TEXT: Side Paths
  Alex Riggs, Joshua Zaback
  
  Product Identity: The following terms are hereby defined as product identity, as defined in the Open Gaming License 
  version 1.0a, Section 1(E), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
  deities, etc) dialogue, plot, storylines, location, characters and trade dress.
  Artwork: All art in this book, besides the Necromancers of the Northwest logo, is either part of the public domain, 
  or is used with the express permission of the creator. Necromancers of the Northwest, LLC claims no special rights or 
  privileges to any art presented herein.
  Open Game Content: Except for material designated as Product Identity or Artwork (see above), the game mechanics 
  of this Necromancers of the Northwest game product are Open Game Content, as defined in the Open Game License 
  version 1.0a Section 1(d). No portion of this work other than Open Game Content may be reproduced in any form 
  without written permission.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, 
  LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, 
  LLC does not guarantee compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder 
  Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder 
  Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the 
  compatibility license.
  Author
  Alex Riggs
  Editor
  Rosa Gibbons
  Credits
  Necromancers of the Northwest, LLC
  8123 236th St SW, Unit 102
  Edmonds, WA, 98026
  www.necromancers-online.com
  
  2
  Using This Adventure
   
  This adventure is designed to take place during the 
  second adventure of Paizo’s official rebel-themed Adventure 
  Path (volume #98). Near the beginning of that adventure, 
  there is a small two-room shrine devoted to the drowned. 
  This book is intended to expand that location, and all of 
  the rooms presented here are designed to be inserted in 
  between the first and last rooms of that shrine, in order to 
  flesh it out and turn it into more of an adventure. For this 
  reason, rooms 1 and 7, shown on the map, are not listed here, 
  as they correspond to rooms already described in Paizo’s 
  adventure. That said, it can easily be incorporated as a stand-
  alone dungeon in nearly any adventure, and does not strictly 
  require any of the information from the adventure on which 
  it is based in order to function. The adventure is designed for 
  a party of 4th-level characters.
  The Shrine of the Drowned
   
  This microdungeon is a shrine devoted to a deity 
  or saint who shepherds the souls of the drowned. If you 
  are using this product as a supplement to the official Paizo 
  adventure path adventure on which it is based, refer to that 
  adventure for more information about the shrine’s location 
  and purpose. If you are using this product in conjunction 
  with another adventure, or simply on its own as a self-
  contained dungeon crawl, the following information is 
  designed to provide some background about the shrine, its 
  location, and its purpose. You should feel free to alter these 
  details to suit your needs.
   
  This small, out-of-the-way shrine is located in a 
  swampy marshland, not far from a major port city. It does not 
  attract very many visitors, and is, in fact, maintained entirely 
  by a pair of reclusive priests, who make their homes in a 
  caretaker’s shack just outside the shrine itself. The interior of 
  the shrine contains a series of trials, to test the worthiness of 
  those who would pass through it, and was originally intended 
  to induct new members into the clergy of the obscure deity 
  that is worshipped there. Currently, however, the small 
  chamber at the bottom of the shrine holds a very different 
  prize for the PCs than mere enlightenment, and in order to 
  reach it, they will need to brave the shrine’s various trials.
  A1: Gate Guardian
   
  If you are using this product as a supplement to the 
  official Paizo adventure path adventure on which it is based, 
  refer to that adventure for more information about this room. 
  If you are using this product in conjunction with a different 
  adventure, or as a stand-alone adventure, simply do not 
  include this room, and use area A2 as the first room of the 
  dungeon, instead.
  Sidebar: Dungeon Details
   
  Many of the areas in this dungeon have specific 
  descriptions with details about the rooms; however, 
  unless otherwise specified in a room’s descriptions, you 
  can assume that the rooms have strong wooden doors, 
  with flagstone floors, walls of worked stone, and 10-foot-
  high ceilings.
   
  The other setting detail to keep in mind, as the 
  GM, is the lighting in each room.  You’ll notice that 
  the rooms start out brightly lit, but get progressively 
  darker as the PCs proceed. Whatever mystical order first 
  constructed this dungeon designed this purposefully, in 
  order to recreate one aspect of drowning, sinking deeper 
  and deeper under the waves. You may find it helpful to 
  familiarize yourself with the lighting rules found in the 
  Pathfinder Roleplaying Game Core Rulebook before 
  starting this adventure.
  A2: The Calm Before the Storm
   
  This large room is brightly lit and has an open 
  feeling. The floor is made from sturdy wooden planks, like 
  those used in ship construction. The walls are a bright 
  aquamarine color and feature a masterfully crafted fresco 
  depicting an army of trident-wielding merfolk and tritons 
  surrounding a three-masted ship that pitches violently on 
  the waves. The fresco encircles the entire room, save for 
  a single break in the carving for an opening leading to a 
  dank staircase, winding down beyond view.
   
