TEXT: By Jason Keeley
  Eulogy for  
  Roslar’s Coffer
  
  The Gravelands
  Lastwall
  • ROSLAR’S COFFER
  Virlych
  Northern Fangwood
  • HALLEIN TOWN
  • VELLUMIS
  • CALIPHAS
  The Isle of Terror
  THE WIZARD-KING’S PIT ◊
  FORT LANDING ◊
  DORTROT RANCH ◊
  HAMMER ROCK ◊
  ◊ GARDEN OF LEAD
  ◊ VAISHAU
  ◊ CASNORIVA
  ◊ GALLOWSPIRE
  VIGIL ◊
  RENCHURCH ◊
   
  CASTLE EVERSTAND ◊
  CASTLE FIRRINE ◊
  SARENITE TEMPLE ◊
  Ustalav
  • THREE PINES FORD
  0
  60 MILES
  
  Paizo Inc.
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  ON THE COVER
  Eulogy for Roslar’s Coffer 
  2
  by Jason Keeley
  NPC Gallery 
   56
  by Jason Keeley
  Merchants of the Road 
  62
  by Eleanor Ferron
  Arazni, the Red Queen 
  68
  by Lyz Liddell
  Machinations of the Whispering Way 
  74
  by Crystal Malarsky
  Bestiary 
  80
  by Sarah E. Hood, Luis Loza, Jen McTeague, and Mikhail Rekun
  REFERENCE
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  Advanced Class Guide 
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  Advanced Player’s Guide 
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  B4
  Horror Adventures 
  HA
  Occult Adventures 
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  Pathfinder Unchained 
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  Ultimate Equipment 
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  Ultimate Magic 
  UM
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  Pathfinder Adventure Path #140: Eulogy for Roslar’s Coffer © 2019, Paizo Inc. All Rights Reserved. Paizo, Paizo Inc., the Paizo golem logo, Pathfinder, 
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  Artist Igor Grechanyi shows Imrijka and Kess 
  facing some wildlife gone very wrong, as well as 
  depicting a desperate ranger and potential ally 
  named Jando Parr.
  Development Leads • Ron Lundeen, with Eleanor Ferron, Crystal 
  Frasier, and Luis Loza
  Authors • Jason Keeley, Eleanor Ferron, Sarah E. Hood, Lyz Liddell, 
  Luis Loza, Crystal Malarsky, Jen McTeague, and Mikhail Rekun
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  Eulogy for Roslar’s Coffer
  ADVENTURE PATH 2 OF 6
  
  Eulogy for Roslar’s Coffer
  PART 1: A TOWN TRANSFORMED .................................. 4
  The heroes return to the Material Plane and the town of Roslar’s Coffer 
  only to find it destroyed, overrun by twisted beasts and undead horrors, and 
  surrounded by a poisonous fog. With the help of a half-orc ranger named 
  Jando Parr, the heroes might discover a way out.
  Advancement Track
   “Eulogy for Roslar’s Coffer” is 
  designed for four characters and uses 
  the medium XP track.
  The PCs should reach 8th level by the 
  adventure’s conclusion.
  5
  The PCs begin this adventure 
  at 5th level.
  PART 2: RESTLESS ARE THE DEAD  ..............................18
  The only escape from the town is through Roslar’s Tomb, the genuine version 
  of the tomb complex the heroes previously explored while in the Boneyard. 
  The tomb’s lowest level contains a secret passage through the deadly fog.
  PART 3: THE UNCLEAN LIGHT ......................................28
  A secret passage in Roslar’s Tomb leads to a fortified Sarenite temple in the 
  middle of the fog bank, but cultists of the Whispering Way control the defiled 
  temple. By defeating the cultists, the heroes can disperse the fog and finally leave 
  Roslar’s Coffer.
  The PCs should be 6th level 
  before entering Roslar’s Tomb.
  6
  The PCs should reach 7th level 
  while exploring the Bastion of 
  Light’s ground floor.
  7
  
  ADVENTURE  
  BACKGROUND
  During the Shining Crusade a thousand years ago, 
  the powerful lich wizard Tar-Baphon—known as the 
  Whispering Tyrant—engineered an aggressive conquest 
  of central Avistan. The knights and paladins of the Shining 
  Crusade ground the Whispering Tyrant’s advances to 
  a halt. Before his tower-fortress of Gallowspire, the 
  Whispering Tyrant faced General Arnisant, a hero who 
  bore the legendary Shield of Aroden. When the Whispering 
  Tyrant attempted to slay Arnisant, the shield shattered, 
  and a piece of it lodged in the lich’s hand. The Whispering 
  Tyrant fled beneath Gallowspire, where the forces of good 
  imprisoned him.
  During his long years of imprisonment, Tar-Baphon 
  studied the shield fragment in his hand, and he recently 
  unlocked a way to use it as a powerful weapon he calls the 
  Radiant Fire. The Whispering Tyrant’s agents—members 
  of a death cult called the Whispering Way—helped the 
  lich calibrate and test the Radiant Fire on the remote 
  town of Roslar’s Coffer, as the lich couldn’t leave his 
  prison to perform the test in person. The devastation was 
  remarkable, obliterating the town in a surge of negative 
  energy and leaving behind a strange, mutating vitality. 
  The Whispering Way established a presence in the town 
  shortly after its destruction to measure and report on the 
  Radiant Fire’s effects.
  Neither Tar-Baphon nor the Whispering Way yet realize 
  that this test of the Radiant Fire had an unintended side 
  effect. Fragments of the shattered shield lodged within 
  and empowered certain heroes, thrusting them bodily into 
  the Boneyard along with all the doomed souls of Roslar’s 
  Coffer. In Pathfinder Adventure Path #139: The Dead Roads, the 
  PCs awoke in the Boneyard and, through several harrowing 
  trials, discovered a path back to Golarion. Devastation and 
  danger await them in the ruins of Roslar’s Coffer, but so too 
  do clues to the Whispering Way’s broader plan.
  ROSLAR’S COFFER
  Roslar’s Coffer is a small town in southwestern Lastwall on 
  the border of Nirmathas. Situated between the Tourondel 
  River and the Northern Fangwood, it was constructed 
  less than a mile from a fortified cathedral devoted to 
  Sarenrae known as the Bastion of Light. The potential for 
  logging in the Fangwood, the abundance of nearby fertile 
  farmland, and the proximity of the Sarenite knights and 
  priests—who could keep the burgeoning town safe from 
  the nearby Belkzen orcs and provide spiritual guidance 
  when needed—made the town’s location ideal, and it 
  attracted many settlers from across the Inner Sea Region 
  who were eager to help create the new nation of Lastwall.
  Roslar’s Coffer was named in honor of Ervin Roslar, 
  a hero of the Shining Crusade. The knight was in his 
  twilight years as ground was broken on the town, and 
  it was decided that he would be buried there when he 
  passed away. The aged Ervin requested that a tomb be 
  built for him in the cemetery, and when the town leaders 
  acquiesced, the knight provided detailed plans for the 
  layout and decoration of his tomb. Some of his requests 
  seemed unusual to the builders, but they didn’t want 
  to deny the vaunted hero his last wishes, and they built 
  the crypt to his specifications, including many frescoes 
  and bas-reliefs depicting his obsession with Arazni, 
  the former herald of Aroden. However, soon after the 
  tomb was completed, rumors surfaced that Ervin had 
  mistakenly provided information to the Whispering 
  Tyrant about the Knights of Ozem. After Ervin died in 
  The Obols, Companions, and New PCs
  The obols lodged in the PCs’ hearts, introduced and 
  explained in Pathfinder Adventure Path #139: The 
  Dead Roads, are an important part of the Tyrant’s Grasp 
  Adventure Path. The PCs might not yet understand the 
  powers granted by the solid shards of positive energy 
  inside of them, but they will certainly benefit from the 
  defenses provided by the obols in this adventure. As a 
  reminder, an obol gives a PC resistance to negative energy 
  equal to twice her character level, spell resistance equal 
  to 11 plus her Hit Dice against all necromancy spells, and 
  the ability for her natural weapons and melee weapons to 
  bypass the cold iron, magic, and silver damage reduction 
  of undead creatures. The obols cannot be removed.
  Some PCs have animal companions, mounts, or other 
  class features that didn’t accompany them into the 
  Boneyard. Now that the PCs are returning to Roslar’s 
  Coffer, the GM should work with these PCs to provide 
  replacement companions as soon as possible. Although 
  the PCs’ original companion creatures probably died 
  from the Radiant Fire, new creatures from the forest 
  or plains outside of Roslar’s Coffer—but still under the 
  dome of poisonous fog created by the fetoring maw—
  make good choices.
  As suggested by the end of “The Dead Roads,” there 
  may be other people with obols stitching their souls and 
  flesh together. These people were close to the blast that 
  destroyed Roslar’s Coffer but appeared in the Boneyard 
  far from the PCs. If any of your players need to make a 
  new PC—whether to replace a fallen hero or to introduce 
  a new player—you should assume that this new PC is 
  one of these victims, guided to a location near the PCs 
  by the psychopomps of the Boneyard. This way, any 
  newly introduced PCs also possess obols, which will be 
  important as the Tyrant’s Grasp Adventure Path unfolds.
  EULOGY 
  FOR 
  ROSLAR’S 
  COFFER
  Part 1:  
  A Town 
  Transformed
  Part 2:  
  Restless are the 
  Dead
  Part 3:  
  The Unclean 
  Light
  NPC 
  Gallery
  Merchants  
  of the Road
  Arazni, 
  the Red Queen
  Machinations  
  of the  
  Whispering Way
  Bestiary
  3
  
  battle attempting to regain his fallen honor, his body 
  was buried elsewhere. His tomb sat neglected, and the 
  town continued to grow around it. The Sarenite faith 
  prospered after this scandal, as the townspeople prayed 
  that the Dawnflower’s redemptive grace would help their 
  former hero find his proper place in the afterlife and 
  keep their own souls from straying from a righteous path. 
  As a reminder against such mortal foibles, the priests 
  counseled the town’s leaders to keep the original name 
  of the settlement. 
  Roslar’s Coffer remained mostly quiet for centuries, 
  but in 4707 ar, a massive force of orcs streamed out of 
  the Hold of Belkzen and massacred the Sarenite paladins 
  and townsfolk. The orcs remained for nearly a year, only 
  to be driven off by Lastwall cavalry in the same bloody 
  give-and-take that has plagued the country nearly since 
  its inception. However, this wasn’t a complete victory for 
  Lastwall. When people started moving back into Roslar’s 
  Coffer, they learned that a fearsome territorial beast 
  known as a red reaver (Pathfinder Adventure Path: Curse 
  of the Crimson Throne 476) had settled within the Bastion 
  of Light. The red reaver killed anyone who attempted to 
  retake the temple, but it didn’t harass anyone in the town, 
  so after several failed attempts to slay the beast, it was left 
  alone. Occasionally Belkzen druids snuck into the temple 
  to try to tame the red reaver, but they met the same fate as 
  all others who approached it.
  Last year, worried that the orcs might one day be 
  successful in their endeavors to make the red reaver 
  their ally and thus endanger the citizens of Roslar’s 
  Coffer, Vigil’s commanders agreed to take action. Several 
  paladins made a tactical strike against the Bastion of 
  Light, but it was finally agents of the Pathfinder Society, 
  who had come to the cathedral seeking a powerful relic, 
  who killed the red reaver. The grateful townspeople 
  buried the corpse in a nearby field. Efforts to reconsecrate 
  the cathedral were planned, but not yet begun.
  It seemed as though things were finally settling 
  down in Roslar’s Coffer, but once again, fate had other 
  plans. Tar-Baphon made the small town the first target 
  of his Radiant Fire. Late one night, a massive explosion 
  of terrible energies tore Roslar’s Coffer apart, killing 
  everyone. Any living creatures in the town’s vicinity that 
  weren’t outright destroyed were instead warped into 
  hideous abominations and undead horrors, and the 
  Whispering Way’s agents, led by a witch named Valthazar 
  Quietus, established themselves within the Bastion of 
  Light. There, Valthazar and his allies raised the corpse of 
  the red reaver as a zombie sentinel and created a dome of 
  poisonous fog around the town to deter any nosy patrols. 
  Now, Valthazar’s agents scour the ruins of Roslar’s Coffer 
  while the witch himself remains in the Bastion of Light, 
  safely surrounded by the deadly fog. The Whispering Way 
  doesn’t expect any resistance in the devastated town, but 
  they remain alert for survivors they can eliminate.
  This is perhaps the final death of Roslar’s Coffer.
  PART 1:  
  A TOWN TRANSFORMED
  At the conclusion of the previous adventure, the PCs 
  began walking the Dead Roads connecting the Boneyard 
  to Golarion. On this journey, they encountered a powerful 
  psychopomp usher, Barzahk the Passage, who sped their 
  journey home. The PCs’ travel is one-way, and they cannot 
  return to the Boneyard.
  At the start of this adventure, the PCs witness the 
  first beams of morning sunlight and feel renewed and 
  refreshed, as though awakening from a long and peaceful 
  slumber, though they return to a world far from what 
  they might expect. The sunlight, an eerie yellowish-green 
  color, illuminates the interior of a mundane wooden 
  stable. PCs from Roslar’s Coffer recognize the building as 
  Freemark’s Livery, located on the outskirts of town, but it 
  is in remarkable disrepair.
   Use the map on page 6 while the PCs are exploring 
  Roslar’s Coffer. There are several encounter areas in town, 
  as marked on the map; the PCs begin in area A, inside of 
  Freemark’s Livery. Although the PCs are free to explore 
  the town in whatever manner they’d like, they soon 
  realize that the town is little more than a devastated ruin 
  surrounded by a dome of poisonous fog (the fog dome is 
  described in area A, and the PCs catch sight of it as soon 
  as they exit Freemark’s Livery). 
  The PCs might want to stop and check on their homes 
  or the homes of friends and loved ones as they travel 
  through town, but few buildings are still standing and no 
  one is left alive. The PCs might spot a few ghostly shapes 
  among the ruins or find charred remains of cherished 
  items (such as the scorched cover of a favorite book or 
  broken remnants of a childhood toy), but the scope of 
  such tragic encounters is best left for the GM to create so 
  as to personalize the impact on the PCs. 
  Specific clues for the PCs to find are set forth in the 
  indicated encounter areas. The elk stampede in area 
  B and the Whispering Way attack in area H can occur 
  anywhere in town, although the former should be used 
  shortly after the PCs begin exploring the town, and the 
  latter makes the most sense when the PCs are returning 
  to the loci spirit in the cemetery (area D). 
  A. FREEMARK’S LIVERY (CR 6)
  The smell of rotting hay—and strangely, decomposing fish—
  lingers among a handful of stalls, their wood splintered in 
  4
  
  many places. Several discarded saddles and harnesses lie 
  scattered beneath broken pegs and shelves. The large double 
  door that would be the livery’s entrance hangs limply on 
  hinges barely affixed to cracked wood. 
  As it stood nearer the edge of town, Freemark’s Livery 
  was spared some of the destruction that was wrought on 
  the rest of Roslar’s Coffer. It is relatively intact, and the 
  corpses of those steeds kept here when the Radiant Fire 
  struck have been consumed by passing undead or wild 
  animals. It’s obvious that the stable has been abandoned 
  and then thoroughly ransacked. Although the large 
  double door and smaller single door to the stable’s front 
  yard appear precarious, they are still serviceable. 
  Use the map of Freemark’s Livery provided on 
  page 6 for this encounter.
  Creatures: Thanks to the mutating positive energy 
  of the Radiant Fire blast, the flora and fauna in and 
  around Roslar’s Coffer has changed drastically. The PCs 
  will learn much more about this lingering side effect 
  of the catastrophe that sent them to the Boneyard, but 
  they receive the first inkling of its existence when they 
  step out of the stable. Four weedwhips—animate plants 
  that are the source of the fishy smell—grow among the 
  weeds in the stable’s yard. The weedwhips’ large central 
  bulbs are buried in the ground, providing them with 
  partial cover but leaving them unable to move unless 
  they uproot themselves. A PC who succeeds at a DC 15 
  Perception check notices the weedwhips camouflaged 
  among the other weeds growing outside the stable; a PC 
  who is trained in Knowledge (nature) or Survival can use 
  either of those skills instead of Perception to notice the 
  plants. The weedwhips lash out at any creatures that enter 
  the stable’s yard and fight until destroyed, although they 
  don’t leave the area in front of the stable. PCs who spot 
  the plants can avoid them entirely by climbing out or 
  pushing through the splintered rear of the stable (taking 
  2d6 points of piercing damage unless the PC succeeds at 
  a DC 15 Climb or Strength check, respectively).
  WEEDWHIPS (4) 
  CR 2
  XP 600 each
  hp 16 each (Pathfinder RPG Bestiary 4 276) 
  The Fog Dome
  As the PCs emerge from Freemark’s Livery and take a look 
  around, read or paraphrase the following.
  What remains of Roslar’s Coffer lies before you, but familiar 
  buildings lie in ruins and plants grow wild, as if hundreds 
  of years have passed. Shapes flit by the windows of many 
  homes, and a white glow emanates from the direction of the 
  cemetery on the southeast edge of town. Stranger than all 
  that, however, is the yellowish-green cloud that surrounds 
  the entirety of Roslar’s Coffer, arching into the sky and 
  making the sunlight feeble and dim. The withered corpses of 
  several birds and rabbits are visible on the ground just within 
  this greenish fog.
  The Whispering Way created this massive dome of 
  magical fog using a gem-like artifact called the fetoring maw 
  (see area L1). The effects of the deadly fog are described 
  below, and this fog is the PCs’ most direct impediment 
  to leaving Roslar’s Coffer. The area of breathable air 
  under the dome is a mile across; the map of the town 
  on page 6 lies entirely within the dome. The Bastion 
  of Light, outside of town, is situated deep within the fog 
  and cannot be seen from the town. The poisonous dome 
  arches high above Roslar’s Coffer, covering it completely; 
  sunlight can penetrate it, but only weakly.
  The PCs can approach within a few feet of the dome of 
  poisonous fog without suffering any ill effects other than 
  a harsh, stomach-churning odor. The dome is actually 
  part of a sphere permeating the earth beneath the town 
  and the water of the nearby Tourondel River; the river 
  water isn’t poisonous, but it’s filled with dead fish that 
  swam through the dome of fog and perished. A PC who 
  examines the fog with detect magic can see that the fog 
  has a strong aura of conjuration magic, and a PC who 
  succeeds at a DC 25 Knowledge (arcana) check surmises 
  that the effect has been produced by a very powerful 
  magic item, possibly a minor artifact.
  The sphere of fog obscures all sight beyond 5 feet, much 
  like the spell fog cloud, and carries two additional effects: a 
  deadly poison and a mind-affecting misdirection. 
  Poisonous Vapors: The fog automatically kills living 
  creatures with 3 or fewer Hit Dice (no save). Living 
  creatures with 4 or more Hit Dice take 1d4 points of 
  Constitution damage (Fortitude DC 28 half) each round 
  they remain in the fog. The cloying fog forces its way into 
  a creature’s lungs and seeps through the skin, so even a 
  creature holding its breath is exposed to the fog’s poison. 
  This is a poison effect.
  Bewildering Mist: The fog magically clouds the senses, 
  making it easy for a creature fully immersed within the fog 
  to get turned around. A creature that starts its movement 
  within the fog must succeed at a DC 25 Survival check or 
  its movement is in a random direction (use the method 
  for determining the misdirection of a missed thrown 
  splash weapon on page 202 of the Pathfinder RPG Core 
  Rulebook). A creature that exits the fog via this movement 
  immediately understands that it was misdirected by the 
  bewildering fog. This is a mind-affecting effect.
  Undead are immune to poison and mind-affecting 
  effects, and can move through the fog without harm 
  (although the fog still blocks their vision). In addition, 
  EULOGY 
  FOR 
  ROSLAR’S 
  COFFER
  Part 1:  
  A Town 
  Transformed
  Part 2:  
  Restless are the 
  Dead
  Part 3:  
  The Unclean 
  Light
  NPC 
  Gallery
  Merchants  
  of the Road
  Arazni, 
  the Red Queen
  Machinations  
  of the  
  Whispering Way
  Bestiary
  5
  
  A. FREEMARK’S LIVERY
  1 SQUARE = 5 FEET
  C
  ROSLAR’S COFFER
  B. ZOMBIE STAMPEDE
  1 SQUARE = 5 FEET
  C. RANGER’S RUSE
  1 SQUARE = 5 FEET
  F. TOWN SQUARE
  1 SQUARE = 5 FEET
  E. SCHOOLHOUSE
  1 SQUARE = 5 FEET
  H. WHISPERING WAY PATROL
  1 SQUARE = 5 FEET
  G. JEWELER’S SHOP
  1 SQUARE = 5 FEET
  I. TOMB EXTERIOR
  1 SQUARE = 5 FEET
  A
  B
  G
  F
  H
  D
  I
  J
  TO K
  E
  C1
  C2
  T
  6
  
  Valthazar Quietus has used the fetoring maw to brand 
  agents of the Whispering Way on the palm, rendering 
  them immune to both the fog’s poisonous vapors and its 
  bewildering mists. Whispering Way agents can therefore 
  come and go freely from the Bastion of Light within 
  the fog bank to Roslar’s Coffer, but the PCs must find 
  another path.
  B. ZOMBIE STAMPEDE (CR 6)
  As the PCs begin to explore Roslar’s Coffer, they can 
  see many buildings are destroyed or burned out, as if a 
  massive fire has raged through the town. Many roofs bear 
  gaping holes, while others have completely collapsed. 
  Most structures look barely safe enough to enter, like a 
  strong gust of wind might knock them over. Other areas 
  are completely overgrown with ivy and weeds, and a few 
  freestanding walls look like this overgrowth is the only 
  thing keeping them from falling over. No signs of life 
  remain in the town.
  While in the middle of this initial survey of the town, 
  the PCs learn firsthand that the town’s animals have also 
  been affected by the strange calamity as the slow, dragging 
  thud of hoofbeats sounds from a nearby street. 
  This attack can occur regardless of the direction 
  the PCs take from Freemark’s Livery; use the Zombie 
  Stampede map on page 6 for this encounter.
  Creatures: Four elk caught within the blast of the 
  Radiant Fire were instantly killed but immediately rose as 
  undead. With nothing but their undead instincts to guide 
  them, these elk lumber toward the PCs, seeking to tear at 
  their flesh. 
  ZOMBIE ELK (4) 
  CR 2
  XP 600 each
  Advanced elk zombie (Pathfinder RPG Bestiary 294, 288; 
  Pathfinder RPG Bestiary 3 147)
  NE Medium undead
  Init +4; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
  hp 16 each (3d8+3)
  Fort +1, Ref +5, Will +3
  DR 5/slashing; Immune undead traits
  OFFENSE
  Speed 50 ft.
  Melee gore +7 (1d6+5) or
  slam +7 (1d6+7)
  TACTICS
  During Combat The zombie elk alternate between slamming 
  into their foes with their powerful frames and goring their 
  enemies with their horns. Lacking any sense of tactics, they 
  simply attack the nearest living creature.
  Morale The zombie elk fight until destroyed.
  STATISTICS
  Str 20, Dex 19, Con —, Int —, Wis 10, Cha 10
  Base Atk +2; CMB +7; CMD 21 (25 vs. trip)
  Feats ToughnessB
  Skills Acrobatics +4 (+12 when jumping)
  SQ staggered
  Development: The ranger Jando Parr (see page 58) has 
  been following the zombie elk and watches them attack the 
  PCs. At some point during the fight (or immediately after 
  it is over), the PCs can attempt a DC 20 Perception check 
  to catch a glimpse of a humanoid figure on the roof of 
  a building two blocks away. A PC who succeeds at this 
  check by 5 or more identifies the figure as a male half-
  orc wearing leather armor. Jando slips out of sight for a 
  moment and then makes for the tree line just north of 
  town (but within the breathable air under the dome). Any 
  PC who succeeded at the Perception check to spot Jando 
  automatically notices him moving away; other PCs may 
  attempt a DC 20 Perception check to spot him fleeing as 
  well. If the PCs call out to Jando or make it clear they see 
  him, he ignores them and hurries back into the trees.
  In fact, Jando hopes the PCs notice him and follow 
  him into the forest, where he can lure them into his pit 
  trap (area C) and question them. He suspects the PCs are 
  agents of the Whispering Way, but their battle against the 
  zombie elk has left him in doubt. Jando wants to get the 
  upper hand and find out why they’ve come to Roslar’s 
  Coffer, but his plan doesn’t quite work as he intends, and 
  he gets into trouble of his own in the forest. See area C 
  for more information.
  Shopping Problems
  In the first two adventures of the Tyrant’s Grasp Adventure 
  Path, the PCs are unable to sell loot or purchase custom 
  magic items. There simply aren’t large markets or trade-
  oriented NPCs for them to encounter. In part, this is by 
  design—the action in these first two adventures flows 
  quickly, and the PCs are supposed to feel a little out 
  of their depth, scrambling to make do with whatever 
  equipment is at hand. At the same time, you don’t want 
  the PCs to feel frustrated or wholly underprepared. If 
  your PCs are clamoring for a specific item, feel free to 
  adjust the treasure in this adventure to give them what 
  they need. You might also assure them that, once they’re 
  able to leave Roslar’s Coffer, they will finally be able to 
  trade in some of the treasures they’ve amassed. They can 
  do this in Vigil at the beginning of the next adventure, 
  Pathfinder Adventure Path #141: Last Watch, or you 
  might consider an encounter with one of the itinerant 
  traders presented in the “Merchants of the Road” article 
  beginning on page 62.
  EULOGY 
  FOR 
  ROSLAR’S 
  COFFER
  Part 1:  
  A Town 
  Transformed
  Part 2:  
  Restless are the 
  Dead
  Part 3:  
  The Unclean 
  Light
  NPC 
  Gallery
  Merchants  
  of the Road
  Arazni, 
  the Red Queen
  Machinations  
  of the  
  Whispering Way
  Bestiary
  7
  
  If none of the PCs spot Jando, or if they don’t follow 
  him, he circles back to shadow them further. He makes 
  himself seen to at least one or two of the PCs, hoping they 
  take his bait and follow him into the forest. If the PCs 
  refuse to do so, he continues to watch them; after their 
  fight against known Whispering Way agents (area G or 
  area H), he concludes they must not be affiliated with 
  the Whispering Way and approaches them openly to ask 
  about their purpose in town, as described in Jando’s Blind 
  on page 9. 
  C. RANGER’S RUSE
  Although the PCs most likely discover this area in the 
  forest just north of Roslar’s Coffer by following the 
  ranger Jando Parr, they might instead discover the trail 
  to this location by exploring the edge of the forest and 
  succeeding at a DC 18 Perception or Survival check.
  Use the Ranger’s Ruse map on page 6 for this encounter.
  C1. Forest Pit (CR 5)
  In stark contrast to the ruin and decay of the town, this 
  clearing teems with strange life. Gray, bulbous fruit hangs 
  from the trees, and brightly colored flowers bloom on the 
  forest floor, giving off a sickly sweet odor. A rotted log lies 
  in front of a narrow opening in the foliage to the north. The 
  plants here all wave slightly, as if in a breeze, but the air is 
  completely still.
  Jando Parr leads the PCs to this clearing and then 
  disappears through the gap in the trees to the north, 
  planning to return only after one or more PCs have fallen 
  into the pit. This, he hopes, will even the odds and allow 
  him to discover the PCs’ reasons for being in the ruins of 
  Roslar’s Coffer. 
  Jando has been trapped in the town for over a week 
  and has seen Whispering Way cultists come and go as 
  they please, performing odd tasks. He suspects the PCs 
  might be part of the cult; while he could simply ask them 
  questions, the weird events he has recently experienced 
  have made him overly cautious. He figures he can more 
  easily interrogate the PCs when he has one or more of 
  them trapped in a pit.
  Trap: Jando dug this wide pit trap to protect his treetop 
  blind. He lures nearby undead to this spot, since they 
  don’t notice the large fronds that cover the pit; those 
  trapped in the pit make easier targets for his bow. Jando 
  recently added a few sharpened wooden stakes to the 
  bottom, wounding creatures that fall in.
  JANDO’S PIT TRAP 
  CR 5
  XP 1,600
  Type mechanical; Perception DC 24; Disable Device DC 20
  EFFECTS
  Trigger location; Reset manual
  Effect 20-ft.-deep pit (2d6 falling damage); sharpened 
  wooden stakes (Atk +10 melee, 1d4 stakes per target 
  for 1d4+2 damage each; Reflex DC 20 negates); multiple 
  targets (all targets in a 15-ft.-square area)
  Development: When the PCs trigger or avoid the pit 
  trap, they hear a cry for help coming from the northeast, 
  followed by a bestial bellow and the sound of a falling 
  tree. A mutated beast known as a yaoguai is attacking 
  Jando Parr in the clearing to the north (area C2). If the 
  PCs don’t intervene, the yaoguai in that area knocks Jando 
  unconscious then comes hunting for the PCs. 
  C2. Jando in Danger (CR 7) 
  The soil here is oddly spongy, as if after a light rainfall, but 
  the forest floor is dry. The trees that surround this clearing are 
  sick and grayish.
  An opening in the foliage to the south leads to area C1. 
  Trees to the north shelter a makeshift blind 30 feet above 
  the ground. This is where Jando sleeps, as he considers 
  it one of the few safe places under the poisonous dome. 
  Spotting the blind from the forest floor requires a 
  successful DC 28 Perception check.
  Creatures: While Jando waited for the PCs to fall 
  into his pit trap, a yaoguai created by the Radiant Fire 
  discovered him and attacked. An amalgamation of several 
  animals fused together, this yaoguai has the body of a 
  bear and the face and claws of a mountain lion. A single, 
  greasy tentacle grows out of its long tail. 
  As the yaoguai attacked, its thrashing tentacle struck 
  a nearby tree, which fell onto Jando and pinned him to 
  the ground. The yaoguai knows it has the ranger trapped 
  and is toying with him. Once it notices the PCs, the beast 
  turns and attacks them, as it knows Jando isn’t going 
  anywhere and can return to him later. A PC can lift the 
  tree to free Jando with a successful DC 15 Strength check; 
  due to the tree’s placement, Jando can’t easily lift it on 
  his own. If the PCs free Jando, he joins the fight on their 
  side. Whether or not the PCs free the ranger, he shouts in 
  encouragement, providing tactical advice to PCs fighting 
  the yaogaui.
  JANDO PARR 
  CR 5
  XP 1,600
  hp 49 (currently 14; see page 58)
  YAOGUAI 
  CR 7
  XP 3,200
  hp 84 (Pathfinder RPG Bestiary 4 284)
  8
  
