Motive	+14,	Stealth	+16,	
  Survival	+18;	Racial	Modifiers	+4	Survival
  Languages	Common,	Sylvan
  SQ	island	bond,	isolation,	never	come	back
  ECOLOGY
  Environment	any	island
  Organization	solitary
  Treasure	double	(dagger,	spear,	longbow	with	20	arrows,	
  other	treasure)
  SPECIAL	ABILITIES
  Island	Bond	(Ex)	A	nisid	who	resides	on	a	small,	
  uninhabited	island	for	an	extended	period	of	time	forms	
  a	strong	bond	with	the	land,	gaining	a	number	of	powers	
  meant	to	protect	the	sanctity	of	its	territory.	The	island	
  must	be	no	larger	than	1	square	mile	in	area	per	Hit	Die	
  the	nisid	has	(usually	6	HD),	and	the	nisid	must	be	the	
  only	intelligent	creature	on	the	island	for	1	uninterrupted	
  year	to	cement	the	bond.	After	the	bond	has	been	
  formed,	the	nisid	gains	the	isolation	and	never	come	back	
  abilities	(see	below),	and	receives	a	+4	racial	bonus	on	
  Survival	checks	while	on	his	island.	A	nisid	who	leaves	his	
  island	for	more	than	1	hour	per	Hit	Die	or	whose	island	
  is	inhabited	by	an	intelligent	creature	for	longer	than	1	
  month	per	Hit	Die	loses	its	island	bond	and	must	restart	
  the	bonding	process,	either	on	a	new	island	or	on	the	
  same	island	once	all	prerequisite	conditions	are	met.
  Isolation	(Su)	A	trespasser	on	the	nisid’s	bonded	island	
  must	succeed	at	a	DC	17	Will	save	every	full	day	she	
  remains	on	the	island	or	she	takes	1d2	points	of	Wisdom	
  damage	as	the	nisid	magnifies	the	trials	of	survival	on	
  an	uninhabited	and	dangerous	island	with	little	hope	of	
  rescue.	This	Wisdom	damage	does	not	heal	naturally	until	
  the	trespasser	leaves	the	nisid’s	island	(though	it	can	be	
  healed	through	magic	normally),	slowly	driving	her	mad.	
  The	nisid	can	suppress	this	ability	at	will;	typically,	it	does	
  so	until	it	determines	the	trespasser	will	not	soon	leave	of	
  her	own	volition	or	is	otherwise	going	to	be	trouble.	This	
  is	a	mind-affecting	curse	effect.	The	saving	throw	DC	is	
  Charisma-based.
  Never	Come	Back	(Su)	The	nisid’s	ties	to	its	island	help	keep	
  it	hidden	from	repeat	visits,	ensuring	that	even	trespassers	
  who	want	to	return	find	doing	so	difficult.	When	a	
  trespasser	leaves	a	nisid’s	bonded	island,	she	must	
  attempt	a	DC	17	Will	saving	throw.	Failure	results	in	her	
  memories	of	the	place	becoming	hazy—especially	when	
  it	comes	to	locating	it	again.	She	takes	a	–10	penalty	on	
  Survival	and	Knowledge	(geography)	checks	to	determine	
  the	island’s	location	or	find	it	again,	and	the	island	and	
  the	nisid	are	treated	as	though	under	the	effects	of	a	
  permanent	nondetection spell	for	any	divination	spells	
  the	target	casts	(use	the	nisid’s	caster	level	to	determine	
  the	difficulty	of	overcoming	this	effect).	This	is	a	mind-
  affecting	curse	effect.	The	save	DC	is	Charisma-based.
  Nisids are castaway spirits, protectors of uninhabited 
  or deserted islands. These little fey look like they might 
  once have maintained a more delicate and youthful 
  appearance, but after having spent decades or centuries 
  alone, they look haggard, with unkempt hair and tough 
  skin. Nisids rarely wear clothing, as they have little need 
  for modesty or protection. They are excellent survivalists, 
  living off what their island can provide.
  Loners by nature, a nisid claims and forms a bond with 
  a single uninhabited island as his territory, and he seeks 
  to preserve the island’s untouched sanctity—and his own 
  solitude. Should someone happen upon a nisid’s island, 
  whether as a castaway, stranded by a storm, or deliberately 
  seeking something, the nisid first spies on the interloper 
  using invisibility and detect thoughts to assess her intent. If 
  he determines that the trespasser simply wishes to get off 
  the island, the nisid often offers to help his guest survive 
  and escape (if only to hasten the process and return the 
  island to its isolation). Using magic and his natural skill 
  at survival, he may give the castaway access to water, food, 
  or shelter—in exchange for leaving the island unsullied 
  when she leaves. Those who agree and please the nisid 
  
  85
  Into the 
  Shattered 
  ContInent
  Foreword
  Part 1:
  aCroSS the 
  Shattered 
  ShoreS
  Part 2: 
  the tower 
  oF Sundered 
  ProPheCIeS
  Part 3: 
  GraSP oF the 
  StranGerS
  nPC Gallery
  ruInS oF 
  azlant 
  Gazetteer
  treaSureS oF 
  azlant
  BeStIary
  might even be gifted with a final gust of wind to send them 
  on their way.
  However, those who arrive with no intention of 
  leaving hastily, or who drastically overstay their welcome 
  without hope of escape, find the nisid a more hostile 
  host, as a nisid finds murder a small price to pay for 
  solitude. Unwelcome guests find the trials of survival and 
  hopelessness to be maddening, and every day drift closer 
  to insanity through the nisid’s isolation ability. Once the 
  trespassers have been driven toward madness, the nisid 
  attempts to turn them against each other, sowing distrust 
  and casting confusion on large groups. If all else fails, 
  the nisid might coax charmed animals, the nisid’s only 
  companions, into attacking interlopers: nothing says “get 
  off my island” like a giant beast crashing out of the jungle. 