  This large, brightly-light room serves as the entrance 
  to the shrine’s trials and features, and represents the earliest 
  stages of a drowning sailor’s last moments, the moments 
  before the trauma starts, when all is well. As such, this room 
  is relatively safe and should serve as a kind of sanctuary for 
  the PCs, where they feel they can retreat and rest. While this 
  room has no encounters of its own, it plays a key role in the 
  trials, providing both a key to progress further along and a 
  lock which must be undone in order to reach the final room 
  of the trials.
   
  Careful examination of the room’s fresco reveals that 
  it is quite complex and elaborate:
   
  This elaborate marble carving features churning 
  waves which stretch 10 feet up from the room’s floor, 
  halfway to the ceiling. Above the waves are  scores of 
  merfolk and triton warriors, each armed with a beautifully 
  crafted trident, which seem focused on the piece’s focal 
  point: a massive, three-masted ship which pitches about 
  on the waves, as if about to capsize. A number of human 
  figures in surprising detail flail about the ship, one of 
  which is about to fall into the churning sea below.
  
  3
  Treasure: Hidden among the tridents in the fresco is a single 
  masterwork trident which can easily be detached, and which 
  serves as the key to area A5. The trident in question is held 
  by a lone human figure, who is intermingled amongst the 
  merfolk and the tritons. Anyone specifically looking for a 
  drowning figure is able to find this individual automatically 
  with a few minutes of work, while anyone else can find him 
  with a successful DC 18 Perception check.
  Development: In addition to the trident, the fresco also 
  contains a secret lock which must be opened in order to pass 
  from area A5 to area A6. The lock is located near the top of 
  the sailing ship that serves as the central focus of the fresco, 
  and is situated in the open mouth of the sailor who is about 
  to fall overboard. Spotting the lock itself is difficult from the 
  ground, requiring a DC 22 Perception check, but characters 
  who have been to area A4 can recognize this figure as being 
  identical to the spirit in that room with only a DC 10 Wisdom 
  check. Reaching the mechanism is a challenge as well, as it is 
  situated 20 feet off the ground, but luckily the fresco provides 
  solid handholds and footholds for climbing, so it is only a DC 
  15 Climb check to reach it.
   
  Once the mechanism is actually reached, there are 
  several ways to disable it and unlock the secret door leading 
  from area A5 to area A6. The simplest is to use any effect 
  which could grant a person the ability to breathe water, such 
  as casting water breathing on it, or pouring a potion of water 
  breathing down the doomed sailor’s open mouth and into the 
  device. Failing this, a successful DC 20 Disable Device check 
  will also suffice. Once the mechanism is triggered, the secret 
  door in area A5 remains unlocked for 24 hours, after which 
  time the door closes automatically and the lock resets.
  A3: Hall of the Drowned
   
  Though your vision is not compromised, this small 
  room is somewhat dimmer than the room above, and 
  water fills the entire chamber to a depth of five feet. 
  Rickety and age-worn lifeboats, connected by narrow 
  wooden beams, provide a questionable bridge across the 
  chamber, where another doorway leads to further stairs 
  down. Four skeletons, only their heads visible above the 
  water, meander aimlessly throughout the room.
   
  The stairs in room A2 lead the PCs on a short 
  downward climb along a winding spiral, reminiscent of 
  a whirlpool. At the bottom, the PCs find themselves in 
  a somewhat smaller room made from weather-damaged 
  wooden planks. Though the room is well lit (normal light), it 
  has a gloomy feeling. Five feet of brackish water fill the room, 
  with the only dry way across being a collection of wooden 
  lifeboats connected by narrow gang planks. 
   
  This room is meant to remind those passing through 
  of the terror and despair that is the last few moments of a 
  drowning person’s life, and as a reminder that the spirits of 
  those who drowned, if left alone in the cold, dark, waters, 
  
  4
  often turn hateful and resentful towards the living. The only 
  challenge required to pass through the room is to make it to 
  the other side. A DC 5 Acrobatics check is required to move 
  across the small rowboats, which rock and sway in the water. 
  The wooden planks are much more difficult to navigate, 
  however: a foot in width, their precarious position attached 
  to the boats causes them to move and sway underfoot as 
  well, requiring a DC 15 Acrobatics check to move across the 
  planks at half speed. Failure on this check causes the creature 
  to fall into the water in an adjacent space. Due to the age of 
  the wooden planks, they can support no more than 300 lbs. 
  at any one time, and if more weight than this is put on them, 
  they break, depositing everyone on them into the water.
   