  OFFENSE
  Special Attacks pounce, rake (2 claws +14, 1d8+7)
  TACTICS
  During Combat The yaoguai uses its pounce and rake abilities 
  as much as possible, breaking off combat from one PC if 
  necessary to pounce on another.
  Morale The yaoguai fights until reduced to fewer than 15 hit 
  points, at which point it attempts to flee into the forest.
  STATISTICS
  SQ maker’s gift (pounce and rake)
  Development: If the PCs don’t free Jando during the 
  fight, he calls out for their aid after the yaoguai has been 
  killed or driven off. He promises them a place where they 
  can take shelter and agrees to answer their questions 
  once he is out from under the log.
  JanDo’s BlinD
  Once the PCs have rescued Jando, read 
  or paraphrase the following.
  The half-orc brushes dirt from his armor 
  and gingerly touches a massive bruise 
  already beginning to form on his 
  left cheek. “Close call, there. 
  I’d be beast food if it weren’t 
  for you. My name’s Jando 
  Parr.” He extends his hand in 
  greeting. “I’m starting to guess 
  you aren’t with the Whispering 
  Way; you aren’t raving fanatics or 
  undead abominations. Right now, 
  that’s good enough for me. Come 
  along, I can show you a place that’s 
  relatively safe.” 
  Jando leads you to the north side of the clearing where 
  several trees grow close together. Near the base of one tree, 
  the branches have been partially cut away to make a series 
  of subtle handholds. The half-orc begins climbing but pauses 
  a few feet off the ground. “Sorry about that whole pit 
  trap thing. The area has been a very dangerous 
  place since the explosion and the... whatever 
  that is... appeared around the town.” He 
  gestures vaguely toward the dome of fog that 
  is barely visible through the trees. “And then 
  you lot show up out of nowhere. I couldn’t be 
  sure whose side you were on.”
  Jando motions for the 
  PCs to accompany him 
  up the tree. The ranger has tied together several logs 
  to form a makeshift platform about 30 feet from the 
  ground. The natural canopy of the trees protects the 
  blind from above and it is hidden from below with several 
  camouflaging branches. The entire platform is 20 feet 
  long by 15 feet wide. A well-used bedroll lies in one corner. 
  Jando tells the PCs to make themselves comfortable and 
  says they can rest here for as long as they want. If they ask, 
  he can also tell them what he knows about the situation 
  in the town. 
  What happened to Roslar’s Coffer? “You mean you 
  don’t know? I assumed that was why you’re here. A few 
  days ago, when I was patrolling along the river to the 
  southeast, I saw this massive flash of light coming from 
  the town. I rushed over, only to find many of the buildings 
  in ruins and everyone... dead.” Jando is still shocked by 
  the huge loss of life. “It seemed as though most of the 
  EULOGY 
  FOR 
  ROSLAR’S 
  COFFER
  Part 1:  
  A Town 
  Transformed
  Part 2:  
  Restless are the 
  Dead
  Part 3:  
  The Unclean 
  Light
  NPC 
  Gallery
  Merchants  
  of the Road
  Arazni, 
  the Red Queen
  Machinations  
  of the  
  Whispering Way
  Bestiary
  9
  Yaoguai
  
  bodies were turned to ash, but lots of them were terribly 
  mangled somehow, their limbs twisted in all directions 
  and their flesh turned to goo. It was horrible, but it got 
  worse when some of the mangled corpses began to move 
  on their own.” He grimaces. “I hate the undead.”
  What about the poisonous cloud? “That sprang up 
  about a day later while I was picking through the rubble, 
  trying to find some explanation for what happened. It 
  just appeared, rolling in like the worst bank of fog ever. I 
  tried to make a break for it through the mist once, but I 
  barely made it back out alive. I wouldn’t recommend it. It 
  surrounds the entire town—I’ve been trapped here inside 
  it ever since.”
  The plants and animals are strange. “You noticed that, 
  did you?” Jando wraps a bandage around one of his more 
  grievous injuries. “I don’t have a good explanation, or 
  even any explanation at all. I figure it must be related 
  to whatever magic destroyed the town. And I’m pretty 
  certain it was magic. We don’t have much use for fireworks 
  in Lastwall, but I’ve seen a few set off in my time. None of 
  them produced light that bright or in such a huge area.”
  Who is the Whispering Way? “You’ve heard of Tar-
  Baphon, the Whispering Tyrant? He’s a powerful lich who 
  ruled Ustalav for centuries but was defeated by the Shining 
  Crusade and then locked away in Gallowspire. Well, the 
  Whispering Way is a cult that wants to free that undead 
  bastard and turn everyone on Golarion into zombies and 
  skeletons.” Jando can barely hide his disgust. “My guess 
  is they’re behind all this. I’ve seen a few of them skulking 
  through the streets, but I don’t know if they have a way 
  through the fog or a secret hideaway in town.”
  Have you seen the glow coming from the cemetery? 
  “Yeah, I’ve seen it. It even spoke to me... I think. On one 
  of my supply runs through the town, I came close to 
  the cemetery and heard a voice—in my head, I think—
  claiming to be the spirit of the land. Since then, I haven’t 
  gone anywhere near it. It might be a Whispering Way 
  trick, or it could be something else altogether. I’m 
  just trying to stay alive here; I gave up on trying to 
  solve the mysteries of this place the minute that toxic 
  fog appeared.”
  We were just in the Boneyard! If the PCs tell Jando 
  their story, he listens intently and then shakes his head in 
  disbelief. “Now I’ve heard just about everything! I suppose 
  next we’ll find out that Aroden has come back to life and 
  is selling camels in Osirion!”
  Jando allows the PCs to rest in his blind whenever 
  they’d like. He also offers his help against undead and 
  agents of the Whispering Way in town. If the GM prefers 
  not to add the complication of an NPC traveling with the 
  PCs as they explore Roslar’s Coffer, Jando instead offers 
  his services as the PCs’ scout or advisor rather than as 
  their comrade-in-arms. 
  If the PCs don’t rescue Jando (or if they decide they 
  don’t trust the half-orc and either kill him or drive him 
  off), they can still use his blind as a safe place to rest if 
  they find it. A PC must succeed at a DC 28 Perception 
  check to locate the hidden blind.
  Treasure: For saving him, Jando gives the PCs his two 
  potions of cure light wounds.
  D. CEMETERY GATE (CR 9) 
  From nearly anywhere in town, the PCs can see a light 
  shining from the cemetery on the southeast edge of 
  Roslar’s Coffer. This light comes from a loci spirit that 
  guards the cemetery’s entrance from the evil forces that 
  beset the town. When the PCs approach the cemetery, 
  read or paraphrase the following.
  A shimmering white light emanates from the wrought iron 
  fence at the cemetery’s gate. The light coalesces into an 
  androgynous humanoid figure clad in white robes with hair 
  of flame and large, feathery wings. Though their eyes burn 
  with a fiery intensity, the being appears kind and benevolent. 
  The figure hovers 10 feet from the ground and speaks 
  telepathically to the PCs.
  “Greetings, travelers from beyond the veil. We are Roslar’s 
  Coffer, the collected thoughts and prayers of its people, the 
  sweat and blood they have poured into its construction and 
  defense, the beating heart and vital spirit of the town. But 
  we are broken and fragmented from the foul attack that has 
  slaughtered our residents. We would help you, if you help 
  us. Find our missing pieces—in the schoolhouse, the town 
  square, and the jeweler’s shop—and we will allow you access 
  to the tomb of the false hero. From there, you might find a 
  way to free what is left of this town.” 
  Loci Spirit: A loci spirit is an apparition created from 
  a saturation of positive emotional resonance and excess 
  psychic energy, akin to a benevolent haunt. The full rules 
  for loci spirits can be found on pages 226–228 of Pathfinder 
  RPG Occult Adventures, but the basic rules for this loci 
  spirit are presented here. A PC can recall information 
  about loci spirits with a successful DC 20 Knowledge 
  (arcana) or Knowledge (religion) check.
  The loci spirit of Roslar’s Coffer was created by the 
  Radiant Fire, but it is fractured due to the fallout of positive 
  energy. Bits of the loci spirit have broken away and are 
  taking on the forms of townsfolk who were killed in the 
  attack. Each piece believes itself to be a townsperson 
  with unfinished business (similar to a ghost) keeping it 
  separate form the loci spirit. Once a fragment’s business 
  is addressed, it disappears and its essence returns to the 
  loci spirit. The three fragments can be found in areas E, F, 
  10
  
  and G in town; the PCs might have already dealt with one 
  or more of these fragments as they explored the ruins of 
  Roslar’s Coffer.
  So long as any fragment is separate from the loci spirit, 
  it cannot provide its ceremonial effect and provides only 
  its corruption effect (forceful hand) to push away those who 
  attempt to enter the cemetery. This effect manifests as the 
  angelic figure pushing the intruder back, rather than as 
  a disembodied hand. Although the loci spirit normally 
  stands at the entrance to the cemetery, its effects can 
  manifest anywhere around the cemetery’s perimeter; 
  that is, the PCs cannot bypass the loci spirit by simply 
  climbing the cemetery’s wrought iron fence at some point 
  away from the gate. The angelic figure appears before 
  trespassing PCs to repel them, and it can even manifest in 
  multiple places at once.
  Despite being limited to its corruption effect, the loci 
  spirit still has a good alignment and answers questions 
  the PCs put to it from outside the cemetery gate. The loci 
  spirit knows little about why the town was attacked or 
  even the exact nature of the attack. It has no information 
  about the Whispering Way, though it is aware that “foul 
  creatures of negative energy” sometimes prowl the streets 
  and have risen within the tomb itself. 
  Once all three fragments have been returned, the loci 
  spirit is restored. When the PCs return to the cemetery 
  after doing so (which is a good time to run the encounter 
  described in area H), read or paraphrase the following.
  “Thank you, travelers of the Dead Roads, we are whole once 
  again. You have proven yourselves to be friends of Roslar’s 
  Coffer, and so you can step inside to honor its dead. We must 
  warn you, though: the dead are restless within our cemetery. 
  They have congregated within the edifice known as Roslar’s 
  Tomb. Perhaps they somehow know of the hidden passage 
  between the tomb and the Bastion of Light and seek to 
  assault that noble edifice.”
  PCs from Roslar’s Coffer know that the Bastion of Light 
  is an abandoned fortified temple to Sarenrae outside of 
  Roslar’s town. The PCs can’t reach it directly, as it isn’t 
  under the dome of poisonous fog (as the PCs may learn, 
  it actually lies inside the fog surrounding the town). 
  Other PCs can recall this information with a successful 
  DC 15 Knowledge (local) or Knowledge (religion) check. 
  The loci spirit is unaware that agents of the Whispering 
  Way have overtaken the temple. If asked, the loci spirit 
  doesn’t know how to access the hidden passage to the 
  Bastion of Light, but mysteriously says, “We believe you 
  are already familiar with that tomb.”
  In addition to allowing the PCs to pass, the loci spirit 
  invites the PCs to participate as celebrants in its ceremony. 
  This requires one or two PCs to succeed at the two skill 
  checks indicated below, in order; once they do so, they 
  receive the benefits of the loci spirit’s effect. The first time 
  the PCs attempt this ceremony, the loci spirit aids their 
  performance, reducing the DC of the skill checks from 29 
  to 25. Regardless of whether the PCs succeed at or fail the 
  skill checks, the loci spirit cannot manifest its ceremonial 
  effect again until 24 hours have passed.
  Whether or not the PCs successfully perform the 
  ceremony, the cemetery is infused with the loci spirit’s 
  sacred nature: undead creatures in the cemetery take a –1 
  penalty on attack rolls, damage rolls, and saving throws. 
  This effect doesn’t extend into Roslar’s Tomb (area J), 
  but the bone golem in area I takes these penalties as 
  though it were an undead creature, due to the unusual 
  circumstances of its formation.
  SOULS OF ROSLAR’S COFFER 
  CR 9
  XP 6,400
  Sacred boon loci spirit (area within 15 ft. of the perimeter of 
  Roslar Coffer’s cemetery)
  Caster Level 9th 
  hp 18; Ceremony Knowledge (local) DC 29, Knowledge 
  (religion) DC 29
  Effect Invoking the ceremony requires a celebrant to recite 
  a list of the dead from Roslar’s Coffer, which doesn’t need 
  to be complete but must be made as a heartfelt effort. 
  Another celebrant must request that the dead rest easily 
  and travel well to the afterlife that awaits them. If the 
  ceremony is successful, the angelic figure smiles and 
  disperses throughout the cemetery. Each living creature 
  in the cemetery gains the ability to cast greater heroism 
  (CL 9th) on itself as an immediate action once during the 
  next 24 hours.
  Corruption Effect Greater heroism becomes forceful hand 
  (CMB +18)
  Story Award: The first time the PCs successfully 
  perform the ceremony, award them 6,400 XP, as though 
  they had defeated the loci spirit.
  E. SCHOOLHOUSE (CR 7)
  A one-room schoolhouse stands on the northeastern edge 
  of Roslar’s Coffer and, unlike many of the other buildings 
  in town, remains standing and in reasonable condition. 
  As the PCs approach, they can see a glow from within, 
  emanating from a dozen frolicking child-like figures. 
  Use the Schoolhouse map on page 6 for this encounter. 
  When the PCs enter the schoolhouse or otherwise look 
  inside it, read or paraphrase the following.
  Four rows of four small desks each fill most of this chamber, 
  with a single large, wooden desk near the only door. Broken 
  writing tablets and dozens of pieces of chalk litter the dirty 
  EULOGY 
  FOR 
  ROSLAR’S 
  COFFER
  Part 1:  
  A Town 
  Transformed
  Part 2:  
  Restless are the 
  Dead
  Part 3:  
  The Unclean 
  Light
  NPC 
  Gallery
  Merchants  
  of the Road
  Arazni, 
  the Red Queen
  Machinations  
  of the  
  Whispering Way
  Bestiary
  11
  
  floor. Several grimy windows around the room look out onto 
  the ruined town.
  The interior of the schoolhouse is brightly lit, 
  regardless of the time of day, due to the glow of the 
  capering childlike spirits within. When the PCs enter 
  the schoolhouse, the ghostly children address them as 
  “teachers,” but continue to jump around the room and 
  climb up on the desks. They refuse to settle down, saying 
  that they are having too much fun playing with their 
  new fairy friends. If asked about these “fairy friends,” the 
  children merely laugh and say, “Don’t you see them?”
  The ghostly children fill the room, but pose no 
  impediment to movement or line of sight; the PCs cannot 
  physically interact with them at all. A PC who succeeds 
  at a DC 20 Diplomacy, Intimidate, or Perform check as a 
  standard action can convince a child to sit down (though 
  a PC who attempts an Intimidate check takes a penalty 
  on later checks to teach the children; see Class in Session 
  below). For every 5 by which a PC’s result surpasses this 
  DC, that PC can affect an additional child. Alternatively, 
  casting a flashy, harmless spell such as dancing lights or 
  prestidigitation automatically impresses a single child into 
  sitting down. Each child that sits down causes the light 
  in the room to lower a bit, and if the PCs can get six or 
  more children to sit, the light level in the room becomes 
  normal light rather than bright light.
  Creatures: Two malevolent fey creatures called lurkers 
  in light, attracted to Roslar’s Coffer by the bright flash 
  that devastated the town, hide in plain sight among the 
  bright ghosts. Thanks to their blend with light ability, 
  the lurkers in light are invisible as long as the room 
  contains bright light. If the PCs start making the 
  children sit down, or if they start looking around for the 
  “fairy friends,” the lurkers in light attack the PCs. They 
  prefer to use their sneak attack when possible; if invisible, 
  they attack separate PCs, but if they can be seen, they 
  work to flank a PC instead. They focus their attacks on 
  PCs that seem the most effective at getting the children 
  to sit down. A lurker in light reduced to fewer than 10 hit 
  points attempts to flee. 
  LURKERS IN LIGHT (2) 
  CR 5
  XP 1,600 each
  hp 44 each (Pathfinder RPG Bestiary 2 180) 
  Treasure: Tucked away in a drawer in the large desk 
  is a feather token (bird) that the town’s schoolteacher 
  confiscated from a student a few weeks before the Radiant 
  Fire struck. A PC can discover this item with a successful 
  DC 15 Perception check.
  Class in session
  As soon as both lurkers in light are defeated or 
  flee, the ghostly children calm down, take their 
  seats, and look expectantly up at the PCs. One of 
  the children says, “What are going to learn today, 
  teachers?” A PC can attempt a DC 20 Knowledge 
  (arcana) or Knowledge (religion) check to realize that 
  the day’s lessons are a piece of unfinished business 
  tethering these spirits to this location. The PCs need 
  to complete the lessons to return this fragment to 
  the loci spirit in the cemetery (area D).
  To teach the children, the PCs must 
  collectively attempt six DC 22 Knowledge checks, 
  12
  Spectral Schoolgirl
  
  although related skills such as Linguistics or Profession 
  (tutor) can be used instead, at the GM’s option. Any PC 
  who attempted to intimidate the children earlier takes a 
  –2 penalty on all teaching checks, as the children think 
  that PC is mean. The children bore easily, and subsequent 
  uses of the same skill, even if made by a different PC, take 
  a –5 penalty.
  As the PCs accrue successes, the children become more 
  attentive and interested; if the PCs fail multiple checks, 
  the children are instead distracted and disrespectful. 
  Either way, after six attempted checks, the faint echo of a 
  bell rings in the distance. The children stand from their 
  desks and begin walking toward the schoolhouse door, 
  dissipating into wisps of light as they move. If the PCs 
  succeeded at four or more of the skill checks to teach the 
  children, one child briefly remains behind to thank the 
  PCs. Read or paraphrase the following; if any PC bears a 
  symbol of Pharasma, the child points to that symbol as 
  she speaks.
  “Thanks for takin’ the time to teach us. I don’t think there’s 
  going to be many more classes. Some of us wanted to say you 
  should be careful of the yelly purple lady with the pointed 
  ears. She’s mean! She smashed up all the spiral god’s signs 
  in town, and the spiral god must make her so mad she can’t 
  think straight.“
  This is a clue to one of the weaknesses of Chatar Esuri, 
  one of the Whispering Way’s chief agents in town. A PC 
  who succeeds at a DC 10 Knowledge (religion) check 
  realizes the “spiral god” must be Pharasma, and the 
  child is speaking about the woman destroying 
  Pharasma’s holy symbol. 
  Story Award: For attempting to teach the 
  ghostly children, award the PCs 1,200 
  XP; if they succeeded at four or more 
  skill checks to teach the children, 
  increase this award to 2,400 XP.
  F. TOWN SQUARE (CR 7)
  As the PCs approach the town 
  square of Roslar’s Coffer, they 
  spot a glow coming from a wide 
  porch on one of the buildings 
  adjacent to the square. The 
  glow emanates from a pair 
  of translucent figures that 
  resemble an elderly couple. 
  Their forms are indistinct, so 
  it is difficult to tell their races 
  and genders, but the figures 
  are holding hands as they sit 
  in ancient rocking chairs on 
  the porch and look out onto the square. The figures rock 
  slowly back and forth, and the squeak of their old wooden 
  chairs echoes eerily.
  Use the Town Square map on page 6 for this encounter.
  An old stone pool stands in the center of the square, its water 
  stagnant and murky with dirt and rotting vegetation. Next to 
  the pool is an oddly overgrown flower bed filled with strange, 
  squirming flora surrounding an enormous pitcher plant.
  Like the children in the schoolhouse, these figures 
  are insubstantial and cannot physically interact with 
  the PCs at all. However, they are shaking their heads 
  and making sad clucks with their tongues. If addressed, 
  the couple loudly laments the state of the town square, 
  claiming that the fountain and the flower bed used to 
  be “so beautiful we could just sit here for hours looking 
  at it.” “What I wouldn’t give to see the place cleaned up 
  again,” says the other. The head shaking resumes. A PC 
  can attempt a DC 20 Knowledge (arcana) or Knowledge 
  (religion) check to realize that the flower bed’s sad state 
  is a piece of unfinished business tethering these spirits 
  to this location. The PCs need to restore the beauty of the 
  flower bed and nearby pool to return this fragment to the 
  loci spirit in the cemetery (area D).
  Creature: A dangerous crypt flower grows within the 
  overgrown flower bed, impeding restoration attempts. A 
  PC who succeeds at a DC 27 Knowledge (nature) check 
  recognizes the pitcher plant as a hungry crypt flower. 
  EULOGY 
  FOR 
  ROSLAR’S 
  COFFER
  Part 1:  
  A Town 
  Transformed
  Part 2:  
  Restless are the 
  Dead
  Part 3:  
  The Unclean 
  Light
  NPC 
  Gallery
  Merchants  
  of the Road
  Arazni, 
  the Red Queen
  Machinations  
  of the  
  Whispering Way
  Bestiary
  13
  Crypt Flower
  
  The  crypt flower doesn’t attack the PCs until they 
  approach the flower bed or attack it, but it does pursue 
  them if they flee the square after riling it up. Voracious 
  and hungry, the crypt flower fights until slain.
  CRYPT FLOWER 
  CR 7
  XP 3,200
  hp 78 (Pathfinder RPG Bestiary 6 67)
  Cleaning Up
  Once the crypt flower has been defeated, the PCs can begin 
  cleaning up the town square in earnest. Tearing up the 
  roots of the crypt flower and removing the other weeds in 
  the flower bed takes a total of 8 hours of work (meaning 
  four PCs working together can do it in 2 hours). A PC who 
  succeeds at a DC 22 Knowledge (nature) check can reduce 
  the total amount of time needed to only 4 hours. Finding 
  suitable flowers to replace the weeds requires a successful 
  DC 26 Knowledge (nature) or Survival check; each attempt 
  takes 1 hour and the PCs can aid one another in this task. 
  Jando can provide a +2 circumstance bonus on these 
  checks if asked, as he knows where to look to find flowers 
  that haven’t been mutated by the Radiant Fire. Bringing 
  the flowers to the town square and replanting them in the 
  flower bed takes 1 additional hour. Certain spells, such as 
  diminish plants or plant growth, might be able to expedite 
  this work, at the GM’s discretion.
  Cleaning up the pool requires 4 hours of work. A PC 
  who succeeds at a DC 22 Knowledge (engineering) check 
  can reduce the total amount of time needed to only 2 
  hours. However, the water carries a dangerous disease; 
  each PC who participates in this work must succeed at a 
  DC 14 Fortitude save or contract slimy doom (Pathfinder 
  RPG Core Rulebook 557). It takes another hour to draw up 
  enough fresh water from the town’s well to refill the pool 
  once it is clean. 
  Instead of doing all this manual labor, the PCs might 
  attempt to fool the spirits with illusions. The effect 
  must be at least as powerful as major image and include 
  an olfactory component, otherwise the ghostly couple 
  definitely won’t be fooled. Attempt only a single Will 
  saving throw (Will +5) for the couple; if the crypt flower is 
  still alive, the couple is skeptical and gains a +4 bonus on 
  their Will save. If the spirits are fooled by the illusion, the 
  PCs achieve the same results as if they had finished the 
  work in fewer than 8 hours.
  At the end of the PCs’ work, the ghostly couple assesses 
  their performance. If the PCs took more than 8 hours 
  to clean up the town square, the old couple is happy to 
  see the alterations, though one of them grumbles that 
  the PCs “took long enough” before they slowly fade away. 
  If the PCs took 8 hours or less, the couple is delighted, 
  commenting cheerfully about every minute detail of the 
  restoration, and share a clue before fading away. Read or 
  paraphrase the following.
  One of the indistinct ghostly watchers speaks, “Ah, we can 
  rest easily with that good work done. It’s reassuring to know 
  there are still helpful people here. We knew we wouldn’t 
  get any help from that strange purple woman with the long 
  tongue. All she ever did is come by and pick through the ruins 
  with a sour look on her face.” 
  The other spirit interjects as they both start to fade away, 
  “Except when she saw the corpse of that cat; she tore into 
  that like she hadn’t eaten in months. So very desperate. 
  Always hungry and distracted by an easy meal, I’d wager. 
  Thanks again, friends!”
  This is a clue to one of the weaknesses of Chatar Esuri, 
  one of the Whispering Way’s chief agents in town. A PC 
  who succeeds at a DC 18 Knowledge (religion) checks 
  recalls that some ghouls have purplish skin and they eat 
  humanoid corpses, turning to other sources of meat only 
  when particularly hungry or desperate.
  Treasure: When the PCs finish cleaning up the town 
  square, no matter how long it took them, the figures 
  of the old couple vanish and two matching silver rings 
  drop to the porch between the two rocking chairs with a 
  tinkling sound. One of these is a ring of protection +1; the 
  other is a ring of feather falling.
  Story Award: For cleaning up the town square, award 
  the PCs 1,200 XP; if they did so in less than 8 hours, 
  increase this award to 2,400 XP.
  G. JEWELER’S SHOP (CR 7)
  When the PCs approach the jeweler’s shop on the west 
  side of Roslar’s Coffer, they can see the faint glow of a 
  translucent humanoid figure inside through the shop’s 
  main window. The front door issues a loud squeal as it 
  is opened, though the ghostly occupant doesn’t react to 
  the noise. 
  Use the Jeweler’s Shop map on page 6 for this encounter.
  This once-elegant small shop is in ruins. Broken display cases 
  line the far wall, their shattered glass littering the floor. 
  Several velvet cushions, fabric torn and stuffing pulled out, 
  lie scattered everywhere. A small table, standing behind a 
  counter, is covered in a mess of broken jewelry-making tools, 
  bits of tarnished silver, and slivers of gemstones.
  The fragment of the loci spirit found here takes the 
  form of a young man in fine clothes. He is running 
  his hands through his wavy hair as he stands over one 
  of the shop’s counters, muttering to himself, “No, that 
  isn’t it. Which one, which one?” The PCs can see that 
  he is staring at five hazy pieces of jewelry, their exact 
  14
  
  forms impossible to determine. When asked, the young 
  man explains that he was in the shop quite late 
  to purchase a last-minute gift for his beloved 
  when there was a white flash of light outside 
  that did something to his memory. He is 
  certain that he had made a decision as to 
  which piece of jewelry to buy, but now he 
  can only remember scattered facts. A PC 
  can attempt a DC 20 Knowledge (arcana) 
  or Knowledge (religion) check to realize 
  that identifying the right piece of jewelry is 
  the unfinished business tethering the spirit 
  to this location. The PCs need to select the 
  correct piece to return this fragment to the 
  loci spirit in the cemetery (area D).
  The spirit has some information 
  for PCs willing to help him. Read or 
  paraphrase the following.
  “I remember that there were five 
  different pieces of jewelry here in a 
  single row.” The ghostly young man 
  gestures at the five shimmering forms on 
  the counter. “Each piece of jewelry contains 
  a different gemstone, and I had decided on 
  the emerald piece—it will bring out the green in my beloved’s 
  eyes—but now I can’t remember which one that is! I’m sure 
  the necklace and the ring are on the two ends. I remember 
  that the bracelet is to the immediate right of the ruby piece 
  of jewelry (which isn’t the necklace) and to the immediate 
  left of the earrings. And I know the brooch (which doesn’t 
  contain an amethyst or ruby) is to the immediate right of the 
  diamond piece of jewelry and to the immediate left of the 
  sapphire piece of jewelry.”
  With the information given, the PCs can puzzle out 
  which piece of jewelry is where: from left to right, they 
  are a ruby ring, an amethyst bracelet, a pair of diamond 
  earrings, an emerald brooch, and a sapphire necklace. 
  To aid the players, when they begin to piece together 
  the facts, the haziness begins to recede from the line of 
  jewelry. For instance, when they determine the diamond 
  earrings must be in the middle position, that piece of 
  jewelry comes into focus, confirming their assumption 
  and making the rest of the puzzle easier to solve.
  If the players are struggling with deducing which piece 
  of jewelry is where, they can search the shop or ask the 
  young man for more information. A PC who succeeds at a 
  DC 25 Perception check when searching the shop discovers 
  a faded ledger. The only legible information within is a 
  receipt for a sapphire necklace. The PCs can coax forth 
  a little more of the ghostly young man’s memories with 
  a few minutes of conversation and a successful DC 18 
  Diplomacy check. He says, “I’m certain neither the bracelet 
  nor the brooch was the piece of jewelry in the middle 
  of the line, but I don’t remember which piece was 
  there.” If the players still need a little help (or 
  don’t succeed at these checks), consider using 
  the Oh No, a Puzzle! sidebar on page 16 to 
  overcome this problem.
  When the PCs point out the location 
  of the emerald brooch, the young man is 
  delighted. He grabs up the brooch with 
  his ghostly hand and moves toward the 
  shop’s front door, fading away as he goes. The 
  other phantom pieces of jewelry also 
  disappear as the ghostly young man 
  fades away.
  Creatures: 
  At 
  some 
  point 
  while the PCs are attempting to 
  determine which piece of jewelry 
  has an emerald set in it (or 
  directly afterward, if they figure 
  it out quickly), four Whispering 
  Way cultists enter the shop. Sent 
  from the Bastion of Light by Valthazar 
  Quietus to investigate reports of a glowing 
  figure in the jeweler’s shop, these cultists are surprised 
  to see the PCs but quickly decide to attack; they plan to 
  incapacitate the PCs, tie them up, and ask either Chatar 
  Esuri or Valthazar what to do about them. These cultists 
  can come and go through the poisonous fog because 
  Valthazar Quietus marked them with the fetoring maw to 
  grant them immunity to the fog’s effects. The PCs might 
  notice burn marks on the cultists’ palms that vaguely 
  resemble skulls, but they aren’t likely to realize what these 
  marks mean unless they capture and interrogate one of 
  the cultists.
  WHISPERING WAY CULTISTS (4) 
  CR 3
  XP 800 each
  hp 32 each (see page 78)
  Treasure: A loose floorboard conceals a silk pouch with 
  a dozen finely cut emeralds worth 150 gp each. Discovering 
  this cache requires a successful DC 30 Perception check, 
  but if the PCs determined the location of the emerald 
  brooch without any hints, the ghostly young man points 
  at the loose floorboard before leaving and says, “Thank 
  you for your help. I wish I could reward you with more 
  than this.”
  Development: If the PCs capture any of the 
  Whispering Way cultists, they might want to question 
  their captives about the cult’s activities here in Roslar’s 
  Coffer. The cultists are loyal but not strong-willed. A 
  captured cultist refuses to speak unless a PC succeeds 
  EULOGY 
  FOR 
  ROSLAR’S 
  COFFER
  Part 1:  
  A Town 
  Transformed
  Part 2:  
  Restless are the 
  Dead
  Part 3:  
  The Unclean 
  Light
  NPC 
  Gallery
  Merchants  
  of the Road
  Arazni, 
  the Red Queen
  Machinations  
  of the  
  Whispering Way
  Bestiary
  15
  Baffled Ghost
  
