TEXT: by Thurston Hillman
  Beyond
  the
  Veiled Past
  RUINS OF 
  AZLANT
  
  RUINS OF AZLANT REGION
  ZANAS-TAHN
  0
  5 MILES
  ANCORATO
  • TALMANDOR’S BOUNTY
  ALABASTER TRIDENT
  TALASANTRI
  • RUINS OF KALAS-TI
  B1
  B6
  B2
  B5
  B4
  B3
  
  Paizo Inc.
  7120 185th Ave NE, Ste 120
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  Beyond the Veiled Past
  adVenture Path 
  6 of 6
  RUINS  
  AZLANT
  ON THE COVER
  Foreword 
  2
  by Adam Daigle
  Beyond the Veiled Past 
  4
  by Thurston Hillman
  NPC Gallery 
  58
  by Thurston Hillman
  Continuing the Campaign 
  64
  by Robert Brookes
  Plots of the Veiled Masters 
  70 
  by Robert Brookes
  Awakened From Time 
  76 
  by Eleanor Ferron
  Bestiary 
  82
  by Thurston Hillman, Crystal Malarsky, and Scott Sharplin
  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
  Advanced Race Guide 
  ARG
  Bestiary 2 
  B2
  Bestiary 3 
  B3
  Monster Codex 
  MC
  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, 
  titles, and descriptive terms derived from proper nouns), artworks, characters, dialogue, locations, plots, storylines, and trade dress  (Elements that 
  have previously been designated as Open Game Content, or are exclusively derived from previous Open Game Content, or that are in the public domain 
  are not included in this declarat on )
  Open Game Content: Except for material designated as Product Identity (see above), the game mechan cs of this Paizo game product are Open Game 
  Content, as defined in the Open Game License version 1 0a, Section 1(d)  No port on of this work other than the material designated as Open Game 
  Content may be reproduced in any form without written permission
  Pathfinder Adventure Path #126: Beyond the Veiled Past © 2018, 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 Game, Pathfinder 
  Adventure Path, Pathfinder Adventures, Pathfinder Battles, Pathfinder Campaign Setting, Pathfinder Cards, Pathfinder Combat Pad, Pathfinder Flip Mat, 
  Pathfinder Legends, Pathfinder Map Pack, Pathfinder Module, Pathfinder Pawns, Pathfinder Player Companion, Pathfinder Roleplaying Game, Pathfinder 
  Tales, Ruins of Azlant, Starfinder, the Starfinder logo, Starfinder Adventure Path, and Starfinder Society are trademarks of Paizo Inc
  Printed n China  Where is my mind? Way out in the water, see it swimming
  The scheming veiled master Ochymua, mastermind 
  of the campaign’s events, is revealed on this 
  exciting cover by Setiawan Fajareka, as the iconics 
  fight against a deadly lusca in a ruined facility.
  Development Leads • Adam Daigle and Mark Moreland
  Authors • Thurston Hillman, with Robert Brookes, 
  Eleanor Ferron, Crystal Malarsky, and Scott Sharplin
  Cover Artist • Setiawan Fajareka
  Interior Artists • Biagio d’Alessandro, Hai Hoang, 
  Oksana Kerro, Raph Lomotan, Valeria Lutfullina, 
  Nikolai Ostertag, and Maichol Quinto
  Page Border Design • Francesca Baerald
  Cartographer • Robert Lazzaretti
  Creative Directors • James Jacobs, Robert G. McCreary, and 
  Sarah E. Robinson
  Director of Game Design • Jason Bulmahn
  Managing Developer • Adam Daigle
  Development Coordinator • Amanda Hamon Kunz
  Organized Play Lead Developer • John Compton
  Developers • Crystal Frasier, Jason Keeley, Joe Pasini, and 
  Linda Zayas-Palmer
  Starfinder Design Lead • Owen K.C. Stephens
  Starfinder Society Developer • Thurston Hillman
  Senior Designer • Stephen Radney-MacFarland 
  Designers • Logan Bonner and Mark Seifter
  Managing Editor • Judy Bauer
  Senior Editor • Christopher Carey
  Editors • Lyz Liddell, Adrian Ng, and Lacy Pellazar
  Art Director • Sonja Morris
  Senior Graphic Designers • Emily Crowell and Adam Vick
  Franchise Manager • Mark Moreland
  Project Manager • Gabriel Waluconis
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
  Chief Operations Officer • Jeffrey Alvarez
  Chief Financial Officer • John Parrish
  Chief Technical Officer • Vic Wertz
  Director of Sales • Pierce Watters
  Sales Associate • Cosmo Eisele
  Vice President of Marketing & Licensing • Jim Butler
  Marketing Director • Jenny Bendel
  Outreach Coordinator • Dan Tharp
  Director of Licensing • Michael Kenway
  Organized Play Manager • Tonya Woldridge
  Accountant • Christopher Caldwell
  Data Entry Clerk • B. Scott Keim
  Director of Technology • Dean Ludwig
  Senior Software Developer • Gary Teter
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  Customer Service Team • Sharaya Copas, Katina Davis, 
  Sara Marie, and Diego Valdez
  Warehouse Team • Laura Wilkes Carey, Will Chase, 
  Mika Hawkins, Heather Payne, Jeff Strand, and 
  Kevin Underwood
  Website Team • Robert Brandenburg, Lissa Guillet, 
  Erik Keith, and Eric Miller
  
  2
  It’s time to wrap this thing up. I hope everyone has 
  enjoyed running this campaign, playing through it, or 
  just reading the story, because we truly enjoyed bringing 
  this story to your game table.
  For those of you who have read or played multiple 
  Adventure Paths, you know there is typically a major 
  theme and a few subthemes that play out over the course 
  of the six adventures that make up a whole campaign. 
  Each Adventure Path can usually be summed up in an 
  elevator pitch—a quick sentence that gives an idea of 
  what to expect. The elevator pitch for the Ruins of Azlant 
  Adventure Path is this: travel to a lost continent and 
  explore ages-old wonders while preventing an ancient 
  enemy from devastating humanity.
  I knew I wanted to pull back the veil on Azlant, but 
  I also wanted to keep those curtains partially drawn. 
  Revealing too much of a mystery dilutes said mystery. 
  Another reason for my presenting just a slice of 
  ancient Azlant and having vague or unreliable details 
  leads me to a secondary theme for this Adventure 
  Path: conspiracy. I’ve always been fond of conspiracy 
  theories, and when you have an entire empire whose 
  strings are pulled by aberrant masterminds, the field 
  in which to sow conspiracy theories bears fertile soil. I 
  don’t necessarily believe in wild conspiracy theories, but 
  they’re often far more interesting than the boring reality 
  we live in, and I’m always entertained seeing those who 
  work in conspiracy theories stretch and twist trivial and 
  innocuous facts to suit their narrative.
  In a way, the authors of these six adventures and I are 
  the veiled masters behind the Ruins of Azlant Adventure 
  Path. We’ve kept secrets from you while presenting a 
  greater illusion. We’ve been pulling your strings this 
  whole time, guiding where you go, what you see, and even 
  We are the  
  Veiled Masters
  
  Adam Daigle
  Managing Developer
  adam.daigle@paizo.com
  3
  how much of what you see. We’ve been manipulating 
  you, sure, but it’s all been in search of fun.
  The people of Azlant had used and heard the phrase 
  “veiled masters” for centuries before Earthfall destroyed 
  them. It was always used in a way to explain unexplained 
  events or to make sense of complicated occurrences. 
  When things didn’t go the right way for a prominent 
  citizen, he blamed the veiled masters. If a military 
  action saw failure when all expectations were of success, 
  the veiled masters were pulling the strings. In ancient 
  Azlant, the people thought of the veiled masters the way 
  some wild conspiracy theorists claim that lizard people 
  are running governments around the globe or that 
  aliens from Area 51 are manipulating the country to hide 
  their nefarious plans. 
  Sometimes, it turns out that conspiracies are real, 
  and the Azlanti’s conspiratorial claims of the veiled 
  masters were correct, in a way. But even though the 
  Azlanti blamed their misfortunes on the veiled masters, 
  few agreed on who or what these veiled masters were. A 
  complex system often confounds those with a simpler 
  outlook who can’t see all the ways an event comes 
  to pass, and the people of Azlant lived within such a 
  complex system. This system, along with ages-old 
  manipulation from weird and sinister fish beings kept 
  even the brightest minds in Azlant from recognizing 
  the truth. Many suspected a cabal of wizards, but 
  almost no one was aware of the alghollthus and how 
  these enigmatic creatures engineered Azlanti society 
  (and biology). Once the truth about Azlant’s origin 
  began to emerge, however, the alghollthus knew that 
  their experiment was coming to an end. 
  One more thing. I’m not trying to paint the Azlanti 
  with any sympathetic brush here. Sure, they were an 
  amazing empire the likes of which the world has never 
  seen since, but they were also a bunch of jerks. They had 
  amazing wonders and advantages over other peoples of 
  Golarion, but they didn’t do a thing to achieve that on 
  their own. The Azlanti were empowered by evil aliens and 
  unwittingly followed along with their machinations. The 
  Azlanti felt superior to the rest of humanity and didn’t 
  care much for the other intelligent races either. They 
  even went so far as to develop clockworks and wyrwoods, 
  probably as a way to feel like they were creating life, and 
  they probably lorded that fact over their creations like 
  tiny gods. The Azlanti were created as an experiment—a 
  tool to conquer Golarion. They weren’t members of a 
  master race any more than a carefully bred quarter horse 
  is a master horse. After the Azlanti uncovered and saw 
  their own strings, their masters decided that the tool 
  needed to be discarded.
  Thanks for all of you tuning in for the Ruins of Azlant 
  Adventure Path. Next month is the first installment of 
  the War for the Crown Adventure Path, starting with 
  “Crownfall,” another adventure from Thurston Hillman. 
  This Adventure Path is rich with shifty nobles, Taldan 
  politics, and dangerous intrigue, and with Crystal Frasier 
  at the helm of that campaign, I know it’s going to be a 
  fun and wild ride!
  In the meantime, watch out for those veiled masters. 
  Keep your eyes open and your mind clear!
  AUTHOR SHOUT-OUT
  Thurston “Thursty” Hillman. What can I say about this 
  guy? I’m pretty sure I first met Thursty at the bar at a 
  convention. I can’t quite remember if it was PaizoCon or 
  Gen Con, because reasons. By the time I met Thursty, he 
  had already written a few Pathfinder Society Scenarios, 
  and after meeting him at—okay, it’s becoming clearer 
  to me—PaizoCon my first year as a Paizo employee, 
  I knew I wanted to work with him in some capacity. 
  Sometimes it’s hard for some of the great authors of 
  Pathfinder Society Scenarios to cross over into other 
  lines, so I had Thursty pitch me some monsters for the 
  bestiary in a couple of volumes of the Mummy’s Mask 
  Adventure Path. Of course, he had some great ideas and 
  knocked those monsters out of the park. We worked 
  well together, bantering around working names for one 
  of the monsters (Hey, Thursty, remember diggy hole 
  monster?). He even designed a monster that I later 
  developed that would go on to kill my PC in our office 
  campaign of Mummy’s Mask!
  If you’ve ever been to Gen Con or PaizoCon in the last 
  few years, you’ve had a chance to bask in the aura of 
  Thursty. He’s always warm and fun, and if you’re looking 
  for a good time, he’s a great person to be around—fun 
  gravitates to him. I’m especially glad that he’s on the 
  developer team developing Starfinder Society Scenarios, 
  because not only do I know that those are in great hands, 
  but I also get to see and interact with him much more 
  than before.
  Thursty did a great job closing out this campaign, 
  not only in his encounter design but also tying up loose 
  threads and satisfying hints about things that appeared in 
  the first adventure by working closely with the rest of the 
  team responsible for the Ruins of Azlant Adventure Path.
  Beyond 
  the 
  Veiled 
  Past
  Foreword
  Part 1:
  tides oF 
  ConFliCt
  Part 2: 
  on 
  Kalas-ti
  Part 3: 
  researCh and 
  destruCtion
  Part 4: 
  one seCond  
  to Midnight
  nPC gallery
  Continuing 
  the CaMPaign
  Plots oF 
  the Veiled 
  Masters
  awaKened  
  FroM tiMe
  Bestiary
  
  AdvAncement trAck
  “Beyond the Veiled Past” is designed for 
  four characters and uses the medium 
  XP track.
  The PCs begin this adventure at 
  15th level.
  The PCs should reach 16th 
  level after defeating Ochymua’s 
  rising armies and entering the 
  Compass facility.
  The PCs should be 17th level 
  before they face Ochymua at 
  the Synchrony Device.
  Beyond the  
  veiled PAst
  15
  PArt 1: tides of conflict ................. 6
  As forces of the veiled master Ochymua stir, the heroes must 
  contend with an assault on Talmandor’s Bounty, a city-ending 
  monstrosity, and a massing army of aboleths.
  PArt 2: on kAlAs-ti ....................21
  As the heroes make their way to the site of the Spindle 
  Solution’s secret compound, the Compass, a trek through the 
  wilds of the Tangled Morass pits them against several threats.
  PArt 3: reseArch And destruction ...26
  Entering the upper levels of the Compass, the PCs learn of 
  Ochymua’s plans to unleash a devastating weapon against the 
  inhabitants of Avistan.
  16
  17
  PArt 4: one second to midnight .... 49
  The heroes must stop Ochymua before it deploys the 
  Synchrony Device and reignites the war between the alghollthus 
  and humanity.
  4
  
  Adventure  
  BAckground
  Just over 10,000 years ago, the Azlanti empire stood 
  as the pinnacle of human achievement. The Azlanti 
  wove magic deeply into their everyday lives with the 
  intention of using it to improve their society, and the 
  empire was thought to be the greatest power on the 
  planet. All of that ended when the alghollthus—the 
  assembled races of aboleths, veiled masters, and similar 
  creatures—summoned forth the wrath of the cold void 
  in a cataclysm that would come to be known as Earthfall. 
  Hunks of stellar debris plucked from space hurtled 
  toward Golarion. The event caused such irreversible 
  damage that it ended the Azlanti empire and thrust 
  the planet into the Age of Darkness, which humanity 
  struggled to rebound from for centuries.
  Several motives led the alghollthus to enact their 
  terrifying scheme of destruction. At the forefront of 
  the alghollthus’ mounting concerns regarding their 
  experiment with humanity was a growing caste of 
  Azlanti experts in arcane arts and military talent, who 
  had begun putting together an understanding of their 
  manipulated past. This organization, calling itself the 
  Spindle Solution, was a splinter of the Ioun Imperative—
  an Azlanti intelligence organization firmly under 
  the control of veiled masters. Outwardly, the Spindle 
  Solution researched means of bettering humanity 
  through the application of magic and technology. To 
  the people of Azlant, the Spindle Solution studied the 
  science of the future, but the alghollthus knew there was 
  more to this Azlanti think tank than met the eye.
  Ochymua, head of the alghollthus’ ongoing monitoring 
  and manipulation of the Ioun Imperative, as well as 
  the greater Azlanti empire, recognized the potential 
  threat of the Spindle Solution. Ochymua infiltrated the 
  organization in Azlant’s final years. The subterfuge met 
  with disaster, as Ochymua quickly learned the truth behind 
  the Spindle Solution’s existence: it was an organization 
  specifically opposed to the ever-present influence of the 
  alghollthus on humanity. Even the name of the Spindle 
  Solution was a clever deception; while the life-sustaining 
  abilities of a clear spindle ioun stone represented the group’s 
  outward mantra of bettering humanity, the resonant 
  power of the same ioun stone protected a bearer from the 
  mental domination of aboleths and veiled masters alike.
  The Spindle Solution’s director, Grand Arcanist 
  Jazradan, uncovered Ochymua’s infiltration. Thanks to 
  the resonant powers of the group’s ioun stones, which 
  permeated the entire facility through ioun circuitry, the 
  Spindle Solution overpowered the veiled master before 
  it could cloud and dominate their minds. This gave 
  Jazradan the upper hand in the sudden conflict, and 
  the arcanist captured Ochymua, imprisoning the veiled 
  master in form of temporal stasis following numerous 
  failed examinations and interrogations.
  With their suspicions of alghollthu infiltration 
  confirmed, the Spindle Solution redoubled its efforts in 
  pursuit of ending the alghollthu threat—sooner rather 
  than later. Conversely, in the sudden wake of Ochymua’s 
  disappearance, the alghollthus convened, and ultimately 
  the Mhalssthru, a governing body of alghollthus across 
  the multiverse (see Pathfinder Adventure Path #121: The Lost 
  Outpost), came to the decision to use master glyphs to 
  destroy the Azlanti empire. It was only a matter of time 
  before one of the groups completed its plans against the 
  opposing side; history clearly shows that the alghollthus 
  succeeded first. Earthfall ended Azlant and stopped the 
  machinations of the Spindle Solution from ever being 
  unleashed against the alghollthus.
  Time went on, and millennia passed. Eventually, 
  the first colonists of Talmandor’s Bounty unearthed a 
  hidden Spindle Solution installation containing the 
  stasis-locked Ochymua. These explorers accidentally 
  released the veiled master into a world far removed 
  from the existence it once knew. It didn’t take long 
  for Ochymua to learn what had transpired since its 
  imprisonment. While startled by the immense paradigm 
  shift of the world around it, Ochymua was no fool; as 
  one of the veiled masters key in devising the Earthfall 
  sanction, Ochymua realized what must have happened, 
  believing (somewhat correctly) that its own capture was 
  one of the events that led the alghollthus to decide to 
  enact their final plan against the Azlanti.
  Making mental contact with a familiar omnipath, an 
  alghollthu that provides a telepathic mesh fostering 
  communication over great distances, Ochymua soon 
  discovered the remnants of the alghollthus on Golarion. 
  Enraged at what it perceived to be deterioration in 
  its race’s ambition and stature in the world, and 
  feeling that the Mhalssthru had made poor decisions 
  regarding the alghollthu race, Ochymua disregarded 
  entreaties from modern veiled masters and aboleths 
  alike. Instead, it devised its own plan—one that would 
  restore the alghollthus to their rightful dominion over 
  the world of Golarion.
  The prior events of the adventure path led Ochymua 
  to an important discovery: the location of the Spindle 
  Solution’s primary complex, a hidden research installation 
  known as the Compass. With this information in its 
  clutches, Ochymua now intends on unearthing the most 
  advanced and destructive research of the Azlanti. With 
  such magical and technological wonders, Ochymua 
  plans on removing the stain of humanity from the face 
  of Golarion once and for all, ushering in a new age under 
  the careful control of the alghollthus, a Third Empire that 
  will rule for eternity.
  5
  Beyond 
  the 
  Veiled 
  Past
  Foreword
  Part 1:
  tides oF 
  ConFliCt
  Part 2: 
  on 
  Kalas-ti
  Part 3: 
  researCh and 
  destruCtion
  Part 4: 
  one seCond  
   idnight
   gallery
  tinuing 
   C MPaign
  ts oF 
   eiled 
  ers
  a
    
  Fr
   
  Best
  y
  
  PArt 1:  
  tides of WAr
  As the adventure begins, the PCs know the location 
  of the Spindle Solution’s secret compound, 
  the Compass, is within the ruins of Kalas-
  Ti, the large island in south of the 
  region. While it’s likely they’ll want 
  to immediately seek out the complex 
  and stop the veiled master Ochymua, 
  there are other pressing concerns in 
  the region. The PCs’ various allies and 
  contacts throughout the campaign are 
  each affected by the rising shadow of 
  Ochymua’s numerous machinations.
  The veiled master recognizes the 
  threat the PCs pose and combines 
  its own preparations for an all-out 
  offensive against the mainland of 
  Avistan such that several schemes 
  fall into place at once. Each of these 
  schemes is represented by a conflict 
  consisting of several encounters. The 
  exact order of these conflicts varies 
  based on the needs of your individual 
  campaign, though they’re presented in 
  a logical order with information on how best to connect 
  them. It’s entirely possible the PCs’ experiences prompt 
  them to encounter these conflicts in a different order. For 
  example, if the PCs are in contact with the Mordant Spire, 
  the elves might alert them to a growing threat, or the 
  PCs might return to Talasantri to escort the kidnapped 
  youth from Pathfinder Adventure Path #124: City in the 
  Deep back home and learn that the city now faces a new 
  threat. Alternatively, the PCs might return to Talmandor’s 
  Bounty where they learn that the fledgling colony is beset 
  by ulat-kini.
  The overall goal of these initial encounters is to rally 
  the various allies that the PCs gathered throughout the 
  campaign and show their value to the colony’s future. 
  CONFLICT: ASSAULT ON TALMANDOR’S BOUNTY
  The settlement of Talmandor’s Bounty is where the PCs 
  began their journey on the broken continent of Azlant. 
  It’s likely they’ll want to check up on the colony prior 
  to pursuing Ochymua. Alternatively, the PCs might 
  find information about an impending assault on the 
  settlement—retaliation for their actions against the 
  growing forces of Ochymua in the ruins of Kalas-Ti (see 
  Conflict: The Armies of Kalas-Ti on page 14). Regardless 
  of how the PCs arrive, they find Talmandor’s Bounty in 
  a state of unrest.
  Growing patrols of Ochymua’s loyal ulat-kini servants 
  recently forced the nearby locathahs out of their homes. 
  The PCs likely encountered these tribes, in particular the 
  Okoloro tribe, during the events of Pathfinder Adventure 
  Path #122: Into the Shattered Continent. The Okoloro 
  and a few other scattered locathahs have created a 
  small vagabond community just off the beaches near 
  Talmandor’s Bounty. Even if the PCs established a 
  friendly relationship with the 
  locathahs in the region, this new 
  influx of the population has some 
  of the less tolerant members of the 
  colony uneasy and wondering what 
  this means for Talmandor’s Bounty 
  going forward. Compounding this 
  unease is that since the locathahs’ 
  arrival several of the settlers have 
  disappeared during the night, 
  causing a heightened level of security 
  in Talmandor’s Bounty and reminding 
  the colony of previous threats they 
  have faced. The worry is palpable. 
  Adjust the details of this encounter 
  to fall in line with the events of your 
  particular campaign, especially 
  if the interaction between the 
  nearby locathahs and the colonists 
  didn’t end up as anticipated in this 
  Adventure Path.
  Meanwhile, the Peregrine completed another return trip 
  to Talmandor’s Bounty during the course of the previous 
  adventure, while the PCs explored the broken tower of 
  Auberon the Drowned. This time, the vessel brought more 
  than resources and a few new settlers—it also brought 
  a group of soldiers employed by the Bountiful Venture 
  Company to assist in securing the settlement against the 
  growing tide of hostile forces. These newcomer soldiers 
  have delicately eroded the cautious peace between the 
  locathahs and settlers, gaining more public support for 
  expelling the wandering aquatic humanoids entirely.
  During this part of the adventure, the PCs have a 
  chance to get back to Talmandor’s Bounty (in case they 
  haven’t made the effort yet) and reunite with their fellow 
  colonists. Certainly Ramona Avandth would love an 
  update on the PCs’ recent actions and how they might 
  affect the colony, and Carver Hastings is eager to see if 
  the PCs turned up any new Azlanti lore or treasures. If 
  the PCs made friends with other fellow colonists, those 
  people are also likely looking forward to reconnecting 
  with them. If the PCs have been checking in regularly 
  with Talmandor’s Bounty, the colonists there regard 
  the PCs as heroes and are excited to see them return 
  to the colony now that they are again facing troubled 
  times. Though the colonists are stressed at the moment, 
  Talmandor’s Bounty appears to be doing quite well. 
  6
  rAmonA AvAndth
  
  More  structures have been built, and those that were 
  extant at the onset of this campaign have been spruced 
  up and in some cases expanded. The crops have not only 
  taken off, but there are now more plots in the colony 
  that are growing strong with a wider range of produce. 
  By now, it’s reasonable that Harcourt Carrolby might 
  have built the horse ranch that he had planned, and he 
  could have even already sent for his fiancée. Likewise, the 
  friendly relationship between Kurvis and Eamon could 
  have grown closer as the community developed further 
  and the two truly found their callings. During this part 
  of the adventure, use the PCs’ previous interactions with 
  the colonists to reinforce the importance of not only the 
  colony of Talmandor’s Bounty, but also the safety of their 
  friends and fellow colonists. 
  Talmandor’s BounTy EvEnT 1: mainland rEinforcEmEnTs 
  (cr 15)
  The recent arrival of a group of soldiers in the employ 
  of the Bountiful Venture Company gives Talmandor’s 
  Bounty new champions to rally around. Despite being far 
  less altruistic than the Eagle Knights some of the settlers 
  grew to know back in Andoran, these new champions 
  nevertheless offer security in the face of the PCs’ 
  prolonged absence.
  Ramona Avandth, assuming she’s still alive and has 
  taken on a leadership role in the colony, is the one to direct 
  the PCs to meet these soldiers. The leader of the soldiers 
  is a no-nonsense man by the name of Serge Berengar. 
  He introduces himself as head of the detachment acting 
  with the authority of the Bountiful Venture Company, 
  and does his best to persuade Ramona (and the PCs) to 
  oust the locathahs down the beach. He claims that the 
  settlement is in dire need of cleansing and reinforcement 
  against outsiders, for security purposes. 
  Creatures: The recently arrived soldiers were sent 
  from the Bountiful Venture Company not only for 
  protection, but also to investigate the colony and report 
  back on the company’s investments. The deeper root 
  of their antagonism, however, is that they’re under 
  the mental domination of one of Ochymua’s aboleth 
  servants. Aboleths and ulat-kini overcame the Peregrine 
  through overwhelming force prior to the ship’s arrival 
  in Talmandor’s Bounty. They used mental domination, 
  paired with mind fog, to claim key members of the ship 
  as their own agents. The ship deposited the dominated 
  agents and set back to Andoran in a hurry, as the aboleths 
  cared little for the vessel and didn’t want to rouse attention 
  with its destruction. The soldiers have been present only 
  for a few days; this means the soldiers are well within the 
  16-day duration of a typical aboleth’s dominate monster 
  effect. The aboleths that dominated these agents do not 
  continuously control their actions, so their movements 
  aren’t typically jerky and awkward, making it difficult to 
  tell that they’re under the effects of mental domination 
  until they are forced to heed an order.
  Aboleth commands compel these deceitful soldiers to 
  work against the interest of the colony. They seek to work 
  alongside their faceless stalker counterparts inserted 
  among the locathah tribe (see Talmandor’s Bounty 
  Event 2) to foster a greater conflict between the groups. 
  If the PCs find evidence of the faceless stalker infestation 
  among the tribe of locathahs and bring it to the soldiers’ 
  attention, then the company agents demand the remaining 
  locathahs be expelled, for fear of similar events occurring 
  to the colonists. If the locathah tribe is forced away from 
  Ancorato and has to fend for itself in the open water, the 
  locathahs are quickly beset by ulat-kini and slaughtered.
  The deception of the group of soldiers outwardly 
  pretending to be additional security for the colony, while 
  in fact reporting on the colony’s success or failure to 
  their company masters further obfuscates their mentally 
  dominated state. A successful DC 20 Sense Motive check 
  is enough to notice something amiss with these agents, 
  specifically that they’re under the effect of magical 
  influence. If confronted regarding this, the soldiers attack 
  the PCs immediately.
  BOUNTIFUL VENTURE SOLDIERS (6) 
  CR 10
  XP 9,600 each 
  Scheming fencer (Pathfinder RPG NPC Codex 86)
  hp 98 each
  Development: 
  Slaying 
  the 
  Bountiful 
  Venture 
  Company agents has repercussions beyond the scope 
  of this adventure, as the organization doesn’t take well 
  to the slaughter of its members. If their enchantments 
  AN ENEMY AWARE
  As early as the final encounter of the first adventure, 
  the veiled master Ochymua has been aware of the 
  PCs’ presence in the region. As the PCs fought against 
  the dominated colonists in the master’s former prison, 
  Ochymua observed the PCs through the colonists’ 
  senses and guided the unfortunate humans’ actions 
  in the fight. The veiled master took note of how the 
  PCs dealt with the situation, and as the campaign has 
  progressed, it used its various agents to spy on the PCs, 
  learning their strengths and weaknesses.
  Keep this in mind as the PCs confront the veiled 
  master at the end of this adventure. Ochymua is likely 
  well aware of the PCs’ capabilities, the ways they 
  fight, and the kinds of spells and powers that the party 
  members favor.
  7
  Beyond 
  the 
  Veiled 
  Past
  Foreword
  Part 1:
  tides oF 
  ConFliCt
  Part 2: 
  on 
  Kalas-ti
  Part 3: 
  researCh and 
  destruCtion
  Part 4: 
  one seCond  
   idnight
   gallery
  tinuing 
   C MPaign
  ts oF 
   eiled 
  ers
  a
    
  Fr
   
  Best
  y
  
  are removed, the agents come clean with their role and 
  promise to report back to their leaders with praises for 
  the PCs actions in the region. If saved, the agents provide 
  some further muscle to defend the colony in the face of 
  future attacks, and GMs should consider their presence 
  in the defense of Talmandor’s Bounty. Alternatively, 
  one or more of the agents could arrange for a means of 
  returning to Andoran to rally further reinforcements if 
  the PCs request it.
  The aboleths responsible for dominating the soldiers 
  are in constant contact with their mental slaves. They’re 
  aware as soon as their enchantment is broken or the 
  soldiers are slain. In either case, they contact Sharopech 
  (see page 10) to hasten the ulat-kini assault on the 
  settlement (see Talmandor’s Bounty Event 3).
  Story Award: If the PCs manage to remove the 
  enchantments controlling the company agents, then 
  reward them 51,200 XP, as though they defeated all of the 
  soldiers in combat.
  Talmandor’s BounTy EvEnT 2: facElEss assassins (cr 16)
  The arrival of the Okoloro tribe and other locathah refugees 
  near Talmandor’s Bounty creates quite a dilemma for the 
  human settlement. Depending on the PCs’ interactions 
  with the locathahs in previous adventures, these aquatic 
  creatures could be strong allies or enemies. 
  The organized forces of ulat-kini are in the process of 
  systematically wiping out smaller groups in the region, 
  and the Okoloro tribe was firmly in the skum’s sights 
  before seeking refuge near Talmandor’s Bounty. The 
  ranger Koloshkora (see page 60 of Pathfinder Adventure 
  Path #122: Into the Shattered Continent) brings the PCs up 
  to speed on the situation, including the growing presence 
  of ulat-kini forces throughout the region. This assumes 
  she survived previous adventures and maintained good 
  relations with the PCs. Otherwise, the locathahs remain 
  a somewhat silent neighbor to Talmandor’s Bounty, 
  unwilling to cause a conflict, but unable to retreat for fear 
  of rousing the skum armies.
  Creatures: Faceless stalker assassins, seeded into 
  the region by Ochymua, have killed and replaced four 
  locathahs. These faceless stalkers are meticulous in their 
  actions, stealthily murdering colonists from Talmandor’s 
  Bounty in order to create tensions between the two 
  groups. They are well aware of how things turned out 
  poorly for their cousins in previous adventures, so they act 
  carefully so as not to arouse suspicion. They have orders 
  to take drastic action should the PCs arrive, personally 
  tasked by Ochymua to assassinate one or more of these 
  heroes if the opportunity presents itself.
  The assassins attempt to coordinate a surprise attack 
  on the PCs, who might be overconfident after uncovering 
  the aboleth-dominated agents sent to Talmandor’s 
  Bounty. With the defeat of the aboleths’ schemes, the PCs 
  may think all they have left to do is broker a stronger 
  peace between their settlement and the locathahs. These 
  assassins work to disrupt such talks, quaffing potions of 
  invisibility to sneak into the midst of any negotiations, and 
  then unleashing death attacks against the PCs in hopes of 
  brutally eliminating the settlement’s champions.
  FACELESS STALKER ASSASSINS (4) 
  CR 12
  XP 19,200 each
  Faceless stalker assassin 10 (Pathfinder RPG Bestiary 2 122)
  CE Medium aberration (shapechanger)
  Init +10; Senses darkvision 60 ft.; Perception +10
  DEFENSE
  AC 23, touch 15, flat-footed 18 (+4 armor, +5 Dex, +4 natural)
  hp 142 each (15d8+75)
  Fort +9, Ref +12, Will +9; +5 vs. poison
  Defensive Abilities improved uncanny dodge; DR 5/piercing 
  or slashing
  OFFENSE
  Speed 30 ft.
  Melee assassin’s dagger +18/+13 (1d4+8/17–20) or
  2 slams +16 (1d6+6 plus grab)
  Space 5 ft.; Reach 10 ft.
  Special Attacks blood drain (1 Con), death attack (DC 22), 
  quiet death, sneak attack +7d6, swift death 1/day, 
  true death (DC 25)
  Spell-Like Abilities (CL 5th; concentration +8)
  Constant—tongues
  TACTICS
  Before Combat Immediately prior to making an 
  assassination attempt, the faceless stalkers quaff their 
  potions of displacement and potions of invisibility. 
  During Combat The assassins begin by setting their ring of 
  foe focus to their target. In open combat, they work in 
  groups, taking advantage of sneak attack damage and 
  hoping to trigger their Seize the Moment teamwork feats 
  with critical hits.
  Morale If reduced below 30 hit points, the faceless stalkers 
  attempt to flee. 
  STATISTICS
  Str 22, Dex 22, Con 20, Int 15, Wis 14, Cha 16
  Base Atk +10; CMB +16 (+20 grapple); CMD 32
  Feats Combat Reflexes, Deceitful, Improved Critical (dagger), 
  Improved Initiative, Precise StrikeAPG, Seize the MomentUC, 
  Shadow StrikeAPG, Stealthy
  Skills Acrobatics +14, Bluff +25, Disguise +29 (+39 when 
  using change shape), Escape Artist +36, Perception +10, 
  Sense Motive +10, Sleight of Hand +24 (+34 to hide 
  weapons on body), Stealth +33; Racial Modifiers +4 
  Disguise, +8 Escape Artist
  Languages Aboleth, Aquan, Common; tongues
  SQ angel of death, change shape (Medium humanoid; alter 
  self), compression, faceless, hidden weapons, hide in plain 
  sight, poison use
  8
  
  Combat Gear potion of displacement, potion of invisibility, 
  ring of foe focusUE, deathblade poison (2), shadow essence 
  poison (4); Other Gear +1 shadow studded leather, 
  assassin’s dagger, assassin’s dustACG
  Development: 
  Defeating 
  the 
  faceless 
  stalker 
  assassins is only a boon when the aboleth-dominated 
  agents in Talmandor’s Bounty are also dealt with. If 
  this is the case, then it’s a simple matter for the PCs 
  to bring the settlers and locathahs together to discuss 
  a joint defense against Ochymua’s forces. Should the 
  company soldiers remain, however, they then do their 
  best to paint the faceless stalker infiltration as a “last 
  straw” in allowing the locathahs to remain, and work 
  to convince the remaining settlers to oust the fishfolk 
  from their territory.
  Talmandor’s BounTy EvEnT 3: march of ThE ulaT-Kini 
  (cr 16)
  The attack on Talmandor’s Bounty by Ochymua’s forces 
  begins shortly after the PCs manage to deal with the 
  threats posed by the aboleth agents and faceless stalker 
  assassins. Otherwise, this event occurs at an appropriate 
  time after the PCs have failed to subdue other threats.
  Leading the assault is an ancient skum commander, 
  older than the fall of Azlant, named Sharopech. He 
  sends in the first wave of his legions, supported by two 
  mentally dominated allies.
  Creatures: The first attack on Talmandor’s Bounty and 
  the surrounding coast is executed by four large troop 
  units of ulat-kini. These soldiers are far better trained 
  and equipped than normal specimens of their species. 
  Two of the units march against the locathahs on the 
  beach, while the remainder move to slay the settlers of 
  Talmandor’s Bounty. A duo of purple worms under the 
  effects of an aboleth’s dominate monster spell-like ability 
  (Sense Motive DC 15 to detect, DC 22 Will to overcome) 
  bursts out from the ground, further sowing chaos.
  How this encounter plays out depends greatly on 
  what improvements the PCs made to the colony over 
  the course of the campaign, as well as how they prepare 
  for the assault. If the colony constructed walls, then the 
  enemy troops are forced to contend with those prior to 
  entering the town. If the locathah have been relocated to 
  the town, then the ulat-kini attack en masse, rather than 
  splitting up. If the townsfolk of Talmandor’s Bounty have 
  had their equipment suitably improved, then they can 
  take a greater role in defending against the siege (reduce 
  the number of troops which the PCs must personally 
  confront from 4 to 3).
  PURPLE WORMS (2) 
  CR 12
  XP 19,200 each 
  hp 200 each (Pathfinder RPG Bestiary 230)
  ULAT-KINI TROOPS (4) 
  CR 10
  XP 9,600 each
  LE Medium monstrous humanoid (aquatic, troop) (Pathfinder 
  RPG Bestiary 6 265)
  Init +2; Senses darkvision 60 ft.; Perception +15
  DEFENSE
  AC 24, touch 12, flat-footed 22 (+6 armor, +2 Dex, +6 natural)
  hp 124 each (13d10+52) 
  Fort +9, Ref +12, Will +8
  Defensive Abilities troop traits; Resist cold 10
  OFFENSE
  Speed 20 ft., swim 40 ft.
  Melee troop (3d6+4)
  Space 20 ft.; Reach 5 ft.
  Special Attacks dispelling, volley
  STATISTICS
  Str 18, Dex 15, Con 17, Int 10, Wis 10, Cha 7
  Base Atk +13; CMB +17; CMD 29
  Feats Ability Focus (volley), Aquatic AdvantageMC, 
  Combat Reflexes, Great Fortitude, Lightning Reflexes, 
  Stand Still, Toughness
  Skills Intimidate +11, Perception +15 (+19 Perception 
  Underwater), Stealth +15 (+19 Stealth Underwater), 
  Survival +13, Swim +25
  Languages Aboleth, Undercommon
  SQ amphibious, bracing tactics
  SPECIAL ABILITIES
  Bracing Tactic (Ex) An ulat-kini troop can make an attack of 
  opportunity against any creature that ends its movement 
  within the troop’s melee reach (5 ft.). If the attack of 
  opportunity is made against a creature that charged the 
  troop, the damage is doubled.
  Dispelling (Sp) Once per round as a free action that 
  does not provoke attacks of opportunity, an ulat-kini 
  troop can attempt to dispel a magical effect within 
  200 feet as per dispel magic. This represents sorcerers 
  embedded within the troop formation who are 
  attempting to overcome enemy magical effects. The 
  ulat-kini troop has an effective caster level of 10 for 
  this purpose. An ulat-kini troop can use this ability up to 
  10 times per day.
  Volley (Ex) Three times per day as a standard action, an 
  ulat-kini troop can throw a volley of tridents. This attack 
  takes the form of up to two lines with a range of 40 
  feet. These lines can start from the corner of any square 
  in the troop’s space. All creatures in one of these lines 
  take 4d8 points of piercing damage (Reflex DC 20 half). 
  The saving throw DC is Dexterity-based, and includes the 
  bonus from the ulat-kini troop’s Ability Focus feat.
  Treasure: Among the remains of the defeated troops 
  is 5,430 gp worth of assorted coins and jewels that the 
  ulat-kini had claimed as trophies. Along with this, the 
  troops each carry two potions of cure serious wounds in 
  9
  Beyond 
  the 
  Veiled 
  Past
  Foreword
  Part 1:
  tides oF 
  ConFliCt
  Part 2: 
  on 
  Kalas-ti
  Part 3: 
  researCh and 
  destruCtion
  Part 4: 
  one seCond  
   idnight
   gallery
  tinuing 
   C MPaign
  ts oF 
   eiled 
  ers
  a
    
  Fr
   
  Best
  y
  
  a watertight container, a staff of frost, and a wand of 
  invisibility purge (10 charges remaining).
  Development: The defeat of this initial assault wave 
  prompts Sharopech to launch its remaining forces 
  against Talmandor’s Bounty and the gathered locathah 
  tribes. The PCs should only have 10 minutes to prepare 
  before the start of the following encounter.
  Talmandor’s BounTy EvEnT 4: am-ulaT-Kini (cr 17)
  With the initial foray defeated, Sharopech launches his 
  main offensive. Several more legions of ulat-kini stream 
  onto the beach, forcing the locathahs back and into 
  Talmandor’s Bounty to fight alongside the settlers. Fighting 
  individual ulat-kini should be background to the PCs main 
  goal: the defeat of the ulat-kini’s leader, Sharopech.
  Creatures: Sharopech is an am-ulat-kini, a member 
  of its race who witnessed the fall of Azlant firsthand. 
  Responsible for numerous atrocities and offensives 
  against humanity and other surface species, Sharopech 
  willingly pledged himself to the renewed war promised 
  by Ochymua. Sharopech volunteered to personally lead 
  the cleansing of the Azlant region.
  Alongside Sharopech are two gillman sorcerers. 
  Distant aboleths triggered these gillmen’s long-seeded 
  programming. The activation of these gillmen is 
  the result of Ochymua’s allied aboleths—the veiled 
  master not having been present for the initial mental 
  programming of the first gillmen. These dedicated and 
  silent spellcasters act as magical support for Sharopech, 
  their minds completely subservient to Ochymua’s cause.
  Hearing of the PCs’ exploits and skill in combat, 
  Sharopech seeks them out alongside his gillmen 
  protectors. The am-ulat-kini seeks to test his mettle 
  against the PCs and bring them low as a final deathblow 
  to the settlement’s morale.
  ACTIVATED AGENTS (2) 
  CR 12
  XP 19,200 each
  Gillman sorcerer 12 (Pathfinder Campaign Setting: The Inner 
  Sea World Guide 310)
  N Medium humanoid (aquatic)
  Init +6; Senses Perception +0
  DEFENSE
  AC 21, touch 13, flat-footed 19 (+4 armor, +1 deflection, 
  +2 Dex, +4 shield)
  hp 104 each (12d6+60)
  Fort +7, Ref +6, Will +8; +2 vs. non-aboleth enchantments 
  and –2 vs. aboleth enchantments
  Defensive Abilities enchantment resistance, unusual 
  anatomy (25%)
  Weaknesses water dependent
  OFFENSE
  Speed 30 ft., swim 30 ft.
  Melee mwk sickle +6/+1 (1d6–1)
  Special Attacks long limbs (10 ft.)
  Bloodline Spell-Like Abilities (CL 12th; concentration +18)
  9/day—acidic ray (1d6+6 acid)
  Sorcerer Spells Known (CL 12th; concentration +18)
  6th (4/day)—freezing sphere (DC 24)
  5th (6/day)—cone of cold (DC 23), feeblemind 
  (DC 21), suffocationAPG (DC 21)
  4th (7/day)—black tentacles, 
  dimension door, telekinetic 
  chargeUC, wall of ice (DC 22)
  3rd (7/day)—dispel magic, 
  fly, haste, lightning bolt 
  (DC 21), tongues
  2nd (8/day)—aboleth’s lungARG 
  (DC 18), invisibility, mirror image, 
  scorching ray, see invisibility, shatter (DC 20)
  1st (8/day)—charm person (DC 17), enlarge person 
  (DC 17), mage armor, magic missile, shield, true strike
  10
  shAroPech
  
  0 (at will)—acid splash, daze (DC 16), detect magic, 
  light, message, prestidigitation, ray of frost, read 
  magic, resistance
  Bloodline aberrant
  TACTICS
  Before Combat These gillmen cast mage armor and 
  shield well before entering a zone of potential 
  combat. Immediately prior to combat, they cast fly, 
  haste, and invisibility.
  During Combat The gillmen concentrate their efforts on 
  bringing down enemies with their spells. Their first 
  action is to set up Sharopech in melee with opponents 
  by using telekinetic charge and sealing off the combat 
  with a wall of ice. 
  Morale Their ancient aboleth programming activated, the 
  gillmen fight to the death.
  STATISTICS
  Str 8, Dex 14, Con 16, Int 10, Wis 10, Cha 23
  Base Atk +6; CMB +5; CMD 18
  Feats Combat Casting, Empower Spell, Eschew Materials, 
  Focused SpellAPG, Greater Spell Focus (evocation), Improved 
  Initiative, Spell Focus (evocation), Toughness
  Skills Knowledge (arcana) +15, Spellcraft +15, Swim +7
  Languages Aboleth, Common
  SQ amphibious, bloodline arcana (+50% duration on 
  polymorph effects)
  Gear mwk sickle, headband of alluring charisma +4, ring of 
  protection +1
  SHAROPECH 
  CR 16
  XP 76,800
  Advanced skum fighter 13 (Pathfinder RPG Bestiary 294, 253)
  LE Medium monstrous humanoid (aquatic)
  Init +9; Senses darkvision 60 ft.; Perception +21 (+25 when 
  underwater)
  DEFENSE
  AC 27, touch 13, flat-footed 24 (+9 armor, +3 Dex, +4 natural, 
  +1 shield)
  hp 230 (15d10+148)
  Fort +16, Ref +12, Will +10 (+3 vs. fear)
  Resist cold 10
  OFFENSE
  Speed 20 ft., swim 40 ft.
  Melee +2 shock two-bladed sword +29/+24/+19 
  (1d8+17/17–20 plus 1d6 electricity) or
  +2 shock two-bladed sword +27/+22/+17 (1d8+14/17–
  20 plus 1d6 electricity), +2 shock two-bladed sword 
  +27/+22/+17 (1d8+10/17–20 plus 1d6 electricity) or
  bite +22 (1d6+5), 2 claws +22 (1d4+5)
  Special Attacks weapon trainings (double +3, natural +2, 
  heavy blades +1)
  TACTICS
  Before Combat Upon spotting its foes, Sharopech consumes its 
  potion of fly and potion of heroism to prepare for combat.
  During Combat Sharopech moves to engage a foe, making 
  full attacks with his double-ended blade. 
  Morale Sharopech has no concept of death or defeat and 
  fights until slain.
  STATISTICS
  Str 24, Dex 20, Con 26, Int 12, Wis 16, Cha 10
  Base Atk +15; CMB +22; CMD 37
  Feats Blinding Critical, Critical Focus, Exotic Weapon 
  Proficiency (two-bladed sword), Greater Two-Weapon 
  Fighting, Greater Weapon Focus (two-bladed sword), 
  Improved Critical (two-bladed sword), Improved Initiative, 
  Improved Two-Weapon Fighting, MultiattackB, Power 
  Attack, Step Up, Toughness, Two-Weapon Defense, Two-
  Weapon Fighting, Weapon Focus (two-bladed sword), 
  Weapon Specialization (two-bladed sword)
  Skills Acrobatics +2, Intimidate +18, Perception +21 (+25 
  when underwater), Stealth +20 (+24 when underwater), 
  Swim +19; Racial Modifiers +4 Perception when 
  underwater, +4 Stealth when underwater
  Languages Aboleth, Azlanti, Undercommon
  SQ amphibious, armor training 3
  Combat Gear potion of cure serious wounds, potion of fly, 
  potion of heroism; Other Gear +2 splint mail, +2 shock 
  two-bladed sword
  Development: Sharopech’s defeat sends the remaining 
  ulat-kini into disarray. The skum revert to baser instincts 
  without their seasoned commander’s presence and break 
  from combat shortly after Sharopech’s death. Their 
  retreat removes the immediate threat against Talmandor’s 
  Bounty and the locathah tribes, though the greater threat 
  of Ochymua—not to mention the veiled master’s goal of 
  entering the Spindle Solution’s compound—remains.
  Before the PCs continue to the Spindle Solution’s 
  compound, they may decide to escort the surviving 
  locathahs to safer lodging in Talasantri. Alternatively, 
  Nieran Codali of the Mordant Spire might contact the 
  PCs prior to their departure, warning them of the armies 
  massing in the old Azlanti ruins of Kalas-Ti. Prior to 
  moving onto the Spindle Solution base, the PCs should 
  consider handling these remaining threats; otherwise, 
  they’ll develop in potentially devastating ways.
  CONFLICT: THE BREAKING OF TALASANTRI
  Prior to pursuing Ochymua, the PCs should check in on 
  the underwater city of Talasantri. It’s possible the PCs 
  come to the underwater city escorting the locathahs 
  from Talmandor’s Bounty, or to replenish supplies and 
  craft magic items in preparation for their pursuit of the 
  veiled master. Another option would be that the PCs 
  hear about Ochymua’s plans to ruin the city from Nieran 
  Codali, whose Mordant Spire allies learn of the threat.
  As the PCs arrive, they hear from their allies that 
  a massive beast stirs only miles away—just as the 
  11
  Beyond 
  the 
  Veiled 
  Past
  Foreword
  Part 1:
  tides oF 
  ConFliCt
  Part 2: 
  on 
  Kalas-ti
  Part 3: 
  researCh and 
  destruCtion
  Part 4: 
  one seCond  
   idnight
   gallery
  tinuing 
   C MPaign
  ts oF 
   eiled 
  ers
  a
    