   The water itself is quite still, and characters too 
  short to touch the bottom can swim with a DC 10 Swim 
  check. Those who can reach the bottom can walk across 
  it, albeit at half their normal speed. Characters in the 
  water suffer the normal penalties on attack rolls and AC 
  for underwater combat (typically –2 on attack rolls and 
  half damage on damage rolls with bludgeoning or slashing 
  weapons, and no penalty with piercing weapons). A character 
  in the water can climb onto one of the boats with a successful 
  DC 10 Climb check. Characters without firm footing suffer a 
  –5 penalty on this check.
  Creatures: Four undead known as drowned bones wander 
  this room, with a pair flanking each boat at the time the PCs 
  enter the room. These skeletal guardians are deliberately 
  kept here by the priests that tend the temple, and serve as 
  part of the challenge this room presents. The undead ignore 
  characters in the room, provided that those characters 
  remain outside of the water, and do not stay in the same place 
  for an entire round. Though the skeletons have claw attacks, 
  they initiate a grapple at the first opportunity, attempting 
  to pin their foes and drag them under the water’s surface, 
  holding them there until they drown.
  DROWNED BONES (4)   
   
   
             CR 3  
  XP 800
  CN Medium undead
  Init +2; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 14; touch 12, flat-footed 12 (+2 Dex, +2 natural)
  hp 22 (3d8+9)
  Fort +4, Ref +3, Will +3
  DR 5/bludgeoning; Immune cold, undead traits
  OFFENSE
  Speed 30 ft.
  Melee 2 claws +7 (1d4+4 plus grab)
  Special Attacks grab   
  STATISTICS
  Str 18, Dex 14, Con —, Int —, Wis 10, Cha 16
  Base Atk +2; CMB +6 (+12 grapple); CMD 18 (+20 vs. 
  grapple) 
  Feats Improved GrappleB, Weapon Focus (claw)B 
  SQ watery guardian 
  SPECIAL ABILITIES
   
  Watery Guardian: A drowned bones is treated as 
  though it was under the affects of a freedom of movement 
  spell for the purposes of moving and fighting while 
  underwater. 
  A4: Chamber of Drowned Sorrows
   
  This damp, dimly-lit natural cavern smells faintly of 
  blood and saltwater, and is full of swirling white mists. 
  Across the muddy-floored chamber is a large stone 
  door, barring the way forward, has an unusual lock set 
  into its center, which appears to have three keyholes. 
  Spectral figures can be seen in the mist, if only for a 
  second, leaving the impression that this dread chamber is 
  haunted.
   
  Another set of spiral stairs leads down from A3 to 
  this chamber, a small, mist-filled stone room whose rough 
  walls are reminiscent of a cavern. Though the mist itself does 
  not obscure vision, the room is an area of dim light. The 
  floor of this cavern is a natural, swampy peat, making getting 
  around an uncomfortable process for those without closed 
  shoes. A massive stone door provides an obvious barrier 
  between this room and the next. 
   
  The door to area A5 bears an unusual lock. Close 
  examination reveals that there seem to be three keyholes, 
  each of which is unusually large and round. A DC 15 
  Knowledge (engineering) check reveals that perhaps it is 
  designed to be opened with some sort of ceremonial, three-
  pronged key, and characters who succeed on this check by 
  5 or more also immediately recall the presence of a great 
  number of tridents in room A2. The door is quite sturdy 
  and difficult to break down (break DC 30, hardness 8, 200 
  hit points), but, despite the unusual nature of the lock, it 
  can be picked. However, doing so requires that at least two 
  characters work in tandem (each needing their own set of 
  thieves’ tools), and between them they must succeed on at 
  least three DC 20 Disable Device checks in a period of two 
  rounds. A character that places the correct trident from 
  area A2 (the one held by the only human in the water in the 
  fresco) finds that it opens the door with ease.
  Haunt: This room also plays host to the troubled spirits 
  of drowned sailors, who so often turn from despair and 
  loneliness to rage and envy, attempting to force other sailors 
  to join in their fate. Powerful magic in the temple calls out 
  to such souls within a hundred miles or so, causing them to 
  congregate in this room, where the priests that tend to the 
  temple help them to accept their fate. At any given time, 
  though, there are always enough anguished spirits to form a 
  haunt.
  