  at a DC 13 Intimidate check. A cowed cultist reveals that 
  they are in town to study the aftereffects of the blast that 
  devastated the area. This particular cultist doesn’t know 
  the specifics of Tar-Baphon’s machinations, only that he 
  was ordered here by his cell’s leader, a vampire named 
  Valthazar Quietus (note that these cultists all mistakenly 
  believe that Valthazar is a true vampire, not a dhampir). 
  According to the cultist, Valthazar has a magical gem he 
  used to create the poisonous, mind-altering fog around 
  the town to keep out any “nosy travelers.” This item also 
  allows a select few chosen by Valthazar to pass unharmed 
  through the miasma; the cultist proudly shows off the 
  skull-shaped scarring on his palm. He goes on to say 
  that the undead don’t need the same markings, as the 
  fog doesn’t affect them, and that a ghoul named Chatar 
  Esuri led him and his comrades into town this morning 
  to follow up on reports of a ghost in the jeweler’s shop. 
  The PCs may have heard of a purple-skinned woman with 
  a long tongue from one of the other fragments of the loci 
  spirit in town; if asked, a cultist can confirm that this 
  describes Chatar. If the PCs express any concern about 
  this information, the cultist scoffs, saying, “You had best 
  worry. Chatar’s out of control. She overheard one of my 
  fellows suggest that being undead perhaps wasn’t the 
  pinnacle of enlightenment, and she nearly tore his head 
  off in a rage!” 
  Story Award: For helping the spirit identify the 
  emerald brooch, award the PCs 1,200 XP. If they 
  were able to do so without relying on skill checks 
  (such as to find the ledger or to appraise 
  the jewelry), increase this award to 
  2,400 XP. 
  H. WHISPERING WAY PATROL (CR 8)
  At some point when the PCs are traveling through 
  the southern half of Roslar’s Coffer, they encounter 
  a group of Whispering Way cultists 
  seeking information and corpses 
  for Valthazar Quietus. This 
  encounter works best when 
  the 
  PCs 
  have 
  restored 
  all three of the spirit 
  fragments of the town’s 
  loci spirit and are returning to 
  the cemetery. Ordinarily, the 
  cultists don’t expect any other 
  living creatures to be in the 
  town and aren’t attempting 
  to hide their presence; the 
  PCs can notice the patrol 
  approaching before being seen 
  if any PC succeeds at a DC 18 
  Perception check. However, if it’s been more than a 
  day since the PCs defeated the cultists in the jeweler’s 
  shop (area G), this patrol is suspicious and careful; 
  the Perception DC to spot them early increases 
  to 23. If the PCs spot the patrol first, they 
  have an opportunity to place themselves 
  in advantageous positions and possibly 
  Oh No, a Puzzle!
  The logic puzzle presented in this encounter may not be 
  for all groups. To simplify the encounter and remove the 
  puzzle element, the GM might allow each PC to attempt 
  a DC 17 Appraise check to identify one random piece of 
  jewelry that isn’t the emerald brooch; if the result exceeds 
  a DC of 22, the PC instead knows which piece of jewelry 
  is the emerald brooch.
  16
  Whispering Way Cultist
  
  ambush the patrol. The PCs might flee or hide but since 
  the patrol is active in town, it’s only a matter of time 
  before the PCs encounter them again.
  Wherever this encounter occurs in town, you can use 
  the Whispering Way Patrol map on page 6.
  Creatures: The patrol consists of a pair of cultists led 
  by Chatar Esuri, a ghoul inquisitor of Urgathoa. Valthazar 
  has branded the human cultists with the fetoring maw 
  to grant them immunity to the poisonous fog’s effects, 
  allowing them to come and go from the Bastion of Light 
  (see page 28). As she is undead and therefore immune 
  to the fog, Chatar doesn’t bear the brand. When she spots 
  the PCs, Chatar orders her cultist allies to slaughter them. 
  The PCs are an unknown quantity in the equation, and 
  Chatar doesn’t know of any way to deal with such variables 
  except for violence. 
  The PCs may have learned of a few of Chatar’s 
  weaknesses as they worked to reunite the fragments of 
  the loci spirit, and they can use these against her in a fight. 
  First, Chatar despises Pharasma, and any iconography of 
  Pharasma drives her into a rage. If a PC takes a standard 
  action to present a holy symbol of Pharasma (or an item 
  that looks like such a symbol), Chatar focuses her attacks 
  exclusively on that PC for 1d4+2 rounds and takes a –4 
  penalty on attacks against any other creature during this 
  time. Second, Chatar works hard to keep her ghoulish 
  hunger in check, but her hunger sometimes overwhelms 
  her. In the presence of at least a few pounds of fresh 
  meat—including the corpse of a PC or a cultist slain 
  during this encounter—Chatar must attempt a DC 22 
  Will save at the start of each of her turns; on a failure, 
  she is staggered for 1 round while she works to keep her 
  cravings in check. Finally, she harbors a burning hatred for 
  all living creatures, even her own allies. If a PC denounces 
  the benefits of undeath or extols the virtues of mortality, 
  her hatred rises to the fore. For the rest of the encounter, 
  Chatar doesn’t consider the living cultists to be her allies 
  (meaning she doesn’t provide a flanking bonus for them, 
  she considers them an enemy for the purposes of her 
  bane spell, and so on), although she doesn’t directly attack 
  them. Canny PCs can trigger all of Chatar’s weaknesses, 
  turning the tide of battle in their favor.
  WHISPERING WAY CULTISTS (2) 
  CR 3
  XP 800 each
  hp 32 each (see page 78)
  CHATAR ESURI 
  CR 7
  XP 3,200
  hp 56 (see page 56)
  Development: The PCs can spot markings on these 
  cultists’ palms similar to those found upon the cultists 
  who attacked in the jeweler’s shop (area G). If the PCs 
  capture either or both of these cultists, they can learn the 
  same information provided by the cultists in area G.
  I. TOMB EXTERIOR (CR 8)
  The loci spirit at the cemetery’s entrance is likely to stop 
  the PCs from entering the cemetery without first restoring 
  its fragments, as described in area D, but determined PCs 
  might simply push past the loci spirit or find another way 
  in. PCs able to move more than 15 feet into the cemetery 
  pass the area of the loci spirit, and they can explore the 
  rest of the cemetery unhindered.
  Regardless of how they enter Roslar’s Coffer’s cemetery, 
  the PCs find that many of the tombstones are toppled 
  and shattered, and more than a few older graves are 
  now empty, their earth broken open from underneath 
  as though the graves’ occupants dug their way free. The 
  powerful magic of the Radiant Fire caused a massive 
  uprising of undead. Though the Whispering Way would 
  love to study this reanimation phenomenon up close, 
  the power of the loci spirit has kept the undead trapped 
  in the cemetery and the cultists barred from entry. Most 
  of the undead eventually retreated into Roslar’s Tomb in 
  the center of the cemetery, drawn to the psychic stain of 
  sadness and betrayal that lingers within. 
  No matter the time of day, a faint mist clings to the 
  ground and swirls around the PCs’ feet. Roslar’s Tomb is 
  unmistakable: it stands in the center of the cemetery and 
  is by far the cemetery’s largest structure.
  The tomb has only a single entrance. Use the Tomb 
  Exterior map on page 6 for this encounter.
  Creature: In addition to several undead, the fallout 
  from the blast animated the bones from several dozen 
  skeletons, turning them into a terrifying bone golem. 
  This creature appears to be nothing more than a macabre 
  pile of bones and sinew heaped near the tomb’s entrance. 
  But as soon as the PCs approach within 20 feet or 
  otherwise attempt to disturb the creature, it rises up to its 
  full height and goes on a rampage. It hurls its bone prison 
  at the closest PC and moves into combat with the others. 
  Once roused, the bone golem fights until destroyed.
  BONE GOLEM 
  CR 8
  XP 4,800
  hp 90 (Pathfinder RPG Bestiary 3 133)
  Development: A large, metal double door forms the 
  entrance to Roslar’s Tomb. The door bears the beginning 
  of a carving, but one that was never finished. Time, 
  vandalism, and weather have worn away any trace of what 
  the carving was supposed to depict, leaving the door’s 
  surface strangely lumpy. The door opens with a loud 
  scraping noise.
  EULOGY 
  FOR 
  ROSLAR’S 
  COFFER
  Part 1:  
  A Town 
  Transformed
  Part 2:  
  Restless are the 
  Dead
  Part 3:  
  The Unclean 
  Light
  NPC 
  Gallery
  Merchants  
  of the Road
  Arazni, 
  the Red Queen
  Machinations  
  of the  
  Whispering Way
  Bestiary
  17
  
  PART 2:  
  RESTLESS ARE THE DEAD
  To find the secret passage that leads to the Bastion of 
  Light and discover the source of the poisonous fog 
  covering Roslar’s Coffer, the PCs must navigate their way 
  through a tomb populated with undead and other evil 
  creatures that wish them harm.
  J. ROSLAR’S TOMB 
  In “The Dead Roads,” the PCs found themselves in a 
  cleaner, more idealized version of the true Roslar’s Tomb. 
  The real structure was left neglected centuries ago when 
  the truth about Roslar came to light. While the tomb is 
  mostly finished, the interior of the underground tomb 
  complex is full of debris, and portions of the floors 
  and ceilings have completely collapsed, making entire 
  sections impassable.
  The exterior walls of the aboveground portion of 
  Roslar’s Tomb are made of 2-foot-thick cut stone, while 
  the interior walls throughout are 1 foot thick. The ceiling 
  in each room is 12 feet high, while the ceilings in the 
  corridors are 8 feet high. The tomb is unlit. The interior 
  doors are made of stone with iron bands; none are locked, 
  with the exception of the secret door in area J20. Some 
  doors bear defaced carvings of a long-haired man with 
  a wide mustache and wearing heavy armor; this is Ervin 
  Roslar, the fallen hero of the Shining Crusade.
  J1. Entry (CR 7)
  Streaks of mud stain the floor of this antechamber. A short 
  pedestal bearing a metal plaque occupies a small alcove in 
  the east wall, and atop it stands a statue of an armored man 
  with flowing hair and a grand mustache. The knight carries 
  a shield on his left arm, and his right arm is broken off at 
  the elbow. A metal double door exits to the west. Identical 
  corridors lead north and south, both turning to the east.
  The plaque on the pedestal reads, “Ervin Roslar: 
  Paladin, Hero, Martyr,” but the last three words have been 
  crudely scratched out and the word “Traitor” has been 
  carved into the metal above them.
  Trap: When the undead that now inhabit the tomb 
  realized the loci spirit outside wouldn’t allow them 
  to leave the graveyard, they infused a portion of their 
  essence into this chamber to deter the living and 
  heal the dead. Any creature that steps within 5 feet 
  of either the north or south passages or the broken 
  statue triggers the trap, which floods the area with  
  negative energy.
  1 SQUARE = 5 FEET
  J. ROSLAR’S TOMB
  J3
  J1
  J5
  TO J5
  J2
  J4
  J7
  J20
  J19
  J6
  J8
  J21
  TO J4
  TO J9
  TO J18
  TO J19
  TO J8
  J14
  J15
  J17
  J16
  J18
  J11
  J10
  J9
  J12
  J13
  18
  
  NEGATIVE ENERGY TRAP 
  CR 7
  XP 3,200
  Type magic; Perception DC 31; Disable Device DC 31
  EFFECTS
  Trigger location; Reset 1 minute
  Effect spell effect (mass inflict moderate 
  wounds, 2d8+11 damage, Will DC 19 
  half); multiple targets (all targets in 
  area J1)
  J2. Grand Hall (CR 8)
  PCs approaching this room 
  can hear the distinct sound 
  of bickering voices. A PC who 
  succeeds at a DC 15 Perception 
  check can identify three different 
  voices 
  participating 
  in 
  the 
  argument: one is punctuated by 
  the chattering of teeth, a second 
  voice is deep and gravelly, and the 
  third is a rough whisper.
  Faded and chipped murals line 
  the walls of this long hall, their exact 
  portrayals now impossible to discern. A wide alcove in the 
  eastern end of the room contains the base of a large statue, 
  but nothing of the statue remains except two stone stumps 
  that resemble horse’s hooves. The floor is uneven and sags 
  near the middle of the room. Two hallways in the western 
  half of the room lead north and south, but both immediately 
  bend to the west. A large stone door exits to the north, 
  opposite a smaller stone door to the south.
  The murals in this chamber once depicted the heroic 
  acts of Roslar the knight, but time and vandalism have 
  destroyed all the images. Similarly, the statue in the alcove 
  depicted the former hero astride his rearing warhorse, 
  but it was smashed to bits long ago, the pieces of marble 
  carted off and put to other uses.
  The stone floor of this room is noticeably uneven, but 
  not enough to count as difficult terrain, and is still safe to 
  walk on. This is evidence of the collapse in the chambers 
  below, which a PC can identify with a successful DC 20 
  Knowledge (engineering) check.
  The hallways lead to the entry (area J1), the south door 
  leads to the dusty font (area J3), and the north door leads 
  to the landing (area J4).  
  Creatures: In life, Cythriel the elf, a human named 
  Kadraz, and Trondus the dwarf were part of a group 
  of bandits who lived in the nearby Fangwood. Tired of 
  being pushed around by the bandits’ irascible leader, they 
  came to Roslar’s Coffer to start a “gang” of their own. The 
  “Coffer Crew,” as the three eventually dubbed themselves, 
  lacked the connections and the initiative to undertake any 
  serious crimes, and they were considered only a minor 
  nuisance. Most of the townsfolk shook their heads 
  sadly as the three miscreants loitered in front 
  of the tavern and harassed passersby with 
  rude comments. If any of the PCs 
  grew up in Roslar’s Coffer, they 
  remember the trio but probably 
  don’t think highly of them, 
  considering the Coffer Crew 
  to be somewhere between 
  spineless 
  blowhards 
  and 
  shiftless troublemakers.
  The 
  Coffer 
  Crew’s 
  reputation changed about a 
  year ago, when members of the 
  trio’s former gang came to town 
  looking to rob and bully anyone 
  they could. Seeking revenge for 
  past slights, Cythriel, Kadraz, and 
  Trondus ambushed and attacked 
  their former confederates, leading 
  to a running battle through the 
  streets. The townspeople thought the 
  three ne’er-do-wells had turned over a new 
  leaf to become protectors of the town and cheered them 
  on. When the fight was over, the robbers had fled and 
  all the Coffer Crew were dead or dying. All three were 
  buried in the cemetery with honor and an outpouring of 
  sympathy that would have surprised them. 
  The Coffer Crew’s souls harbored a lingering, petty 
  resentment toward the town. After the Radiant Fire struck, 
  Cythriel, Kadraz, and Trondus arose as undead, each with 
  a different form that befitted their personalities. The 
  indecisive Cythriel arose as an animus shade, gloomy 
  Kadraz as a skeletal champion, and stubborn Trondus 
  a zombie lord. Like many of the other undead in the 
  cemetery hemmed in by the loci spirit, they have taken 
  refuge within Roslar’s Tomb, although they didn’t get very 
  far before stopping to plan their next move. The Coffer 
  Crew wants to escape the cemetery and rampage through 
  the town, indulging in the looting and troublemaking 
  they never dared to do in life; they believe they’ll finally 
  earn the town’s fear and respect now that they’re undead. 
  None of them realize that the inhabitants of Roslar’s 
  Coffer are all dead.
  The three are too busy bickering about their next 
  move to notice the arrival of the PCs. However, once 
  they’re aware of the PCs, they are briefly taken aback by 
  the presence of living creatures and want to get some 
  information. They demand to know how the PCs got into 
  the crypt, asking specific questions about whether the loci 
  spirit is still present. They are full of bravado, demanding 
  EULOGY 
  FOR 
  ROSLAR’S 
  COFFER
  Part 1:  
  A Town 
  Transformed
  Part 2:  
  Restless are the 
  Dead
  Part 3:  
  The Unclean 
  Light
  NPC 
  Gallery
  Merchants  
  of the Road
  Arazni, 
  the Red Queen
  Machinations  
  of the  
  Whispering Way
  Bestiary
  19
  Cythriel
  
  answers to their own questions but refusing to answer 
  any questions from the PCs. They threaten the PCs with 
  flaying, evisceration, and worse with every sentence. In 
  the past, their threats used to be so much bluster, but 
  with their new undead forms, the Coffer Crew is much 
  more likely to back up their threats with violence if the 
  PCs aren’t forthcoming with information.
  If the PCs tell the Coffer Crew the loci spirit allowed 
  them to pass, or that the spirit is otherwise quiescent, the 
  undead realize that their obstacle to returning to town 
  has been removed; they attempt to push past them to get 
  out of the cemetery. Otherwise, they eventually grow tired 
  of trying to force answers out of the PCs and try to make 
  them the first victims on their murder spree.
  CYTHRIEL 
  CR 5
  XP 1,600
  Female elf animus shade sorcerer 4 (Pathfinder RPG 
  Bestiary 6 10)
  NE Medium undead (elf, humanoid, incorporeal)
  Init +3; Senses darkvision 60 ft., low-light vision; 
  Perception +16
  Aura mental static (30 ft., DC 15)
  DEFENSE
  AC 19, touch 19, flat-footed 15 (+5 deflection, +3 Dex, 
  +1 dodge)
  hp 40 (4d6+24)
  Fort +6, Ref +4, Will +5
  Defensive Abilities channel resistance +4, incorporeal, 
  mental schism; Immune undead traits; Resist cold 10
  OFFENSE
  Speed fly 30 ft. (perfect)
  Melee incorporeal touch +5 (animus insinuation, DC 15)
  Ranged rend psyche +5 touch (2d4 plus 1d6 Charisma 
  damage, DC 15)
  Special Attacks animus insinuation, corrupt intent, 
  rend psyche
  Bloodline Spell-Like Abilities (CL 4th; concentration +9)
  8/day—elemental ray (1d6+2 cold)
  Sorcerer Spells Known (CL 4th; concentration +9)
  2nd (4/day)—spectral hand
  1st (8/day)—burning hands (cold, DC 16), chill touch 
  (DC 16), color spray (DC 16), magic missile
  0 (at will)—detect magic, flare (DC 15), ghost sound 
  (DC 15), ray of frost, read magic, resistance
  Bloodline elemental (water)
  TACTICS
  During Combat Cythriel closes with the PCs to cast burning 
  hands and use her incorporeal touch. If reduced to fewer 
  than 15 hit points, she backs up and casts spectral hand to 
  deliver her other touch spells.
  Morale A white-hot ball of rage, Cythriel doesn’t break off 
  from combat. She fights until she is destroyed, spitting 
  hateful curses all the while.
  STATISTICS
  Str —, Dex 16, Con —, Int 12, Wis 13, Cha 20
  Base Atk +2; CMB +5; CMD 21
  Feats Combat Casting, Dodge, Eschew Materials
  Skills Fly +16, Intimidate +13, Knowledge (arcana, planes) +6, 
  Perception +16, Stealth +8, Use Magic Device +10; Racial 
  Modifiers +8 Intimidate, +10 Perception, +2 Spellcraft to 
  identify magic item properties
  Languages Common, Elven
  SQ bloodline arcana (change energy damage spells to cold), 
  elven magic
  KADRAZ 
  CR 5
  XP 1,600
  Male human skeletal champion fighter 6 (Pathfinder RPG 
  Bestiary 252)
  NE Medium undead
  Init +9; Senses darkvision 60 ft.; Perception +13
  DEFENSE
  AC 20, touch 15, flat-footed 15 (+3 armor, +5 Dex, +2 natural)
  hp 68 (8 HD; 2d8+6d10+22)
  Fort +6, Ref +7, Will +7 (+2 vs. fear)
  Defensive Abilities channel resistance +4; DR 5/bludgeoning; 
  Immune cold, undead traits
  OFFENSE
  Speed 30 ft.
  Melee 2 claws +4 (1d4+1)
  Ranged +1 longbow +15/+10 (1d8+4/×3)
  Special Attacks weapon training (bows +1)
  TACTICS
  During Combat Kadraz stays near the rear of the chamber 
  and chooses a lightly armored target, preferably a 
  spellcaster. He fires as many arrows at that PC as possible, 
  hoping to kill that PC before choosing another target.
  Morale Kadraz tries to flee out of the crypt’s entrance if 
  reduced to fewer than 20 hit points, not remembering that 
  Eerie Differences
  The tomb presented here is intentionally different from 
  that presented in “The Dead Roads.” The differences 
  aren’t just in the creatures inhabiting the tomb, but in the 
  tomb’s layout as well: rooms are swapped in orientation, 
  stairways lead to different areas, and so on. As the tomb 
  the PCs explored in the Boneyard is only a reflection of 
  the real tomb presented here, the PCs should find this 
  tomb to be increasingly eerie—it seems initially similar, 
  but the differences soon thwart their assumptions 
  and expectations. This tomb is both less finished and 
  substantially more deteriorated than the version in 
  the Boneyard, which should amplify the unnerving 
  atmosphere of this location.
  20
  
  if the loci spirit is still blocking the cemetery entrance, he 
  won’t get far.
  STATISTICS
  Str 15, Dex 21, Con —, Int 10, Wis 14, Cha 12
  Base Atk +7; CMB +12; CMD 24
  Feats Agile Maneuvers, Dazzling Display, 
  Improved Initiative, Manyshot, Point-
  Blank Shot, Precise Shot, Rapid Shot, 
  Toughness, Weapon Focus (longbow), 
  Weapon Specialization (longbow)
  Skills Climb +13, Intimidate +12, 
  Perception +13, Stealth +10
  Languages Common
  SQ armor training 1
  Gear mwk studded leather, 
  +1 longbow with 60 
  arrows, 90 gp
  TRONDUS 
  CR 5 
  XP 1,600
  Male dwarf zombie lord monk 5 (Pathfinder RPG 
  Bestiary 4 286)
  LE Medium undead
  Init +3; Senses darkvision 60 ft.; Perception +3 (+5 to notice 
  unusual stonework)
  DEFENSE
  AC 21, touch 19, flat-footed 17 (+1 deflection, +3 Dex, 
  +1 dodge, +1 monk, +2 natural, +3 Wis)
  hp 47 (7d8+12)
  Fort +4, Ref +7, Will +10; +2 vs. spells and spell-like abilities
  Defensive Abilities channel resistance +4, defensive training, 
  evasion; DR 5/slashing; Immune undead traits
  OFFENSE
  Speed 30 ft.
  Melee unarmed strike +7 (1d8+3) or
  unarmed strike flurry of blows +7/+7/+2 (1d8+3) or
  slam +7 (1d6+4)
  Special Attacks flurry of blows, hatred, stunning fist (5/day, 
  DC 16)
  TACTICS
  During Combat Trondus steps up to the largest PC and uses 
  flurry of blows.
  Morale Looking to test his skills against worthy opponents, 
  Trondus fights until he is destroyed.
  STATISTICS
  Str 16, Dex 16, Con —, Int 10, Wis 17, Cha 10
  Base Atk +4; CMB +9; CMD 26 (30 vs. bull rush, 30 vs. trip)
  Feats Combat Reflexes, Deflect Arrows, Dodge, Improved 
  Unarmed Strike, Nimble Moves, Power Attack, Step Up, 
  Stunning Fist, Toughness
  Skills Acrobatics +13 (+18 when jumping), Appraise +0 (+2 
  to assess nonmagical metals or gemstones), Climb +13, 
  Intimidate +10, Perception +3 (+5 to notice unusual 
  stonework), Stealth +13; Racial Modifiers +2 Appraise to 
  assess nonmagical metals or gemstones, +2 Perception to 
  notice unusual stonework
  Languages Common, Dwarven
  SQ fast movement, high jump, ki pool (5 points, 
  magic), maneuver training, slow fall 20 ft.
  Gear ring of protection +1
  J3. Dusty Font
  A small basin, filled nearly to the brim with 
  dust, protrudes from the southern wall 
  below a few smudges of faded paint. A 
  narrow stone door leads north. 
  This room doesn’t appear to 
  hold very much, but a PC who 
  succeeds at a DC 25 Perception 
  check or who deliberately 
  searches the thick layer of 
  dust in the font discovers a stone 
  tile several inches across. The tile bears 
  a carving of a stylized pair of feathery 
  wings. The PCs may remember a floor tile puzzle in 
  Roslar’s Tomb in “The Dead Roads,” and this tile looks 
  like one of the floor tiles from that puzzle. This is one 
  of three tiles needed to open the secret door in area J20.
  Treasure: In addition to the tile, a PC who succeeds at 
  the Perception check or searches the dust in the basin 
  finds a pearl of power (2nd level).
  J4. Landing
  Several wires hang loosely from the ceiling, and the remains 
  of a broken stone bench are heaped against the western wall. 
  A door exits to the south and a set of filthy stairs leads down 
  to the east.
  The PCs may recall that the wires hanging in this 
  landing held pieces of a gorgon’s hide in the Boneyard 
  version of this tomb. Here, that particular decoration 
  was never actually completed before the truth of Roslar’s 
  actions came to light, so the wires don’t contain anything 
  but spider webs.
  The door to the south leads to the grand hall (area J2) 
  and the stairs descend to the weapon murals room (area J5).
  J5. Weapon Murals (CR 8)
  Discolored paintings along the northern wall depict a few 
  types of weapons, including several rapiers and lances. 
  Indentations in the wall hold plaques under each illustration, 
  but the plaques are all blank. A short hallway to the east 
  EULOGY 
  FOR 
  ROSLAR’S 
  COFFER
  Part 1:  
  A Town 
  Transformed
  Part 2:  
  Restless are the 
  Dead
  Part 3:  
  The Unclean 
  Light
  NPC 
  Gallery
  Merchants  
  of the Road
  Arazni, 
  the Red Queen
  Machinations  
  of the  
  Whispering Way
  Bestiary
  21
  Trondus
  
  leads to a set of stairs going up, and a rough passage in the 
  stone leads west. The south wall contains the frame for a 
  doorway, but it is blocked with solid stone.
  Years ago, an explorer sealed the opening that once led 
  south with wall of stone to escape pursuing creatures; it is 
  now as solid as any other wall in the tomb. However, this 
  isn’t the only other passage leading out of this chamber; 
  the ceiling collapse that separated area J7 from area J20 
  opened a passage here that wasn’t part of the tomb’s 
  original design. This particular tunnel is about 5 feet tall 
  and lined with chunks of crumbled stone. Although 
  it may seem unstable due to its uneven 
  appearance, the passage is stable enough 
  to pass through.
  The crumbled stone passage leads to the 
  display room (area J6) and the stairs in the 
  hallway to the east lead back up to the 
  landing (area J4).
  Creature: The fallout from the 
  Radiant Fire blast produced a wide 
  variety of undead, including some 
  very unusual creatures. Before 
  the cataclysm, a human-sized 
  predatory insect known as a 
  xenopterid laired near the 
  tomb. It ducked into a patch 
  of mushrooms to avoid the 
  blast, but the mushrooms 
  had already been mutated 
  to 
  produce 
  necromantic 
  spores. The fungus quickly 
  overwhelmed the xenopterid 
  and animated it as a spore 
  zombie. As with many undead 
  in the cemetery, the spore 
  zombie took refuge in the 
  tomb to avoid the loci spirit. 
  The 
  xenopterid 
  spore 
  zombie 
  crouches 
  in 
  the 
  southwestern corner of this 
  room, draped in a tattered 
  cloak and making noises that 
  sound like desperate sobbing. A PC 
  must succeed at a Perception check 
  opposed by the zombie’s Disguise 
  check to realize it isn’t a humanoid. 
  It doesn’t respond to prompting, 
  other than to make a weak “come 
  closer” gesture with a limb that 
  looks surprisingly like a human 
  hand in a tattered glove. If a creature gets 
  within 5 feet, the zombie uses its spore burst 
  ability and attacks; otherwise, it waits to strike until the 
  PCs attack it or leave the room.
  XENOPTERID SPORE ZOMBIE 
  CR 8
  XP 4,800
  Xenopterid spore zombie (Pathfinder RPG Bestiary 4 283, 
  Pathfinder RPG Bestiary 6 287)
  CE Medium undead (augmented vermin)
  Init +7; Senses darkvision 60 ft., lifesense; Perception +21
  DEFENSE
  AC 24, touch 14, flat-footed 20 (+3 Dex, +1 dodge, 
  +10 natural)
  hp 123 (13d8+65)
  Fort +10, Ref +7, Will +9
  Defensive Abilities ferocity; Immune 
  undead traits
  OFFENSE
  Speed 40 ft., climb 20 ft., fly 20 ft. 
  (clumsy)
  Melee bite +16 (1d6+7 plus poison), 2 
  claws +16 (1d8+7/19–20 plus grab)
  Special Attacks blood drain (1d2 Con), 
  poison, spore burst (DC 20)
  TACTICS
  During Combat After using its 
  spore burst ability, the xenopterid 
  spore zombie bites and claws at 
  the nearest PC it can reach. The 
  zombie attempts to grapple that 
  PC and use its blood drain ability. It 
  drags a grappled PC into a corner if 
  it can, to protect itself from attacks 
  from other PCs while it feeds. 
  Morale The bloodthirsty zombie 
  fights until destroyed.
  STATISTICS
  Str 24, Dex 17, Con —, Int 10, 
  Wis 12, Cha 19
  Base Atk +9; CMB +16 (+20 
  grapple); CMD 30 (38 vs. trip)
  Feats Alertness, Dodge, Great 
  Fortitude, Improved Critical (claw), 
  Improved Initiative, Improved Natural 
  Attack (claw), Mobility, Power Attack, Spring 
  Attack, ToughnessB
  Skills Acrobatics +3 (+7 when jumping), Climb +31, Disguise 
  +28 (+36 when disguised as a humanoid), Fly –5, Perception 
  +21, Sense Motive +3, Stealth +27; Racial 
  Modifiers +8 Disguise (+16 
  when disguised as a 
  humanoid), +8 Stealth
  Languages Abyssal (can’t speak)
  SQ entangling slime
  22
  Xenopterid Spore Zombie
  
