Pathfinder Adventure Path #126: Beyond the Veiled Past (Ruins of Azlant 6 of 6)

Pathfinder Adventure Path #126: Beyond the Veiled Past (Ruins of Azlant 6 of 6)
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Avert Catastrophe!

The 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.

IBSN-13: 978-1-64078-009-5

"Beyond the Veiled Past" 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:

Hero Lab Online
Fantasy Grounds Virtual Tabletop
Archives of Nethys

Note: This product is part of the Pathfinder Adventure Path Subscription.

Product Availability

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This product is non-mint. Refunds are not available for non-mint products. The standard version of this product can be found here.

Are there errors or omissions in this product information? Got corrections? Let us know at store@paizo.com.

PZO90126


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51 to 91 of 91 << first < prev | 1 | 2 | next > last >>

3 people marked this as a favorite.
Kevin Mack wrote:
So anyone got there PDF of this yet?

Yes.

-Skeld


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

I literally just got my shipment email while opening this thread, so yes.


Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

any rules details for this section?

Quote:
An exploration of what it would be like for an ancient Azlanti to suddenly awaken in modern-day Golarion, by Eleanor Ferron.


Pathfinder Adventure, Adventure Path, Starfinder Adventure Path Subscriber

I'm still waiting for mine. Skeld, can you tell us what the monsters are this go around?

Dark Archive

How apocalyptic is the bad outcome for this Ap?


6 people marked this as a favorite.
FallenDabus wrote:
I'm still waiting for mine. Skeld, can you tell us what the monsters are this go around?

Sorry it took so long to reply; I've been out of pocket for a little while.

Spoiler:

Prydanu (CR16, Large, CG azata)
Fluxwraith (CR17, Medium, incorporeal undead)
Ioun Golem (CR17, Large, construct)
Sea Linnorm (CR22, Colossal, aquatic dragon)

-Skeld


zergtitan wrote:

any rules details for this section?

Quote:
An exploration of what it would be like for an ancient Azlanti to suddenly awaken in modern-day Golarion, by Eleanor Ferron.

No. There's an example statblock.

-Skeld


That last monster on the list sounds very interesting;)


Kevin Mack wrote:
How apocalyptic is the bad outcome for this Ap?

Spoiler:
There are two paths presented. One of those ends with massive tsunamis in the Arcadian Ocean that affect western Avistan and Garund. The other is much more serious and ends with the complete destruction of Absalom.

-Skeld


Dear Skeld,

What kind of breath weapon does that last one have?


1 person marked this as a favorite.
Thomas Seitz wrote:

Dear Skeld,

What kind of breath weapon does that last one have?

Spoiler:
Electricity. And it's particularly nasty too.

-Skeld


Thanks Skeld! Mind giving us an overview of the monsters you listed (i.e. what they look like and what sets them apart from others of their type)?


5 people marked this as a favorite.
Malefactor wrote:
Thanks Skeld! Mind giving us an overview of the monsters you listed (i.e. what they look like and what sets them apart from others of their type)?

I can try.

Spoiler:

Prydanu look like stony angels with sparkly flecks in their skin. They are champions of the oppressed and work against tyrants.
Fluxwraiths are incorporeal undead that were displaced in time or in stasis when they died. They look like whatever they were in life. Their abilities are time-based (such as a slow aura).
Ioun golems are neat looking; lots of arms in the art. They have ioun stone sockets. Ioun stones can be inserted and the golem gains the stone's benefit (and temp HP). There are some other benefits to the stones grant the golem as well.
Sea linnorms have a dangling light source, kinda like an angler fish, that it can use as a lure (it's a fascination mechanic). In the art, its black with red markings.

-Skeld

Silver Crusade

2 people marked this as a favorite.
Skeld, PDF Prophet wrote:
Malefactor wrote:
Thanks Skeld! Mind giving us an overview of the monsters you listed (i.e. what they look like and what sets them apart from others of their type)?

I can try.

** spoiler omitted **

-Skeld

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!!!


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

What is this Linnorm's death curse like?


4 people marked this as a favorite.
Irnk, Dead-Eye's Prodigal wrote:
What is this Linnorm's death curse like?

Spoiler:

The cursed creature takes pressure damage every round they're submerged in any depth water. The damage bypasses magical protections that normally protect against such damage.

-Skeld

Silver Crusade

Suh-weeeeeeeeeeeet!


3 people marked this as a favorite.

If an ulfen barbarian never bathes because of a linnorm death curse, how can you tell?

Paizo Employee Starfinder Society Developer

13 people marked this as a favorite.

I specifically wrote that curse to kill PCs who take a bath shortly after murdering a dragon... >_>

Silver Crusade

Thurston Hillman wrote:
I specifically wrote that curse to kill PCs who take a bath shortly after murdering a dragon... >_>

Nice.