  5
  DROWNED HAUNT 
   
   
   
             CR 5
  This haunt is created from the essence of those who perished 
  while drowning, and takes the form of a male sailor who 
  slowly drowns. All who witness the drowning feel as though 
  their lungs are filled with water and suffer physical ailment, 
  though the effects are not actually lethal, except in extreme 
  circumstances. 
  XP 1,600
  N persistent haunt (20-ft. radius)
  Caster Level 5th 
  Notice detect evil, detect undead
  hp 25; Trigger proximity; Weakness none; Reset 10 minutes
  EFFECT
  Once triggered, the drowned haunt remains in place for 2 
  rounds, after which it deals 1 point of Strength, Dexterity, and 
  Constitution damage each round for 1d6 rounds to characters 
  who saw the haunt when it was triggered (regardless of 
  whether or not they can still see it). Each round, a successful 
  Fortitude save (DC 14) negates this damage. 
  DESTRUCTION
  The drowned haunt can be defeated through damage or 
  by offering to aid to the apparition. Any earnest offer or 
  attempt to aid the haunt is sufficient to satisfy the spirits that 
  comprise it, destroying the haunt, even if the character is not 
  truly capable of doing so. It is, ultimately, the thought that 
  counts.
  Development: Once the haunt is either destroyed or has 
  finished its effect, after one round, the spectral image of a 
  young sailor appears before them (actually the result of a 
  programmed image spell, DC 19 to disbelieve, which renews 
  itself after each time it is triggered). A successful DC 10 
  Wisdom check allows any character that previously examined 
  the fresco in room A2 to recognize this sailor as one of the 
  ones depicted in the fresco. The sailor delivers the following 
  message:
   
  If you wish to follow my path into the cold and the 
  dark, let the drowned be your guide. Rise towards the 
  surface, struggling, as I did, to find your way. Find me 
  there, up above, and spare me from my grisly fate. In the 
  same chamber, find my mate who went before, alone 
  amongst the riders of the waves. He holds the key, and 
  will surrender it willingly.
   
  If the PCs failed to offer aid to the haunt in this 
  room, the image of the sailor adds the following, at the end of 
  his speech:
   
  As you heed my advice, think on the spirits you faced 
  here, and what you might have wanted, in their place.
   
  The image’s cryptic message is advice on how to 
  bypass the locked doors in both this room and the next. His 
  reference to find him up above refers to the fresco in area A2 
  that contains the locking mechanism for the door leading 
  from area A5 to A6, which is identical in appearance to the 
  image. The statement to spare him from his grisly fate is a 
  hint to the fact that the mechanism can be disabled by any 
  means that would grant the ability to breathe water, as the 
  fresco of the sailor depicts him about to fall overboard. The 
  reference to the mate who came before refers to the other 
  important figure in the fresco in area A2, the lone human 
  amongst the merfolk and tritons, whose trident can be 
  detached and serves as the key to the door leading from this 
  room to area A5. Finally, if the PCs failed to destroy the haunt 
  by offering it aid, it is likely to have reset by the time they 
  return, and the image’s final message in this case provides a 
  hint as the means to put the haunt to rest.
  A5: Churning Grotto
   
  The dim mists give way to utter darkness, and the 
  spiraling stairwell plunges down to frigid, chest-high 
  water, which carries the briny scent of the sea. A set of 
  stairs rise up out of the water on the far side of the room, 
  with the final step just barely jutting out above the still 
  waters, against a bare and featureless wall. There is a chill 
  menace in the air, as though something were watching 
  and waiting.
   
  The entire room is filled to a depth of four feet with 
  cold saltwater, and is home to the shrine’s most fearsome 
  guardian, a benthic water elemental. This room is completely 
  dark, without any source of light, although external light 
  sources function normally. The water here counts as a deep 
  bog, costing Medium creatures 4 squares of movement to 
  move into a square, unless they choose to swim, instead. 
  Small and smaller creatures have no choice but to swim to 
  move through water this deep, and tumbling is impossible 
  for characters of any size. The water also provides cover 
  for Medium or larger creatures, and improved cover for 
  creatures smaller than Medium (although Medium creatures 
  can crouch as a move action to gain this improved cover). 
  Creatures with this improved cover take a −10 penalty on 
  attacks against creatures that aren’t underwater. The water 
  is not deep enough to allow the room’s inhabitant to use its 
  vortex ability.
  Creatures: A large benthic water elemental makes its 
  home in this room, and attacks any who enter, using its 
  hide in water ability to take the party by surprise. It starts 
  by attacking anyone holding a light source, attempting to 
  use its drench ability on any flame-based light sources, or 
  disarm the creature if their light source can’t be extinguished. 
  Once any light sources are gone, it attacks in earnest, using 
  Power Attack to slam the nearest creature as hard as it can. 
  The elemental was bound here by the priests that tend the 
  shrine, in an ancient ritual passed down orally by their order 
  for generations. Meant to symbolize the fact that the ocean 
  waves are fickle and capricious, and that strength is always 
  needed to keep oneself afloat, the elemental fights to the 
  death. Should it be slain, the priests conjure a new one to 
  replace it after three days.
  