  J6. Display Room
  Empty shelves and display cases line the walls of this room. 
  A tunnel opens in the wall to the east and a stone 
  door leads south.
  Designed to display the 
  medals and other awards 
  given to Roslar during 
  his life, this chamber held 
  only a few trophies, and 
  most of those were stolen or destroyed. The shelves are 
  covered with dust and many of the cases are broken.
  The tunnel winds back to the weapon display room 
  (area J5) and the door opens into the crumbled chamber 
  (area J7).
  Treasure: While many of the shelves are empty, a 
  single statuette sits on the highest shelf, its sheen barely 
  noticeable through a thick coating of grime. This figurine 
  of wondrous power (bronze griffon) functions normally 
  once it is cleaned off a bit.
  J7. Crumbled Chamber (CR 6)
  The eastern half of this large hall has collapsed, creating an 
  impassable heap of stone and masonry. Water drips slowly 
  from several cracks in the cavernous ceiling, forming small 
  pools on the floor. The air here is dank, and patches of 
  mold grow on bas-relief carvings of armored knights on the 
  western wall. Identical stone doors lead north and south.
  What used to be a long hall dedicated to Roslar’s 
  unhealthy obsession with Arazni has been bisected by 
  a large collapse. It would take several dozen hours of 
  backbreaking work to remove enough of the rubble 
  to be able to slip through to the other half of the hall, 
  and these efforts might cause another collapse, at the 
  GM’s discretion (see page 415 of the Pathfinder RPG Core 
  Rulebook). A PC who succeeds at a DC 15 Knowledge 
  (engineering) check realizes the amount of labor needed 
  and recognizes that it could be dangerous to attempt it. 
  The seepage here originates from groundwater entering 
  the chamber through cracks in the ceiling where the 
  collapse occurred.
  The north door leads to the display room (area J6). The 
  south door leads to the family gallery (area J8).
  Creatures: In addition to undead, the Radiant Fire blast 
  attracted several other monstrosities. Three vampiric 
  mists trickled into this chamber through tiny gaps left by 
  the collapse, but they can’t figure out how to get out again. 
  They currently lurk in cracks in the damaged ceiling. 
  Although they prefer to wait until unsuspecting prey is 
  exiting the room, attacking from behind with surprise, 
  they can’t contain their hunger and immediately descend 
  if an injured creature enters the room. The vampiric 
  mists fight until destroyed. 
  VAMPIRIC MISTS (3) 
  CR 3
  XP 800 each
  hp 30 each (Pathfinder RPG 
  Bestiary 2 277) 
  J8. Family Gallery
  Four narrow stone pillars stand 
  against the western wall here. One holds a marble bust of 
  a haughty human woman, while the others are surrounded 
  by dozens of large chunks of broken statuary. A set of stone 
  stairs descends to the east, while a simple stone door exits 
  to the north.
  This chamber used to hold busts of Ervin Roslar 
  and his immediate family, but three of them have been 
  smashed. The only one that remains is of Roslar’s mother, 
  Emmillisa. Tarnished metal plaques at the top of each 
  pillar once stated the names of the Roslar family, but they 
  have long since been scratched out. A PC who succeeds 
  at a DC 25 Knowledge (history) or Knowledge (nobility) 
  check recognizes the subject of the intact bust; a PC who 
  examined these busts in “The Dead Roads” gains a +4 
  circumstance bonus on this check.
  A PC who pokes through the marble chunks finds a 
  stone tile several inches across with a stylized heart 
  carved into one side. Like the tile in area J3, this tile looks 
  like a piece from the floor puzzle in Roslar’s Tomb in the 
  Boneyard. This is one of three tiles needed to open the 
  secret door in area J20.
  The door to the north leads to the crumbled chamber 
  (area J7) and the stairs descend to the room with several 
  defaced carvings (area J9).
  J9. Defaced Carving
  This rectangular room lies at the bottom of a staircase to 
  the west and at the end of hallway that leads northwest. 
  The south wall hosts the remnants of an elaborate carving, 
  much of which has been chipped away. The only parts still 
  discernable are an arm holding a thin sword, and a metal 
  boot. In addition, a few words above the image read, “... the 
  Red Crusader,” but what comes before is unreadable.
  This carving once depicted Ervin Roslar kissing the 
  hand of an angelic Arazni; it was indicative of the knight’s 
  obsession with the herald of Aroden. A PC who succeeds 
  at a DC 15 Knowledge (history) or Knowledge (religion) 
  check recognizes the title of “Red Crusader” as being 
  EULOGY 
  FOR 
  ROSLAR’S 
  COFFER
  Part 1:  
  A Town 
  Transformed
  Part 2:  
  Restless are the 
  Dead
  Part 3:  
  The Unclean 
  Light
  NPC 
  Gallery
  Merchants  
  of the Road
  Arazni, 
  the Red Queen
  Machinations  
  of the  
  Whispering Way
  Bestiary
  23
  Scattered Tiles
  
  attributed to Arazni before she was killed, stolen away, 
  and turned into a lich to become the de facto ruler of the 
  nation of Geb.
  The staircase leads up to the family gallery (area J8), 
  and the hallway passes the south alcove (area J10) before 
  reaching the blocked chamber (area J11).
  J10. South Alcove
  A small alcove in the western wall interrupts this hallway as it 
  runs from northwest to southeast. Several stone shelves line 
  the walls of the nook, holding moldering sacks and boxes.
  This alcove was used to store cleaning supplies, such as 
  brushes, rags, and buckets, but they have all disintegrated 
  over the many years. Only a strange, lingering odor of 
  cleaning supplies hints at the alcove’s former contents.
  The hallway extends south to the room with the 
  defaced carving (area J9) and north to the vibrant carving 
  (area J11). 
  J11. Vibrant Carving (CR 8)
  Two corridors lead out of this marble-walled chamber to 
  the north and south. A colorful image of an armored knight 
  riding a horse into battle against a throng of undead creatures 
  is carved into the eastern wall. Time has not affected this 
  bas-relief, which looks as vibrant as the day it was made. 
  A massive pile of rubble blocks off the remainder of the 
  chamber to the west.
  This area is another large hall that has been cut in half 
  by a collapsed ceiling. As with the collapse in area J7, a 
  PC who succeeds at a DC 15 Knowledge (engineering) 
  check can tell that attempting to remove any of the rubble 
  would require a great deal of work and could cause the 
  rest of the ceiling to collapse.
  The image of Roslar on the eastern wall should be 
  quite familiar to the PCs by this point, but if necessary, 
  a PC who succeeds at a DC 15 Knowledge (religion) or 
  Knowledge (nobility) check recognizes the subject of 
  the bas-relief. This particular image has been spared the 
  ravages of time thanks to a minor enchantment placed 
  on it by a wizard hired by the tomb’s builders. It was one 
  of the first murals created in the crypt; the other carvings 
  were supposed to receive the same enchantment, but 
  when Roslar was disgraced, the architects didn’t have the 
  wizard return.
  The corridors from this room lead south to the room 
  with the defaced carving (area J9) and north to the burial 
  recesses (area J13).
  Creature: A guecubu hides in the pile of rubble. 
  Risen from the remains of a condemned criminal, 
  the creature has been in this chamber for only a short 
  time. It has no interest in the vibrant carving except as a 
  potential distraction to prey; it plans to slip silently out 
  of the rubble and take the PCs by surprise while they are 
  examining the carving. The guecubu first casts transmute 
  rock to mud on the ground where the PCs are standing and 
  then approaches as many PCs as possible before using 
  its Whirlwind Attack feat. The guecubu fights ferociously 
  until it is destroyed.
  GUECUBU 
  CR 8
  XP 4,800
  hp 104 (Pathfinder RPG Bestiary 3 145)
  J12. North Alcove
  Broken stone shelves and half-open cabinets line the walls 
  of a small alcove in the western wall. The hallway here runs 
  southwest to northeast.
  This area was designed to store dozens of candles and 
  candelabras that could be placed around the tomb. It was 
  never fully stocked before the truth of Roslar’s betrayal 
  came to light, so there is very little here.
  Treasure: Though most of the cabinets are empty, one 
  holds a shiny golden candle and a small rectangular block 
  of incense that smells of jasmine. These items are a candle 
  of truth and a brick of incense of meditation, respectively.
  J13. Burial Recesses
  Niches line the northern and eastern walls of this chamber, 
  empty save for a few ancient rags and a discarded boot. 
  Hallways exit the chamber to the west and the southwest.
  The room was intended to be the final resting place 
  of the tomb’s builders, but when Roslar fell from grace, 
  many of those workers declined the “honor.” Many died 
  in obscurity elsewhere in Lastwall, not wanting their 
  names connected with the paladin’s tarnished legacy. The 
  leather boot in one of the recesses appears to be dozens 
  of years old and is sized for a child or a Small humanoid.
  The corridor to the south leads to the vibrant carving 
  (area J11), while the west corridor leads to the sarcophagus 
  nooks (area J14). 
  Treasure: The discarded boot has a dark-blue gem 
  stuffed down in the toe; this is a dark blue rhomboid ioun 
  stone with a tiny letter “W” carved on it.
  J14. Sarcophagus Nooks (CR 8)
  Half a dozen alcoves run along the northern wall here; stone 
  sarcophagi occupy the two furthest alcoves to the west. Faint 
  24
  
  carvings of humanoid figures can be seen within each alcove. 
  A corridor exits to the east, and part of the southern wall has 
  collapsed to reveal a passage to another chamber.
  Roslar had many heroic allies during the Shining 
  Crusade, but few were as loyal to him as the Red Shrikes, 
  the group that was briefly interred here after the tomb 
  was built. They perished before the end of the crusade 
  and their names have been lost to time, as many of their 
  surviving families had their bodies moved from the tomb 
  after Roslar’s misdeeds came to light. Only two simple 
  stone sarcophagi remain. The PCs can 
  open the heavy lid (hardness 8, hp 40) 
  of a sarcophagus with a successful 
  DC 13 Strength check.
  The PCs might recognize these 
  sarcophagi as the place where they 
  awakened in the Boneyard at the 
  beginning of “The Dead Roads.” The 
  carvings are faint but, if you want 
  to enhance the eerie resonance 
  of this tomb, they bear faint 
  similarities to the PCs’ likenesses. 
  The corridor to the east leads to the burial 
  recesses (area J13), while the collapsed passage 
  south leads to the servants’ crypts (area J15).
  Trap: The western sarcophagus was rigged with a 
  magical trap to deter looters. When the sarcophagus is 
  opened, the trap unleashes a burst of sonic energy that 
  sounds like a blood-curdling scream. When it is set off, 
  the venedaemons in area J15 are alerted to the presence 
  of intruders in the tomb.
  SCREAMING SARCOPHAGUS TRAP 
  CR 8
  XP 4,800 
  Type magic; Perception DC 25; Disable Device DC 25
  EFFECTS
  Trigger touch (opening the sarcophagus); Reset none
  Effect explosion of sound (7d8 sonic damage and deafened 
  for 1d4 hours, Fortitude DC 18 for half damage and negate 
  deafness); multiple targets (all targets within 20 feet)
  Treasure: The eastern sarcophagus contains a few old 
  bones, tattered burial wraps, a rusty bastard sword, and 
  a +1 bashing heavy steel shield. The remains in the western 
  sarcophagus are in slightly better condition. The PCs 
  find a fully charged staff of courageUE lying next to the 
  mummified corpse of a human man.
  J15. Servants’ Crypts (CR 7)
  Several thick stone slabs, each with metal-tipped corners, 
  ring the edges of this room at several elevations. Rubble 
  and pieces of bone are scattered across the uneven floor. 
  An archway exits to the south, and a gaping hole in the 
  northern wall behind the fragments of a broken slab opens 
  into another chamber.
  More than a few of Roslar’s loyal retainers, squires, and 
  servants were laid to rest here, each on a slab carved with 
  the person’s name and position, but time and erosion 
  have rendered the names illegible. A few decades ago, 
  EULOGY 
  FOR 
  ROSLAR’S 
  COFFER
  Part 1:  
  A Town 
  Transformed
  Part 2:  
  Restless are the 
  Dead
  Part 3:  
  The Unclean 
  Light
  NPC 
  Gallery
  Merchants  
  of the Road
  Arazni, 
  the Red Queen
  Machinations  
  of the  
  Whispering Way
  Bestiary
  25
  Venedaemon
  
  part of the northern wall collapsed, spilling a few of these 
  servants’ remains onto the floor.
  The hole in the north wall leads to the sarcophagus 
  nooks (area J14), while the archway south leads to the 
  marble hall (area J16).
  Creatures: Drawn by the sheer amount of death caused 
  by the Radiant Fire, a pair of venedaemons traveled to 
  Roslar’s Coffer. Not finding much of interest in the town 
  above, the two teleported down into this tomb and have 
  started searching through the corpses interred here. The 
  hooded figures float near the ceiling, their many tentacles 
  probing the skeletons of servants and squires. They 
  are distracted and normally take a –4 penalty on their 
  Perception checks to notice the PCs, but if they are aware 
  the PCs are present (such as if the PCs set off the trap 
  in area J14), they each attempt to summon a cacodaemon 
  for defense. The venedaemons prefer to use their spells 
  in a fight. If a venedaemon is reduced to fewer than 15 
  hit points, it uses dimension door to escape the tomb and 
  eventually returns to Abaddon.
  VENEDAEMONS (2) 
  CR 5
  XP 1,600 each
  hp 51 each (Pathfinder RPG Bestiary 6 78)
  J16. Marble Hall
  The eastern section of this marble-walled hall is blocked off 
  by several tons of stone. Parts of the polished floor have been 
  gouged by falling rock near the collapse. Archways exit this 
  chamber to the north, west, and south. Messages are carved 
  into the stone above each archway, but only a few words are 
  still readable.
  The words “Peace for Years” are visible above the 
  northern archway to the servants’ crypts (area J15). The 
  words “din at His Well” can still be seen above the western 
  archway to the empty crypt (area J17). The phrase “Support 
  Thy Master” remains above the southern archway to the 
  stone stable (area J18). All the other writing that once 
  adorned the archways is now illegible. 
  The western archway is narrower than the opening in 
  the Boneyard version of Roslar’s Tomb, which a PC can 
  note with a successful DC 20 Perception check. This is 
  the first sign that something unusual is occurring in area 
  J17, and a PC who succeeds at this check—or who has 
  the unusual discrepancy pointed out to him—gains a +4 
  circumstance bonus to spot the living walls lurking there.
  A PC who succeeds at a DC 15 Knowledge (engineering) 
  check can tell that attempting to remove any of the rubble 
  blocking the eastern half of the chamber would require a 
  great deal of work and could cause the rest of the ceiling 
  to collapse.
  J17. Empty Crypt (CR 6)
  A large stone dais occupies the western end of this room, 
  and the stone of the curved wall behind it has been carved 
  to resemble hanging draperies. The dais is bare, save for a 
  few pieces of stray rubble. An archway leads out to the east.
  This space was reserved for Roslar’s sarcophagus. It was 
  to be a place of honor, visited by those who adored his 
  tales and longed to pay homage to the dead hero. However, 
  shortly before the paladin’s body was to be interred here, 
  the terrible facts of the final years of his life and his role 
  in the defeat of the Shining Crusade surfaced, and Roslar 
  was buried in a pauper’s grave elsewhere in Lastwall. This 
  chamber has therefore always been empty.
  A PC who picks through the rubble on the dais easily 
  finds a stone tile several inches across. The image of a 
  thin blade, similar to a rapier, is carved into one side of 
  the tile. This is another floor tile puzzle piece and is one 
  of three tiles needed to open the secret door in area J20.
  Creatures: Animated by the fallout from the Radiant 
  Fire, a pair of living walls stands in the northeast and 
  northwest corners of the room. These constructs disguise 
  the flesh and bones that make up their bodies by using 
  slabs of stone to form an external shell. To the PCs, they 
  appear to be crumbling walls, but bits of bone protrude 
  from within the creatures’s interiors, and flesh is visible 
  between the stones that make up their skin. A PC who 
  succeeds at a DC 20 Perception check realizes the thick 
  walls are in fact creatures. The living walls attempt to crush 
  any PC approaching the dais, then fight until destroyed.
  LIVING WALLS (2) 
  CR 4
  XP 1,200 each
  hp 46 each (Pathfinder RPG Bestiary 4 182)
  J18. Stone Stable
  This unusual room is decorated to look like a stable, with 
  the image of a large window overlooking a grassy meadow 
  carved into the eastern wall. Another carving along the 
  southern wall depicts most of a sturdy horse, though the 
  beast’s head has been chipped away. A message above the 
  carving reads “No Greater Friend,” but the rest of the words 
  are missing. An archway exits to the north, and a gaping hole 
  in the ceiling appears to open onto another chamber.
  During the Shining Crusade, Roslar lost his favorite 
  horse—a swift, lean stallion named Abdell—in a fierce 
  battle with Tar-Baphon’s undead. Despondent over 
  his mount’s death, the paladin had the horse’s remains 
  cremated, and Roslar kept the ashes near his side for 
  several more years before he perished. The architects of 
  26
  
  the tomb knew of Roslar’s adoration for his horse, and 
  so they constructed this mausoleum specifically for the 
  animal. Abdell’s ashes weren’t ever here and have since 
  been lost.
  The archway to the north leads into the marble hall 
  (area J16). The hole in the ceiling leads up 15 feet into the 
  chamber of sigils (area J19). A PC can climb the stone walls 
  in the southwest corner of this room with a successful DC 
  15 Climb check; climbing through the hole is the only way 
  to reach area J19.
  J19. Chamber of Sigils (CR 7)
  Unusual circular sigils are carved into the walls of this 
  chamber. A four-foot-high pillar lies toppled in the center of 
  the room, cracked into several pieces. Near the fallen pillar is 
  a human skeleton. A small stone door exits to the north, and 
  there is a large hole in the floor.
  An eerie trophy of Roslar’s conquests was once 
  stored here on the stone pedestal: a small black crystal 
  that contained a malicious spectre. The crystal is long 
  gone, likely stolen by looters shortly after the tomb was 
  abandoned. A PC who examines the carvings and succeeds 
  at a DC 15 Knowledge (arcana) check recognizes the sigils 
  as intended to strengthen binding rituals performed in 
  this space; they do nothing on their own. 
  The stone door leads to the altar room (area J20). The 
  hole in the floor drops 15 feet to the stone stable (area J18).
  Creature: Several rot grubs infesting the corpses in 
  the cemetery above were granted surprising fecundity 
  from the Radiant Fire. Hundreds of their offspring have 
  squirmed their way into the tomb through dozens of tiny 
  cracks. Though this swarm has already feasted on the 
  rotting flesh of a zombie that recently arose in this room, 
  leaving behind only its skeleton, it still hungers for fresh 
  meat. The swarm attacks the first creature that climbs up 
  out of the hole and fights until it is destroyed.
  ROT GRUB SWARM 
  CR 7
  XP 3,200
  hp 85 (Pathfinder RPG Bestiary 3 215)
  J20. Bare Altar
  The ceiling of this chamber is cracked and crumbling, 
  explaining the massive amount of rubble that blocks the 
  western portion of the room. A single stone door exits to 
  the south. A marble altar, marked with the symbol of a fiery 
  winged sword, is set a few feet from the eastern wall. The 
  floor to the immediate west of the altar is divided into a 
  three-by-three grid of tiles, though many of these tiles are 
  broken and a few appear to be missing.
  This altar demonstrates Roslar’s strange obsession 
  with Arazni. The icon of a glowing winged sword was her 
  holy symbol when she was Aroden’s herald, a fact a PC 
  recognizes with a successful DC 18 Knowledge (religion) 
  check. The architects of the tomb included this altar (and 
  other Araznite imagery found throughout the structure) 
  at Roslar’s behest.
  A PC who succeeds at a DC 15 Knowledge (engineering) 
  check can tell that attempting to remove any of the rubble 
  blocking the western half of the chamber would require a 
  great deal of work and could cause the ceiling to collapse 
  (see page 415 of the Pathfinder RPG Core Rulebook).
  The grid of tiles on the floor in front of the altar are part 
  of a mechanism to open a secret door in the eastern wall. 
  The PCs might remember this floor tile puzzle; in the 
  Boneyard version of the tomb the PCs explored in “The 
  Dead Roads,” solving the puzzle opened a secret panel to a 
  cache of treasure. In this tomb, the panel instead conceals 
  the secret passage (area J21) to the Bastion of Light. 
  A PC who examines the tiles notices that three of the 
  nine tiles are missing—the same three tiles that open the 
  secret door. These tiles are located in areas J3, J8, and J17 
  of the tomb; if the PCs didn’t find all three during their 
  exploration, they’ll need to backtrack to collect them. 
  Once the three missing tiles are placed in the grid’s open 
  spaces (the exact order doesn’t matter), the secret door to 
  the east unlocks and opens with a soft click.
  Alternatively, a PC can discover the existence of the 
  secret door with a successful DC 35 Perception check; 
  PCs that opened the cache in “The Dead Roads” gain no 
  bonus on this check, as the secret door’s configuration is 
  different in this tomb. Once the secret door is found, a 
  successful DC 30 Disable Device check is required to open 
  the lock. If the PC’s result exceeds 15 but doesn’t open the 
  lock, the PC learns that the mechanism for opening the 
  door isn’t located around the door’s edge but is instead 
  connected to the tile grid. If the PCs would rather bash 
  their way through, the secret door has hardness 8, 60 hit 
  points, and a break DC 28.
  Story Award: When the PCs discover the secret passage 
  that leads to the Bastion of Light, award them 2,400 XP.
  J21. Long Passage
  This dusty, 5-foot-wide corridor clearly hasn’t been used 
  for decades. Thick cobwebs hang from the ceiling. The 
  passage turns several times and has a few steps here and 
  there, but it never branches. Made from reinforced stone, 
  the well-built passage guides the PCs safely under the 
  dome of poisonous fog created by the fetoring maw. 
  After just over half a mile, the tunnel ends at the back 
  of an obvious secret stone door, which opens with a slight 
  push to reveal a small stone cellar. This is area K1 in the 
  Bastion of Light, deep within the deadly fog bank.
  EULOGY 
  FOR 
  ROSLAR’S 
  COFFER
  Part 1:  
  A Town 
  Transformed
  Part 2:  
  Restless are the 
  Dead
  Part 3:  
  The Unclean 
  Light
  NPC 
  Gallery
  Merchants  
  of the Road
  Arazni, 
  the Red Queen
  Machinations  
  of the  
  Whispering Way
  Bestiary
  27
  
  PART 3:  
  THE UNCLEAN LIGHT
  Once a home to Sarenite priests and paladins, the 
  Bastion of Light was constructed during the Shining 
  Crusade. Many similar structures were erected during 
  this time to protect the area that would become Lastwall 
  from orc hordes and undead. Though the Bastion of 
  Light was far from the northern front, it proved to be 
  an important training ground for Sarenite crusaders, 
  and it provided a supply point to reinforce embattled 
  forward regions. 
  Far from the hotter climates where the Sarenite faith 
  thrives, the priests of the Bastion of Light focused more 
  on the deity’s interests in healing and honesty than in the 
  sun. In addition to swordplay, knights were given training 
  in medicine, and the ability to channel positive energy 
  was seen as Sarenrae’s greatest blessing. Squires and 
  acolytes were trained to never utter a falsehood—or even 
  lie by omission—and were given hours of cleaning duty 
  if they were ever caught doing so. The Bastion of Light 
  also features a very large cathedral space, where services 
  to Sarenrae were performed on a weekly basis. Citizens 
  from the surrounding countryside were encouraged to 
  attend and could expect free healing after the ceremony, 
  if needed.
  Unfortunately, all this preparation was ultimately for 
  naught when the orcs of the Broken Nail tribe overran 
  the Bastion of Light and the nearby town of Roslar’s 
  Coffer. The orcs slaughtered most of the cathedral’s 
  knights and priests. Those who survived helped refugees 
  from the town escape the rampaging tribe. But despite 
  the ferocity of their attack, the orcs didn’t remain in 
  the area for very long. Shortly after they moved on, a 
  territorial simian beast called a red reaver took the 
  cathedral as its lair. Over the next few years, as Roslar’s 
  Coffer was being repopulated, many attempts were made 
  to oust the beast; fortunately for the returning citizens, 
  the red reaver didn’t range far from its lair in the Bastion 
  of Light. Ultimately, a Pathfinder Society team seeking 
  relics from the temple slew the creature. Relieved 
  townspeople buried the red reaver’s remains in a field 
  behind the cathedral.
  The church of Sarenrae had not yet committed a new 
  contingent of priests and knights to the Bastion of Light 
  when the Radiant Fire struck Roslar’s Coffer. The Bastion 
  of Light made a perfect staging ground for the cultists of 
  the Whispering Way who arrived to study the blast. They 
  raised the red reaver as a zombie guardian, established 
  necromantic labs within the building’s side rooms, and 
  used the fetoring maw to erect the dome of poisonous fog 
  around the city. The Bastion of Light stands inside the 
  toxic cloud, and its sturdy walls protect the inhabitants 
  from the miasma’s ill effects (even though many of them 
  are immune to it, either by virtue of being undead or after 
  being branded by the fetoring maw). The dhampir Valthazar 
  Quietus leads this cell of the Whispering Way, along with 
  his second-in-command, the pukwudgie cleric Kalamuk. 
  They occupy the upper floor of the cathedral, direct the 
  necromancers in their experiments and investigations, 
  and control the fetoring maw.
  K. BASTION OF LIGHT GROUND FLOOR
  The Bastion of Light was constructed primarily for 
  defense. Its exterior walls are 5 feet thick, and its ground 
  floor has no windows and only two entrances. Unless 
  otherwise noted, ceilings on the ground floor are 20 feet 
  high. The orc invaders and the red reaver demolished 
  most of the original interior doors on the first floor during 
  their occupation. After Pathfinders slew the red reaver, 
  carpenters and masons began cleanup operations, but they 
  did little more than clear out some of the rubble and hang 
  temporary interior doors. These doors are strong wood 
  (hardness 5, hp 20) but do not have locks. The two exterior 
  doors are original and have been repaired: they are stone 
  reinforced with iron bars (hardness 8, hp 60, break DC 
  30). Enchanted sconces in every room provide bright light 
  throughout the ground floor, though the Whispering Way 
  cultists have smashed a few of the sconces to reduce the 
  light level to dim or normal light, where indicated.
  K1. Cellar Stairwell
  This wide spiral staircase leads down to a landing 15 feet 
  below ground level. This cellar area was used to store 
  provisions that had to be kept cool and dry. The cellar 
  is empty and the Whispering Way cultists have therefore 
  ignored it. However, it conceals the secret passage to 
  Roslar’s Tomb. A PC must succeed at a DC 35 Perception 
  check to find the secret door from the cellar side. This 
  makes the passage a good place for the PCs to hide out 
  and rest, as the Whispering Way cultists are unlikely to 
  find the passage when the secret door is closed.
  K2. Cathedral (CR 9)
  The ceiling in this wide chamber is supported by two rows of 
  sturdy stone pillars and slopes downward from the south to 
  the north. A sun depicted over the large stone double door 
  to the south emits rays along the ceiling to a raised wooden 
  dais at the north end of the chamber. Many of the walls have 
  been painted with murals made to resemble stained-glass 
  windows, each depicting a different armored knight aiding 
  the downtrodden and slaying foul undead in the service of 
  Sarenrae. A few of these depictions have been grotesquely 
  defaced, with skulls painted over the figure’s heads and 
  28
  
  terrifying creatures swooping down from above. Rows of 
  broken wooden pews occupy the center of the chamber, with 
  many heaped into a jumble in the middle of the chamber, 
  creating a large empty space. Simple wooden doors exit this 
  room in every direction.
  This large cathedral could easily seat over 100 people 
  and was often crammed with twice that number during 
  weekly services and special ceremonies. The ceiling in the 
  southern half of the room rises to over 40 feet, sloping 
  downward to a height of 20 feet above the altar. If the 
  PCs don’t already know it, a PC who succeeds at a DC 10 
  Knowledge (religion) check realizes that this is a temple 
  of Sarenrae.
  The wooden dais at the north end of the room contains 
  an altar and two wooden cabinets. These cabinets formerly 
  contained priestly accoutrements (such as aspergillums 
  and sticks of incense) for weekly services, but they were 
  plundered long ago and are now empty.
  The jumble of pews is difficult terrain, although anyone 
  in the jumble has cover from attacks. 
  Creatures: When it was alive, the red reaver made its 
  lair in this massive chamber. Although it pulled off and 
  destroyed all the doors here (except for the large stone 
  double door leading out of the cathedral, which was 
  too heavy for it to destroy), it found squeezing into the 
  adjoining chambers too difficult and therefore stayed 
  primarily in this room. The newly arisen zombie red 
  reaver—called a gray reaver—has an instinctual affinity 
  for this chamber, and the Whispering Way cultists are 
  content to leave it here. Three cultists were assigned to 
  watch over the large zombie, but because they wasted 
  their time defacing murals and playing dice on the dais, 
  Chatar murdered one as an example and stationed a loyal 
  wight to curtail further shirking. The wight is one of the 
  researchers from area K12, and he resents being pulled 
  away from his research there. 
  The cultists and the researcher remain vigilant, even 
  though they don’t expect any intruders. The gray reaver 
  paces the room constantly and attacks any creatures that 
  aren’t undead or wearing Whispering Way robes.
  If this group detects intruders, the cultists and the 
  deathless researcher move into the jumble of pews to 
  gain cover, then attack with thrown daggers or spells. The 
  cultists won’t flee as long as the researcher is standing; 
  if the researcher is defeated, any surviving cultists head 
  for the nearest door and make their way upstairs to warn 
  their leaders.
  EULOGY 
  FOR 
  ROSLAR’S 
  COFFER
  Part 1:  
  A Town 
  Transformed
  Part 2:  
  Restless are the 
  Dead
  Part 3:  
  The Unclean 
  Light
  NPC 
  Gallery
  Merchants  
  of the Road
  Arazni, 
  the Red Queen
  Machinations  
  of the  
  Whispering Way
  Bestiary
  29
  