  With no desire to die—only to be left alone—the nisid 
  eschews direct combat as much as possible, preferring to 
  have his enemies deal with each other or succumb to the 
  dangers of the island itself. If pushed to combat, he casts 
  call lightning and attempts to strike down his enemies from 
  hiding, using his knowledge of the island to his advantage.
  Even when helping agreeable castaways, the nisid won’t 
  make life too easy, lest the trespassers decide to 
  extend their stay. He makes just enough food 
  and water available to sustain the “guests,” 
  using abilities like hallucinatory terrain 
  to keep any particularly bountiful 
  areas of the island hidden. Should 
  the island be a truly deserted 
  one, perhaps where an ancient 
  civilization once flourished,  a 
  nisid is especially vigilant in 
  keeping ruins or artifacts that 
  could attract further interest in 
  the island well hidden. And once 
  a castaway leaves a nisid’s island, 
  she rarely finds a way to return.
  A typical nisid stands 4 feet tall 
  and weighs 70 pounds.
  eCology
  Not much is known of nisids, since 
  they are rarely encountered and even more 
  rarely remembered. The first nisids may have 
  been castaways themselves, banished from 
  the First World until they discovered the small 
  islands on which they could be alone, or other fey 
  spirits who found their little pieces of land suddenly 
  cut off from everything else. Whatever their 
  origin, most nisids have lived solitary 
  lives for decades or centuries—and 
  prefer it that way, finding solace in 
  solitude and having no desire to 
  share their hidden homes.
  Nisids can be any gender, but have little interest in 
  companionship or reproduction. With no one around to 
  impress, they don’t care about their appearance—though 
  their fey nature still shines through despite their neglect. 
  Over time surviving alone, their hair becomes ragged and 
  their skin grows exceptionally tough. They craft their few 
  weapons out of whatever the island has to offer.
  Nisids have no interest in treasure, as they have no 
  use for it; however, they tend to collect the belongings 
  of those who wash up on their shores and don’t escape. 
  They keep their treasure troves well hidden to prevent 
  attracting interest from other trespassers.
  habitat and soCiety
  Nisids might choose any small, uninhabited island as 
  home, regardless of climate. Jungle isles filled with 
  strange fauna are equally as appealing to them as barren 
  rocks in the icy north or island ruins in temperate climes.
  Some nisids favor deserted islands that once held 
  civilization of some kind as homes. Those who choose such 
  locales have the additional goal of keeping their islands’ 
  ruins a secret from outsiders; the last thing a nisid wants 
  is a boat full of explorers and adventurers arriving on his 
  island to plumb its depths, and he will use his 
  abilities to keep such adventurers away.
  Nisids are introverts to the extreme. They 
  have no interest in any kind of company, 
  and engage in conversation for only as 
  long as it takes to accomplish their 
  goals. There is never more than one 
  nisid on an island. No one has 
  learned why nisids prefer such 
  isolation, or what they do 
  in their long years alone. 
  Perhaps they spend time 
  meditating on their leave of 
  the First World—or seek a way back.
  A nisid’s only companions are 
  the local fauna, which the nisid 
  charms to act as guardians. Small 
  islands far from continental land 
  are known for their oversized 
  animals, and a canny nisid in 
  residence holds the threat of such 
  beasts as motivation for trespassers 
  to leave or to avoid the island’s inner 
  depths—perhaps unleashing the animals 
  upon them should their stay provoke 
  hostility. However, their relationships 
  with 
  dolphins 
  are 
  a 
  bit 
  antagonistic, as the creatures 
  delight in attempts to force 
  the nisid to socialize and guide 
  travelers to their isolated islands.
  
  86
  Paguroida
  This crab-like creature has the torso and head of a human, one 
  arm ending in a massive claw, and another arm wielding a 
  scimitar. It scuttles on six legs that emerge from beneath a massive 
  shell with glinting metal and gems embedded into its surface.
  PAGUROIDA	
  CR	9
  XP	6,400
  LN	Large	monstrous	humanoid	(aquatic)
  Init	+5;	Senses	darkvision	60	ft.,	detect magic;	Perception	+16
  Aura	nondetection	(30	ft.)
  DEFENSE
  AC	23,	touch	15,	flat-footed	21	(+4	deflection,	+1	Dex,	
  +1	dodge,	+8	natural,	–1	size)
  hp	115	(11d10+55)
  Fort	+8,	Ref	+8,	Will	+11;	+2	vs.	illusions
  DR	10/magic;	Resist	cold	10,	sonic	10
  OFFENSE
  Speed	30	ft.,	swim	20	ft.
  Melee	+2 scimitar	+16/+11/+6	(1d6+6/18–20),	claw	+16	
  (1d6+6	plus	grab)
  Ranged	+2 javelin	+13/+8/+3	(1d6+6)
  Space	10	ft.;	Reach	5	ft.