  6
  LARGE BENTHIC WATER ELEMENTAL  
             CR 5
  XP 1,600
  N Large outsider (elemental, extraplanar, water) 
  Init +0; Senses darkvision 60 ft.; Perception +5
  DEFENSE
  AC 19; touch 9, flat-footed 19 (+8 natural, -1 size)
  hp 38 (4d10+16)
  Fort +8, Ref +4, Will +1
  Immune elemental traits
  Defensive Abilities hide in water 
  OFFENSE
  Speed 20 ft., swim 90 ft. 
  Melee slam +10 (2d6+10)
  Special Attacks drench, drown, vortex (DC 15, 10-30 ft.), 
  water mastery
  Space 10 ft.; Reach 10 ft. 
  STATISTICS
  Str 24, Dex 10, Con 19, Int 4, Wis 11, Cha 11
  Base Atk +4; CMB +12; CMD 22
  Feats Cleave, Power Attack  
  Skills Acrobatics +5, Escape Artist +5, Knowledge (planes) 
  +2, Perception +5, Stealth +1, Swim +20
  Language Aquan
  SPECIAL ABILITIES
   
  Drench (Ex): The benthic water elemental’s touch 
  puts out non-magical flames of Large size or smaller. The 
  creature can dispel magical fire it touches as dispel magic 
  (caster level equals elemental’s HD).
   
  Drown (Sp): Whenever a benthic water elemental 
  is in control of a grapple, in addition to doing damage, it can 
  force its foe to hold his breath or drown. See the Pathfinder 
  Roleplaying Game Core Rulebook for more information on 
  drowning.
   
  Hide in Water (Sp): Benthic water elementals 
  can hide in the water, as the spell invisibility, but only 
  while submerged in at least 2 feet of water. Benthic water 
  elementals can use this ability at will.
   
  Vortex (Su): A benthic water elemental can create a 
  whirlpool as a standard action, at will. This ability functions 
  identically to the whirlwind special attack, but can only form 
  underwater and cannot leave the water.
   
  Water Mastery (Ex): A benthic water elemental 
  gains a +1 bonus on attack and damage rolls if both it and 
  its opponent are touching water. If the opponent or the 
  elemental is touching the ground, the elemental takes a –4 
  penalty on attack and damage rolls. These modifiers apply to 
  bull rush and overrun maneuvers, whether the elemental is 
  initiating or resisting these kinds of attacks.
  Treasure: Although it is not immediately obvious, a large, 
  rusted iron chest sits in the northwest corner of the room, 
  nearly, but not quite, reaching the surface of the water. A 
  successful DC 15 Perception check allows a character to find 
  the chest, which is unlocked. Opening it reveals three potions 
  of water breathing, which are restocked by the temple’s 
  priests, as necessary.
  Development: In the middle of the room’s eastern wall, 
  immediately above the stairwell rising out of the water, is a 
  secret door (Perception DC 20). Simply finding the secret 
  door does little, however, as the mechanism for unlocking 
  it is found in room A2, in the form of a sailor in that room’s 
  fresco. If this mechanism has been triggered, then simply 
  touching the secret door causes it to slide open. Otherwise, a 
  successful DC 30 Perception check is required to find a very 
  well-concealed mechanism in the door which can be used to 
  force it open (Disable Device DC 30). Alternatively, force can 
  be used to open the door (break DC 30, hardness 8, 200 hit 
  points).
  A6: The Drowning Shaft
   
  This cylindrical chamber is largely bare and 
  featureless, except for the floor and ceiling. The chamber’s 
  floor bear’s a mosaic of beautiful glass tiles that depict a 
  swirling vortex of churning ocean water, swallowed into 
  a deep dark abyss. Up above, on the ceiling, sits a fresco 
  of a beautiful woman, her arms outstretched, as though 
  reaching out for those below, her mouth open wide as 
  though calling out or singing, but the rest of her face cold 
  and emotionless.
   
  This chamber serves as the final trial offered by the 
  shrine, and conceals a trap that is both insidious and, at the 
  same time, merciful, as those who do not struggle against the 
  trap are quite likely to survive it unharmed, if understandably 
  shaken. The chamber described above is actually a stone 
  elevator platform, inside a slightly larger cylindrical shaft. 
  The elevator itself is about 12 feet tall, with a glass roof that 
  allows those inside the elevator to see up into the rest of the 
  chamber above them (including the fresco on the ceiling, 
  which is actually in the larger elevator shaft), but the shaft is a 
  full 250 feet deep. The elevator is set to descend automatically 
  1d3 rounds after a weight of at least 40 lbs. is placed on it.
  DROWNING ELEVATOR TRAP  
   