  1 SQUARE = 5 FEET
  K18
  K. BASTION OF LIGHT GROUND FLOOR
  K15
  K13
  K16
  K2
  K14
  K17
  K8
  K7
  K6
  K5
  K4
  K12
  K11
  K10
  K1
  K3
  K9
  TO L1
  30
  TO L1
  
  WHISPERING WAY CULTISTS (2) 
  CR 3
  XP 800 each
  hp 32 each (see page 78)
  DEATHLESS RESEARCHER 
  CR 6
  XP 2,400
  Wight sorcerer 5 (Pathfinder RPG Bestiary 276)
  LE Medium undead
  Init +5; Senses darkvision 60 ft., deathwatch; Perception +12
  DEFENSE
  AC 19, touch 11, flat-footed 18 (+4 armor, +3 Dex, 
  +4 natural)
  hp 95 (9 HD; 5d6+4d8+60)
  Fort +7, Ref +3, Will +10
  Immune undead traits; Resist cold 5
  Weaknesses resurrection vulnerability
  OFFENSE
  Speed 30 ft.
  Melee slam +8 (1d4+3 plus energy drain)
  Special Attacks create spawn, energy drain (1 level, DC 17)
  Bloodline Spell-Like Abilities (CL 5th; concentration +10)
  8/day—grave touch (2 rounds)
  Sorcerer Spells Known (CL 5th; concentration +10)
  2nd (5/day)—false life, spectral hand, touch of idiocy
  1st (8/day)—chill touch (DC 16), ear-piercing screamUM 
  (DC 16), mage armor, magic missile, protection from good
  0 (at will)—acid splash, bleed (DC 15), dancing lights, daze 
  (DC 15), detect magic, disrupt undead
  Bloodline undead
  TACTICS
  Before Combat A deathless researcher casts mage armor and 
  false life.
  During Combat A deathless researcher takes cover and 
  attacks from a distance with spells such as spectral hand, 
  touch of idiocy, or magic missile. If pressed into melee, a 
  researcher resorts to slam attacks. As the researchers are 
  academically curious about the potency of the traps and 
  undead experiments elsewhere within the Bastion of Light, 
  a researcher attempts to injure or debilitate as many PCs as 
  possible rather than eliminate the PCs one at a time. 
  Morale A deathless researcher fights until destroyed. If 
  the PCs flee into another part of the Bastion of Light, a 
  researcher doesn’t pursue, but waits to see whether the 
  other dangers in the cathedral overwhelm the PCs.
  Base Statistics Without mage armor and false life, the 
  deathless researcher’s statistics are AC 15, touch 11, 
  flat-footed 14; hp 85.
  STATISTICS
  Str 14, Dex 12, Con —, Int 15, Wis 15, Cha 20
  Base Atk +5; CMB +7; CMD 18
  Feats Blind-Fight, Combat Casting, Eschew Materials, 
  Improved Initiative, Skill Focus (Perception), Weapon 
  Focus (slam)
  Skills Acrobatics +5, Craft (leather) +9, Heal +8, Intimidate 
  +12, Knowledge (arcana) +14, Knowledge (religion) +14, 
  Perception +12, Stealth +16; Racial Modifiers +8 Stealth
  Languages Aklo, Common, Necril
  SQ bloodline arcana (corporeal undead affected by 
  humanoid-affecting spells)
  Combat Gear brooch of shielding, potion of inflict serious 
  wounds; Other Gear deathwatch eyesUE
  EULOGY 
  FOR 
  ROSLAR’S 
  COFFER
  Part 1:  
  A Town 
  Transformed
  Part 2:  
  Restless are the 
  Dead
  Part 3:  
  The Unclean 
  Light
  NPC 
  Gallery
  Merchants  
  of the Road
  Arazni, 
  the Red Queen
  Machinations  
  of the  
  Whispering Way
  Bestiary
  31
  Deathless Researcher
  
  GRAY REAVER 
  CR 6
  XP 2,400
  Red reaver zombie (Pathfinder Adventure Path: Curse of the 
  Crimson Throne 476, Pathfinder RPG Bestiary 288)
  NE Large undead
  Init –3; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 9, touch 6, flat-footed 9 (–3 Dex, +3 natural, –1 size)
  hp 99 (18d8+18)
  Fort +6, Ref +3, Will +11
  DR 5/slashing; Immune undead traits
  OFFENSE
  Speed 30 ft., fly 20 ft. (clumsy)
  Melee bite +22 (2d6+10), 2 claws +22 (1d8+10) or
  slam +22 (1d8+15)
  Space 10 ft.; Reach 10 ft.
  TACTICS
  During Combat The gray reaver rushes into melee with the 
  largest opponent. It generally ignores opponents among 
  the pews, as it doesn’t like the uneven footing there, 
  although it wades into the jumble of pews if there are no 
  other targets in easier-to-reach areas. 
  Morale The gray reaver fights until destroyed.
  STATISTICS
  Str 30, Dex 4, Con —, Int —, Wis 10, Cha 10
  Base Atk +13; CMB +24; CMD 31
  Feats ToughnessB
  Skills Fly –13
  Languages Giant (cannot speak)
  SQ staggered
  K3. Vestibule
  Two tapestries hang on the western and eastern walls of 
  this rectangular chamber, both shredded into long strips. 
  They appear to have once depicted the same angelic winged 
  figure with the sun behind her head. Two stone double doors 
  open out of this chamber, one to the north and another to the 
  south. A slate has been hung on the northern wall just to the 
  west of the doors; a skull with a gag in its mouth has been 
  drawn on it. 
  Two tapestries depicting the Dawnflower once greeted 
  visitors and congregants in this vestibule to the Bastion 
  of Light. The slate by the northern double door was 
  intended to promote community events and upcoming 
  celebrations, but the Whispering Way has drawn their 
  symbol on it, as if their presence in the building wasn’t 
  obvious enough.
  The northern door opens into the cathedral (area K2). 
  The south door opens directly onto the roiling miasma 
  that surrounds Roslar’s Coffer. A thin membrane of magic 
  keeps the poison from seeping into the building, but 
  anyone stepping outside the Bastion of Light is subject to 
  its effects; information about the dome of poisonous fog 
  appears on page 5.
  K4. Community Room
  A long, low bookshelf runs along the western and southern 
  walls of this room. The shelf is currently empty save for a few 
  scraps of burnt paper. The center of the stone floor bears the 
  scorch marks of an old bonfire. Two wooden doors stand in 
  the northern wall.
  The priests of the temple allowed members of the 
  community to use this room for various purposes: sewing 
  circles, children’s parties, and game nights for those who 
  didn’t want to gather in a tavern. The bookshelf once 
  held dozens of texts about the Sarenite faith written for 
  laypeople as well as popular works of wholesome fiction 
  and poetry that the community could borrow and read 
  as they pleased. The orcs took all of those books, not to 
  mention the tables and chairs that were once here, and 
  burned them up in a large indoor bonfire. The scorch 
  marks on the floor are all that remain.
  One of the doors in the north wall leads to the cathedral 
  (area K2). The other leads to the private shrine (area K5).
  K5. Private Shrine (CR 9)
  A stone dais against the western wall holds a small shrine 
  featuring a carved pair of hands clasped together in prayer 
  in front of a blazing sun. Several dried puddles of wax 
  decorate the dais, with red gemstones scattered among the 
  puddles. The floor in front of the shrine is scarred with charred 
  markings. Doors exit to the north and south.
  This area was used by those who wished to worship 
  privately and in peace, usually lighting prayer candles for 
  the sick and unfortunate members of their families. The 
  orcs that came to occupy this room left it alone after one 
  of them saw the carving of the sun flare when she stepped 
  close. The effect was only a coincidental reflection, but the 
  orcs assumed the shrine was trapped and didn’t disturb 
  it. The charred markings read “Trap!” in Orc and are 
  obviously quite old. 
  The door to the south leads to the community room 
  (area K4), while the north door leads to the south storage 
  room (area K6). A broken sign next to the door to the 
  north reads “SUPPL.”
  Trap: The Whispering Way agents were surprised 
  to find a relatively intact shrine and, knowing that the 
  faithful were likely to return here at some point in the 
  future, set a deadly trap. They also placed a small pile 
  of gems on the shrine to entice any would-be victims 
  32
  
  (see Treasure below). The cultists didn’t realize what 
  the markings in front of the shrine were, and therefore 
  unknowingly gave truth to the warning in Orc. If the 
  shrine is touched, a billowing cloud of poisonous vapors 
  issues forth. These vapors strongly resemble the deadly 
  fog surrounding the Bastion of Light, as the cultists used 
  a portion of the fetoring maw’s magic to create this trap.
  CLOUDKILL TRAP 
  CR 9
  XP 6,400 
  Type magic; Perception DC 33; Disable Device DC 33
  EFFECTS
  Trigger touch; Reset none
  Effect spell effect (heightened cloudkill, Fortitude DC 22 
  partial); multiple targets (all targets within area K5)
  Treasure: Ten small red rubies rest on the shrine, each 
  worth 75 gp.
  K6. South Storage (CR 7)
  A thin layer of dirt covers the floor here, giving this room 
  a musty, earthy smell. Square wooden cabinets lie on their 
  backs atop the dirt in the northeast and southwest corners. 
  Doors lead out of this room to the north and south.
  This storage area once held furniture (such as tables 
  and chairs) for the other rooms in the Bastion of Light 
  when extra seating was needed. Most of that furniture 
  was destroyed by orcs, while the Whispering Way cultists 
  repurposed the rest. The door to the north leads to a bare 
  room (area K7), while the door to the south leads to the 
  private shrine (area K5).
  Creatures: As part of their experimentation on the 
  corpses of the citizens of Roslar’s Coffer, the Whispering 
  Way necromancers wanted to find out whether the 
  undead guardians known as crypt things could be tied to 
  a location other than an actual crypt. Here, they created 
  two crypt things from the dead of Roslar’s Coffer and 
  brought several wheelbarrows full of dirt from the small 
  graveyard behind the cathedral. The cultists pushed the 
  tall cabinets over on their sides, laying the crypt things 
  within as though they were coffins.
  The Whispering Way’s experiment worked, after a 
  fashion; the crypt things consider this room to be their 
  domain, and they don’t let living creatures pass through. 
  They lurk inside the cabinets, listening carefully for 
  movement in the room. If they detect intruders, they 
  use dimension door to emerge from their cabinets and 
  attack. For the purpose of the crypt thing’s teleporting 
  burst power, the fog bank outside the Bastion of Light 
  isn’t considered “open space;” therefore, any creature 
  teleported by this ability appears somewhere else on the 
  ground floor of the Bastion of Light. You can determine a 
  random location by rolling 1d20 and placing the creature 
  in the corresponding room (1 for area K1, 2 for area K2, 3 
  for area K3, and so on, with a roll of 19 or 20 also indicating 
  area K2). Note that the crypt things aren’t immune to each 
  other’s teleporting burst power, although a crypt thing 
  that’s teleported away returns as soon as possible using 
  dimension door. The crypt things fight until destroyed or 
  until no more intruders remain in this room.
  CRYPT THINGS (2) 
  CR 5
  XP 1,600 each
  hp 52 each (Pathfinder RPG Bestiary 2 60)
  K7. Bare Chamber
  This rectangular room is devoid of any furnishings or 
  decorations, but the stone floor, walls, and ceiling have been 
  recently scrubbed clean except for a small smear of dirt on 
  the floor in front of the southern door. Other doors exit to the 
  north and east.
  This area was used mainly as a passageway between the 
  main cathedral and the storage rooms to the north and 
  south. However, during important ceremonies (such as 
  weddings), participants sometimes waited in this room 
  until the guests arrived and took their seats. The north 
  and south doors lead to storage rooms, while the east 
  door leads to the main cathedral (area K2).
  The necromancers of the Whispering Way cleaned 
  this room, thinking they would use it to conduct magical 
  experiments, but they quickly realized other rooms in the 
  cathedral offered more space and less traffic. The dirt on 
  the floor is left over from the mounds of earth hauled 
  into the south storage room for the crypt things there.
  K8. North Storage
  Two large cabinets stand against the western and eastern 
  walls in opposite corners of this room. Doors exit to the north 
  and south.
  The cabinets here held dozens of prayer candles for 
  the private shrine (area K5), as well as cleaning supplies 
  for the rest of the cathedral. The cabinets are empty now, 
  except for a rag-filled bucket in the eastern cabinet.
  The south door leads to a bare room (area K7) while 
  the north door leads to a hallway containing stairs to the 
  upper floor.
  Treasure: What appears to be a black rag stuffed into a 
  rusty iron bucket is actually a silken cloak embroidered 
  with a weblike pattern. A PC can discover this cloak of 
  arachnida with a successful DC 20 Perception check.
  EULOGY 
  FOR 
  ROSLAR’S 
  COFFER
  Part 1:  
  A Town 
  Transformed
  Part 2:  
  Restless are the 
  Dead
  Part 3:  
  The Unclean 
  Light
  NPC 
  Gallery
  Merchants  
  of the Road
  Arazni, 
  the Red Queen
  Machinations  
  of the  
  Whispering Way
  Bestiary
  33
  
  K9. Public Gallery (CR 8)
  The door leading to this room from the cathedral (area K2) 
  was shoddily mounted and is stuck closed. A PC can open 
  it with a successful DC 18 Strength check. The door from 
  the meditation room (area K10) opens normally.
  Five display cases occupy the majority of this room, their 
  glass fronts shattered and their contents missing. Several 
  empty frames hang on the western and southern walls, their 
  canvases either shredded or simply torn away. Two doors exit 
  to the north.
  This room was used to display Sarenite artwork 
  (usually paintings of the goddess and her heralds), as 
  well as trophies Sarenite paladins brought back from the 
  Shining Crusade. Like much of the rest of the cathedral, 
  this room was looted first by the orcs and again by cultists 
  of the Whispering Way.
  This room’s occupant smashed several of the sconces 
  in this room, casting the room into dim 
  light. The doors to the north lead to the 
  cathedral (area K2) and the meditation 
  room (area K10). 
  Creature: 
  The 
  blast 
  of 
  the 
  Radiant Fire killed Norreth Albo, 
  a halfling priest of Sarenrae 
  visiting 
  Roslar’s 
  Coffer 
  to 
  speak 
  with 
  the 
  residents 
  about establishing a schedule 
  for the Sarenites to reoccupy 
  the Bastion of Light. The blast 
  transformed Norreth into a bodak, 
  and he was instinctively drawn 
  back here. When the cultists of 
  the Whispering Way discovered 
  Norreth, they decided to leave 
  him alone in this room, unofficially 
  adopting him as a mascot of 
  the undead transformation they 
  hope to inflict on the entire 
  world. Although Norreth doesn’t 
  consider himself allied with the 
  Whispering Way, he lurks in the 
  gallery, whispering foul blasphemies 
  to himself. Norreth has a round face 
  and a childlike appearance, although 
  his tattered priestly garb and smoking 
  eye sockets indicate his true nature.
  If 
  Norreth 
  is 
  aware 
  of 
  anyone 
  attempting to enter this room—such as 
  by forcing open the stuck door from the 
  cathedral—he hides behind the display cases 
  to ambush the intruders. His constant muttering 
  might give him away, however, as his whispering gives 
  the PCs a +4 circumstance bonus on Perception checks 
  to locate him. 
  NORRETH ALBO 
  CR 8
  XP 4,800
  Male variant bodak (Pathfinder RPG Bestiary 2 48)
  CE Small undead (extraplanar)
  Init +7; Senses darkvision 60 ft.; Perception +14
  DEFENSE
  AC 23, touch 15, flat-footed 19 (+3 Dex, +1 dodge, +8 natural, 
  +1 size)
  hp 85 (10d8+40)
  Fort +6, Ref +6, Will +8
  DR 10/cold iron; Immune electricity, undead traits; Resist 
  acid 10, fire 10
  Weaknesses vulnerability to sunlight
  OFFENSE
  Speed 20 ft.
  Melee 2 slams +9 (1d8)
  Special Attacks death gaze
  TACTICS
  During Combat If he’s able to ambush 
  a PC in this room, Norreth leaps out to 
  strike with his slam. He thereafter relies 
  on his death gaze, using it against any 
  PC who looks like an obvious priest or who 
  poses him the greatest danger. 
  Morale Norreth fights until he is 
  destroyed, crying out a prayer of 
  thanks to Sarenrae when he is sent to 
  his final release.
  STATISTICS
  Str 11, Dex 17, Con —, Int 6, Wis 13, 
  Cha 16
  Base Atk +7; CMB +6; CMD 20
  Feats Dodge, Improved Initiative, 
  Mobility, Toughness, Weapon 
  Focus (slam)
  Skills Intimidate +11, Perception +14, 
  Stealth +15
  Languages Common
  Gear phylactery of the shepherdUE, 
  scorched silver holy symbol of 
  Sarenrae
  Treasure: A PC can find 
  a secret compartment in the 
  base of one of the display 
  cases with a successful DC 
  25 Perception check. Inside 
  is a small ivory box with ruby 
  inlay, worth 400 gp. The box 
  34
  Norreth Albo
  
  contains an exquisitely painted set of 34 3-inch-square 
  portraits that function as a deck of illusions weighing 2 
  pounds. Each image has been lovingly crafted with oil 
  paints and has bright and sunny backgrounds. Even the 
  evil creatures depicted on these cards, such as the glabrezu 
  and the lich, bear halos of light behind their heads, 
  making them look saintly. The cards’ corresponding 
  illusions look similarly beatific. A worshipper of Sarenrae 
  using this deck can draw two random cards, rather than 
  one, and choose which to throw to the ground (the other 
  returns to the deck).
  K10. Meditation Room
  A wide bench runs along the western wall of this room, facing 
  a mural painted to look like a stained-glass window depicting 
  a sunny landscape of rolling hills. Warmth and the smell of 
  fresh wildflowers seem to emanate from the painting. Doors 
  exit to the north and south.
  The Sarenite priests believed that feelings of calmness 
  and well-being were important parts of the healing 
  process, and so constructed this chamber to aid those 
  recuperating from illness. The mural on the eastern wall 
  has a powerful enchantment that provides light, mild 
  heat, and a pleasant smell. The mural slowly repairs any 
  damage inflicted to it. Despite all their efforts, the orcs 
  and cultists of the Whispering Way were unable to dispel 
  this enchantment, and now they just avoid this room.
  The door to the south leads to the gallery (area K9), 
  while the door to the north leads to the office (area K11).
  K11. Former Office
  Refuse is piled in the corners of this simple chamber, which is 
  otherwise empty. Doors exit to the north and south. 
  The healers of the Bastion of Light used this chamber 
  to perform examinations and consultations with 
  congregants who wished to speak in private. The furniture 
  and medical texts that were in this room have long since 
  been destroyed or moved elsewhere, and the Whispering 
  Way has yet to find any use for this chamber.
  The south door leads to the meditation room (area 
  K10); the north door leads to the laboratory (area K12).
  K12. Necromancy Laboratory (CR 9)
  This room contains three long tables heaped with alchemical 
  equipment, tattered tomes, and rotting body parts. The 
  smell of decomposing flesh mixes with the pungent odors of 
  various reagents to produce a nauseating atmosphere. Doors 
  exit to the north, south, and west.
  Formerly an infirmary used by the Bastion of Light’s 
  healers, the Whispering Way has reclaimed this space 
  as a laboratory for necromancers studying the effects 
  of the Radiant Fire on Roslar’s Coffer. The three tables 
  hold several alchemy labs’ worth of equipment, as well 
  as recipes for necromantic rituals and hunks of flesh 
  brought in from the ruins of the city. Several pages 
  of notes scattered around the room, written in Necril, 
  detail how fallout from the Radiant Fire has corrupted the 
  surrounding countryside and caused the spontaneous 
  creation of various undead and undead-related creatures. 
  Creatures that the PCs have already encountered, such 
  as the zombie elk and the loci spirit in the cemetery, are 
  described in these notes (and you can therefore use this 
  opportunity to fill in the PCs on anything they may have 
  missed regarding these creatures).
  The notes are inconclusive about why the Radiant Fire 
  had this effect, as the cultists don’t know themselves, 
  though the notes are clear that the effect is unprecedented. 
  Unfortunately, they don’t include any information 
  about the source of the Radiant Fire, although a detailed 
  examination of the notes gives the strong impression that 
  the blast was deliberate, not accidental. 
  The researchers working here broke a couple of the 
  sconces on the walls of this room to reduce the lighting to 
  normal light. The door to the south opens into the empty 
  office (area K11), the door to the west leads to the large 
  cathedral (area K2), and the door to the north opens into 
  the hall and stairway to the Bastion of Light’s upper level.
  Creatures: Three of the Whispering Way’s undead 
  researchers conduct the bulk of their experiments here. 
  Chatar Esuri and her minions bring samples and subjects 
  to this room for study, and many are thereafter relocated 
  to other areas of the Bastion of Light for further study 
  or to serve as guardians (as were, for example, the crypt 
  things in area K6). If the researchers detect the sounds 
  of battle elsewhere in the Bastion of Light, they don’t 
  interfere, but instead prepare for a fight and wait for 
  intruders to come to them—they don’t want to leave their 
  ongoing experiments unattended.
  DEATHLESS RESEARCHERS (3) 
  CR 6
  XP 2,400 each
  hp 95 each (see page 31)
  Treasure: A robe of bonesUE hangs on a hook on the 
  northern wall. Valthazar Quietus gave it to the researchers 
  so they could use the undead it contains as a source of 
  necromantic parts, but the bounty Chatar has brought 
  them means they haven’t had to use it. The researchers 
  have also argued about who gets the privilege of wearing 
  it. With no consensus yet reached, the robe is left hanging 
  on the wall, with all its original patches remaining.
  EULOGY 
  FOR 
  ROSLAR’S 
  COFFER
  Part 1:  
  A Town 
  Transformed
  Part 2:  
  Restless are the 
  Dead
  Part 3:  
  The Unclean 
  Light
  NPC 
  Gallery
  Merchants  
  of the Road
  Arazni, 
  the Red Queen
  Machinations  
  of the  
  Whispering Way
  Bestiary
  35
  
  A small wooden chest contains 24 empty crystal vials 
  worth 2 gp each. Although these vials aren’t of particularly 
  great value, the PCs might find them useful to collect holy 
  water from the fountain in area K18 in order to destroy 
  the fetoring maw.
  K13. West Vestry
  Tattered priestly vestments hang in a series of wardrobe-
  sized cubicles on the northern wall of this room. Most of the 
  floor space is occupied by several rumpled pallets. Scraps of 
  food have been tossed into a wooden crate in the corner of 
  the room, which buzzes with flies. 
  This space was used by the cathedral’s priests to store 
  their holy garments for routine services. Those clothes 
  were destroyed by the orcs years ago. Chatar Esuri’s 
  minions relax here before or after their trips into town 
  to collect information and samples. Because the cultists 
  aren’t here often, they don’t bother to keep the area very 
  clean or pick up their trash.
  The door to the south is the only entrance to the 
  scriptorium (area K14). The door to the southeast leads 
  into the cathedral (area K2), and the door to the east leads 
  into the back hall (area K15).
  K14. Scriptorium Shelves for dozens of scrolls stand against 
  the western and southeastern walls of this irregularly shaped 
  room, but they are empty. Two sturdy wooden tables stand 
  between them, each with a high-backed wooden chair. Each 
  table holds several dry inkpots, broken quills, and torn scraps 
  of vellum.
  The acolytes of the Bastion of Light were assigned 
  to copy important scrolls and books in this room, 
  sometimes spending several weeks on a single project. All 
  the inkpots are now empty, but it is clear they once held 
  many different colors of inks. The scrolls and other texts 
  were destroyed during the orc raid on the cathedral more 
  than a decade ago.
  The ghoul inquisitor Chatar Esuri claimed this space as 
  her personal chamber. Although she doesn’t need to sleep 
  and has little need for personal privacy, Chatar wanted 
  to make clear to her living minions that she occupies a 
  higher station and took particular joy insisting on her 
  own room. Chatar would have preferred to take one of the 
  actual sleeping chambers upstairs, but those were already 
  taken by her superiors and Valthazar’s favorites. 
  Although the shelves in the room contain none of their 
  original scrolls, Chatar keeps a few religious supplies of 
  her own on one of the shelves. This includes a large black 
  velvet cloth wrapped around a blood-stained wooden 
  plate and a copy of Serving Your Hunger, Urgathoa’s horrid 
  holy text and cookbook. None of these accoutrements 
  have any particular value.
  Treasure: A PC searching the room and who succeeds 
  at a DC 20 Perception check notices a scroll that fell 
  behind the northwestern shelf long ago. This is a scroll of 
  neutralize poison. 
  K15. Back Hall
  This long hallway has doors to the east and west, as well as a 
  large double door in the northern wall. The walls are painted 
  with murals of doves in flight, with an especially large dove 
  illustrated above the double door, its eyes and beak recently 
  smeared with red. Flakes of paint litter the floor where it 
  seems like someone tried to scrape away the murals, but 
  without much success.
  The priests of the Bastion of Light used this passageway 
  to enter the vestries from their rooms upstairs without 
  having to pass through the cathedral. The images of 
  Sarenrae’s holy animal, the dove, were meant to remind 
  the priests of their duty to peace. The Whispering Way 
  cultists have attempted to deface these murals but gave 
  up after it proved to be too much work, and instead just 
  used actual blood to make the largest dove look sinister.
  The double door leads to the befouled fountain (area 
  K18) and the other doors lead to the vestries (areas K13 
  and K16).
  K16. East Vestry
  This room has several open cubicles against the northern 
  wall, but all bear deep gouges and scratches, and most of the 
  interior partitions have been smashed to splinters. Smears of 
  mud on the floor form a trail between the southwestern door 
  and the door in the southern wall, which has a wooden bar 
  hastily nailed across it. Another door exits to the west.
  The Sarenite priests stored garments for special 
  religious ceremonies in this room, similar to their use 
  of the other vestry (area K13). The destruction of the 
  wardrobe cubicles and the mud on the floor are recent 
  and occurred when, at the request of the researchers, the 
  cultists moved a dire bear they captured near the town 
  into area K17. A PC who succeeds at a DC 15 Perception or 
  Survival check notes that this damage is all very recent; if 
  this result equals or exceeds a DC of 25, the PC notices a 
  few splashes of dried blood mixed in with the mud and 
  realizes there was some bloody violence that accompanied 
  this destruction.
  The west door leads to the back hall (area K15), while a 
  trail leads from the door in the southwest (which opens 
  into area K2, the cathedral), to the door in the south 
  36
  
  (which leads to area K17, the sanctum). A PC who listens 
  at the door to area K17 can hear an unusual snuffling 
  sound that can be recognized, with a successful DC 16 
  Knowledge (nature) check, as coming from some kind of 
  wild animal. A PC whose result exceeds the DC by 5 or 
  more can tell that it is a large animal, and probably some 
  kind of bear. 
  K17. Sanctum (CR 8)
  A wooden bar is nailed across this door from the north 
  side, preventing it from opening from the inside without 
  a successful DC 30 Strength check. The bar can be easily 
  removed from the east vestry (area K16) with only a few 
  moments of work. 
  A low, L-shaped bookcase occupies the western corner of 
  this room, and a small end table next to the room’s only 
  door bears a broken clay sundial. An oaken desk occupies 
  the southern portion of the chamber, with a high-backed 
  chair behind it and two cushioned chairs in front. The desk is 
  covered in claw marks and the stuffing has been ripped out 
  of the cushioned chairs.
  This private room was set aside as a place where 
  congregants could speak privately with a Sarenite priest. 
  The priests shared this desk and bookshelf, as the 
  cathedral’s deacon had a separate office upstairs. The 
  broken sundial was a gift from fellow Sarenite priests 
  who visited from Qadira over a decade ago. A maker’s 
  mark on the bottom of the sundial identifies it as 
  having been purchased in Katheer’s Great Market.
  Creature: Several days ago, Chatar and her minions 
  came across a dire bear mutated by the effects of the 
  Radiant Fire. It was blundering about in the dome of 
  fog, immune to the poison but not to the befuddling 
  effect of the mist. Chatar figured Valthazar would 
  want to study how the Radiant Fire affected 
  creatures that survived the blast, so she 
  charged into combat with the bear and 
  soon paralyzed it. Her minions dragged 
  it back to the cathedral and were 
  hauling it through the east vestry 
  when it shook off the paralysis and 
  went berserk. The cultists forced 
  it into this room and then nailed 
  a thick board across the door. 
  Valthazar hasn’t yet gotten around 
  to studying the animal.
  The 
  dire 
  bear 
  has 
  grown 
  increasingly hungry the past few days, 
  gnawing at the furniture and occasionally throwing itself 
  against the walls and door. When the PCs encounter the 
  bear, it looks gaunt and its fur is coming off in large 
  patches. It attacks the PCs without a second thought, 
  looking to devour them. A PC with wild empathy might 
  be able to calm the aggressive beast, but only if someone 
  first throws it something to eat.
  MUTATED BEAR 
  CR 8
  XP 4,800
  Mutant dire bear (Pathfinder RPG Bestiary 5 180, Pathfinder 
  RPG Bestiary 31)
  N Large aberration (augmented animal)
  Init +7; Senses low-light vision, scent; Perception +14
  DEFENSE
  AC 20, touch 12, flat-footed 17 (+3 Dex, +8 natural, –1 size)
  hp 85 (10d8+40); fast healing 5
  Fort +11, Ref +10, Will +6
  Immune poison
  Weaknesses spasms
  EULOGY 
  FOR 
  ROSLAR’S 
  COFFER
  Part 1:  
  A Town 
  Transformed
  Part 2:  
  Restless are the 
  Dead
  Part 3:  
  The Unclean 
  Light
  NPC 
  Gallery
  Merchants  
  of the Road
  Arazni, 
  the Red Queen
  Machinations  
  of the  
  Whispering Way
  Bestiary
  37
  Mutated Bear
  