  Spell-Like	Abilities	(CL	9th;	concentration	+9)
  Constant—detect magic
  Psychic	Magic	(CL	9th;	concentration	+12)
  22	PE—detect psychic significanceOA	(1	PE),	hallucinatory 
  terrain	(DC	17,	4	PE),	identify	(1	PE),	locate object	(2	
  PE),	make whole (2	PE),	mirage arcana	(DC	18,	5	PE),	
  object readingOA	(1	PE),	shatter	(DC	15,	2	PE),	sound 
  burst	(DC	15,	2	PE)
  STATISTICS
  Str	19,	Dex	13,	Con	20,	Int	17,	Wis	14,	Cha	10
  Base	Atk	+11;	CMB	+16	(+20	grapple);	CMD	32	(44	vs.	trip)
  Feats	Dodge,	Improved	Initiative,	Iron	Will,	Quick	Draw,	Skill	
  Focus	(Spellcraft),	Spell	Focus	(illusion)
  Skills	Diplomacy	+11,	Knowledge	(arcana)	+14,	Perception	+16,	
  Spellcraft	+20,	Stealth	+11,	Survival	+16,	Swim	+12,	Use	
  Magic	Device	+11
  Languages	Aquan,	Common
  SQ	amphibious,	embedded	magic,	undersized	weapons
  ECOLOGY
  Environment	temperate	coastlines
  Organization	solitary,	pair,	or	enclave	(3–8)
  Treasure	double	(mwk	scimitar,	3	mwk	javelins,	11	caster	
  levels	of	embedded	magic	items)
  SPECIAL	ABILITIES
  Embedded	Magic	(Su)	A	paguroida	can	embed	a	magic	
  item	in	its	shell	as	a	full-round	action.	Once	the	item	is	
  embedded,	its	magic	is	channeled	into	the	paguroida’s	
  body	and	the	item	no	longer	functions	normally.	It	is	not	
  considered	to	be	wielded	or	worn,	and	the	item	functions	
  as	though	in	an	antimagic field	while	embedded	in	the	
  paguroida’s	shell.	A	paguroida	that	has	embedded	magic	
  items	with	a	total	caster	level	that	is	at	least	equal	to	its	
  Hit	Dice	(11	for	a	typical	paguroida)	gains	a	+4	deflection	
  bonus	to	its	AC	and	a	+2	enhancement	bonus	on	attack	and	
  damage	rolls.	A	paguroida	with	embedded	magic	items	
  whose	total	caster	level	is	at	least	twice	the	creature’s	Hit	
  Dice	doubles	these	bonuses	and	gains	the	advanced	creature	
  simple	template	(Pathfinder RPG Bestiary	294).	A	paguroida	
  can	remove	an	embedded	magic	item	as	a	full-round	
  action,	adjusting	the	total	caster	level	of	its	embedded	
  items	accordingly.	The	magic	item	can	then	be	wielded	or	
  worn,	but	it	still	functions	as	if	in	an antimagic field	for	1d4	
  minutes,	after	which	time	it	returns	to	normal	function.
  Nondetection	Aura	(Su)	A	paguroida	emits	an	aura	out	to	a	
  radius	of	30	feet	that	makes	divination	difficult.	All	creatures	
  and	objects	within	the	aura	are	affected	by	a	nondetection	
  spell	that	requires	a	successful	DC	20	caster	level	check	to	
  overcome.	Creatures	or	objects	revealed	to	a	spellcaster	
  who	succeeds	at	this	caster	level	check	remain	detectable	
  for	24	hours	to	that	spellcaster,	even	if	the	creature	or	item	
  exits	and	reenters	the	aura.	A	paguroida	automatically	
  succeeds	at	the	caster	level	check	to	overcome	this	effect	
  when	using	its	constant	detect magic	spell-like	ability.
  Psychic	Magic	(Su)	A	paguroida	begins	each	day	with	a	
  number	of	PE	equal	to	twice	the	total	caster	level	of	all	magic	
  items	embedded	in	its	shell.	(The	statistics	above	assume	
  that	the	paguroida	has	items	with	a	total	caster	level	equal	
  to	11	embedded	in	its	shell.)	Removing	or	adding	a	magic	
  item	after	the	start	of	the	day	does	not	increase	or	reduce	
  this	number	until	the	next	time	the	paguroida	regains	PE.
  Undersized	Weapons	(Ex)	Although	a	paguroida	is	Large,	
  its	upper	torso	is	the	same	size	as	that	of	a	Medium	
  humanoid.	As	a	result,	it	wields	weapons	as	if	it	were	
  one	size	category	smaller	than	its	actual	size	(Medium	
  for	most	paguroidas).	Additionally,	because	it	has	only	
  one	hand—its	other	appendage	is	tipped	with	a	massive	
  pincer—a	paguroida	can	wield	only	a	shield	or	a	light	or	
  one-handed	weapon	at	a	given	time.
  Believed to have been created by the aboleths in ages long 
  past as part of the alghollthus’ experiments on the murajau 
  (Pathfinder Campaign Setting: Planes of Power 59), paguroidas 
  are reclusive, hermit crab–like monstrous humanoids who 
  live in hidden grottoes and seaside estuaries, typically on 
  isolated or remote coastlines. One of their upper limbs 
  terminates in a humanoid hand, while the other ends in 
  a large pincer capable of gripping and crushing prey. A 
  paguroida’s face is similar to that of a crab, with protruding 
  eyestalks and a wide mandible-filled mouth, though its 
  torso is distinctly humanoid in shape and size. A typical 
  paguroida stands 7 feet tall and weighs 1,200 pounds.
  eCology
  Paguroidas live solitary but long lives—their isolation and 
  extreme paranoia about interaction with other species 
  
  87
  Into the 
  Shattered 
  ContInent
  Foreword
  Part 1:
  aCroSS the 
  Shattered 
  ShoreS
  Part 2: 
  the tower 
  oF Sundered 
  ProPheCIeS
  Part 3: 
  GraSP oF the 
  StranGerS
  nPC Gallery
  ruInS oF 
  azlant 
  Gazetteer
  treaSureS oF 
  azlant
  BeStIary
  precludes many unnatural causes of death. In most cases, 
  a paguroida eventually succumbs to old age after having 
  lived for as many as a dozen centuries. Despite their 
  longevity, paguroidas are not fecund, and they reproduce 
  only once every 200–300 years after reaching reproductive 
  maturity at the age of 150. Female paguroidas each lay a 
  single egg in a secluded location, which they abandon 
  among a small cache of magical items from their shells. 