             CR 4
  XP 1,200
  Type mechanical; Perception DC 28; Disable Device DC 28
  EFFECTS
  Trigger location; Reset automatic
  Effect The entry door to the elevator closes and locks 
  (Disable Device DC 28 to open), and the elevator begins to 
  descend at a rate of 20 feet per round. As soon as the elevator 
  begins to descend, water begins to pour out of the mouth of 
  the fresco on the ceiling, as well as numerous other frescoes 
  that become visible as the elevator descends (see below), 
  quickly filling the chamber above the elevator with water. The 
  elevator reaches the bottom of the shaft after 12 rounds, and 
  three rounds after that, when the entire chamber above them 
  has filled with water, the glass ceiling of the elevator retracts 
  
  7
  into the side of the chamber, causing thousands of gallons of 
  water to come crashing down on the PCs, leaving them 240 
  feet beneath the water’s surface.
   
  Once the elevator begins to descend, read the 
  following aloud.
   
  With a shuddering jolt, the entire chamber begins 
  to slowly descend, revealing that it is actually a massive 
  stone elevator. As it does, water begins to pour from the 
  mouth of the woman on the ceiling, releasing a torrent 
  that, surprisingly, strikes an invisible barrier about 10 feet 
  above the floor of the elevator, revealing a glass ceiling 
  protecting the elevator’s interior from the water, which 
  quickly begins to form a pool above the elevator as it 
  descends.
   
  As the elevator lowers, it quickly becomes clear that 
  the walls of the outer chamber are covered in a massive 
  fresco, depicting hundreds, perhaps thousands, of 
  drowning men, women, and children, each one gasping 
  for breath and struggling to reach the top of the chamber. 
  Shortly after the elevator passes by a figure in the 
  fresco, and it becomes visible through the glass ceiling, 
  water begins to pour from that figure’s mouth as well, 
  quickly beginning to fill the shaft above the elevator with 
  thousands of gallons of water. A single ladder, which runs 
  the entire height of the outer chamber, mars the fresco’s 
  macabre beauty.
   
  A successful DC 15 Perception check on the first 
  round of the elevator’s descent allows a character to notice 
  a door on the far side of the chamber, leading to area A7, 
  which was previously blocked by the wall of the elevator. 
  Should a character choose to try to break the glass ceiling 
  as they descend, they find that it is magically reinforced, 
  with hardness 5 and 50 hit points. While the rate at which 
  the room fills with water increases as the elevator lowers, it 
  is generally safe to assume that at any point prior to the 15th 
  round when the glass ceiling retracts automatically, roughly 
  3/4 of the area between wherever the elevator is, and the exits 
  from the room, roughly 10 feet from the top of the chamber, 
  is filled with water, requiring anyone attempting to reach the 
  top of the water to swim the distance in question. The water 
  is rough and choppy, increasing the DC of Swim checks to 15.
   
  Alternatively, 30 feet from the bottom of the elevator 
  shaft, spaced equidistantly around the walls of the chamber, 
  are a series of four valves, which can be turned to cause the 
  water to stop pouring into the chamber, and open up several 
  small drains in the floor to allow it to clear away. Each valve 
  must be turned a total of three times, with each attempt 
  to turn the valve being a move action. The character must 
  succeed on a Strength check (DC 15) to turn the valve, and for 
  every 5 points by which the result of her check exceeds the 
  DC, the character can turn the valve an additional time. Once 
  all four valves have been turned three times, the room begins 
  to drain of water, with the water level lowering at a rate of 40 
  feet per round (completely draining after 6 rounds).
   
  The easiest way to survive the trap, however, is to 
  simply do nothing. Fourteen rounds after the glass ceiling 
  retracts from the trap, the water begins to drain automatically 
  (as though the valves had all been turned), causing the water 
  to be completely drained from the room by the twentieth 
  round after the ceiling retracted (or the thirty-fifth round 
  after the elevator began descending). Once the water is 
  drained, characters can simply climb the ladder back to the 
  top of the chamber, where a 1-foot stone ledge encircling the 
  chamber allows them easy access to both of the room’s exits.
  A7: Sanctum of Drowned Sailors
   
  This room is listed as area A2 in the official adventure 
  path this product is designed to enhance. Alternatively, if this 
  product is being used as part of a different adventure, you 
  should adjust the contents of this room accordingly. It could 
  easily be a treasure chamber containing a water-themed 
  relic (such as a magic trident, or perhaps even a suit of plate 
  armor of the deep, if you are feeling generous). Alternatively, 
  in the spirit of the adventure that this product is designed to 
  enhance, the room could contain a private place of seclusion, 
  wherein a potential ally of the party has been forced to seek 
  shelter due to dangerous circumstances. Another option is an 
  altar dedicated to whichever deity or saint seems appropriate 
  as a patron for the shrine, which can grant a blessing or boon 
  to characters that worship there.
  