  OFFENSE
  Speed 40 ft.
  Melee 2 claws +13 (1d8+7 plus grab), bite +13 (2d6+7)
  Space 10 ft.; Reach 5 ft.
  TACTICS
  During Combat The mutant bear is a straightforward 
  combatant and attempts to maul the closest enemy to 
  death before moving on to the next. If a PC takes an action 
  that triggers its spasm deformity, it attacks that PC instead.
  Morale If reduced to fewer than 10 hit points, the mutant 
  bear attempts to flee the cathedral, squeezing through any 
  doors the PCs left open and attempting to batter down any 
  closed doors.
  STATISTICS
  Str 25, Dex 17, Con 19, Int 2, Wis 16, Cha 8
  Base Atk +7; CMB +15 (+19 grapple); CMD 28 (32 vs. trip)
  Feats Endurance, Improved Initiative, Iron Will, Run, Skill 
  Focus (Perception)
  Skills Perception +14, Swim +19; Racial Modifiers +4 Swim
  SQ deformities (spasms), mutations (fast healing, feral, 
  poison immunity)
  SPECIAL ABILITIES
  Spasms (Ex) When the mutant dire bear fails a Reflex 
  save, for 1 round it can’t take attacks of opportunity or 
  immediate actions and loses its Dexterity bonus to AC, 
  Dexerity-based ability checks, and Dexterity skill checks.
  K18. Befouled Fountain (CR 8)
  A large marble fountain stands in the center of this triangular 
  chamber. The statue in the center of the fountain depicts a 
  beautiful woman clad in white armor. Her long hair is carved 
  to look like flames, and she holds a scimitar aloft in her right 
  hand. Her left hand extends outward in a gesture of blessing, 
  from which water trickles down into the basin below. The 
  fountain’s water is discolored and smells faintly of rot and 
  mud. A small wooden door exits to the north, and a double 
  door exits to the south. Two stone staircases lead up near 
  hallways leading to the east and west.
  The fountain here was blessed daily by Sarenite priests 
  to be a constant source of holy water. Crusaders who 
  believed they might encounter the undead took bottles 
  with them, and the priests refilled the basin with water 
  from a nearby well. The water is now foul; although 
  it isn’t poisonous, it sickens any creature that drinks 
  from it unless the drinker succeeds at a DC 14 Fortitude 
  saving throw. The fountain can be cleansed, but only 
  after the polong that currently inhabits it is defeated (see 
  Development on page 39).
  The stairs lead up to the corridors of the upper floor, 
  and the northern door leads to the outdoor training areas 
  and a small graveyard behind the cathedral. Of course, 
  1 SQUARE = 5 FEET
  L. BASTION OF LIGHT UPPER FLOOR
  L2
  L17
  L4
  L3
  L1
  L9
  L8
  L6
  L7
  L5
  L16
  L15
  L14
  L10
  L11
  L12
  L13
  38
  TO K18
  TO K18
  
  if the fetoring maw is still active, the door opens out onto 
  the deadly miasma that surrounds Roslar’s Coffer. A thin 
  membrane of magic keeps the poison from seeping into 
  the building, but anyone stepping outside the Bastion of 
  Light is subject to its effects; information about the dome 
  of poisonous fog is on page 5.
  Creature: Valthazar Quietus brought a polong to the 
  Bastion of Light as one of his undead “pets.” The polong’s 
  bottle lies in the fountain, and this is the source of its 
  putrid taint. A successful DC 30 Perception check is 
  required to spot the bottle within the discolored water. 
  Commanded to guard this area from intruders, the polong 
  hides within the statue; anyone approaching within 
  30 feet of the statue feels a seething aura of malicious 
  violence emanating from it. The polong attacks anyone 
  within this aura that it doesn’t recognize, emerging with 
  a screech and muttering “for the master” over and over 
  again as it fights. It fights until destroyed, but it doesn’t 
  pursue foes out of this area.
  POLONG 
  CR 8
  XP 4,800
  hp 95 (Pathfinder RPG Bestiary 5 196)
  Development: Once the PCs defeat the polong, 
  they can clean up the fountain. A purify food and drink 
  spell purifies the fountain immediately; otherwise, the 
  fountain slowly purges the taint over the next 24 hours. 
  Once the fountain is purged, the water glitters as though 
  reflecting sunlight. The PCs can recover up to 10 vials of 
  holy water from the fountain each week, which may prove 
  useful in destroying the fetoring maw. If the PCs lack 
  containers to transport the holy water, the crystal vials in 
  area K12 serve this purpose well.
  L. BASTION OF LIGHT UPPER FLOOR
  The upper floor of the Bastion of Light housed the 
  cathedral’s priests, as well as any visiting paladins 
  of Sarenrae. It features a small library, living 
  quarters, and a map room where the priests and 
  knights could plan maneuvers. The furnishings 
  throughout the upper floor are in much better 
  condition than those on the ground floor, as the 
  orc occupiers didn’t spend much time on the 
  upper floor and its rooms were too small for 
  the red reaver to enter. 
  When the Whispering Way occupied the 
  cathedral, Valthazar Quietus took over the 
  deacon’s expansive quarters, turning the 
  office into his own personal laboratory. 
  Valthazar 
  now 
  rarely 
  leaves 
  these 
  chambers, as his underlings bring him 
  reports about the fate of Roslar’s Coffer and 
  his bound festering spirit (see area L1) informs him of any 
  movement around the upper floor. Valthazar’s second-in-
  command Kalamuk shares the priests’ quarters with the 
  researchers and overseers. Other creatures loyal to the 
  Whispering Way roam the halls and other rooms.
  Like the ground floor, the exterior walls on the 
  upper floor are 5-foot-thick stone. The ceilings rise to 
  a height of 12 feet. The doors are made of strong wood 
  (hardness 5, hp 20, break DC 25) and are unlocked. The 
  enchanted sconces in every room provide bright light, but 
  those in the sleeping quarters can be turned off and on 
  again by tapping the sconces. 
  EULOGY 
  FOR 
  ROSLAR’S 
  COFFER
  Part 1:  
  A Town 
  Transformed
  Part 2:  
  Restless are the 
  Dead
  Part 3:  
  The Unclean 
  Light
  NPC 
  Gallery
  Merchants  
  of the Road
  Arazni, 
  the Red Queen
  Machinations  
  of the  
  Whispering Way
  Bestiary
  39
  Polong
  
  L1. Intersection (CR 9)
  Four hallways intersect here in the four cardinal directions. 
  A three-foot-high square marble pillar stands in the center 
  of the junction, a sickly green gem the size of a human fist 
  sitting on top of it. A black mist swirls within the gem.
  This gem is the fetoring maw, the artifact empowering 
  the dome of poisonous fog around Roslar’s Coffer. It has 
  been set here in this public hallway to flaunt the cult’s 
  power, though Valthazar has erected a ward around it to 
  prevent his minions from tampering with it. A PC who 
  tries to touch the fetoring maw encounters an invisible 
  shell of force. The field is indestructible, and a PC who 
  succeeds at a DC 28 Spellcraft check can identify it as 
  an effect similar to that produced by wall of force. Also 
  similar to wall of force, this shield blocks most spell effects, 
  including spells such as detect magic—although the PCs 
  should be able to realize that the fetoring maw is a powerful 
  item regardless. More information about the fetoring maw 
  can be found below, and the cathedral’s library (area 
  L2) holds useful information about how to destroy the 
  artifact. For how the PCs can do this, see Destroying the 
  Fetoring Maw (page 41).
  Creature: In addition to the ward, the fetoring maw is 
  guarded by a festering spirit named Ellot that waits within 
  the ceiling. Valthazar keeps the festering spirit’s former 
  body in the bathtub in the deacon’s chambers (area L17). 
  When the PCs approach the pillar containing the 
  fetoring maw, the festering spirit emerges from the ceiling, 
  appearing initially as dripping globs of sludge. Ellot 
  appears as the slimy ghost of a large man that starved to 
  death, his flesh hanging in loose folds. In combat, the 
  festering spirit burbles about the PCs, describing them and 
  their tactics as much as its limited intellect allows. This 
  may seem an errant quirk of behavior, but as the corpse in 
  the bathtub repeats everything the festering spirit says, this 
  babbling informs Valthazar about the PCs’ arrival, the way 
  they fight, and any special resistances or other defenses 
  that the festering spirit notes that they have.
  ELLOT 
  CR 9
  XP 6,400
  Variant advanced festering spirit (Pathfinder RPG Bestiary 4 
  288, 98)
  CE Medium undead (incorporeal)
  Init +11; Senses darkvision 60 ft.;  
  Perception +15
  Aura stench (DC 16, 10 rounds)
  DEFENSE
  AC 22, touch 22, flat-footed 14 (+4 deflection, 
  +7 Dex, +1 dodge)
  hp 76 (9d8+36)
  Fort +7, Ref +10, Will +9
  Defensive Abilities channel resistance +2, incorporeal; 
  Immune undead traits
  OFFENSE
  Speed fly 40 ft. (good)
  Melee incorporeal touch +13 (1d4 Con damage plus slime)
  Special Attacks create spawn, slime (DC 18), trample (1 Con 
  damage plus slime, DC 18)
  TACTICS
  During Combat The festering spirit attempts to trample as 
  many of the PCs as possible. If a PC is particularly effective 
  against the festering spirit, it ceases its trampling and 
  instead focuses on that PC with its incorporeal touch attacks.
  Morale If reduced to fewer than 15 hit points, the festering 
  spirit retreats back into the ceiling to sulk and moan about 
  how badly the PCs hurt it.
  STATISTICS
  Str —, Dex 24, Con —, Int 6, Wis 16, Cha 19
  Base Atk +6; CMB +13; CMD 28
  Feats Combat Reflexes, Dodge, Flyby Attack, Improved 
  Initiative, Mobility
  Skills Fly +11, Perception +15, Stealth +19
  SQ ghost touch
  SPECIAL ABILITIES
  Distracting Babble (Su) As a swift action, Ellot can mutter 
  in a manner other creatures find distracting. All creatures 
  within 30 feet must succeed at a DC 18 Will save or take 
  a –2 penalty to AC for 1 round. Creatures that successfully 
  save cannot be affected by Ellot’s distracting babble for 24 
  hours. This is a sonic, mind-affecting effect. The save DC is 
  Charisma-based.
  FeToring maw
  The Whispering Way owns several of these minor 
  artifacts, which some believe were created by Tar-Baphon 
  centuries ago. The cult grants its agents the use of a 
  fetoring maw only in special circumstances, as its effects 
  are more overt than the cult generally prefers.
  FETORING MAW
  MINOR 
  ARTIFACT
  SLOT none
  CL 18th
  WEIGHT  1 lb.
  AURA strong necromancy
  By holding this fist-sized, sickly green gem and 
  concentrating for 1 hour, the bearer 
  can create a sphere of poisonous 
  fog centered in a location the bearer 
  has seen that is within 1 mile of his 
  current position. It must be centered on 
  a geographical point, so it can’t target 
  a specific person, but it can surround that 
  person if she is in the area the bearer targets. 
  The sphere must be created around an area of 
  40
  
  normal, safe air, of a size selected by the user when the 
  sphere is created, between 100 feet and 1 mile in diameter. 
  This thickness of the fog is always one-tenth the diameter 
  of the safe area inside it, so a safe area 5,000 feet across is 
  surrounded by a poisonous fog 500 feet thick. The sphere of 
  fog seeps through earth and liquids, but it does not penetrate 
  worked stone. No amount of wind can disperse the poisonous 
  fog. The fetoring maw must remain within 10 miles of the 
  center of the sphere, or the fog dissipates harmlessly.
   The fetoring maw can create only one sphere of poisonous 
  fog at a time, and once a sphere is created, the fetoring maw 
  must recharge for 3 months before it can create another one. 
  The creature that created a sphere can dismiss it as a move 
  action while holding the gem, but the sphere otherwise 
  lasts for 3 months or until the fetoring maw is destroyed, 
  whichever comes first. 
  Any creature can pass through the poisonous fog of the 
  sphere’s walls, though it obscures vision as per fog cloud. The 
  fog also includes poisonous vapors and bewildering mists, 
  as described in The Fog Dome on page 5. The creature 
  that created the sphere can touch the fetoring maw to the 
  palm of a willing creature as a standard action, marking that 
  target with a skull-shaped brand that renders it immune 
  to the fetoring maw’s poison and mind-affecting effects. A 
  fetoring maw can mark up to 13 creatures in this manner 
  every three months.
  DESTRUCTION
  A fetoring maw can be destroyed by first immersing it in a 
  mixture of holy water blessed by a priest of a deity with the 
  Healing domain and antitoxin, in equal parts. For 1 minute 
  after being immersed, the fetoring maw is weakened; if 
  dealt at least 10 points of damage in a single blow with a 
  bludgeoning magic weapon, the artifact shatters and any fog 
  sphere it has created dissipates harmlessly.
  Destroying the Fetoring Maw (CR 6)
  To lift the dome of poisonous fog and finally be free of 
  Roslar’s Coffer, the PCs must destroy the fetoring maw. 
  Unfortunately, the fetoring maw is shielded by Valthazar’s 
  invisible aegis occult ritual, and the PCs can’t interact 
  with the fetoring maw while this ritual is in effect. The 
  usual methods of destroying a wall of force—such as the 
  disintegrate spell—can also destroy the invisible aegis, but 
  such effects are probably out of the PCs’ reach. The PCs 
  can bypass and even remove the invisible aegis with the 
  iron key that’s currently in Valthazar’s possession (see area 
  L15), but they probably have to defeat Valthazar and study 
  his journal before understanding the key’s significance. 
  Despite its ominous appearance, the fetoring maw is safe 
  to touch.
  Removing the shield around the fetoring maw is only the 
  first step; destroying it is a more complicated endeavor, 
  and the PCs initially lack any information about how to 
  do so. The answer lies in the Bastion of Light’s library 
  (area L2), which holds significant information about the 
  Shining Crusade and the Whispering Way. If the PCs don’t 
  think to examine that trove of knowledge on their own, 
  you can easily point them back to it. The easiest way is to 
  remind PCs who have already explored the library that 
  they discovered information about the fetoring maw there, 
  and the library might contain further clues. Alternatively, 
  a Whispering Way captive might let slip the suggestion, 
  or a friendly NPC (such as Jando or even the loci spirit in 
  the cemetery) might suggest doing some research there.
  More information about performing research appears 
  in Pathfinder RPG Ultimate Intrigue starting on page 148, 
  but the following rules explain the research needed for 
  this adventure.
  For research purposes, every library has two primary 
  statistics: a Complexity rating, which reflects the 
  intricacy or confusing nature of the library’s contents, 
  and knowledge points (abbreviated kp), which are an 
  abstract representation of the sum of the library’s 
  collected information.
  To research a specific topic or question within a 
  library, a character must attempt a Research check using 
  one of the skills listed in the library’s stat block (these 
  are normally Knowledge checks, and some libraries are 
  so extensive that one or more Knowledge checks can 
  be attempted untrained, where indicated). A library’s 
  Complexity rating serves as the DC for Research checks as 
  PCs attempt to unravel that library’s clues. Some libraries 
  grant a bonus on the Research check due to their quality 
  or thoroughness of subject matter. 
  Attempting a Research check requires an uninterrupted 
  8-hour period of research, and a character cannot take 10 
  or 20 on a Research check. Each 8-hour period of research 
  grants a cumulative +1 bonus on Research checks. If 
  a researcher stops researching at the same library for a 
  month or more, she loses any cumulative bonuses gained 
  for that library thus far as the relevant information fades 
  from her recollection. Up to two additional characters can 
  use the aid another action to assist a primary researcher. 
  Succeeding at a Research check reduces a library’s 
  knowledge points, similar to the way dealing damage 
  reduces a creature’s hit points. As a library’s knowledge 
  points decrease, it reveals its secrets. Characters 
  learn information when a library’s knowledge points 
  reach various thresholds, as detailed in a library’s stat 
  block. The number of knowledge points reduced on 
  a successful Research check depends on the primary 
  researcher’s training in the skill she used for the 
  Research check and the type of library. A primary 
  researcher reduces a library’s kp by a number of points 
  equal to 1d12 + her Intelligence modifier if she has 10 
  ranks in the skill used for the Research check, Skill 
  EULOGY 
  FOR 
  ROSLAR’S 
  COFFER
  Part 1:  
  A Town 
  Transformed
  Part 2:  
  Restless are the 
  Dead
  Part 3:  
  The Unclean 
  Light
  NPC 
  Gallery
  Merchants  
  of the Road
  Arazni, 
  the Red Queen
  Machinations  
  of the  
  Whispering Way
  Bestiary
  41
  
  Focus in the skill, or both 5 ranks in the skill and 
  the skill as a class skill. She reduces a library’s kp by 
  a number of points equal to 1d8 + her Intelligence 
  modifier if she has 5 ranks in the skill or the skill is a 
  class skill for her (but not both). Otherwise, she reduces 
  a library’s kp by a number of points equal to 1d4 + her 
  Intelligence modifier. 
  In addition to these base amounts, for every 5 by which 
  a Research check result exceeds the library’s Complexity 
  rating, the library’s knowledge points are reduced by 1 
  additional point. Rolling a natural 20 on a Research check 
  acts like a critical threat. If the researcher confirms the 
  critical hit by succeeding at a second Research check 
  with all the same modifiers (this takes no additional 
  time), the resulting knowledge point reduction is 
  doubled. Conversely, rolling a natural 1 on a Research 
  check automatically results in failure, and the library’s 
  knowledge points increase by one-quarter of the library’s 
  maximum knowledge points as the library’s multiple 
  sources cause the researcher to pursue an irrelevant 
  avenue of investigation. 
  When a library’s knowledge points are reduced to 0, 
  the characters have learned everything they can from that 
  library, and they gain experience points according to the 
  library’s CR. 
  BASTION OF LIGHT LIBRARY 
  CR 6
  XP 2,400
  Complexity 16 (easy)
  Languages Common
  Research Check Knowledge (history), Knowledge (planes), 
  Knowledge (religion, untrained); Knowledge Bonus +2
  kp 20
  RESEARCH THRESHOLDS
  kp 15 A military report from a crusader lieutenant during the 
  Shining Crusade details the effects of a fetoring maw. One 
  of Tar-Baphon’s generals used just such an artifact to cut 
  her battalion off from the rest of the army. The crusaders 
  defeated the evil necromancer bearing the artifact but 
  remained trapped within the dome of poisonous fog. 
  Luckily, one of her comrades was a poison expert who 
  concocted enough antitoxin to get the surviving members 
  of the battalion through the toxic cloud. To avoid the 
  misdirecting effect of the mists, the members of the 
  battalion tied themselves together and agreed to follow 
  their most dedicated champion. The author took the 
  fetoring maw to Sarenite clerics for study, who concluded 
  that a combination of antitoxin and holy water weakened 
  the artifact.
  kp 10 An annotated map of the Bastion of Faith notes that 
  the fountain at the north end of the lower floor magically 
  produces holy water that crusaders take into battle. A 
  commenter notes the amazing recuperative powers of the 
  fountain itself; even when an enemy spy infiltrated the 
  Bastion of Faith and poisoned the fountain, within a day its 
  waters were again clean. (This is a clue that the PCs should 
  defeat the polong in area K18, and if they have already 
  done so, that they need only wait a day for the fountain to 
  once again produce holy water.) 
  kp 5 A biography describes a valiant crusader who, after 
  suffering a debilitating war wound, retired to his home 
  village to serve as a blacksmith. This crusader-smith 
  was famed for his skill with his magic hammer, which 
  he claimed to have used to shatter evil relics used by 
  Lastwall’s enemies. He boasted that he had worked with 
  the church of Sarenrae to destroy a “vile gem of poisonous 
  mists” employed by the Whispering Way.
  kp 0 The PCs piece together the precise method to destroy 
  the fetoring maw, as provided in the artifact’s entry.
  With this knowledge, the PCs have the information 
  they need to destroy the fetoring maw and need only collect 
  If the PCs Are Stumped
  If all else fails and the PCs can’t get at the fetoring maw or 
  figure out how to destroy it, time is on their side. Without 
  Valthazar on hand to renew the invisible aegis occult 
  ritual, the invisible aegis disappears after a month; his 
  journal in area L15 specifies the occult ritual’s duration, so 
  the PCs can plan to just wait it out. At that time, anyone 
  can handle the fetoring maw freely, and if the PCs already 
  researched the method of destroying it, they can employ 
  it at that time.
  The PCs don’t need to destroy the fetoring maw, 
  however, as the dome of deadly fog it creates lasts for 
  only 3 months—or about 10 weeks after the PCs first 
  arrive in Roslar’s Coffer. The Whispering Way agents know 
  of this duration, as they were told before they started 
  their mission that the dome would last 3 months. The 
  cultists might only know the dome lasts “a few months,” 
  while more significant captives (such as the overseers 
  or Valthazar himself) know the fog dome’s remaining 
  duration with greater specificity. 
  Waiting out these effects, however, isn’t easy. Any 
  remaining Whispering Way forces in the area are likely 
  to make life difficult for the PCs during this time, so the 
  PCs must defeat or drive away all of the enemies in the 
  Bastion of Light. The PCs should also keep in mind that 
  very little of the food or water inside the fog dome is 
  safe to eat, although the rations in area L3 and the magic 
  available to PCs at their level make sustenance fairly easy 
  to come by. If all else fails, the ranger Jando can help the 
  PCs find food. A delay here can be costly, however, as the 
  PCs have some time pressure in the next adventure in the 
  Tyrant’s Grasp Adventure Path, “Last Watch.”
  42
  
  the components. The solution to bathe the fetoring maw 
  requires at least 2 vials of holy water mixed with 2 vials 
  of antitoxin. If the PCs don’t have these, they can acquire 
  holy water from the purified fountain (area K18) and 
  recover antitoxin from the teaching apothecary (area L8). 
  The PCs might even repurpose some of the containers 
  they’ve seen in the Bastion of Light, such as the cooking 
  pot from the kitchen (area L3), to mix the ingredients. 
  Once the fetoring maw is freed from the invisible aegis and 
  submerged in the mixture, the gem fades in color and the 
  swirling mists inside cease churning. Tiny cracks appear 
  along the gem’s surface for the next minute, indicating 
  its weakened state. Even if they didn’t bring any magic 
  bludgeoning weapons with them, the PCs might use the 
  +2 warhammer hidden in the armory (area L6), Kalamuk’s
  +1 heavy mace, or an oil of magic weapon from any of the
  Whispering Way cultists. 
  Once the weakened fetoring maw takes at least 10 points 
  of bludgeoning damage in a single blow, it shatters into 
  hundreds of pieces. A tiny wisp of green smoke emerges 
  from the fragments, forms the shape of a skull, and 
  then vanishes. The dome of fog vanishes harmlessly, as 
  if blown away by a strong wind, and the air outside is 
  cleansed of its toxic effects. 
  Story Award: If the PCs lift the fog dome by destroying 
  the fetoring maw, award them 2,400 XP.
  L2. Library (CR 8)
  Five long bookshelves, each stuffed with dusty tomes and 
  scrolls, reach up to the ceiling here. The center of the room 
  contains a haphazard pile of books. The air smells slightly of 
  wet fur. Doors exit to the north and south.
  The priests of the Bastion of Light kept an extensive 
  library of religious and historical texts here, many of 
  them dating back to the Shining Crusade or even earlier. 
  The books about the history of Tar-Baphon and the 
  Whispering Way have been pulled from their shelves and 
  lie in a haphazard pile in the center of the room. Two of 
  these books are open atop the pile. The first is a treatise 
  about an intelligent and cunning form of undead called 
  a juju zombie and details how best to identify and fight 
  them; PCs perusing this book learn of juju zombies’ 
  immunity to cold, electricity, and magic missiles, as well as 
  their resistance to fire. The second book is open to a page 
  with an image of a sickly greenish gem like the fetoring 
  maw in area L1. The image is subtitled, “The fetoring maw, 
  an artifact of malignant poison used by the Whispering 
  Way.” The book is a catalog of 
  several evil relics—some real 
  but most merely rumored—
  and means of identifying  them. 
  This  particular book doesn’t have any additional 
  information about the fetoring maw, but other books in 
  the library contain clues about how to destroy the artifact. 
  If the PCs start investigating here, refer to the research 
  rules in Destroying the Fetoring Maw on page 41.
  Creatures: Several years ago, Valthazar was instructed to 
  investigate a small town in Ustalav, where people reported 
  seeing undead wearing the faces of people who were still 
  alive. He discovered the cause was a pair of nekomatas—
  large, malicious cats who can change their shapes. The 
  nekomatas had been killing townsfolk for weeks, turning 
  them into zombies and then taking their places. Valthazar 
  marveled at the nekomatas’ power but thought the 
  Whispering Way could direct the cats’ mischief to more 
  effective and subtle ends. Valthazar offered the nekomatas 
  an alliance with the Whispering Way and took them out 
  of town just before inquisitors of Pharasma showed up to 
  cleanse the area. The nekomatas were grateful to Valthazar 
  and eagerly joined the Whispering Way; Valthazar has 
  worked with the evil felines many times since, and he 
  specifically asked for their aid in his investigation of 
  Roslar’s Coffer. Although the nekomatas are wicked 
  troublemakers by nature, they obey Valthazar and don’t 
  mind that some cultists consider them to be his pets. 
  They sometimes help Valthazar with his research related 
  to the Radiant Fire, and the books pulled off the shelf are 
  EULOGY 
  FOR 
  ROSLAR’S 
  COFFER
  Part 1:  
  A Town 
  Transformed
  Part 2:  
  Restless are the 
  Dead
  Part 3:  
  The Unclean 
  Light
  NPC 
  Gallery
  Merchants  
  of the Road
  Arazni, 
  the Red Queen
  Machinations  
  of the  
  Whispering Way
  Bestiary
  43
  Nekomata
  
  the relevant texts they’ve found. The nekomatas were 
  responsible for raising the PCs’ corpses as juju zombies 
  (see area L15), so the beasts are particularly curious if they 
  spot the PCs in the Bastion of Light.
  The nekomatas have taken to roaming the cathedral’s 
  upper floor, but they consider the library their personal 
  den and don’t allow anyone other than Valthazar to 
  enter freely. They generally rest on the west side of the 
  room, out of sight of both doors but listening carefully 
  for intruders. If the nekomatas become aware of the PCs, 
  their first instinct is to toy with them. One nekomata tries 
  to bite a PC and run away, perhaps first disguising itself 
  as a small kitten. The nekomata then uses its perfect copy 
  ability to appear as that PC, attempting to sow confusion 
  within the party and “finding” another cat—the other 
  nekomata—that attempts to bite a different PC and 
  continue the charade.
  The nekomatas cause as much chaos as they can before 
  growing bored. Once they decide the PCs aren’t any fun, 
  they revert to their true forms and attack. A nekomata 
  reduced to fewer than 20 hit points flees toward the 
  Whispering Way overseers, Kalamuk, or Valthazar, 
  whomever is closest.
  NEKOMATAS (2) 
  CR 6
  XP 2,400 each
  hp 68 each (Pathfinder RPG Bestiary 6 201)
  Treasure: A PC who succeeds at a DC 20 Perception 
  check while browsing the shelves discovers a tome bound 
  in a cover of platinum and gold. This blessed book has 
  the holy symbol of Sarenrae emblazoned on the cover. 
  The PCs find this item automatically if they reduce the 
  library’s knowledge points to 0.
  L3. Kitchen
  Wooden counters and cupboards ring this rectangular room, 
  stocked with cooking implements, utensils, and dishes. 
  Most of the metal accoutrements sport patches of rust, and 
  dirty wooden bowls are piled haphazardly in one area. An 
  iron potbellied stove is adjacent to the northern door, while 
  another door exits to the south.
  The mortal cult members began using this kitchen after 
  they grew bored of eating trail rations. Unfortunately, the 
  food stores here had long ago spoiled or been plundered 
  by orcs. A few days ago, one of the more enterprising 
  cultists collected enough ingredients to make a vegetable 
  stew; although the cultists are suspicious of plant life 
  that may be corrupted by the Radiant Fire, the stew was 
  both tasty and harmless. The cultists have talked about 
  catching animals in the area to add meat to their stew, 
  but none are yet brave enough to risk eating a mutated 
  animal. The remnants of the last batch of vegetable stew 
  remain in a tarnished metal pot on the stove.
  The northern door leads out to the hall near the 
  intersection (area L1), while the south door leads to the 
  dining room (area L4).
  Treasure: The cultists stashed a bag of holding (type I) 
  containing 80 days of trail rations in a cupboard, hoping 
  they won’t have to resort to eating trail rations again.
  L4. Dining Room
  Two round tables, each with four simple wooden chairs, fill 
  this small room. Deep gouges mar the surface of the western 
  table, which is otherwise clean. The other table is slightly 
  dusty, as if someone made only a half-hearted effort to 
  clean it. Heavy tapestries are firmly affixed to the walls, each 
  depicting proud knights smiting foul-looking creatures. Doors 
  exit to the north and south.
  The original priests of this temple took their meals here 
  in shifts. The cultists of the Whispering Way dined here 
  once or twice but found the tapestries too sanctimonious 
  and too well secured to remove, and began eating their 
  rations elsewhere. The claw marks in the western table 
  are from one of the nekomatas from the library (area L2) 
  alleviating its boredom.
  L5. Workshop
  A worktable against the northern wall is cluttered with 
  various tools and metal shavings. Three rusty suits of armor 
  hang on armor stands in the southwest corner. 
  Sarenites used this workshop to make minor repairs to 
  weapons and armor, or to craft other useful metal items. 
  For serious repair jobs that required heating metal, the 
  priests used a freestanding forge behind the cathedral. 
  The suits of armor appear far too rusted and damaged to 
  be of any use. 
  Treasure: Although the armor appears to be useless 
  scrap, the rusted mesh and wedges of metal on the middle 
  armor stand conceal an adamantine breastplate—a PC 
  spots this carefully concealed treasure with a successful 
  DC 18 Perception check. Additionally, amid the tools on 
  the worktable is a small glass flask that contains 1 ounce 
  of sovereign glue.
  L6. Armory
  Three walls of this room support tall racks that were built to 
  hold suits of armor and weapons. The racks are mostly empty 
  save for a few broken blades and rusted armor plates. 
  44
  