  Nearby male paguroidas locate the eggs by following the 
  unique magical aura they exude, as well as the magical 
  auras of the items in the eggs’ cache-nests. Once fertilized, 
  an egg ceases to emit such an aura, but the male that 
  fertilized it remains nearby to protect it during the 
  6 months it gestates before hatching.
  Hatchlings are incredibly vulnerable, their shells taking 
  as many as 5 years to harden. Paguroida fathers often give 
  their offspring one or more magical items from their own 
  shells, and they assist the offspring in embedding them 
  and the items from their mothers’ cache-nests into their 
  soft shells to bolster their defenses in their first year.
  habitat and soCiety
  Paguroidas live almost entirely alone, only rarely 
  congregating in groups, generally for purposes of defense 
  or to consolidate resources. Even then, these groups 
  almost never exceed 10 members, as paguroidas 
  have an innate understanding that 
  the valuable items embedded in 
  their shells would draw more 
  treasure hunters to them, 
  negating the advantages of 
  greater numbers.
  Typically making their 
  lairs near ancient ruins filled 
  with long-abandoned magical 
  relics, paguroidas prefer to 
  dwell in underwater grottoes 
  inaccessible from the surface. They 
  protect these lairs with powerful illusions and 
  abjurations, counting on remaining hidden 
  to protect themselves and their treasures 
  from potential thieves. A paguroida who 
  encounters an intelligent interloper 
  first attempts to trick the creature 
  into leaving its territory, preferring 
  to avoid conflict altogether. If 
  discovered and unable to persuade 
  the trespasser to leave, a paguroida 
  may offer one of the magic items 
  from its shell as a bribe to 
  send the unwanted guest on 
  its way. This is often a last 
  resort, however, as most 
  paguroidas know that once 
  granted a single item of power, most creatures will seek 
  more and respond with force if their demands are denied.
  Because of their mutual penchant for hoarding wealth, 
  dragons are a paguroida’s primary threat, and the crabfolk 
  avoid even good and neutral dragons out of a strong 
  sense of self-preservation. Only when offered substantial 
  magical wealth as signs of good faith do paguroidas 
  cooperate with dragons, and even then they do so warily.
  ORIGINS OF THE PAGUROIDA
  The	 paguroida	 was	 conceived	 in	 the	 monster	 design	
  panel	 at	 Gen	 Con	 2016,	 in	 which	 developers	 Adam	
  Daigle	and	Mark	Moreland	guided	the	attendees	through	
  a	brainstorming	session.	Participants	contributed	to	the	
  creature’s	abilities,	appearance,	and	flavor.	If	you	were	
  part	 of	 this	 seminar,	 drop	 by	 the	 message	 boards	 on	
  paizo.com	and	let	us	know	how	you	think	it	turned	out!
  
  88
  smoke sentinel
  This cloud of thick black smoke crackles as flashes of electricity 
  illuminate it from within, but it whirs as if mechanical.
  SMOKE	SENTINEL	
  CR	9
  XP	6,400
  LN	Huge	construct
  Init	+9;	Senses	darkvision	60	ft.,	low-light	vision,	see 
  alignment;	Perception	+14
  DEFENSE
  AC	20,	touch	20,	flat-footed	14	(+6	deflection,	+5	Dex,	
  +1	dodge,	–2	size)
  hp	98	(9d10+49)
  Fort	+3,	Ref	+8,	Will	+8
  Defensive	Abilities	gaseous;	Immune	construct	traits
  OFFENSE
  Speed	fly	40	ft.	(perfect)
  Melee	2	tendrils	+12	touch	(3d6	electricity)
  Space	15	ft.;	Reach	15	ft.
  Special	Attacks	engulf	(DC	21,	1d6	Wis)
  Spell-Like	Abilities	(CL	9th;	concentration	+15)
  Constant—see alignmentUC,	tongues
  At	will—detect thoughts	(DC	17),	fear	(DC	20)
  3/day—major image	(DC	19)
  STATISTICS
  Str	—,	Dex	21,	Con	—,	Int	10,	Wis	20,	Cha	23
  Base	Atk	+9;	CMB	+11;	CMD	33	(can’t	be	tripped)
  Feats	Ability	Focus	(engulf),	Dodge,	Improved	Initiative,	
  Toughness,	Weapon	Finesse
  Skills	Fly	+9,	Perception	+14,	Stealth	+6
  Languages	tongues	(can’t	speak	in	natural	form)
  SQ	change	shape	(Small	or	Medium	humanoid,	alter self),	
  tethered
  ECOLOGY
  Environment	temperate	or	warm	forests
  Organization	solitary
  Treasure	incidental
  SPECIAL	ABILITIES
  Engulf	(Ex)	A	smoke	sentinel	can	engulf	creatures	in	its	path	
  as	a	standard	action.	The	smoke	sentinel	merely	has	to	
  move	over	its	opponents,	and	it	affects	as	many	creatures	
  as	it	can	cover.	It	cannot	make	other	attacks	during	a	
  round	in	which	it	engulfs	a	creature.	A	targeted	creature	
  can	make	an	attack	of	opportunity	against	the	smoke	
  sentinel,	but	if	it	does	so,	it	is	not	entitled	to	a	saving	
  throw	against	the	engulf	attack.	A	creature	that	does	not	
  make	an	attack	of	opportunity	can	attempt	a	DC	21	Reflex	
  saving	throw	to	avoid	being	engulfed;	on	a	success,	it	
  is	pushed	back	or	aside	(target’s	choice)	as	the	smoke	
  sentinel	moves	forward.	An	engulfed	creature	takes	1d6	
  points	of	Wisdom	damage	at	the	start	of	its	turn	each	
  round	it	remains	within	the	smoke	sentinel’s	space.	The	
  save	DC	is	Dexterity-based	and	includes	a	+2	racial	bonus.