  Fr
   
  Best
  y
  
  Doomcriers in Talasantri claimed. While 
  the PCs disrupted agents of Ochymua 
  during the events of “City of the Deep”  
  in Pathfinder Adventure Path #124, several 
  merfolk agents escaped. These agents 
  managed to awaken a local terror: a vast 
  aberration known as a plankta. This 
  particular specimen is known to the 
  people of Talasantri as Ruinquake and is 
  believed to have formed around the still-
  blistering heat of an asteroid fragment 
  that fell as part of Earthfall.
  The ponderous advance of Ruinquake has the citizens 
  of Talasantri gripped in a state of panic. The plodding 
  creature is capable of unleashing untold destruction on 
  the aquatic city, and there’s no force within Talasantri 
  that can stand against such a threat. While preparations 
  are ongoing to raise a defense against Ruinquake, such 
  a conflict would doubtlessly cost hundreds of lives 
  and is not guaranteed to succeed. Given this grim fact, 
  the people of Talasantri request the PCs’ assistance in 
  repelling the advancing threat.
  In “City in the Deep,” the PCs reclaimed a magic spear 
  that once belonged to Wavewalker, a hero who once 
  saved the city from destruction. The PCs might have 
  returned it to the city or they could have kept the spear. 
  Regardless, the item could be useful against Ruinquake.
  TalasanTri EvEnT 1: insTigaTors (cr 17)
  The remaining agents of Ochymua move to intercept 
  the PCs as the heroes depart Talasantri to deal with the 
  impending threat of Ruinquake. 
  Creatures: Two deep merfolk are the 
  only survivors from their group’s attempts 
  to awaken Ruinquake. Their mission a 
  success, they received further orders from 
  their mysterious benefactor, Ochymua, to 
  protect the plankta during its encroachment 
  on Talasantri. Thus far, they’ve avoided 
  engaging the few scouts Talasantri 
  has sent to investigate Ruinquake’s 
  advance. The presence of the PCs is 
  another 
  matter, 
  and 
  the 
  merfolk 
  are keenly aware of those who previously foiled 
  Naqualia’s operations in the city.
  The merfolk instigators hide within a gently moving 
  bloom of normal jellyfish, alongside their trained giant 
  jellyfish pets. The presence of these jellyfish assists the 
  merfolk’s attempts to remain hidden, granting them 
  an additional +8 circumstance bonus on their 
  Stealth checks. The jellyfish ignore the merfolk 
  but are hostile to any other creature they encounter. 
  Meanwhile, the merfolk have learned to subtly control 
  the general movement of the jellyfish bloom, and any one 
  of them can spend a move action directing the mass of 
  jellyfish to move in a desired direction.
  As the PCs make their way toward the advancing 
  plankta, the jellyfish bloom (and hidden merfolk and 
  giant jellyfish within) advance toward them.
  GIANT JELLYFISH (8) 
  CR 7
  XP 3,200 each
  hp 94 each (Pathfinder RPG Bestiary 2 170)
  MERFOLK INSTIGATORS (2) 
  CR 15
  XP 51,200 each
  Deep merfolk magus 14 (Pathfinder RPG Bestiary 5 172, 
  Pathfinder RPG Ultimate Magic 9)
  N Medium humanoid (aquatic)
  Init +10; Senses blindsense 30 ft., darkvision 60 ft.; 
  Perception +17
  DEFENSE
  AC 27, touch 17, flat-footed 20 (+4 armor, +6 Dex, +1 dodge, 
  +2 natural, +4 shield)
  hp 185 each (18d8+104)
  Fort +14, Ref +11, Will +12
  12
  merfolk instigAtor
  
  Defensive Abilities deep dweller, semitransparent; 
  Resist cold 5
  Weaknesses light sensitivity
  OFFENSE
  Speed 10 ft., swim 40 ft.
  Melee +1 frost spear +21/+16/+11 (1d8+10/19–20/×3 plus 
  1d6 cold)
  Special Attacks arcane pool (+4, 11 points), greater spell 
  combat, improved spell recall, magus arcana (accurate 
  strikeUC, close rangeUM, disruptiveUC, empowered magicUM), 
  sneak attack +2d6, spellstrike, sprint
  Magus Spells Prepared (CL 14th; concentration +18)
  5th—cone of cold (DC 19), telekinesis (DC 19)
  4th—ball lightningAPG (DC 18), dimension door, forceful 
  strike (DC 18), greater invisibility, stoneskin
  3rd—displacement, force punchUM (DC 17), ray of 
  exhaustion (DC 17), aquatic scorching ray (2)
  2nd—blur, darkness, frigid touchUM (2), glitterdust (DC 16), 
  mirror image
  1st—chill touch (2, DC 15), shield, shocking grasp (2), 
  true strike
  0 (at will)—acid splash, daze (DC 14), detect magic, 
  mage hand, prestidigitation
  TACTICS
  Before Combat The merfolk cast shield followed by blur 
  when they spot approaching enemies.
  During Combat Fighting among the jellyfish bloom, the 
  merfolk take advantage of spells like force punch and 
  forceful strike to send enemies through the reach of 
  jellyfish attacks and other merfolk. In melee, they use 
  their accurate strike and close range abilities to deliver 
  powerful spellstrikes against their opponents.
  Morale Their leader slain two adventures ago, these 
  merfolk have no other way to prove themselves to their 
  mysterious benefactor, and thus fight to the death.
  Base Statistics Without shield, the instigator’s statistics are 
  AC 23, touch 17, flat-footed 16.
  STATISTICS
  Str 22, Dex 22, Con 18, Int 18, Wis 8, Cha 12
  Base Atk +13; CMB +19; CMD 36
  Feats Aquatic Spell, Arcane Strike, Combat Expertise, 
  Disruptive, Dodge, Improved Critical (spear), Improved 
  Initiative, Mobility, Power Attack, Spring Attack, 
  Toughness, Weapon Focus (spear)
  Skills Acrobatics +6 (–2 to jump), Intimidate +12, Knowledge 
  (arcana) +25, Knowledge (dungeoneering) +21, 
  Perception +17, Spellcraft +25, Stealth +24 (+32 underwater), 
  Swim +22; Racial Modifiers +8 Stealth underwater
  Languages Aboleth, Aklo, Aquan, Azlanti, Common
  SQ fighter training (7th level), heavy armor, knowledge pool
  Gear +2 leather armor, +1 frost spear, headband of vast 
  intelligence +2, spellbook (contains all prepared spells 
  and cantrips, plus color spray, grease, hydraulic pushAPG, 
  magic missile, bear’s endurance, cat’s grace, dispel 
  magic, haste, lightning bolt, slow, wall of ice, baleful 
  polymorph, and teleport)
  SPECIAL ABILITIES
  Aquatic Spell An aquatic spell functions normally 
  underwater and requires no caster level check to cast, 
  even if it has the fire descriptor. In addition, the spell can 
  be cast from the surface into water and still be effective. 
  An aquatic spell uses up a spell slot 1 level higher than 
  the spell’s actual level. This feat originally appeared in 
  Pathfinder Player Companion: Melee Tactics Toolbox.
  Development: The defeat of the merfolk should end the 
  combat. The remaining jellyfish don’t pose a major threat 
  to the PCs, unless they’ve delivered copious amounts of 
  their poison. Regardless, once the merfolk are defeated, 
  the PCs spot a looming figure moving along the floor of 
  the ocean—the plankta, Ruinquake, approaches!
  TalasanTri EvEnT 2: ThE shaTTErEr of ciTiEs (cr 17)
  The defeat of the merfolk instigators is just a precursor 
  to the true threat to Talasantri: Ruinquake’s ponderous 
  form plods along the floor of the sea toward the 
  submerged city!
  Creature: There are few plankta scattered throughout 
  the oceans of Golarion, and many of these specimens are 
  the result of Earthfall. None exemplify this more than 
  Ruinquake, whose aberrant form is constructed around 
  the still-smoldering remains of an asteroid fragment 
  that smashed an Azlanti city. Magma and steam hiss 
  from its various cracks, and the water around Ruinquake 
  is a writhing mass of distorted water.
  Awoken by the merfolk dissidents once serving 
  Naqualia, Ruinquake’s mind is filled with images of 
  Talasantri. The image of the surviving—not to mention 
  prospering—aquatic city enrages the aberration. The 
  driving force behind the plankta is an amalgam of 
  souls and minds, including Azlanti and others slain by 
  the asteroid fragment at Ruinquake’s core. As a result, 
  Ruinquake despises the existence of the living, especially 
  those thriving in the aftermath of Earthfall. The plankta’s 
  only goal is to reach Talasantri and devastate the city.
  Ruinquake first views the appearance of the PCs as 
  an annoyance. Should the PCs damage Ruinquake, the 
  aberration takes note of their presence and switches to 
  attacking them. It begins by using its rain of boulders 
  ability to target multiple PCs if it can. Should a PC 
  wield Wavewalker’s spear, Seaspike, then Ruinquake 
  targets that character above all other targets, making 
  a powerful charge and unleashing its bite and slam 
  attacks. Ruinquake is wise in combat, and it refrains 
  from using its clashing rocks ability unless the majority 
  of its enemies are within 60 feet of it. Even then, it risks 
  using this ability only while above 150 hit points. As a 
  creature of pure spite, Ruinquake fights until destroyed.
  13
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  RUINQUAKE 
  CR 17
  XP 102,400
  Plankta (Pathfinder RPG Bestiary 5 195)
  hp 313
  Treasure: The smoldering core of the slain Ruinquake 
  is a hunk of pure adamantine. There’s a total of 
  60,000 gp worth of the substance in the core; enough 
  adamantine to construct several weapons, or even up 
  to six sets of heavy armor. If this substance is used 
  to craft arms or armor within 2 weeks of Ruinquake’s 
  demise, the crafter gains a +10 circumstance bonus on 
  the associated Craft checks, as the adamantine is still 
  somewhat malleable from the heat of Ruinquake’s core.
  Development: Defeating Ruinquake spares Talasantri 
  untold damage. As the PCs return, they’re not only 
  hailed once again as heroes, but also given new 
  accolades as legends beyond the likes of Wavewalker. 
  Ruinquake has long been a slumbering threat for the 
  citizens of the aquatic city, and its destruction sends 
  a renewed hope and sense of security throughout the 
  formerly troubled city.
  If the PCs haven’t dealt with the plight in Talmandor’s 
  Bounty, they instead receive word of ulat-kini attacks 
  from recently arrived locathah refugees. The locathahs 
  inform the PCs that several groups of their kind, 
  including the Okoloro tribe, have sought refuge among 
  the humans of Talmandor’s Bounty. Massing skum 
  armies have been spotted among the waves, and it’s 
  clear that Ochymua’s agents are planning an assault 
  against the people of the settlement.
  Another follow-up is the appearance of an emissary 
  of the Mordant Spire. The emissary indicates that 
  Nieran Codali and a group of Mordant Spire elves made 
  landfall near the remains of the old Azlanti metropolis 
  of southern Kalas-Ti, where they plot against a massing 
  army of aboleth-led skum and other indentured races.
  A. CONFLICT: THE ARMIES OF KALAS-TI
  Ochymua’s massing armies represent the greatest threat 
  to the region—perhaps to all of Avistan—at this point in 
  the adventure. Tireless underlings of the veiled master 
  prepare for war, even with Ochymua having departed 
  to explore the Spindle Solution’s complex to the west. 
  While the Azlanti metropolis of Kalas-Ti once sprawled 
  across the entire region, only a small section of the city 
  survived Earthfall. This ruined area is abuzz with activity 
  from a gathering army, as troops of ulat-kini muster for 
  A. ARMIES OF KALAS-TI
  A6b
  A3
  A2
  A5
  A6d
  A1
  A4
  A6c
  A6a
  0
  375 FEET
  14
  
  war and aboleth servants scheme for positions of power 
  within the new order.
  Use the map on page 14 for this conflict’s encounters.
  Mordant Spire Watchers: A group of Mordant Spire 
  elves waits just beyond sight of the ruins of the former 
  city of Kalas-Ti, one of the Twin Jewels of Kynos 
  that once covered this region. Nieran, if he survived 
  previous adventures, works with these watchers to 
  monitor the forces of Ochymua massing in the ruined 
  structures just beyond the beach and develop a plan of 
  attack before it’s too late. The PCs likely find themselves 
  brought to the area and briefed on the situation by 
  Nieran or a messenger from the Mordant Spire. 
  While it’s beyond the scope of the PCs’ capabilities 
  to defeat the entirety of Ochymua’s armies, the elves of 
  the Mordant Spire have identified several key targets. 
  Disabling these objectives should buy the PCs enough 
  time to enter the Spindle Solution’s compound without 
  the fear of Ochymua’s army launching its invasion of 
  the region. The objectives include the following places 
  to strike to debilitate this growing army. The elves who 
  have been watching this army grow can direct the PCs 
  to each of the following locations.
  Fleshwarper: A mysterious newcomer by the moniker 
  of Doctor Hacksaw recently arrived in Kalas-Ti. The 
  Mordant Spire elves don’t know much more about 
  Doctor Hacksaw than the name, but since the newcomer’s 
  arrival, many of Ochymua’s aberrant troops have been 
  spotted with organic fleshwarped augmentations. 
  Finding and eliminating this recent arrival ensures such 
  augmentations don’t continue.
  Mesh Nodes: Nieran and his allies discovered numerous 
  organic apparatuses scattered within Kalas-Ti. Upon 
  brief investigation, the Mordant Spire learned that these 
  were actually organic “nodes” operating to extend the 
  psychic communication network of the aboleths. The 
  elves were unable to discover much else about the nodes, 
  but they believe that sabotaging them may sow confusion 
  among the forces in and around the area.
  Transports: Despite the aquatic nature of the ulat-kini, 
  Ochymua’s army requires transports in order to properly 
  convey it across the Arcadian Ocean. Several vehicles 
  built to resemble gigantic metal crayfish rest along the 
  beaches of Kalas-Ti. Their destruction should slow the 
  advance of the skum legions.
  ruins of Kalas-Ti: symBol Traps (cr 15)
  Scattered all about the ruins of Kalas-Ti are symbols 
  scrawled by Ochymua. The veiled master spent much 
  of its time in the ruins after its release by the citizens 
  of Talmandor’s Bounty. During that time, it inscribed 
  countless symbols throughout the area, later having 
  attendant aboleths and activated gillmen perform 
  permanency spells to ensure the symbols’ lasting presence.
  Traps: Numerous symbol spell traps line the 
  crumbling walls of these ruins. During their travels 
  between locations, the PCs have a 50% chance of 
  stumbling across a random trap left by Ochymua. 
  Specific locations within the ruined cluster of buildings 
  note the presence of these symbols. Listed below are 
  examples of symbols left behind by Ochymua in Kalas-
  Ti. PCs afflicted by a symbol of fear are likely to attract 
  attention from nearby ulat-kini forces. Those afflicted 
  by a symbol of persuasion are immediately compelled 
  to find the nearest aboleth to negotiate with—an event 
  that will undoubtedly lead to further mind-affecting 
  encounters. The aboleths, gillmen, skum, and other 
  enemies here are all attuned to the symbols scribed onto 
  the walls of these ruins.
  OCHYMUA’S SYMBOL OF FEAR 
  CR —
  Type magic; Perception DC 31; Disable Device DC 33
  EFFECTS
  Trigger spell; Reset none
  Effect spell effect (symbol of fear, Will DC 26 negates); 
  multiple targets (all targets within 60 feet)
  OCHYMUA’S SYMBOL OF PERSUASION 
  CR —
  Type magic; Perception DC 31; Disable Device DC 33
  EFFECTS
  Trigger spell; Reset none
  Effect spell effect (symbol of persuasion, Will DC 27 
  negates); multiple targets (all targets within 60 feet)
  Story Award: Grant the PCs 76,800 XP if they manage 
  to uncover and disable three or more of Ochymua’s 
  symbol traps within the ruins of Kalas-Ti.
  a1. WaTErWays (cr 15)
  Shock waves devastated Kalas-Ti in the aftermath 
  of Earthfall. Dozens of gouges from interplanetary 
  debris not only shattered the continent, but also 
  created thousands of fractures in the earth. While 
  some of the architecture here managed to survive 
  as the world around it was destroyed, dozens of new 
  natural waterways flooded into the former streets 
  of the metropolis. While these forming waterways 
  were just another obstacle for the short-lived Azlanti 
  who survived the immediate impact, the now-settled 
  crevasses act as canals and provide the aquatic aboleths 
  and their allies quick means of transit throughout the 
  remains of this part of the ruined city.
  Creature: One of Ochymua’s recent mental conquests 
  was a primordial sharklike creature known as an 
  isonade. The isonade dwelled in the waters near the 
  southernmost island in the region, and Ochymua found 
  it during a long period of hibernation. The veiled master 
  managed to dominate the isonade and commanded it to 
  15
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  act as a guardian for the natural waterways crisscrossing 
  the remains of the city.
  PCs trying to enter the area by water encounter 
  the isonade at some point during their attempt. The 
  beast does its best to stymie PCs by grappling them 
  and keeping them in the water. While not particularly 
  mobile in the narrower water passages that thread 
  through the city’s remains, the isonade still pursues 
  intruders as best it can.
  ISONADE 
  CR 15
  XP 51,200
  hp 230 (Pathfinder RPG Bestiary 5 147)
  Languages Aquan, Azlanti
  Development: The isonade is one of many creatures 
  enslaved by Ochymua. If the domination effect is 
  dispelled, the isonade immediately flees the region in 
  the attempt to find a new place to reside. Alternatively, 
  a PC able to communicate with the isonade can 
  attempt a DC 35 Diplomacy check to convince the 
  creature to work with them against Ochymua’s forces 
  in the immediate vicinity. The rarity of isonades 
  could increase the DC of the Sense Motive check to 
  recognize this particular creature as being under a 
  dominate monster effect; the specific modifier and how 
  the isonade’s alliance plays into the PCs’ activities in 
  this area is left for you to decide.
  Regardless of how the PCs overcome the isonade, 
  it doesn’t take Ochymua long to check in with its 
  dominated sentry. The veiled master attempts to 
  establish a connection with the isonade (in order to 
  maintain control) in the next 2d12 hours. Failure to 
  establish contact causes the veiled master to warn the 
  aboleth commanders in the region, who increase their 
  security around the landing site and mesh nodes.
  Story Award: Reward the PCs 76,800 XP if they 
  manage to free the isonade from mental domination. 
  Award an additional 38,400 XP if the PCs manage to 
  convince the primordial beast to join them against the 
  growing army.
  a2. landing siTE (cr 16)
  Arrayed along the beach is a series of colossal shelled 
  constructs loosely resembling lobsters. Ramps open from the 
  bellies of these war machines, held in place with tightened 
  ropelike sinew. Other great shells, resembling those of giant 
  snails, loosely line the interior of the beach, each containing 
  circular openings sized for a human.
  16
  
  The beach landing site is the primary point of 
  disgorging 
  ulat-kini 
  traveling 
  across 
  the 
  Arcadian Ocean to answer Ochymua’s call 
  from across the mesh of its allied omnipath. 
  Most of Ochymua’s growing forces moved 
  from this area to area A3, which has 
  become a growing muster point for the 
  veiled master’s hidden army. Still, several 
  units of ulat-kini watch over the vessels 
  resting along the shore here.
  Transports: Paramount to the transport of 
  these troops are the lobsterlike constructs 
  along the beach. There are currently a total 
  of 10 such constructs at rest in this area. 
  Each of these transports is large enough to 
  hold 100 Medium creatures within its bulk. 
  An ulat-kini transport has 1,000 hp and a 
  hardness of 10. It takes a half-hour to prepare 
  the craft to take to the ocean, at which 
  point they operate similarly to a warship 
  (Pathfinder RPG Ultimate Combat 185), save 
  that they can submerge and have a base 
  speed of 150 feet (magic) and acceleration 60 feet (magic).
  Creatures: Four groups of ulat-kini troops, along with 
  three activated gillmen agents, guard the vehicles in this 
  area. They have orders to ensure no damage comes to the 
  transports, and diligently patrol the area for intruders.
  ACTIVATED AGENTS (3) 
  CR 12
  XP 19,200 each
  hp 104 each (see page 10)
  ULAT-KINI TROOPS (4) 
  CR 10
  XP 9,600 each
  hp 124 each (see page 9)
  Treasure: The ulat-kini troops have a total of 6,450 gp 
  worth of assorted coins and jewels among them. A 
  successful DC 25 Perception check reveals a belt of mighty 
  constitution +4, a ring of the sea striderUE, and three potions of 
  cure serious wounds among the defeated troops.
  Development: The lobster transports are durable, but 
  they are only one of the PCs’ focus targets in Kalas-Ti. 
  Be sure to reward clever plans to destroy or disable the 
  vessels (such as a well-placed disintegrate spell), as it can 
  be quite monotonous to have the PCs repeatedly rolling 
  attacks against the hulls of the ships—unless of course 
  the PCs enjoy venting their frustrations in such basic 
  displays of martial prowess!
  The destruction of the ulat-kini transports disrupts 
  the army’s ability to cross the ocean at reasonable 
  speeds and hampers Ochymua’s reach throughout the 
  region of ruined Azlant. Destroying these transports 
  prevents further ulat-kini assaults on locations such as 
  Talmandor’s Bounty or Talasantri, though it does not 
  prevent the two previously listed conflicts if the 
  PCs tackled them in a different order. 
  Story Award: Reward the PCs an 
  additional 76,800 XP for successfully 
  destroying at least four of the 
  transports in this area.
  a3. massing poinT (cr 17+)
  Thick pavilion canvas stretches across 
  the ruins of ancient buildings, while 
  house-sized 
  seashells 
  throughout 
  the area act as dwellings. Hundreds 
  of figures roam about here, from 
  armored  fishlike soldiers, to robed 
  humans with visible gills, and even 
  multi-tentacled behemoths plodding 
  through connecting waterways.
  Creatures: Scores of aboleths, 
  activated gillmen agents, and 
  ulat-kini meander around this 
  militarized section of the ruins. 
  In charge of varying army units, many of the skum 
  commanders are veteran ulat-kini who’ve lived for 
  hundreds—even thousands—of years. The muster 
  is a mixed affair, with many ulat-kini lacking the 
  cohesion once their kind once had during the height 
  of the alghollthu empire. Still, their numbers should 
  be recognizable as overwhelming, even to the PCs’ 
  considerably powerful estimate.
  Should the PCs opt to engage the armies, you can 
  use the Ulat-Kini troop and activated agent gillmen 
  statistics provided in this adventure, to represent the 
  countless legions of gillmen and skum mustering to 
  Ochymua’s call for war. Along with these legions are a 
  host of veteran ulat-kini, as well as aboleth commanders, 
  activated gillmen agents, indentured faceless stalkers, 
  and other fleshwarped creatures.
  ACTIVATED AGENTS (VARIES) 
  CR 11
  XP 19,200 each
  hp 105 each (see page 10)
  ULAT-KINI TROOPS (VARIES) 
  CR 10
  XP 9,600
  hp 124 (see page 9)
  a4. fanE of aEsocar (cr 16)
  The site formerly overseen by the Azlanti faithful of 
  Aesocar, god of health and medicine (see page 67 of 
  Pathfinder Adventure Path #123: The Flooded Cathedral), 
  survived Earthfall mostly intact. Ochymua identified 
  the structure, which appears to have at one point been a 
  hospital, as a potential site for its commanders to use, but 
  17
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  they shunned the site when they discovered the taint of the 
  divine upon the building as well as the ruined structure’s 
  clockwork protectors. The interior is mostly shattered 
  and broken stone, though the outside maintains a sturdy 
  facade that offers protection from the elements and can 
  keep a group concealed from the city streets.
  Creatures: Two protectors, clockwork angels crafted 
  in the bygone era of Azlant, stand sentinel atop the 
  upper walls of the fane. These angels have both suffered 
  serious damage over the passing millennia, but they 
  are still operable and able to keep each other wound. 
  Their programming remains defensive—they attack only 
  creatures approaching the entrance of the fane. The 
  former high priestess set this programming to ward off 
  looters in the face of Earthfall and perished in the calamity 
  before she had a chance to reprogram the constructs.
  CLOCKWORK ANGELS (2) 
  CR 15
  XP 51,200 each
  hp 210 each (currently 160, Pathfinder RPG Bestiary 6 58)
  Melee +1 flaming keen glaive +28/+23/+18/+13 
  (1d10+11/×3 plus 1d6 fire)
  Gear masterwork glaive
  Treasure: Skeletal remains litter the fane’s interior—
  victims of the clockwork angels. A total of 285 gp worth 
  of assorted coins and precious gems is scattered around 
  these bodies. In addition, one of the skeletons clutches a 
  rod that is revealed to be a rod of security. Investigating the 
  ruins takes roughly 20 minutes, and requires a successful 
  DC 28 Perception check to discover a hidden cache of 
  treasures lodged within the walls. The cache—hidden 
  by Aesocar’s priests who worked in the facility prior to 
  Earthfall—contains 8,000 gp worth of rare gems, healer’s 
  glovesUE, a ring of curingUE, and a scroll of resurrection.
  Development: Defeating the clockwork angels allows 
  the PCs unimpeded access to the interior of the fane. 
  The structure gives the PCs a place to rest during their 
  exploration of Kalas-Ti. The holy site is anathema to 
  the atheist beliefs of the alghollthus, and Ochymua’s 
  servants give it a wide berth. Due to lingering magic 
  imbued within the structure long ago, living creatures 
  that rest within the building regain twice as many hit 
  points from natural healing.
  a5. ThE laBoraTory (cr 16)
  A stone slab rests in the center of this circular room, a single 
  light hanging only a few feet above it. The remains of a 
  tortured humanoid body rest on the slab, mutilated almost 
  beyond recognition. Arms and legs have been sawn off and 
  replaced with inexplicable organic appendages. One arm now 
  ends in a clawlike pincer, while a severed leg ends in a tumor-
  laden mass of meat.
  This area is the laboratory used by Doctor Hacksaw, 
  the ulat-kini’s resident fleshwarper. No true light exists 
  in the chamber; the light above the slab is just the lure of 
  the occupant’s master. The single-room structure is lined 
  with stone shelving, containing various implements of 
  the fleshcrafting art, while the central slab table is meant 
  for the doctor’s ongoing experiments.
  Creatures: A ceratioidi, a strange aquatic creature who 
  goes by the name of Doctor Hacksaw, spends her time in 
  this macabre surgical chamber. The birth name of the 
  creature is lost, having been forgotten during her years 
  traveling the breadth of Avistan. She acquired an interest 
  in anatomy from the city of Caliphas in distant Ustalav, 
  whose streets she stalked from where she dwelled in the 
  adjacent Avalon Bay. Doctor Hacksaw took her moniker 
  from the many doctors she tortured as part of her early 
  studies—studies that quelled a rage-filled beast that 
  dwells in the back of her mind. In Caliphas, she learned 
  snippets of her race’s history, as well as supposition of their 
  connection with the alghollthus. With this information, 
  Doctor Hacksaw made the journey into the Darklands, 
  where she pledged herself to an aboleth master.
  Now, years since her first kills, Doctor Hacksaw is well 
  versed in the alghollthu sciences, and in particular, the 
  art of fleshwarping—a vile discipline used to add organic 
  augmentations to living creatures. When her aboleth 
  instructor refused Ochymua’s call to war, the doctor slew 
  it and pledged her services to the veiled master. 
  Since arriving in Kalas-Ti, she’s performed numerous 
  fleshwarping experiments to augment Ochymua’s 
  growing army. Having dispensed with her original 
  hacksaw, she now uses a serrated battleaxe, crafted by 
  ulat-kini artificers, to similar gruesome effect.
  As the PCs enter the chamber, Doctor Hacksaw stands 
  above the central surgical table. The only light source is 
  her lure, which she activates as a free action to distract 
  PCs and highlight her abattoir-like chamber, prior to 
  turning invisible. Four heavily fleshwarped cloakers 
  dwell in the ceiling, descending to assist Doctor Hacksaw 
  once the PCs approach further.
  DOCTOR HACKSAW 
  CR 14
  XP 38,400
  Female ceratioidi alchemist (vivisectionist) 10/barbarian 3 
  (Pathfinder RPG Bestiary 3 50, Pathfinder RPG Advanced 
  Player’s Guide 26, Pathfinder RPG Ultimate Magic 20)
  NE Medium monstrous humanoid (aquatic)
  Init +3; Senses darkvision 60 ft., low-light vision; 
  Perception +21
  DEFENSE
  AC 29, touch 14, flat-footed 25 (+6 armor, +3 Dex, +1 dodge, 
  +5 natural, +4 shield)
  hp 198 (17 HD; 10d8+4d10+3d12+112)
  Fort +16, Ref +15, Will +11
  18
  
  Defensive Abilities fortification 50%, trap sense +1, 
  uncanny dodge; Immune mind-affecting effects, poison; 
  Resist fire 10
  OFFENSE
  Speed 30 ft., swim 50 ft.
  Melee +1 vicious battleaxe +21/+16/+11 (1d8+6/19–20/×3 
  plus 2d6) or
  2 slams +19 (1d4+5), tentacle +14 (1d4+2 plus grab)
  Special Attacks lure, rage (13 rounds/day), rage power (no 
  escape), sneak attack +5d6 plus 5 bleed or +2 Str damage
  Alchemist Extracts Prepared (CL 10th; concentration +15)
  4th—freedom of movement, greater invisibility
  3rd—cure serious wounds, fly, haste, heroism
  2nd—bull’s strength, cure moderate wounds (2), 
  protection from arrows, resist energy
  1st—bomber’s eyeAPG (2), deathwatch, disguise self, 
  shield, true strike (2)
  TACTICS
  Before Combat Prior to combat, Doctor Hacksaw consumes 
  her extracts of shield and protection from arrows. 
  During Combat Doctor Hacksaw prefers to remain 
  invisible and sneak attack opponents with 
  her battleaxe. 
  Morale While in a rage, Doctor Hacksaw fights to 
  the death. 
  Base Statistics Without shield, Doctor Hacksaw’s 
  statistics are AC 25, touch 14, flat-footed 21.
  STATISTICS
  Str 20, Dex 16, Con 20, Int 20, Wis 12, Cha 12
  Base Atk +14; CMB +19 (+23 grapple); CMD 33
  Feats Ability Focus (lure), Brew Potion, 
  Dodge, Extra DiscoveryAPG, Improved 
  Critical (battleaxe), Iron Will, Mobility, 
  Power Attack, Throw Anything, 
  Toughness, Weapon Focus (battleaxe)
  Skills Acrobatics +22, Bluff +18, Craft 
  (alchemy) +25 (+35 to create 
  alchemical items), Heal +21, 
  Intimidate +21, Perception +21, Sense 
  Motive +18, Spellcraft +25, Stealth +22, 
  Swim +12
  Languages Aboleth, Aklo, Aquan, Azlanti, 
  Common, Elven
  SQ alchemy (alchemy crafting +10), discoveries 
  (bleeding attack +5, crippling strike, preserve 
  organsUM, sticky poison, tentacleUM), dual mind, 
  fast movement, mutagen (+4/–2, +2 natural armor, 
  100 minutes), poison use, primitive amphibian, 
  swift alchemy, torturous transformation
  Gear +2 fire resistance armored coatAPG, +1 vicious 
  battleaxe, belt of physical might +2 (Dex, Con), 
  formula book (contains all prepared extracts 
  plus anthropomorphic animalUM, awaken, baleful 
  polymorph, comprehend languages, and spider climb)
  FLESHWARPED CLOAKERS (4) 
  CR 10
  XP 9,600 each
  Cloaker slayer 8 (Pathfinder RPG Bestiary 47, Pathfinder RPG 
  Advanced Class Guide 53)
  CN Large aberration
  Init +9; Senses darkvision 60 ft.; Perception +24
  DEFENSE
  AC 26, touch 15, flat-footed 20 (+5 Dex, +1 dodge, 
  +11 natural, –1 size)
  hp 177 each (14 HD; 6d8+8d10+106)
  Fort +15, Ref +13, Will +8
  Defensive Abilities carapace, shadow shift
  OFFENSE
  Speed 10 ft., fly 40 ft. (average)
  Melee bite +19 (1d8+7 plus poison), tail slap +13 (1d8+3)
  Space 10 ft.; Reach 10 ft. (5 ft. with bite)
  19
  Beyond 
  the 
  Veiled 
  Past
  Foreword
  Part 1:
  tides oF 
  ConFliCt
  Part 2: 
  on 
  Kalas-ti
  Part 3: 
  researCh and 
  destruCtion
  Part 4: 
  one seCond  
   idnight
   gallery
  tinuing 
   C MPaign
  ts oF 
   eiled 
  ers
  a
    
  Fr
   
  Best
  y
  doctor hAcksAW
  
  Special Attacks engulf, moan, pharyngeal jaw, poison, 
  sneak attack +2d6 plus 2 bleed, studied target +2 
  (2 targets, swift action)
  STATISTICS
  Str 24, Dex 20, Con 24, Int 14, Wis 13, Cha 16
  Base Atk +12; CMB +20; CMD 36 (can’t be tripped)
  Feats Combat Expertise, Combat Reflexes, Dodge, Improved 
  Initiative, Improved Natural Attack (bite), Skill Focus 
  (Perception), Weapon Focus (bite)
  Skills Acrobatics +18, Bluff +20, Disguise +20 (+28 to 
  appear as a cloak, sheet, manta ray, or similarly sized 
  object or creature), Fly +16, Knowledge (religion) +15, 
  Perception +24, Sense Motive +18, Stealth +18; Racial 
  Modifiers +8 disguise as a cloak, sheet, or manta ray
  Languages Aboleth, Aklo, Undercommon
  SQ slayer talents (bleeding attack +2, powerful sneakAPG, 
  slowing strikeACG [DC 16], surprise attacks), stalker, track +4
  SPECIAL ABILITIES
  Carapace (Ex) The fleshwarped cloaker is covered 
  in chitinous carapace. This grants the cloaker a +4 
  enhancement bonus to its natural armor bonus, but also 
  imparts a –4 armor check penalty.
  Pharyngeal Jaw (Ex) A fleshwarped cloaker can make 
  an additional attack with a secondary jaw as part of a 
  full-attack action. This attack is a bite attack that takes a 
  –6 penalty on the attack roll.
  Poison Fangs (Ex) The bite attack of the fleshwarped cloaker 
  is laced with a potent poison that saps its target’s strength.
  Fleshwarping Poison: Bite—injury; save Fort DC 21; 
  frequency 1/round for 3 rounds; effect 1d3 Str damage; 
  cure 1 save. The save DC is Constitution-based.
  Treasure: A total of 2,200 gp worth of masterwork 
  quality torture equipment lines the shelves here. 
  Examples of appropriate items in this hoard can be 
  found on page 212 of Pathfinder RPG Horror Adventures. 
  Along with these torture implements is a bloodstained 
  amulet of proof against petrificationUE, its presence as 
  gloomy as the PCs’ imagination.
  Development: Defeating Doctor Hacksaw ensures 
  that 
  Ochymua’s 
  growing 
  army 
  stops 
  receiving 
  fleshwarped modifications. Should the doctor survive, 
  future encounters with aboleths, ulat-kini, and other 
  aberrations should be modified to include additional 
  fleshwarped abilities. For more information on 
  fleshwarps, including a list of example fleshwarp 
  abilities, see page 164 of Pathfinder RPG Horror Adventures.
  a6a–d. mEsh rEpEaTErs (cr 17)
  Ochymua resorted to ancient aboleth fleshwarping 
  in order to maintain command over its growing 
  army. While much of Ochymua’s coordination is 
  based on the presence of a nearby omnipath, even 
  such a powerful creature is limited in the scope of 
  its mental  communion. To bypass this restriction, 
  Ochymua called for the construction of several organic 
  repeaters throughout the ruins of Kalas-Ti. These 
  semiliving devices act as focal points for the omnipath’s 
  mesh, repeating the signal to other creatures without 
  overburdening the omnipath’s capabilities.
  Mesh Repeater: Ochymua’s mesh repeaters are entirely 
  organic structures, resembling a blooming organic 
  flower of wriggling, blue, jelly-coated flesh, reaching 
  about 20 feet into the air. The base of the apparatus is a 
  10-foot square, with chitin-lined tumors supporting the 
  bulk of the protrusion. Each mesh repeater has hardness 
  5 and 200 hit points. These repeaters link to an omnipath 
  that extends its telepathic mesh through these strange 
  organic devices. Each mesh repeater connects to a set 
  group of targets with no more than 120 total Hit Dice 
  within 12 miles of the repeater. These devices effectively 
  allow the omnipath to add an additional targets to its 
  own mesh, while the mesh repeater only counts as a 
  single 4 HD creature within the omnipath’s telepathic 
  mesh ability.
  A PC who succeeds at a DC 30 Spellcraft check 
  identifies the basic function of the repeater as part 
  of a greater psychic network. With a successful DC 
  28 Knowledge (dungeoneering) check, a character can 
  identify the apparatus as clearly alghollthu in origin, 
  and realizes that the mesh repeater is made from 
  a fleshwarped aboleth—specifically, those aboleths 
  found opposing Ochymua’s plans.
  Living creatures within 100 feet of a mesh repeater 
  must succeed at a DC 16 Will save or suffer as though 
  under synesthesiaOA, except the duration of the effect 
  lasts for as long as a creature stays within the area. As 
  a psychic conduit, the mesh repeater can be tampered 
  with using various enchantment and psychic effects. 
  Mind-affecting spells like confusion, fear, dominate 
  person, modify memory, suggestion, synapse overloadOA, or 
  synaptic scrambleOA all effect a mesh repeater, sowing 
  discord through the mesh network. The devices have 
  a +12 Will save bonus for the purpose of resisting such 
  effects; on a failed saving throw, the device becomes 
  infected with the malignant effect, which persists until 
  Ochymua repairs the damage. A PC can tamper with 
  the psychic orders flowing through the device with a 
  successful DC 35 Use Magic Device check, bypassing 
  the need to use a spell to infect the repeater. Modifying 
  the mesh repeaters in either manner disrupts their 
  function, effectively disabling them for the purpose of 
  the PCs’ plans.
  Trap: To counteract meddling, the mesh repeater 
  targets any outsider initiating telepathic communication 
  or otherwise tampering with the repeater—by either 
  targeting it with a spell or attempting a Use Magic 
  Device check—with a psychic attack. 
  20
  
  ALGHOLLTHU MESH REPEATER 
  CR 15
  XP 51,200
  Type magic; Perception DC 34; Disable Device DC 34
  EFFECTS
  Trigger spell; Reset automatic (every 1d4 hours)
  Effect spell effect (psychic crush IVOA, 9d6+15 damage, 
  Fortitude/Will DC 25 partial)
  Development: There are four mesh repeaters in all, 
  scattered throughout the ruins. The PCs’ goal should 
  be to destroy or infect as many as they can, but it only 
  takes the destruction or tampering of two repeaters 
  to sow chaos in Ochymua’s growing army. If the PCs 
  fail to accomplish this mission prior to exploring 
  the Compass, they’ll find themselves confronted by 
  ulat-kini reinforcements that Ochymua has contacted 
  through the mesh.
  Story Award: Award the PCs 102,000 XP if they 
  manage to destroy or infect at least two mesh 
  repeaters. Should they manage to destroy or infect 
  all four of the mesh repeaters, award the PCs an 
  additional 76,800 XP.
  PArt 2:  
  on kAlAs-ti
  The second portion of the adventure serves just as 
  well as an opening in the event that the PCs ignore the 
  growing threats in the region and move straight toward 
  the Spindle Solution’s base. The PCs discovered the 
  general location of the Spindle Solution’s primary base, 
  the Compass, during their exploration of Auberon’s 
  tower in the previous adventure.
  An almost 10-mile-wide jungle of dense, overgrown 
  foliage and snaking waterways covers the region 
  where Auberon’s map indicated the location of the 
  Compass. The area lies just west of the remaining 
  buildings that were once part of Kalas-Ti. While the 
  PCs have the general idea of the location, it should 
  take the PCs some time to comb through the area in 
  search of the exact entrance to the Spindle Solution’s 
  primary installation.
  B. THE TANGLED MORASS
  This particular region of ruined Azlant has no proper 
  name. The Tangled Morass is simply a title imparted 
  to it by one of the region’s longest-lived creatures, 
  the wyrwood Gardener. Dense trees and thick 
  vines cover the ground here, having grown fat off 
  ample water supplied from dozens upon dozens of 
  winding streams that move through the area.
  While they likely have advanced methods of travel at 
  this point, should the PCs decide to explore by foot, their 
  travel is heavily impeded. The jungles of the morass 
  impede regular overland movement to one-quarter 
  normal speed. However, ground travel provides the PCs 
  a better opportunity to discover the various individual 
  locales in the region, as the jungle canopy covers some of 
  them. Assuming an average party base speed of 30 feet, 
  it takes 2 days to travel from one side of the Tangled 
  Morass to the other.
  Use the map on the inside front cover for areas B1–B9.
  21
  Beyond 
  the 
  Veiled 
  Past
  Foreword
  Part 1:
  tides oF 
  ConFliCt
  Part 2: 
  on 
  Kalas-ti
  Part 3: 
  researCh and 
  destruCtion
  Part 4: 
  one seCond  
  to Midnight
  nPC gallery
  Continuing 
  the CaMPaign
  Plots oF 
  the Veiled 
  Masters
  awaKened  
  FroM tiMe
  Bestiary
  mesh rePeAter
  