  Permission to copy, modify and distribute the files collectively known as the System Reference Document 
  (“SRD”) is granted solely through the use of the Open Gaming License, Version 1.0a.  
   
  This material is being released using the Open Gaming License Version 1.0a and you should read and 
  understand the terms of that license before using this material.  
   
  The text of the Open Gaming License itself is not Open Game Content. Instructions on using the License are 
  provided within the License itself.  
   
  The following items are designated Product Identity, as defined in Section 1(e) of the Open Game License 
  Version 1.0a, and are subject to the conditions set forth in Section 7 of the OGL, and are not Open Content: 
  Dungeons & Dragons, D&D, Player’s Handbook, Dungeon Master, Monster Manual, d20 System, Wizards of 
  the Coast, d20 (when used as a trademark), Forgotten Realms, Faerûn, proper names (including those used 
  in the names of spells or items), places, Red Wizard of Thay, the City of Union, Heroic Domains of Ysgard, 
  Ever-Changing Chaos of Limbo, Windswept Depths of Pandemonium, Infinite Layers of the Abyss, Tarterian 
  Depths of Carceri, Gray Waste of Hades, Bleak Eternity of Gehenna, Nine Hells of Baator, Infernal Battlefield 
  of Acheron, Clockwork Nirvana of Mechanus, Peaceable Kingdoms of Arcadia, Seven Mounting Heavens of 
  Celestia, Twin Paradises of Bytopia, Blessed Fields of Elysium, Wilderness of the Beastlands, Olympian 
  Glades of Arborea, Concordant Domain of the Outlands, Sigil, Lady of Pain, Book of Exalted Deeds, Book of 
  Vile Darkness, beholder, gauth, carrion crawler, tanar’ri, baatezu, displacer beast, githyanki, githzerai, mind 
  flayer, illithid, umber hulk, yuan-ti. 
   
  All of the rest of the SRD is Open Game Content as described in Section 1(d) of the License.  
   
  More information on the Open Game License can be found at www.wizards.com/d20. 
   
  The terms of the Open Gaming License Version 1.0a are as follows:  
   
  OPEN GAME LICENSE Version 1.0a  
   
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, 
  Inc (“Wizards”). All Rights Reserved.  
   
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open 
  Game Content; (b)”Derivative Material” means copyrighted material including derivative works and 
  translations (including into other computer languages), potation, modification, correction, addition, 
  extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be 
  recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, 
  publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and 
  includes the methods, procedures, processes and routines to the extent such content does not embody the 
  Product Identity and is an enhancement over the prior art and any additional content clearly identified as 
  Open Game Content by the Contributor, and means any work covered by this License, including translations 
  and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” 
  means product and product line names, logos and identifying marks including trade dress; artifacts; 
  creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, 
  symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and 
  other visual or audio representations; names and descriptions of characters, spells, enchantments, 
  personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, 
  equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other 
  trademark or registered trademark clearly identified as Product identity by the owner of the Product 
  Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, 
  mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated 
  products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to 
  use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game 
  Content. (h) “You” or “Your” means the licensee in terms of this agreement.  
   
  2. The License: This License applies to any Open Game Content that contains a notice indicating that the 
  Open Game Content may only be Used under and in terms of this License. You must affix such a notice to 
  any Open Game Content that you Use. No terms may be added to or subtracted from this License except as 
  described by the License itself. No other terms or conditions may be applied to any Open Game Content 
  distributed using this License.  
   
  3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this 
  License.  
   
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a 
  perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the 
  Open Game Content.  
   
  5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, 
  You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant 
  the rights conveyed by this License.  
   
  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the 
  exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, 
  and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE 
  of any original Open Game Content you Distribute.  
   
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to 
  compatibility, except as expressly licensed in another, independent Agreement with the owner of each 
  element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any 
  Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as 
  expressly licensed in another, independent Agreement with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the 
  ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall 
  retain all rights, title and interest in and to that Product Identity.  
   
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work 
  that you are distributing are Open Game Content.  
   
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You 
  may use any authorized version of this License to copy, modify and distribute any Open Game Content 
  originally distributed under any version of this License.  
   
  10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content 
  You Distribute.  
   
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of 
  any Contributor unless You have written permission from the Contributor to do so.  
   
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect 
  to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You 
  may not Use any Open Game Material so affected.  
   
  13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail 
  to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the 
  termination of this License.  
   
  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be 
  reformed only to the extent necessary to make it enforceable.  
   