Liberty's Edge

Thurston Hillman wrote:
I specifically wrote that curse to kill PCs who take a bath shortly after murdering a dragon... >_>

What happens if they bathe in its blood ? :-D

Silver Crusade

Oooo, I was about to ask that.


Does taking a shower or being in the rain trigger this curse?


2 people marked this as a favorite.
Dragon78 wrote:
Does taking a shower or being in the rain trigger this curse?

Spoiler:

I'd say no. The ability description says "fully submerged" regardless of depth.

-Skeld


My copy hasn't been shipped yet, and I'm dying to know a couple of things. Could someone tell me...

Spoiler:
What kind of class levels Ochymua has? That is,
if he has class levels. If he doesn't, what sets him apart from other veiled masters?


1 person marked this as a favorite.
Wight wrote:

My copy hasn't been shipped yet, and I'm dying to know a couple of things. Could someone tell me...

** spoiler omitted **

Spoiler:

Sorcerer 5 (Destined Bloodline)

-Skeld

Dark Archive

7 people marked this as a favorite.
Pathfinder Starfinder Roleplaying Game Subscriber

PDF get, I love one of bonus articles :D

From the plots of Veiled Masters..:
One of them is working with level 10 oracle Flumph against Dominion of the Black and one of their enemies is Neutral Good aligned gnoll level 13 warpriest of Sivanah.

:'D Thank you for author of that article


Thank you! Got my copy just now.

Silver Crusade

CorvusMask wrote:

PDF get, I love one of bonus articles :D

** spoiler omitted **

:'D Thank you for author of that article

Ooooooo...

Liberty's Edge

2 people marked this as a favorite.

Re: Curse details

Spoiler:
A bath should not trigger the curse unless one dips their head under water. The curse states that the character must be "fully" submerged, so having your head above the waterline should suffice to prevent the curse taking effect.

As for bathing in blood, it should have no effect, as the curse requires full immersion in specifically water.

Dark Archive

I've read through the adventure, and may have to re-read it, but there are somethigs that are not clicking.

Spoiler:
With the Compass locked down so tightly, how does Ochymua even get inside?

Having said that, isn't the giant hole in the wall that leads to the female Antipaladin's wing a huge security breach, making it easy to enter the Compass?

Why can't the arcanist ghost who was the head of the Spindle Solution just travel incorporally through the walls to do what he needs to do?

Paizo Employee Starfinder Society Developer

7 people marked this as a favorite.
Creon Vizcarra wrote:

I've read through the adventure, and may have to re-read it, but there are somethigs that are not clicking.

** spoiler omitted **

Spoiler questions with spoiler answers!

Spoiler:
The assumption is that Ochymua's numerous plans throughout the rest of the AP have allowed it access to the Compass. Items and intelligence from other Azlanti facilities, like the one in Adventure 1, contribute to this. This is hinted at in the Adventure Background.

The wall breach is a security breach, but the underwater surrounding the Compass is intended to be pretty difficult to access. The portal at the base of the Drain (area B7) magically keeps everything but water out of this area. Only a handful of creatures know about the existence of the submerged space surrounding the compass facility. So, if anything, once the PCs learn about this, sure, they can access the facility via teleportation effects, but that should just help them and not be useful to other creatures. There aren't other living creatures who know about the existence of the Compass.

Jazradan's interactions with the Synchrony Device are left a bit vague in that regard. The intent was that his ghostly statues prevented him from activating the device, but that once Ochymua (or another suitably living creature) pressed the right buttons and got the thing operating, then Jazradan could "assume direct control" using telepathic and vocal commands, thanks to the PCs' having entered his specialty bypass codes. Given the already lengthy size of the final encounter, I had to cut some of that text for the final submission.

Extra Special Bonus Points: My original intent was to place a Deep Sea Serpent in the water outside the Compass. This would have been an added threat, explained why the whole "teleport in and go through the breach" was a bad idea, and given PCs a tough challenge that they could overcome to get an easy teleport in/out route. Word count prevented this, but you could totally add it in for your game!

Hopefully this helps!

Dark Archive

Thanks Mr. Hillman, it did help. I think some of the confusion stems from me not quite understanding the mechanics behind the Drain. I will just have to re-read it more carefully if I end up running the AP (my group has just finished part A of the fifth installment of Mummy's Mask -the whole campaign thus far been a 2.5 year endeavour-, so I will be putting up the next AP up for a vote probably within the year).

The final scene was very dramatic by the way, I really enjoyed it.