  Gaseous	(Ex)	A	smoke	sentinel	can	pass	through	small	holes	
  and	even	cracks	without	reducing	its	speed.	It	cannot	
  enter	water	or	other	liquids.	It	has	no	Strength	score	and	
  cannot	manipulate	objects.	Its	gaseous	form	renders	the	
  smoke	sentinel	immune	to	all	nonmagical	attack	forms.	
  Even	when	hit	by	spells	or	magic	weapons,	it	takes	only	
  half	damage.	Spells	and	effects	that	do	not	deal	damage	
  have	only	a	50%	chance	of	affecting	a	smoke	sentinel.	A	
  smoke	sentinel	has	no	natural	armor	bonus,	but	it	has	a	
  deflection	bonus	equal	to	its	Charisma	bonus.
  Tethered	(Su)	A	smoke	sentinel	is	tethered	to	a	hollow	physical	
  object	(usually	a	small	box	or	totem)	from	which	it	can	travel	
  no	farther	than	1	mile.	An	intelligent	creature	who	holds	
  the	construct’s	tether	for	at	least	1	hour	gains	the	ability	to	
  control	the	smoke	sentinel	as	though	it	were	the	target	of	
  a	dominate monster spell.	This	control	lasts	until	another	
  intelligent	creature	holds	the	tether	for	an	hour	or	more,	
  whereupon	that	creature	gains	control	of	the	construct.	If	its	
  controller	dies	or	otherwise	ceases	to	command	the	smoke	
  sentinel,	the	construct	continues	carrying	out	its	most	recent	
  command.	Should	its	last	command	be	a	finite	task,	the	
  smoke	sentinel	reverts	to	the	role	of	guardian	when	finished,	
  keeping	potential	threats	away	from	the	site	of	its	tether.	A	
  smoke	sentinel	can	compress	to	fit	within	its	tether	as	a	full-
  round	action.	While	in	the	tether,	it	recovers	from	damage	at	
  a	rate	of	1	hit	point	per	hour.
  Smoke sentinels are clouds of sentient black smoke 
  that protect isolated ruins throughout the shattered 
  continent of Azlant. As amorphous clouds, smoke 
  sentinels have no distinguishing features, but they 
  often extend their bodies into long tendrils that slither 
  along the ground like hungry vines. No matter how 
  thin a smoke sentinel may make its form, its smoke 
  remains thick and opaque, hiding everything within 
  it from view. Though the strange electrical energy 
  that courses through its body crackles and arcs, the 
  resulting illumination provides no insight into what 
  may lie at the cloud’s heart.
  A smoke sentinel usually attempts to determine an 
  intruder’s intentions through use of its see alignment 
  and detect thoughts spell-like abilities. It may take the 
  form of a trusted associate or loved one in order to 
  further interact with the trespasser and bring deeper 
  thoughts and motivations to the creature’s surface 
  thoughts. Unless directly threatened or certain that the 
  target of its investigation poses a threat to its master 
  or other sworn charge, the smoke sentinel employs 
  illusions and fear to confuse and frighten the interloper 
  away. Only in extreme cases or when instructed to do so 
  does the construct use its deadly physical attacks.
  While it can compress and condense its form to fit 
  into incredibly small spaces, a smoke sentinel most often 
  appears as a weightless cloud occupying approximately 
  3,500 cubic feet of space.
  
  89
  Into the 
  Shattered 
  ContInent
  Foreword
  Part 1:
  aCroSS the 
  Shattered 
  ShoreS
  Part 2: 
  the tower 
  oF Sundered 
  ProPheCIeS
  Part 3: 
  GraSP oF the 
  StranGerS
  nPC Gallery
  ruInS oF 
  azlant 
  Gazetteer
  treaSureS oF 
  azlant
  BeStIary
  eCology
  Smoke sentinels were created through magical means 
  to serve as resolute sentries of their creators’ homes, 
  protecting inhabitants and their livelihoods from 
  attackers and raiders. Smoke sentinels do not need to 
  eat, sleep, or breathe, and they can compress to fit into 
  extremely small spaces due to their gaseous nature.
  Smoke sentinels do not age, though as they grow 
  accustomed to their land and as they see creatures and 
  people they were meant to protect slowly die off, they are 
  prone to becoming overprotective. Each smoke sentinel 
  is created along with an Azlanti artifact that anchors it 
  to a specific spot. If it moves more than a mile from 
  this tether, it loses control of its physical form, and if 
  kept beyond this range for too long, it might disperse 
  completely. As such, smoke sentinels are careful about 
  the range of their patrols.
  Despite their gaseous nature, smoke sentinels are 
  capable of coalescing the smoke that makes up their 
  bodies into clawlike tendrils to protect themselves. 
  A smoke sentinel often reveals its presence with 
  whirring, almost mechanical noises that 
  permeate the air as it approaches. 
  habitat and soCiety
  Smoke sentinels are most often 
  depicted in ancient Azlanti 
  texts as benign creatures that 
  warded off invaders and helped 
  their culture flourish in times 
  of great struggle. While many in 
  the modern day consider smoke 
  sentinels to be extremely dangerous, 
  the creatures do not murder without 
  cause. If someone takes a relic from 
  its creator, desecrates a corpse, or steps 
  onto ground its programming denotes 
  as hallowed, a smoke sentinel seeks only 
  to right that wrong.
  At the peak of the Azlanti civilization, 
  smoke sentinels took the forms of Azlanti 
  warriors and patrolled the borders of 
  towns and cities to ward off invaders. They 
  were considered great protectors, and they 
  were occasionally used in Azlanti armies as 
  a way to induce terror in enemy ranks.