  B1. inTacT ioun ToWEr
  A vast, bone-white edifice soars 150 feet into the air with 
  a diameter of about 30 feet. Arcane symbols cover the 
  otherwise inaccessible structure, accented with thick filaments 
  of brass, gold, and silver. A blue crystal dome covers the tip of 
  the tower and faintly pulses with a pale blue light.
  While there are several broken ioun towers within 
  the Tangled Morass, this is the only such tower still 
  operable. A combination of solid foundation and luck 
  saw the 150-foot tall tower survive the events of Earthfall 
  and the intervening millennia.
  Ioun Tower: If viewed with detect magic, the ioun tower 
  shimmers with varying magical auras, cycling through 
  all schools of magic. A successful DC 40 Spellcraft check 
  allows a character to identify the tower as a transmitter 
  that shares several underlying parallels to the magic of 
  ioun stones, and also reveals the ability to swap out the 
  internal ioun stone, though such adjustments requires a 
  successful DC 40 Use Magic Device check as mentioned 
  in the Ioun Towers sidebar.
  B2. moon gaTE
  A dais of cracked stone fills the center of an open clearing. Atop 
  the dais, four massive brass spikes protrude, each at the corner of 
  a large square. Narrow lines of gold and silver trace the square’s 
  edges on the stone floor between the protrusions and up each 
  spike, with several gems embedded around the base of each. 
  At their apex, the Azlanti developed numerous 
  magical technologies to take them beyond the protective 
  bubble of Golarion. One of the empire’s greatest 
  achievements was the establishment of several enclaves 
  on Golarion’s moon. The platform in this area is actually 
  a functional but deactivated portal to a former Azlanti 
  lunar settlement, now entirely overrun by the junglelike, 
  demon-infested Moonscar.
  Ochymua recently traveled through the area and tested 
  the portal’s capabilities, briefly opening it. Once the veiled 
  master realized the purpose of the portal, it deactivated 
  the device. A PC can identify the teleportation-based 
  nature of the device with a successful DC 38 Spellcraft 
  check, but activation is an involved process. 
  Sadly for the region, several specimens of lunar wildlife 
  exited the portal during the brief activation by Ochymua, 
  burrowing into the area’s soil. With a successful DC 20 
  Survival check, a character notices the presence of various 
  burrowing creatures having moved through the area. 
  These lunar specimens now nest in area B4.
  Development: It’s possible for the PCs to reactivate 
  the lunar portal, though the exact method of doing 
  so is beyond the scope of the adventure. This gateway 
  could easily act as a means for the PCs to continue their 
  exploits past this adventure. Properly activating the 
  portal requires fully researching the device and learning 
  how to operate it, a process that could take weeks, if not 
  longer. However, a creature can attempt to activate it 
  blindly with a successful DC 55 Use Magic Device check. 
  If the gateway is activated, the PCs could travel through 
  it to explore the Moonscar, or additional lunar threats 
  might emerge to challenge them. You could also use 
  this portal to pull the PCs into the events of Pathfinder 
  Module: The Moonscar—an adventure for 16th-level 
  characters that further details this alien landscape.
  B3. gardEns (cr 14)
  Rows of rectangular stone planters fill this spacious area. A 
  variety of flora spills from them, though it does not intrude 
  IOUN TOWERS
  The largest structures in the Tangled Morass are the 
  broken remnants of several ioun towers. The white 
  marble towers jut up through the jungle’s canopy, 
  ranging anywhere from 50 to 100 feet in height. These 
  ancient Azlanti wrecks were once the public-facing 
  pride of the Spindle Solution’s efforts in the area. Now 
  the ruins mark the area as unique among the remaining 
  continental ruins. 
  A single intact ioun tower remains within the Tangled 
  Morass (see area B1). If they haven’t investigated the 
  tower yet, the PCs might get a hint of its function if they 
  realize that they haven’t been hungry or thirsty while 
  exploring this part of the island.
  Effect: The ioun towers acted as arcane signal 
  transmitters, blanketing the region with a unique 
  magical effect. A clear spindle ioun stone was slotted 
  into the base of each of the original ioun towers, but 
  now only one active tower remains. Each destroyed 
  tower has a 25% chance of still housing its embedded 
  ioun stone. 
  The active tower is still enough to cover the area 
  (everything in a 7-mile radius from the tower) with its 
  effect. This grants all creatures within the region the 
  beneficial effects of a clear spindle ioun stone, which 
  alleviates the need to drink or eat, without the need to 
  have a stone physically orbiting their heads. A successful 
  DC 40 Use Magic Device check allows a creature to 
  successfully swap out the embedded ioun stone in 
  the active tower. Some ioun stones work better in this 
  configuration than others, while some simply do not 
  function in an ioun tower (GM’s discretion). 
  22
  
  upon the walkways between. The foliage from the dense 
  forest beyond abruptly stops at the edge of the garden, held 
  back by some unseen force.
  This area once acted as a public garden, accessible to 
  any Azlanti citizen seeking to tour the grounds of the 
  Spindle Solution’s facilities. Jazradan and other members 
  of the Spindle Solution took long breaks in this area, 
  enjoying the natural environments maintained by small 
  armies of servants. The garden is as well preserved as 
  it was in the heyday of the empire, though just past the 
  periphery of the stone walkways, the vast forest rises.
  Creatures: A wyrwood who identifies itself as Gardener 
  tends to this area. It’s a survivor of the Azlanti empire 
  and a former servant of the Spindle Solution. In the 
  intervening millennia, Gardener became well attuned 
  with nature and has become a powerful druid as a result. 
  Still, its construct nature means that Gardener lacks 
  the resilience of similarly powerful humanoids, and it 
  maintains an array of abilities better suited to control 
  and area maintenance than anything combat related.
  Presented with the appearance of the PCs, Gardener 
  is immediately inquisitive, though guarded about the 
  Spindle Solution and the entrance to the Compass facility. 
  If the PCs explain their mission to Gardener, the wyrwood 
  offers to help guide them to the Compass’s entrance, 
  as long as they offer it some assistance. Particularly, 
  Gardener is worried about the arrival of extraterrestrial 
  creatures from the recently activated moon gate. If the 
  PCs manage to slay the creatures that currently nest in the 
  mudflats of area B4, then Gardener pledges its support.
  GARDENER 
  CR 14
  XP 38,400 
  hp 111 each (see page 58)
  Development: If the PCs defeat the somalcygots in 
  area B4, Gardener establishes a full dialogue with the 
  PCs. The construct has long assumed that Jazradan 
  and the remainder of the Spindle Solution are dead. 
  Gardener personally guides the PCs to the location of 
  the Drain (area B7), and informs them that the tunnel 
  leads deep into the earth. Gardener knows that only 
  authorized members can access the teleportation lift to 
  the Compass and offers to activate the device to get the 
  PCs into the facility. 
  Gardener knows little of the operations within the 
  Compass, though the wyrwood comments that the 
  facility was one of the most secure facilities in the 
  empire. Gardener also has basic information on each 
  of the Spindle Solution’s constituent members and can 
  provide some general information such as race and 
  specialization (see page 27). The druid doesn’t know any 
  of the specific operations of the facility or details of the 
  staff. Gardener shouldn’t follow the PCs into the wings 
  of the Compass, unless you think the party could use 
  the additional NPC assistance. Be aware that Gardener’s 
  presence, specifically the rare ioun stone embedded in the 
  construct’s heart, allows greater access to the Compass—if 
  you don’t want the PCs to have such unrestricted access, 
  it’s entirely reasonable to further limit the access of the 
  amethyst crescent ioun stone in the Compass.
  In the unlikely event that the PCs attack Gardener, the 
  wyrwood fights to the best of its abilities. If outmatched, 
  Gardener doesn’t hesitate to use word of recall to escape 
  into a hidden cave in the Tangled Morass. How the druid 
  shows up after this is up to the needs of the campaign, 
  but unless the PCs can somehow overcome the security 
  measures of the Drain entrance (area B9), they need to 
  earn Gardener’s assistance or slay the wyrwood to claim 
  its embedded ioun stone.
  B4. lunar nEsT (cr 16)
  An unremarkable plain of brown mud stretches from the edge 
  AMETHYST CRESCENT  
  IOUN STONE
  An experimental endeavor, the amethyst crescent 
  ioun stone was one of several unique innovations 
  attempted by the Spindle Solution. The gem 
  harnessed raw positive energy and powerful 
  transmutation powers to quickly repair damage 
  to living creatures and constructs alike. While 
  successful, the gem proved incredibly costly to 
  produce and was not feasible for mass production. 
  Rather than risk the gem falling into the hands of 
  enemies, the Spindle Solution’s leader, Jazradan, hid 
  the stone within a specially constructed wyrwood.
  AMETHYST CRESCENT 
  IOUN STONE
  MINOR  
  ARTIFACT
  SLOT none
  CL 12th
  WEIGHT — 
  AURA strong varied
  An amethyst crescent grants fast healing 2 to its 
  wearer as well a +4 circumstance bonus on saving 
  throws against negative energy and death effects.
  DESTRUCTION
  This unique ioun stone is infused with powerful 
  positive energy. In order to destroy it, the stone must 
  be cast into the Negative Energy Plane, where it can 
  be shattered after floating through the entropy for at 
  least 1 week.
  23
  Beyond 
  the 
  Veiled 
  Past
  Foreword
  Part 1:
  tides oF 
  ConFliCt
  Part 2: 
  on 
  Kalas-ti
  Part 3: 
  researCh and 
  destruCtion
  Part 4: 
  one seCond  
  to Midnight
  nPC gallery
  Continuing 
  the CaMPaign
  Plots oF 
  the Veiled 
  Masters
  awaKened  
  FroM tiMe
  Bestiary
  
  of the forest toward a vast body of water. Amid the mud is 
  a single, tilted, thirty-foot-wide platform of pinkish marble, 
  capped with a brass circle roughly three feet in width. Various 
  circular holes, each surrounded by dozens of fist-sized 
  impact craters, mar the surrounding mud.
  The mudflats here are the result of erratic 
  water 
  patterns 
  from 
  the 
  nearby 
  rivers 
  and streams. In some of the more recent 
  movements, a projection pad was lodged in 
  the mud. The angled platform is similar to the 
  communication hubs seen by the PCs in 
  previous adventures (such as the dais on 
  page 39 of Pathfinder Adventure Path 
  #121). Once approached by a living 
  humanoid, the pad creates a 
  distorted image of Jazradan. 
  This illusory image stutters 
  and provides no audio, but it 
  does allow the nearby ghost (see 
  area C on page 28) to see the PCs 
  and realize how close they’ve come to 
  his complex.
  Creatures: A clutch of four somalcygots 
  now nests in these flats. The terrain is suitable for their 
  burrowing, and also rich with water—something the 
  creatures aren’t normally used to enjoying. Originally 
  from the moon, they made only rare treks into the 
  verdant Moonscar. During their most recent visit, they 
  discovered the open moon gate and traveled through to 
  Golarion. The somalcygots have disrupted the ecosystem 
  by gorging on the local wildlife, despite the effects of the 
  ioun tower sustaining them without the need to eat—the 
  somalcygots are cruel creatures who enjoy the hunt as 
  much as the meal.
  If the PCs traverse or land in the mudflats, or 
  investigate the platform, one of the creatures emerges 
  to attack. On the following round, the remaining three 
  burst up from the ground in search of prey.
  SOMALCYGOTS (4) 
  CR 12
  XP 19,200 each 
  hp 189 each (Pathfinder RPG Bestiary 5 234)
  B5. cavE laKE EnTrancE
  A rushing river ejects from an enormous cave mouth, carved 
  from a vast rise. The rocky hill towers above the nearby 
  forest, and the passage within is large enough for a barge 
  to pass within. 
  There are three entrances to the concealed lake at 
  the center of this part of the island. Before Azlant’s 
  destruction, these entrances were guarded and hidden, 
  but the rupture of the continent and the thousands 
  of years that have passed have opened these massive 
  passages and allowed the water within to spill out in the 
  form of rivers.
  B6. ThE concEalEd laKE (cr 17)
  The connecting waterway opens into an immense 
  cavern. Several hundred feet in the air, storm clouds 
  roil above a lake contained within the cavern. Bolts of 
  lightning blast near the center of the lake, where the 
  faint outline of a structure is visible. 
  The low mountain in the western part 
  of the island conceals a hidden lake. 
  Three rivers emerge from the lake, 
  exiting the hill and running 
  through the shattered island 
  to the sea. This lake houses 
  the sole entrance to the Spindle 
  Solution’s primary compound, the 
  Compass. The Compass was hidden 
  beneath a mountain in Kalas-Ti that 
  was surrounded with outposts on the lookout 
  for anyone poking around the mountainside. Within the 
  mountain, the architects of the Spindle Solution designed 
  an artificial lake that tapped into an aquifer deep beneath 
  the earth. They hollowed out existing caverns in what 
  was a dormant volcano and built the Compass within, 
  complete with defenses.
  Magically created storm clouds roil just under the 
  ceiling of the cavern, affecting the entire area as if it were 
  a thunderstorm (Pathfinder RPG Core Rulebook 438). Such 
  is the intensity of the stationary storm that lightning 
  bolts strike a random target above water every 1d3 
  rounds, dealing 10d8 points of electricity damage (Reflex 
  DC 25 half).
  Creature: An ancient aquatic terror known as a lusca 
  plies the cavern lake surrounding the entrance to the 
  Spindle Solution compound. The lusca has standing 
  orders to prevent any living creature from reaching the 
  Compass entrance without prior approval from Ochymua. 
  Thus far, no intelligent creatures have made the attempt, 
  and the lusca has fed only on local aquatic wildlife.
  The lusca is dogged in its attempts to stop the PCs 
  from entering the Compass. It realizes they must be 
  powerful foes to have made it this far, and begins by 
  attempting to summon dire shark allies. From there it 
  uses its tentacles to grapple opponents and drag them 
  underwater. At range, it uses its spell-like abilities and 
  allows the PCs to be struck by the storm’s lightning. It 
  knows that for the PCs to proceed, they’ll need to attempt 
  entry into the facility through the arrival platform (area 
  B8), which is flooded, so even if the PCs avoid the lake 
  24
  gArdener
  
  and make it to the platform, the lusca can still attack 
  them there.
  LUSCA 
  CR 17
  XP 102,400 
  hp 270 (Pathfinder RPG Bestiary 5 161)
  B7. ThE drain
  Water tumbles down into nothingness, creating a 100-foot-
  diameter gap in the lake. A great stepped-stone structure in 
  the shape of a diamond stands in the center of the gap atop an 
  octagonal stone shaft that descends into the lightless depths 
  of the gap. From the western corner of the stone diamond, 
  a wide bridge of darker stone stretches across the gap and 
  down to a partially submerged platform.
  This complex is the aboveground installation that 
  leads into the Compass. The Drain—as those at the 
  Spindle Solution called it—can be accessed only by 
  crossing the bridge from the adjoining arrival platform 
  and entering the diamond-shaped structure.
  The gap extends down beyond the floor of the lake for 
  almost 2,000 feet. At the lake’s floor, only 200 feet below 
  the water’s surface, a magical effect transports all matter 
  that isn’t water to a temporary outlet portal at a random 
  location within 2d10 miles of the Drain. This effect spans 
  the length of the shaft and was put in place to prevent 
  any matter (aside from water) from making its way into 
  the subterranean facility. A PC who succeeds at a DC 40 
  Knowledge (engineering) or Spellcraft check can identify 
  the magical effects as a sort of filter. The fact that the lake 
  hasn’t utterly flooded in the intervening 10,000  years 
  strongly implies that similar magic redirects some of 
  the water as well. 
  B8. arrival plaTform
  The entrance to this stone structure stands just below the 
  surface of the water. Liquid pours into a partially submerged 
  chamber within, from which twin staircases rise to a balcony 
  overlooking the room. A wide passage continues east from 
  the balcony.
  This area was the means by which members of the 
  Spindle Solution arrived at the entrance of the Compass. 
  The floor here once contained a teleportation circle that 
  allowed a member with the proper ioun stone to enter 
  B6–B9. CONCEALED LAKE
  1 SQUARE = 10 FEET
  B8
  C. CONVERGENCE HALL
  B9
  B6
  B7
  25
  Beyond 
  the 
  Veiled 
  Past
  Foreword
  Part 1:
  tides oF 
  ConFliCt
  Part 2: 
  on 
  Kalas-ti
  Part 3: 
  researCh and 
  destruCtion
  Part 4: 
  one seCond  
  to Midnight
  nPC gallery
  Continuing 
  the CaMPaign
  Plots oF 
  the Veiled 
  Masters
  awaKened  
  FroM tiMe
  Bestiary
  
  a connected circle elsewhere in other Spindle Solution 
  facilities and instantly teleport to this platform.
  Luckily, magical reinforcement of the stone and 
  protections within the mountain’s interior kept the 
  structure from collapsing under its own weight during 
  Earthfall, but it suffered enough damage to ruin the magic 
  powering the teleportation effect. The entry chamber is 
  now simply a partially submerged dock, though it retains 
  its original purpose as the entrance to the Drain structure. 
  The passage on the balcony leads out of the chamber to 
  the entrance shaft of the Drain’s interior. The submerged 
  portions of the arrival platform are still vast enough to 
  contain the bulk of the lusca, which forces its way into the 
  area to attempt to stop the PCs if they seek to escape it.
  B9. EnTry poinT
  At the center of this chamber is an octagonal platform that 
  rises a single foot from the floor, engraved with subtle twining 
  patterns. Atop the platform is a two-foot-tall stone plinth 
  bearing a curved magical rune that glows with a pale blue light. 
  A single passage extends out of the chamber to the west.
  The platform in the center of this chamber is the 
  only means of accessing the Compass. Only specific 
  individuals attuned to the lift, such as members of the 
  Spindle Solution, can activate it by pressing the rune 
  on the plinth. As the Spindle Solution members aren’t 
  available to activate the lift for the PCs, there’s another 
  option—the wyrwood Gardener is allowed access to 
  the facility and can activate the plinth. If the wyrwood 
  is destroyed, its amethyst crescent ioun stone operates as a 
  backup key to the facility. Alternatively, a PC can attempt 
  a DC 45 Disable Device, Spellcraft, or Use Magic Device 
  check to bypass the controls in the device.
  Activating the platform energizes all matter 
  standing atop it. Within the blink of an eye, everyone 
  and everything on the platform is rendered into 
  pure energy and beamed down the shaft beneath 
  the platform and into the Compass, arriving in the 
  convergence hall (area C).
  PArt 3: reseArch  
  And destruction
  The remainder of this adventure takes place within 
  the hidden Azlanti compound known as the Compass. 
  Here, the Spindle Solution tirelessly sought a means of 
  understanding, and eventually defeating, the threat of 
  the veiled masters. The Compass was their primary site 
  for enacting their plans and schemes, kept hidden from 
  the people of Azlant and the compromised membership 
  of Azlant’s intelligence agency—the Ioun Imperative.
  The veiled master Ochymua made its way into the 
  Compass after learning the location from Auberon 
  the Drowned. Since that time, Ochymua has scoured 
  the Compass in search of information on the Spindle 
  Solution’s activities prior to Earthfall. What it found in 
  the Doomsday Stores beneath the upper facility earned 
  its undivided attention: the Synchrony Device. While 
  Ochymua’s army continues to mass on the surface, the 
  veiled master studies a weapon capable of triggering the 
  war it seeks to unleash against the inheritors of Azlant.
  As the PCs arrive in the upper level of the Compass, 
  they must explore the three wings. Only by doing this 
  can they hope to uncover the potentially world-altering 
  discovery made by Ochymua and find the path to the 
  Doomsday Stores beneath the facility.
  the comPAss  
  (uPPer fAcility)
  As the primary hub of Spindle Solution operations, the 
  Compass gracefully endured the ages since Azlant’s fall. 
  The greatest minds, in what some consider to be the 
  greatest human empire in Golarion’s history, forged 
  the Compass. Because of this, the facility’s walls remain 
  entirely intact, with the only obvious damage being the 
  result of specific changes within the compound, rather 
  than natural developments.
  Layout: The upper level of the Compass facility is 
  a vast circle, divided into sections, each roughly one-
  quarter of the facility. The fourth quadrant is empty, 
  open to the water of the lake. Each of the remaining 
  wings is dedicated to one of the facility’s operational 
  areas: application, research, and testing. Each wing of the 
  upper facility rotates around a central area referred to as 
  the Convergence Hall. The movement is imperceptible 
  to creatures moving within the wings, but important to 
  those outside the facility (see Protection on page 27).
  Construction: Iron-lined stone walls make up the 
  interior construction of the Compass. These walls are 
  incredibly durable (hardness 10, hp 500, break DC 55), 
  enforced with strong metals and further powered by the 
  residual magic in the facility.
  Doors in the Compass are magically automated, 
  opening like metal irises. Unless otherwise stated, a 
  door within the facility open when a creature with a clear 
  spindle ioun stone moves adjacent to it with the intention 
  to open the door. Certain doors require other ioun stones 
  to properly open, as mentioned in their descriptions. 
  Gardener’s amethyst crescent ioun stone heart acts as a 
  master key to all doors in the facility, and as such the 
  wyrwood’s presence activates all doors. The ioun stones 
  required to open the doors don’t have to be orbiting the 
  user’s head or be active or embedded in a device made 
  26
  
  for ioun stones (such as an ioun gauntlet; see page 23 of 
  Pathfinder Adventure Path #122: Into the Shattered Continent); 
  the particular stone needs only to be on the creature’s 
  person. The doors are similarly durable to the walls 
  (hardness 10, hp 150, break DC 40) and most require a 
  successful DC 35 Disable Device check to overcome the 
  clear spindle key requirement.
  Unless otherwise noted, the chamber walls of the 
  Compass stretch 30 feet up to a stone ceiling.
  Protection: The Spindle Solution went to great pains 
  to protect itself from spies using divination magic. A 
  blanket effect akin to nondetection affects all creatures 
  and items within the facility. A caster attempting to 
  divine anything or anyone in the area must succeed at a 
  DC 32 caster level check to receive any information from 
  within the Compass. 
  Unlike many facilities of its nature, the Compass 
  has no magical shielding against teleportation or other 
  similar magical effects. Instead, the constant and random 
  rotation of the upper facility’s three wings means that 
  teleporting creatures don’t have a reliable means of 
  guessing where to arrive and incur an additional mishap 
  chance beyond that inherent to the spell. Teleportation 
  effects have a 50% chance of succeeding, but place the 
  teleporting creature into a random part of the facility. 
  There’s a 25% chance the creature ends up teleporting 
  instead into the submerged exterior of the facility, and a 
  25% chance of teleporting into a solid object. Creatures 
  can avoid this additional mishap chance if they teleport 
  into the Convergence Hall (area C).
  Symbols: As with the ruined structures in the remains 
  of Kalas-Ti, Ochymua left several symbol spells within 
  the complex. These spells are noted in their specific 
  location but should not be constrained to only the listed 
  areas. If the PCs dawdle in their efforts, it can be assumed 
  that Ochymua returns to the upper level of the facility to 
  pursue certain avenues of research, and thus recreates 
  several of its symbols or places new ones. Examples of 
  symbol spells the veiled master might have placed are 
  listed below, in addition to those that appear on page 15.
  OCHYMUA’S SYMBOL OF PAIN 
  CR —
  Type magic; Perception DC 30; Disable Device DC 32
  EFFECTS
  Trigger spell; Reset none
  Effect spell effect (symbol of pain, Will DC 25 negates); 
  multiple targets (all targets within 60 feet)
  OCHYMUA’S SYMBOL OF SLOWING 
  CR —
  Type magic; Perception DC 29; Disable Device DC 31
  EFFECTS
  Trigger spell; Reset none
  Effect spell effect (symbol of slowingUM, Will DC 24 negates); 
  multiple targets (all targets within 60 feet)
  OCHYMUA’S SYMBOL OF STUNNING 
  CR —
  Type magic; Perception DC 32; Disable Device DC 34
  EFFECTS
  Trigger spell; Reset none
  Effect spell effect (symbol of stunning, Will DC 28 negates); 
  multiple targets (all targets within 60 feet)
  The Spindle SoluTion
  Even 10,000 years after Earthfall, many of the Spindle 
  Solution’s members exist within the facility, in one 
  form or another. Along with Grand Arcanist Jazradan 
  (see page  60), several other members instrumental to 
  the research and development of the Solution’s many 
  projects survived in various forms.
  Harighal, the Ambassador: Though Azlanti, Harighal 
  was not of Azlant. He represented the Thassilonian 
  Runelord of Pride, Xanderghul, as an ambassador 
  to the Azlanti empire. Unlike many of Thassilon’s 
  leaders, Xanderghul maintained ongoing diplomatic 
  ties to Azlant, and some believed that the runelord was 
  destined to succeed Azlant’s emperor and one day unify 
  the fractured Azlanti people. Xanderghul was keenly 
  aware of the danger posed by the veiled masters, and 
  sent Harighal not as the ambassador he claimed to be, 
  but as a specialist to aid against the hidden threat.
  Harighal was responsible for creating Thassilon-
  inspired weapons to combat the veiled master threat, 
  while reporting the activities of the Spindle Solution back 
  to his runelord master. Harighal’s greatest achievement 
  was perfecting the creation of the shapeshifting mezlans 
  (Pathfinder RPG Bestiary 6 186), a process first devised in 
  the days before Thassilon fractured into the leadership of 
  the runelords. In the end, the Thassilonian ambassador 
  converted himself into a mezlan in order to survive the 
  aftermath of Earthfall.
  Harighal now resides in the testing wing of the upper 
  facility of the Compass (see area E) along with the other 
  surviving mezlans.
  Lurisian, the Optimist: It was Lurisian who tempered 
  much of the fire present in the Spindle Solution’s 
  membership. She truly believed in the idea of bettering 
  the human condition that the Spindle Solution espoused 
  as its public purpose. Lurisian understood the need 
  to free the Azlanti people from the yoke of the veiled 
  masters and vowed to put her considerable cunning and 
  knowledge to the task. She saw the solution to defeating 
  the alghollthus in the spiritual superiority of humanity, 
  including their acceptance of the greater universe and 
  the power of deities.
  When Earthfall came to pass, Lurisian ascended from 
  her mortal existence into a being birthed in the blinding 
  fires of the Positive Energy Plane: a nascent manasaputra. 
  Since her elevation, Lurisian left her previous existence 
  behind her, forsaking a return to Golarion. 
  27
  Beyond 
  the 
  Veiled 
  Past
  Foreword
  Part 1:
  tides oF 
  ConFliCt
  Part 2: 
  on 
  K
  as-ti
  Part 3: 
  resea Ch and 
  destr C i n
    
   
    
   
   
   
   
    
   
   
    
   
  
  The actions of the PCs in the research wing may 
  prompt a brief intervention from the ascended member 
  of the Spindle Solution (see area D).
  Rashimos, the Eastern Blade: Only Grand Arcanist 
  Jazradan eclipsed the reputation of General Rashimos. 
  Rashimos earned her reputation as a merciless tactical 
  genius, responsible for Azlant’s many successful assaults 
  on the eastern shores of Arcadia. Only due to the 
  intervention of senior Azlanti political figures, including 
  many members of the Ioun Imperative, did her assault 
  on the western continent fail. She returned to Azlant in 
  shame only to be approached by Jazradan, who brought 
  her into the Spindle Solution as a military advisor. 
  Rashimos became the Spindle Solution’s most vehement 
  voice for exterminating the veiled master threat.
  As Earthfall ruined the world around her, Rashimos 
  knew she lacked the intellect shown by other members 
  of Spindle Solution in surviving the catastrophe. Instead, 
  in her final days, the Azlanti general pledged herself to a 
  new master: the demon lord Ibdurengian. Some coastal 
  communities of Azlant, including many members of the 
  Arcadian offensive, worshiped Ibdurengian as an aquatic 
  terror. As the so-called Lord of the Red Tide brought 
  devastation to the few Azlanti coastal settlements to 
  survive the initial impact of Earthfall, he heard Rashimos’s 
  pleas for revenge and salvation and granted them.
  While Rashimos’s demon lord patron is long dead, 
  slain by a vengeful Aroden, the transformed general 
  resides within the ruined sections of the application 
  wing of the Compass (see area F).
  Varliss, the Outsider: The ages-old Winter Council 
  was an organization that acted as advisors to the elven 
  leadership and as ambassadors to Azlant. The council 
  would greatly change in the aftermath of Earthfall, 
  becoming a much more secretive and manipulative 
  society. Much of the new Winter Council’s adopted 
  doctrine was the direct result of Varliss, an elf brought 
  on as advisor to the Spindle Solution’s operations. Varliss 
  brought an understanding of elven magic to the Spindle 
  Solution, specifically melding Azlanti innovation with 
  tested elven technologies, like the aiudara network. 
  The lunar gate (area B2) is one of Varliss’s creations, 
  as is much of the magic present in the Compass and 
  Doomsday Stores.
  Unlike the other members of the Spindle Solution, 
  Varliss escaped Earthfall by following his people 
  through the aiudara network to the elven homeworld of 
  Castrovel. Some of his presence is felt throughout the 
  research wing of the facility, in the form of scattered 
  references to the fleeing elven scientist.
  C. CONVERGENCE HALL
  The Convergence Hall is the core of the Compass’s 
  upper level. A series of doors connects to the three wings 
  of the facility, though the doors are covered with slabs of 
  a material resembling obsidian for the majority of the 
  time. The slabs slide to the side, revealing the typical 
  iris-like doors of the Compass, whenever the three wings 
  align with the Convergence Hall, which happens every 
  2d4×10 minutes. The wings are accessible for several 
  minutes before continuing on their random pattern 
  around the central shaft. The doorways are blocked 
  in a similar fashion from the inside, with a dark stone 
  slab that moves aside when the wing realigns with the 
  Convergence Hall. Creatures attempting to exit a given 
  wing must wait for these times of realignment. 
  An octagonal platform, identical to the platform in 
  area B9, stands in the center of the chamber, allowing for 
  return access to the surface. Creatures interacting with 
  the plinth here can travel to the surface without the need 
  of the amethyst crescent ioun stone. This same platform 
  can take creatures down to the Doomsday Stores, as 
  explained in the Creature entry below and on page 49. 
  Creature: The spirit of Jazradan, the Spindle 
  Solution’s leader, instantly notices the PCs’ arrival. He 
  immediately appears atop the chamber’s projection 
  pad, an event the PCs have likely seen in their early 
  adventures on Ancorato, but this time Jazradan is 
  not just an illusion. This time, Jazradan removes 
  his spectral helmet and reveals his face to the PCs, 
  introducing himself to the latest intruders. While the 
  ghost appears to remove the helm, he still gains all 
  the benefits of the artifact as per his ghostly trappings 
  supernatural ability.
  Jazradan has no intention of battling the PCs, and 
  he relies on the alignment-concealing abilities of his 
  helm to keep his demeanor and thoughts obscured. 
  He presents himself not as an undead creature, but 
  as a lingering mental presence within the network of 
  projection pads. This deception is necessary, as Jazradan 
  doesn’t want the PCs to assume he has any sort of 
  mobility or control within the compound.
  If the PCs acknowledge Jazradan and don’t 
  immediately initiate hostilities, the Grand Arcanist 
  inclines his head in respect and addresses them in 
  Azlanti. Read or paraphrase the following.
  “I welcome you, strangers, to the halls of the Compass. It was 
  here, at the height of my people’s empire, that we devised 
  a means of combating the secretive threat that sought to 
  enslave all Azlanti: the veiled masters. As you are doubtless 
  aware, one of these aberrant monstrosities recently made 
  its way into this compound. I recognized it immediately: a 
  specimen our organization captured in the months before 
  the final cataclysm. We preserved it, in hopes of better 
  understanding the threat it posed, not realizing that in doing 
  so, we would threaten future eras.
  “This creature has made its way into the lowest levels of 
  28
  
  this facility, an area we grimly referred to as the Doomsday 
  Stores. You can imagine that this lowest level of the facility 
  holds weapons that could potentially alter the face of 
  Golarion. While its secrets are preserved by the safety 
  protocols of Azlant’s greatest minds, I fear it’s only a 
  matter of time before this reawakened veiled master 
  pierces our wards. If you would heed my words, I 
  plead with you to stop this aberration before it 
  thrusts another cataclysm upon this world.
  “The Doomsday Stores are accessed from the 
  platform you used to enter this level of the facility. 
  Sadly, the route is inaccessible due to strict lockdown 
  protocols. The only way to reactivate the passage 
  is to acquire three unique ioun stone keys located 
  on this level of the facility. There are three wings to 
  this facility, each rotating around this 
  central hall. Each wing contains one 
  of the necessary keys to open the 
  path to the Doomsday Stores, though 
  I cannot perceive their exact location 
  within the wings.
  “I implore you, find these keys 
  and proceed to the Doomsday 
  Stores. The veiled master must 
  be stopped before it unleashes 
  our own weapons against the 
  inheritors of our empire.”
  Jazradan remains on the platform long enough to 
  answer lingering questions the PCs may have. He does 
  his best to answer while keeping his true nature and 
  intentions a secret. His speech is mostly true, though 
  he omits key facts. He needs the path to the Doomsday 
  Stores reopened so the PCs can travel there to perform 
  necessary modifications to the weapon. He has no 
  respect for the PCs, nor for any modern nations, for that 
  matter. Jazradan believes there are no true inheritors of 
  Azlant, and would gladly see the world crumble to dust 
  if it means exacting his revenge on the veiled masters.
  If the PCs question Jazradan, see below for likely 
  questions and his answers.
  What’s inside the Doomsday Stores? “Terrible 
  weapons, designed as a last resort to free Azlant from 
  the veiled masters. Our organization crafted a variety 
  of weapons to combat the veiled masters, each an 
  impressive feat of magical engineering. The Doomsday 
  Stores contain several such examples, though based 
  on my connection to the facility, the intruding veiled 
  master has only accessed one: the Synchrony Device. This 
  weapon was a device forged by the combined genius of 
  all my compatriots; a device capable of overlaying other 
  planes upon the Material Plane in a localized area.”
  What do you know of the veiled master? “It’s a 
  cunning manipulator, likely incensed by the decline 
  of its race since the great cataclysm that destroyed 
  my people. Whatever alien intellect guides it, I can 
  only assume it intends to use the weapons in this 
  facility against the surviving humans, likely starting 
  with the ruins of old Thassilon. Armies amass 
  under its command all along the remains 
  of Azlant, a sight I’ve witnessed through 
  my extended network of projection pads. I 
  fear that following the use of our weapons, 
  the mainland of Avistan will be woefully 
  unprepared for the armies to come.”
  Tell me about the wings of the facility. 
  “There are three wings, one each dedicated 
  to application, research, and testing. The 
  research wing is a repository of 
  knowledge and minor magical 
  tests, guarded by powerful 
  security measures. The testing 
  wing was used to test small-
  scale versions of our achievements 
  and contained many weapons 
  and magical experiments. The 
  application wing is a longer-
  term testing facility, meant to 
  catalog the direct use of our 
  numerous achievements.”
  Once 
  these 
  questions 
  are 
  answered and the PCs are satisfied, 
  Jazradan inclines his head before disappearing. 
  He follows the PCs’ progress through the facility, 
  appearing to them in this chamber when they return 
  from retrieving the ioun stone keys from any of the 
  Compass’s three wings.
  JAZRADAN 
  CR 18
  XP 153,600 
  hp 234 (see page 60)
  Story Award: If the PCs spend time questioning 
  Jazradan about the status of the Compass, as well as what 
  to expect in the various wings, award them XP as if they 
  defeated the Grand Arcanist in combat. If the PCs later 
  battle Jazradan during their exploration of the facility 
  or during the climactic final encounter, they still receive 
  XP for defeating him in combat.
  D. RESEARCH WING
  As a repository of knowledge, the various chambers 
  of this wing are dedicated to storing information and 
  items relating to the Spindle Solution’s public-facing 
  activities. The Azlanti philanthropist Lurisian claimed 
  dominion of this section of the facility and ensured 
  that any volatile equipment was instead stored in the 
  other wings.
  29
  Beyond 
  the 
  Veiled 
  Past
  Foreword
  Part 1:
  tides oF 
  ConFliCt
  Part 2: 
  on 
  K
  as-ti
  Part 3: 
  resea Ch and 
  destr C i n
    
   
    
   
   
   
   
    
   
   
    
   
  JAzrAdAn
  
  The layout of the research wing is intentionally 
  simple, reminiscent of rudimentary Azlanti architecture, 
  such as that found in the lost Azlanti city of Saventh-Yhi. 
  A central corridor provides access through the length 
  of the wing. Numerous chambers branch from this 
  main artery, with the primary archives (area D8) located 
  opposite the entrance to the Convergence Hall (area C).
  The door to Lurisian’s Chambers (area D6) is sealed, 
  requiring a radiant blue sphere ioun stone to open. This unique 
  ioun stone, also one of the keys to access the Doomsday 
  Stores, is kept in the archives at the end of the wing (area 
  D8), requiring research in the library to uncover.
  Use the Research Wing map on page 31 for areas D1 –D8.
  d1. cEnTral corridor (cr 17)
  This forty-foot-wide hall extends over a hundred feet 
  before reaching a series of descending stairs. Past the 
  stairs is a narrower corridor with branching side chambers. 
  Crystal lamps, illuminated with magic, dangle from golden 
  chains along the ceiling of the chamber, providing light to 
  the entire area. Several stone pillars support the primary 
  entryway. Etched into the stone floor, intricate magical 
  runes crisscross one another in snakelike patterns. Metallic 
  iron doors stand closed along the sides of the hall.
  This hall is the primary hub for traffic within the 
  research wing. Approaching with a clear spindle ioun stone 
  with the intent of opening a door can open each of the 
  connecting doorways, save the entrance to area D6.
  Creature: As the Spindle Solution was forming from 
  the Ioun Imperative, Jazradan managed to secure several 
  pieces of equipment from the Azlanti intelligence 
  agency prior to his departure. An ioun golem, a powerful 
  construct made to defend key Azlanti installations, is 
  one of these acquisitions. The construct patrols this hall; 
  it is programmed to attack anyone not identified as part 
  of the Spindle Solution, so it attacks the PCs on sight.
  IOUN GOLEM 
  CR 17
  XP 102,400 
  hp 156 (see page 88)
  d2. guEsT QuarTErs
  Satin curtains hanging from the ceiling cordon off much of this 
  rectangular chamber. Almost a dozen upright wooden slabs 
  with embroidered cloth and attached pillows, each resembling 
  an upright bed, line the walls. A single exit leads north.
  Individual privacy was not something the Spindle 
  Solution cared for when it came to guests, lower-ranking 
  members, or servants, and these joint guest quarters 
  are a physical manifestation of that belief. While their 
  ioun stones and nearby ioun towers preclude the need to 
  consume food or water, junior members and attendants 
  of the Spindle Solution still required sleep and would 
  occasionally rest in this chamber. Other senior members 
  maintained mansions or villas in Shaval-Kehn or Kalas-
  Ti, and had no interest in this chamber.
  The PCs can rest in this chamber with no worries of 
  outside intrusion. The silk curtains each screen a vertically 
  mounted bed, which Small and Medium humanoids can 
  use to rest. Despite the beds’ vertical alignment, someone 
  wishing to use one of the beds needs only approach and 
  lean back against it. The occupant immediately feels 
  weightless as per a levitation effect but doesn’t drift beyond 
  the bed’s area and can move freely to find a comfortable 
  position. In addition, the beds are enhanced with a 
  conjuration (healing) magic effect, which halves required 
  rest time (typically from 8 hours to 4 hours). These beds 
  are part of the structure and cannot be moved or removed 
  from the Compass without removing their magic.
  d3. loungE (cr 16)
  Austere wooden tables and chairs provide seating throughout 
  this chamber. Against the wall opposite the only door is a 
  spacious bar, stocked with crystalline bottles holding fine 
  spirits, with glasses lined in front of each of the stools. The 
  sounds of laughter and joy echo throughout the room.
  The description of this room is based on the illusory 
  effect of the haunt detailed below. The actual chamber 
  is a ruined wreck, with broken chairs and spent bottles 
  littering the area. Ten doses of dark reaver powder 
  (Pathfinder RPG Ultimate Equipment 111) are stacked 
  along the shattered remains of the former bar. On rare 
  GHOST IN THE COMPASS
  Jazradan sees the PCs as useful tools in defeating 
  the veiled master. With his alignment obscured by 
  his helm of governance (see page 55), the Spindle 
  Solution leader seeks to guide the PCs through the 
  facility in order to reactivate the severed connection 
  with the Doomsday Stores. What Jazradan omits from 
  his interactions with the PCs is his intent to activate 
  the device himself. Rather than targeting Avistan, he 
  intends to deploy the weapon against the alghollthus—
  targeting the Braid in the Darklands’ Sightless Sea. 
  Such an attack would undoubtedly force an alghollthu 
  reprisal against the surface world, a fact that concerns 
  Jazradan little. In the ghost’s mind, Azlant is dead, and 
  therefore the alghollthus must suffer the same fate.
  30
  
  D. RESEARCH WING
  1 SQUARE = 10 FEET
  D7
  D8
  D6
  D5
  E9
  D4
  E6
  E7
  E8
  E5
  D2
  D3
  D1
  E. TESTING WING
  F. APPLICATION WING
  1 SQUARE = 10 FEET
  1 SQUARE = 10 FEET
  E3
  E2
  E4
  E1
  F9
  F8
  F7
  F6
  F5
  F4
  F3
  F2
  F1
  D–F. THE COMPASS
  31
  Beyond 
  the 
  Veiled 
  Past
  Foreword
  Part 1:
  tides oF 
  ConFliCt
  Part 2: 
  on 
  K
  as-ti
  Part 3: 
  resea Ch and 
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  occasions, the Compass’s staff would come to this lounge 
  to enjoy some rest and relaxation. 
  Creatures: With the end of Azlant occurring around 
  them, the junior staff of the Spindle Solution either 
  fled or came here to escape the ruin. After drinking 
  themselves to the depths of despair, those seeking 
  comfort in this chamber used powerful ingested poisons 
  to kill themselves in a joint suicide pact. Death was 
  not the end for this group, as many of them felt some 
  semblance of responsibility for Earthfall, convinced that 
  had they never learned of the alghollthus’ involvement 
  with humanity, the destruction might never have 
  happened. Even in their grief, these Azlanti remained 
  self-important, and this guilt and their knowledge of 
  the utter destruction faced by the Azlanti people caused 
  these revelers to reanimate as mohrgs.
  If they remain disguised by the haunt (see below) when 
  the PCs arrive, the mohrgs collect 1 dose of dark reaver 
  powder poison from the bar for each PC entering the 
  chamber. The undead are veiled by the haunt and pass 
  themselves off as jovial Azlanti enjoying a grand party, 
  offering the PCs powerful spirits laced with dark reaver 
  powder. Once the PCs partake of the poison, they give 
  it a few rounds to take effect. The mohrgs then begin to 
  use their paralyzing touch on stricken PCs followed by 
  attacking all at once.
  ADVANCED MOHRGS (8) 
  CR 9
  XP 6,400 each
  hp 119 each (Pathfinder RPG Bestiary 294, 208)
  Haunt: The death pact of the Compass staff members 
  not only reanimated them as foul undead, but also 
  created a unique haunt in this chamber. Acting as a 
  permanent illusion that veils the undead occupants and 
  the chamber, the haunt obscures the dead staff, allowing 
  them to interact with creatures who enter.
  CEASELESS REVELRY 
  CR 13
  XP 12,800
  NE persistent haunt (area D3)
  Caster Level 11th
  Notice Perception DC 35 (to see through the illusion; 
  see below)
  hp 49; Trigger proximity; Reset 1 day
  Effect The entire room is affected by an illusory effect 
  similar to mirage arcana, except that it also conceals 
  the true appearance of the resident mohrgs. The effect 
  overlays the undead with the images of illusory Azlanti, 
  imitating the former staff of the facility. In addition to 
  the eight undead creatures, the chamber also presents 
  dozens of additional revelers. These Azlanti interact 
  with newcomers, welcoming them to their “end-of-the-
  world festivities,” though underlying the jovial tone is 
  an undercurrent of resentment, and attentive PCs might 
  catch mention of references to “the elven coward who 
  fled” or “the ‘optimist’ who vanished.” A successful DC 35 
  Perception check allows a creature to see through the 
  illusion, as does a successful DC 22 Will save if a creature 
  interacts with one of the illusions. The illusion vanishes 
  once a creature spots the true nature of the area, but only 
  for that creature; others in the haunt still perceive the 
  area, and the mohrgs, as their illusory forms.
  Destruction Slaying the mohrgs in this chamber destroys 
  the haunt.
  d4. mEETing room
  The collapsed remains of a long wooden table sit in the center 
  of the room. The table is in two pieces, a perfect slice bisecting 
  it, while broken wooden chairs are scattered about. A door to 
  the north provides access to the central corridor.
  The Spindle Solution, attending staff, and rare guests 
  would meet in this chamber to discuss the achievements 
  of the organization. The central table is lined with the 
  remnants of the Solution’s last contentious meeting, as 
  each member, save Jazradan, abandoned the others to 
  enact a hasty survival scheme in the face of Earthfall. 
  Rashimos ended the last conclave by severing the central 
  desk in two with her blade. There is nothing else of note 
  in this room.
  d5. communicaTions array
  A mass of green crystal grows from the north wall of this 
  chamber. Devices are arrayed against the edges of the 
  crystal, each composed of precious metals. Lines of brass 
  and silver crisscross the apparatuses, with pulses of violet 
  and turquoise energy moving along them. The room’s only 
  exit lies to the south.
  Harighal, the Thassilonian ambassador, was the 
  last occupant of the chamber. He made one desperate 
  attempt to communicate with his master before 
  abandoning this wing and enacting his self-conversion 
  into a mezlan. PCs examining the crystalline apparatus 
  along the wall of the room can identify it as a 
  communication device with a successful DC 25 Spellcraft 
  or Use Magic Device check. Those who succeed at this 
  check also realize that the crystals could be adjusted to 
  create stable illusory connections with similar devices 
  across the world. Sadly, all the other devices are currently 
  inaccessible or inoperable by the Compass array, though 
  PCs determining the nature of the array can tell the last 
  point of contact was with a location named Citadel Arete, 
  the palace from where Runelord Xanderghul ruled his 
  domain of Cyrusian.
  32
  
  It’s possible for PCs to repurpose the device in this 
  chamber and send a projection of themselves to a desired 
  location. Such an adjustment requires a successful DC 40 
  Use Magic Device check, which allows any creature 
  operating the device to create an effect similar to project 
  image (CL 20th). This image can then be relayed to a single 
  location on Golarion that the operator is familiar with. It 
  can be maintained for 1 minute, requiring an additional 
  Use Magic Device check every minute thereafter, with 
  the DC increasing by 5 each additional minute. Once the 
  message is sent or the operator fails a Use Magic Device 
  check, the device is permanently drained of energy and 
  becomes useless.
  The functionality of this device is intended for the 
  PCs to make any emergency contact they need to at 
  this point in the campaign. Most likely, the PCs will 
  contact a major ally on the mainland of Avistan, warning 
  of Ochymua’s impending schemes. How this impacts 
  the rest of the campaign is up to you, but could have 
  significant ramifications if the PCs fail to stop Ochymua.
  d6. lurisian’s chamBEr (cr 12)
  A simple wooden bed and a large lavender rug are the only 
  pieces of note in this spacious room. A thick of layer of dust 
  covers everything, save a gemstone sitting atop the center of 
  the rug. A single door is the only exit from the chamber.
  The Spindle Solution’s most outspoken member, 
  Lurisian, used this simple personal space. A former 
  adventurer, Lurisian spent time alongside the then-
  mortal Aroden and gained a strong appreciation of the 
  good forces in the world. Less morally practical than her 
  former companion but more willing to compromise, she 
  eventually joined the Spindle Solution to assist in their 
  outward goal of “bettering the human condition.”
  Creature: In the moments proceeding Earthfall, panic 
  gripped the few survivors within the Compass. While 
  other members of the Spindle Solution retreated to enact 
  their own life-preserving (or life-ending) plans, Lurisian 
  patiently meditated in her chamber. Sustained by her 
  clear spindle ioun stone, she came to accept her people’s 
  end and her own mortality. But before death could claim 
  her, Lurisian’s mortal shell vanished in a burst of light. 
  The woman’s soul was reborn on the Positive Energy 
  Plane as a lesser manasaputra. Since that time, Lurisian’s 
  spirit has sought further enlightenment by traveling the 
  breadth of the Astral Plane, eventually ascending to the 
  ranks of the manus.
  Interacting with Lurisian’s clear spindle ioun stone 
  that lies abandoned on the carpet alerts the distant 
  manasaputra to the PCs’ actions. Seconds later, the stone 
  glows with a luminous vibrancy as tendrils of pure light 
  gently move toward each of the PCs. The PCs each feel a 
  moment of mental connection with a being that can only 
  be described as an embodiment of pure good. Each PC 
  can accept this contact, in which case Lurisian parses the 
  character’s thoughts in an instant, but Lurisian doesn’t 
  force her mental contact on an unwilling target. As long 
  as one PC allows contact and is not of an evil alignment, 
  then the manasaputra deviates from her studies on the 
  Astral Plane to appear before the PCs.
  Lurisian’s appearance before the PCs is a brief affair. 
  The manasaputra has long abandoned her former life, 
  but the brief connection with her ioun stone rekindled 
  a momentary passion for her deceased people. She 
  feels no compulsion to question the PCs, as her mental 
  contact gives her enough information to act on. Instead, 
  she appears to the PCs with the following warning.
  “Severed from this material place, I wander the stars beyond 
  this universe in search of enlightenment. Your appearance in 
  this place has momentarily pulled me from that most sacred 
  of tasks, for I sense in you the import of your mission. What 
  was wrought in this place cannot be unleashed, be it by the 
  hands of Jazradan or the actions of the veiled masters.”
  As a creature long departed from the Material Plane, 
  Lurisian rarely speaks in absolutes. Her statement above 
  includes the one thing she remains passionate about: 
  her desire to avoid another world-ending cataclysm. 
  While she does not directly say that Jazradan will betray 
  the PCs, viewing that as a betrayal of her mantra of 
  nonintervention, Lurisian does emphasize that neither 
  Jazradan or Ochymua should control the Synchrony Device.
  Lurisian refuses to assist the PCs, but she explains 
  her ascension from the Material Plane in the face of 
  Earthfall, and she repeats her desire for the Azlanti 
  people’s influence to stop guiding the fate of Golarion’s 
  rising empires. If questioned about her knowledge of 
  the facility, she gives a vague description of the other 
  wings, but makes a point of mentioning the “malignant 
  corruption” that has taken root in the application 
  wing—a direct reference to Rashimos’s demonic 
  transformation (area F9).
  You can use Lurisian to fill in any story gaps the 
  PCs may be missing from their adventures, and as 
  a way of delicately foreshadowing Jazradan’s darker 
  intentions for the Synchrony Device. Morally bankrupt 
  or truly reprehensible PCs can certainly follow up on 
  this encounter by attempting to forcibly recall Lurisian 
  with spells like planar binding in order to interrogate the 
  manasaputra. Otherwise, Lurisian departs shortly after 
  her arrival. Following her disappearance, Lurisian’s clear 
  spindle ioun stone scatters into dust.
  LURISIAN 
  CR 12
  XP 19,200 
  33
  Beyond 
  the 
  Veiled 
  Past
  Foreword
  Part 1:
  tides oF 
  ConFliCt
  Part 2: 
  on 
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  as-ti
  Part 3: 
  resea Ch and 
  destr C i n
    
   
    
   
   
   
   
    
   
   
    
   
  
  Treasure: The item cases contain various powerful 
  magic items, including a +2 keen thundering longsword, 
  a +3 imperviousUE heavy steel shield, a figurine of wondrous 
  power (golden lions), a helm of telepathy modeled in the 
  same fashion as the Ioun Imperative’s helms, and a 
  portable hole. The portable hole contains several dozen sets 
  of Azlanti noble regalia, worth 6,000 gp, along with a robe 
  of powerlessness nestled in the middle of the stack.
  d8. archivEs (cr 15 and cr 16)
  Colossal arrays of bookshelves rise sixty feet high, ending just 
  a foot below the ceiling. These bookshelves are arranged in 
  meticulous lines, stepladders of varying heights interspersed 
  between, allowing access to the multitude of tomes contained 
  in the area. This archive is easily a hundred feet long and just 
  as wide, with only a single large doorway leading east.
  This is the primary storage facility for the Spindle 
  Solution’s collected knowledge. Senior member Lurisian 
  held responsibility for this portion of the facility and was 
  diligent in her duties to protect the growing knowledge 
  base of the organization. The various documents 
  contained in this chamber are priceless, though they 
  require extensive research to uncover.
  Creature: When Lurisian ascended from the Material 
  Plane, the Spindle Solution archives were left 
  without a curator. In the intervening millennia, 
  a new presence arrived to claim stewardship of 
  the information within. The xacarba Axloral 
  maintains vigil over the Spindle Solution’s 
  preserved records on behalf of his demonic 
  patron, the demon lord Abraxas. The fiend 
  takes the form of an elderly Azlanti man, 
  introducing himself by name and informing the 
  PCs of his role as “custodian of the archives.”
  Unless the PCs are particularly stealthy 
  in their approach, Axloral uses his 
  summon ability to try to call forth 
  succubi assistants. These succubi take 
  the form of attractive Azlanti women in 
  professional attire who pass themselves off 
  as librarians. Axloral does all the talking, 
  offering the PCs undisrupted access to the 
  library. If the PCs promise to spread their 
  knowledge to the mainland, Axloral and 
  his summoned aides offer to assist them in 
  their endeavors. Accepting such assistance 
  allows the PCs to attempt a research check 
  every 4 hours, effectively halving the time the 
  PCs need to study within the library.
  Discerning Axloral’s true nature as a fiend 
  doesn’t change the xacarba’s offer. Axloral wants 
  the information in the Compass disseminated in 
  Manu manasaputra (Pathfinder RPG Bestiary 5 163)
  hp 161
  Story Award: Award the PCs 51,200 XP for successfully 
  gaining Lurisian’s attention and hearing her warning 
  about the Synchrony Device.
  d7. magic iTEm vaulT
  Glass display shelves line the walls and center of this 
  rectangular stone room. Roughly half of them contain 
  equipment, including a glistening sword with a golden hilt, 
  a shield emblazoned with various triangular emblems, a 
  porcelain figurine of a lion, an elaborate silver-and-gold helm, 
  and a floating portal of utter blackness. A single door allows 
  access to the display chamber.
  This room acted as temporary housing for magical 
  items under study. The current display includes a variety 
  of magical arms, armor, and wondrous items. The empty 
  cases were pilfered in the moments before Earthfall, 
  while other cases were left alone, their contents deemed 
  less useful by those pilfering the vault.
  34
  lurisiAn
  
  order to increase his standing with his demonic lord. 
  In particular, he wants to usurp Abraxas’s favored agent, 
  the marilith Alistraxia. He replies honestly that Abraxas 
  wishes for this knowledge to spread across Golarion. He 
  also knows that the ioun stone key to the Doomsday Stores 
  is located among the various tomes and research notes, 
  and can be convinced with a successful DC 45 Bluff or 
  Diplomacy check to sweeten the deal by presenting the 
  PCs with the artifact immediately. If this occurs, Abraxas 
  takes personal note of the PCs activities and punishes 
  them should they fail to spread the knowledge found 
  within the archives.
  AXLORAL 
  CR 15
  XP 51,200 
  Xacarba (Pathfinder RPG Bestiary 2 288)
  hp 210
  Library: The Spindle Solution’s archives are an 
  immense repository of knowledge regarding Azlant 
  prior to Earthfall and the activities of the Spindle 
  Solution. PCs can unlock the secrets of this library using 
  the research rules beginning on page 148 of Pathfinder 
  RPG Ultimate Intrigue. Prior to researching the materials 
  within the archives, the PCs will first need to interact 
  with the resident librarian. Once an accord is reached 
  with the custodian (see Creature on page 34) or the fiend 
  is slain, the PCs have unrestricted access to the archives.
  SPINDLE SOLUTION ARCHIVES 
  CR 16
  XP 76,800
  Complexity 40 (difficult)
  Languages Azlanti, Thassilonian
  Research Check Knowledge (arcana), Knowledge 
  (dungeoneering), Knowledge (history), or Knowledge 
  (religion); Knowledge Bonus +5
  kp 48
  RESEARCH THRESHOLDS
  kp 45 The Spindle Solution is an offshoot of the Ioun 
  Imperative, an Azlanti intelligence agency. Grand Arcanist 
  Jazradan left a prominent position in the Ioun Imperative 
  to found the Spindle Solution.
  kp 25 Among the Spindle Solution’s senior membership 
  is Rashimos the Eastern Blade, who led Azlant’s failed 
  invasion of Arcadia. Ambassador Harighal of Thassilon 
  serves Runelord Xanderghul and has pledged his support 
  to the Spindle Solution in defeating the veiled masters. 
  Lurisian, champion of the common Azlanti, maintains the 
  organization’s depositories of research material. Finally, the 
  elf Varliss provides elven magical sciences to augment the 
  Spindle Solution’s efforts against the veiled masters.
  kp 15 The clockworks of the Compass report to an overseer 
  unit installed in the testing wing. This clockwork goliath 
  is an immobile construct that retains information reports 
  filed by the clockwork defenders of the facility. Its 
  destruction would cause discord among the stationed 
  clockwork units within the Compass.
  kp 5 Hidden among the documents of the library is a radiant 
  blue sphere ioun stone (see the sidebar on page 36). In 
  addition to acting as one of the three keys necessary to 
  access the Doomsday Stores, this ioun stone also allows 
  access to Lurisian’s personal chambers (area D6).
  kp 0 The Synchrony Device is a weapon held in the lower 
  Doomsday Stores, capable of overlaying a portion of 
  the Material Plane with a portion of another plane. 
  Documentation here provides information on how to 
  safety deactivate the device, granting a +10 circumstance 
  bonus on skill checks to power down the weapon. The 
  information also highlights that Jazradan’s instructions 
  to deactivate the weapon (see To the Doomsday Stores! 
  on page 49) will result in the Grand Arcanist gaining full 
  control of it via fail-safe protocols.
  E. TESTING WING
  The testing wing was dedicated to trying new or volatile 
  concepts and provided several temporary staging areas 
  for other endeavors of the Spindle Solution. Originally, 
  each of its circular chambers could be converted to a 
  contained testing facility for a given experiment. Now, 
  the wing is home to the survivors of those experiments.
  Reminiscent of later Azlanti architecture, the testing 
  wing employs circles in its architecture. Two halls wrap 
  around the periphery of the wing, with curved halls 
  branching off to connect with circular chambers within. 
  This layout lent itself to the volatile nature of the wing, 
  as the Spindle Solution could close off access to various 
  testing chambers in the event of an emergency.
  When the PCs enter the testing wing, the mezlan 
  conversion facility and Thassilonian vault (areas E2 and 
  E3) are under extreme lockdown. The doors remain sealed 
  and cannot be bypassed, even with magical assistance 
  (similar to a forbiddance effect). Only the presence of an 
  amethyst crescent ioun stone overrides this effect. In order to 
  open these areas, the PCs need to enter area E9 to suspend 
  the lockdown and open the doors.
  Use the Testing Wing map on page 31 for areas E1–E9.
  E1. pEriphEry (cr 16)
  This hall splits into two identical halls, curving to run along 
  the edge of this section of the facility. Doorways branch off at 
  regular intervals, opening into sharply curving hallways.
  Creatures: Routine patrols of unique clockwork 
  constructs, the Spindle Solution’s defenders, move 
  throughout this hall. Unlike common clockwork 
  soldiers of ancient Azlant, these guardians are imprinted 
  with a spark of sentience, reminiscent of the Azlanti 
  35
  Beyond 
  the 
  Veiled 
  Past
  Foreword
  Part 1:
  tides oF 
  ConFliCt
  Part 2: 
  on 
  K
  as-ti
  Part 3: 
  resea Ch and 
  destr C i n
    