Paizo Employee Starfinder Society Developer

2 people marked this as a favorite.
Creon Vizcarra wrote:

Thanks Mr. Hillman, it did help. I think some of the confusion stems from me not quite understanding the mechanics behind the Drain. I will just have to re-read it more carefully if I end up running the AP (my group has just finished part A of the fifth installment of Mummy's Mask -the whole campaign thus far been a 2.5 year endeavour-, so I will be putting up the next AP up for a vote probably within the year).

The final scene was very dramatic by the way, I really enjoyed it.

Thanks!

Discussions surrounding the final encounter came up a lot while working with other freelancers and our Supreme Overload Developer. In the end, I managed to work in a whole bunch of crazy requirements that were shuffled in and out of the original outline and that mutated during the course of our Basecamp discussions. I wanted a final encounter that would be memorable, and something that would give the GM "A LOT" of ammunition if the PCs decided to take things off the rails.

While everyone likes "winning" one of my most successful campaigns was a Second Darkness AP that ended with the PCs getting a Pyrrhic victory in the final encounter. High-level play allows for some pretty ridiculous encounters (boy do I have stories) so you want to make sure that finales can provide great stories: win or lose.

Robert Brookes did an awesome job of following up on the potential aftermath of the final encounter in his "continuing the campaign" article. Meanwhile, I'm pretty pleased with how the final encounter really encapsulates the conflict between the alghollthus and Azlant, with the PCs stuck in the middle and essentially fighting for the "modern world."

Dark Archive

It's always interesting to hear about the development process. I actually have a small question related to that; I've noticed across various APs that there are very few final encounters that involve enemies that can reliably use 9th level magic, while PCs tend to have access to it. Is that intentional or just a coincidence?

Regarding Beyond the Veiled Past specifically...

Spoiler:
I won't lie, when I first read Jazradan's plan to plug up the Braid my thought was that it sounded like an ok idea. Then when I continued on and read that it would basically destroy all Munavris my actual thought was "Ohhhh my." However, it is possible that PCs might not even know about that side effect of Jazradan's plan. Would you recommend a skill check of some kind to let them just know about them?

Dark Archive

Pathfinder Starfinder Roleplaying Game Subscriber

Do note that...:
Even if players don't know about that,
they should know that attacking Aboleths like that would trigger rather apocalyptic war against them :P Considering they did the first Earthfall, there is nothing that would suggest to them they can't do it again. And do note that besides Munavris, the plan would flood most of darklands killing a lot of non aquatic darklands creatures including the slaves and non evil creatures there like svifneblins

Paizo Employee Starfinder Society Developer

1 person marked this as a favorite.
Creon Vizcarra wrote:

It's always interesting to hear about the development process. I actually have a small question related to that; I've noticed across various APs that there are very few final encounters that involve enemies that can reliably use 9th level magic, while PCs tend to have access to it. Is that intentional or just a coincidence?

Regarding Beyond the Veiled Past specifically...

** spoiler omitted **

Funny story...

Spoiler:
Prior to starting work on Ruins of Azlant, I was in the midst of planning a fairly extensive Darklands-based home game. The premise of which was eerily similar: a advanced aboleth that managed to unlock the controls for various servitor races and created a new aboleth empire that was done tip-tentacling around. The PCs were going to beat back its armies, eventually forcing it to a "backup plan" that was cutting the Braid and flooding the Darklands, which was a whole thing I'd planned.

When I got involved with RoA, I had a whole slew of aboleth-related lore in my head, and the premise of cutting the Braid worked its way into the final script. As for the munavri element, well, as the person who's currently written the most printed material about the munavri, I think it'd be a pretty epic event, especially considering what they've built their society atop of...

As for 9th-level magic, I think that—barring wish spells—NPCs should have some 9th level backup. By this point in a PC's career, especially if this adventure is _the_ finale, then the villains should pull out all the stops. I've found that it's way harder for a GM to amp up an encounter than it is to dumb one down, especially for a finale fight. Thus... double time stop in a potential CR 25 fight (you're welcome GMs.)

As fun and related as these anecdotes are to the product thread, if people have specific questions, they can always ping me outside of this thread. Alternatively, feel free to necro-raise my old AMA thread.

Dark Archive

Pathfinder Starfinder Roleplaying Game Subscriber

Anyhoo, I thought questions about the ap were supposed to be asked in gm reference thread, but since author is answering them here I guess I should ask them here? Edit: I guess not so gonna pm them

Silver Crusade

3 people marked this as a favorite.

Mine!

*sees Sea Linnorm*

... it's beautiful...


3 people marked this as a favorite.

My character, Einar Bloodsong, grandson of one of the most fearsome Ulfen Raiders, recalls when Grandpa was a young lad and ran into one of those...

He swore off drinking at sea after that.


The article about Azlanti in Modern-day Golarion seems to asume all of them would be adult and older, or maybe I missed something?

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