  There are few examples of rogue 
  smoke sentinels in history, but in 
  late Azlant just prior to Earthfall, some 
  priests with delusions of grandeur or 
  revenge fresh on their minds created smoke 
  sentinels not as protectors, but as tools for 
  assassination and sabotage. However, once such a 
  smoke sentinel completed its mission—and it would 
  inevitably complete its mission—the construct would 
  return to its tether not to regenerate but to destroy the 
  artifact in a form of construct suicide. This raised an 
  ethical concern among the Azlanti: Are smoke sentinels 
  truly just constructs, built only to serve a singular 
  purpose? Or do they have consciousness, a soul? This 
  ethical dilemma eventually led to the practice of using 
  smoke sentinels falling out of favor, and even being 
  banned completely in some regions. As a result, by the 
  time Azlant sank into the sea, very few smoke sentinels 
  remained, and fewer still survive to this day.
  ConstruCtion
  While many secrets of Azlanti technology have been 
  recovered from the depths of time, expert golemcrafters 
  have yet to reverse engineer the means of building a 
  smoke sentinel and tether. Current theories postulate 
  that unique ioun stones must be utilized in the creation 
  process, though what shape or color these ioun stones 
  need to take remains a mystery.
  
  90
  tidewretch
  This ancient, empty-eyed woman appears to have flesh made 
  from damp, rotting wood, and sparse clumps of seaweed serve 
  as her hair.
  TIDEWRETCH	
  CR	6
  XP	2,400
  NE	Medium	undead
  Init	+6;	Senses	darkvision	60	ft.;	Perception	+12
  DEFENSE
  AC	19,	touch	13,	flat-footed	16	(+2	Dex,	+1	dodge,	+6	natural)
  hp	76	(9d8+36)
  Fort	+7,	Ref	+5,	Will	+9
  Defensive	Abilities	channel	resistance	+4;	DR	10/slashing;	
  Immune	undead	traits
  Weaknesses	driftwood-dependent
  OFFENSE
  Speed	30	ft.,	swim	30	ft.
  Melee	2	claws	+10	(1d6+3	plus	parasites)
  Spell-Like	Abilities	(CL	9th;	concentration	+13)
  At	will—entangle	(DC	16),	tree shape (dead	tree	only),	
  wood shape	(DC	16)
  3/day—aqueous orbAPG	(DC	17),	crushing despair	(DC	17),	
  enervation
  1/day—blight	(DC	18)
  STATISTICS
  Str	16,	Dex	14,	Con	—,	Int	7,	Wis	13,	Cha	18
  Base	Atk	+6;	CMB	+9;	CMD	22
  Feats	Alertness,	Dodge,	Improved	Initiative,	Iron	Will,	
  Weapon	Focus	(claw)
  Skills	Diplomacy	+7,	Handle	Animal	+7,	Intimidate	+10,	
  Perception	+12,	Sense	Motive	+3,	Swim	+14
  Languages	Common,	Sylvan
  SQ	vermin	empathy
  ECOLOGY
  Environment	any	coastlines
  Organization	solitary,	pair,	or	tangle	(3–8)
  Treasure	standard
  SPECIAL	ABILITIES
  Driftwood-Dependent	(Su)	A	tidewretch	is	mystically	
  bonded	to	a	single	piece	of	driftwood	originating	from	
  the	tree	to	which	she	was	bonded	in	life.	The	tidewretch	
  can	never	stray	more	than	300	yards	from	this	piece	of	
  driftwood.	A	tidewretch	who	moves	more	than	300	yards	
  beyond	her	bonded	driftwood	immediately	becomes	
  staggered	and	takes	a	–2	penalty	on	her	attack	and	
  damage	rolls	and	ability	and	skill	checks	and	to	the	save	
  DCs	of	her	special	abilities	(including	spell-like	abilities).	
  Every	hour	thereafter,	she	must	succeed	at	a	DC	15	Will	
  save	or	these	penalties	increase	by	2	(increases	are	
  cumulative).	A	tidewretch	that	is	out	of	range	of	her	
  bonded	driftwood	for	24	hours	gains	1	negative	level,	
  which	becomes	permanent	24	hours	thereafter,	at	which	
  time	she	gains	another	negative	level.	Eventually,	this	
  separation	destroys	the	tidewretch.	Unlike	a	dryad,	a	
  tidewretch	can’t	forge	a	new	bond	with	another	piece	of	
  driftwood,	though	many	tidewretches	find	that	they	can	
  carry	their	driftwood	with	them,	as	it	is	not	rooted	to	the	
  ground	like	a	living	tree.
  Parasites	(Ex)	The	first	time	each	round	a	tidewretch	hits	a	
  target	with	a	melee	attack,	a	swarm	of	small	parasites	
  issues	forth	from	the	rotting	wood	that	makes	up	her	body,	
  covering	the	target	and	causing	discomfort	and	distraction.	
  The	target	becomes	staggered,	but	it	can	spend	a	standard	
  action	to	brush	the	parasites	off	its	body	and	end	the	effect.
  Vermin	Empathy	(Ex)	This	ability	functions	as	a	druid’s	wild	
  empathy,	except	a	tidewretch	can	use	this	ability	only	
  on	vermin.	A	tidewretch	gains	a	+4	racial	bonus	on	this	
  check.	Vermin	empathy	treats	swarms	as	one	creature	
  having	a	single	mind;	a	tidewretch	can	thus	use	this	
  ability	to	influence	and	direct	swarms	with	relative	ease.
  Tidewretches are undead dryads whose trees have died 
  and become waterlogged driftwood. The dead state of 
  the tree to which a tidewretch is bound is reflected in 
  her disfigured appearance, especially her wrinkled and 
  cracked wooden skin. Bits and pieces of the tidewretch 
  have completely rotted away, leaving nothing but scar-like 
  holes in her decomposing flesh. A tidewretch’s fingers 
  have sharpened into claws, and her eyes have become cold 
  and dark. Tidewretches are home to hosts of parasites, 
  and small insects can be seen skittering in and out of 
  their cracked skin. When alone, tidewretches regularly 
  weep tears of dirty water in lament for their fallen trees.