   
    
   
   
   
   
    
   
   
    
   
  
  techniques used to create the wyrwood race and other 
  intelligent constructs like some clockwork servants. 
  These soldiers come from the clockwork forge (area F7), 
  and are a unique creation of the Spindle Solution, rarely 
  seen outside the walls of the Compass.
  While they command a modicum of free will, the 
  Spindle Solution defenders don’t deviate from their 
  creators’ orders to defend the Compass from intruders. 
  As such, these constructs immediately attack any 
  unauthorized creature they find in the halls. Unlike 
  other clockworks, these soldiers are open to some 
  negotiations, but a successful DC 45 Bluff or Diplomacy 
  is required to convince them to stand down from their 
  offensive posture. These constructs are also susceptible 
  to mind-affecting effects—a trait that the Spindle 
  Solution did not realize would render them vulnerable 
  to threats from their veiled master foes.
  SPINDLE SOLUTION DEFENDERS (4) 
  CR 12
  XP 19,200 each
  Clockwork soldier fighter 9 (Pathfinder RPG Bestiary 3 57)
  N Medium construct (clockwork)
  Init +8; Senses darkvision 60 ft., low-light vision; 
  Perception +18
  DEFENSE
  AC 22, touch 16, flat-footed 16 (+4 Dex, +2 dodge, +6 natural)
  hp 139 each (17d10+46)
  Fort +8, Ref +11, Will +6 (+2 vs. fear)
  DR 5/adamantine; Immune construct traits
  Weaknesses vulnerability to electricity
  Offense Speed 30 ft.
  Melee +1 flaming burst halberd +30/+25/+20/+15 
  (1d10+18/19–20/×3 plus 1d6 fire)
  Special Attacks latch, weapon training (polearms +2, heavy 
  blades +1)
  STATISTICS
  Str 30, Dex 18, Con —, Int 14, Wis 12, Cha 5
  Base Atk +17; CMB +27 (+29 disarm, +31 trip); CMD 43 (45 
  vs. disarm or trip)
  Feats Cleave, Combat Expertise, Combat Reflexes, Critical 
  Focus, Greater Trip, Improved Critical (halberd), Improved 
  InitiativeB, Improved Trip, Lightning ReflexesB, Power Attack, 
  Staggering Critical, Step Up, Toughness, Vital Strike
  Skills Acrobatics +21, Climb +30, Intimidate +17, Perception +18
  Languages Azlanti, Thassilonian
  SQ armor training 2, difficult to create, efficient winding, 
  standby, swift reactions
  Gear +1 flaming burst halberd, vibrant purple prism 
  ioun stone
  E2. mEzlan producTion (cr 16)
  Dangling a dozen feet above a rectangular stone slab in the 
  center of the chamber is a second similarly shaped stone 
  block. Each has an indent shaped like a humanoid body; 
  together, they resemble an advanced molding press. Brass 
  tubes weave among the chains connecting the dangling slab 
  to the ceiling, and a rust-red liquid pools in the human indent 
  of the floor-mounted counterpart. Two doors exit the room, 
  one to the east and one to the west.
  The Ioun Imperative was responsible for the creation of 
  the unique oozes known as mezlans, sentient living beings 
  that were converted into ooze-like infiltrators. While these 
  intelligent oozes were created long before the creation 
  of the Spindle Solution, the excessive cost of creating 
  mezlans due to the rarity of the materials used prohibited 
  the Ioun Imperative from using them in anything more 
  than test phases. The research eventually filtered out of the 
  Ioun Imperative’s hands, ending up in distant Thassilon.
  Harighal, a member of the Spindle Solution and 
  ambassador from Thassilon, hastily converted this test 
  chamber into a mezlan production site. The slab mold 
  at the center of the chamber takes a humanoid body 
  and injects it with a magical compound that initiates the 
  change into a mezlan over a prolonged period. Harighal 
  used the last of the Spindle Solution’s reserves of 
  skymetal—specifically the rare liquid metal djezet, which 
  was even less common prior to Earthfall—to create two 
  test subjects before converting himself.
  Creatures: Crafted in this very chamber, the two 
  experimental mezlans meander about. They take the 
  appearance they had in life: Azlanti scientists in plain 
  research robes, one male and one female. The process 
  caused the subjects irreversible mental trauma, and the 
  intervening 10,000 years of being trapped in the facility 
  didn’t help; they immediately attack any creatures 
  RADIANT BLUE SPHERE  
  IOUN STONE
  A personal artifact used by Lurisian of the Spindle 
  Solution, this unique ioun stone is an enhanced 
  version of an incandescent blue sphere ioun stone.
  RADIANT BLUE 
  SPHERE IOUN STONE
  MINOR
  ARTIFACT
  SLOT none
  CL 12th
  WEIGHT — 
  AURA strong varied
  A radiant blue sphere ioun stone grants a +4 
  enhancement bonus to Wisdom while active.
  DESTRUCTION
  This stone can be destroyed like any other ioun stone, 
  except it has AC 26, 50 hit points, and hardness 10.
  36
  
  entering the chamber. One of the mezlans uses its spell 
  battery to cast chain lighting, while the other casts freezing 
  sphere and holds the charge. They cast mage armor if the 
  PCs retreat, expecting them to return soon after. The 
  mezlans (incorrectly) believe themselves to be trapped in 
  this chamber and refuse to leave.
  The two mezlans fight to the death, but scream out 
  insults in Thassilonian, calling the PCs pawns of the 
  veiled masters and claiming that Xanderghul will mete out 
  vengeance against the veiled masters and their servants.
  MEZLANS (2) 
  CR 14
  XP 38,400 each
  hp 195 each (Pathfinder RPG Bestiary 6 186)
  Treasure: While the production device lacks the 
  necessary amounts of djezet to create a new mezlan, the 
  pooling remnants are still of use to spellcasters. The slab 
  contains enough residual djezet for 20 doses. A dose of 
  djezet increases the effective level of a spell by 1, as if 
  it were being modified by the Heighten Spell feat. In 
  order to function as an additional material component, 
  the spellcaster must expend a number of doses of djezet 
  equal to the spell’s level—additional djezet used beyond 
  this amount does nothing. Djezet costs 200 gp per dose.
  E3. ravagEd vaulT
  Scorch marks and piles of burnt matter decorate the floor 
  of this otherwise barren chamber. Two exits lead out of the 
  circular room, each connecting to small curving hallways. 
  Once a vault of powerful relics from Thassilon, this 
  chamber is now a pile of electricity-scorched ruin.
  Treasure: A successful DC 30 Perception check is 
  enough to discover a single surviving item: a golem 
  manual (clockwork golem) rests under one of the piles of 
  destroyed material. The manual is coated in electricity-
  resistant magic, which allowed it to survive the damage 
  dealt by the rampaging mezlans.
  E4. harighal’s chamBEr (cr 17)
  An immense throne stands to the east in this circular 
  chamber. A series of steps leads up almost ten feet to the 
  elevated seat of power. Rugs of vibrant violet cover the floor, 
  while the walls are draped with impressive tapestries. The 
  wall-mounted art pieces revolve around a single imperious 
  symbol. Two doors allow access to the chamber, each 
  opposite the throne.
  With a successful DC 30 Knowledge (History) or 
  Linguistics check, a PC properly identifies the rune 
  on the tapestries as the Thassilonian rune of pride. 
  The garish appearance of this chamber is the result 
  of powerful illusory magic. Illusion magic similar to a 
  permanent image (CL 20th) overlays everything except the 
  throne, which is a crudely shaped stone affair. Defeating 
  Harighal ends these illusions, restoring the chamber to 
  its normal barren state.
  Creature: Harighal, ambassador from the Thassilonian 
  realm of Cyrusian, senior member of the Spindle 
  Solution and once a powerful wizard, resides in this 
  chamber. He knew it could be centuries or millennia 
  before he could escape the ravages of Earthfall, so he 
  underwent the conversion process to become a mezlan. 
  The conversion went astonishingly well, and Harighal 
  was even able to retain some of his wizardly training.
  As the PCs enter the chamber, Harighal stirs, 
  recognizing the deactivation of the lockdown on this 
  section of the facility. He’s curious to converse with 
  newcomers, but wary of threats. Harighal casts mislead 
  once the door opens, maneuvering to the side of the 
  chamber, while his illusory double, taking on his former 
  pristine Azlanti likeness, converses with the PCs from 
  his throne. He seeks to learn as much as he can about 
  the new world before dispensing with pleasantries and 
  engaging the PCs in combat.
  HARIGHAL 
  CR 17
  XP 102,400
  Wizard male mezlan (Pathfinder RPG Monster Codex 249, 
  Pathfinder RPG Bestiary 6 186)
  N Medium ooze (shapechanger)
  Init +11; Senses blindsight 120 ft.; Perception +20
  DEFENSE
  AC 38, touch 18, flat-footed 30 (+4 armor, +7 Dex, +1 dodge, 
  +12 natural, +4 shield)
  hp 195 (17d8+119); regeneration 5 (acid)
  Fort +12, Ref +14, Will +11
  Immune ooze traits; SR 25
  OFFENSE
  Speed 40 ft., climb 20 ft., swim 20 ft.
  Melee morphic weapon +22 (2d8+10)
  Special Attacks sneak attack +3d6, store spells (mage 
  armor, scintillating pattern, shield)
  Arcane School Spell-Like Abilities
  At will—invisibility field (15 rounds/day)
  7/day—blinding ray
  Wizard Spells Prepared (CL 17th; concentration +21)
  6th—mislead (DC 20)
  5th—nightmare (DC 19), shadow evocation (DC 19)
  4th—phantasmal killer (DC 18), illusory wall (DC 18)
  TACTICS
  Before Combat Prior to the PCs’ arrival, Harighal casts mage 
  armor and shield to significantly increase his AC, and then 
  casts mislead.
  During Combat Once discussions are complete, Harighal 
  37
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  Part 3: 
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  opens combat with scintillating pattern. His tactics change 
  depending on what creatures are affected by the patterns. 
  Morale Harighal’s enormous ego prevents him from 
  surrendering, and he fights to the death in hopes of 
  restoring true pride to the world.
  Base Statistics Without mage armor and shield, Harighal’s 
  statistics are AC 30, touch 18, flat-footed 22.
  STATISTICS
  Str 30, Dex 25, Con 24, Int 19, Wis 18, Cha 17
  Base Atk +12; CMB +22; CMD 40
  Feats Alertness, Dodge, Improved Initiative, Iron Will, 
  Lightning Reflexes, Point-Blank Shot, Power Attack, 
  Precise Shot, Stealthy
  Skills Acrobatics +15 (+19 when jumping), Bluff +14, 
  Climb +26, Disguise +25, Escape Artist +9, Knowledge 
  (arcana) +17, Linguistics +13, Perception +20, Sense 
  Motive +20, Spellcraft +17, Stealth +25, Swim +18; 
  Racial Modifiers +12 Disguise, +4 Linguistics, +4 Stealth
  Languages Aklo, Azlanti, Common, Elven, Giant, Halfling, 
  Shoanti, Thassilonian, Varisian; versatile speech
  SQ arcane bond (vivacious rose prism ioun stone), extended 
  illusions (7 rounds), morphic body, no breath, skill pool
  Gear vivacious rose prism ioun stone
  Development: The vivacious rose prism ioun stone 
  is visible among the steaming remains of Harighal’s 
  defeated form. This powerful stone is necessary to unlock 
  passage to the Doomsday Stores, and its acquisition 
  should be the primary goal of the PCs in visiting this 
  wing of the Compass.
  E5. mindsWap Trap (cr 17)
  Two long tables stand in the center of this circular 
  chamber, covered with various metallic implements. 
  Several hemispherical glass bubbles line the outer wall 
  of the room. A shadowy form larger than a horse is 
  visible beyond the largest bubble’s considerably dense 
  condensation. One exit opens to the northwest and one 
  leads southwest.
  The largest bubble in the chamber contains the cold-
  preserved corpse of an aboleth. The bubble can be 
  forced open with a successful DC 20 Strength check, 
  causing the cold air to spill out and allowing access 
  to the preserved corpse. Searching for Ochymua, the 
  creature made its way up the Kelveth River in the 
  weeks prior to Earthfall. The Spindle Solution had a 
  far easier time capturing this lesser creature than it 
  did capturing the veiled master, and risked 
  bringing the aboleth to the Compass. They had 
  only started to research the aboleth’s anatomy 
  when Earthfall struck.
  Arrayed along the tables are various probing 
  devices, used to test reactions and take samples 
  from the incapacitated aboleth. A successful DC 
  25 Heal check reveals the nature of these devices 
  as variants of modern examination tools used 
  for performing physical tests on a subject.
  Trap: Azlanti preservation magic kept the 
  aboleth’s corpse in a frozen form of stasis, but 
  the creature’s mind endured in a tormented 
  state. It clings to the idea of escape, manifesting 
  as a unique trap targeting the first living 
  creature that opens the bubble. 
  The target is subject to the aboleth’s 
  consciousness wriggling its way into its 
  mind. Over the next 8 hours, the aboleth’s 
  38
  hArighAl
  
  mind ingests the target creature’s memories. At any 
  point after it completes this absorption, the aboleth can 
  assert dominance over the affected creature, controlling 
  it as though the target were affected by dominate monster 
  (no saving throw) for up to 10 minutes at a time. The 
  aboleth mind can impose itself in this manner once 
  every 24 hours. This effect can be removed only with a 
  limited wish, miracle, or wish.
  A creature that succeeds at its saving throw becomes 
  aware of the aboleth’s last effort to escape its dead body, 
  followed by a stillness heralding the creature’s final death.
  ABERRANT MINDSWAP 
  CR 17
  XP 102,400
  Type magical; Perception DC 34; Disable Device DC 34
  EFFECTS
  Trigger location; Reset none
  Effect the aboleth’s consciousness enters the target’s mind; 
  see text (Will DC 26 negates)
  Treasure: A PC who succeeds at a DC 25 Perception 
  check spots the twinkle of a ring on one of the aboleth’s 
  tentacles that radiates moderate enchantment magic. 
  This is a cursed ring of truthUE, applied by Spindle Solution 
  scientists during their interrogation of the creature.
  E6. planar gaTEWay (cr 15)
  An elevated panel overlooks a two-foot depression in 
  the center of this circular chamber’s floor. The edges of 
  the depression are lined with arcane runes inscribed in a 
  distinctively elven style. The two exits in this room are both 
  along the western wall.
  The Spindle Solution used this chamber to experiment 
  with traveling to alternate planes of existence, under 
  Varliss’s guidance. A device similar to a cubic gate and 
  marked with the holy symbol of Onos, God of Many 
  Doors (see page 72 of Pathfinder Adventure Path #123) is 
  embedded within the dais at the far end of the chamber, 
  connected to four separate planes. Many devices 
  designed for traveling the planes bore symbols of Onos, 
  as it holds extraplanar travels among its areas of concern. 
  The current exit points keyed into the device are the 
  Blistering Labyrinth on the Plane of Earth, the City of 
  Brass on the Plane of Fire, the Spire of the Axiom Forge 
  on Axis, and the demonic lands of Nesh in the Abyss.
  A successful DC 35 Spellcraft or Use Magic Device 
  check is sufficient for a character to activate the device, 
  while a PC who succeeds at a DC 30 Knowledge (planes) 
  check indicates the four locations currently programmed 
  into the device. Activating the device creates a stable 
  portal within the depression of the chamber. Unlike 
  normal planar transportation effects, the Spindle 
  Solution includes a fail-safe in this device, automatically 
  transporting a creature back to the chamber after 1 hour 
  spent in the destination plane. There is no return portal 
  in the location where the PCs arrive, and they must wait 
  1 hour before the effects of the device pull them back to 
  the gateway room in the Compass—of course, they have 
  no way of knowing about this contingency in the device.
  Creatures: Recognizing the threat of staff tampering 
  with or attempting a mass exodus through the planar 
  gateway, Jazradan tasked two defenders with ensuring 
  no creature activated the device. This duo of iron golems 
  stands motionless at the back of the chamber, behind the 
  activation dais. They attack any creatures in the chamber 
  who attempt to study the dais or the portal’s periphery, or 
  anyone who remains in the room for more than 1 minute.
  IRON GOLEMS (2) 
  CR 13
  XP 25,600 each
  hp 129 each (Pathfinder RPG Bestiary 163)
  Development: Adventures using the planar gateway are 
  beyond the scope of this adventure, but at least two of the 
  locations—the Axiom Forge in Axis and the City of Brass 
  in the Plane of Fire—are major planar metropolises. The 
  PCs could easily use this device to travel to those planes 
  and make additional equipment purchases and engage in 
  other trade. If they travel to one of these two locations, 
  they arrive in an open square near a church of Onos that 
  serves as a planar embassy. Remember that the PCs only 
  have 1 hour in their destination before being transported 
  back to the Compass. If you feel this element would 
  disrupt the flow of the adventure, the gateway may be 
  inoperable at your discretion.
  VIVACIOUS ROSE PRISM  
  IOUN STONE
  A personal artifact used by Harighal of the Spindle 
  Solution, this unique ioun stone is an enhanced 
  version of a dusty rose prism ioun stone.
  VIVACIOUS ROSE 
  PRISM IOUN STONE
  MINOR
  ARTIFACT
  SLOT none
  CL 12th
  WEIGHT — 
  AURA strong varied
  While in use, a vivacious rose prism ioun stone grants 
  a +2 insight bonus to AC.
  DESTRUCTION
  This stone can be destroyed like any other ioun stone, 
  except it has AC 26, 50 hit points, and hardness 10.
  39
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  E7. oBsErvaTion
  Two halls lead into this circular room. A broad central pillar rises 
  from floor to ceiling, embedded with stone booths that each 
  hold a wooden chair, making this room appear to be nothing 
  more than a circular hallway ringing the booths. Each booth 
  features an iridescent half-sphere embedded in the wall of the 
  pillar, roughly at eye level for a creature sitting in the chairs.
  The Spindle Solution kept several security staff 
  members in this chamber when important tests were 
  underway. Each booth contains a sphere of crystal similar 
  to a crystal ball that monitors one of the rooms in this 
  wing, another of Varliss’s creations. These crystals provide 
  a scrying effect, allowing remote viewing of the various 
  test chambers in this wing. Only some of the crystals 
  survived Earthfall, so only areas E3, E5, E6, E8, and E9 
  can be viewed from this chamber. The remaining crystals 
  show obvious signs of damage and cannot be repaired.
  Other alcoves embedded in the pillar allow remote 
  viewing of other places in the empire. Only three of 
  these are operational now. One peers over Spindlelock 
  on Ancorato, one simply looks onto the sea, and the third 
  is submerged and looks upon the ruined seafloor.
  E8. opEraTional conTrol (cr 18)
  Coils of thick wiring connect to an apparatus at the center 
  of the room. To the west, two doors exit from the chamber, 
  separated by a ten-foot gap.
  Creature: An immense clockwork creation stands in 
  the center of the chamber. This creature was designed 
  by the Spindle Solution to serve as a clockwork overseer 
  in the testing wing of the Compass. More a processing 
  engine than a living construct, the clockwork controller 
  is embedded in the floor of the chamber and is 
  unable to move. This lack of mobility was necessary, 
  as the Spindle Solution used the extra space to turn 
  the enormous clockwork into a creature that could 
  regulate the flow of clockwork commands and reports 
  throughout the complex.
  Originally, the controller was a sentient clockwork, 
  similar to the clockwork soldiers wandering the 
  compound. Millennia of reports and activity eroded 
  its mind, rendering the controller into a stupor. Long 
  ago it deleted its own sentience in order to make space 
  for the myriad reports that still come in but have 
  never been claimed or processed. It still operates on 
  preprogrammed commands, and attacks any creature 
  entering the area.
  CLOCKWORK CONTROLLER 
  CR 18
  XP 153,600
  N Gargantuan construct (clockwork)
  Init +5; Senses darkvision 60 ft., low-light vision; 
  Perception +0
  DEFENSE
  AC 33, touch 9, flat-footed 30 (+1 Dex, +2 dodge, +24 natural, 
  –4 size)
  hp 225 (30d10+60)
  Fort +10, Ref +13, Will +10
  DR 15/adamantine; Immune construct traits
  Weaknesses vulnerability to electricity
  OFFENSE
  Speed 0 ft. (can’t move)
  Melee 4 slams +33 (3d6+7)
  Ranged energy jet +27 touch (6d6)
  Space 20 ft.; Reach 20 ft.
  Special Attacks energy jet, self-destruction
  STATISTICS
  Str 24, Dex 12, Con —, Int —, Wis 10, Cha 10
  Base Atk +30; CMB +41; CMD 54 (can’t be tripped)
  Feats Improved InitiativeB, Lightning ReflexesB
  SQ difficult to create, swift reactions, winding
  SPECIAL ABILITIES
  Energy Jet (Su) The clockwork controller has a built-in 
  defense system in case any unauthorized creature 
  attempts to extract unauthorized data, subvert its 
  programming, or tinker with its controls. Once per round 
  as a standard action, the clockwork controller can fire a 
  jet of energy at a single target within 60 feet as a ranged 
  touch attack. This attack deals 6d6 points of damage, and 
  the clockwork controller can choose from the following 
  damage types each time it fires the energy jet: cold, 
  electricity, fire, force, or sonic.
  Self-Destruction (Su) When its hit points are reduced to 0, 
  the clockwork controller begins shuddering and sparks 
  run along its seams. One round after it is destroyed, the 
  clockwork controller explodes in a violent burst that deals 
  12d6 points of slashing damage and 12d6 points of fire 
  damage in a 20-foot radius. Creatures in the area can 
  attempt a DC 25 Reflex save to halve this damage. The 
  save DC is Constitution-based.
  Development: The destruction of the clockwork 
  controller is problematic for the remaining clockworks 
  inhabiting the Compass. Once the clockwork controller 
  is destroyed, all creatures in the Compass with the 
  clockwork subtype take a –2 penalty on attack rolls, 
  weapon damage rolls, and saving throws due to the flood 
  of errors returning from their attempts to update the 
  clockwork controller.
  E9. EnErgy collidEr (cr 16)
  Eight glass cylinders stretch from floor to ceiling in this room, 
  surrounding a single massive cylinder, easily twenty feet 
  40
  
  wide, filled with a violet sphere of rippling liquid. Each of the 
  smaller cylinders holds a brightly colored liquid. To the east, 
  two doors allow access to the room, while a console of crystal 
  and metal lines the west wall.
  Energy collection was paramount to the operations of 
  the Compass. Much of the facility’s power comes from 
  kinetic generators on the edge of the pit in the center 
  of the concealed lake and latent magical enchantments, 
  but the Spindle Solution experimented with different 
  methods of controlling the flow of energy. This chamber 
  is one such example, where the cylinders collect magical 
  residue from within the facility and channel it into the 
  central receptacle.
  The metallic console to the west controls the various 
  lockdown states of the testing chambers. A PC can see 
  the layout of the wing reproduced on the panel, with 
  crystals denoting each room. All of the chambers are 
  green, with the exception of area E2 and E3, which are 
  instead red. Touching a gem changes the coloration from 
  green to red, or vice versa. This imposes an immediate 
  lockdown of the chamber. This lockdown prevents the 
  doors from opening and wards the area against any sort 
  of teleportation magic.
  Creature: A plasma ooze floats within the glass 
  cylinder at the heart of the room. It’s dormant, kept in a 
  calmed state by the facility’s controls. Deactivating any of 
  the wing’s lockdowns sends a current of energy through 
  the cylinder, awakening the dormant ooze. A character 
  who succeeds at a DC 30 Perception check notices slight 
  ripples on the sphere’s violet surface; 1 round later, 
  the plasma ooze attacks with its plasma rays, targeting 
  a different enemy with each ray. The blasts shatter the 
  glass cylinder, and as the glass tumbles, the ooze activates 
  its magnetic pulse.
  PLASMA OOZE 
  CR 16
  XP 76,800
  hp 241 (Pathfinder RPG Bestiary 3 220)
  F. APPLICATION WING
  The application wing of the Compass performed longer-
  term tests and the ongoing operation of previously 
  tested theories. In addition to this, this wing is where 
  the Spindle Solution set up facilities necessary to their 
  ongoing efforts against the veiled master threat, such as 
  the clockwork forge.
  General Rashimos waited out Earthfall within this 
  wing while other members of the Spindle Solution 
  sought their own means of escaping the calamity. 
  Though her clear spindle ioun stone sustained her, 
  Rashimos eventually realized her nation and people 
  had been utterly devastated by the alghollthus’ 
  cataclysmic actions. The implications drove her to 
  madness, but Rashimos ultimately found succor with 
  a demonic patron: Ibdurengian. Pledging herself to 
  the demon lord, Rashimos underwent a millennia-
  long transformation that culminated in a burst of raw 
  power, which damaged much of the wing and resulted 
  in extreme flooding.
  Unless otherwise noted, every area in the application 
  wing is entirely filled with water.
  f1. applicaTion EnTry hall (cr 15)
  This hallway extends for eighty feet, with two sets of 
  descending staircases, one on the east end and the other 
  to the west. Dark, murky water engulfs the mouth of a 
  set of stairs. Immense statues of one-eyed giants line the 
  approach, each staring impassively forward.
  This area once acted as the entrance to the application 
  wing. Rashimos’s transformation caused flooding in the 
  entirety of the wing. The easternmost section of this hall 
  is under 10 feet of water, while the section to the west is 
  filled to the ceiling with water.
  Creatures: Indentured cyclops laborers were a 
  heavily relied-upon resource in the construction of the 
  Compass. The animated husks of four cyclopes, known 
  as gholdakos, now guard the entrance to the submerged 
  wing. Their reanimation was the result of the Spindle 
  Solution’s experimentation on the cyclopes’ penchant 
  for prophecy. 
  Two gholdakos stand against the walls of the 
  chamber, caked in a fine layer of ash which makes them 
  resemble statues. They use Stealth to remain hidden as 
  statues, gaining an additional +10 circumstance bonus 
  due to their ash covering. The water is initially still, 
  but if something disturbs it, the resulting ripples or 
  wake could wash some of the ash from the gholdakos, 
  revealing their true nature. Once detected, or when the 
  PCs pass their position, they attack.
  The two remaining gholdakos reside under the water 
  and advance once their brethren attack. They make 
  repeated use of their blinding breath ability to disorient 
  their enemies. The gholdakos all repeat the same 
  sentence: “No Admittance” in rasping Azlanti.
  ADVANCED GHOLDAKOS (4) 
  CR 11
  XP 12,800 each
  hp 157 each (Pathfinder RPG Bestiary 4 288, 125)
  f2. fronT hall
  This immense hall branches off into three areas. 
  A brass-etched sign over each door displays the 
  respective titles of each connected chamber in ancient 
  Azlanti: “Weapon Testing,” “Biological Appliance,” and 
  “Detection Training.”
  41
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  Part 3: 
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  f3. WEapon TEsTing (cr 16)
  Stone plinths rise from the floor of this chamber in two rows. 
  Each is bare, save one near the wall opposite the only door. A 
  glass casing covers the top, protecting the contents from the 
  outside water. Within the glass is what appears to be a pristine, 
  metal-embedded heavy crossbow of intricate design.
  Spindle Solution staff performed trials with 
  experimental weapons in this chamber, after the 
  creation of each weapon was perfected in the testing 
  wing. This room once contained an array of illusory 
  targets, as well as preservative fields for each of the 
  weapons, kept sealed away to prevent accidents. In the 
  aftermath of Earthfall, the few surviving staff members 
  of the Compass that were uninvolved in the plans of the 
  Spindle Solution’s leadership decided to ransack this 
  chamber for weapons before venturing to the surface. 
  Now, only a single weapon remains in this chamber.
  Trap: While the fleeing staff members claimed what 
  they could to brave the world above, they ended up 
  leaving one item in its case: the cerebrum drill (see the 
  sidebar on page 43). The experimental weapon was 
  under direct scrutiny from Jazradan and Rashimos, and 
  it was known to be magically protected. The defensive 
  field around the case originally released a nonlethal 
  electrical jolt against anyone who tampered with it. Now, 
  the presence of water in the chamber and the erratic, 
  lingering magic has had an unexpected effect with the 
  magic, increasing its damaging potential.
  A creature attempting to remove the glass casing 
  surrounding the cerebrum drill immediately triggers the 
  trap, becoming the primary target. 
  ELECTRIFIED DEFENSE FIELD 
  CR 16
  Type magic; Perception DC 29; Disable Device DC 29
  EFFECTS
  Trigger touch; Reset none
  Effect spell effect (maximized chain lightning, 90 electricity 
  damage, Reflex DC 25 half); multiple targets (up to 
  15 secondary targets within 30 ft. of primary target, 
  45 electricity damage, Reflex DC 25 half)
  Treasure: The main point of interest in the chamber 
  is the cerebrum drill, which can easily be picked up once 
  the glass is removed. After Earthfall, the Spindle Solution 
  had no reason to reacquire this weapon, as no follow-up 
  attack by the alghollthus ever happened. This untested 
  anti-alghollthu weapon has remained on its pedestal ever 
  since, awaiting testing and use against its designated foes.
  f4. Biological appliancE (cr 14)
  Shattered hunks of glass, metal, and waterlogged wood lie 
  scattered across the floor, drifting to and fro in this chamber’s 
  hazy water. The stone walls were once lined with shelving, 
  most of which is now wrecked, but clearly served to support 
  the debris. Among the destroyed items are several intact vials 
  containing various different colors of liquid. One door leads 
  out of the room to the east.
  The researchers of the complex utilized this chamber 
  to monitor the application of various alchemical 
  compounds on organic plant life. When Rashimos’s 
  transformation shook this part of the facility, the stored 
  alchemical compounds, including the ongoing work on 
  creating a gray goo, were shattered on the floor. The goo 
  consumed the former plant life but has left the rest of 
  the debris unabsorbed.
  Creature: While the wing’s flooding ravaged most of the 
  equipment in this chamber, a sentient creature lurks in 
  the water—a dispersed gray goo. This ooze is made up of 
  magically sentient motes of charged skymetal, rather than 
  the robotic nanites present in other gray goos. Designed 
  to enrich Azlanti crops and assist in the Spindle Solution’s 
  outward reputation as an organization dedicated to 
  bettering humanity, the gray goo ended up forgotten in a 
  container after the events of Earthfall. When the application 
  wing flooded, the goo remained dormant and dispersed 
  into the water, resulting in a thin gray haze that floats in 
  the room. The arrival of living creatures triggers the ooze, 
  which immediately sets out to consume the intruders.
  GRAY GOO 
  CR 14
  XP 38,400 
  hp 123 (Pathfinder RPG Bestiary 5 130)
  Treasure: Floating near the floor among the chamber’s 
  debris are several sealed oils and potions. Included in 
  the floating stash are four potions of cure serious wounds, 
  a potion of displacement, a potion of heroism, two potions of 
  remove disease, and a preserving flaskUE (6th level, currently 
  contains heal). 
  f5. dETEcTion Training (cr 17)
  This room expands into an impressive vista of an underwater 
  city. Hundreds of resplendently dressed human figures walk 
  the streets in great gaggles. Spires of impressive architecture 
  soar high above the humans walking the streets. The entire 
  scene is made unnerving by the presence of water, from floor 
  to sky, which the meandering crowds seem unobstructed by.
  The Spindle Solution began several training programs 
  for the detection of veiled masters after apprehending 
  Ochymua. This chamber represents one such testing site. 
  Using powerful illusory magic (provided by Harighal), 
  the chamber creates mock-ups of urban Azlanti locales. 
  42
  
  Anyone able to bypass the illusory images, whether with 
  a successful Will save or through an effect like true seeing, 
  sees the chamber as an empty stone room with two exits, 
  one to the east and one to the west.
  Trap: The entire chamber is filled with the illusion 
  of what was once the sprawling Azlanti metropolis of 
  Kalas-Ti and Shaval-Kehn, the Twin Jewels of Kynos. 
  Hundreds of false Azlanti citizens wander the streets, 
  almost shoulder to shoulder, bustling along their 
  preprogrammed paths. These illusory 
  copies remain ignorant of the 
  flooded nature of the chamber, 
  walking 
  around 
  completely 
  unaffected to the change in the real 
  environment of the chamber. This 
  effect makes it appear as if the entire 
  cityscape is underwater on a sunny day.
  Rather than using the map of the room for this 
  encounter, describe wide streets of a cosmopolitan city 
  filled with passersby of all types. The transition from 
  flooded dungeon to a vast cityscape should feel odd and 
  disorienting to the PCs, but realizing that they are still 
  dealing with being underwater should be a strong clue 
  that something isn’t quite as it seems in this chamber.
  Several of the illusory Azlanti are programmed as 
  veiled master duplicates, originally designed to deliver 
  a nonlethal shocking touch upon approach. The 
  damage to the facility and nearby demonic influence 
  has subverted this magic, making the illusory veiled 
  masters instead deliver powerful effects that act as 
  energy drain.
  There are a total of four illusory veiled masters in 
  human form, among the figures presented in the 
  greater illusion, and each illusion of a veiled master 
  approaches a different intruder. As they are merely 
  part of the greater illusion, the veiled master illusions 
  cannot be differentiated from nonhostile figments with 
  effects like true seeing. All the figments appear to be of a 
  similar nature, meaning a creature seeking to identify 
  them must perceive subtle differences in the figments. 
  With a successful DC 35 Perception check or DC 30 
  Sense Motive check, a PC can distinguish the illusory 
  veiled master approaching her from the other Azlanti 
  figments. The DC increases by 5 for a PC attempting to 
  discern a veiled master approaching another character. 
  Attacking one of the false veiled masters immediately 
  dispels the figment. Area of effect spells don’t dispel the 
  illusions, as they’re programmed to react only to effects 
  that target an individual creature. An undetected veiled 
  master approaching a creature makes a touch attack 
  (+17 bonus on the attack roll), in an attempt to deliver 
  an energy drain effect (DC 24, CL 20th). Once the veiled 
  master delivers an attack, it briefly transforms into its 
  aberrant true form before vanishing.
  ILLUSORY TRAINING 
  CR 17
  Type magic; Perception DC 35 (see above); Disable Device 
  DC 40
  EFFECTS
  Trigger spell; Reset 8 hours (energy drain only, illusion is 
  permanent unless dispelled or the trap is disabled)
  CEREBRUM DRILL
  This impressive crossbow was the 
  result of the Spindle Solution’s 
  (reasonable) estimation of needing 
  to battle the alghollthus and their 
  thralls alike. Researchers wasted 
  little 
  time 
  in 
  creating 
  a  nonlethal method of 
  breaking the veiled masters’ 
  domination. The cerebrum 
  drill gives a creature a chance to escape an 
  alghollthu’s domination, assuming the target 
  survives the brain-boring bolt.
  CEREBRUM DRILL
  PRICE 
  82,000 GP
  SLOT none
  CL 15th
  WEIGHT 8 lbs. 
  AURA strong abjuration and enchantment
  This +3 aberration-bane conservingUE heavy crossbow 
  is crafted with a darkwood body and embedded with 
  brass, gold, and silver inlays. A creature struck by a 
  bolt from this crossbow is affected by calm emotions 
  (Will DC 16). On a confirmed critical hit, the save DC for 
  this effect increases by 4. 
  Up to three times per day as a swift action, the wielder 
  can modify a loaded bolt into a brain-boring shot. These 
  shots are not replenished by the conserving property of 
  the weapon and are destroyed on impact or miss.
  Brain-Boring Shot: The bolt is magically capped 
  with a reinforced metal head. When the bolt hits, it 
  automatically strikes somewhere near the target’s 
  brain (this attack has no effect against a target 
  without a brain). The bolt head detaches and bores 
  into the target’s flesh, dealing an additional 6d6 points 
  of damage before dissolving. This damage is not 
  multiplied on a critical hit. If the target is affected by 
  an ongoing mind-affecting effect, it can immediately 
  attempt a new Will save to remove the effect. If the 
  brain-boring shot was a confirmed critical hit, the target 
  gains a +4 circumstance bonus on its Will save.
  CONSTRUCTION REQUIREMENTS
  COST 41,175 GP
  Craft Magic Arms and Armor, break enchantment, 
  calm emotions, mind fog
  43
  Beyond 
  the 
  Veiled 
  Past
  Foreword
  Part 1:
  tides oF 
  ConFliCt
  Part 2: 
  on 
  K
  as-ti
  Part 3: 
  resea Ch and 
  destr C i n
    
   
    
   
   
   
   
    
   
   
    
   
  
  Effect spell effect (permanent mirage arcana, Will DC 21 
  negates; targeted energy drain, Fortitude DC 24, see 
  above); multiple targets (up to 4 targets)
  f6. rEar hall (cr 16)
  An entirely submerged hall, roughly trapezoidal, stretches 
  well over a hundred feet wide. Its angled north and south 
  walls are metal grates rather than the stone of the rest of the 
  facility. A short hallway in the southwest holds a large metal 
  door, while a twin hallway in the northwest leads to what 
  looks to be a ruined hallway. Facing the central exit to the 
  east is an elevated pulpit, connected to twin staircases and 
  resembling a balcony over the voluminous room.
  This grand hall is another major connection hub to 
  additional areas of the application wing. In days past, 
  the Spindle Solution used this sizable space to speak 
  to its membership, workers, and other guests in large 
  addresses. Now the entire area remains submerged and 
  devoid of any major traffic.
  Creatures: The inevitable Quatronicus stands atop 
  this chamber’s speaking platform. Not an aquatic 
  creature, Quatronicus wears a ring of freedom of movement 
  that allows unrestricted movement in the submerged 
  chamber and a necklace of adaptation so it can breathe 
  underwater. It identifies itself immediately to any PCs 
  entering the chamber, having dutifully waited here for 
  thousands of years—time being nothing to an outsider.
  Quatronicus is a yarahkut, a type of inevitable 
  dedicated to preventing technologies from ending up 
  in the hands of those deemed reckless or not ready to 
  comprehend the power of such technologies. In this 
  instance, Quatronicus discovered the Compass and 
  claimed it as its jurisdiction. It understands the site will 
  one day be rediscovered and used to advance societies 
  across Golarion but has determined the appropriate 
  time has not yet come.
  When the PCs arrive, Quatronicus immediately 
  questions their motives in exploring the facility. If they 
  explain their desire to stop Ochymua, the inevitable is 
  willing to allow their continued exploration so long as 
  they agree to one condition: the PCs must not take any 
  of the items they discover in the Compass—including 
  ioun stone keys, magical arms and armor, or other 
  items—out of the facility. To enforce this, Quatronicus 
  demands that one PC must be the target of a lesser geas to 
  adhere to this agreement and bring the party before the 
  inevitable prior to leaving the Compass. Alternatively, a 
  successful DC 40 Bluff or Diplomacy check is sufficient 
  to convince the inevitable to forgo combat and allow the 
  PCs to proceed. Failure to comply with its request or to 
  succeed at an appropriate skill check causes the yarahkut 
  to attack.
  While likely outmatched by the powerful PCs, a duo 
  of clockwork leviathans is stored in the adjacent side 
  chambers of the hall. The metal grated walls holding 
  them back already have the broken condition, and 
  Quatronicus uses its dismantling gaze at the start of 
  any hostilities to break open these side chambers, 
  which destroys the grates and allows the leviathans to 
  emerge and join in attacking the PCs. The leviathans 
  perceive Quatronicus as a construct and ignore the 
  inevitable in combat.
  CLOCKWORK LEVIATHANS (2) 
  CR 12
  XP 19,200 each 
  hp 128 each (Pathfinder RPG Bestiary 3 55)
  QUATRONICUS 
  CR 14
  XP 38,400
  Yarahkut inevitable (Pathfinder Adventure Path #90: The 
  Divinity Drive 84)
  LN Large outsider (extraplanar, inevitable, lawful)
  Init +6; Senses arcane sight, darkvision 60 ft., low-light 
  vision, true seeing; Perception +18
  Aura malfunctioning (100 ft.)
  DEFENSE
  AC 29, touch 15, flat-footed 23 (+6 Dex, +14 natural, –1 size)
  hp 187 (15d10+105); regeneration 10 (chaotic)
  Fort +14, Ref +11, Will +14
  Defensive Abilities all-around vision, constructed; SR 25
  OFFENSE
  Speed 30 ft., fly 60 ft. (average)
  Melee 2 claws +21 (2d6+7), 2 slams +21 (1d6+7), 2 wings 
  +21 (1d6+7)
  Space 10 ft.; Reach 10 ft.
  Special Attacks dismantling gaze (100 ft., DC 21, 1/round), 
  rend (2 wings, 2d6+10), wings
  Spell-Like Abilities (CL 15th; concentration +19)
  Constant—arcane sight, true seeing
  At will—chill metal (DC 16), heat metal (DC 16)
  3/day—locate object, modify memory (DC 18), rusting 
  grasp, wall of force
  1/day—disintegrate (DC 20), feeblemind (DC 19), mark 
  of justice
  1/week—lesser geas (DC 18)
  STATISTICS
  Str 24, Dex 23, Con 20, Int 13, Wis 20, Cha 19
  Base Atk +15; CMB +23 (+27 disarm, steal); CMD 39 (41 vs. 
  disarm or steal)
  Feats Combat Expertise, Combat Reflexes, Flyby Attack, 
  Greater Disarm, Greater StealAPG, Improved Disarm, 
  Improved StealAPG, Quick StealUC
  Skills Diplomacy +16, Disable Device +14, Fly +16, 
  Intimidate +16, Knowledge (engineering) +15, Knowledge 
  (planes) +10, Perception +18, Sense Motive +16, Sleight of 
  Hand +20, Survival +14, Use Magic Device +14
  44
  
  Languages truespeech
  Gear necklace of adaptation, ring of freedom of movement
  SPECIAL ABILITIES
  Dismantling Gaze (Su) Once per round as a swift action, 
  a yarahkut can concentrate its gaze on any item within 
  100 feet and damage that item. An attended item 
  must succeed at a DC 21 Fortitude save or lose half its 
  hit points and gain the broken condition. Items that 
  already have the broken condition and fail this save are 
  destroyed. Items that successfully save against this effect 
  are immune to that yarahkut’s dismantling gaze for 24 
  hours. Unattended nonmagical items don’t receive a 
  saving throw. The save DC is Charisma-based.
  Malfunctioning Aura (Su) A yarahkut radiates a disruptive 
  aura that is harmful to ranged weapons within 100 feet. 
  Mechanical projectile weapons—such as crossbows, 
  firearms, siege weapons, and many technological 
  weapons—have a 20% chance of not firing on each 
  attack made within the aura’s area. If a weapon in this 
  aura has a misfire value, its misfire value increases 
  by 2.
  Wings (Ex) A yarahkut’s wings are primary attacks.
  f7. clocKWorK forgE (cr 17)
  Eight alcoves line two sides of this room, 
  some sealed off with metal lids and 
  others standing open. A central platform 
  almost twenty feet wide stands at the 
  chamber’s center, an array of mechanical 
  appendages surrounding its periphery. The 
  ticking and whirring sounds of clockwork 
  mechanisms are audible all throughout the 
  area, muffled by the water and stirring up 
  almost imperceptible eddies.
  This forge contains eight human-
  sized 
  recesses 
  along 
  the 
  walls, 
  each sized for a Spindle Solution 
  defender. When such a clockwork 
  creature enters the open alcove, a sliding 
  metal sheet closes and the bay spins 
  180 degrees into a confined space 
  filled with repairing apparatuses. A 
  clockwork creature in one of these 
  coffins effectively gains fast healing 
  2 but cannot take any actions while 
  being repaired. A clockwork creature is 
  ejected once fully repaired.
  This chamber’s central platform is similar 
  to the interior of the repair bays, save that it 
  performs maintenance on larger clockworks—
  such as the resident clockwork dragon—without 
  providing any concealment.
  A PC can discern the function of the devices in this 
  room with a successful DC 35 Knowledge (arcana or 
  engineering) check. On a successful check, the character 
  also knows that this area could have once been used 
  with different tools to create new clockworks.
  The clockwork forge can be sabotaged with a 
  successful DC 45 Disable Device check. Once the 
  forge is disabled, the clockworks in the facility can no 
  longer be automatically repaired, allowing the PCs to 
  completely defeat the clockwork guardians without risk 
  of them returning.
  45
  Beyond 
  the 
  Veiled 
  Past
  Foreword
  Part 1:
  tides oF 
  ConFliCt
  Part 2: 
  on 
  K
  as-ti
  Part 3: 
  resea Ch and 
  destr C i n
    
   
    
   
   
   
   
    
   
   
    