  15. COPYRIGHT NOTICE 
   
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
   
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, 
  Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. 
  Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. 
  Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; Author: Paizo 
  Publishing, LLC.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based 
  on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on 
  material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason 
  Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, 
  James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick 
  Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. 
  Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo Publishing, LLC; Authors: Jesse Benner, Jason 
  Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley 
  Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams.
  Pathfinder Roleplaying Game Bestiary 4. © 2013, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse 
  Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James Jacobs, Matt 
  James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney- MacFarland, Sean K Reynolds, F. Wesley 
  Schneider, Tork Shaw, and Russ Taylor.
  Pathfinder Roleplaying Game GameMastery Guide. © 2010, Paizo Publishing, LLC; Author: Cam Banks, 
  Wolfgang Buar, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, James 
  Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, 
  Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K reynolds, F. Wesley Schneider, Amber 
  Scorr, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, 
  Teeuwynn Woodruff.
  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, Ross Byers, 
  Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. 
  Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K 
  Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: Jason 
  Bulmahn
  Pathfinder Roleplaying Game Advanced Race Guide. © 2012, Paizo Publishing, LLC; Authors: Dennis Baker, 
  Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason 
  Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor.
  Pathfinder Roleplaying Game Monster Codex. © 2014, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, 
  Logan Bonner, Jason Bulmahn, Ross Byers, John Compton, Robert N. Emerson, Jonathan H. Keith, Dale C. 
  McCoy, Jr., Mark Moreland, Tom Phillips, Stephen Radney-MacFarland, Sean K Reynolds, Thomas M. Reid, 
  Patrick Renie, Mark Seifter, Tork Shaw, Neil Spicer, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game NPC Codex. © 2012, Paizo Publishing, LLC; Authors: Jesse Benner, Jason 
  Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, Jason Nelson, Stephen Radney-
  MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim 
  Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, 
  Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Campaign. © 2013, Paizo Publishing, LLC; Authors: Jesse Benner, 
  Benjamin Bruck, Jason Bulmahn, Ryan Costello, Adam Daigle, Matt Goetz, Tim Hitchcock, James Jacobs, Ryan 
  Macklin, Colin McComb, Jason Nelson, Richard Pett, Stephen Radney-MacFarland, Patrick Renie, Sean K 
  Reynolds, F. Wesley Schneider, James L. Sutter, Russ Taylor, and Stephen Townshend.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse 
  Benner, Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin 
  McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Equipment. © 2012 Paizo Publishing, LLC; Authors: Dennis Baker, 
  Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim 
  Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal MacLean, Jason Nelson, Tork 
  Shaw, Owen KC Stephens, and Russ Taylor. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, 
  Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, 
  and Bill Webb; Based on original content from TSR.
  Pathfinder Adventure Path #98: Turn of the Torrent © 2015 Paizo Inc.; Authors: Mike Shel, with Thurston 
  Hillman, Stephanie Loree, Tim Nightengale and Todd Stewart. 
  Side Paths: Silver Rebels 2: Trials of the Drowned Copyright 2016, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
   
  END OF LICENSE 
  
  Descend into the Watery Depths
   
  Adventure paths offer fantastic stories and sweeping campaign arcs 
  that take characters on a ride from very low levels all the way up to the 
  highest reaches of the game, and they can be incredibly fun and rewarding to 
  play. But even though there’s a lot packed into an adventure path, 
  sometimes you find yourself wishing for more, whether there’s a part of the 
  sometimes you find yourself wishing for more, whether there’s a part of the 
  adventure path that feels like it got a bit rushed or cut due to space issues, 
  or just a fun little side trek to take a breather before jumping back into the 
  action of the main story. Side Paths provides just this sort of content, with 
  short adventures designed to fit into portions of existing official Paizo 
  adventure paths, but which can easily stand on their own, or be inserted 
  into other, similar campaigns.
   
  This micro-dungeon for a party of 4th-level characters, is designed to 
  expand an existing dungeon in the second volume (#98) of the rebellious 
  adventure path from Paizo, Inc., turning that two-room dungeon into a 
  more satisfying and rewarding trek by inserting additional challenges and 
  puzzles between the two rooms presented in Paizo’s version. Even though 
  the micro-dungeon was designed with this specific placement in mind, it 
  can easily be inserted into other dungeons, or stand on its own, and advice 
  for running the adventure outside of the adventure path its intended for is 
  for running the adventure outside of the adventure path its intended for is 
  included.
   
  As the PCs delve deeper into this shrine dedicated to the spirits of the 
  drowned, they must navigate narrow gang-planks while avoiding the 
  attention of roving underwater dead, battle a fearsome benthic water 
  elemental in total darkness, and survive a fearsome elevator trap that 
  leaves them gasping for air under thousands of gallons of water, plus far 
  more. Can they appease the spirits of the drowned, overcome the cunning 
  puzzles, and claim the prize at the end?
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/Side Paths - Silver Rebels 2 - Trials of the Drowned.pdf