  Tidewretches are usually around 5 feet tall and weigh 
  about 90 pounds.
  eCology
  When a dryad’s tree dies and falls into a body of water, 
  the dryad inhabiting it sometimes survives to become 
  a twisted, vengeful tidewretch. Such a creature follows 
  the largest section of the remains of her dead tree down 
  the currents of whatever body of water it travels, having 
  little control over where it might end up. Along the way, 
  the undead fey slowly begins to rot, quickly collecting 
  parasites and fungi that survive on the nutrients in the 
  driftwood and in the tidewretch herself. 
  Tidewretches are viewed as unnatural by regular 
  dryads and other fey. Animals are easily spooked by 
  their presence, and water-dwelling creatures give them 
  a wide berth. However, a tidewretch’s quick movement 
  through lakes and rivers makes her difficult to keep 
  track of and predict. Tidewretches stalk riverbanks and 
  shorelines for unsuspecting creatures to torment and 
  destroy before moving on. They leave their victims in 
  a particularly grotesque state: their victims’ bodies are 
  drained of all natural fluids, which are replaced to the 
  point of overflowing with filthy, brackish water.
  
  91
  Into the 
  Shattered 
  ContInent
  Foreword
  Part 1:
  aCroSS the 
  Shattered 
  ShoreS
  Part 2: 
  the tower 
  oF Sundered 
  ProPheCIeS
  Part 3: 
  GraSP oF the 
  StranGerS
  nPC Gallery
  ruInS oF 
  azlant 
  Gazetteer
  treaSureS oF 
  azlant
  BeStIary
  Despite their love of killing, tidewretches have no need 
  to eat flesh to survive, and they continue their undead 
  existence as long as their bonded driftwood remains 
  intact. Because their survival depends on the security of 
  their driftwood, many tidewretches hide their bonded 
  driftwood among large piles of detritus or bind their 
  driftwood with chains or sturdy seaweed ropes to the 
  bottom of a body of water, floating like haunted buoys 
  deep beneath the surface. Occasionally, a tidewretch may 
  drag her driftwood inland and carve it into a piece of 
  furniture, an idol, or a totem, or she might even use it 
  as part of the construction of a makeshift structure. In 
  any case, the tidewretch works to ensure her driftwood is 
  either hidden or obscured so that her greatest weakness 
  does not bring about her undoing.
  A tidewretch is considered a menace to nature, and she 
  is a highly sought-after target for druids and protector 
  fey. Tidewretches take trophies from hunters who fail to 
  destroy them, as reminders of both the warmth of life 
  and their undying desire to survive no matter the 
  cost. This leads to them collecting treasures that 
  they store in the crevasses of their driftwood trees. 
  These large stashes of treasure often lead more 
  hunters and adventurers to seek the riches that 
  ancient tidewretches carry.
  habitat and soCiety
  Tidewretches’ constantly traveling, mobile 
  homes make for many potential habitats. 
  Usually, a tidewretch is either moving with 
  a current or settled on a still body of water. 
  Tidewretches most often originate along 
  the sides of forest rivers, and as such they 
  encounter plenty of living victims as they travel 
  along those rivers to their eventual resting 
  places. While tidewretches who keep moving 
  with the water tend to survive longer than 
  those who remain in one spot—becoming 
  the subjects of legend as their victims pile 
  up—many of them try to stay in the same 
  place for long periods of time if they can guide 
  themselves to still water. Stationary tidewretches 
  prefer to live in environments that resemble those 
  where their trees used to grow. Such tidewretches seek to 
  emulate living dryads, even burying their tree’s roots and 
  draping any branch-fragments with greenery. 
  Tidewretches are solitary creatures by both nature and 
  circumstance. They arise rarely and can end up in many 
  different locales. They do not get along with creatures 
  other than the vermin that occupy their trees and bodies, 
  and they permit the company of others of their kind 
  only out of a shared sense of survival. Most groupings of 
  tidewretches (called tangles) last only briefly, collapsing 
  when their respective members turn on one another and 
  try to destroy each others’ driftwood to ensure dominance, 
  or else parting ways quickly to avoid such a fate.
  There are rare circumstances in which pairs of 
  tidewretches settle in the same still water for extended 
  periods of time. Usually the two choose to join forces 
  to hunt and continue their tortured existences together. 
  Such tidewretch “sisters” maintain a tenuous balance of 
  power, and they are most often equals, sharing a single 
  ambition rather than scrabbling to claim authority. 
  In many cases, such pairs were dryads from the same 
  grove who maintain a connection to one another in 
  undeath, even while their instinct is otherwise to isolate 
  themselves from anything they cannot destroy.
  
  92
  Next MoNth
  Open Game License Version 1.0a
  The Flooded CaThedral
  By Mikko Kallio
  As the adventurers work to track down the missing 
  colonists, the trail leads to a nearby island. There, the 
  adventurers discover the submerged ruins of a cathedral 
  dedicated to a now-dead god; the site has become the 
  lair of an ichthyic monster and its cunning minions. 
  The adventurers must fight their way through flooded 
  chambers and vicious monsters to find the kidnapped 
  colonists and learn of a greater threat to the region—and 
  to Golarion as a whole.