   
  QuAtronicus
  
  Creatures: A single, immense clockwork guards the 
  forge of its kin—a clockwork dragon. The metallic 
  dragon is programmed to attack any creature entering 
  the chamber, with the exception of members of the 
  Spindle Solution or anyone presenting the amethyst 
  crescent ioun stone. Against unauthorized intruders, the 
  dragon unleashes its rust breath (which is fully functional 
  in the water) in the attempt to erode the equipment of its 
  foes, before closing into melee combat.
  Two Spindle Solution defenders are undergoing repair 
  in two of the bays. They emerge from their chamber if the 
  clockwork dragon is reduced below 100 hit points. Keep 
  in mind that the Spindle Solution defenders receive 2 
  hit points each round from their repair sequence, so 
  if the fight with the clockwork dragon runs long, the 
  PCs might end up fighting these additional clockworks 
  later, in which case their current hit points are higher. 
  If any other clockwork constructs fled from previous 
  encounters with the PCs in the complex, they are here 
  and can emerge from the bays during this encounter. 
  DAMAGED SPINDLE SOLUTION DEFENDERS (2) 
  CR 12
  XP 19,200 each 
  hp 140 each (currently 95; see page 36)
  Weaknesses Confused for 1d3 rounds upon emerging from 
  the repair bay
  Gear +1 flaming burst halberd
  RUST-BREATHING CLOCKWORK DRAGON 
  CR 16
  XP 76,800 
  hp 177 (Pathfinder RPG Bestiary 4 30)
  Special Attacks breath weapon (rust breath: 60-foot line, 
  Reflex DC 22 to avoid, usable every 1d4 rounds)
  f8. shaTTErEd laB (cr 17)
  The water filling this area is colder than in other parts of the 
  complex, but not dangerously so. The cracked stone walls 
  here resemble a cavern more than a constructed chamber, 
  though evidence that this was once a worked chamber like 
  the rest of the Compass is apparent. One larger crack snakes 
  into the cavernous wall to the west, eventually curving out of 
  sight. Chunks of shattered glass, stone, and twisted pieces of 
  scrap metal lie scattered along the floor. 
  The 
  shattered 
  wreckage 
  of 
  this 
  area 
  once 
  encompassed two distinct chambers of the wing. The 
  nearby detonation of Rashimos’s demonic rebirth 
  broke through both chambers, effectively converting the 
  area into a single cavernous room. One of the original 
  chambers was dedicated to the application of enhancing 
  the humanoid form with direct manipulation, making 
  effects like enlarge person or haste permanent in a subject. 
  The other chamber tested the reverse effects on aquatic 
  life—a relatively recent addition to the research schedule 
  within the Compass, given that the Spindle Solution 
  learned of the aquatic nature of the alghollthus only in 
  the waning days of Azlant.
  Creatures: A peculiar melding of sciences occurred 
  during the destruction of the two rooms, creating a 
  unique variety of aquatic life. The aquatic test subjects 
  in one chamber were exposed to various enhancing 
  magical effects, effectively uplifting them in unexpected 
  ways. Three such aberrant life-forms still exist in the 
  conjoined chamber. Similar to the galvos from which 
  they arose, these beings command additional abilities 
  and increased size. They attack any living creature 
  entering the chamber, rushing out as a swarm of 
  electrified eels before taking a somewhat humanoid 
  shape in combat.
  MUTANT GALVO MONSTROSITIES (3) 
  CR 14
  XP 38,400 each
  Variant galvo (Pathfinder RPG Bestiary 4 120)
  NE Large magical beast (aquatic)
  Init +4; Senses blindsense 60 ft., darkvision 60 ft., low-light 
  vision; Perception +15
  DEFENSE
  AC 29, touch 14, flat-footed 24 (+4 Dex, +1 dodge, 
  +15 natural, –1 size)
  hp 230 each (20d10+120)
  Fort +17, Ref +16, Will +7
  Defensive Abilities swarmlike; DR 10/slashing; 
  Immune electricity
  OFFENSE
  Speed 30 ft., swim 30 ft.
  Melee bite +26 (1d8+7 plus 2d6 electricity), 2 slams +26 
  (2d6+7 plus 2d6 electricity)
  Ranged eel dart +23 touch (1d6+7 plus 1d6 electricity)
  Space 10 ft.; Reach 10 ft. (15 ft. with slam)
  Special Attacks discharge (20-ft. radius, 15d6 electricity, 
  Reflex DC 25 half)
  STATISTICS
  Str 25, Dex 18, Con 20, Int 7, Wis 12, Cha 8
  Base Atk +20; CMB +28; CMD 43 (can’t be tripped)
  Feats Blind-Fight, Combat Reflexes, Dodge, Improved Natural 
  Attack (slam), Point-Blank Shot, Power Attack, Precise 
  Shot, Toughness, Vital Strike, Weapon Finesse
  Skills Perception +15, Stealth +11, Swim +19
  Languages Aquan (can’t speak)
  SQ amphibious, compression, varied attack
  SPECIAL ABILITIES
  Discharge (Su) Once per day as a full-round action, a 
  mutant galvo can discharge a burst of electricity in a 
  20-foot radius centered on itself that deals 15d6 points 
  of electricity damage. A creature that succeeds at a DC 
  25 Reflex save reduces this damage by half. The save DC 
  is Constitution-based.
  46
  
  f9. convErTEd covE (cr 18)
  Thick growths of crimson coral line the walls of this cavernous 
  area. Several clumps of the same substance rise from the 
  floor, like dulled spikes or stalagmites. The arrangement of 
  the coral growths on the floor is roughly rectangular, giving 
  the area the semblance of an arena. An exposed opening 
  several dozen feet wide is visible along the back end of the 
  cavern. Beyond the opening, the water seems to churn in 
  constant motion.
  Rashimos, a former general of Azlant’s armies, 
  underwent an ill-fated transformation to a demonic 
  servant in this place. The change took place over 
  millennia, and its conclusion devastated much of 
  the wing. As the epicenter of the transformation, this 
  chamber was partially transformed into a mockery of 
  the Slithering Pools, the demon lord Ibdurengian’s 
  demonic realm in the Abyss. The coral arena at the 
  center of the area is a sympathetic construct, made by 
  the dreams of Rashimos, who always enjoyed the blood 
  sport arenas in Azlant’s major metropolitan centers. 
  The back of the cavern leads through turbulent water 
  to a series of tight caverns that eventually open into 
  the depths of the Arcadian Ocean (beyond the scope of 
  this adventure).
  Creatures: As the PCs enter the cove, Rashimos 
  greets the PCs in Azlanti, her voice echoing from the 
  chamber walls.
  “I am General Rashimos, known as the Eastern Blade. 
  I stood at the front of Azlant’s march on Arcadia, 
  slaying the unenlightened and standing atop 
  the heaped dead on the Shraedar Peninsula. 
  My blade has sipped the blood of Thassilon’s 
  armies and carved the flesh of veiled masters. With 
  the death of my empire, I pledge myself to a more 
  deserving patron, a patron whose silence demands 
  your blood. I say this, so you know the name of she who 
  ends your story.”
  No longer Azlanti or even human, Rashimos 
  barely resembles her former self. She has glamorous 
  scaled skin and a growth of braided hair resembling 
  coral formations, with only the iconic Azlanti facial 
  structure showing through. Her eyes are a stark red, 
  continually weeping crimson tears into the water 
  around her. She wields her personal blade, Empire’s 
  Fall, a bastard sword forged from throneglass, which she 
  acquired years after Earthfall shattered the Imperial 
  Palace in the City of Golden Gates. The blade was 
  similarly altered during Rashimos’s transformation: it 
  now brims with unholy demonic energy and acts as an 
  unholy symbol of her deity. A sparkling blue rhomboid 
  ioun stone, one of three keys necessary to enter the 
  Doomsday Stores, gently rotates around her alluring 
  coral-wrapped head.
  Rashimos eagerly awaits the arrival of interlopers 
  to test her skills against. Ibdurengian promised to 
  provide her with legions of demonic servants to 
  lead against the remnants of human civilization—
  remnants Rashimos views as having failed her against 
  the veiled masters. In her former life, Rashimos was a 
  dedicated military commander of the Azlanti empire. 
  Her renowned zeal led to an impressive invasion of 
  47
  Beyond 
  the 
  Veiled 
  Past
  Foreword
  Part 1:
  tides oF 
  ConFliCt
  Part 2: 
  on 
  K
  as-ti
  Part 3: 
  resea Ch and 
  destr C i n
    
   
    
   
   
   
   
    
   
   
    
   
  mutAnt gAlvo monstrosity
  
  the continent of Arcadia, only to be stymied by the 
  intervention of Azlant’s government and pushed back 
  by the unexpected might and magic of the continent’s 
  inhabitants. These failures led Rashimos to align 
  herself with the Spindle Solution, believing that the 
  veiled masters were the true reason for her disgraceful 
  defeat on Arcadian soil. 
  Following her planned culling of the surviving 
  Azlanti, Rashimos intends to lead demonic armies 
  against the veiled masters in a final act of vengeance. 
  She has yet to realize that her demonic patron is 
  dead, believing his silence to simply be a test of her 
  conviction. Time has lost all meaning to the general, 
  and she sees newcomers as either a test sent from 
  Ibdurengian or as servants of the veiled masters come 
  to deceive her.
  Four corrupted water elementals float in the corners 
  of the chamber, having been sent by Ibdurengian to 
  watch over Rashimos’s transformation. They now obey 
  the demonic Azlanti general and join her in combat. 
  The death of Rashimos causes the water elementals to 
  wither, each gaining 1 negative level per round, until 
  they evaporate into nothingness.
  ADVANCED FIENDISH ELDER WATER ELEMENTALS (4) CR 12
  XP 19,200 each
  hp 152 each (Pathfinder RPG Bestiary 294, 127)
  RASHIMOS, THE EASTERN BLADE 
  CR 16
  XP 76,800
  Female half-fiend human (Azlanti) antipaladin 14 (Pathfinder 
  RPG Bestiary 171, Pathfinder RPG Advanced Player’s 
  Guide 118)
  CE Medium outsider (humanoid, aquatic, human, native)
  Init +6; Senses darkvision 60 ft.; Perception +2
  Aura cowardice (10 ft.), despair (10 ft.), sin (10 ft.), 
  vengeance (10 ft.)
  DEFENSE
  AC 29, touch 15, flat-footed 24 (+8 armor, +5 Dex, +1 natural, 
  +5 shield)
  hp 165 (14d10+84)
  Fort +17, Ref +14, Will +15
  Defensive Abilities fortification 25%; DR 10/magic; 
  Immune disease, poison; Resist acid 10, cold 10, 
  electricity 10, fire 10; SR 27
  OFFENSE
  Speed 30 ft., swim 60 ft.
  Melee Empire’s Fall +24/+19/+14 (1d10+9/17–20 plus 2d6 
  vs. good) or
  bite +21 (1d6+7), 2 claws +21 (1d4+7)
  Special Attacks channel negative energy 5/day (DC 21, 
  7d6), smite good 6/day (+4 attack and AC, +14 damage)
  Spell-Like Abilities (CL 14th; concentration +18)
  3/day—darkness, poison, unholy aura
  1/day—blasphemy, contagion, desecrate, unhallow, 
  unholy blight
  Antipaladin Spell-Like Abilities (CL 14th; concentration +18)
  At will—detect good
  Antipaladin Spells Prepared (CL 11th; concentration +15)
  4th—greater invisibility, slay living (DC 18)
  3rd—bestow curse (DC 17), dispel magic
  2nd—blindness/deafness (DC 16), hold person (DC 16), 
  silence (DC 16)
  1st—command (DC 15), doom (DC 15), murderous 
  commandUM (DC 15), protection from good
  TACTICS
  Before Combat If alerted to threats, Rashimos casts 
  protection from good prior to entering combat. She 
  uses her fiendish boon to provide her weapon with the 
  wounding weapon special ability along with increasing its 
  enhancement bonus by an additional +2.
  During Combat Rashimos engages her foes in melee, using 
  Power Attack and positioning herself to make full attacks 
  against opponents. She prefers to attack those displaying 
  obvious divine regalia or with obvious martial prowess. 
  Morale With nowhere else to go, and unwilling to accept 
  that the force that transformed her into a demon is dead, 
  Rashimos fights until slain.
  Base Statistics Without protection from good, Rashimos’s 
  statistics are AC 29, touch 15, flat-footed 24.
  STATISTICS
  Str 24, Dex 22, Con 18, Int 12, Wis 14, Cha 19
  Base Atk +14; CMB +21; CMD 37
  Feats Exotic Weapon Proficiency (bastard sword), Furious 
  FocusAPG, Improved Critical (bastard sword), Improved 
  Vital Strike, Power Attack, Toughness, Vital Strike, Weapon 
  Focus (bastard sword)
  Skills Fly +8, Intimidate +21, Knowledge (religion) +18, 
  Sense Motive +19, Spellcraft +18, Swim +13
  Languages Azlanti, Common, Thassilonian
  SQ amphibious, cruelties (blinded, fatigued, paralyzed, 
  stunned), fiendish boon (weapon +4, 3/day), touch of 
  corruption 11/day (7d6)
  Gear +2 light fortification mithral breastplate, +3 heavy 
  steel shield, Empire’s Fall (+2 unholy throneglass bastard 
  sword), sparkling blue rhomboid ioun stone, iron unholy 
  symbol of Ibdurengian
  SPECIAL ABILITIES
  Aquatic Half-Fiend (Ex) Rashimos received the unholy 
  blessing of the demon lord Ibdurengian, transforming 
  her into a half-fiend. Unlike other half-fiends, Rashimos 
  received a swim speed instead of flight. She also gains the 
  aquatic subtype and the amphibious special quality.
  Development: A character successfully identifying 
  Empire’s Fall can attempt a DC 30 Knowledge (religion) 
  check to learn of the weapon’s current connection to 
  the dead demon lord Ibdurengian. Once identified, 
  48
  
  the weapon can be redeemed in a 24-hour-long ritual, 
  requiring 20,000 gp worth of incense and powdered 
  diamonds. Upon the completion of this ritual, the 
  weapon is restored to its previous incarnation: a +3 keen 
  vicious throneglass bastard sword. 
  To The doomSday SToreS!
  Once the PCs have acquired the necessary ioun stone keys 
  from the various wings of the Compass, they can proceed 
  to the final section of the facility: the Doomsday Stores.
  To reach the Doomsday Stores, a single creature 
  must have each of the three ioun stone keys in her 
  possession while interacting with the central plinth in 
  the Convergence Hall (area C). As long as she carries the 
  keys, the character instinctively knows she can redirect 
  the transportation array to access the facility’s depths, 
  rather than just connecting to the surface entrance. 
  Once the Doomsday Stores are accessed with the ioun 
  stones, the lockdown effect on the transportation array is 
  overridden—the ioun stone keys are no longer necessary 
  to reach this location again.
  Jazradan’s Advice: Prior to the PCs departure to the 
  Doomsday Stores, the spectral form of Jazradan appears. 
  As long as the PCs haven’t previously fought the undead 
  arcanist, he offers the PCs a set of instructions for 
  disabling the Synchrony Device. While not an outright 
  lie, the instructions cause the Synchrony Device to revert 
  to the arcanist’s control. A character who succeeds at a 
  Sense Motive check opposed by Jazradan’s Bluff check 
  (Jazradan gains an additional +10 circumstance bonus on 
  his check due to the fact that he’s not speaking a direct 
  falsehood) notes that the arcanist isn’t being entirely 
  forthright with the PCs.
  The results of the PCs following Jazradan’s instructions 
  for disabling the Synchrony Device are further described 
  in the description for area G6.
  PArt 4: one second  
  to midnight
  As the PCs arrive in the Doomsday Stores, Ochymua 
  is on the cusp of completing its plan to repurpose one 
  of the Spindle Solution’s most potent weapons: the 
  Synchrony Device.
  As a sort of “planar bomb,” the Synchrony Device was 
  designed to create extraplanar tension on the Material 
  Plane. Rather than unleash an explosion, the weapon was 
  designed to overlay a portion of a targeted plane over 
  several square miles. This means a place could be covered 
  in perpetual fire by overlaying the Plane of Fire, or have 
  the life essence drained from it when connected to the 
  Negative Energy Plane. The Spindle Solution’s intent was 
  to determine a suitably inhospitable plane, set the device 
  to activate after a timed interval, and teleport it into a 
  major alghollthu settlement so that it would overlay the 
  chosen plane across the settlement. However, the device 
  was never fully tested. Unbeknownst to its creators, the 
  Synchrony Device causes planar feedback so that when 
  activated, it will unleash a devastating explosion, followed 
  with unpredictable results of drawing in portions of a 
  plane or some of its denizens after the initial detonation.
  THRONEGLASS
  The Imperial Palace in Azlant was a fabulous building 
  that featured classic Azlanti architecture, including a 
  famous skylight made of a single sheet of magically 
  treated glass as durable as steel. Though the green-
  tinted substance was sturdy, it was still no match for the 
  onslaught of Earthfall. As the meteors tore the continent 
  to pieces, a direct hit razed the building, shattering the 
  skylight. Years later, as survivors surveyed the damage, 
  they discovered that the material had retained its 
  durability and some manufactured the green shards 
  into weapons, calling the material throneglass.
  The Knights of the Ioun Star were the most proficient 
  in turning these remnants into potent weapons, 
  especially after they unlocked and understood 
  throneglass’s abilities. The material is typically forged 
  into melee weapons, though it theoretically could be 
  used for other functions.
  Throneglass is a special material as strong as steel 
  that also provides the bearer with protection against an 
  opponent’s psychic abilities. When a creature wielding 
  a melee weapon made of throneglass succeeds at a 
  saving throw against a psychic or mind-affecting effect 
  from a creature, the weapon stores some of that energy 
  and holds it for a future attack. A throneglass weapon 
  can store this energy for a number of rounds equal to the 
  level of the spell, or half the creature’s CR if the effect 
  wasn’t a spell or spell-like ability. If the weapon hits a 
  creature while still holding this energy, it suffuses the 
  target with a disruptive field for 1 round. On a critical 
  hit, the disruptive field effect instead lasts for a number 
  of rounds equal to the weapon’s critical multiplier. 
  While affected by this field, a target must succeed at a 
  concentration check (DC = 15 + twice the spell’s level) to 
  cast any spell or spell-like ability (in addition to any other 
  required concentration checks). If the check is failed, the 
  affected creature’s spell or spell-like ability is wasted. A 
  Small or Medium weapon made of throneglass costs an 
  additional 13,000 gp.
  49
  Beyond 
  the 
  Veiled 
  Past
  Foreword
  Part 1:
  tides oF 
  ConFliCt
  Part 2: 
  on 
  Kalas-ti
  Part 3: 
  researCh and 
  destruCtion
  Part 4: 
  one seCond  
  to Midnight
  nPC gallery
  Continuing 
  the CaMPaign
  Plots oF 
  the Veiled 
  Masters
  awaKened  
  FroM tiMe
  Bestiary
  
  Ochymua discovered the dormant device and has 
  spent its time preparing it for a new task: activating it 
  on the mainland of Avistan. Now attuned to the Plane 
  of Water, the device’s activation will have a dual effect of 
  drowning hundreds of thousands, while rendering a vast 
  area of the mainland accessible to an amphibious army. 
  Ochymua’s armies stand poised to follow up on such a 
  devastating first strike unless the PCs manage to stop 
  the final activation of the Synchrony Device.
  G. DOOMSDAY STORES
  The Doomsday Stores of the Compass facility reside in 
  a special level, lower than the main level but connected 
  in a manner similar to the surface and the primary 
  installation. This section of the facility consists of 
  several additional locations, each housing other 
  doomsday weapons developed by the Spindle Solution. 
  The ongoing lockdown restricts the current area to just 
  one such weapon: the Synchrony Device.
  Ochymua has placed a number of symbol spell traps 
  throughout this part of the Compass. This reduces 
  availability of those spells to the veiled master, and the 
  traps don’t provide any additional experience points 
  beyond what the PCs receive from defeating Ochymua.
  Climactic Encounter: As soon as the PCs enter the 
  Doomsday Stores, they trigger the final encounter of 
  “Beyond the Veiled Past.” Battling the clockworks in the 
  entry chamber is a brief prelude to the final fight, but 
  also serves to warn Ochymua of the PCs’ presence. 
  Be sure to read the entirety of this part of the 
  adventure, and pay attention to the tactics 
  of the aboleth engineers (area G3), Ochymua 
  (area G6), and Jazradan (see The Grand Arcanist on 
  page 55). Make note of the activation sequence of the 
  Synchrony Device, as well as the presence of Ochymua’s 
  various symbol traps throughout the area.
  Use the map on page 52 for areas G1– G6.
  g1. EnTry chamBEr (cr 14)
  An octagonal depression rests in the center of this larger 
  octagonal stone chamber. Each of the walls, save one, is 
  sealed over with a slab of a material that resembles obsidian. 
  The unobstructed passage out of the chamber is a long 
  corridor that leads into a far larger area beyond.
  This area is the central arrival 
  platform for the Doomsday Stores. 
  The depression holds the same 
  platform that connects to the 
  Convergence 
  Hall, 
  allowing 
  for a return further up in the 
  Compass facility. 
  The eight exits usually open 
  to the various projects of the Spindle 
  Solution, but due to the ongoing 
  lockdown caused by the activation of the 
  Synchrony Device, obsidian-like blocks seal 
  seven of the doors. The blocks are merely visual 
  indicators; each of the seven other chambers 
  is sealed into its own hidden demiplane as the 
  lockdown continues.
  Creatures: A pair of clockwork Spindle Solution 
  defenders stands guard near the entrance to the Synchrony 
  50
  rAshimos
  
  Device chamber. Ochymua reprogrammed both of these 
  defenders, effectively turning them into an advanced 
  warning system. The defenders attack any intruders, 
  fighting until destroyed. While working on the Synchrony 
  Device, Ochymua establishes routine contact with these 
  soldiers. The clockworks’ presence should pose little 
  threat to the PCs, but they warn Ochymua of the PCs’ 
  arrival, as their programming is keyed into the complex 
  machine that controls the Synchrony Device. Once made 
  aware of the intruders in the Doomsday Stores, Ochymua 
  prepares its defenses.
  SPINDLE SOLUTION DEFENDERS (2) 
  CR 12
  XP 19,200 each 
  hp 139 each (see page 36)
  Gear +1 flaming halberd, dark blue rhomboid ioun stone
  g2. synchrony arTErial
  This hall extends onward, ending after forty feet in a metal 
  bridge spanning an expanse of water. A blue glow emanates 
  from the floor in front of the bridge.
  Trap: The floor of this hall is lined with a symbol of 
  persuasion left by Ochymua. It’s positioned right before 
  the steps leading to the fluidic barrier (area G3). The 
  symbol instructs those affected to jump into the water. 
  Ochymua left this symbol to entice creatures into the 
  rapid torrent of the barrier, forcing them to battle the 
  aboleth engineers waiting within.
  OCHYMUA’S SYMBOL OF PERSUASION 
  CR —
  Type magic; Perception DC 31; Disable Device DC 33
  EFFECTS
  Trigger spell; Reset none
  Effect spell effect (symbol of persuasion, Will DC 27 
  negates); multiple targets (all targets within 60 feet)
  g3. ouTEr fluidic BarriEr (cr 17)
  This chamber is the hollow inside of a massive sphere, almost 
  two hundred feet in diameter. The outer forty feet of the 
  sphere is entirely filled with water. The water is in constant 
  motion, moving in a clockwise rotation, urged along by palm-
  sized metal vents along the outer wall. An inner wall of clearly 
  magical force contains the water. No solid matter obstructs 
  vision to the device at the chamber’s center. A bridge crosses 
  the divide, with the water somehow flowing around it, 
  leaving it with a twenty-foot ceiling of open air.
  Recognizing the inherent dangers of meddling with 
  powerful conjuration magic, the Spindle Solution 
  created a mundane fail-safe to safeguard the activation 
  of the Synchrony Device. Magical fields similar to a wall 
  of force (CL 20th) keep the water in place, but don’t hold 
  back any other matter. Creatures, as well equipment 
  and spells, can freely enter and leave the water. The 
  waters in this area can be released (see area G6) to 
  flood the remainder of the area. The venting assists in 
  keeping the water from stagnating, as well as gives it a 
  push to better flood the device should the inner barrier 
  be disabled.
  Creatures: Two powerful aboleth advisors, paragons of 
  their species, wander the waterways of the fluidic barrier. 
  Consultants to Ochymua, these aboleth eagerly joined 
  the veiled master in coming to the Compass to study the 
  Spindle Solution’s numerous experiments. They’ve given 
  all the input they can on adjusting the Synchrony Device’s 
  settings and now enjoy the convenience of the water as 
  Ochymua makes the final alterations and prepares to 
  launch the weapon.
  When confronted with intruders, the aboleth engineers 
  immediately attack. Should the PCs avoid the barrier, the 
  aboleths assist Ochymua by casting spells from within 
  the barrier. If the barrier is lowered, the aboleths take 
  advantage of their new freedom in swimming around 
  the battlefield to better assist their master.
  ABOLETH ENGINEERS (2) 
  CR 15
  XP 51,200 each
  Advanced aboleth wizard 11 (Pathfinder RPG Bestiary 294, 8)
  LE Huge aberration (aquatic)
  Init +9; Senses darkvision 60 ft.; Perception +30
  Aura mucus cloud (5 ft., DC 23)
  DEFENSE
  AC 34, touch 17, flat-footed 28 (+3 deflection, +5 Dex, 
  +1 dodge, +13 natural, +4 shield, –2 size)
  SPARKLING BLUE RHOMBOID 
  IOUN STONE
  A personal artifact used by Rashimos of the Spindle 
  Solution, this unique ioun stone is an enhanced 
  version of a pale blue rhomboid ioun stone.
  SPARKLING BLUE 
  RHOMBOID IOUN STONE
  MINOR  
  ARTIFACT
  SLOT none
  CL 12th
  WEIGHT — 
  AURA strong varied
  A sparkling blue rhomboid ioun stone grants a +4 
  enhancement bonus to Strength while in use.
  DESTRUCTION
  This stone can be destroyed like any other ioun stone, 
  except it has AC 26, 50 hit points, and hardness 10.
  51
  Beyond 
  the 
  Veiled 
  Past
  Foreword
  Part 1:
  tides oF 
  ConFliCt
  Part 2: 
  on 
  Kalas-ti
  Part 3: 
  researCh and 
  destruCtion
  Part 4: 
  one seCond  
  to Midnight
  nPC gallery
  Continuing 
  the CaMPaign
  Plots oF 
  the Veiled 
  Masters
  awaKened  
  FroM tiMe
  Bestiary
  
  hp 256 each (19 HD; 11d6+8d8+182)
  Fort +14, Ref +12, Will +23
  OFFENSE
  Speed 10 ft., swim 60 ft.
  Melee 4 tentacles +16 (1d6+6 plus slime)
  Space 15 ft.; Reach 15 ft.
  Special Attacks hand of the apprentice (11/day)
  Spell-Like Abilities (CL 16th; concentration +22)
  At will—hypnotic pattern (DC 18), illusory wall (DC 20), 
  mirage arcana (DC 21), persistent image (DC 21), 
  programmed image (DC 22), project image (DC 23), 
  veil (DC 22)
  3/day—dominate monster (DC 27)
  Wizard Spells Prepared (CL 11th; concentration +19)
  6th—chain lightning (DC 25), disintegrate (DC 24), greater 
  dispel magic
  5th—feeblemind (DC 25), icy prisonUM (DC 24), mind fog 
  (DC 25)
  4th—dimension door, enervation, fire shield, greater 
  invisibility, stoneskin
  3rd—displacement, fireball (DC 22), haste, hold person 
  (DC 23), protection from energy, slow (DC 21)
  2nd—fog cloud, glitterdust (DC 20), kinetic reverberationUC 
  (DC 20), mirror image, resist energy, see invisibility
  1st—magic missile (2), protection from good, ray of 
  enfeeblement (DC 19), shield, shocking grasp
  0 (at will)—detect magic, mending, open/close (DC 18), 
  read magic
  TACTICS
  Before Combat If warned, Ochymua alerts these aboleth 
  engineers to the PCs’ arrival. They cast shield, stoneskin, 
  kinetic reverberation, and mirror image, in that order. 
  During Combat The aboleth engineers use various spells to 
  take PCs out of combat. Each engineer clenches a rod of 
  lesser quicken metamagic in one of its tentacles. 
  Morale With the vision of a restored aboleth empire so close, 
  the aboleth engineers fight until slain.
  Base Statistics Without shield, the aboleths’ statistics are 
  AC 30, touch 17, flat-footed 24.
  STATISTICS
  Str 22, Dex 20, Con 28, Int 26, Wis 26, Cha 23
  Base Atk +11; CMB +19; CMD 38 (can’t be tripped)
  Feats Dodge, Greater Spell Focus (enchantment), Greater 
  Spell Penetration, Improved Initiative, Iron Will, 
  Lightning Reflexes, Quicken Spell, Scribe Scroll, Spell 
  Focus (enchantment, evocation), Spell Penetration, Still 
  Spell, Weapon Focus (tentacle)
  Skills Acrobatics +15 (+7 to jump), Appraise +30, 
  G. DOOMSDAY STORES
  1 SQUARE = 10 FEET
  G6
  G5
  G3
  G2
  G4
  G1
  T
  T
  52
  
  Bluff +24, Escape Artist +26, Intimidate +28, Knowledge 
  (arcana, engineering, planes) +30, Knowledge (history, 
  local) +22, Perception +30, Spellcraft +30, Swim +25
  Languages Aboleth, Aklo, Aquan, Azlanti, Common, 
  Dwarven, Elven, Orvian, Thassilonian, Undercommon
  SQ arcane bond (amulet of spell mastery), 
  metamagic mastery (2/day)
  Combat Gear lesser quicken metamagic 
  rod, scroll of horrid wilting, scroll of 
  prismatic spray; Other Gear amulet 
  of spell masteryUE, headband of 
  mental superiority +2, ring of 
  protection +3, spellbook
  Traps: The effects of three of 
  Ochymua’s most powerful symbol spells 
  line the outer walls of the fluidic barrier. 
  The symbols are set to not affect the aboleth 
  engineers, and the aboleths know to take 
  advantage of their placement in the chamber.
  OCHYMUA’S SYMBOL OF STUNNING 
  CR —
  Type magic; Perception DC 32; Disable Device DC 34
  EFFECTS
  Trigger spell; Reset none
  Effect spell effect (symbol of stunning, Will DC 28 negates); 
  multiple targets (all targets within 60 feet)
  g4. primary WalKWay
  A case of stairs descends to a thirty-foot walkway leading to a 
  larger platform of smooth stone.
  This stone walkway leads all the way to the edges of 
  the Synchrony Device. The surrounding space is otherwise 
  the open interior of a sphere. The fall from the side of 
  the ramp is roughly 40 feet, after which a falling creature 
  passes through the magical barrier and into the water 
  lining the sphere (see Falling into Water on page 443 of 
  the Pathfinder RPG Core Rulebook). 
  Creatures traveling down this path can easily spot the 
  humanoid form of Ochymua—likely a projected image if 
  the veiled master has been alerted to the PCs presence—
  in area G6.
  Trap: Ochymua inscribed a symbol of slowing at the 
  end of the walkway here, just before the periphery of the 
  Synchrony Device (area G6).
  OCHYMUA’S SYMBOL OF SLOWING 
  CR —
  Type magic; Perception DC 29; Disable Device DC 31
  EFFECTS
  Trigger spell; Reset none
  Effect spell effect (symbol of slowingUM, Will DC 24 
  negates); multiple targets (all targets within 60 feet)
  g5. uppEr ganTry
  A circular stone walkway lines the upper reaches of 
  this great spherical area. A set of metal posts acts as 
  guardrails to the elevated gantry, some sixty feet above 
  the platform below.
  A stone walkway encircles the upper 
  reaches of the greater spherical chamber 
  housing the Synchrony Device. In the 
  event that the chamber is flooded, the 
  water surges all the way up to the 
  base of this walkway. This effectively 
  makes this area a nonsubmerged 
  area for creatures to reach in the 
  event of the chamber being flooded 
  during combat.
  g6. synchrony conTrol (cr 19+)
  A multilayered sphere of silver metal 
  ringed with brass spins and shifts in the air. A metallic 
  walkway encircles the device, which floats without support 
  in the center of the great spherical chamber housing it. 
  Every few seconds, the bands that make up the layers of 
  the sphere shift, revealing intricate arcane runes, as well as 
  concentrically smaller spheres of platinum, gold, and other 
  exotic metals lined with brass. An array of metallic and 
  crystalline devices rests on a dais that lies at the base of 
  the walkway.
  This area holds both the Synchrony Device and the 
  control panel used by the Spindle Solution to program 
  the device. A railing prevents falling from the walkway, 
  though being forcibly thrust over the edge causes a 
  creature to plummet 60 feet to the surface of the water 
  lining the spherical chamber that houses the device. A 
  creature pushed into the Synchrony Device takes 10d6 
  points of bludgeoning and slashing damage from the 
  constant motion of the device’s concentric bands.
  Synchrony Device: The device is an immense, 
  magically shielded weapon. It’s virtually impossible for 
  a creature to destroy the device via physical means, but 
  there are other options available to the PCs to disable or 
  sabotage it.
  Creatures can use the devices on the dais to change 
  the 
  Synchrony 
  Device’s 
  programming. 
  Creatures 
  interacting with this control dais must succeed at a 
  DC 35 Knowledge (arcana or planes) check or a DC 40 
  Spellcraft check to understand the basic connection 
  between the platform and the Synchrony Device. If 
  successful, the creature learns of two options to disable 
  the device (in addition to the instructions Jazradan 
  provided for deactivating the device): activating the 
  53
  Beyond 
  the 
  Veiled 
  Past
  Foreword
  Part 1:
  tides oF 
  ConFliCt
  Part 2: 
  on 
  Kalas-ti
  Part 3: 
  researCh and 
  destruCtion
  Part 4: 
  one seCond  
  to Midnight
  nPC gallery
  Continuing 
  the CaMPaign
  Plots oF 
  the Veiled 
  Masters
  awaKened  
  FroM tiMe
  Bestiary
  symBol sPell
  
  chamber’s fail-safe protocol and powering down the 
  Synchrony Device. 
  Spending 2 rounds manipulating the control dais 
  followed by a successful DC 30 Disable Device check 
  triggers the flooding fail-safe, which disables the barriers 
  that contain the fluidic barrier waters (area G3) and 
  immediately floods the chamber. Extra water is pumped 
  in through the outer walls, submerging the chamber to 
  just below the gantry floors (area G5). Once this occurs, 
  the Synchrony Device immediately powers down, as it was 
  designed to cease functioning while within an aquatic 
  environment—a safety measure built into the device by 
  its Azlanti creators who were afraid alghollthu agents 
  might steal it. 
  Alternatively, to power down the device, a creature 
  must spend 3 full rounds interacting with the control 
  dais and succeed at a DC 40 Disable Device check. 
  Interruptions, such as taking damage or leaving the 
  console for any reason, increase the DC of this check 
  by 10. Failing this check causes the device to initiate 
  various protections that prevent further tampering; 
  see Countdown below for more information on this 
  outcome. Once disabled in this manner, the Synchrony 
  Device cannot be repowered without a lengthy activation 
  sequence requiring several hours of work. 
  A PC using Jazradan’s instructions to disable 
  the Synchrony Device must spend 3 full rounds 
  interacting with the controls as described above, 
  but she does not need to attempt a skill check. 
  However, this routine doesn’t actually power 
  down the device; the effects are described in 
  The Grand Arcanist on page 55.
  Countdown: The PCs 
  have 
  2 
  minutes 
  (20 
  rounds) from the start 
  of combat until the 
  Synchrony Device activates. 
  Ochymua triggers this 
  countdown 
  with 
  a 
  telepathic command; 
  the PCs should note 
  the increasing speed 
  of the Synchrony Device’s 
  rotations 
  as 
  the 
  combat 
  progresses. The only way to 
  stop the countdown is for 
  the PCs to disable the 
  device, either by powering 
  it down or flooding the 
  chamber. Should the PCs 
  fail the Disable Device check 
  to power down the device, the 
  countdown restarts to 2 minutes 
  with a lockout measure that prevents further attempts 
  (though the heroes can still attempt to flood the 
  chamber). If the PCs perform Jazradan’s suggested 
  adjustments, the countdown restarts to 2 minutes 
  under the control of the ghostly arcanist.
  Unbeknownst to either Ochymua or Jazradan, 
  regardless of which side triggers the doomsday 
  weapon, the untested device’s activation will detonate 
  with catastrophic and unpredictable results; see 
  Detonation below should the countdown of the 
  Synchrony Device conclude.
  54
  ABoleth engineer
  
  Creatures: The final encounter of this adventure is 
  complex, involving multiple foes each using advanced 
  tactics. Ochymua (see The Veiled Master below) and 
  its two aboleth allies (area G3) are the primary foes of 
  this conflict, battling any creatures attempting to stop 
  the activation of the Synchrony Device. However, Grand 
  Arcanist Jazradan is unwilling to stand by while the 
  conflict plays out; his role is detailed in The Grand 
  Arcanist below. 
  Jazradan and Ochymua represent opposite sides 
  of the alghollthu-Azlanti conflict, and each refuses to 
  let the other survive: they attack one another if both 
  are present on the battlefield. Both also see the PCs 
  as interfering with their plans, though, and as such 
  neither focuses on the other to the exclusion of the PCs 
  in combat. Jazradan ultimately holds the upper hand in 
  such fights, as he can rely on his rejuvenation ability to 
  survive even if slain.
  Should the PCs fail to prevent the activation of 
  the Synchrony Device, they face further challenges, as 
  detailed in the Detonation section below, but even 
  such drastic consequences are insufficient to stop the 
  ancient forces of Ochymua and Jazradan from battling 
  one another.
  The Veiled Master: The veiled master Ochymua 
  finishes its final preparations on the Synchrony Device 
  as the PCs enter the chamber. Likely alerted to the 
  PCs’ intrusion, the veiled master prepares for combat 
  as detailed in the Tactics section of its stat block, with 
  the addition of creating an illusory image of a gender-
  neutral robed Azlanti at the control console. Ochymua 
  casts greater invisibility and floats behind the Synchrony 
  Device, out of the PCs’ sight. It then talks to the PCs 
  through the illusion.
  Ochymua has no respect for humanoid life and 
  sees the PCs as little more than upstart savages who’ve 
  trespassed on its latest endeavor. It refers to the PCs 
  as such, even explaining its plan to use the Synchrony 
  Device to wreak havoc on humankind and enslave 
  any survivors in order to restart the experiment with 
  humanity—this time with far more caution. Ochymua 
  gives the PCs one chance to leave; failing that offer’s 
  acceptance, the veiled master uses its scroll of time stop to 
  begin the final encounter. Once Ochymua engages the 
  PCs, the aboleth architects from area G3 immediately 
  lend their aid. 
  Ochymua’s defeat by the PCs and the disabling of 
  the Synchrony Device mark the end of the adventure. 
  Achieving these goals is a monumental task and may 
  require the heroes battling more than the veiled 
  master and its aboleth servants. For more information 
  on how to proceed with such options, see The Grand 
  Arcanist section below and  the Detonation section on 
  page 56).
  OCHYMUA 
  CR 19
  XP 204,800 
  hp 283 (see page 62)
  The Grand Arcanist: Further complicating the battle 
  against the veiled master is the presence of Jazradan—
  assuming the PCs didn’t banish the undead spirit 
  and he hasn’t yet rejuvenated. The arcanist joins the 
  fight against Ochymua as soon as the PCs perform his 
  HELM OF GOVERNANCE
  The helm of governance is a unique magical helmet 
  constructed at Jazradan’s behest. Similar helms 
  are spread throughout Azlant, once employed by 
  high-ranking members of the Ioun Imperative as 
  a means of hiding their identity from the people 
  of the empire. The original models are known in 
  modern times as Decemvirate helms (Pathfinder 
  Campaign Setting: Artifacts & Legends 58) and serve an 
  entirely different purpose.
  This particular helmet improves upon the basic 
  design, incorporating several unique spell-like 
  abilities available to the wearer upon command.
  HELM OF GOVERNANCE
  MINOR
  ARTIFACT
  SLOT head
  CL 20th
  WEIGHT 3 lbs. 
  AURA strong abjuration
  This helm masks the wearer’s face and functions as a 
  helm of telepathy combined with an amulet of proof 
  against detection and location. The wearer can cast 
  disguise self at will and benefits from discern lies and 
  true seeing at all times. The helm provides complete 
  protection from all gaze attacks and all forms of mental 
  control. The helm also interfaces with illusory effects, 
  allowing the wearer to see and hear through certain 
  illusions as though those illusions acted as scrying 
  sensors. The helm is currently attuned to numerous 
  projection pads depicting Jazradan’s programmed 
  image, scattered throughout the ruins of Azlant.
  Once per day as a swift action, the wearer of the 
  helm of governance can utter the Azlanti word for 
  “stop,” which causes a time stop effect. Similarly, up to 
  three times per day as a swift action, the wearer can 
  say “insufficient” in Azlanti, which targets a creature 
  within 300 feet with greater dispel magic.
  DESTRUCTION
  The helm is forever tied to its wearer, even unto 
  death. Only by killing the helm’s owner, Grand Arcanist 
  Jazradan, can this artifact be destroyed. 
  55
  Beyond 
  the 
  Veiled 
  Past
  Foreword
  Part 1:
  tides oF 
  ConFliCt
  Part 2: 
  on 
  Kalas-ti
  Part 3: 
  researCh and 
  destruCtion
  Part 4: 
  one seCond  
  to Midnight
  nPC gallery
  Continuing 
  the CaMPaign
  Plots oF 
  the Veiled 
  Masters
  awaKened  
  FroM tiMe
  Bestiary
  
  recommended adjustments to the Synchrony Device. He 
  also appears if the PCs instead opt to flood the chamber 
  or manage to power down the device, but in this case his 
  primary targets are the PCs.
  Once Jazradan appears, he discards any pretense 
  of allying with the PCs. He is intent on reactivating 
  the Synchrony Device to fulfill its intended purpose: 
  the destruction of the alghollthus. If the PCs’ actions 
  granted Jazradan control of the device, then the 
  countdown continues, though it now targets the 
  Braid, a location in the Arcadian Ocean that allows 
  passage to the alghollthu-controlled Sightless Sea in 
  the Darklands. While such a goal may seem in line 
  with the PCs’ motivations, both antagonists know that 
  activating the weapon will reignite the war between 
  the alghollthus and humanity and plunge Golarion 
  into a prolonged war—a fact that Ochymua is keen to 
  telepathically point out to the PCs. 
  JAZRADAN 
  CR 18
  XP 153,600 
  hp 234 (see page 60)
  Detonation: The Synchrony Device was never fully 
  tested, so its activation is a gamble for both Jazradan 
  and Ochymua. The exact ramifications of the device’s 
  activation are left up to you as the GM, especially as 
  the device’s successful detonation on the mainland 
  or against the alghollthus could have far reaching 
  repercussions (see pages 66–67 of the Continuing the 
  Campaign article for more information on the effects 
  of the device’s devastating detonation).
  Regardless of the worldwide consequences of the 
  Synchrony Device’s activation, the ramifications in the 
  immediate vicinity are swift and devastating. The 
  sudden teleportation of the planar-altering device 
  shatters the space where it once floated. Vibrant violet 
  tears in reality begin to open in the area over the 
  course of the following round. Creatures interacting 
  with these tears take 20d6 points of force damage as 
  their bodies are disjointed between several different 
  planes. This explosion is muted while confined to 
  this chamber, and  would be much more massive if 
  detonated elsewhere.
  One round later, the metaphysical rips in the fabric 
  of the plane erupt in a massive explosion. Every 
  creature within 300 feet of where the Synchrony Device 
  once stood takes 20d6 points of bludgeoning damage 
  and 20d6 points of sonic damage (Reflex DC 38 
  half ). This explosion also strains the thinned planar 
  barriers, resulting in a breach; a hekatonkheires 
  titan breaks onto the Material Plane. The titan is a 
  colossal abomination, banished into a realm between 
  planes by the gods. The Azlanti never considered the 
  A STOLEN PHYLACTERY
  Auberon’s phylactery is a unique ioun stone he 
  created on his path to lichdom. While the stone 
  is powerful in its own right, Auberon treasures 
  it more than anything, as it is the vessel for his 
  soul. Ochymua stole the jaundiced skull ioun stone 
  from Auberon while in the Omen Dominion (see 
  Pathfinder Adventure Path #125: Tower of the Drowned 
  Dead), and has kept it on his person as an indicator 
  should the lich be slain, though he refrains from 
  using it. The veiled master intends to imprison 
  the lich as soon as his body begins rejuvenating, 
  unaware of the stone’s complete powers.
  JAUNDICED SKULL  
  IOUN STONE
  MINOR  
  ARTIFACT
  SLOT none
  CL 16th
  WEIGHT — 
  AURA strong abjuration
  In addition to serving as a vessel for Auberon’s soul, 
  the jaundiced skull ioun stone is a potent artifact with 
  two protections against detection. First, when active, 
  the ioun stone is invisible as it orbits the bearer’s head. 
  Secondly, the jaundiced skull ioun stone is immune to 
  divination effects.
  If a lich activates this ioun stone, it can use its 
  paralyzing touch as a ranged touch attack to a distance 
  of 60 feet. In addition, if the lich whose soul is stored 
  within the jaundiced skull ioun stone is slain and 
  someone else takes possession of the artifact, the rate 
  at which the lich rejuvenates is accelerated, as the ioun 
  stone begins sapping the life force from its current 
  bearer. The stone’s bearer quickly rots, taking 1 point 
  of Constitution drain initially and every hour thereafter 
  while it is activated unless the bearer succeeds at a 
  DC 25 Fortitude save. The creature bearing the ioun 
  stone receives a new saving throw each time it would 
  be subjected to Constitution drain. As long as the ioun 
  stone has dealt at least 1 point of Constitution drain, 
  the deterioration assists in the reformation of the lich’s 
  body, reducing the time required for rejuvenation to 
  1d10 hours instead of the normal 1d10 days. 
  DESTRUCTION
  The jaundiced skull ioun stone can be destroyed 
  only after the destruction of the lich whose soul it 
  holds and before the lich has rejuvenated. During 
  this time, the ioun stone must be subjected to a 
  consecrate spell and then be smashed to pieces. The 
  jaundiced skull ioun stone has AC 26, 50 hit points, 
  and hardness 10.
  56
  
  theoretical existence of these places between planes 
  during their meddling with planar boundaries, and 
  their ignorant arrogance now causes the appearance 
  of a nigh-unstoppable force.
  The hekatonkheires attacks all creatures within the 
  Synchrony Device chamber, be they PCs, alghollthus, or 
  the ghost of a dead Azlanti. It does not stop until all 
  creatures are slain, at which point it begins a ponderous 
  ascent to the surface, shattering the Compass facility in 
  its wake. Unless defeated, the titanic force unleashed 
  by the Synchrony Device reaps untold damage across the 
  shattered continent of Azlant, and likely beyond.
  HEKATONKHEIRES 
  CR 24
  XP 1,228,800 
  hp 516 (Pathfinder RPG Bestiary 3 268)
  Development: Once the heroes defeat the two mortal 
  enemies (and the titan, if the device is successfully 
  activated), the adventure is officially concluded. The 
  PCs have managed to defeat two of the most powerful 
  destined figures from ages past, and they have secured 
  their colony’s existence among the ruins of Azlant—
  unless other dangers lie in wait lurking deep beneath 
  the waves.
  concluding the  
  Adventure
  Stopping Ochymua’s machinations is a massive 
  accomplishment. Depending on the events of the 
  campaign, the PCs’ actions may be lauded throughout 
  Avistan, or they may be known only to a select few 
  individuals. Still, the settlement of Talmandor’s Bounty 
  is now relatively safe from reprisal and is likely to become 
  the first (and most prosperous) of a resurgent colonizing 
  effort. What role the PCs have to play in settlement of 
  Azlant is up to them, but a transition into retirement is a 
  logical conclusion if the campaign ends here.
  For those seeking to continue their adventures in the 
  ruins of Azlant, numerous threats abound. The remaining 
  doomsday weapons of the Spindle Solution require 
  investigation, their respective chambers accessible after 
  the activation or disabling of the Synchrony Device. If the 
  Synchrony Device was successfully activated, regardless of 
  the target, war is likely a forgone conclusion between the 
  nations of Avistan and the alghollthus. All this and more 
  is explored in Continuing the Campaign on pages 64–69.
  57
  Beyond 
  the 
  Veiled 
  Past
  Foreword
  Part 1:
  tides oF 
  ConFliCt
  Part 2: 
  on 
  Kalas-ti
  Part 3: 
  researCh and 
  destruCtion
  Part 4: 
  one seCond  
  to Midnight
  nPC gallery
  Continuing 
  the CaMPaign
  Plots oF 
  the Veiled 
  Masters
  awaKened  
  FroM tiMe
  Bestiary
  
  58
  Gardener
  GARDENER	
  CR	14
  XP	38,400
  Wyrwood druid 15 (Pathfinder RPG Bestiary 4 280)
  NG Small construct
  Init +4; Senses darkvision 60 ft., low-light vision; 
  Perception +16
  DEFENSE
  AC 25, touch 15, flat-footed 22 (+8 armor, +3 Dex, +1 insight, 
  +2 natural, +1 size)
  hp 111 (15d8+40); fast healing 2
  Fort +9, Ref +11, Will +13; +4 vs. fey and plant-targeted 
  effects, +4 vs. negative energy and death effects
  Immune construct traits
  OFFENSE
  Speed 30 ft. (20 ft. in armor)
  Melee +1 merciful scythe +15/+10/+5 (1d6+4 nonlethal/×4 
  plus 1d6 nonlethal)
  Special Attacks wild shape 6/day
  Domain	Spell-Like	Abilities (CL 15th; concentration +19)
  15/day—lightning lord (15 bolts/day)
  Druid	Spells	Prepared (CL 15th; concentration +19)
  8th—sunburstD (DC 22), word of recall
  7th—control weatherD, fire storm (DC 21), sunbeam (DC 21)
  6th—control windsD (DC 20), greater dispel magic, stone 
  tell, wall of stone
  5th—commune with nature, ice stormD, insect plague, 
  stoneskin, wall of thorns
  4th—air walk, blightD (DC 18), command plants (DC 18), 
  freedom of movement, rusting grasp, thorn bodyAPG
  3rd—call lightningD (DC 17), daylight, neutralize poison, 
  protection from energy, stone shape, wind wall
  2nd—fog cloud D, gust of wind (DC 16), hold animal (DC 
  16), resist energy, warp wood (DC 16), wood shape 
  (DC 16)
  1st—entangle (DC 15), goodberryD, obscuring mist, pass 
  without trace, produce flame, speak with animals
  0 (at will)—detect magic, detect poison, light, mending
  D domain spell; Domain Weather (Seasons subdomain)
  Before the destruction of Azlant, Gardener tended the gardens of the Spindle 
  Solution’s aboveground research campus. Thousands of years later, the 
  wyrwood dutifully continues its task despite the surrounding destruction. 
  TACTICS
  During	Combat Gardener isn’t used to combat and attempts 
  to incapacitate opponents rather than kill them. 
  Morale The wyrwood flees combat if it takes more than 30 
  points of damage. 
  STATISTICS
  Str 14, Dex 18, Con —, Int 12, Wis 19, Cha 10
  Base Atk +11; CMB +12; CMD 27
  Feats Augment Summoning, Extend Spell, Lightning 
  Reflexes, Moonlight SummonsUM, Natural Spell, Spell Focus 
  (conjuration), Toughness, Wild SpeechUM
  Skills Acrobatics +1 (–3 when jumping), Climb +10, Handle 
  Animal +11, Heal +16, Knowledge (geography) +10, 
  Knowledge (nature) +20, Perception +16, Spellcraft +18, 
  Survival +16
  Languages Azlanti, Druidic, Elven
  SQ a thousand faces, animating heart, embedded ioun stones, 
  nature bond (Weather domain [SeasonsAPG subdomain]), 
  nature sense, timeless body, trackless step, untouched by the 
  seasons, wild empathy +15, woodland stride
  Combat	Gear potion of displacement, potion of shield of 
  faith; Other Gear +2 ironwood breastplate, +1 merciful 
  scythe, amulet of natural armor +2, amethyst crescent 
  ioun stone, clear spindle ioun stone, deep red sphere ioun 
  stone, dusty rose prism ioun stone, incandescent blue 
  sphere ioun stone
  SPECIAL	ABILITIES
  Animating	Heart Every functioning wyrwood is animated by 
  an ioun stone, but Gardener’s animating force is a unique 
  amethyst crescent ioun stone (see the sidebar on page 
  23). This ioun stone cannot be seen and is inaccessible, 
  save for actually opening Gardener’s dead remains. The 
  stone keeps Gardener alive and grants the construct fast 
  healing 2.
  Embedded	Ioun	Stones	(Ex) Gardener’s various ioun stones 
  are embedded within its body. This prevents the ioun 
  stones from being sundered or otherwise stolen unless 
  Gardener is slain.
  