  The Sarenites grabbed most of the weapons and armor 
  from this armory to defend the cathedral against the orc 
  raid, and the orcs took everything else after they defeated 
  the priests. The cultists of the Whispering Way peeked 
  in here briefly looking for valuables, found nothing of 
  interest, and haven’t been back here since.
  Treasure: A PC who succeeds at a DC 16 Perception 
  check while searching this room discovers a +2 warhammer 
  with the symbol of Sarenrae emblazoned on the head 
  tucked behind a broken tower shield.
  L7. Map Room (CR 9)
  Two L-shaped mahogany tables stand between the northern 
  and southern exits of this rectangular room. Atlases lie 
  open on the tables next to rolls of parchment. Several cloth 
  maps hang on the walls, showing the surrounding area, the 
  whole of Lastwall, the southern border of Ustalav, and the 
  southeastern border of the Hold of Belkzen. Many of the maps 
  have tiny flags pinned to them. Most of the maps bear thin 
  films of dust; only the map showing the area around Roslar’s 
  Coffer is clean.
  Sarenite knights used this room to keep track of the 
  war effort, tracking the movements of undead armies, 
  orcs, and other crusaders as best they could. A PC who 
  succeeds at a DC 15 Knowledge (history) check recognizes 
  that while the maps themselves are relatively accurate, the 
  position of the flags reveals information that is badly out 
  of date. 
  When they seized the cathedral, the Whispering 
  Way started using this room for essentially the same 
  purpose, though they care only about Roslar’s Coffer and 
  the surrounding area; they haven’t touched the other 
  maps. The atlases, which were pulled from the library 
  (area L2), show the most recent surveys of southern 
  Lastwall. In addition, the Whispering Way overseers (see 
  Creatures below) have been comparing the approximate 
  population of Roslar’s Coffer provided by the notes here 
  with information brought back to them by Chatar Esuri 
  and her minions. The overseers’ notes are particularly 
  extensive, although they are scattered untidily across 
  the tables. If a PC searches through these notes and 
  succeeds at a DC 20 Perception check, she finds a listing 
  of several corpses that match the PCs’ own descriptions. 
  The record states that “VQ” has collected those particular 
  bodies for special examinations, though it doesn’t go into 
  specifics. “VQ” is, of course, Valthazar Quietus, and this 
  entry provides the PCs with a bit of foreshadowing if they 
  haven’t yet encountered him in the deacon’s office with 
  the zombies that resemble the PCs (area L15).
  Creatures: Two senior cultists named Oradi and 
  Savenna perform critical research here. Second only 
  to Valthazar and Kalamuk, these half-elven sisters 
  orchestrate the activities of other lesser cultists in the 
  area. Oradi and Savenna joined the Whispering Way when 
  they turned 18, looking for a drastic way to reject their 
  tradition-bound family. The sisters look nearly identical; 
  each is tall with red hair and freckles. They even prefer to 
  dress similarly, wearing matching robes of bonesUE. One of 
  the pair wears small, round spectacles, which is the only 
  way some of the cultists can tell them apart. The overseers 
  know all the Whispering Way cultists in the Bastion of 
  Light, as they speak to the cultists almost daily to receive 
  reports or pass along orders. 
  When the overseers spot the PCs, they know them to be 
  intruders but attempt to lure them into conversation with 
  leading questions like, “Ah, so you’re the new recruits?” If 
  the PCs are willing to talk, the overseers give downright 
  false information or simply refuse to answer questions, 
  while they press the PCs on how they passed through the 
  dome of poisonous fog and what they know about Roslar’s 
  Coffer. If the PCs don’t take the bait, or once the overseers 
  tire of extracting information from the PCs, they attack. If 
  one overseer is slain, the other attempts to reach Kalamuk 
  in the reading room (area L11) and makes a final stand 
  alongside her there.
  ORADI AND SAVENNA 
  CR 7
  XP 3,200 each
  Whispering Way devotees (see page 78)
  hp 66 each
  L8. Teaching Apothecary
  Two square wooden tables, each holding a handful of 
  bandages, bottles, and tin canisters, occupy the northwest 
  and southeast corners of this room. A human skeleton stands 
  attached to an upright pole in the southwest corner, and 
  several of its bones have been painted one color or another. 
  Doors exit to the north and south.
  The Sarenite priests strove to remain informed 
  about the latest advances in medicine to better aid 
  troops injured while defending the nation. This room 
  functioned as a kind of classroom, where those with more 
  knowledge about anatomy and biology could instruct 
  others in identifying symptoms of poison and disease, 
  tending wounds, setting broken bones, and performing 
  other medical techniques. The human skeleton (which 
  was donated by a devoted Sarenite who died over a 
  century ago) was used to teach students the functions 
  of the various bones, some of which have been painted 
  different colors to aid in instruction.
  The Whispering Way cultists deemed this room 
  too small for their own necromantic experiments but 
  EULOGY 
  FOR 
  ROSLAR’S 
  COFFER
  Part 1:  
  A Town 
  Transformed
  Part 2:  
  Restless are the 
  Dead
  Part 3:  
  The Unclean 
  Light
  NPC 
  Gallery
  Merchants  
  of the Road
  Arazni, 
  the Red Queen
  Machinations  
  of the  
  Whispering Way
  Bestiary
  45
  
  pillaged nearly everything they thought would be useful. 
  One necromancer joked that they should animate the 
  skeleton but leave it attached to the pole as a trap, but the 
  other necromancers determined that would be a waste of 
  their resources.
  The north door leads out to the hall, while the south 
  door leads to the sparring chamber (area L9); more 
  than once, a knight or priest injured while sparring 
  was brought into this room for hands-on education in 
  treating injuries. 
  Treasure: While most of the chemicals and reagents 
  once stored here have either spoiled or been plundered, 
  10 vials of antitoxin are packed in a large tin canister on 
  a table.
  L9. Sparring Chamber (CR 8)
  A tattered, woven mat covers the floor here, flanked by two 
  low wooden benches. Doors exit to the north and south.
  For strenuous training—such as running in heavy 
  armor, swinging large weapons, or fighting from 
  horseback—the crusaders used a training field located 
  behind the cathedral. However, for close training such 
  as wrestling, or when inclement weather made outdoor 
  training hazardous, crusaders sparred in this room 
  instead. These were friendly matches, meant only for 
  exercise, and sometimes the more martial-oriented 
  priests of the cathedral would join in to test themselves 
  against the crusaders. The woven mat cushioned most 
  falls, but it has deteriorated over the years and is now 
  threadbare. Any PC moving the mat exposes the symbol 
  beneath it (see Trap below). 
  The Whispering Way cultists have yet to decide on a 
  purpose for this room; more muscular cultists want to 
  use it for its original purpose, while the researchers have 
  petitioned to use it to store corpses.
  The north door leads to the teaching apothecary 
  (area L8), while the south door leads to the halls ringing 
  the cathedral’s upper floor.
  Trap: Until the cult decides what to do with this room, 
  Kalamuk has been practicing setting magical traps. She 
  used a scroll to draw a symbol of weakness beneath the 
  woven mat, delighting in the irony of creating a trap that 
  weakens its victims in a space that was once used to tone 
  and strengthen muscles. She hasn’t told any of her fellow 
  cultists (or even Valthazar) that she has trapped this room, 
  hoping to catch one or more of them with the symbol as 
  a prank. 
  SYMBOL OF WEAKNESS TRAP 
  CR 8
  XP 4,800
  Type magic; Perception DC 32; Disable Device DC 32
  EFFECTS
  Trigger proximity; Reset none
  Effect spell effect (symbol of weakness, 3d6 Strength 
  damage, Fortitude DC 20 negates); multiple targets (all 
  targets in area L9)
  L10. Lounge
  A well-worn couch sits against the eastern wall, its upholstery 
  frayed at the seams and bits of stuffing poking out. A pair 
  of tapestries on the northern and southern walls depict 
  pastoral landscapes drenched in sunlight. Doors lead to the 
  east and west.
  The regular priests of the cathedral used this room to 
  relax and chat with one another when not busy with other 
  tasks. The tapestries were meant to provide pleasant views 
  in the absence of any windows here and are dusty with 
  age. This room once held a few chairs as well, but they’ve 
  been moved into the reading room (area L11).
  The Whispering Way cultists don’t have much use for 
  this room, except to pass through on their way to the 
  bunks in area L12. Once or twice, cultists have been so 
  worn out by their long hours that they have collapsed to 
  sleep on the couch here before getting to their bunks. 
  Kalamuk delights in waking these napping cultists with 
  her quills—an experience no cultist wants to endure 
  more than once—so no one has used the couch in the 
  last few days.
  The door in the west wall leads out to the hall, while 
  the door in the east wall leads to Kalamuk’s reading room 
  (area L11).
  L11. Reading Room (CR 9)
  Long tables run the length of the northern and eastern walls 
  here. Several low-backed wooden chairs are pushed up to 
  the tables, with one knocked onto its side at the end of the 
  northern table. Scrolls and parchments haphazardly cover the 
  two tables and even spill onto the floor. Many small sconces 
  emanating light are situated at regular intervals above the 
  tables, providing ample light to read by. There are two doors 
  in the southern wall and one in the western wall.
  Used as a quiet spot to read and pray, this room saw 
  frequent use by the cathedral’s priests. The many sconces 
  can be turned on and off individually if a visitor needs 
  more light to read by or prefers less light in order to 
  meditate. The papers strewn about the tables are personal 
  letters and other writings, which Kalamuk discovered in 
  the priests’ trunks in area L12. She has been going through 
  them over the past couple of days, delighted to learn the 
  personal information of these long-dead priests. She feels 
  46
  
  like she has gained insight into the habits of clerics of 
  Sarenrae and can’t wait to use the information to taunt 
  and belittle any Sarenites she encounters.
  The door to the west leads to the lounge (area L10), 
  while the doors to the south lead to the priests’ dormitory 
  (area L12) and the guest room (area L13). 
  Creature: The pukwudgie Kalamuk is Valthazar’s 
  second-in-command. She has been a member of the 
  Whispering Way for many years, joining the cult after 
  a chance encounter. Kalamuk had just stolen a fat baby 
  from a farm in Canterwall when the infant’s cries alerted 
  his parents. Luckily for the pukwudgie, the Whispering 
  Way had selected that farmyard for a ritual on that very 
  night due to its proximity to a thin spot between the 
  Material Plane and the Negative Energy Plane. The 
  Whispering Way cultists slaughtered the frantic adults 
  before they could intervene in the ritual. In the course of 
  killing the farmers, the cultists also caught Kalamuk 
  feasting on her prey. However, one of the 
  cultists recognized Kalamuk as a pukwudgie 
  and, familiar with the creature’s necromantic 
  powers, defused the situation with a rare bit 
  of diplomacy. The Whispering Way’s ritual 
  ultimately failed, but the cult gained a stalwart 
  ally that night.
  The cultists invited Kalamuk to join the 
  Whispering Way and put her poison to 
  use turning innocents into mindless 
  undead. Having no other pressing 
  plans, Kalamuk agreed. She soon met a priest 
  of Urgathoa, who introduced the pukwudgie to 
  the goddess of gluttony and undeath—two things 
  Kalamuk very much appreciates. Kalamuk has been 
  a fervent devotee of the Pallid Princess ever since, 
  and openly and loudly scoffs at other religions. 
  She studies these “inferior” faiths, learning what 
  she can in order to mock and deride their followers. 
  She and the ghoul inquisitor Chatar Esuri see eye to 
  eye on matters of religion and the deliciousness of 
  human flesh, though Kalamuk thinks the ghoul can 
  be a bit overzealous and Chatar thinks Kalamuk’s 
  dark humor dilutes her zeal. Chatar is probably correct, 
  as Kalamuk prefers to humiliate her foes with well-placed 
  jibes and insults before jabbing them with her poison-
  tipped quills instead of simply tearing them to shreds 
  with her blades and claws. 
  Unless Kalamuk is aware of the PCs’ approach, she is 
  reading the dead priests’ missives and diaries, cackling 
  with glee at their pious turns of phrase and naive hopes 
  for the future. Once she’s aware of the intrusion, however, 
  Kalamuk attacks.
  During a fight, Kalamuk heaps derision on any 
  PC openly wearing a holy symbol of a deity or 
  displaying aptitude with divine magic. The pukwudgie 
  has a vast breadth of religious knowledge and can cut 
  right to the heart of a particular religion’s perceived flaws, 
  whether true or not. For instance, she refers to Cayden 
  Cailean as “the drunk idiot who got lucky,” claims that 
  followers of Pharasma “let more people die than they 
  actually save,” and lambasts Iomedae as “a jumped-up 
  pretender to Aroden’s throne.” She hurls these insults 
  nearly every round, so you should prepare a handful 
  of them in advance for your PCs’ religious patrons. 
  These jibes aren’t likely to discourage any religious PCs 
  from their faith, but serve to present Kalamuk as both 
  knowledgeable and mean-spirited.
  EULOGY 
  FOR 
  ROSLAR’S 
  COFFER
  Part 1:  
  A Town 
  Transformed
  Part 2:  
  Restless are the 
  Dead
  Part 3:  
  The Unclean 
  Light
  NPC 
  Gallery
  Merchants  
  of the Road
  Arazni, 
  the Red Queen
  Machinations  
  of the  
  Whispering Way
  Bestiary
  47
  Kalamuk
  
  KALAMUK 
  CR 9
  XP 6,400
  Female pukwudgie cleric of Urgathoa 4 (Pathfinder RPG 
  Bestiary 3 223)
  NE Small monstrous humanoid (shapechanger)
  Init +8; Senses darkvision 60 ft., deathwatch, detect good, 
  detect magic; Perception +15
  DEFENSE
  AC 25, touch 16, flat-footed 20 (+5 armor, +4 Dex, +1 dodge, 
  +4 natural, +1 size)
  hp 123 (13 HD; 4d8+9d10+56)
  Fort +11, Ref +11, Will +14
  Immune poison
  OFFENSE
  Speed 30 ft.
  Melee +1 heavy mace +16/+11/+6 (1d6+3) or
  2 claws +12 (1d4+1 plus poison)
  Ranged 2 quills +13 (1d4+1 plus poison)
  Special Attacks channel negative energy 8/day (DC 17, 2d6), 
  poison, sneak attack +3d6, spawn undead
  Spell-Like Abilities (CL 10th; concentration +15)
  Constant—deathwatch, detect good, detect magic At will—
  command undead (DC 17), produce flame
  3/day—animate dead, death knell (DC 17), invisibility, ray 
  of enfeeblement (DC 16), scare (DC 17)
  1/day—nondetection
  Domain Spell-Like Abilities (CL 4th; concentration +6)
  5/day—bleeding touch (2 rounds), touch of evil (2 rounds)
  Cleric Spells Prepared (CL 4th; concentration +6)
  2nd—death knellD (DC 14), desecrate, spiritual weapon, 
  summon monster II
  1st—bane (DC 13), divine favor, obscuring mist, protection 
  from goodD, sanctuary (DC 13)
  0 (at will)—bleed (DC 12), detect magic, guidance, 
  resistance
  D domain spell; Domains Death, Evil
  TACTICS
  Before Combat If Kalamuk knows the PCs are coming, she 
  casts summon monster II to conjure a Small fire elemental.
  During Combat Kalamuk casts spiritual weapon on the 
  first round of combat and then moves to flank with the 
  elemental if it is present. If reduced to fewer than 70 hit 
  points, she casts sanctuary, followed by divine favor. She 
  then drinks a potion of cure moderate wounds before 
  resuming the fight.
  Morale If reduced to fewer than 20 hit points, Kalamuk flees 
  and abandons the Bastion of Light entirely.
  STATISTICS
  Str 14, Dex 18, Con 19, Int 15, Wis 14, Cha 20
  Base Atk +12; CMB +13; CMD 28
  Feats Dodge, Improved Initiative, Iron Will, Mobility, Skill 
  Focus (Knowledge [religion]), Weapon Finesse, Weapon 
  Focus (quill)
  Skills Bluff +15, Heal +15, Knowledge (arcana) +14, 
  Knowledge (religion) +24, Perception +15, Spellcraft +18, 
  Stealth +15
  Languages Common, Draconic, Infernal
  SQ change shape (porcupine; beast shape II), quills
  Combat Gear potions of cure moderate wounds (2); 
  Other Gear +1 chain shirt, +1 heavy mace, unholy symbol 
  of Urgathoa
  Treasure: If the PCs spend at least an hour organizing 
  the papers here, the resulting documentation provides 
  a detailed glimpse into these priests’ lives before the 
  cathedral was overwhelmed. The right historian or 
  religious scholar might be very interested in such 
  a collection and will pay 500 gp for it. Alternatively, 
  returning these papers to a church of Sarenrae in a major 
  city is sure to garner gratitude and a future favor.
  Development: A PC who succeeds at a DC 20 
  Perception check while glancing through the papers 
  discovers a priest’s diary entry that states concern over 
  “Sister Fillimann’s fascination for poisons and venoms.” 
  The journal goes on to worry that, “If the purple worm 
  venom she recently acquired from a passing trader were 
  to spill, one of us might be in serious jeopardy!” If the 
  PCs take the time to organize these papers, they find this 
  note automatically. (This note can aid PCs searching for 
  treasure in area L12.)
  L12. Priests’ Dormitory
  Five bunk beds fill this rectangular chamber, many of their 
  sheets messily rumpled and their pillows tossed to the 
  ground. Two small chests can be seen under each bunk bed. 
  Doors exit to the east and north.
  The priests of Sarenrae originally slept here. Though 
  there is room for 10 occupants, there were usually only 
  five or six resident clerics, while the rest of the beds were 
  used by a rotating group of crusaders, some of whom 
  spent weeks here training while others returned from the 
  front to recuperate from minor wounds. Those crusaders 
  who needed the most medical attention stayed in the 
  infirmary (area K12) on the ground floor. Each priest and 
  visiting knight were given use of a small trunk to hold 
  their personal belongings. These trunks do not have 
  locks, as these people were very trusting and trustworthy.
  The living Whispering Way cultists, including the 
  two overseers, have taken these beds as their own. They 
  haven’t treated the furniture very well, and they keep 
  their personal possessions with them rather than use the 
  chests. The pukwudgie Kalamuk recently decided to paw 
  through the chests and spread much of what she found in 
  the reading room next door.
  48
  
  The door to the north leads to the reading room (area 
  L11), while the door to the east leads to the guest room 
  (area L13). 
  Treasure: Among many small personal effects, 
  such as a rusting iron locket shaped like a 
  sphere, a tiny silver spoon, and a sketchbook 
  filled with drawings of local flora, a PC who 
  succeeds at a DC 25 Perception check can 
  find a hidden vial of purple worm poison 
  (Pathfinder RPG Core Rulebook 560). The 
  vial contains 3 doses of the poison. If the 
  PCs discovered the note about the poison 
  in area L11 and are specifically looking for 
  the poison, they find it automatically after 1 
  minute of searching.
  L13. Guest Room
  Two small writing desks are pushed up 
  against the western wall here, while 
  two matching beds occupy the eastern 
  half of the room. One of the beds is 
  neatly made, but the other’s covers are 
  torn and shredded. Doors exit to the west 
  and north.
  The cathedral priests kept this room for important 
  visiting guests, such as high-ranking members of the 
  church and highly decorated veterans. The two beds 
  are stuffed with down and wool, making them more 
  comfortable than the mattresses found elsewhere in the 
  building. The bed frames are made from sturdy oak, as 
  are the two writing desks and accompanying chairs. The 
  cathedral had no guests the fateful day it was attacked by 
  orcs, so both desks are currently bare.
  Kalamuk claimed this room when the Whispering Way 
  occupied the cathedral. Even though there are two beds 
  in here, she has forbid any other cultists from occupying 
  the room with her. The tattered covers on one bed are 
  the result of her quills, and Kalamuk knows she will 
  eventually shred them into oblivion, at which point she 
  plans to simply move to the other bed. Kalamuk has 
  considered turning one of the writing desks into a shrine 
  to Urgathoa but has yet to get around to doing that.
  The door to the north leads to the reading room (area 
  L11), while the door to the west leads to the guest room 
  (area L12). 
  L14. Waiting Room
  A comfortable-looking overstuffed couch, upholstered in red 
  and gold, sits against the western wall of this square room. 
  A small table flanked by two wooden chairs occupies the 
  southeastern corner under a large tapestry of a fiery-haired 
  winged woman wielding a scimitar encased in flame. Doors 
  exit to the west and east.
  This waiting room is the entrance to the 
  suite of rooms previously occupied by 
  the Bastion of Light’s deacon. Priests 
  and congregants who wanted to speak 
  to the cathedral’s deacon in private 
  sometimes had to wait for the deacon 
  here. Occasionally, the deacon held 
  informal meetings in this room 
  instead of the office next door. The 
  tapestry here depicts Sarenrae, of 
  course, so that anyone waiting here 
  could meditate on the image and think 
  about the Dawnflower’s tenets of 
  forgiveness and honesty.
  Once the Whispering Way 
  occupied the cathedral, the 
  group’s leader, Valthazar 
  Quietus, 
  deemed 
  the 
  deacon’s 
  quarters 
  sufficient 
  for his station and set up his own 
  workshop in the next room. Kalamuk 
  wants to tear down the tapestry, but Valthazar insists 
  it remain up, as he finds it amusing to “make Sarenrae 
  watch” as he parades corpses and undead creatures 
  through here as part of his experiments.
  The door to the east leads out into the hall, while the 
  door to the west exits into the deacon’s office (area L15).
  L15. Deacon’s Office (CR 10)
  The western half of this room contains a large mahogany 
  desk, its sides covered with intricate carvings of paladins 
  striking down fiendish foes and undead beasts. The detail of 
  the etchings is incredibly intricate, showing detailed patterns 
  on each knight’s armor. Two sets of shelves, each filled with 
  texts and holy icons, stand against the western and southern 
  walls. Ornate rugs cover the floor, many bearing large, dark 
  bloodstains. A round, wooden table surrounded by several 
  chairs stands opposite a door to the south. Another exit leads 
  to the east.
  The deacon in charge of the cathedral spent much 
  time here, going through the church’s account books, 
  writing sermons, and speaking with subordinates and 
  congregants. The last deacon of the cathedral took 
  up a blade and shield against the orc raiders when the 
  structure was attacked, but she was killed in the ensuing 
  melee. As the mission to slay the red reaver that took up 
  residence on the ground floor occurred only last year, 
  EULOGY 
  FOR 
  ROSLAR’S 
  COFFER
  Part 1:  
  A Town 
  Transformed
  Part 2:  
  Restless are the 
  Dead
  Part 3:  
  The Unclean 
  Light
  NPC 
  Gallery
  Merchants  
  of the Road
  Arazni, 
  the Red Queen
  Machinations  
  of the  
  Whispering Way
  Bestiary
  49
  Valthazar Quietus
  
  that final deacon’s personal effects still decorate this 
  office, including various small statues depicting Sarenrae 
  from around the world. The round table holds a chess set, 
  though the pieces have been scattered.
  Although many of the items around the room belonged 
  to the last deacon, the desk shows the gruesome practices 
  of the room’s current occupant, Valthazar Quietus. A small 
  ledger contains his personal notes. In addition, several 
  medical implements, including scalpels, forceps, a small 
  mirror, and a trepanning auger are neatly arranged on the 
  desk, along with a few stained rags Valthazar uses to keep 
  them clean. He hasn’t been as successful in keeping blood 
  out of the rugs.
  The south wall near the desk bears a fist-sized hole in the 
  wall leading to the deacon’s washroom (area L17). Valthazar 
  had one of his minions punch this hole in the wall shortly 
  after he arrived, allowing him to hear any sounds muttered 
  from the skeleton in the bathtub of that room. 
  The door to the east leads to the waiting room (area 
  L14), while the door to the south leads to the deacon’s 
  bedroom (area L16). 
  Creatures: The leader of the Whispering Way agents 
  in Roslar’s Coffer, Valthazar Quietus is a dhampir witch 
  who seeks to understand undeath in all its forms so he 
  can eventually embrace it. Valthazar requested his current 
  assignment in Roslar’s Coffer to better understand 
  the interplay between negative and positive energy on 
  living creatures in the aftermath of the Radiant Fire’s 
  blast. Although diligently compiling a complete report 
  for his superiors in the Whispering Way, Valthazar also 
  hopes to unlock secrets he can use to pass from his half-
  life to undeath. He has commandeered this office as his 
  personal research laboratory. 
  When the PCs enter the office, they find Valthazar 
  accompanied by several undead creatures that might 
  surprise them. A few days ago, the ghoul inquisitor 
  Chatar Esuri found the PCs’ dead bodies in Roslar’s 
  Coffer and sensed something strange about them. She 
  delivered them to Valthazar, who had the nekomatas (see 
  area L2) lick the corpses, transforming them into juju 
  zombies. While these juju zombies are free-willed, they 
  are unusually pliable; the juju zombies know nothing 
  about who they once were, a fact Valthazar finds both 
  unexpected and fascinating. (This effect is because of 
  the PCs’ unique arrival in the Boneyard thanks to the 
  obols embedded within them, but Valthazar and the juju 
  zombies have no way of knowing this.) Valthazar has been 
  questioning the juju zombies for hours at a time about 
  their recollections, while indoctrinating them into the 
  beliefs of Whispering Way. The juju zombies are now 
  eager to follow his every order.
  If the PCs encountered the festering spirit in area L1, 
  Valthazar already knows that living creatures matching 
  the description of his strange collection of corpses have 
  infiltrated the Bastion of Light. This makes him all the 
  more curious to speak with the PCs, in the hopes they 
  can shed some light on his mystery. He’s aware they 
  won’t likely do so willingly, however, and is prepared to 
  fight them.
  When the PCs arrive, the juju zombies are seated at the 
  table and Valthazar is at his desk. Valthazar has his feet up 
  and the chair tilted slightly back. He holds a thumb-sized 
  chunk of gray flesh in one hand and a magnifying glass 
  in the other but drops them both to the floor in surprise 
  when he sees PCs identical to the undead sitting around 
  the table. Read or paraphrase the following.
  A slender man with white hair sitting behind the desk seems 
  genuinely surprised at the two matching groups in the room. 
  “Well, isn’t this a turn? There’s far too many of you to be a 
  trick of those oversized house cats.” He stands. “Do come in, 
  and perhaps we can solve the mystery of how you can be in 
  two places at once, both alive and dead!”
  A raven on the bookshelf behind the desk flaps its wings 
  and lets loose a screech. “Quiet, Midnight,” the pale man 
  says. “We have fascinating visitors. Be polite, or I’ll roast you 
  on a spit and eat your beak dipped in honey.”
  The PCs are free to attack Valthazar and his undead 
  minions right away, but it’s likely curiosity will get 
  the better of them about this strange meeting. Some 
  questions the PCs might have and Valthazar’s answers to 
  them appear below.
  Who are you? The pale man smiles. “My name is 
  Valthazar Quietus, and I am in charge of the little band of 
  miscreants you must have already encountered. More to 
  Personalizing the Zombies
  If you want to make this encounter particularly 
  memorable, you can adjust the statistics of the juju 
  zombies to more closely match those of your PCs. The 
  most straightforward change is to use the juju zombie 
  warrior statistics presented here but customize the armor 
  and weapons of the zombies to match those the PCs had 
  at the beginning of the Tyrant’s Grasp Adventure Path. 
  The juju zombies shouldn’t have any items the PCs have 
  obtained since that time. For a spellcaster PC, give the 
  juju zombie a few signature 1st-level spells the PC had at 
  character creation, usable as spell-like abilities. 
  The juju zombies should use spells and tactics that the 
  PCs themselves used earlier in their adventuring careers, 
  even if they aren’t the most tactically sound choice to 
  make during the fight—it’s more important to give the 
  PCs the impression they are fighting undead copies of 
  themselves in service to the Whispering Way.
  50
  
