After learning that a powerful and ancient enemy is planning to steal a doomsday weapon and use it against humanity, the adventurers visit a ruined undersea tower belonging to an undead survivor of the cataclysm that destroyed ancient Azlant. In pursuit of the veiled master they believe has infiltrated the tower, the heroes make their way through the submerged ruin, fighting against the tower's magical defenses and undead occupants. Can the heroes learn the location of the facility and escape alive to confront the veiled master, or will they end up entombed in the drowned tower?
"Tower of the Drowned Dead," a Pathfinder adventure for 13th-level characters, by Ron Lundeen.
The secrets of seven ruined sites on the shattered continent of Azlant, by Erik Mona.
An exploration of four Azlanti ruins in the Inner Sea region, by Isabelle Lee.
A bestiary of new aquatic monsters, by Nathan King, Ron Lundeen, Kalervo Oikarinen, and David Schwartz.
ISBN-13: 978-1-60125-998-1
"Tower of the Drowned Dead" is sanctioned for use in Pathfinder Society Organized Play. The rules for running this Adventure Path and Chronicle sheet are available as a free download (702 kb zip/PDF).
Other Resources: This product is also available on the following platforms:
So high level 1e aps are always hard to rate because PCs always break them mechanically making them quite easy :P So in case of combat heavy dungeons with less roleplaying, it really comes down to how memorable encounters and how inspiring content itself is.
Well I have run this thought it was couple years ago so it isn't as fresh in my memory any longer, but I remember feeling mostly positive on dungeon being fun enough though it doesn't have my most memorable dungeon npcs or moments I think(it IS essentially book you can skip because its not super main story relevant). Still though rereading it I did feel warm and fuzzy on lot of small things(malenti are rarely seen and vampire aboleth is pretty memorable), art is great and there are fun bad guys here. One of things I really like is that the Q&A section with Auberon the Drowned is formatted in "this is what he knows about this topic" rather than giving exact quote from the character because I really find it more useful as gm when I can put it in my own (take of the character's) words rather than adjusting written dialog to fit party. I also like how dungeon has several dynamics part to it like that allying with the lich is possible and the local variant of "minion rivalry causes them to ally with pcs to kill each other" was amusing as well.
So yeah with fun articles and bestiary, I think its fair to give this one 4 even if mechanically all of baddies get killed rather easily by 1e characters :'D Sigh, maybe we can get 2e underwater shenanigans one day. I liked this ap a lot.
Opening speech does make me wonder again about what kind of setting documents Paizo do have if Adam had to do ctrl f search on every pdf ._.; Though I guess it makes sense they didn't think of doing that during early pathfinder when there were much less books and info out
Anyhoo, I find
Spoiler:
Uluuthan to be weird npc in fun way :D
I wonder if anybody else reading it's info realizes what I find to be weird
Also, hmm, I find books 3-5 feel bit disconnected. I mean, 4 starts with
Spoiler:
"players decide to go to the underwater city" then kind of handwaves the journey and 5 starts with "pcs arrive at the tower" without even mention of the journey.
Then again, I'm probably still bothered by fourth book's ending
And seriously, how is that spoilery? <_< Name of NPC says absolutely nothing and saying "book starts at the dungeon" is as much spoilery as saying book is straight up dungeon crawl. But yeah, trying to remember to use them more even if I don't think it counts as spoilers
Mirror Serpent: It's an Azlanti guardian beast turned feral that can become invisible, reflect spell that fail to overcome SR, and throw people it grapples.
Azure Briolette Ioun Stone: When you successfully use a mind-affecting spell on someone, It gives you a few temp hps that last 1 round. Somehow it's worth 15,000 gp.
Pearlescent Pyramid Ioun Stone: Gives your weapons ghost touch, and you can use see invisibility. 48,000 gp.
Elixir of Concordance: Makes you glow, increases your spell save DCs and lets you apply a basic metamagic feat to your spells for 1 minute. 1,100 gp
I can give you a rundown on the new magic items. They are:
Elixir of Concordance:
A 1,100 gp one-use elixir that enhances your arcane spells and allows you to apply a metamagic feat when you cast arcane spells. The elixir lasts for 1 minute.
Pearlescent Pyramid Ioun Stone:
This 48,000 gp ioun stone lets your unarmed attacks and melee attacks count as ghost touch weapons. It has resonant, cracked, and flawed powers, too.
Azure Briolette Ioun Stone:
When you affect a target with a mind-affecting effect, this 15,000 gp ioun stone gives you temp hp equal to the target's Charisma bonus for 1 round. It also has resonant, cracked, and flawed powers.
Baucrade:
This isn't a magic item. It's a clockwork familiar that looks like a fish. But it's a scrappy and awesome little dude.
Adventure Path Charter Subscriber; Pathfinder Adventure, Lost Omens Subscriber
Mirror Serpent
:
Large Magical Beast CR5 can turn invisible, reflect spells, and has a rider on its bite's grapple.
Plizeazoth
:
Huge Aberration CR12, cross a stingray and aboleth... lots of defences, spell like abilities, releases slime and a mucus cloud, it's tentacle attacks drive home psychic spikes.
Portunus
:
Huge outsider CR16/MR6, 4 armed humanoid formed water elemental linked to natural harbours. Can turn into water, mess up boats and grant a boon to those it finds worthy.
Thanks! Portunus, for the record, is the name of the Roman deity of ports and harbors. Certainly an odd choice of mythical being to base a monster on, but it does sound cool.
I think it's interesting that Ochymua managed to...
:
pickpocket Auberon's phylactery right off him. Considering that veiled masters don't have any ranks in Sleight of Hand, I'm thinking Ochymua might be a rogue/arcane trickster.
Just finished read-through. I have to say, it's more subtle than it looks! I'm looking forward to the potential for 3-dimensional interaction... if the players ever remember to look up.
Regarding plotting:
Dungeon plot spoiler:
The faction interaction was more complicated than I was expecting from a dungeon crawl. Hackmaster parties should have no problems slaughtering everything they meet, but diplomancers have an interesting challenge ahead of them as well. It doesn't cover everything, but if there's another political adventure with heavy use of Ultimate Intrigue, this is a good skeleton. Groups or individuals with potentially-conflicting goals.
And the Bestiary:
Alghollthu culture:
I was thrown by the description of the Plizeazoth, given the previous discussion about how Alghollthu aren't supposed to be a servitor race (and explicitly described as how the Enisysians were taboo), this seems contradictory.
People are really sleeping on this book huh :'D Man I'm getting nostalgic for my ruins of azlant campaign. But yeah not gonna review final book today because "reviewing multiple book ap" exhaustion is setting in, but I think I can get one more review done at least today Edit: scratch that too tired today x'D