  59
  Gardener is a wyrwood: a living construct crafted at the 
  height of the Azlanti empire and powered by an ioun 
  stone that serves as its animating heart. Most wyrwoods 
  were constructed as a servant caste at the disposal of 
  powerful Azlanti wizards and nobles, and in modern 
  times, the majority of wyrwoods inhabit the distant 
  continent of Arcadia.
  The purpose behind Gardener’s creation was shrouded 
  in secrecy and known only to the Spindle Solution’s leader, 
  Grand Arcanist Jazradan. The truth is that Gardener was 
  constructed to house the world’s only known amethyst 
  crescent ioun stone, which acts as Gardener’s life-giving 
  core. Gardener is oblivious to the powerful ioun stone that 
  animates it. The wyrwood’s simplistic name is derived 
  from the task the construct proved most suitable to 
  perform: tending the gardens of the Spindle Solution’s 
  surface operations above the Compass.
  For a construct, Gardener is a compassionate creature. 
  It understands the precarious balance between the 
  rampant growth of nature and the need to curtail it in 
  areas of civilization. The wyrwood leans toward letting 
  nature take its course, but only because it operates in 
  an area now bereft of civilization. Gardener is a quick-
  talking conversationalist, asking frequent questions in 
  a short amount of time, only to process the answers in 
  periods of long silence.
  All but forgotten by Jazradan in the tumult of Earthfall, 
  Gardener managed to survive the apocalyptic cataclysm. 
  As the Azlanti perished around it and other races fled the 
  region, Gardener remained behind to continue tending its 
  entrusted lands. Millennia passed, and Gardener’s dogged 
  dedication to renewing the hold of nature in the region 
  gave the wyrwood incredible magical aptitude. The 
  connection with nature has granted Gardener vast 
  power within the Tangled Morass. This fact, 
  combined with the surviving ioun 
  tower’s alleviation of the need 
  for drink or food, ensures that 
  few predators remain within the 
  area to threaten Gardener.
  CampaiGn 
  role
  The PCs likely find Gardener while 
  exploring the Tangled Morass in search of an 
  entrance to the Compass facility. The wyrwood is eager 
  to converse with living creatures, and it is especially 
  surprised to find living beings with knowledge of the 
  Spindle Solution. Even after thousands of years spent 
  mostly in solitude, Gardener is dedicated to maintaining 
  the secrecy of the Spindle Solution’s operations. The 
  wyrwood requires some assistance from the PCs, likely 
  taking the form of slaying the somalcygots that recently 
  entered the Tangled Morass.
  Gardener is well suited for filling the PCs in with some 
  of the information they may be missing about the Spindle 
  Solution or the Azlanti empire. The construct is familiar 
  with much of Azlant’s history, and it knows that the Ioun 
  Imperative was the intelligence branch of the empire 
  and that the Spindle Solution was a division of that 
  organization focused on the betterment of humanity. It 
  knows nothing of the Spindle Solution’s covert operations 
  or the research undertaken within the Compass facility. 
  Gardener is familiar with the local terrain and knows 
  about the Drain and the entrance to the Compass facility, 
  but the wyrwood has never dared explore the facility out 
  of respect for its (presumably) dead master, Jazradan.
  Beyond 
  the 
  Veiled 
  Past
  Foreword
  Part 1:
  tides oF 
  ConFliCt
  Part 2: 
  on 
  Kalas-ti
  Part 3: 
  researCh and 
  destruCtion
  Part 4: 
  one seCond  
  to Midnight
  nPC gallery
  Continuing 
  the CaMPaign
  Plots oF 
  the Veiled 
  Master
  awaKened  
  FroM tiMe
  Bestiary
  
  60
  Jazradan
  JAZRADAN	
  CR	18
  XP	153,600
  Male human (Azlanti) ghost arcanist 16 (Pathfinder RPG 
  Bestiary 144, Pathfinder RPG Advanced Class Guide 8)
  LE Medium undead (augmented humanoid, human, incorporeal)
  Init +8; Senses darkvision 60 ft., discern lies, true seeing; 
  Perception +30
  DEFENSE
  AC 29, touch 24, flat-footed 25 (+5 armor, +10 deflection, 
  +4 Dex)
  hp 234 (16d6+176)
  Fort +19, Ref +13, Will +17
  Defensive Abilities channel resistance +4, incorporeal, 
  rejuvenation; Immune gaze, magical control, undead 
  traits; SR 18
  OFFENSE
  Speed fly 30 ft. (perfect)
  Melee corrupting touch +12 (17d6)
  Special Attacks arcane reservoir (8/19), arcanist exploits 
  (bloodline development [destined], dimensional slide, 
  greater spell resistance, potent magic, quick study, redirect 
  spell, see magic, spell resistance), consume spells, 
  corrupting gaze (DC 28), malevolence (DC 28), telekinesis 
  (DC 28)
  Bloodline	Spell-Like	Abilities (CL 16th; concentration +24)
  13/day—touch of destiny (+1)
  Arcanist	Spell-Like	Abilities	(CL 16th; concentration +24)
  At will—detect magic
  Arcanist	Spells	Prepared (CL 16th; concentration +24)
  8th (3/day)—greater possessionOA (DC 26), temporal 
  stasis (DC 28)
  7th (5/day)—mage’s sword, reverse gravity
  6th (5/day)—disintegrate (DC 28), greater dispel magic, 
  wall of iron
  5th (5/day)—cone of cold (DC 23), smug narcissismUM 
  (DC 23), suffocationAPG (DC 23), waves of fatigue
  4th (6/day)—black tentacles, dimensional anchor, 
  mindwipeOA (DC 22), wall of ice (DC 22)
  A powerful arcanist, Jazradan was the leader of the Spindle Solution. His 
  hate for the alghollthu who destroyed his people is without bounds: even in 
  death, he will stop at nothing to eradicate the alghollthus and their ilk.
  3rd (6/day)—dispel magic, fireball (DC 21), force punchUM 
  (DC 21), slow (DC 23)
  2nd (6/day)—glitterdust (DC 20), mirror image, scorching 
  ray, spectral hand, web (DC 20)
  1st (6/day)—mage armor, magic missile, shield, shocking 
  grasp, true strike
  0 (at will)—acid splash, arcane mark, detect magic, 
  light, mage hand, message, open/close (DC 20), 
  prestidigitation, read magic
  Bloodline destined
  TACTICS
  Before Combat Jazradan casts mirror image and shield if 
  given advance warning of combat. If caught unprepared, 
  he uses the time stop effect of his helm to prepare.
  During	Combat In combat, Jazradan focuses on long-lasting 
  debilitation. He attempts to use greater possession against 
  weak-willed targets. He summons a mage’s sword to deal 
  damage while casting disintegration against nonspellcasters 
  and greater possession against weak-willed targets. Jazradan 
  takes special joy in outpacing enemy spellcasters, using his 
  redirect spell arcanist exploit to show his mastery.  
  Morale Jazradan has no fear of death and fights until 
  defeated, using his rejuvenation ability to return.
  STATISTICS
  Str —, Dex 18, Con —, Int 26, Wis 17, Cha 31
  Base Atk +8; CMB +12; CMD 32
  Feats Empower Spell, Expanded PreparationACG, Greater 
  Spell Focus (transmutation), Improved Initiative, Piercing 
  SpellUM, Quicken Spell, Spell Focus (transmutation), Spell 
  Penetration, Spell PerfectionAPG (disintegrate)
  Skills Bluff +18, Diplomacy +18, Fly +12, Intimidate +29, 
  Knowledge (arcana, history, local, planes) +27, Knowledge 
  (dungeoneering, engineering) +19, Perception +30, Sense 
  Motive +14, Spellcraft +27, Stealth +23, Use Magic Device 
  +29; Racial Modifiers +8 Perception, +8 Stealth
  Languages Aboleth, Abyssal, Azlanti, Celestial, Elven, 
  Ghol-Gan, Infernal, Thassilonian
  SQ ghost trappings
  
  61
  Combat	Gear helm of governance (see the sidebar on 
  page 55), robe of the archmagi (black); Other Gear 
  headband of mental prowess +4 (Int, Cha), spellbook, 
  spell component pouch
  SPECIAL	ABILITIES
  Ghostly	Trappings	(Su) As a ghost, Jazradan clings to the 
  extravagant regalia of Azlanti rulership that he wore in 
  life. Jazradan is always considered to be equipped with a 
  headband of mental prowess +4 (Int, Cha), robes of the 
  archmagi (black), a helm of governance, and a spellbook 
  and spell component pouch, despite his current existence 
  as a ghost.
  Inherent	Bonuses While alive, Jazradan used wish spells to 
  increase his ability scores. He has a +4 inherent bonus to 
  his Charisma and Intelligence scores and a +3 inherent 
  bonus to his Dexterity and Wisdom scores. This increases 
  his Challenge Rating by 1.
  Rejuvenation	(Su) Jazradan’s spirit refuses to accept 
  the fall of Azlant. In order to put Jazradan to rest, the 
  veiled master Ochymua must be slain, after which the 
  shattered continent must be scoured 
  of all projection pads still delivering 
  Jazradan’s final message to the 
  people of dead Azlant. Only then can 
  Jazradan’s soul be put to rest, finally 
  accepting the fate of lost Azlant.
  Pharasmin oracles hailed Jazradan’s 
  birth as an auspicious moment 
  for 
  the Azlanti 
  empire. They 
  proclaimed Jazradan would have a 
  legacy lasting thousands of years, in 
  which he would act as a guardian of 
  the empire’s ideals in faraway times. 
  With such a pronouncement, none 
  were surprised when Jazradan grew 
  up to be a potent spellcaster and 
  natural leader.
  The destined Azlanti was the 
  youngest member ever to be 
  admitted into the upper echelons 
  of the Ioun Imperative. However, 
  while working for the intelligence 
  agency, 
  he 
  grew 
  to 
  despise 
  the 
  bureaucracy 
  within 
  the 
  Ioun Imperative, and despite 
  his prominent position, he 
  abandoned much of his political 
  capital and formed a subsidiary 
  think-tank organization: the 
  Spindle Solution.
  Outwardly, 
  the 
  Spindle 
  Solution tackled ecological 
  and social issues facing the 
  humans of Azlant. Beneath this facade, it battled what 
  Jazradan had perceived to be a greater threat: the 
  ominous veiled masters. Jazradan’s crusade against 
  the creatures he barely understood stemmed from 
  his stifled advancement after his quick rise within 
  the Ioun Imperative. Jazradan believed his sudden 
  cessation in advancement was the result of not being 
  a thrall to whatever the veiled masters represented. 
  While he was correct, Jazradan always believed 
  the veiled masters to simply be another hidden 
  organization within the upper echelons of the empire. 
  The Spindle Solution’s eventual discovery of the truth 
  behind the veiled master threat ultimately changed 
  the face of the planet forever.
  CampaiGn role
  Jazradan is a complicated figure in this 
  campaign. The PCs have a chance to see an 
  illusion of him on the island of Ancorato 
  when they first begin exploring this 
  portion of shattered Azlant, but they 
  likely glean only that the illusory 
  figure is just one person of authority 
  from the lost culture. Later, 
  in the ruins of Ankyhathyra 
  in Pathfinder #122: Into the 
  Shattered Continent, the PCs 
  encounter another illusory 
  communication 
  hub —one 
  that Jazradan can see and 
  hear through. Due to this, 
  Jazradan may be well aware 
  of the PCs by the time they 
  make it to the Compass. 
  Jazradan provides a deceptive 
  foil 
  to 
  the 
  PCs’ 
  actions. 
  The Azlanti ghost hates the 
  alghollthus—and Ochymua  in 
  particular. 
  He 
  would 
  do 
  anything within his power to 
  destroy the veiled master (and its 
  kind), even if it means sacrificing 
  the rest of humanity to do so. 
  The thousands of years since the 
  cataclysm of Earthfall has only 
  cemented the arcanist’s hatred.
  Jazradan 
  gives 
  the 
  PCs 
  a 
  method to wrest control of the 
  Synchrony Device from Ochymua, 
  but that means control shifts to 
  the ghost and away from the PCs. If 
  things go poorly, the PCs could end 
  up fighting not just one powerful 
  enemy, but both.
  Beyond 
  the 
  Veiled 
  Past
  Foreword
  Part 1:
  tides oF 
  ConFliCt
  Part 2: 
  on 
  Kalas-ti
  Part 3: 
  researCh and 
  destruCtion
  Part 4: 
  one seCond  
  to Midnight
  nPC gallery
  Continuing 
  the CaMPaign
  Plots oF 
  the Veiled 
  Master
  awaKened  
  FroM tiMe
  Bestiary
  
  62
  oChymua
  OCHYMUA	
  CR	19
  XP	204,800
  Veiled master sorcerer 5 (Pathfinder RPG Bestiary 6 270)
  LE Large aberration (aquatic, shapechanger)
  Init +12; Senses darkvision 120 ft.; Perception +29
  Aura mucus cloud (30 ft., DC 27)
  DEFENSE
  AC 32, touch 21, flat-footed 24 (+4 deflection, +8 Dex, 
  +11 natural, –1 size)
  hp 283 (21 HD; 5d6+16d8+194)
  Fort +15, Ref +16, Will +19
  Defensive Abilities fated (+1); Immune electricity, mind-
  affecting effects; Resist cold 20; SR 25
  OFFENSE
  Speed 10 ft., swim 80 ft.
  Melee bite +18 (2d6+5 plus consume memory and slime), 2 
  claws +18 (1d6+5 plus slime), 4 tentacles +13 touch (2d6 
  electricity plus thoughtlance)
  Space 10 ft.; Reach 10 ft. (20 ft. with tentacles and claws)
  Special Attacks delayed suggestion
  Spell-Like Abilities (CL 20th; concentration +30)
  Constant—mage armor
  At will—detect thoughts (DC 22), dominate person (DC 
  26), hypnotic pattern (DC 22), illusory wall (DC 24), 
  mirage arcana (DC 25), persistent image (DC 25), 
  programmed image (DC 26), project image (DC 27), 
  veil (DC 26)
  3/day—quickened dominate person (DC 26), dominate 
  monster (DC 30), geas/quest (DC 27), mass 
  suggestion (DC 27)
  Bloodline	Spell-Like	Abilities	(CL 17th; concentration +27)
  13/day—touch of destiny (+2)
  Sorcerer	Spells	Known (CL 17th; concentration +27)
  8th (5/day)—maze, moment of prescience
  7th (7/day)—prismatic spray (DC 27), spell turning, 
  symbol of stunning (DC 29)
  6th (8/day)—enemy hammerAPG (DC 26), symbol of fear 
  (DC 27), symbol of persuasion (DC 28)
  Already thousands of years old when the squabbling humans who would one 
  day build the empire of Azlant rose to power, Ochymua was instrumental in 
  manipulating the empire to fall victim to the alghollthus’ machinations.
  5th (8/day)—fickle windsUM, greater oneiric 
  horrorOA (DC 25), symbol of pain (DC 26), teleport
  4th (8/day)—dimensional anchor, enervation, greater 
  invisibility, symbol of slowingUM (DC 25)
  3rd (8/day)—explosive runes, fly, haste, protection 
  from energy
  2nd (9/day)—blindness/deafness (DC 22), blur, mirror 
  image, resist energy, scorching ray, symbol of 
  mirroringUM (DC 22)
  1st (9/day)—alarm, charm person (DC 22), comprehend 
  languages, magic missile, shield, silent image (DC 21)
  0 (at will)—arcane mark, dancing lights, daze (DC 21), 
  detect magic, mage hand, message, prestidigitation, 
  read magic, touch of fatigue (DC 20)
  Bloodline destined
  TACTICS
  Before Combat Ochymua starts its day by casting moment 
  of prescience. In preparation for combat, it casts fickle 
  winds, fly, haste, mirror image, and shield. If alerted 
  to the PCs, Ochymua also casts protection from energy, 
  resist energy, and spell turning, keyed to elements 
  and spells it knows the PCs are fond of employing 
  in combat. 
  During Combat The veiled master starts combat by 
  employing its scroll of time stop, using the extra rounds 
  to cast any spells listed in Before Combat that it was 
  unable to cast in advance. It then sets up illusions of itself 
  or other prominent NPCs to further confound enemies 
  when time resumes. Ochymua attempts to dominate 
  impressionable foes, turning them against their allies, 
  while delaying martial foes with maze. 
  Morale Ochymua yearns to see its people restored and 
  humanity laid low. If reduced below 200 hit points, 
  Ochymua attempts to cast quickened dominate person 
  against a divine caster, commanding the enslaved target 
  to heal it. It fights until reduced to 40 hit points or fewer, 
  at which point it retreats using teleport to the entrance of 
  the Doomsday Stores to regroup.
  
  63
  STATISTICS
  Str 20, Dex 26, Con 28, Int 27, Wis 21, Cha 30
  Base Atk +14; CMB +20; CMD 42
  Feats Arcane Strike, Bouncing SpellAPG, Combat Casting, 
  Combat Expertise, Eschew MaterialsB, Extend Spell, 
  Improved Initiative, Lightning Reflexes, Persistent SpellAPG, 
  Quicken Spell, Quicken Spell-Like Ability (dominate 
  person), Spell Focus (enchantment)
  Skills Acrobatics +8 (+0 when jumping), Bluff +29, 
  Knowledge (arcana, history) +32, Knowledge (local, 
  nature) +29, Perception +29, Sense Motive +26, Spellcraft 
  +32, Stealth +28, Swim +37, Use Magic Device +34
  Languages Aboleth, Abyssal, Aklo, Aquan, Azlanti, Draconic, 
  Elven, Thassilonian, Undercommon; telepathy 300 ft.
  SQ bloodline arcana, change shape (any Small or 
  Medium form; greater polymorph), runemastery, 
  swift transformation
  Combat Gear scroll of time stop; Other Gear 
  headband of mental prowess +4 (Int, Cha), ring of 
  freedom of movement, ring of protection +4
  The veiled master Ochymua was once high in the 
  hierarchy of the alghollthus on Golarion, commanding 
  legions of ulat-kini and innumerable broods 
  of aboleth servants. It designed much of 
  the alghollthus’ strategy surrounding the 
  infiltration and pacification of the Azlanti 
  people, always guiding the human empire to one step 
  short of utter dominance over Golarion. 
  As more and more Azlanti recognized the 
  whispered threat of the veiled masters, Ochymua 
  stepped in to ensure that humanity remained unaware of 
  the true danger guiding their society. The veiled master 
  all but assured the prolonged success of its species’ 
  manipulations when it infiltrated and subverted Azlant’s 
  primary intelligence institution, the Ioun Imperative. 
  Unable to believe that humanity would ever cast off the 
  reins of alghollthu control, Ochymua still participated 
  in a fail-safe plan: a strategy that would come to be 
  known as the Earthfall. Though it personally engineered 
  several key portions of the alghollthus’ plan to shatter 
  the Azlanti empire, so complete was its arrogance in 
  the control it exerted over Azlant that Ochymua never 
  believed the plan would actually be enacted. 
  Ochymua ingratiated itself among the powerful within 
  Shaval-Kehn and Kalas-Ti, eventually earning an audience 
  with the Spindle Solution’s leadership. The audience was 
  a trap, and Ochymua soon found itself confronted by 
  some of Azlant’s most powerful shadow leaders. In the 
  ensuing conflict, the Spindle Solution trapped Ochymua 
  and subjected the veiled master to several tests. But before 
  anything conclusive could be determined, the alghollthus 
  enacted their retributive strike against the Azlanti, 
  condemning the world to the cataclysm of Earthfall.
  CampaiGn role
  Stuck in magical stasis, Ochymua survived the fall of 
  the Azlanti empire and the decline of the alghollthus. 
  Awakened just before the start of this campaign, 
  Ochymua has spent much of its time learning what had 
  transpired in the millennia between its capture and the 
  present day. The veiled master was likely made aware of 
  the PCs by one of its many agents, and it has studied the 
  party throughout the Adventure Path.
  Beyond 
  the 
  Veiled 
  Past
  Foreword
  Part 1:
  tides oF 
  ConFliCt
  Part 2: 
  on 
  Kalas-ti
  Part 3: 
  researCh and 
  destruCtion
  Part 4: 
  one seCond  
  to Midnight
  nPC gallery
  Continuing 
  the CaMPaign
  Plots oF 
  the Veiled 
  Master
  awaKened  
  FroM tiMe
  Bestiary
  
  64
  Continuing the 
  Campaign
  We thought we knew what the aboleths were, what they wanted, and 
  what horrors they were capable of unleashing. We were wrong. We 
  were so very wrong. The alghollthus—the true name of the species 
  aboleths are but a small subset of—are both more ancient and more 
  sinister than we could have ever imagined. They claim to have been 
  here before we even walked the planet. How could we have fathomed 
  the true depths of their genius and vision? We are linear creatures 
  with finite lives and they are, in many ways, infinite. They are undying 
  creatures who claim to remember everything that each of their kind 
  experienced. I know fear now; I know my pathetic place in the universe. 
  I know now because I have seen a glimpse of the alghollthus’ true plan. 
  I’ve seen their masterwork laid bare, and humanity is but a disease 
  ready to be eradicated.
  —Transcription of retrocognitive hypnotherapy treatment for 
  Clide Worren, Darakole Sanitarium, Vyre, 4705 ar
  
  65
  The actions of the veiled master Ochymua are an 
  aberration among modern alghollthus. Ochymua’s plan 
  was born of an older age, a time when the alghollthus’ 
  fortunes were not what they are now, when history 
  was conspiring against them and their creations rose 
  up in rebellion. Ochymua has good reason to fear and 
  distrust the alghollthus of the modern day, for it realizes 
  that among the alghollthus it is an outlier and, worse 
  yet, a variable in the long-reaching master plans of 
  the alghollthu species. Ochymua’s defeat does not go 
  unnoticed by the greater alghollthu population, but this 
  veiled master’s passing is not mourned. Rather, in the 
  psychic hives of lightless depths, the alghollthus quiver 
  in anticipation and frustration. Ochymua revealed too 
  much of their existence to the world, and by doing so set 
  into motion a series of events that could rapidly spiral 
  out of control.
  Following the events of “Beyond the Veiled Past,” a 
  great many threads begin to unravel as the repercussions 
  of Ochymua’s actions cross the world. Should the PCs 
  survive the final battle, they now have a massive treasure 
  trove of information pertaining to the alghollthus as 
  well as an arsenal of doomsday devices—many unstable 
  and untested—which could spell ruin for Golarion. The 
  knowledge alone that is contained within the Compass 
  could spell certain doom to the alghollthus should the 
  PCs gain access to it, and the mere threat of greater 
  revelations about their existence spurs the alghollthus 
  into action.
  Additionally, it is possible that the unthinkable 
  happened, and either Ochymua’s or Jazradan’s plan 
  succeeded and the Synchrony Device was activated against 
  the victor’s enemies. In this event, the world itself is 
  thrown into chaos and enters a war from which it may 
  never recover.
  guarding the deviCe
  Should the PCs successfully prevent the Synchrony Device 
  from detonating, they are presented with numerous 
  challenges. First and foremost is the doomsday weapon 
  itself. While the device can be powered down and 
  temporarily disabled (see pages 53–54), destroying or 
  permanently disabling it proves much more difficult. 
  This places the PCs in a position as protectors of one of 
  the single most devastating weapons of mass destruction 
  ever created. Due to the catastrophic powers of the 
  Synchrony Device, there is no truly safe place to detonate 
  the weapon without some repercussions. See below for 
  information on how to handle the PCs’ attempts to safely 
  detonate the artifact.
  While the Synchrony Device can technically be moved, 
  the extant defenses and fail-safes built around it in the 
  Compass are likely more effective than any the PCs could 
  orchestrate, leaving them in the unenviable position 
  of either personally standing watch over the device or 
  entrusting it to another group or power that they deem 
  trustworthy (such as the inevitable Quatronicus; see 
  page 44). The Spindle Solution’s defenses surrounding 
  the Synchrony Device foil most means of determining 
  its existence or location via divination magic, but the 
  more individuals that are allowed to know about the 
  Synchrony Device, the harder it will be to keep it out of 
  enemy hands. Consider having the PCs use the rumor 
  rules subsystem presented in Pathfinder Campaign Setting: 
  Inner Sea Intrigue to combat rumors and word-of-mouth 
  regarding their deeds, so as to create a conspiracy to hide 
  the existence of the Synchrony Device.
  Below are some individuals and organizations that 
  may come looking for the Synchrony Device, should they 
  learn of it.
  Alghollthus: The alghollthus are the first and 
  foremost group eager to discover the Synchrony Device. 
  While Ochymua kept most other alghollthus in the 
  dark about its plans and the device—other than some 
  of those directly connected to the omnipath Quocwel’s 
  psychic mesh—Ochymua’s death does not go unnoticed. 
  After weeks or months of divinations and spying, other 
  alghollthus discover the truth of the Synchrony Device and 
  send a strike team not only to claim the device, but to 
  destroy the Compass in its entirety. See The Alghollthu 
  Agenda on page 68 for more information.
  Cult of Rovagug: The unearthing of a doomsday 
  device of such cataclysmic proportions sends ripples 
  through the cosmos. While most inhabitants of 
  Golarion are unaware of the doom upon all worlds 
  slumbering beneath the Arcadian Ocean, cultists of 
  Rovagug experience vivid and prophetic fever-dreams 
  divining not only the location, but the nature of the 
  Synchrony Device. From distant Casmaron, a servant of 
  Rovagug named Caller of Ruins (CE female human 
  warpriestACG 17) begins a pilgrimage across half the 
  world, collecting an ever-growing army of fanatical 
  worshipers dubbed the Awakeners to lay claim to 
  the Synchrony Device. Caller of Ruins plans to activate 
  the Synchrony Device, targeting the Dead Vault that 
  imprisons the Rough Beast in an attempt to breach the 
  otherwise impenetrable prison.
  The Unwavering Path: Few organizations recognize 
  the potential for chaos that the Synchrony Device 
  represents more than the Axis-based Unwavering 
  Path. This organization, led by zealous axiomites 
  and inevitables, is a militant arm of the Godmind 
  of Axis. These planar entities utilize powerful time-
  manipulating inevitables called aevaruts (Pathfinder 
  Society Scenario #8–25: Unleashing the Untouchable) 
  to calculate potential future outcomes and execute 
  contingencies in response to them. With the discovery 
  of the Synchrony Device, the Unwavering Path sets into 
  Beyond 
  the 
  Veiled 
  Past
  Foreword
  Part 1:
  tides oF 
  ConFliCt
  Part 2: 
  on 
  Kalas-ti
  Part 3: 
  researCh and 
  destruCtion
  Part 4: 
  one seCond  
  to Midnight
  nPC gallery
  Continuing 
  the CaMPaign
  Plots oF 
  the Veiled 
  Masters
  awaKened  
  FroM tiMe
  Bestiary
  
  66
  motion plans to prevent it from ever falling into the 
  wrong hands. While they are not fast enough to thwart 
  Ochymua directly, they send Anodias (LN axiomiteB2 
  oracleAPG 20) along with a contingent of Unwavering 
  Path fanatics to find and isolate the Synchrony Device. If 
  possible, they sequester it in a place beyond time itself 
  where it can do no harm and “redact” anyone with 
  knowledge of the device from history.
  the SynChrony deviCe
  The ancient technological artifact at the heart of 
  “Beyond the Veiled Past” is among the most powerful 
  weapons ever created. Capable of channeling the 
  extraplanar essence of the Inner Planes onto the 
  Material Plane, the Synchrony Device can have a variety 
  of effects, depending on which plane it is attuned to 
  and where it is set to detonate.
  SYNCHRONY DEVICE
  MAJOR  
  ARTIFACT
  SLOT none
  CL 21st
  WEIGHT 16,800 lbs. 
  AURA overwhelming conjuration
  The Synchrony Device is a large, spherical 
  mass of intertwining, spinning rings, 
  each covered in complex runes and 
  sigils. Designed by the Spindle 
  Solution prior to Earthfall as a 
  weapon of mass destruction, the 
  device currently rests in a secure 
  research facility known as the 
  Compass. For more information on 
  the device’s location, see page 50.
  Activating the Synchrony Device 
  involves manipulating the confusing, 
  and often unlabeled, controls on the 
  control dais beneath the device while 
  attempting a variety of Knowledge and 
  Disable Device checks, all of which have a minimum DC 
  of 35. When doing so, the user sets the device’s target, 
  selecting any location eligible as the target of a greater 
  teleport spell, and the plane to which the device is to 
  be attuned from the following options: Negative Energy 
  Plane, Plane of Air, Plane of Earth, Plane of Fire, Plane of 
  Water, and Positive Energy Plane.
  When it detonates, the device creates a 500-mile-radius 
  burst, the effects of which depend on which plane it was 
  attuned to when activated (as detailed below). The effects 
  of the device are instantaneous unless otherwise noted.
  DESTRUCTION
  The Synchrony Device must be carefully disassembled and 
  each ring destroyed individually before the following ring 
  is removed until reaching the device’s abysium core, which 
  must be contained and disposed of separately. Activating 
  the device also destroys it.
  Negative eNergy PlaNe
  When attuned to the Negative Energy Plane, the 
  Synchrony Device fills its area of effect with raw negative 
  energy, dealing 20d6 points of negative energy damage 
  to all living creatures each round for 1 day. Any creature 
  killed in this way is raised as a zombie 2d6 minutes after 
  its death. Creatures with 7 or more Hit Dice may instead 
  become other types of undead, at the GM’s discretion.
  PlaNe of air
  A violent, concussive explosion issues from the 
  Synchrony Device when it detonates while attuned 
  to the Plane of Air. This burst deals 20d6 points of 
  bludgeoning damage, deals double damage against 
  objects, and bypasses objects’ hardness. For 1d6 weeks 
  after detonation, the entire area of effect is filled with 
  powerful winds, ranging in intensity from severe to 
  hurricane force (Pathfinder RPG Core Rulebook 439), with 
  occasional tornadoes spinning out from this mass, at the 
  GM’s discretion.
  PlaNe of earth
  When the Synchrony Device is attuned to the Plane of 
  Earth, the entire area of effect is instantaneously 
  filled with solid stone upon detonation, except 
  where earth or stone already exists. The sheer 
  weight of this much earth crushes everything 
  beneath or within it, save for creatures with the 
  earth glide special ability or a burrow speed 
  capable of burrowing through solid stone. Even 
  then, all air within the area of effect is replaced 
  with earth, smothering any creature that might 
  survive the ordeal unless it can find a new source 
  of air before it suffocates. If the Synchrony Device is 
  detonated in water, the displaced water may flood 
  land not directly in the area of effect (see Jazradan’s Plan 
  on page 67). At the GM’s discretion, this may additionally 
  cause large-scale earthquakes or volcanic activity.
  PlaNe of fire
  Roaring flames fill the area of effect of the Synchrony 
  Device when it is attuned to the Plane of Fire. These 
  flames deal 20d6 points of fire damage each round for 
  1 day, thoroughly immolating all creatures and structures 
  within the burst. Additionally, any water within the 
  area of effect is instantly vaporized and all oxygen is 
  consumed, causing creatures with fire immunity that 
  still need to breathe to suffocate.
  PlaNe of Water
  Attuning the Synchrony Device to the Plane of Water 
  summons a veritable ocean centered on the point 
  of detonation. This water floods the entire area of 
  effect, drowning nonaquatic creatures, and potentially 
  
  67
  reshaping the landscape. Because water flows, and it 
  is not restricted by the bounds of the device’s target 
  area, this effect may cause landslides, severe flooding, 
  tsunamis, and other disasters far beyond the initial 
  target. Changing sea levels, creating new lakes or inland 
  seas, and rerouting rivers are all possible as effects of the 
  excess water.
  Positive eNergy PlaNe
  Infusing the Material Plane with the overwhelming 
  essence of the Positive Energy Plane may seem like 
  the least destructive use of the Synchrony Device, but 
  it comes with dire consequences many users may not 
  consider. All undead in the area of effect take 20d6 
  points of positive energy damage per round for 1 
  day. All living creatures in the area of effect gain fast 
  healing  5 as a special ability and gain 5 additional 
  temporary hit points each round. These temporary 
  hit points fade 1d20 rounds after a creature leaves the 
  area of effect or the effects of the detonation expire. 
  Each round during which a creature has temporary hit 
  points above its total hit points, it must succeed at a DC 
  20 Fortitude saving throw or explode in a riot of radiant 
  energy, which kills it.
  if the pCS fail
  Much of this article assumes the PCs are successful in 
  preventing the Synchrony Device from detonating, but if 
  they are not, and either Jazradan or Ochymua succeeds 
  in detonating it as planned, the repercussions for 
  Golarion are catastrophic.
  JazradaN’s PlaN
  The target of Jazradan’s wrath, and by his extension the 
  wrath of all the people of Azlant, is not a single town 
  or city but rather a supernatural phenomenon known 
  as the Braid. The Braid is a column of cyclonic water 
  connecting the Arcadian Ocean with the Orvian realm 
  of the Sightless Sea. The bulk of all alghollthu activity 
  on Golarion is located within the Sightless Sea, and 
  Jazradan believes that by destroying the Braid he can 
  not only deal a mortal blow to alghollthu society, but 
  also seal the survivors in the Darklands for millennia. 
  The ghost thus detonates the device in the thin band 
  of earth between the Inverted Sea and the floor of the 
  Arcadian Ocean, overlaying a massive sphere of solid 
  stone over the bottom of both seas. This destroys the 
  Braid and seals the myriad tunnels through the planet’s 
  crust connecting the two bodies of water, but also 
  causes unforeseen effects. First, no longer held aloft 
  by the magic of the Braid, the water of the Inverted 
  Sea falls into the Sightless Sea below, flooding parts of 
  Denebrum, Doga-Delloth, and Ilvarandin, and wiping 
  out all munavri settlements in the Vault. Second, the 
  instantaneous raising of the ocean floor above the 
  Braid causes massive tsunamis in the Arcadian Ocean, 
  wreaking havoc on the islands of Azlant and the western 
  coast of Avistan and northern Garund.
  ochymua’s PlaN
  Ochymua is undoubtedly the greater of two evils, and 
  the veiled master’s plan for the Synchrony Device is far 
  more destructive to humanity than Jazradan’s plan. 
  Angered at humanity for surviving Earthfall, Ochymua 
  is even more enraged that the alghollthus’ plan brought 
  the Starstone from the sky, enabling humanity to, of all 
  things, create new divinities. Recognizing that targeting 
  Azlant would put itself in harm’s way and would do little 
  to undo humanity’s advances over the last 10 millennia, 
  Ochymua sets its target as the new center of humanity 
  on Golarion—the city of Absalom. The veiled master 
  detonates the Synchrony Device 100 feet in front of the 
  Starstone Cathedral, channeling the Plane of Air to 
  destroy the city and much of coastal Andoran, Osirion, 
  Qadira, and Taldor. While it hopes to also destroy the 
  Starstone in the process, even the power of the Synchrony 
  Device is not enough to obliterate the mystical relic, 
  though finding it amid the ruination proves a mythic 
  test on par with the Test of the Starstone.
  THE COMPASS’S SECRETS
  The Synchrony Device is not the only weapon of mass 
  destruction housed in the Compass, as the Spindle 
  Solution had multiple avenues of research in the works at 
  the time of Azlant’s destruction. Many parties of PCs are 
  likely to further explore the facility, potentially launching 
  a new series of adventures as they attempt to use some 
  of the other devices or, upon learning of their destructive 
  powers, destroy or sequester them to prevent them from 
  falling into the hands of evildoers.
  These hidden weapons are all unfinished prototypes, 
  or have otherwise been damaged by time, and using 
  any of them runs the risk of unleashing unexpected 
  results even stranger than the mechanisms’ intended 
  uses. Among the myriad devices awaiting discovery 
  are a biological weapon that spreads a mind-
  controlling telepathic plague, a mechanism that 
  can devolve advanced life-forms into more atavistic 
  counterparts, and an attempt to harness alghollthu 
  glyph magic. Rudimentary and incomplete as it is, 
  this final contraption can only approximate Earthfall, 
  reaching only so far as Golarion’s moon, with the 
  potential to destroy the satellite if not wielded with 
  extreme precision.
  Beyond 
  the 
  Veiled 
  Past
  Foreword
  Part 1:
  tides oF 
  ConFliCt
  Part 2: 
  on 
  Kalas-ti
  Part 3: 
  researCh and 
  destruCtion
  Part 4: 
  one seCond  
  to Midnight
  nPC gallery
  Continuing 
  the CaMPaign
  Plots oF 
  the Veiled 
  Masters
  awaKened  
  FroM tiMe
  Bestiary
  
  68
  the alghollthu agenda
  Whether or not the Synchrony Device is detonated, 
  Ochymua’s distant omnipath ally within the Sightless 
  Sea remains an extant threat. 
  Unlike most omnipaths, who serve as powerful 
  but subservient tools of the veiled masters—the true 
  masterminds of the alghollthu species—Quocwel 
  fosters its own ambitions and orchestrates a complex 
  network of veiled masters over whom it has exerted 
  subtle control for millennia. 
  Following Ochymua’s death, Quocwel puts into 
  motion plans to immediately lay claim to the Synchrony 
  Device for itself. Quocwel is one of the most ancient of 
  the alghollthus surviving in the modern era: it witnessed 
  firsthand the advent of serpentfolk on Golarion, among 
  other ancient events predating even the Age of Serpents. 
  Quocwel’s patience is exceeded only by its reach and 
  influence, monitoring and aligning the goals of veiled 
  masters across the world. Quocwel realizes the threat 
  that the Synchrony Device represents to all creatures only 
  once it witnesses Ochymua’s preliminary activation of 
  the device. 
  With the Compass unearthed after so many millennia 
  and now in the hands of surface dwellers, Quocwel will 
  bring the fullest extent of its power to bear to ensure that 
  the Synchrony Device and any other doomsday weapons 
  left in the Compass do not dare threaten the alghollthus’ 
  long-reaching plans.
  Due to its telepathic mesh, Quocwel has a wealth 
  of tools to help in its endeavor. The omnipath has 
  hundreds of creatures in its telepathic mesh, and it can 
  send some of its greatest agents to hunt down the PCs 
  and claim the Synchrony Device for its own nefarious 
  plans. It has no desire to go after the technomagical 
  artifact in person if it can use these agents. If any of the 
  creatures in its telepathic mesh refuse to enact its plans, 
  the omnipath can possess the creature and ride its body 
  in pursuit of its goals. It can also share the senses of 
  up to six creatures in its telepathic mesh, giving the 
  alghollthu a network of eyes and ears and allowing it to 
  effectively see different places at the same time.
  As a way to probe the Compass and test the PCs, 
  Quocwel arranges for the kidnapping of one of the PCs’ 
  allies. This can be a childhood friend, a close family 
  member, one of the fellow colonists from Talmandor’s 
  Bounty that the PCs befriended, or anyone else that the 
  PCs would be eager to trust. Once the target is acquired, 
  the omnipath sees that the individual is dominated by 
  an alghollthu and added to its telepathic mesh. This is 
  done not only so it can communicate with its new agent 
  but also to make the victim more pliable and a target 
  for possession. Quocwel then sends the agent to the 
  Compass (if the PCs are still there guarding the device) 
  to infiltrate the facility.
  If subtle infiltration fails, the omnipath grows more 
  aggressive with its plans. It reaches out to powerful 
  leaders in its telepathic mesh, ordering them to gather 
  their armies and march on the remains of Kalas-Ti. 
  Skilled and influential am-ulat-kini generals send 
  out the call for their skum soldiers to gather and 
  prepare for an invasion. Ruthless ugothol spymasters 
  answer the call as well, bringing with them armies 
  of faceless stalkers. Some ugothol leaders remain 
  in their disguises as leaders of Avistani military 
  organizations and try to manipulate the governments 
  they seemingly serve in order to use those resources to 
  invade the Compass. The most likely candidate for this 
  is Andoran. An ugothol could infiltrate the Bountiful 
  Venture Company and use its influence to convince 
  the Andoren government to send out squads of Eagle 
  Knights to “assist” Talmandor’s Bounty, only to get 
  redirected once at sea.
  To help bolster these forces, the omnipath also 
  activates hundreds of gillmen sleeper agents and directs 
  them to the ruins of Kalas-Ti. Many of these gillmen 
  agents come from Absalom, though others join the 
  growing forces from all over Golarion. 
  In addition to these forces, Quocwel can use its 
  abilities to rally cloakers, deep walkers, and mimics to 
  assist in the invasion. After seeing the PCs defeat the 
  armies of merfolk, skum, and ugothols in Talmandor’s 
  Bounty, Talasantri, and the ruins of Kalas-Ti, Quocwel 
  understands the might the PCs have and doesn’t risk 
  failure in defeating them, seizing the Synchrony Device, 
  and destroying the Compass in the process.
  QUOCWEL 
  CR 24/MR 2
  XP 1,228,800
  Invincible advanced omnipath (Pathfinder RPG Mythic 
  Adventures 224, Pathfinder RPG Bestiary 6 288, 204)
  LE Gargantuan aberration (aquatic)
  Init +14; Senses darkvision 60 ft., detect magic; 
  Perception +39
  DEFENSE
  AC 38, touch 16, flat-footed 28 (+4 armor, +10 Dex, +18 
  natural, –4 size)
  hp 488 (27d8+367); fast healing 10
  Fort +23, Ref +21, Will +20; second save
  Defensive Abilities block attacks; DR 10/epic; Immune 
  electricity, mind-affecting effects; Resist acid 15, 
  cold 20, fire 15; SR 29
  OFFENSE
  Speed 15 ft., swim 100 ft.
  Melee tail slap +26 (3d6+6 plus slime), triple-jawed bite +29 
  (3d6+12/19–20 plus slime)
  Space 20 ft.; Reach 20 ft.
  Special Attacks mucus cloud, slime, thought barrage
  Spell-Like Abilities (CL 20th; concentration +29)
  
  69
  Constant—detect magic, mage armor, tongues
  At will—detect thoughts (DC 21), dominate person (DC 24)
  3/day—arcane eye, dominate monster (DC 28), geas/
  quest (DC 25), mind fog (DC 24), mirage arcana 
  (DC 24), quickened dominate person (DC 24)
  1/day—astral projection, veil (DC 25)
  Psychic Spells Known (CL 15th; concentration +27)
  7th (6/day)—ego whip VOA (DC 29), greater teleport
  6th (8/day)—legend lore, mind thrust VIOA (DC 28), 
  permanent image (DC 28)
  5th (8/day)—erase impressionsOA (DC 27), modify 
  memory (DC 27), object possessionOA, retrocognitionOA
  4th (9/day)—detect scrying, mindprobeOA (DC 26), 
  overwhelming presenceUM (DC 26), riding possessionOA 
  (DC 26)
  3rd (9/day)—mindlocked messengerACG, synaptic pulseOA 
  (DC 25), synesthesiaOA (DC 25), telekinetic maneuverOA
  2nd (9/day)—adorationUC, anonymous interactionACG 
  (DC 24), anticipate thoughtsOA (DC 24), confessAPG 
  (DC 24), misdirection
  1st (9/day)—sow thoughtARG (DC 23), thought echoOA, 
  unwitting allyAPG (DC 23), 
  ventriloquism (DC 23), vocal 
  alterationUM (DC 23)
  0 (at will)—arcane mark, 
  detect psychic 
  significanceOA, grave 
  wordsOA, know 
  direction, message, 
  open/close (DC 22), prestidigitation, read magic, 
  telekinetic projectileOA
  STATISTICS
  Str 34, Dex 31, Con 34, Int 34, Wis 21, Cha 28
  Base Atk +20; CMB +36; CMD 56
  Feats Combat Casting, Combat Reflexes, Great Fortitude, 
  Hidden PresenceOA, Improved Critical (bite), Improved 
  Initiative, Intrusive PresenceOA, Lightning Reflexes, 
  Manipulative PresenceOA, Multiattack, Power Attack, 
  Quicken Spell-Like Ability (dominate person), Toughness, 
  Weapon Focus (bite)
  Skills Acrobatics +10 (+2 when jumping), Bluff +40, 
  Diplomacy +40, Disguise +40, Intimidate +43, Knowledge 
  (arcana) +46, Knowledge (dungeoneering) +40, 
  Knowledge (engineering) +30, Knowledge 
  (geography) +30, Knowledge (history) +46, Knowledge 
  (local) +40, Knowledge (nature) +30, Knowledge (nobility) 
  +30, Knowledge (planes) +40, Knowledge (religion) +30, 
  Perception +39, Sense Motive +36, Spellcraft +46, Stealth 
  +28, Swim +40, Use Magic Device +40
  Languages Aboleth, Aklo, Aquan, Azlanti, Common, Elven, 
  Infernal, Undercommon; telepathy 300 ft.; tongues
  SQ augmented abilities, servant of the 
  mesh, telepathic mesh,  
  vast knowledge
  SPECIAL ABILITIES
  Augmented Abilities 
  (Ex) Over the 
  millennia, Quocwel 
  has benefited from 
  numerous rituals and 
  magical effects that have 
  imparted upon it significant 
  bonuses to its ability scores. 
  It has a +5 inherent bonus to 
  its Dexterity, Constitution, and 
  Intelligence ability scores.
  Beyond 
  the 
  Veiled 
  Past
  Foreword
  Part 1:
  tides oF 
  ConFliCt
  Part 2: 
  on 
  Kalas-ti
  Part 3: 
  researCh and 
  destruCtion
  Part 4: 
  one seCond  
  to Midnight
  nPC gallery
  Continuing 
  the CaMPaign
  Plots oF 
  the Veiled 
  Masters
  awaKened  
  FroM tiMe
  Bestiary
  QuoCwel
  