  Gods oF anCienT azlanT
  By Adam Daigle
  This double-sized article explores the most prominent 
  deities worshiped in ancient Azlant at the height of the 
  empire. Learn about who made up the Azlanti pantheon, 
  their areas of concern, and their relationships with 
  one another, and see how the Azlanti worshiped the 
  pantheon, from gods whose veneration didn’t survive 
  the cataclysm of Earthfall to modern deities who were 
  worshiped differently than they are today.
  eColoGy oF The CloCkwork
  By Mikko Kallio
  Clockwork constructs were among the many wonders 
  created by the ancient Azlanti, and they are still 
  found in the Inner Sea region, from temples of Brigh 
  to the technologically advanced Grand Duchy of 
  Alkenstar. Learn the history of clockworks, the secrets 
  of constructing and modifying them, and their role 
  in societies both extant and extinct. This exhaustive 
  resource includes a comprehensive index of all 
  Pathfinder RPG clockworks to date and is a must-have 
  for artificers of all sorts.
  subsCribe To PaThFinder 
  advenTure PaTh
  The Ruins of Azlant Adventure Path continues! 
  Don’t miss out on a single exciting volume—head 
  over to paizo.com/pathfinder and subscribe today 
  to have each Pathfinder Adventure Path, Pathfinder 
  Campaign Setting, Pathfinder Module, Pathfinder 
  Player Companion, Pathfinder Tales, and Pathfinder 
  Accessories product delivered to your door.
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: 
  Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson.
  Dark Stalker from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, 
  based on original material by Simon Muth.
  Yellow Musk Creeper from the Tome of Horrors Complete © 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author: 
  Scott Greene, based on original material by Albie Fiore. 
  Yellow Musk Zombie from the Tome of Horrors Complete © 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author: 
  Scott Greene, based on original material by Albie Fiore. 
  Pathfinder Adventure Path #122: Into the Shattered Continent © 2017, 
  Paizo Inc.; Authors: Robert Brookes, with Ayla Arthur, Adam Daigle, Lucas J.W. 
  Johnson, Robin Loutzenhiser, Ron Lundeen, and Mark Moreland.
  
  Paizo, Paizo Inc., and the Paizo golem logo are registered trademarks of Paizo Inc.; 
  Starﬁ nder and the Starﬁ nder logo are trademarks of Paizo Inc. © 2017, Paizo Inc.
  paizo.com/starﬁ nder
  AVAILABLE NOW!
  
  Book of the Damned
  Book of the Damned
  Paizo, Paizo Inc., the Paizo golem logo, Pathﬁ nder, and the Pathﬁ nder logo are registered trademarks of 
  Paizo Inc.; Pathﬁ nder Roleplaying Game is a trademark of Paizo Inc. © 2017, Paizo Inc.
  paizo.com/pathﬁ nder
  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! 
  COMING SEPTEMBER 2017
  
  UlTImaTe wIlderNess
  UlTImaTe wIlderNess
  UlTImaTe wIlderNess
  Paizo, Paizo Inc., the Paizo golem logo, Pathﬁ nder, and the Pathﬁ nder logo are registered trademarks of 
  Paizo Inc.; Pathﬁ nder Roleplaying Game is a trademark of Paizo Inc. © 2017, Paizo Inc.
  paizo.com/pathﬁ nder
  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!
  COMING NOVEMBER 2017
  Where the
  Wild Things WAR!
  
  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!
  Paizo, Paizo Inc., and the Paizo golem logo, are registered trademarks of Paizo Inc. Starfinder and the Starfinder logo are trademarks of Paizo Inc. 
  © 2017 Paizo Inc.
  AVAILABLE OCTOBER 2017!
  THE 
  INVASION 
  BEGINS!
  ALIEN ARCHIVE
  paizo.com
  
  Singing Cube
  To date, only 14 of these magical cubes have been 
  discovered. Each of the unearthed 
  cubes are a slightly different size, 
  and the fine carvings vary from 
  one to another. Tracing a finger 
  around some of the lines causes the 
  cube to emit music and soft singing, 
  with different lines each producing 
  a different song. Between the 14 
  discovered cubes, historians have 
  gathered what they believe to be 76 
  songs from the Age of Legend, though 
  many are incomplete or extremely faint. 
  Skyward Funnel
  Explorers venturing into Azlanti ruins have found Shattered fragments 
  of these delicate devices, but they have yet to find one intact. 
  Restored diagrams of what is believed to 
  be the complete device indicate that 
  these ruby-vaned instruments were 
  mounted at the top of stone and 
  metal towers. Researchers believe that 
  the funnels gathered energy from the 
  stars. What that energy was used for 
  has been lost to time, but many speculate 
  that it could be stored in batteries and 
  used to power other devices at a later time. 
  Others think the objects were used to 
  analyze the stars on cloudy nights. 
  
  A
  fter working to secure their settlement on a surviving fragment of the lost continent of 
  Azlant, the adventurers aid the colony by exploring the rest of the island to search for 
  resources and look for potential dangers. Soon they learn of a sea hag whose attempts 
  to revive the powerful oracular powers of the Azlanti threaten the island’s inhabitants. But an 
  even greater peril confronts them as they begin to notice that some people in the settlement 
  are acting strangely—a haunting echo of the clues left behind after the original settlers 
  vanished. Sinister forces are at work in the colony, and the adventurers must uncover a 
  menacing threat to the settlement before they become the next victims of a vile plot.
  This volume of Pathfinder Adventure Path continues the Ruins of Azlant Adventure 
  Path and includes:
  • “Into the Shattered Continent,” a Pathfinder RPG adventure for 4th-level characters,
  by Robert Brookes.
  • A gazetteer providing a look at some of the history, interesting denizens, and points of
  interest in the region where this story unfolds, by Adam Daigle.
  • A collection of rare magical treasures from ancient Azlant, by Ron Lundeen.
  • A bestiary full of monsters that inhabit the islands, by Ayla Arthur, Robert Brookes,
  Lucas J.W. Johnson, Robin Loutzenhiser, and Mark Moreland.
  ISLAND INTRIGUE
  paizo.com/pathfinder
  Printed in China. PZO90122
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Adventure Paths/PF121-126 - Ruins of Azlant/Ruins of Azlant - 02 - Into the Shattered Continent.pdf