  70
  Plots of the  
  Veiled Masters
  We began as one, and so long as one of us continues to live, our great 
  species stands upon the firm foundation of millennia of progress and 
  growth. We are consistent, we are persistent, we are eternal, and we are 
  endless. We were here long before your kind was pulled mewling from 
  the primordial slime of a still-young world; we were ancient. We will 
  be ancient, until such a time as we are new, and the cycle repeats. But 
  we remember—a memory in blood, a memory in flesh, a memory that 
  runs from one end of time to the other. Your fight against us is futile; 
  we have had eons to perfect our knowledge. Eons to perfect our forms. 
  What are you but so much bone and meat? Your understanding of the 
  reality of existence is no greater than that of the animals you raise for 
  food. Submit, and we will share a glimpse of eternity with you; you will 
  be changed forever.
  —Thulgroon, unknown date, Age Before Ages
  
  71
  Veiled masters are a little-known subspecies of 
  alghollthu. They are psychic, shape-shifting creatures 
  of piscine form capable of consuming the identities 
  of those they impersonate; this allows a veiled master 
  to operate in relative secrecy for generations, adopting 
  new guises suitable to its agenda as it goes. It was veiled 
  masters who manipulated tribes of humanity scattered 
  across the continent of Azlant into one of the most 
  powerful empires the world has ever seen, and it was 
  veiled masters who brought Azlant to its knees and 
  then to ruin.
  The ancient Azlanti had an awareness of veiled 
  masters, but their interpretation of the true threat was 
  misplaced. To the Azlanti, “veiled masters” was a phrase 
  used with conspiratorial overtones. When events didn’t 
  come to pass in expected ways or a person felt they 
  were being treated unfairly in business ventures, the 
  “veiled masters” were behind it. Though this sort of 
  thing was uttered all the time, few agreed who these 
  shadowy puppet masters were in truth. Many suspected 
  a cabal of powerful arcanists, while others believed that 
  the emperor had secret agents placed throughout the 
  empire acting as these “veiled masters.” Even those in the 
  highest tiers of power in the Azlanti empire were blind 
  to the truth of the veiled masters until just before the fall 
  of Azlanti civilization, and with their death knowledge of 
  the alghollthu masterminds died as well. 
  Though the existence of veiled masters is little known 
  within the Inner Sea, conspiracy theories abound among 
  learned circles with regards to who might truly be a 
  veiled master. Suspected veiled masters range from 
  high-profile individuals such as Lord Gyr of Absalom, 
  the gold dragon Mengkare of Hermea, key members 
  of the Pathfinder Society’s Decemvirate, the Aspis 
  Prophet, or even the living god Razmir himself. None 
  of these theories, however, hold any real merit (so much 
  as anyone has discovered). The veiled masters are more 
  insidious in their work, and they are less willing to take 
  on the identity of a widely scrutinized public figure, 
  though nothing prevents them from manipulating these 
  individuals from positions of security and trust.
  While omnipaths tend to be more powerful, it is veiled 
  masters who are the ostensible leaders of alghollthu 
  society, second only to the confluence of the Mhalssthru, 
  a gestalt psychic conference of interplanetary alghollthu 
  leadership (Pathfinder Adventure Path #121 70). Though 
  some notable exceptions to this rule exist, such as the 
  ancient omnipath Quocwel (see page 68), veiled masters 
  by and large govern the alghollthus undisputed. Even in 
  the presence of forces such as Quocwel, veiled masters 
  maintain sufficient autonomy to perform their own 
  twisted agendas.
  Typically, veiled masters insinuate themselves into 
  targeted societies under common disguises. They then 
  use mind-affecting magic and mundane coercion to 
  navigate through social and structural hierarchies 
  until they have achieved a place of influence that does 
  not face much direct scrutiny. Veiled masters gravitate 
  toward advisory positions such as scholars, teachers, 
  viziers, and other direct aides to powerful figures. In 
  these positions, a veiled master can directly manipulate 
  decision makers and instate puppet leadership loyal 
  (knowingly or not) to the veiled master’s agenda. 
  Anyone who comes too close to discovering this secret 
  is killed and replaced by a creature such as a faceless 
  stalker, though veiled masters are typically careful not 
  to have too many shape-shifting allies in one place at a 
  time so as to avoid detection.
  What veiled masters do once they have attained a 
  position of authority or power varies as much by the 
  individual as it does among other species. Though 
  many veiled masters coordinate their efforts in the 
  pursuit of an agenda that benefits all of alghollthu-kind, 
  the definition of what benefits the alghollthus and in 
  what ways is not uniform. Internecine fighting among 
  alghollthus is less common than among humanoids, but 
  they are not a monolithic species and often clash with 
  regards to long-term plans. Even with their extended 
  genetic memory, alghollthus disagree on interpretations 
  of historic events. As such, even when working 
  together—such as in the same omnipath’s mesh—veiled 
  masters may outwardly appear to work toward the same 
  goal but secretly maintain their own individual agendas 
  that deviate from the agreed-upon course of action. 
  Small deviations such as these within the enormity of 
  delicately laid plans may well have resulted in Earthfall’s 
  failure to wipe out humanity and the Starstone nearly 
  wiping out the alghollthus on Golarion. 
  The following pages present four veiled masters, each 
  working in or beneath the Inner Sea region to forward 
  individual schemes that form a comprehensive whole 
  of the larger, unknowable alghollthu plot for Golarion. 
  Those rare humanoids aware of this legendary master 
  plan of the alghollthus fear it may constitute the 
  creatures’ efforts to enact a more surgical excision of 
  humanity than the failed Earthfall incident. Each veiled 
  master commands dominion over a large portion of 
  Golarion and scores of allied creatures such as chuul, 
  faceless stalkers, and skum.
  Should even one of these veiled masters succeed in 
  its machinations, it could spell doom for enormous 
  portions of the Inner Sea and beyond, with thousands 
  succumbing to the sway of alghollthu masters or falling 
  victim to the ensuing chaos and destruction. Such a 
  transformation would not occur overnight but would 
  instead take place over decades, if not over centuries, 
  perhaps giving the people of Golarion’s surface time to 
  quash the alghollthus’ sinister plans.
  Beyond 
  the 
  Veiled 
  Past
  Foreword
  Part 1:
  tides oF 
  ConFliCt
  Part 2: 
  on 
  Kalas-ti
  Part 3: 
  researCh and 
  destruCtion
  Part 4: 
  one seCond  
  to Midnight
  nPC gallery
  Continuing 
  the CaMPaign
  Plots oF 
  the Veiled 
  Masters
  awaKened  
  FroM tiMe
  Bestiary
  
  72
  olordaera
  For roughly 200 years, the city of Katapesh harbored 
  the veiled master Olordaera under a number of 
  disguises before the cunning alghollthu settled on its 
  current arrangement. Olordaera now walks the streets 
  in the guise of the Pactbroker Hasbim ibn Sayyid 
  (Pathfinder Campaign Setting: Dark Markets, A Guide to 
  Katapesh  29), whom Olordaera killed and replaced 
  weeks after the Pactbroker’s appointment to his role. As 
  Hasbim, Olordaera has possession of a charm of aluum 
  control (Pathfinder Campaign Setting: The Inner Sea World 
  Guide 298), granting command over the powerful aluum 
  golems scattered throughout Katapesh. Additionally, 
  Olordaera has managed to turn the Pactmaster Jinvar 
  (Dark Markets 46) to its side through nonmagical means 
  of coercion and manipulation.
  Olordaera’s second persona is not a guise but rather 
  the complex illusion Voxuvika, young progeny of the 
  great red wyrm Urkarax. Urkarax did exist 6,000 years ago 
  but disappeared without a trace long before Olordaera’s 
  arrival, and the wyrm exists only as an illusion now. 
  Those looking too deeply into Voxuvika’s identity are 
  intended to discover the existence of Urkarax, and few 
  are willing to investigate further after discovering that 
  Voxuvika is the child of a great wyrm red dragon.
  Agenda: Jinvar believes that Hasbim is secretly a 
  servant of the red dragon Urkarax and, through a 
  mutually beneficial arrangement between the two, is 
  giving arcane secrets to the Pactmaster. Jinvar is using 
  the rune magic gifted by Olordaera to begin a covert 
  coup against the other Pactmasters and believes that 
  completing the half-finished mesh repeater (see pages 
  20–21) under Katapesh will cement his undisputed rule, 
  potentially allowing it to connect to other mesh repeaters 
  on other worlds.
  The completion of the mesh repeater is only a small 
  fraction of Olordaera’s greater schemes, however, as the 
  veiled master’s true aims are fixed squarely on the stars. 
  Over the years since its arrival in Katapesh, Olordaera 
  infiltrated (and eliminated) a cult of Night Heralds 
  (Pathfinder Campaign Setting: Occult Mysteries 30) and 
  learned tremendous secrets of the dreaded Dominion 
  of the Black. Olordaera recognizes what the long-term 
  threat the Dominion (and their eventual return) means 
  for Golarion and is working quickly to recover and 
  analyze a countdown clock in order to accurately assess the 
  date of the Dominion’s return.
  Allies: Olordaera not only holds the ear of Pactmaster 
  Jinvar but also commands the services of the dreaded 
  interplanar bounty hunter Qiloc (LE xill ranger 12) 
  and finds an unlikely ally in Lorcdalie (LG flumphB3 
  oracleAPG 10), who shares Olordaera’s desire 
  to defeat the Dominion of the Black but 
  is woefully unaware of the veiled master’s 
  true nature.
  Enemies: In spite of Olordaera’s cunning and 
  subterfuge, a significant enemy hampers its activities 
  in Katapesh. Shimon-Je (NG female gnoll warpriestACG 
  of Sivanah 13) stumbled upon the truth of Hasbim ibn 
  Sayyid’s death and, via true seeing, discovered Olordaera’s 
  identity. Unfortunately, Shimon-Je is a much reviled 
  figure within Katapesh as a known abolitionist and 
  repeat escapee of Katapesh’s dungeons. Shimon-Je must 
  be discreet in searching for allies, for if word of her 
  discovery were to make it back to Olordaera, it would 
  spell her certain doom.
  hasbiM ibn sayyid
  
  73
  thulgroon
  Magnimar is built on the bones of lost Thassilon. From the 
  monolithic impossibility of the Irespan to the countless 
  Thassilonian ruins dotting both the surrounding 
  landscape and the subterranean ruins below the city’s 
  streets, the modern society of Magnimar was born 
  from the carcass of fallen Thassilon. Though the corpse 
  of Thassilon may be millennia cold, it is nonetheless 
  infested with scavengers of a bygone era. The veiled 
  master Thulgroon is perhaps the most vile and insidious 
  of all parasites chewing its way through the remains of 
  once-mighty Thassilon, and in turn modern-day Varisia.
  Thulgroon is a survivor of Earthfall and the fall of 
  Thassilon, enduring the cataclysm that befell coastal 
  Varisia by sequestering itself miles below the city in 
  the Darklands. During this time, Thulgroon forged a 
  powerful alliance with the dreaded shriezyx (Pathfinder 
  Campaign Setting: Magnimar, City of Monuments 60), a breed 
  of monstrous spiders created through fleshwarping by 
  Thassilonian wizards. Due to the shriezyx’s immunity 
  to mind-affecting effects, Thulgroon’s command of 
  the spiders is entirely based on reciprocal benefit and 
  taking advantage of the voracious creatures’ animal-like 
  intelligence. It also ensures that Thulgroon’s closest 
  servants cannot be magically coerced or have secrets of 
  the veiled master’s operations gleaned from them.
  Centuries 
  after 
  Earthfall, 
  Thulgroon 
  began 
  kidnapping and enslaving local Varisian inhabitants of 
  the Magnimarian coast, gradually building a network 
  of spies and allies. Over time, Thulgroon’s connections 
  extended far beyond the occasional captive Varisian, and 
  as Magnimar was settled and rebuilt, key members of 
  the city’s elite became subservient to the veiled master’s 
  whims. Now, Thulgroon has built an impressive lair 
  within the deepest Thassilonian ruins below Magnimar, 
  connected to the Irespan pilings, effectively creating an 
  immense undercity under its complete control.
  Agenda: Thulgroon labors, lazily, at finishing the 
  work it and its kin started over 10,000 years ago. While 
  the veiled master has not fully set aside the larger plot, 
  it has adopted a new endeavor that has increasingly 
  taken its time and attention away from its ancestral 
  agenda. Thulgroon’s goal is both alien and anathema to 
  alghollthus: attaining godhood. Thulgroon’s isolation 
  led to a belief that the fanatical atheism of its people 
  played a role in their downfall. That isn’t to say that 
  Thulgroon believes alghollthus need to look up to a 
  unifying deific power, but rather that by commanding 
  such a power the alghollthus could come to understand 
  the secrets of the cosmos which gods command, and 
  thereby hold dominion over the divinities as well.
  Thulgroon’s route to divinity defies most common 
  conventions. Through considerable research, the veiled 
  master has ruled out spontaneous ascension as unreliable 
  and the Test of the Starstone as impractical. However, 
  by studying the minds of the faithful and observing 
  historical experiences, Thulgroon found inspiration 
  in the form of Irori’s own personal ascension through 
  self-perfection. Thulgroon believes that the secret to 
  divinity lies within the Eternal Ember and the genesis 
  of the alghollthus. To that end, Thulgroon has reopened 
  the flesh forges of the original Thassilonian wizards that 
  birthed the shriezyx and set to finding a path to divinity 
  through genetic manipulation of the Eternal Ember. Deep 
  below Magnimar, innumerable experiments crafted by 
  Thulgroon’s agenda writhe and hiss, cursed to an eternal 
  half-life. These unfinished and failed experiments remain 
  constant reminders of the veiled master’s unfinished work 
  and the many years of study remaining. All of Thulgroon’s 
  personal research is kept compartmentalized from the 
  remainder of the alghollthus out of fear of reprisal for 
  apocryphal studies. Thulgroon believes that permission 
  will be perfunctory once it achieves true divinity and 
  mastery over the Eternal Ember.
  Allies: Thulgroon counts thousands of shriezyx as allies, 
  but it has uplifted one to serve as shepherd of its flock. 
  Akorsavatha (LE shriezyx mesmeristOA 15) is Thulgroon’s 
  closest ally, uplifted from the base shriezyx stock 700 years 
  ago following the first breakthrough in the veiled master’s 
  research. Akorsavatha never ventures to the surface and 
  serves as Thulgroon’s intermediary with the lesser 
  shriezyx. Thanks to Thulgroon’s mastery of fleshwarping, 
  Akorsavatha has mental faculties that outstrip even 
  humans’ and allow it to telepathically communicate with 
  others of its kind. Thulgroon has also uplifted a brutish 
  creature named Ouvoor (LE fleshwarped chuul fighter 
  10; Pathfinder RPG Horror Adventures 250), who serves as 
  commander of Thulgroon’s small clutch of chuul servants. 
  Along with Ouvoor is Thulgroon’s spymaster, Sicuro (NE 
  faceless stalkerB2 rogue 13), who serves as Thulgroon’s 
  direct eyes and ears on the surface. 
  Enemies: For all of Thulgroon’s secrecy, its presence 
  has not gone entirely unnoticed. A small cabal of mystery 
  cultists devoted to the empyreal lord Kroina learned of 
  Thulgroon’s presence 2 years ago by providence while 
  following up on an unrelated inquiry. The cabal’s Shoanti 
  leader, Ehawi Sees-All-Words (LG female human cleric 
  of Kroina 10), has devoted every waking moment since 
  that time to uncovering all she can about Thulgroon’s 
  true identity. The cabal, collectively called the Bonds 
  of the Chained Eyes, knows Thulgroon is an alghollthu 
  operating under Magnimar that commands dominated 
  servants and a monstrous army, but it mistakenly 
  believes that Thulgroon is merely an aboleth. Ehawi 
  understands the need for both discretion and allies in 
  defeating this nemesis, but as of yet she has not found 
  prospective candidates who are both trustworthy and 
  capable of bearing such a secret burden.
  Beyond 
  the 
  Veiled 
  Past
  Foreword
  Part 1:
  tides oF 
  ConFliCt
  Part 2: 
  on 
  Kalas-ti
  Part 3: 
  researCh and 
  destruCtion
  Part 4: 
  one seCond  
  to Midnight
  nPC gallery
  Continuing 
  the CaMPaign
  Plots oF 
  the Veiled 
  Masters
  awaKened  
  FroM tiMe
  Bestiary
  
  74
  uruluura
  The veiled master Uruluura rules uncontested in the 
  Darklands city of Delvingulf on the shores of the Dying 
  Sea in Sekamina. Over the last 73 years, Uruluura has 
  gradually turned the city’s council of drow matrons 
  to its side with gifts of glyph magic and fleshwarping 
  secrets. Uruluura’s operation is nearly invisible on the 
  surface, and it has delicately maintained this web of 
  manipulation and control even in the face of suspicions 
  from Zirnakaynin. The matrons know full well the power 
  and identity of the entity they serve and actively conspire 
  to keep Uruluura’s presence a secret from outsiders.
  Agenda: Uruluura completed work on a mesh repeater 
  4 years ago, and the device has rested, untested and 
  unused, in a dedicated chamber directly below the 
  Obsidian Palace in Delvingulf’s heart. Though the device 
  is completed, Uruluura has not shared that development 
  with its fellow alghollthus. The veiled master fears 
  that activating the mesh repeater will draw too much 
  attention to Delvingulf, especially from the munavris of 
  the Sightless Sea, who have the capability to resist the 
  repeater’s power and mount an offensive against the city. 
  Uruluura’s primary obsession is the artifice of 
  the enigmatic xiomorns. The majority of Uruluura’s 
  research is dedicated to exploring Orv to recover more 
  of their technology, particularly orvgates (Pathfinder 
  Module: The Emerald Spire Superdungeon 148). Uruluura 
  plans to use this technology (and knowledge of devices 
  such as elven aiudara and Riddleport’s Cyphergate) 
  to create a window that can see into the future while 
  also allowing for remote psychic control. Uruluura 
  believes the xiomorns were the closest to developing 
  compatible technology in their pursuit of escaping the 
  yithians (see page 77 of Pathfinder Adventure Path #120 
  for more information).
  Should Uruluura accomplish its goal, it fully 
  intends to combine the mesh repeater with its 
  viewing portal to extend an alghollthu presence 
  across history, creating an empire that reaches 
  from one end of time to the other. 
  Allies: The council of matrons is Uruluura’s staunchest 
  ally that knowingly supports the veiled master. The most 
  prominent matrons are Xalathala Invinaar (CE  female 
  drow rogue 10), Kaelosie Aediil (CE female drow bard 11), 
  Nirova Elsegell (NE female drow mesmeristOA 8), and Ciwin 
  Pliesiea (CE female drow prometheanOA alchemistAPG 15). As 
  a gifted alchemist, Ciwin has benefited from Uruluura’s 
  direct instructions on fleshwarping and has developed a 
  shocking prototype of a fleshwarped munavri.
  Enemies: Every day, rumors of alghollthu activity 
  in Delvingulf draw the attention of Zirnakaynin. The 
  first batch of drow inquisitors that visited Delvingulf 
  were turned away by the canny intrigues of the council 
  of matrons, but a deeper investigation could prove 
  disastrous. Worse, a creature outside of Delvingulf 
  named Whispers of the Stone (CN cerebric fungusB3 
  mediumOA 10) has recently discovered Uruluura’s 
  presence. Whispers of the Stone came into 
  conflict with Uruluura when the veiled master 
  intruded in a cave system the fungus held 
  dominion over, and now the cerebric fungus 
  and its vegepygmy allies are threatening to 
  mount an assault on Delvingulf. Should 
  the drow of Zirnakaynin learn this truth, 
  it could spell disaster for the veiled 
  master’s plot.
  Ciwin Pliesiea
  
  75
  yuildoroC
  The atheist nation of Rahadoum is a fertile ground 
  for the alghollthu agenda, further divorcing humanity 
  from its relationship with the divine. Even though 
  Rahadoum seems to fit perfectly into the greater 
  alghollthu agenda, the alghollthus played no part in 
  the country’s founding or even its formative years. The 
  veiled master Yuildoroc settled in the city of Manaket 
  on Rahadoum’s northern coast in 4622 ar, eventually 
  replacing and consuming the identity of Jalur Sabaal, 
  a member of Manaket’s famed Occularium. As part of 
  the Occularium, Yuildoroc is positioned at the heart of 
  one of the greatest arcane institutions in Garund and 
  subtly directs the research performed there, much as it 
  did during the time of Azlant.
  Yuildoroc’s time in the Occularium also expanded the 
  veiled master’s understanding of the Outer Planes—a 
  region held in little regard by most alghollthus—and 
  the inhabitants thereof. Yuildoroc’s studies honed in on 
  the asuras, destructive outsiders that harbor an eternal 
  grudge against the gods. As Jalur Sabaal, Yuildoroc 
  teaches classes on binding and summoning outsiders, 
  while secretly nurturing a powerful alliance with these 
  ancient and terrifying entities.
  Agenda: Yuildoroc conducts its business in catacombs 
  far below the Occularium. These catacombs, once part 
  of an Azlanti research station into clockwork innovation, 
  lie forgotten even to the inhabitants of Manaket. Many 
  of the Azlanti artifacts once housed in this secret facility 
  remain functional, including an expansive collection 
  of clockwork spies (Pathfinder RPG Bestiary 3  58) and 
  clockwork assassins (Pathfinder RPG Bestiary 6 59). 
  Yuildoroc uses these resources sparingly, unwilling to 
  draw too much attention to its lair. 
  After the death of Aroden and the century of turmoil 
  that befell Golarion, Yuildoroc became obsessed with 
  discovering a means to replicate that event and actively 
  slay deities that threaten the alghollthu agenda. Toward 
  that end, Yuildoroc used its resources at the Occularium 
  to contact the asura rana Rahu the Sun Eater, forging a 
  pact with this malicious entity by promising a means 
  to directly strike out at the gods responsible for the 
  creation of asura-kind. 
  Allies: While asuras rarely seek to build, preferring 
  destruction, Rahu glimpsed the long-term potential 
  of an alghollthu alliance through communion with 
  Yuildoroc. As a show of goodwill, Rahu sent two dozen 
  tripurasura asuras (Bestiary 3 26) to Manaket along with a 
  powerful aghasura (Bestiary 3 23) named Shuvahavorath. 
  The tripurasuras, capable of changing shape into Small-
  sized humanoids, infiltrated Manaket as halflings, 
  gnomes, and other common races. These shapeshifting 
  asuras act as Yuildoroc’s eyes and ears on the surface 
  world beyond the Occularium.
  Yuildoroc’s allies do not consist of asuras alone, 
  though. As an instructor at the Occularium, Yuildoroc 
  has groomed a cabal of talented arcanists and wizards 
  with the promise of teaching them the means to ensure 
  a perpetually secular Rahadoum through magic capable 
  of combating the divine. The upper echelon of this 
  cabal is further indoctrinated by learning Yuildoroc’s 
  true nature. These extremely talented spellcasters 
  depart the Occularium indefinitely to join Yuildoroc 
  in the ancient Azlanti facility deep below Manaket to 
  directly progress the alghollthu agenda. The brilliant 
  Garundi Shavana Lajani (CE female human wizard 13) 
  is Yuildoroc’s chosen and is personally tutored in glyph 
  magic by the veiled master.  
  Enemies: When Yuildoroc first stole into the 
  Azlanti ruin beneath the Occularium, the facility was 
  not uninhabited. The site was home to two unlikely 
  creatures: Iharon (NG male human prana ghost 
  psychicOA 8; Pathfinder Campaign Setting: Occult Bestiary 
  40) and Ouclorna (N  unique advanced clockwork 
  leviathanB3). Iharon was a part of the Spindle Solution 
  who captured an aboleth named Ouclorna and was 
  able to transfer an exact replica of the aboleth’s 
  memories into a clockwork leviathan. The process left 
  Ouclorna fractured and dissociative, but it retained full 
  recollection of its alghollthu genetic memory. Iharon’s 
  life and experiments were both prematurely ended by 
  Earthfall and the facility’s destruction. 
  Iharon’s dedication to his work kept his spirit active, 
  toiling over millennia to design an intricate clockwork 
  brain capable of interfacing with the immense volumes 
  of knowledge Ouclorna once had. Iharon’s multiple 
  iterations of this prototype grew to consume not only 
  his immortal soul but also the facility he labors within. 
  While Ouclorna’s new clockwork body is based on a 
  clockwork leviathan, it is no longer capable of true 
  locomotion, as it is connected to a sprawling clockwork 
  complex of mechanical switches, effectively creating an 
  analog computer.
  When Yuildoroc discovered Iharon and this chamber, 
  the two came into immediate conflict, with the veiled 
  master coming out the victor. Yuildoroc imprisoned 
  Iharon in a forcecage and set about attempting to 
  understand the psychic’s machinations with Ouclorna. 
  Iharon has proven to be resilient to Yuildoroc’s mental 
  control, though not immune. When the veiled master 
  has been able to dominate Iharon for days at a time, 
  the ghost has revealed innumerable secrets of the 
  alghollthus no outsider was meant to understand. 
  Though tempted to destroy Ouclorna, Yuildoroc has not 
  yet followed through with the task. The veiled master is 
  fascinated by the abominable machine Iharon created 
  and hopes that it can control Iharon by further breaking 
  the living archive’s will.
  Beyond 
  the 
  Veiled 
  Past
  Foreword
  Part 1:
  tides oF 
  ConFliCt
  Part 2: 
  on 
  Kalas-ti
  Part 3: 
  researCh and 
  destruCtion
  Part 4: 
  one seCond  
  to Midnight
  nPC gallery
  Continuing 
  the CaMPaign
  Plots oF 
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  awaKened  
  FroM tiMe
  Bestiary
  
  76
  AwAkened  
  from Time
  They tell me of dwarves and orcs that have left the depths of the earth 
  and live in kingdoms beneath the sky. They speak of humans with elven 
  blood in their veins who respond with tones of acceptance instead of 
  shock and contempt. They consort freely and without caution with fey 
  gnomes from a world beyond our own. They tell me the people of Azlant 
  now live beneath the waves, breathing water like air as if they were fish. 
  They also mention that other descendants of the Azlanti make their 
  homes in the darkened depths of the earth and have been twisted and 
  mutated in their time there. They worship mortal humans who have 
  ascended into godhood, transformed through the power of a stone that 
  destroyed the world. And yet, it is the era of Azlant that they call the 
  Age of Legends. It is I, a scribe and a convict, whom they call a wonder 
  beyond anything of their time. 
  —From the diary of Uraien, an ancient Azlanti  
  prisoner retrieved from magical stasis
  
  77
  Though many know the god Aroden as “the Last Azlanti” 
  and no pure-blooded Azlanti are thought to remain 
  upon Golarion, these assumptions are not necessarily 
  true. Much like the long-lost serpentfolk, who have 
  emerged from stasis chambers to plague modern times, 
  it is possible a few ancient Azlanti have survived to the 
  present through various means. These refugees from 
  ancient civilizations would be among the rarest of the 
  rare, with even rumors of their existence being nigh 
  unheard of, but PCs who play through the Ruins of 
  Azlant Adventure Path have a much higher chance of 
  encountering one than most, either stumbling across an 
  Azlanti trapped in some form of stasis or encountering 
  one who is seeking familiarity in the wreckage of a 
  shattered home. This article provides guidance for GMs 
  or players who wish to incorporate an ancient Azlanti 
  who was time-shifted to the present day. Though such 
  a character can add a great deal of flavor and personal 
  pathos to the adventure, connecting the events of the 
  past to the present in a way modern PCs cannot, the 
  presence of a character from ancient Azlant also presents 
  many roleplaying challenges and should be carefully 
  thought out before the GM allows such an element in 
  the campaign.
  AzlAnTi in The  
  modern dAy
  Encountering an Azlanti survivor provides the PCs 
  with a great deal more information than they would 
  normally gain over the course of the adventure. 
  Unsolved mysteries about Azlanti culture, history, and 
  magic can be easily answered by someone who has 
  lived through it. The Ruins of Azlant Adventure Path 
  includes many plot elements that an Azlanti character 
  might be familiar with, though an ancient Azlanti 
  character can have a rich roleplaying experience being 
  unaware of the secret plots within the empire and only 
  uncovering them thousands of years in the future. Such 
  a person might alternatively have a connection to the 
  current troubles, such as being familiar with Auberon 
  the Drowned before his undeath, being part of the 
  elite Azlanti who were aware of the alghollthu threat 
  to the empire, or being a member of the secret military 
  research base that Ochymua was seeking. Granting 
  selective knowledge of campaign elements, such as 
  knowing Ochymua but being unaware that the Azlanti 
  was actually a veiled master spy, can serve to provide 
  interesting foreshadowing as well as enhance the drama 
  when that campaign element is finally confronted. An 
  NPC or PC with such knowledge can easily become the 
  focal point of a campaign, however, and the GM must 
  work to ensure said character does not overshadow the 
  other PCs and the rest of the game. The GM should 
  decide before the adventure begins what an Azlanti 
  character does and does not know to ensure that such a 
  character’s knowledge does not trivialize the Adventure 
  Path or rob the other players of agency.
  EscapE from thE past
  The most obvious difficulty with incorporating an 
  ancient Azlanti PC or NPC into a modern game is 
  that of time. Thousands of years have passed since 
  the empire of Azlant, and the Azlanti were assumed to 
  be destroyed in Earthfall and the chaos that followed. 
  The Age of Legends was extremely advanced in magic, 
  however, creating opportunities through which a rare 
  survivor from ancient Azlant could be introduced into 
  the campaign. The most common method would be 
  that of magical stasis, a technique used by both the 
  ancient Azlanti and their enemies, the serpentfolk. 
  Much like the veiled master Ochymua, PCs or NPCs 
  might have been frozen in time by a temporal stasis 
  spell, either as a form of imprisonment or a desperate 
  bid for survival, or they might have been trapped by a 
  less magically advanced form of stasis with flesh to stone. 
  Characters who survive into the future via these means 
  cannot free themselves without outside help, barring 
  unusual circumstances, so consideration must be put 
  into who freed the imprisoned character and what 
  repercussions that might have. While many creatures 
  undoubtedly fail to realize the significance of such a 
  discovery, scholars who recognize an ancient Azlanti 
  character’s true heritage could make the knowledge 
  public, creating a massive upheaval among Golarion’s 
  nobles and historians. Characters may have survived 
  simply by not sharing Golarion’s timeline. While most 
  planes have time that runs concurrently with the 
  Material Plane, some, such as the primal First World, 
  do not follow the same temporal rules. A character may 
  have deliberately ventured into one of these realms or 
  may have been pulled into one by forces beyond her 
  control, returning to Golarion only to find that untold 
  ages have passed. It is even possible for an Azlanti 
  character to be resurrected, though the act of a god or 
  an unfathomable magical power would be required to 
  bring back someone who had been dead for so long. 
  Whatever the method of the character’s survival, it 
  will have an enormous impact on the character and the 
  campaign. Game Masters running the Ruins of Azlant 
  Adventure Path should take note of what plot hooks 
  might spring from a pure-blooded Azlanti’s sojourn 
  into modern times, whether it’s a divine patron who 
  chose to resurrect the character, a mysterious magical 
  artifact with the power to reincarnate people who died 
  thousands of years ago, a group of curious scholars 
  who view the character as an investment at best and a 
  collector’s item at worst, or a bond of friendship forged 
  between an Azlanti refugee and an unlikely rescuer. 
  Beyond 
  the 
  Veiled 
  Past
  Foreword
  Part 1:
  tides oF 
  ConFliCt
  Part 2: 
  on 
  Kalas-ti
  Part 3: 
  researCh and 
  destruCtion
  Part 4: 
  one seCond  
  to Midnight
  nPC gallery
  Continuing 
  the CaMPaign
  Plots oF 
  the Veiled 
  Masters
  awaKened  
  FroM tiMe
  Bestiary
  
  78
  Players choosing to create an Azlanti PC may wish to be 
  discovered and rescued by their fellow party members—
  however, it is highly recommended that this occur 
  within the campaign backstory or immediately upon 
  starting the campaign so that one PC’s participation is 
  not dependent upon the actions of other players.
  strangE nEw world
  However an ancient Azlanti might survive into the 
  present, few means beyond undeath would allow such a 
  character to be aware of anything that happened during 
  the last 10,000 years. This means that nearly everything 
  on Golarion is unfamiliar to an Azlanti PC or NPC, from 
  all modern-day cultures and countries to many of the 
  races that modern-day peoples consider common. An 
  ancient Azlanti would not know any modern languages, 
  at best being able to make do with Draconic or picking 
  out familiar words from tongues related to Azlanti 
  (such as Hallit, Polyglot, Taldane, and Varisian). Azlanti 
  who have been free for a decent period of time will 
  likely pick up Common out of necessity, but ancient 
  characters who have recently been uncovered will not 
  have an immediate opportunity to learn an entire new 
  language. GMs should ensure that any Azlanti PC has 
  an immediate means to overcome this communication 
  barrier to keep gameplay from getting bogged down 
  with technical difficulties. 
  Azlanti characters will also be confronted with 
  multiple concepts that never existed in the heyday of 
  the Azlanti empire. The idea that the world as they knew 
  it was destroyed by Earthfall, that the “Last Azlanti” 
  Aroden rose to divinity and then somehow perished, 
  and that the remnants of the Starstone can allow mortal 
  beings to become gods may actually be some of the least 
  jarring revelations. While these facts are startling to 
  hear, ancient Azlanti who suddenly find themselves in 
  the present day do not have to deal with these realities 
  at every turn. The most obtrusive changes are those 
  that most modern characters consider unremarkable, 
  especially encounters with races that are now 
  commonplace but were unheard of before Earthfall 
  changed the planet. Most Azlanti would have never 
  seen a dwarf or an orc, considering them legendary 
  underground creatures that were more myth than 
  reality. Likewise, gnomes would be unheard of, and the 
  thought of openly dealing with fey creatures from the 
  First World would be an alarming prospect. Even races 
  the Azlanti commonly dealt with, such as elves, would 
  have unfamiliar twists to them; the Azlanti war with 
  the elven people has been forgotten and forgiven even 
  by the long-lived elves, and the distinction between 
  drow and surface elves is one that an ancient 
  Azlanti is likely to miss without an explanation. 
  Races that hold ties to the Azlanti may prove 
  notably disturbing, as they are constant reminders 
  of how much things have changed and many present 
  troubling connotations. The aquatic gillmen and the 
  undine maridar are the closest things to inheritors 
  of Azlanti civilization, leaving ancient Azlanti as 
  strangers to the remnants of their own culture. 
  Other Azlanti-derived races, such as the savage 
  
  79
  morlocks, patchwork mongrelmen, and alghollthu-
  tainted skum, are simply horrifying corruptions of a 
  once-proud human heritage.
  The ancient Azlanti commonly looked down on non-
  humans, but former citizens of Azlant will find such 
  opinions unwelcome among diverse groups of PCs. 
  While an Azlanti may carry old cultural prejudices, it is 
  recommended that both PCs and NPCs quickly learn to 
  reassess or swallow such opinions before they become 
  disruptive to play and the enjoyment of other players.
  thE gods thEmsElvEs
  Not even the gods are immune to change, and Azlanti 
  who once paid homage to a greater power may find 
  their faith challenged or even destroyed. Several 
  popular gods from the Azlanti empire have perished, 
  either slain during Earthfall or killed by other gods 
  in the 10,000-year interim: followers of Acavna or 
  Amaznen will quickly discover that their god is dead 
  and any power granted by these deities is now gone. 
  Clerics and other divine spellcasters of these gods will 
  either have to find a new patron or a new vocation—this 
  jarring loss of faith may trigger a change to a different 
  PC class, prompt a shift in gods, or cause the character 
  to continue onward in a magic-deprived state of denial. 
  Even those gods who have survived and maintain 
  familiar aspects will have bizarre elements to an 
  ancient Azlanti. Once-popular gods, such as the demon 
  lord Nurgal, are now reduced to hidden cults, with 
  open worship of them unacceptable to most modern 
  cultures. Deities who have maintained their power and 
  popularity have still changed their patronage from the 
  days of Ancient Azlant: both Desna and Shelyn have 
  gained new spheres of influence, while the destruction 
  of reliable prophecy has caused Pharasma to shift from 
  the patron of divination to the Lady of Graves. Other 
  surviving gods, such as Abadar and Achaekek, have 
  moved to emphasize different aspects of themselves in 
  ways that are foreign to ancient worshipers.
  How a character reacts to these changes depends 
  on that character’s personality and adaptability. An 
  ancient Azlanti might easily shift to the changes in her 
  patron’s powers, altering her duties and philosophies 
  to match her divinity’s current outlook. Alternatively, 
  a character might angrily reject these changes as yet 
  another betrayal and alienation from the world as it is 
  now, finding a new patron god to avoid facing them, or 
  losing faith entirely.  
  a hint of thE familiar
  Scraps of Azlanti culture remain on Golarion, though it is 
  up to the individual Azlanti character whether to pursue 
  them as comforting mementos of home or shun them 
  as painful reminders of the same. Absalom, Andoran, 
  PLAYING AN AZLANTI
  Azlanti characters use the same racial rules as humans, 
  except they gain a +2 bonus to all six ability scores 
  instead of just one. The GM can treat a pure-blooded 
  Azlanti as a 24-RP race, or run a pure-blooded Azlanti 
  PC as having the same statistics a normal human. Game 
  Masters who allow a PC to play a pure-blooded Azlanti 
  as a member of a high-RP race can balance this by 
  allowing other PCs to play characters from high-RP races. 
  Alternatively, GMs could offer PCs who play members of 
  common average-RP races one of the following boons 
  to compensate for the power difference: grant average-
  RP PCs 1 hero pointAPG per level, while high-RP PCs do 
  not gain any; allow average-RP PCs to be 1 level higher 
  than their Azlanti counterparts, or give an Azlanti a 
  single level adjustment (meaning set them 1 level 
  behind other PCs, both in terms of character level and 
  wealth by level) until they reach 10th level; or treat 
  Azlanti characters as being 2 levels lower to calculate 
  their wealth by level. As a general rule, Game Masters 
  who are running Azlanti NPCs should treat them as 
  being 1 CR higher than normal. 
  and Cheliax are all influenced by Azlanti language 
  and architecture; some Chelaxians and Taldans even 
  consider themselves to be direct Azlanti descendants 
  and adorn themselves with what they consider Azlanti 
  trappings, though the corruption of history over the ages 
  may render this posturing a hilarious mockery to true 
  pure-blooded Azlanti. Ancient Azlanti may also seek out 
  well-known Azlanti ruins or the “Low Azlanti” gillmen 
  in the hopes of reforging some kind of connection with 
  their former lives. 
  Of special note are the Mordant Spire elves, former 
  enemies of the Azlanti empire who now consider 
  themselves the protectors of Azlanti culture. Relations 
  on both sides are likely to be tense and filled with 
  mixed emotions—the Mordant Spire elves are one 
  of the only cultures to still fluently speak Azlanti and 
  provide an irreplaceable connection to Azlant, but any 
  Azlanti who encounters these self-appointed guardians  
  may chafe at the idea that a former enemy of the 
  empire now claims stewardship over the remnants of 
  the lost continent. The elves may prove reluctant to 
  grant access to the Azlanti ruins to any human, even 
  a pure-blooded Azlanti to whom it perhaps rightfully 
  belongs; alternatively, younger elves may welcome an 
  ancient Azlanti as something precious that must be 
  protected, much like the Azlanti ruins the elves have 
  spent generations guarding.
  Beyond 
  the 
  Veiled 
  Past
  Foreword
  Part 1:
  tides oF 
  ConFliCt
  Part 2: 
  on 
  Kalas-ti
  Part 3: 
  researCh and 
  destruCtion
  Part 4: 
  one seCond  
  to Midnight
  nPC gallery
  Continuing 
  the CaMPaign
  Plots oF 
  the Veiled 
  Masters
  awaKened  
  FroM tiMe
  Bestiary
  
  80
  SAmple npC 
  The following NPC can be used as an addition to the 
  Ruins of Azlant Adventure Path, a potential replacement 
  PC should a player lose her character late in the 
  campaign, or inspiration for new characters the GM 
  wishes to introduce from the distant past.
  imiolana
  Once a respected oracle and soothsayer, Imiolana 
  willingly turned her life over to the word of the gods and 
  unwillingly turned her mind over to the sinister plots 
  of the veiled masters. Catapulted thousands of years 
  into the future by a magical mishap, she now faces the 
  terrifying concept of controlling her own fate.
  IMIOLANA	
  CR	14
  XP	25,600
  Female human (pure-blooded Azlanti) oracle (stargazer) 14 
  (Pathfinder RPG Advanced Player’s Guide 42, Pathfinder 
  RPG Ultimate Magic 59)
  N Medium humanoid (human)
  Init +6; Senses detect magic; Perception +13
  DEFENSE
  AC 20, touch 13, flat-footed 18 (+7 armor, +2 Dex,  
  +1 insight)
  hp 108 (14d8+42)
  Fort +7, Ref +9, Will +11; –2 vs. mind-affecting effects
  Defensive	Abilities	contingency
  OFFENSE
  Speed 20 ft.
  Melee +1 dagger +11/+6 (1d4+1/19–20)
  Ranged mwk heavy crossbow +13 (1d10/19–20)
  Oracle	Spell-Like	Abilities (CL 14th; concentration +20)
  2/day—speed or slow time
  1/day—star chart
  Oracle	Spells	Known (CL 14th; concentration +20)
  7th (3/day)—disintegrate (DC 23), mass cure serious 
  wounds, resurrection
  6th (6/day)—contingency, heal, mass cure moderate 
  wounds, word of recall
  5th (7/day)—break enchantment, breath of life (DC 21), 
  mass cure light wounds, permanency, scrying (DC 21)
  4th (7/day)—blessing of fervorAPG (DC 20), cure critical 
  wounds, freedom of movement, imbue with spell 
  ability, modify memory (DC 20), tongues, wandering 
  star motesAPG (DC 20)
  3rd (7/day)—cure serious wounds, dispel magic, guiding 
  starAPG, prayer, speak with dead (DC 19),  
  water breathing
  2nd (8/day)—augury, cure moderate wounds, delay 
  poison, glitterdust (DC 18), hold person (DC 18), minor 
  image (DC 18), remove paralysis, resist energy
  1st (8/day)—charm person (DC 17), cure light 
  wounds, faerie fire, hide from undead (DC 17), 
  hypnotism (DC 17), protection from evil, remove fear, 
  sanctify corpseUM, sanctuary (DC 17)
  0 (at will)—create water, detect magic, detect poison, 
  guidance, light, mending, purify food  
  and drink (DC 16), read magic, resistance
  Mystery timeUM
  STATISTICS
  Str 10, Dex 15, Con 14, Int 16, Wis 12, Cha 22
  Base	Atk +10; CMB +10; CMD 23
  Feats Combat Casting, Echoing SpellUM, Eschew Materials, 
  Extra RevelationAPG, Improved Initiative, Lightning 
  Reflexes, Quicken Spell, Spell Penetration
  Skills Acrobatics –1 (–5 when jumping), Bluff +20, Disguise +14, 
  Knowledge (dungeoneering) +17, Knowledge (history) +20, 
  Knowledge (religion) +20 Perception +13, Sense Motive +13, 
  Spellcraft +20, Survival +9, Swim +5
  Languages Aboleth, Aklo, Azlanti, Common
  SQ oracle’s curse (aboleth), permanent spells, revelations 
  (erase from timeUM, guiding star, speed or slow timeUM, 
  star chart, time hopUM)
  Combat	Gear lesser extend metamagic rod, potions of 
  touch of the seaAPG (2), wand of lesser restoration (50 
  charges); Other	Gear +1 mithral breastplate, +1 dagger, 
  mwk heavy crossbow with 20 bolts, clear spindle 
  ioun stone, cloak of resistance +1, dusty rose prism 
  ioun stone, headband of alluring charisma +2, ring of 
  arcane signetsAPG, augury bones (worth 25 gp), cleric’s 
  vestments, golden holy symbol of DesnaUE, incense (5, 
  worth 25 gp each), silk rope (250 ft.), ivory statue of self 
  (worth 1,500 gp), 141 gp
  SPECIAL	ABILITIES
  Oracle’s	Curse	(Ex) Imiolana’s oracle curse is a psychic 
  taint caused by her long period of mental subservience 
  to Ochymua.
  Aboleth: Imiolana takes a –2 penalty on saving throws 
  against mind-affecting effects and adds charm person 
  and hypnotism to her list of 1st-level oracle spells 
  known. At 5th level, she adds minor image to her list of 
  2nd-level oracle spells known. At 10th level, she adds 
  modify memory to her list of 4th-level oracle spells 
  known. At 15th level, she adds veil to her list of 6th-level 
  oracle spells known. (Pathfinder Campaign Setting: 
  Horror Realms 14)
  Contingency If Imiolana is impeded from moving by 
  paralysis or a grapple, her contingency spell activates to 
  cast freedom of movement upon her. 
  Permanent	Spells Imiolana has used permanency to give 
  herself constant detect magic.
  Growing up in Ancient Azlant, Imiolana was always 
  uncertain of herself. The daughter of an astrologer and 
  a glassmaker, she lived a life of opportunity, but she 
  preferred to aid and follow people she respected instead 
  of developing any personal ambition. As a result, she 
  
  81
  spent most of her early years aimless, unable to find the 
  conviction to seriously pursue any path in life. When 
  she discovered her god-granted talent for divining the 
  future from the stars, she was elated, finally finding 
  a respectable role in society that fit her personality. 
  Imiolana rose to a position of moderate prominence, 
  paying homage to Desna and Pharasma in thanks for 
  their patronage.
  With increased prestige came increased fame, and 
  Imiolana unfortunately caught the attention of a sinister 
  force. Over time she found herself frequented more 
  and more by a wealthy patron who claimed he wished 
  to consult the heavens before making any important 
  decisions. In truth, the patron was a veiled 
  master spy named Ochymua, who had seen 
  an opportunity to expand the alghollthus’ 
  influence in ancient Azlant. Ochymua slowly 
  eroded Imiolana’s mental defenses and took 
  control of her mind, nudging her to make 
  subtle alterations to her prophecies. By 
  hiding the veiled master’s suggestions 
  within the supposed word of the gods, 
  Ochymua was able to carefully manipulate 
  influential Azlanti citizens to unwittingly 
  pursue the alghollthus’ agenda. 
  This arrangement continued for several 
  years, until Ochymua was tasked to 
  find the location of a secret Azlanti 
  military base. Despite the veiled 
  master’s best efforts, Ochymua proved 
  unable locate the research facility—
  worse yet, Ochymua wound up making 
  a costly error that drew the suspicion 
  of several powerful Azlanti mages. 
  Pressured by the increased scrutiny, 
  Ochymua commanded Imiolana to 
  divine the location of the military base, 
  but though Imiolana foresaw with 
  certainty that she and Ochymua would 
  eventually find and enter the secret 
  facility, her visions could not tell her 
  where it was. Ochymua eventually 
  lost patience with her repeated 
  assurances and instructed Imiolana 
  how to perform a magical ritual 
  to cheat fate: compelled by the 
  veiled master, the oracle opened 
  up a portal to the Dimension of 
  Time to search through her own 
  future and view the point where 
  she would find the base, intending 
  to return and inform Ochymua of its 
  whereabouts. Yet, as Imiolana watched the 
  chaotic images of her existence, she noticed a large 
  black rift splitting half of her life from the other. She 
  reached out, attempting to bridge the jagged gap, only to 
  feel as though something in her life had instantly severed. 
  Imiolana lost control and was flung through time, losing 
  all bearings of where or when she was. When she regained 
  her senses and escaped the demiplane, she emerged into 
  a world 10,000 years in the future. 
  To say Imiolana is lost would be an understatement. 
  Everyone she once looked to for guidance is gone. 
  Nothing remains of the world she once knew, beyond 
  scraps of architecture, and her two patron gods have 
  changed drastically from how she remembers them. 
  Even her own powers have changed from seeing 
  through time to manipulating it instead, something she 
  attributes to the end of reliable prophecy and Pharasma’s 
  shift from a patron of prophecy to a goddess of birth 
  and death. Though Imiolana has managed to learn 
  the Common tongue of this new world and has 
  accrued a decent sum of money by quietly 
  selling off her Azlanti clothes and jewelry, she 
  has lost her place in life and has no idea how 
  to find it again. The oracle has therefore 
  thrown her efforts into finding the secret 
  Azlanti military base—though she has no 
  real interest in the base, she cannot let 
  go of the fact that she foresaw she would 
  set foot on it. Imiolana is determined to 
  prove that prediction correct as an act of 
  defiance to the uncertain future she has 
  found herself trapped in. What she will 
  do afterward, she does not know.
  campaign rolE
  Imiolana makes a natural ally to the 
  PCs, should they befriend her upon 
  her quest, and a natural enemy to 
  both Auberon the Drowned and 
  Ochymua: the Azlanti lich despises 
  Imiolana for her role in spreading 
  the influence of the alghollthus, 
  while Imiolana deeply resents 
  Ochymua both for destroying her 
  will and for the accident that left 
  her stranded in time. However, 
  she might instead become 
  a foe to the PCs if she falls 
  under Ochymua’s influence 
  once again; her mind is still 
  vulnerable to the control 
  of a veiled master, and even 
  Ochymua is a comforting 
  presence to a woman in a strange 
  world who has no one and nothing 
  familiar left.
  Beyond 
  the 
  Veiled 
  Past
  Foreword
  Part 1:
  tides oF 
  ConFliCt
  Part 2: 
  on 
  Kalas-ti
  Part 3: 
  researCh and 
  destruCtion
  Part 4: 
  one seCond  
  to Midnight
  nPC gallery
  Continuing 
  the CaMPaign
  Plots oF 
  the Veiled 
  Masters
  awaKened  
  FroM tiMe
  Bestiary
  imiolAnA
  
  82
  Bestiary
  The being rose from the sea, droplets of the frigid water glistening on its 
  tensed muscles. Its glare left no question about the level of its hatred for 
  the aquatic aberration that swam before it.
  “Your lies and treachery end now, deceiver,” the guardian asserted in a 
  voice that demanded both fear and reverence.
  The piscine horror, for its part, seemed more annoyed than cowed, though 
  it directed its attention away from our ship and toward the celestial that 
  had come to our aid. Previously unseen runes etched into the aberration’s 
  skin flared to life with an uncanny glow, and a halo of swirling glyphs 
  encircled its fishlike head as it cast a spell in our protector’s direction.
  The azata simply smiled and laughed, as though it could imagine nothing 
  more enjoyable than battling the sinister alghollthu. It raised its trident 
  and let it fly.
  — From the logs of Friyja Thorsdottir,  
  captain of the longship Wyrmwrack
  
  83
  In this volume of the Ruins of Azlant Adventure Path, the 
  PCs finally come face to face with their archnemesis, the 
  veiled master Ochymua. This bestiary contains monsters 
  that can be found en route to that confrontation, deep 
  beneath the sea or in any of the myriad Azlanti ruins 
  that dot the coast and offshore seafloor of the shattered 
  continent. This volume’s entries include an azata, 
  an undead creature unlocked from time, a construct 
  harnessing the power of the iconic Azlanti relics known 
  as ioun stones, and a deep-sea linnorm.
  additional encounters
  This adventure takes place in a variety of locations 
  both familiar and new, from Talmandor’s Bounty 
  to Talasantri, giving the PCs ample opportunity to 
  encounter additional threats beyond those outlined in 
  the adventure. The table included on this page provides 
  sample random encounters the PCs can face during 
  the course of “Beyond the Veiled Past.” Throughout 
  this adventure, the PCs have a 30% chance of a random 
  encounter every hour they spend between established 
  events and encounters. The PCs 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 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 or just doesn’t make sense in the context of 
  where the PCs might be in the adventure, roll again or 
  choose a different encounter.
  Ochymua’s Assault (CR 20): Among the forces 
  Ochymua dispatches to destroy its enemies is the 
  omnipath (Pathfinder RPG Bestiary 6 204) Yqaatch, whom 
  the veiled master uses as a secondary communications 
  hub in order to compartmentalize its allies. The 
  omnipath and a trio of aboleths (use the statistics for the 
  aboleth engineers on page 51) know only what Ochymua 
  has revealed to them, which is that it plans to overwhelm 
  any semblance of civilization in the region, both above 
  and below the sea; they know nothing of the veiled 
  master’s plan to activate the Synchrony Device. 
  The PCs can encounter this assault force anywhere 
  in the waters around Ancorato, either on their way to 
  sack another target or seeking out the PCs directly after 
  determining they are a significant threat to Ochymua’s 
  plans. Yqaatch is far from reaching the capacity of its 
  psychic mesh, and any number of additional creatures 
  can be linked to its network for the PCs for you to throw at 
  the PCs before or after this encounter. Use the Endgame 
  Encounters table to determine these additional thralls 
  of the alghollthu or to introduce new creatures that 
  are a good fit for a specific campaign. Ultimately, the 
  PCs should not face additional creatures with Yqaatch 
  and its aboleth allies, as this would present a challenge 
  too difficult for even the most prepared parties and 
  overshadow the threat Ochymua presents. However, you 
  can hint at this random encounter early in the adventure 
  and have the dominated minions attack first or serve as 
  reconnaissance for the omnipath’s eventual assault.
  Kotronik (CR 18): Lairing on the southernmost 
  island in the region among the ruins of Kalas-Ti is the 
  diseased dragon Kotronik. This taniniver (Pathfinder RPG 
  Bestiary 4 258) came from a clan of others of its kind who 
  populate an island roughly 100 miles to the southwest of 
  the region. The clan has been researching ways to heal 
  the disease that plagues all taninivers, a rotting disease 
  that slowly kills these corrupted dragons. Kotronik 
  left the clan in search of a cure and has spent the last 5 
  years sorting through the ruins of shattered Azlant. On 
  the island, Kotronik discovered the ruins of a church 
  of Aesocar and has been studying the material within, 
  especially texts dealing with pathology. The dragon 
  believes that she is close to a breakthrough that can 
  at least alleviate some of the symptoms of her malady 
  if not outright cure it, but recent experiments have 
  been frustrating. Kotronik guards her ruined church 
  ferociously against any who come near, fearing that 
  they will not only interrupt her work, but also steal the 
  valuable texts and rare materials within the ruins. 
  ENDGAME ENCOUNTERS
  d%	
  Result	
  Avg.	CR	 Source
  1–6	
  1	atuikakura	
  14	
  Bestiary 6	32
  7–14	
  1	ypotryll	
  15	
  Bestiary 4	285
  15–20	 1	siabrae	
  15	
  Bestiary 6	250
  21–27	 1d4	giganotosauruses	 15	
  Bestiary 6	94
  28–34	 1	popobala	
  15	
  Bestiary 3	221
  35–40	 1	prydanu	azata	
  16	
  See	page	84
  41–45	 1	titanic	whip	spider	
  16	
  Bestiary 6	275
  46–51	 1d3	deep	walkers	
  16	
  Bestiary 6	82
  52–56	 1	portunus	
  16	
  Tower of the  
   
   
   
  Drowned Dead	90
  57–62	 1	fluxwraith	
  17	
  See	page	86
  63–67	 1d6	CE	ocean	giants	
  17	
  Bestiary 4	127
  68–72	 1	tunche	
  17	
  Bestiary 4	265
  73–77	 1	deathsnatcher	
  18	
  Bestiary 6	81
  78–82	 1	bone	ship	
  18	
  Bestiary 5 44
  83–88	 Kotronik	
  18	
  See	below
  89–94	 1	tarantula	tree	
  19	
  Bestiary 6	260
  95–99	 1d3	whaler	jellyfish	
  19	
  Bestiary 6	169
  100	
  Ochymua’s	Assault	
  20	
  See	below
  Beyond 
  the 
  Veiled 
  Past
  Foreword
  Part 1:
  tides oF 
  ConFliCt
  Part 2: 
  on 
  Kalas-ti
  Part 3: 
  researCh and 
  destruCtion
  Part 4: 
  one seCond  
  to Midnight
  nPC gallery
  Continuing 
  the CaMPaign
  Plots oF 
  the Veiled 
  Masters
  awaKened  
  FroM tiMe
  Bestiary
  
  84
  azata, Prydanu
  Translucent wings protrude from this statuesque figure’s back. 
  Patches of pale scales glisten on its skin. 
  PRYDANU	
  CR	16
  XP	76,800
  CG	Large	outsider	(azata,	chaotic,	extraplanar,	good)
  Init	+9;	Senses	darkvision	60	ft.,	low-light	vision,	true 
  seeing;	Perception	+28
  Aura	clarity’s	grace	(30	ft.)
  DEFENSE
  AC	31,	touch	19,	flat-footed	26	(+5	deflection,	+5	Dex,	
  +12	natural,	–1	size)	
  hp	243	(18d10+144)
  Fort	+13,	Ref	+16,	Will	+20	
  DR	10/cold	iron	and	evil;	Immune	electricity,	mind-affecting	
  effects,	petrification;	Resist	cold	10,	fire	10;	SR	27
  OFFENSE
  Speed	30	ft.,	fly	60	ft.	(perfect),	swim	30	ft.
  Melee	+2 aberration-bane returning trident	
  +27/+22/+17/+12	(2d6+10/19–20)
  Ranged	+2 aberration-bane returning trident	+24	
  (1d8+9/19–20)
  Space	10	ft.;	Reach	10	ft.
  Spell-Like	Abilities	(CL	18th;	concentration	+24)
  Constant—true seeing
  At	will—remove paralysis,	water breathing, zone of truth	
  (DC	18)	
  5/day—break enchantment,	cure serious wounds,	
  dimension door,	dispel magic,	freedom of movement,	
  invisibility purge,	remove disease	
  3/day—greater dispel magic,	protection from spells	
  (enchantment	and	illusion	only)
  1/day—freedom
  STATISTICS
  Str	26,	Dex	21,	Con	24,	Int	17,	Wis	24,	Cha	23
  Base	Atk	+18;	CMB	+27;	CMD	47
  Feats	Combat	Reflexes,	Flyby	Attack,	Hover,	Improved	
  Critical	(trident),	Improved	Initiative,	Iron	Will,	Power	
  Attack,	Spell	Penetration,	Toughness
  Skills	Fly	+32,	Heal	+28,	Intimidate	+24,	Knowledge	
  (dungeoneering,	planes)	+24,	Perception	+28,	Sense	
  Motive	+28,	Spellcraft	+24,	Swim	+29	(+37	when	
  performing	a	special	action	or	avoiding	a	hazard)	
  Languages	Aklo,	Celestial,	Common,	Draconic,	Infernal;	
  truespeech
  SQ	burst	of	restoration,	lucid	rain
  ECOLOGY
  Environment	any	(Elysium)
  Organization	solitary,	pair,	or	liberty	(3–6)
  Treasure	standard	(+2 aberration-bane returning trident, 
  other	treasure)
  SPECIAL	ABILITIES
  Burst	of	Restoration	(Su)	Once	per	day	as	a	standard	
  action,	a	prydanu	can	strengthen	its	aura	to	undo	the	
  physical	tampering	of	others.	Each	creature	within	
  its	aura	suffering	from	a	detrimental	or	unwanted	
  transmutation	effect	can	attempt	a	new	saving	throw	
  against	the	effect.	This	power	also	works	on	any	afflicted	
  lycanthrope,	entothrope,	or	similar	creature,	granting	
  it	a	new	saving	throw	to	remove	its	affliction.	At	the	
  GM’s	discretion,	burst	of	restoration	can	have	a	special	
  effect	on	creatures	permanently	mutated	by	magic,	
  such	as	fleshwarps	or	Mana	Waste	mutants	(Pathfinder 
  Campaign Setting: Inner Sea Bestiary 28).	A	creature	
  undergoing	this	greater	effect	loses	its	unwanted	
  acquired	templates	or	reverts	back	to	its	original	form,	
  but	it	must	succeed	at	a	DC	25	Fortitude	saving	throw	
  or	take	2	permanent	negative	levels	as	a	result	of	the	
  sudden	and	dramatic	change	to	its	physiology.	The	save	
  DC	is	Charisma-based.
  Clarity’s	Grace	(Su)	A	prydanu’s	aura	protects	those	around	
  it	from	mind	control	and	all	forms	of	deception,	both	
  magical	and	mundane.	All	allies	within	her	aura	gain	a	
  +4	sacred	bonus	on	saving	throws	against	mind-affecting	
  spells	and	abilities	and	on	Sense	Motive	skill	checks.	A	
  prydanu’s	aura	negates	illusions.	This	functions	as	globe 
  of invulnerability,	except	it	can	affect	only	spells	or	spell-
  like	abilities	from	the	illusion	school	and	can	affect	spells	
  of	any	spell	level.
  Lucid	Rain	(Su)	Once	per	week	as	a	full-round	action,	a	
  prydanu	can	create	an	area	of	light	rain	centered	on	her	
  with	a	radius	of	120	feet	that	lasts	for	10	minutes.	Any	
  creature	touched	by	the	rain	that	is	under	the	effects	of	a	
  mind-affecting	spell	or	effect	can	attempt	a	new	saving	
  throw	to	end	those	effects.	Prydanus	often	use	this	
  ability	during	naturally	occurring	rainstorms	on	villages	
  or	cities	they	feel	may	be	in	trouble.
  Prydanus are fierce champions of Elysium who use 
  their talents to undo the work of oppressors by 
  revealing their deception and releasing their victims 
  from bondage. Among the prydanus’ most hated foes 
  on Golarion are the alghollthus. Prydanus are drawn 
  to civilizations under the thrall of tyrants. Prydanus 
  do not tolerate such deceptions, and they combat 
  them without hesitation whenever they encounter 
  them. However, this lack of restraint sometimes makes 
  for shortsighted plans of action leading to other 
  consequences along the way.
  Prydanus pride themselves on being guardian figures, 
  and they delight in helping distressed individuals, 
  especially those attempting to escape from any form 
  of subjugation. Given their natural tendency toward 
  vanity, prydanus appreciate (and perhaps even expect) 
  being showered with praise for their good deeds, and 
  those who sufficiently stoke a prydanu’s ego may find a 
  returning ally in that azata when future troubles arise. 
  
  85
  Radiant and poised, a prydanu appears as an attractive 
  humanoid with small patches of iridescent scales on its 
  glistening skin. A graceful pair of translucent finlike 
  wings extends from its back, not only allowing it to 
  soar with ease but also granting it impressive agility 
  underwater. Their striking silver eyes are framed with 
  long, feathery lashes and match their metallic-colored 
  nails and lips. A prydanu’s hair varies from one individual 
  to another but is usually several shades and decorated 
  with jewels, flowers, shells, or other such adornments.
  A typical prydanu stands 8 feet tall and weighs 
  400 pounds.
  Ecology
  Creatures of Elysium, prydanus arise from the souls of 
  brave liberators and defenders of justice. Though they 
  enjoy spending time on their native plane, they often to 
  venture onto the Material Plane, where they scour the 
  lands for oppression. 
  Prydanus are well adapted to the water and often 
  make temporary dwellings near oceans and lakes. 
  When it comes to underwater prowess, their sleek 
  musculature and powerful wings place them on par 
  with naturally aquatic creatures. This aptitude is a 
  point of pride for prydanus, who enjoy racing marine 
  life to prove their expertise.
  The anatomy of prydanus resembles that of humanoids, 
  and while they cannot reproduce, they engage in intimate 
  acts with one another or mortal lovers. Similarly, they 
  don’t need to eat or drink, but they partake of these 
  pleasures in the spirit of camaraderie. 
  Habitat and SociEty
  Prydanus enjoy the company of their kin, 
  finding particular companionship in ghaeles 
  and yamahs. Prydanus are athletic creatures, 
  and their fondness for swimming and 
  flying is well documented; presenting 
  it a gift of artwork depicting seascapes or a collection 
  of feathers and shells is a way to get on its good side. 
  They are also quite sentimental and keep small 
  trinkets from places and people they’ve 
  helped, often displaying these tokens 
  in the form of small charms worn on 
  bracelets or necklaces or woven into 
  their colorful locks. 
  After using their powers to free creatures 
  from domination and forced transformation, 
  prydanus often continue to care for them even 
  after their liberation to ensure they’re safe before 
  continuing on their way. Though these sojourns are 
  fleeting even by mortal standards, prydanus easily 
  become emotionally attached to the creatures they 
  save, and saying farewell is difficult for them. As such, 
  most prydanus leave their companions’ sides in the 
  middle of the night, when most are sleeping, to make 
  the parting easier. 
  When not battling against tyranny, prydanus enjoy 
  studying emancipated societies to view the daily life of 
  mortals left to make their own choices. They chronicle 
  these thoughts and observations in journals, which they 
  then share with other celestials in Elysium.
  Beyond 
  the 
  Veiled 
  Past
  Foreword
  Part 1:
  t
   oF 
  C
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  86
  Fluxwraith
  This hovering, translucent humanoid appears to sleep serenely, 
  even as shards of flickering energy encircle it, each fragment 
  reflecting younger or older versions of itself.
  FLUXWRAITH	
  CR	17
  XP	102,400
  NE	Medium	undead	(incorporeal)
  Init	+13;	Senses	darkvision	60	ft.,	lifesense;	Perception	+37
  Aura	slow	aura	(30	ft.)
  DEFENSE
  AC	26,	touch	26,	flat-footed	16	(+6	deflection,	+9	Dex,	
  +1	dodge)
  hp	273	(26d8+156)
  Fort	+14,	Ref	+17,	Will	+20
  Defensive	Abilities	channel	resistance	+4,	incorporeal;	
  Immune	undead	traits
  OFFENSE
  Speed	fly	60	ft.	(perfect)
  Melee	incorporeal	touch	+28	(15d6	plus	time	shift)
  Special	Attacks	temporal	madness,	time	shift
  Spell-Like	Abilities	(CL	20th;	concentration	+26)
  At	will—arcane sight,	deja vuOA,	haste
  3/day—quickened	deja vuOA,	hold monster	(DC	21),	
  mirror image,	temporal stasis	(DC	24)
  1/day—time stop	(DC	25)
  STATISTICS
  Str	—,	Dex	28,	Con	—,	Int	18,	Wis	20,	Cha	23
  Base	Atk	+19;	CMB	+28;	CMD	45
  Feats	Ability	Focus	(time	shift),	Alertness,	Combat	Casting,	
  Combat	Expertise,	Combat	Reflexes,	Dodge,	Flyby	Attack,	
  Hover,	Improved	Initiative,	Lunge,	Mobility,	Quicken	
  Spell-Like	Ability	(deja vuOA),	Stand	Still
  Skills	Acrobatics	+25,	Diplomacy	+25,	Fly	+36,	Intimidate	+28,	
  Knowledge	(arcana)	+23,	Knowledge	(dungeoneering,	
  planes)	+18,	Knowledge	(history)	+24,	Perception	+37,	
  Sense	Motive	+37,	Spellcraft	+23,	Stealth	+20
  Languages	Ancient	Osiriani,	Azlanti,	Common,	Cyclops,	
  Thassilonian
  ECOLOGY
  Environment	any
  Organization	solitary	or	cluster	(2–4)
  Treasure	standard
  SPECIAL	ABILITIES
  Slow	Aura	(Su)	Fluxwraiths	constantly	emit	a	30-foot-radius	
  aura	of	temporal	distortion.	Any	creature	within	this	aura	
  is	affected	as	if	by	slow,	but	it	gets	no	saving	throw.	If	a	
  creature	exits	the	radius,	the	effect	ceases	at	the	end	of	
  its	turn.	If	the	fluxwraith	moves	more	than	30	feet	away	
  from	an	affected	creature,	the	effect	ends	immediately	for	
  that	creature.	Creatures	affected	by	freedom,	freedom of 
  movement,	or	haste	are	unaffected	by	the	slow	aura.
  Temporal	Madness	(Su)	As	a	ranged	touch	attack	with	
  a	range	increment	of	30	feet,	a	fluxwraith	can	grant	a	
  target	a	mind-shattering	glimpse	of	its	own	existence	
  as	it	appears	to	a	time-displaced	entity.	The	attack	
  deals	1d6	points	of	Wisdom	drain,	although	this	drain	is	
  reduced	to	1	point	if	the	target	succeeds	at	a	DC	29	Will	
  saving	throw.	This	is	a	mind-affecting	effect.	The	save	DC	
  is	Charisma-based.
  Time	Shift	(Su)	A	creature	struck	by	the	fluxwraith’s	
  touch	attack	must	succeed	at	a	DC	31	Will	saving	throw	
  or	be	thrust	forward	in	time,	vanishing	and	then,	1d4	
  rounds	later,	reappearing	in	the	same	location.	If	the	
  space	has	become	occupied	by	an	object	or	another	
  creature,	the	affected	creature	is	shunted	to	a	random	
  adjacent	space,	taking	6d6	points	of	damage.	From	the	
  creature’s	perspective,	the	time	shift	is	instantaneous.	
  Any	duration	effects	active	upon	the	creature	become	
  suspended	during	the	time	shift,	resuming	when	
  the	creature	reappears.	Creatures	that	succeed	at	
  their	saving	throws	cannot	be	affected	by	the	same	
  fluxwraith’s	time	shift	ability	for	24	hours.	The	save	DC	
  is	Charisma-based.
  A fluxwraith is an incorporeal undead with a host of 
  extraordinary powers owing to its singular status as 
  a time-displaced entity. Its serene appearance and 
  dreamlike demeanor harken to its origins, for in 
  life it slept away the centuries in a state of magical 
  or technological stasis. Now, whether by accident 
  or malign intent, the fluxwraith’s soul lies scattered 
  across the timestream. Demented by its paradoxical 
  consciousness, it yearns to destroy any living being 
  audacious enough to exist within a single point of time.
  Because its appearance depends upon its state when 
  it first entered suspended animation, viewers may 
  sometimes be able to deduce clues about its former life, 
  as well as its motivations for entering hibernation. Some 
  seek interminable sleep while they are in the prime of 
  life, aiming to awaken and embrace immortality as a 
  perfect specimen, while others hope to defer a terminal 
  diagnosis. However, the sleeper’s motivations in life 
  seldom define a fluxwraith’s outlook, as the process 
  of becoming undead erases all but the most deeply 
  ingrained mortal traits.
  The first hint of the fluxwraith’s destructive nature 
  manifests in the caul of energy that winks on and off 
  around it. This ever-shifting network of temporal energy 
  contains fragments of its consciousness, appearing 
  as flickering aspects of itself as a youth, an adult, or a 
  corpse. Scrutinizing these vignettes may provide further 
  clues about the fluxwraith’s former existence, although 
  any creature that enters the fluxwraith’s aura, or any 
  creature affected by its attacks, may begin to see its 
  own reflections appear within the shards as well. These 
  disturbing images depict a creature not as it is, but as the 
  fluxwraith perceives it in the past or future.
  
  87
  Fluxwraiths tend to speak ancient or dead languages, 
  often murmuring incomplete or garbled statements 
  that blend past and future tenses in unsettling ways.
  Ecology
  While some sages seek to cheat mortality through 
  necromancy, others use potent temporal magic or even 
  cryogenic technology to survive the eons, aspiring to 
  awaken in a future when death has been rendered 
  obsolete. Yet temporal stasis carries many risks, and any 
  damage to the sleeper’s pod may kill its inhabitant, or 
  worse. Some types of malfunctions kill the sleeper’s 
  physical body but scatter its awareness across 
  the timestream, causing its consciousness to 
  exist in every moment at once. This process 
  shreds the sleeper’s sanity but imbues its 
  spirit with terrifying temporal powers, 
  resulting in a fluxwraith.
  The malfunction also causes 
  most fluxwraiths to lose the 
  skills and abilities they had in life. 
  They do retain a sharp intellect, 
  although they see the world through 
  a distorted lens of madness, malice, 
  and heightened temporal awareness. 
  A fluxwraith perceives living creatures 
  as knotted threads of time-bound energy 
  begging to be untied and twisted into 
  more pleasing patterns, and it revels 
  in its capacity to shift victims through 
  time or even freeze them for eternity. 
  Occasionally, a demented spellcaster 
  may purposely create a fluxwraith 
  seeking to harness temporal power for 
  her own use. In such cases, the sleeper 
  is usually tricked into entering its 
  slumber with promises of immortality, 
  after which its malice and fury are only 
  increased by the betrayal. A fluxwraith 
  does not remain subservient to any master, 
  and it invariably overpowers its creator.
  Habitat and SociEty
  Though no one knows why, fluxwraiths rarely drift far 
  from the damaged sleeping chambers that spawned 
  them. Some might harbor an unconscious hope that 
  their pods might be repaired, enabling them to return to 
  a more peaceful time-bound sleep; others might simply 
  feel no need for physical movement, since their minds 
  now roam unfettered through the timestream.
  A fluxwraith may prefer solitude, attacking intruders 
  on sight. Others relish the chance to toy with visitors 
  before severing them from the timestream. An 
  ambitious fluxwraith might employ underlings to 
  kidnap living beings, providing it with a steady stream of 
  organic “puzzles” to unravel. Occasionally, a system-wide 
  malfunction results in the creation of several fluxwraiths 
  at once. These clusters become monomaniacal, plotting 
  to spread their influence far beyond their lair. Using 
  tantalizing glimpses of the future, they entice evil 
  mortals or lesser undead to scour the world for time-
  based artifacts in order to vastly boost the range of their 
  innate abilities.
  Beyond 
  the 
  Veiled 
  Past
  Foreword
  Part 1:
  t
   oF 
  C
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  88
  Golem, ioun
  This four-armed metal construct has a roughly humanoid 
  shape, with the obvious exception of a missing head. Veins 
  of brass overlay a body of meshed platinum and silver, with 
  intricate circular grooves visible above, below, and between its 
  twin sets of arms.
  IOUN	GOLEM	
  CR	17
  XP	102,400
  N	Large	construct
  Init	+9;	Senses	darkvision	60	ft.,	low-light	vision;	
  Perception	+0
  Aura	ioun	attraction	(60	ft.)
  DEFENSE
  AC	33,	touch	18,	flat-footed	24	(+9	Dex,	+15	natural,	–1	size)
  hp	156	(23d10+30)
  Fort	+7,	Ref	+16,	Will	+7
  DR	15/adamantine;	Immune	construct	traits,	magic
  OFFENSE
  Speed	40	ft.
  Melee	4	slams	+32	(3d10+10)
  Space	10	ft.;	Reach	10	ft.
  Special	Attacks	ioun	surge
  STATISTICS
  Str	30,	Dex	28,	Con	—,	Int	—,	Wis	11,	Cha	1
  Base	Atk	+23;	CMB	+34;	CMD	53
  SQ	gem	receptacle
  ECOLOGY
  Environment	any
  Organization	solitary
  Treasure	standard	(up	to	six ioun stones)
  SPECIAL	ABILITIES
  Gem	Receptacle	(Ex)	An	ioun	golem	can	socket	up	to	six	
  ioun stones	into	itself.	Each	socketed	stone	grants	the	
  golem	full	access	to	the	stone’s	abilities	and	benefits,	
  as	though	it	were	orbiting	the	ioun	golem.	An	ioun	
  golem	gains	10	temporary	hit	points	for	each	ioun stone	
  socketed	in	this	manner,	to	a	maximum	of	60	temporary	
  hit	points	if	all	slots	are	filled.	Temporary	hit	points	last	
  for	24	hours	and	each	socket	can	grant	temporary	hit	
  points	only	once	per	day,	regardless	of	how	many	ioun 
  stones	are	placed	within	it	during	that	period.	A	socketed	
  ioun stone	cannot	be	independently	targeted,	but	it	
  can	still	be	the	subject	of	a	successful	stealAPG	or	sunder	
  combat	maneuver	performed	against	the	ioun	golem.	
  Socketing	or	removing	an	ioun stone	is	a	move	action.
  Immunity	to	Magic	(Ex)	An	ioun	golem	is	immune	to	any	
  spell	or	spell-like	ability	that	allows	spell	resistance.	In	
  addition,	certain	spells	and	effects	function	differently	
  against	the	creature,	as	noted	below.
  	A	shatter spell	deals	damage	to	an	ioun	golem	as	though	
  it	were	a	crystalline	creature	(no	saving	throw)	and	has	a	
  25%	chance	of	dislodging	a	random	socketed	ioun stone,	
  causing	the	gem	to	fall	into	an	adjacent	square.
  	A	telekinesis	spell	can	be	used	to	attempt	a	disarm	
  combat	maneuver	check	to	remove	a	socketed	ioun 
  stone.	The	ioun	golem	takes	a	–10	penalty	to	its	CMD	
  against	such	an	attempt.
  	A	mage’s disjunction	spell	causes	all	socketed	ioun 
  stones	to	turn	dull	gray	and	become	useless	for	the	next	
  hour	(no	saving	throw).
  Ioun	Attraction	(Su)	The	innate	connection	an	ioun	golem	
  has	with	ioun stones	manifests	in	a	specialized	aura	of	
  magnetic	force.	Ioun stones	orbiting	a	creature	that	are	
  brought	within	60	feet	of	an	ioun	golem	are	immediately	
  targeted	by	a	stealAPG	combat	maneuver	using	the	ioun	
  golem’s	CMB.	Targets	of	this	combat	maneuver	receive	
  a	+4	circumstance	bonus	to	their	CMD	against	this	steal	
  attempt.	Any	stones	successfully	stolen	in	this	manner	are	
  pulled	toward	the	ioun	golem	and	can	be	immediately	
  socketed	into	an	available	receptacle	as	a	free	action.	If	
  no	free	receptacles	are	available,	the	pilfered	ioun stones	
  orbit	the	ioun	golem,	granting	the	golem	their	powers	as	
  normal.	Unattended	or	protected	stones,	such	as	those	
  embedded	in	the	skin	or	held	inside	a	wayfinder,	are	
  unaffected	by	this	aura.	An	ioun	golem	can	suppress	and	
  reactivate	this	aura	as	a	swift	action.
  Ioun	Surge	(Su)	Once	per	round	as	a	swift	action,	an	ioun	
  golem	can	channel	the	energy	of	one	of	its	socketed	
  ioun stones,	as	long	as	that	stone	is	not	dull	gray.	This	
  manifests	as	magic missile (caster	level	16th),	except	
  it	conjures	five	missiles,	each	dealing	2d6+1	points	of	
  force	damage.	When	the	ioun	golem	uses	this	ability,	the	
  selected	socketed	ioun stone	becomes	dull	gray	for	the	
  next	1d4+1	rounds.
  The Azlanti empire employed numerous different 
  types of golems in its defense and also as members of a 
  growing mechanized workforce. These golems eventually 
  found themselves supplanted by increasingly popular 
  clockworks in the waning centuries of the empire. Still, 
  one model of golem remained as a constant reminder 
  of Azlanti supremacy: the ioun golem. Designed to the 
  unique specifications of the Azlanti intelligence agency, 
  the Ioun Imperative, these golems were a visible sign of 
  Azlant’s ability to harness magic as a replacement for 
  conventional technology.
  Immense quantities of alchemically purified brass, 
  platinum, and silver are required for the construction of 
  an ioun golem. Silver forms much of the base frame, while 
  platinum is poured into areas intended as gem receptacles. 
  Brass filigree overlays the body, conducting the magical 
  energy necessary to animate the golem. Occasional lines of 
  vibrant magical energy are visible along the golem’s brass 
  sections when viewed with effects such as analyze dweomer, 
  detect magic, or similar effects.
  A typical ioun golem stands 12 feet tall and weighs 
  close to 1,200 pounds.
  
  89
  Ecology
  Ioun golems are the pinnacle of Azlant’s research into 
  the esoteric science known as electro-thaumaturgy. 
  This mysterious art allowed for the transmission and 
  broadcast of pure arcane energy. The golem’s body is 
  crafted to store magical energy and can even siphon 
  further energy from other battery-like magical devices—
  specifically, the iconic Azlanti ioun stone. An ioun golem’s 
  frame has enough energy to keep itself animate for 
  centuries without rest, but the addition of an ioun stone, 
  even for a moment, extends the active cycle of an ioun 
  golem into millennia. By quickly siphoning the innate 
  power of a socketed ioun stone, the golem can unleash the 
  stored energy as a blast of magical force.
  Habitat and SociEty
  The cataclysm that consumed Azlant also destroyed 
  most of the Empire’s ioun golems. Those that survived 
  are now scattered across the shattered continent, 
  either long inactive without access to their ioun stone 
  batteries or ceaselessly fulfilling their last orders. 
  Across the eons since the fall of Azlant, only three ioun 
  golems are officially recorded to have made their way 
  to Avistan—washed ashore after untold millennia 
  of inactivity. The Red Mantis are said to keep 
  one as a defender within the Crimson Citadel 
  on Mediogalti Island. Another remains 
  dormant and unpowered in a museum in 
  the heart of Oppara. The final ioun golem 
  is cited in numerous archives as appearing 
  briefly across the continent, fulfilling some as 
  of yet unknown agenda.
  A handful of ioun golems operate across 
  Golarion in secret, actively serving their surviving 
  overseers. These golems no longer follow their 
  original Azlanti masters but instead serve the 
  powers truly responsible for their creation: 
  the veiled masters. Seen as a status symbol 
  among alghollthus, an ioun golem guardian 
  demonstrates either the commanding 
  veiled master’s cunning in acquiring the 
  construct or the veiled master’s age and 
  determination to survive.
  conStruction
  The art of crafting an ioun golem is almost 
  entirely lost to time. What few manuals remain 
  on the subject of constructing an ioun golem may 
  be found only in the most secure of Azlanti ruins, if any 
  survive at all. Should adventurers discover some long-
  forgotten instruction manual, they learn that an ioun 
  golem is built from 2,000 pounds of the finest brass, 
  silver, and platinum, costing an extravagant 70,000 gp 
  in raw materials alone. Six unique ioun stones must be 
  provided during the construction, though these stones 
  are not consumed in the attempt.
  IOUN	GOLEM
  CL	18th;	Price	220,000	gp
  CONSTRUCTION
  Requirements	Craft	Construct,	Craft	Wondrous	Item,	geas/
  quest, wish,	creator	must	be	at	least	caster	level	18th;	
  Skill	Craft	(armor)	DC	24,	Craft	(jewelry)	DC	29;	Cost	
  145,000 gp
  Beyond 
  the 
  Veiled 
  Past
  Foreword
  Part 1:
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  90
  linnorm, sea
  This unfathomably large serpent sports a distinctly draconic 
  face. Its body is deep, blackened gray with swatches of 
  crimson. An entrancing set of lures dangles off its face, each 
  glowing with a pulsating orange light accented by regular 
  electrical discharges. 
  SEA	LINNORM	
  CR	22
  XP	614,400
  NE	Colossal	dragon	(aquatic)
  Init	+13;	Senses	darkvision	60	ft.,	low-light	vision,	scent,	
  true seeing;	Perception	+37
  DEFENSE
  AC	39,	touch	11,	flat-footed	30	(+9	Dex,	+28	natural,	–8	size)
  hp	455	(26d12+286);	regeneration	15	(cold	iron)
  Fort	+26,	Ref	+24,	Will	+23	
  Defensive	Abilities	freedom	of	movement;	DR	20/cold	
  iron;	Immune	curse	effects,	electricity,	mind-affecting	
  effects,	paralysis,	poison,	sleep;	SR	33
  OFFENSE
  Speed	40	ft.,	fly	100	ft.	(average),	swim	100	ft.
  Melee	bite	+35	(3d8+17/19–20	plus	poison),	2	claws	+35	
  (2d8+17),	tail	slap	+30	(3d6+8	plus	grab)
  Space	30	ft.;	Reach	30	ft.
  Special	Attacks	breath	weapon	(DC	34),	constrict	(tail,	
  3d6+24),	death	curse,	lure
  STATISTICS
  Str	44,	Dex	28,	Con	32,	Int	7,	Wis	27,	Cha	29
  Base	Atk	+26;	CMB	+51;	CMD	70	(can’t	be	tripped)
  Feats	Cleave,	Combat	Reflexes,	Following	StepAPG,	Great	
  Cleave,	Greater	Vital	Strike,	Improved	Critical	(bite),	
  Improved	Initiative,	Improved	Vital	Strike,	Power	Attack,	
  Snatch,	Step	Up,	Step	Up	and	StrikeAPG,	Vital	Strike
  Skills	Acrobatics	+9	(+13	when	jumping),	Fly	+30,	
  Perception	+37,	Stealth	+22,	Swim	+54
  Languages	Aklo,	Draconic,	Sylvan
  SQ	amphibious
  ECOLOGY
  Environment	cold	oceans
  Organization	solitary
  Treasure	triple
  SPECIAL	ABILITIES
  Breath	Weapon	(Su)	Once	every	1d4	rounds	as	a	standard	
  action,	a	sea	linnorm	can	expel	a	120-foot	line	of	intense	
  stored	bioelectricity,	dealing	26d8	points	of	electricity	
  damage	to	all	creatures	struck	(Reflex	DC	34	half).	A	
  secondary	discharge	arcs	off	each	target	that	fails	its	
  save,	striking	the	nearest	creature	within	30	feet	as	
  long	as	that	creature	has	not	already	been	targeted	by	
  the	breath	weapon	or	another	discharge.	Secondary	
  discharges	do	not	cause	tertiary	discharges.	The	
  bioelectricity	overwhelms	the	nervous	systems	of	living	
  creatures,	causing	any	living	creature	that	takes	damage	
  from	the	linnorm’s	breath	weapon	to	be	stunned	for	
  1d4	rounds.	A	successful	DC	34	Fortitude	saving	throw	
  negates	the	stunning	effect.	Creatures	struck	by	a	
  secondary	discharge	receive	a	+4	bonus	on	this	saving	
  throw.	The	save	DC	is	Constitution-based.
  Death	Curse	(Su)	When	a	creature	slays	a	sea	linnorm,	the	
  slayer	is	affected	by	the	curse	of	crushing	depths.
  Curse of Crushing Depths: save Will	DC	32;	effect 
  creature	takes	3d6	points	of	damage	every	round	while	
  fully	submerged	in	water,	as	though	suffering	water	
  pressure	damage,	regardless	of	the	creature’s	actual	
  depth	and	bypassing	any	magical	protection	against	
  water	pressure	(such	as	freedom of movement or	life 
  bubbleAPG).	The	save	DC	is	Charisma-based.
  Lure	(Su)	As	a	free	action,	a	sea	linnorm	can	light	the	
  dangling	lures	on	its	head;	any	other	creature	within	a	
  120-foot	radius	that	can	see	the	lure	must	succeed	at	
  a	DC	32	Will	save	or	become	fascinated	for	1	round.	In	
  addition	to	the	regular	effects	of	being	fascinated,	a	
  creature	affected	by	this	ability	also	takes	a	–4	penalty	
  on	saving	throws	against	the	sea	linnorm’s	breath	
  weapon.	Regardless	of	the	preceding	interactions	
  between	the	sea	linnorm	and	its	target,	a	creature	
  affected	by	this	ability	does	not	view	the	sea	linnorm	
  who	has	fascinated	it	as	a	potential	threat	until	that	sea	
  linnorm	actually	attacks—allowing	it	to	approach	without	
  breaking	the	fascination	effect.	Once	a	creature	succeeds	
  at	its	saving	throw	against	this	effect,	it	is	immune	to	
  the	same	sea	linnorm’s	lure	ability	for	24	hours.	The	save	
  DC	is	Charisma-based.
  Poison	(Ex)	Bite—injury;	save Fort	DC	34;	frequency 
  1/round	for	10	rounds;	effect 8d8	points	of	electricity	
  damage,	1d6	Dex	drain,	and	1d6	Con	drain;	cure	
  3	consecutive	saves.
  Few, if any, linnorm breeds are more reclusive than the 
  sea linnorm. These immense specimens of primeval 
  draconic lineage dwell in the deepest underwater trenches 
  of the world, blending into their surroundings thanks to 
  their darkened scales. A sea linnorm’s distinctive facial 
  lures attract all manner of sea life, which the linnorm 
  promptly feasts upon before returning to its lair. Luckily 
  for all nonaquatic civilizations, sea linnorms rarely leave 
  the ocean depths they call home.
  A typical sea linnorm grows up to 55 feet long and 
  weighs around 14,000 pounds. It is believed that sea 
  linnorms are effectively immortal, with the oldest 
  recorded sea linnorms surviving well over 5,000 years.
  Ecology
  Electricity courses through a sea linnorm’s body. The 
  linnorm uses this internally generated power to fuel 
  both its facial lures and, when necessary, its devastating 
  breath weapon. This natural attack manifests as a 
  powerful line of orange bioelectricity that overwhelms 
  
  91
  the nervous system of any living creature in its path. 
  The innate bioelectrical energy of creatures struck by 
  the breath weapon further empower the attack, creating 
  additional discharges that arc off the breath weapon’s 
  naturally straight trajectory toward the nearest living 
  creature. When the linnorm uses this attack to hunt 
  larger underwater creatures, the subsequent discharges 
  quickly overwhelm entire schools of fish for the sea 
  linnorm to devour.
  Luckily for the surface world, sea linnorms rarely 
  have any reason to depart their deep underwater homes. 
  Teeming schools of aquatic megafauna roam in the 
  depths that sea linnorms inhabit. This primordial 
  wildlife is of such size that a waking sea linnorm rarely 
  concerns itself with having to roam far for a fulfilling 
  meal. After eating, a sea linnorm hibernates for years, 
  or even centuries, at a time. In some instances, entire 
  aquatic settlements spring to life near the hidden lair 
  of a sea linnorm, only to incur the beast’s excessive 
  wrath when it awakens from its slumber. Some of 
  these unfortunately placed settlements even 
  adjust their entire societies to provide for 
  “their” linnorms, shepherding schools 
  of fish toward the beasts’ lairs and, in 
  harder times, encouraging visitors to 
  visit the linnorms’ dens.
  Habitat and SociEty
  Sea linnorms inhabit the deepest 
  trenches of the world’s oceans. Only 
  the abundance of large underwater 
  life sustains the voracious appetites 
  of 
  the 
  bioelectrically 
  charged 
  beasts. As a result, a sea linnorm’s 
  perceived territory encompasses a 
  space of several thousand square 
  miles. 
  Any 
  sentient 
  creature 
  that the sea linnorm perceives 
  as a threat is sought out and 
  slain. 
  Those 
  few 
  settlements 
  permitted to exist within a sea 
  linnorm’s domain are used 
  as early warning systems; 
  each settlement is seeded 
  with traditions of alerting the 
  great linnorm to the presence of 
  potentially threatening outsiders 
  or of certain types of aquatic alpha-
  predator life-forms, such as krakens, 
  luscas, or sea serpents. A sea linnorm 
  immediately seeks out intruders, 
  recognizing that it will either triumph 
  or die—better to be slain fighting in the 
  open water than cornered in its lair.
  Few mortals know of the existence of sea linnorms, 
  let alone hunt these ancient creatures. The sole 
  recorded instance of a successfully slain sea linnorm 
  was by the Linnorm King Elgar Fahrstad. As the king 
  crossed the Arcadian Ocean on his way to the mystical 
  paradise of Valenhall, Fahrstad is said to have leapt 
  without uttering a word from the side of his longship 
  into the depths of the ocean. For 3 days and 3 nights, 
  his entourage waited. On daybreak of the fourth day, 
  Elgar Fahrstad emerged from the sea, accompanied by 
  a ride of eight valkyries and the severed head of a sea 
  linnorm. A half-dozen skalds departed the expedition, 
  forsaking the paradise of Valenhall so they could return 
  to the Lands of the Linnorm Kings and retell the final 
  journey of King Fahrstad.
  Beyond 
  the 
  Veiled 
  Past
  Foreword
  Part 1:
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  Next MoNth
  Open Game License Version 1.0a
  Crownfall
  By Thurston Hillman
  The War for the Crown Adventure Path begins! Though 
  the entire capital gathers to celebrate, conspiracy and 
  stagnation have rotted the old empire of Taldor to its 
  core! When a high-minded league of senators and nobles 
  tries to steer the nation away from disaster, Grand Prince 
  Stavian III orders a bloodbath in the senate halls, trapping 
  neophyte spies within layer upon layer of magical security. 
  As tensions rise and the emperor falls, can the heroes 
  escape the forgotten halls beneath the senate and save the 
  heir to Taldor from an assassin’s blade? And even then, 
  can anyone prevent a civil war that will tear the Inner Sea’s 
  oldest nation apart at its rotting seams?
  faCes of the senate
  By Thurston Hillman
  Pull back the curtain on one of the most influential cogs 
  in Taldor’s complex political machine: the senate. Meet a 
  dozen of its most influential senators and find out what 
  makes each of these barons, counts, and marquesses 
  tick. Learn how to earn their favor—and avoid their 
  displeasure—and you might just earn a powerful 
  political ally or two.
  oppara Gazetteer
  By Eleanor Ferron
  The Gilded City has been the beating heart of Taldor 
  since the nation’s beginnings, when the city’s grand 
  prince united neighboring city-states under his banner. 
  Walk Oppara’s mosaic-tiled streets and marvel at the 
  myriad intrigues lurking just behind its veneer of 
  prosperity. As you explore the city’s monuments and 
  institutions, you’ll discover the seeds of adventures that 
  could shape the future of the city—and Taldor itself!
  subsCribe to pathfinder 
  adventure path
  The War for the Crown Adventure Path begins! Don’t 
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  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! 
  AVAILABLE NOW!
  
  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. © 2018, 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!
  AVAILABLE NOW!
  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., the Paizo golem logo, Starfinder, and the Starfinder logo are registered trademarks of Paizo Inc.; 
  Starfinder Roleplaying Game is a trademark of Paizo Inc. © 2018, Paizo Inc.
  AVAILABLE NOW!
  THE 
  INVASION 
  BEGINS!
  ALIEN ARCHIVE
  paizo.com
  
  Current Generator
  Those who have ventured into the ruins of Azlant 
  have returned with wondrous devices unseen in 
  the modern world., many of which have functions that 
  elude researchers. The current generator confounded 
  early examiners. At first, it was believed that once 
  an ioun stone was slotted into a protrusion on the 
  device’s base that the vanes would rotate to provide 
  steady wind. In testing, however, this turned out 
  to be incorrect. Scholars later determined that 
  this device could gather wind or water currents and use 
  those forces to apply a magical charge to an ioun stone 
  slotted in the device’s base, though for what purpose has 
  yet to be determined. 
  SeleCtive SyrinGe
  When this device first arrived in Avistan, researchers believed it to 
  be a weapon meant to inject enemies with toxins—a misunderstanding 
  that led them to form a sinister view of Azlanti combat. Later 
  study determined this was not a weapon but rather an instrument 
  of healing. Scholars found mention of a device matching this one’s 
  description in a restored tome of Aesocar’s faith. Priests of the 
  god of health and medicine used these devices in 
  areas ravaged by disease to heal and 
  inoculate citizens. The priests 
  wore veils that allowed them 
  to diagnose patients with a 
  glance, and then they would use 
  the syringe to  administer 
  the proper medicine at the 
  needed dosage.
  
  T
  he insidious alghollthus who sank Azlant beneath the treacherous 
  ocean in ancient times mobilize their forces even as the heroes close on 
  their enemies for a final confrontation. After preparing their allies 
  for the impending assault, the heroes must fight their way through the 
  submerged ruins of an ancient weapons facility packed with dangerous 
  guardians and unstable magic to stop their monstrous foe before the veiled 
  master unleashes a devastating eldritch attack to reignite the war against humanity, 
  plunging the world into chaos just as the alghollthus did when they brought Azlant to 
  ruin so long ago.
  This volume of Pathfinder Adventure Path concludes the Ruins of Azlant Adventure 
  Path and includes:
  • “Beyond the Veiled Past,” a thrilling Pathfinder adventure for 15th-level characters,
  by Thurston Hillman.
  • Ways to continue your campaign as well as information on the catastrophic results if
  the heroes fail, by Robert Brookes.
  • A glimpse at some of the nefarious plots of the cunning veiled masters, by Robert Brookes.
  • An exploration of what it would be like for an ancient Azlanti to suddenly awaken in
  modern-day Golarion, by Eleanor Ferron.
  • A bestiary of both dangerous and friendly monsters, by Thurston Hillman, Crystal Malarsky, 
  and Scott Sharplin.
  AVERT CATASTROPHE!
  paizo.com/pathfinder
  Printed in China. PZO90126
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Adventure Paths/PF121-126 - Ruins of Azlant/Ruins of Azlant - 06 - Beyond the Veiled Past.pdf