  the point, who might you be?” The PCs are free to answer 
  Valthazar as they wish or just ignore his question.
  What are you doing here? “I should be asking you the 
  same, but in the interest of sharing information, I will 
  go first. We are combing through the ruins of the nearby 
  town looking for... items of interest for my superiors.” 
  Without looking down, Valthazar flips a small ledger on 
  the desk closed.
  Are those zombies us? “It does look that way, does it 
  not? We found these corpses in that quaint little town and 
  they spoke to me. Not literally, of course. Well, not until 
  I had them reanimated, anyway!” He chuckles at his own 
  turns of phrase. “But who are they? Are you several sets of 
  identical twins? Perhaps you or they are simulacra given 
  life of their own? This is quite vexing.”
  You turned them into zombies?! “Certainly! An 
  improvement from what I’m seeing in front of me now, 
  to be honest.” Valthazar turns to look at the collected 
  undead. “I suspect they would say the same thing.” At this, 
  all of the juju zombies nod in eerie unison.
  Are you members of the Whispering Way? “That’s a 
  rude question, as we’re a secret society, but considering the 
  openness with which we’re working here, my agreement 
  would merely confirm your suspicion. So, yes. The time 
  is coming when we will no longer need to remain hidden 
  and can advance our agendas more directly. My work here 
  supports that.”
  What do you know about the explosion that destroyed 
  Roslar’s Coffer? At such a question, Valthazar simply 
  smirks and shakes his head. If the PCs press him on this 
  topic, he says, “Now, now, don’t get testy. The undead 
  versions of you have much better manners.”
  What is the Whispering Way’s plan/Is the Whispering 
  Way behind the explosion? “Your question matches mine! 
  Alas, even highly regarded field agents such as myself are 
  given information only on a need-to-know basis. But I’m 
  no fool. I’ve realized the destruction of this insignificant 
  community was merely a test, and likely a harbinger of 
  greater things to come.”
  What about the wall of poisonous fog? “That, I admit, is 
  my doing. It was a necessary precaution to prevent curious 
  travelers from interrupting my work. But you somehow 
  made it through? Or have you been in town all along? 
  I would have thought Chatar would have discovered you 
  long before now. Strange.” 
  We died. We were in the Boneyard! If the PCs describe 
  their recent experiences in the Boneyard, Valthazar’s 
  eyes grow wide and the raven caws once more. “That 
  can’t be right, can it? Yet it would explain the peculiar... 
  emptiness... of your corpses, if your spirits in the Great 
  Beyond somehow acquired new bodies of flesh and blood. 
  That would require some powerful and unusual magic, 
  though. This definitely requires further study.”
  Eventually, if the PCs haven’t already initiated a fight 
  with the dhampir, Valthazar tires of questions. He 
  proposes to work with the PCs to discover the true reason 
  behind their duplicated physical bodies. If the PCs agree, 
  he says, “This will, of course, necessitate me cutting you 
  open to see what makes you tick,” and he commands his 
  juju zombies to attack.
  Regardless of how the combat with Valthazar begins, 
  he commands the juju zombies to attack the PCs with a 
  wave of his hand, and he attempts to support them from 
  a distance. 
  This encounter is simplest with the juju zombie 
  warriors below; use a number of Small zombies equal 
  to the number of Small PCs and a number of Medium 
  zombies equal to the number of Medium PCs. You should 
  customize the appearance of the zombies to match the 
  PCs (describing one of the Medium zombies as an elf 
  to match an elf PC, for example), but you don’t need to 
  change the statistics for an exact match. Alternatively, 
  you can provide a closer match with some ideas in the 
  Personalizing the Zombies sidebar on page 50.
  MEDIUM JUJU ZOMBIES (UP TO 1 PER PC) 
  CR 3
  XP 800 each
  Human juju zombie warrior 4 (Pathfinder RPG Bestiary 2 291)
  NE Medium undead
  Init +7; Senses darkvision 60 ft.; Perception +5
  DEFENSE
  AC 20, touch 13, flat-footed 17 (+4 armor, +3 Dex, +3 natural)
  hp 34 each (4d10+12)
  Fort +5, Ref +4, Will +2
  Defensive Abilities channel resistance +4; DR 5/magic and 
  slashing; Immune cold, electricity, magic missile, undead 
  traits; Resist fire 10
  OFFENSE
  Speed 30 ft.
  Melee mwk longsword +11 (1d8+6/19–20) or
  slam +5 (1d6+3)
  TACTICS
  During Combat The zombies advance toward the PCs, 
  positioning themselves to guard Valthazar and use attacks 
  of opportunity and the Stand Still feat to punish PCs who 
  attempt to move past them.
  Morale The zombies fight until destroyed.
  STATISTICS
  Str 22, Dex 16, Con —, Int 10, Wis 13, Cha 12
  Base Atk +4; CMB +10; CMD 24
  Feats Combat Reflexes, Improved InitiativeB, ToughnessB, 
  Power Attack, Stand Still
  Skills Climb +20, Intimidate +8, Perception +5; Racial 
  Modifiers +8 Climb
  Languages Common
  Gear mwk chain shirt, mwk longsword
  EULOGY 
  FOR 
  ROSLAR’S 
  COFFER
  Part 1:  
  A Town 
  Transformed
  Part 2:  
  Restless are the 
  Dead
  Part 3:  
  The Unclean 
  Light
  NPC 
  Gallery
  Merchants  
  of the Road
  Arazni, 
  the Red Queen
  Machinations  
  of the  
  Whispering Way
  Bestiary
  51
  
  SMALL JUJU ZOMBIES (UP TO 1 PER PC) 
  CR 3
  XP 800 each
  Halfling juju zombie warrior 4 (Pathfinder RPG Bestiary 2 291)
  NE Small undead
  Init +9; Senses darkvision 60 ft.; Perception +5
  DEFENSE
  AC 21, touch 16, flat-footed 16 (+2 armor, +5 Dex, +3 natural, 
  +1 size)
  hp 38 each (4d10+16)
  Fort +7, Ref +7, Will +3
  Defensive Abilities channel resistance +4; DR 5/magic and 
  slashing; Immune cold, electricity, magic missile, undead 
  traits; Resist fire 10
  OFFENSE
  Speed 20 ft.
  Melee mwk dagger +11 (1d3+3/19–20) or
  slam +5 (1d4+1)
  Ranged mwk dagger +11 (1d3+3/19–20)
  TACTICS
  During Combat The zombies move to flank opponents that 
  threaten Valthazar.
  Morale The zombies fight until destroyed.
  STATISTICS
  Str 16, Dex 20, Con —, Int 10, Wis 13, Cha 14
  Base Atk +4; CMB +6; CMD 21
  Feats Combat Expertise, Improved InitiativeB, ToughnessB, 
  Weapon Finesse
  Skills Acrobatics +7 (+3 when jumping), Climb +20, Perception 
  +5, Stealth +11; Racial Modifiers +2 Acrobatics, +10 Climb, 
  +2 Perception
  Languages Common, Gnome, Halfling
  Gear mwk leather armor, mwk daggers (4)
  VALTHAZAR QUIETUS 
  CR 9
  XP 6,400
  hp 57 (see page 60)
  Development: The iron key in Valthazar’s possession 
  has occult significance, as it was used in his invisible aegis 
  occult ritual. It isn’t magical, but a PC who succeeds at 
  a DC 20 Spellcraft check while examining the item or 
  who can otherwise identify an occult item (such as with 
  detect psychic significanceOA or the psychometry occult skill 
  unlockOA) realizes the key is important. Anyone holding 
  this key can bypass the shield around the fetoring maw 
  in area L1 as if it weren’t there and can even remove the 
  shield entirely by tapping the key to the fetoring maw four 
  times in quick succession.
  ValThazar’s JoUrnal
  The journal Valthazar keeps on his desk is easy to find. It 
  contains three important clues. 
  First, the journal contains substantially the same 
  information that Valthazar imparts to the PCs in 
  conversation, which is particularly useful for PCs who 
  didn’t speak with him. Of particular note, Valthazar’s 
  journal speculates that the explosion in Roslar’s Coffer 
  was, in fact, orchestrated by the Whispering Way. He has 
  heard rumors of a powerful device or spell called the 
  “Radiant Fire,” and he believes that Roslar’s Coffer was 
  merely a test of its power.
  Second, Valthazar’s journal also contains a draft of his 
  report to his superior in the Whispering Way, who is only 
  identified as the letter G (the PCs are unlikely to learn the 
  Invisible Aegis Occult Ritual
  The invisible aegis occult ritual is one of the simpler occult 
  rituals to learn and perform. It produces a small, unbreakable 
  barrier of force that protects a single item. Refer to pages 
  208–209 of Pathfinder RPG Occult Adventures for more 
  information on how to use occult rituals. 
  INVISIBLE AEGIS
  School abjuration; Level 4
  Casting Time 40 minutes
  Components V, M (a clear glass marble), F (an iron key)
  Skill Checks Knowledge (arcana) DC 30, 2 successes; 
  Spellcraft DC 30, 1 success; Use Magic Device DC 30, 
  1 success
  Range touch
  Target one object no larger than 1 cubic foot in size
  Duration 1 month
  Saving Throw Will negates (harmless, object); SR yes 
  (harmless, object)
  Backlash The caster takes 4d6 points of damage.
  Failure The caster can’t touch or use the target object for 
  24 hours.
  EFFECT
  The caster begins by rolling the marble around the target 
  object, tracing complex occult patterns. The caster then 
  touches the iron key to the target object four times. 
  The caster repeats the process of rolling the marble 
  and touching the key to the target object three more 
  times, though with each iteration, the marble becomes 
  harder and harder to move, as if it were being pushed 
  through thickening cement. Upon successful completion 
  of the ritual, the marble disappears, and a small, invisible 
  sphere of force surrounds the target object. Any creature 
  holding the iron key used as the focus can pick up and 
  move the target object. Any other creature attempting to 
  touch the target object meets a solid, immovable surface 
  similar to a wall of force. The protective sphere dissipates 
  after 1 month, but it ends immediately if a creature 
  holding the iron key taps it to the object four times in 
  quick succession.
  52
  
  truth, but this is the winterwight Gildais, who has a larger 
  role to play in the rest of the Tyrant’s Grasp Adventure 
  Path). Valthazar’s report is a thorough yet dry retelling of 
  the destruction, mutations, and undead around Roslar’s 
  Coffer, and he particularly notes the discovery of the PCs’ 
  corpses. He opines that the undead created from these 
  corpses seem somehow “lacking” when compared to 
  other juju zombies, but he doesn’t have any indication 
  of why this might be the case unless it has something to 
  do with the explosion. It’s clear that Valthazar was still 
  perplexed by this issue, and it’s why he hasn’t been able to 
  finish and send the report yet.
  Finally, the journal contains information about the 
  invisible aegis occult ritual, which forms the shield 
  around the fetoring maw. Valthazar is proud of this ritual, 
  and it’s set forth in enough detail for the PCs to learn 
  it (see the Invisible Aegis Occult Ritual sidebar on page 
  52). Even if the PCs don’t want to learn the ritual, 
  they can identify that the key used as the ritual’s focus 
  can bypass the ward. This should clue them in to the 
  significance of Valthazar’s iron key. 
  L16. Deacon’s Bedroom
  This wide room features a simple writing desk, a bed, a 
  nightstand, and several attached wardrobes along the 
  southern wall. The doors of the wardrobes hang open, and 
  several articles of clothing have been pulled out and piled on 
  the floor. Doors lead north and west.
  The deacon’s private bedroom might seem expansive 
  and decadent for the head of a cathedral whose main 
  purpose is to train crusaders and protect nearby townsfolk, 
  but none of the Sarenite priests who held the position 
  ever used church funds to lavishly decorate this room. 
  Most of the furniture here dates back to the cathedral’s 
  original construction, with only the bed’s mattress having 
  been replaced over the years. Though it looks plush, upon 
  closer inspection, the PCs realize the mattress is stuffed 
  with coarse straw and probably isn’t very comfortable. 
  Valthazar attempted to sleep in the bed the first few 
  nights after he claimed these quarters as his own, but he 
  couldn’t get comfortable. He has since removed all the 
  unused clothes from the smallest wardrobe and dozes 
  within it, standing upright, imagining it to be a coffin. 
  The writing desk holds the previous deacon’s final 
  personal correspondence, which includes a friendly 
  letter to a paladin in Vigil ending with a notation for a 
  chess move. Valthazar has idly scribbled a few alternative, 
  superior chess moves on this letter.
  The door in the north wall leads to the deacon’s office 
  (area L15). The door in the west wall leads to the deacon’s 
  washroom (area L17).
  L17. Deacon’s Washroom
  Wooden cabinets line the southern wall of this room, and a 
  vanity with a round mirror and a single chair stands against 
  the northern wall. A fist-sized hole in the wall next to the 
  mirror seems recent. A steel tub, rust beginning to form 
  along its bottom, occupies the center of the room, holding a 
  crumbling skeleton.
  This washroom was constructed to allow the cathedral’s 
  deacon to bathe in private. Most of the Bastion of Light’s 
  deacons offered the use of this washroom to any who 
  requested it, especially visiting crusaders back from the 
  front, often volunteering to heat up and carry the water 
  for the honored guest. The cabinets formerly contained 
  a variety of fragrances and unguents, but the last deacon 
  never restocked them and the shelves inside are thick 
  with dust.
  When Valthazar commandeered these quarters, he 
  decided to use this washroom as the resting place for the 
  bones of Ellot, his “pet” festering spirit, who now guards 
  the upper intersection (area L1). Valthazar has created a 
  special link between the festering spirit and this skeleton; 
  when Valthazar speaks to this skull, the festering spirit 
  hears his words no matter how far away it is. Similarly, 
  whenever the festering spirit speaks, the skull speaks the 
  same words—in this way, the festering spirit can alert 
  Valthazar of anyone tampering with the fetoring maw.
  The door in the east wall leads to the deacon’s bedroom 
  (area L16). 
  Story Award: If the PCs bury the skeleton in consecrated 
  ground, the festering spirit is put to its final rest and is 
  destroyed. If the PCs didn’t already defeat the festering 
  spirit in area L1, award them 4,800 XP.
  CONCLUDING  
  THE ADVENTURE
  When the PCs finally leave the area encompassed by 
  the dome of fog from the fetoring maw, they encounter 
  a woman wearing a heavy, dark-red cloak. A strange but 
  not unpleasant aroma of spices accompanies her. The 
  woman holds up her hands to show that she isn’t armed 
  and addresses the PCs. Read or paraphrase the following.
  “Hold now!” A steady feminine voice issues forth from 
  beneath the dark crimson hood. Her accent is clipped and 
  strange. “I mean you no harm! I am just as caught up in 
  these events as you. But perhaps we can help one another? 
  Wouldn’t you like to learn more about what caused all this?” 
  She gestures in the direction of Roslar’s Coffer. “And why 
  the undead and malicious fanatics seem to be drawn to its 
  EULOGY 
  FOR 
  ROSLAR’S 
  COFFER
  Part 1:  
  A Town 
  Transformed
  Part 2:  
  Restless are the 
  Dead
  Part 3:  
  The Unclean 
  Light
  NPC 
  Gallery
  Merchants  
  of the Road
  Arazni, 
  the Red Queen
  Machinations  
  of the  
  Whispering Way
  Bestiary
  53
  
  aftermath?” The woman speaks firmly and quickly, without 
  awaiting a response to her questions. “You certainly seem 
  capable of handling yourselves, so I propose an alliance. I can 
  offer you a respite from your wounds, and resources 
  to replenish your supplies.” The stranger 
  points to a sturdy wagon positioned on the 
  road not far away, hitched to a pair of grumpy-
  looking donkeys. “In return, I ask that 
  you travel to Vigil and warn the Knights 
  of Ozem that the destruction wrought 
  here has every chance of happening 
  in Lastwall’s capital. While you are 
  there, be watchful for a foul creature 
  named Gildais or, at the very least, 
  evidence of his misdeeds within the 
  city. Gildais was once Tar-Baphon’s 
  seneschal, and I fear he has escaped 
  Gallowspire and caused this disaster 
  as part of a larger plan to free the 
  Whispering Tyrant.”
  This woman is Arazni (NE female 
  human lich wizard 20/marshal 8), the 
  object of Roslar’s adoration and the 
  subject of murals and statuary in both this 
  tomb and the version of it the PCs escaped 
  in the Boneyard. Now a powerful lich, she is 
  enmeshed in the events of Roslar’s Coffer due to 
  her psychic connection to Tar-Baphon. Once a herald 
  of Aroden and patron saint of the Knights of Ozem, she 
  was summoned to battle Tar-Baphon during the Shining 
  Crusade, a battle she ultimately lost. The Whispering 
  Tyrant tried to demoralize his enemies by hurling her 
  body back at them, but the crusaders eventually won the 
  day and took Arazni’s body to their new citadel of Vigil 
  to grant her a proper, dignified burial. Her story didn’t 
  end there, however, as her corpse was stolen in retaliation 
  for the Knights of Ozem’s attack against the ghost-king 
  Geb. Geb transformed Arazni into a lich and forced her 
  to be his queen. When Geb disappeared from public view, 
  Arazni took over the day-to-day affairs of his country, 
  despite her hatred for the ghost-king. Arazni is a queen 
  and a lich, but she is neither of these willingly.
  Ever since Arazni’s rebirth into undeath, she has 
  heard Tar-Baphon’s psychic whisperings attempting to 
  coax her into his service. Arazni is in no way tempted 
  to join her murderer, but through this psychic link she 
  has discovered a bit about his recent plans, including 
  his efforts to transform the fragments of the Shattered 
  Shield of Arnisant into the devastating weapon he calls the 
  Radiant Fire. To learn more, Arazni traveled to Roslar’s 
  Coffer, arriving just before the catastrophe. (Mayor Grive 
  of Roslar’s Coffer saw Arazni the evening before the blast; 
  in “The Dead Roads,” she might have told the PCs about 
  a masked woman with a strange accent who smelled of 
  spices.) Arazni was obliterated in the blast, but so too 
  were the graveknights that follow her whenever she 
  leaves Geb. Arazni’s body re-formed in Geb, 
  but she hurried back to Lastwall in time to 
  witness the PCs’ victory over the forces of the 
  Whispering Way. Arazni knows that the 
  PCs are survivors of the terrible 
  explosion and is certain their 
  destiny is bound with hers, but 
  she can’t explain why and she 
  doesn’t know about the obols 
  lodged within the PCs.
  While Arazni wouldn’t 
  shed any tears if Tar-
  Baphon used the Radiant 
  Fire to destroy the Knights 
  of Ozem, she also doesn’t 
  want her killer to escape his 
  imprisonment. She believes 
  that, with the aid of the PCs 
  who inexplicably survived the 
  Radiant Fire, she can both stop Tar-
  Baphon and break the shackles that chain 
  her to Geb. Making allies of the PCs is her first 
  step to those ends.
  Regardless of whether the PCs speak with Arazni, 
  she leaves the wagon for their use. In addition to being 
  a mode of transport the PCs can use to get to Vigil, the 
  wagon contains a wealth of treasure for the PCs. The 
  wagon contains 2 weeks’ worth of trail rations, a barrel of 
  fresh water, six skins of ale, and a matching +1 composite 
  longbow (+3 Str) and +1 defending longsword, each wrapped 
  in oilcloth. A slender crate contains a masterwork short 
  sword and a masterwork rapier, each with a red leather 
  hilt. Another, larger crate contains a suit of +1 studded 
  leather and a suit of masterwork chainmail; both suits 
  of armor have decorations that resemble feathery wings. 
  A handy haversack contains a potion of eagle’s splendor, a 
  potion of fox’s cunning, a potion of owl’s wisdom, and a ring 
  of protection +2. A velvet bag on the wagon’s seat contains 
  two wands: a wand of cure moderate wounds with 33 charges 
  remaining and a wand of lesser restoration with 13 charges 
  remaining. Finally, a leather bag tucked beneath the 
  wagon’s seat contains 310 pp.
  If the PCs agree to speak with Arazni, she can fill the 
  PCs in on any part of the Shining Crusade’s history and 
  Tar-Baphon’s defeat that they might not know, but her 
  information about the Whispering Tyrant’s current plans 
  is incomplete. She explains (or confirms) that Tar-Baphon 
  has crafted a weapon called the Radiant Fire, and that this 
  weapon is somehow tied to the Shattered Shield of Arnisant 
  54
  Arazni
  
  that is enshrined in Vigil, save for a single missing 
  splinter that is lodged in Tar-Baphon’s hand. She shares 
  this information with the PCs, and she is impressed if 
  they have already pieced some of this together from 
  speaking with Valthazar Quietus or reviewing his journal. 
  Arazni’s key requests are those she’s already made: she 
  wants them to go to the city of Vigil to warn the Knights 
  of Ozem about the fate of Roslar’s Coffer and to alert 
  them that the catastrophe could happen again. She also 
  wants them to keep an eye out for the Whispering Tyrant’s 
  seneschal, Gildais, who she believes is currently in Vigil 
  or recently left it. Arazni knows Gildais is important to 
  the Whispering Tyrant’s plans, but not how. She dismisses 
  any suggestion of arranging a future meeting with the 
  PCs; she says she’ll be checking back in with them to see 
  what they’ve discovered in good time.
  Despite her candor, there is much Arazni doesn’t yet 
  share with the PCs. She refuses to tell them her name or 
  even let them see her face clearly, keeping her features 
  concealed within her cloak. She prefers to remain at least 
  30 feet away from the PCs, but even at a distance, the PCs 
  can see that her skin has a gray pallor. If the PCs bring 
  this up, Arazni tells them honestly that she could have 
  disguised herself, but thought it was more important to 
  be honest. She doesn’t hide her undead nature if the PCs 
  press her on it, but she won’t reveal that she’s a lich—she 
  suspects that fact would erode any trust she’s building 
  with the PCs. Like all liches, Arazni has an aura of fear, 
  but she has suppressed it for this meeting with the PCs. 
  Finally, although Arazni is free with her information, she 
  doesn’t explain how she obtained it—and she certainly 
  doesn’t explain her role in historical events or her psychic 
  connection to Tar-Baphon.
  The PCs might not be willing to speak with Arazni and 
  might even try to attack her; if so, she sadly intones, “I, 
  too, have difficulty trusting people,” and flees by casting 
  a quickened dimension door. It shouldn’t be necessary for 
  this encounter, but Arazni’s full stat block appears in 
  Pathfinder Adventure Path #142: Gardens of Gallowspire.
  If the PCs still need a reason to travel to Vigil for the 
  next adventure, Jando Parr can suggest meeting with the 
  Knights of Ozem to discuss what to do about the threat of 
  the Whispering Way. In any event, the half-orc ranger is 
  happy to see the dome of fog gone and is willing to travel 
  north with the PCs for a time. The PCs begin the long 
  journey to Vigil and warn the Knights of Ozem of the 
  dangers to come in the next installment of the Tyrant’s 
  Grasp Adventure Path, “Last Watch.”
  EULOGY 
  FOR 
  ROSLAR’S 
  COFFER
  Part 1:  
  A Town 
  Transformed
  Part 2:  
  Restless are the 
  Dead
  Part 3:  
  The Unclean 
  Light
  NPC 
  Gallery
  Merchants  
  of the Road
  Arazni, 
  the Red Queen
  Machinations  
  of the  
  Whispering Way
  Bestiary
  55
  
  CHATAR ESURI 
  CR 6
  XP 3,200
  Female ghoul inquisitor of Urgathoa 7 (Pathfinder RPG 
  Bestiary 146, Pathfinder RPG Advanced Player’s Guide 38)
  NE Medium undead
  Init +6; Senses darkvision 60 ft.; Perception +15
  DEFENSE
  AC 23, touch 15, flat-footed 19 (+6 armor, +1 deflection, 
  +3 Dex, +1 dodge, +2 natural)
  hp 56 (9d8+16)
  Fort +6, Ref +5, Will +11
  Defensive Abilities channel resistance +2; 
  Immune undead traits
  OFFENSE
  Speed 30 ft. (20 ft. in armor)
  Melee +1 scythe +12/+7 (2d4+9/19–20/×4) or
  bite +5 (1d6+2 plus paralysis and disease), 2 claws +5 
  (1d6+2 plus paralysis)
  Special Attacks bane (7 rounds/day), judgment 3/day, 
  paralysis (1d4+1 rounds, elves are immune, DC 12)
  Domain Spell-Like Abilities (CL 7th; concentration +10)
  6/day—bleeding touch (3 rounds)
  Inquisitor Spell-Like Abilities (CL 7th; concentration +10)
  At will—detect alignment, discern lies (7 rounds/day)
  Inquisitor Spells Known (CL 7th; concentration +10)
  3rd (2/day)—festerAPG (DC 16), keen edge
  2nd (4/day)—castigateAPG (DC 15), inflict moderate wounds 
  (DC 15), see invisibility, weapon of aweAPG (DC 15)
  1st (5/day)—bane (DC 14), curse water (DC 14), protection 
  from good, true strike, wrathAPG
  0 (at will)—acid splash, bleed (DC 13), brandAPG (DC 13), 
  detect magic, guidance, resistance
  Domain Death
  TACTICS
  Before Combat If Chatar believes she will get into a fight 
  within the next few minutes, she casts keen edge and 
  weapon of awe on her scythe and drinks her potion of blur.
  During Combat On the first round of combat, Chatar 
  pronounces a judgment of protection, gaining a +2 profane 
  bonus to Armor Class, and casts castigate on the nearest 
  foe. She waits for her enemies to come to her, activating her 
  bane ability to gain a bonus on damage rolls against that 
  creature type. She resorts to using her claws only if she has 
  to. If she starts taking damage, she pronounces a judgment 
  of healing and casts inflict moderate wounds on herself.
  Morale A fanatic devotee to the cause, Chatar Esuri fights until 
  she is destroyed.
  Base Statistics Without keen edge and weapon of awe, Chatar’s 
  statistics are Melee +1 scythe +12/+7 (2d4+7/×4).
  STATISTICS
  Str 18, Dex 16, Con —, Int 15, Wis 17, Cha 12
  Base Atk +6; CMB +10; CMD 25
  Feats Dodge, Furious FocusAPG, Power Attack, Precise StrikeAPG, 
  Swap PlacesAPG, Weapon Finesse, Weapon Focus (scythe)
  Skills Acrobatics +6 (+2 when jumping), Climb +10, Intimidate 
  +14, Knowledge (arcana) +10, Knowledge (dungeoneering) 
  +10, Knowledge (nature) +10, Knowledge (religion) +12, 
  Perception +15, Sense Motive +16, Stealth +12, Swim +6
  Languages Common, Elven, Necril
  SQ monster lore +3, solo tactics, stern gaze +3, track +3
  Combat Gear potion of blur; Other Gear +1 scale mail, 
  +1 scythe, ring of protection +1, iron unholy symbol of 
  Urgathoa, 177 gp
  Chatar Esuri remembers nothing of her life before she 
  became a ghoul and a chosen inquisitor of Urgathoa. As 
  far as she is concerned, the person she was before she rose 
  as undead was a completely different entity that provided 
  only the general shape of the skin she now inhabits. 
  Anything that person might have done, said, or thought 
  has rotted away, like the flesh from a months-old corpse.
  The first thing Chatar Esuri saw upon rising as a ghoul, 
  after clawing her way out of the earth, was a cloud of 
  black flies that swarmed over the putrescent corpse of the 
  cemetery’s gravedigger. That corpse was her first meal, 
  and as she moved to gorge herself, the insects flew away to 
  briefly form the shape of Urgathoa’s holy symbol before 
  scattering. Chatar immediately felt the call of the Pallid 
  Princess, thanked Urgathoa for the feast, and has fervently 
  worshipped the goddess of undeath since.
  In the following decades, Chatar roamed the Inner Sea 
  region, devouring those living creatures she slaughtered in 
  Chatar Esuri
  This ghoul sees all mortal life as nothing more than a filthy stain on the world that 
  Urgathoa and the Whispering Way have given her the power to wipe clean. She 
  fights with terrifying grace and gives no quarter to her enemies.
  56
  
  Urgathoa’s name. Over time, she developed a burning hatred 
  for all living creatures and a small amount of self-loathing 
  for her appetite for their flesh. For a time, she attempted to 
  fast and sustain her body with magic instead, but she lasted 
  for only a month before the hunger became too strong to 
  ignore. That night, she killed the entire staff and all the 
  patrons of a small roadside inn and devoured most of the 
  bodies. A few hours later, when Chatar stumbled from the 
  building, she saw another thick cloud of flies. This time, 
  the insects buzzed and crawled over a scythe wedged 
  into a nearby tree trunk. Knowing this was a gift 
  from Urgathoa, Chatar pried the blade free 
  and has carried it ever since.
  Several years ago, Chatar ventured 
  into the western reaches of Ustalav 
  and was approached by a sect of the 
  Whispering Way; its members 
  had heard of her depredations 
  and wanted to recruit her. Even 
  better, this sect consisted of 
  ghouls who felt her same 
  hatred of the living and disgust at hungering for them. 
  Chatar surprised herself by joining almost immediately, not 
  realizing she had been longing for someone to commiserate 
  with for many years. This camaraderie lasted only a short 
  amount of time, as weeks later, a group of Pharasmins 
  local to Ustalav raided the sect, destroying many of 
  her newfound friends.
  Chatar escaped and made her way to Ghasterhall, 
  where she had been told the Whispering Way held its 
  headquarters. While she was thrilled to see many different 
  types of undead creatures, she was concerned to discover 
  that the secret society also included living members. She 
  complained to others that such mortal filth should not 
  be allowed, but was rebuked by a few who explained that 
  the cult required access to areas that typically frown on 
  the undead, and that members of the Whispering Way 
  would often rise as undead after death.
  Mollified for a time, Chatar continued to 
  support the Whispering Way. The ghoul inquisitor 
  isn’t pleased with her current assignment, serving under 
  the dhampir Valthazar Quietus and working with living 
  necromancers to scour Roslar’s Coffer. However, she has 
  faith that Urgathoa has led her to this point and that if Tar-
  Baphon’s plan is successful, she and the others will be one 
  step closer to the undead utopia that she has longed for.
  Tall and strong, Chatar has tight, purplish skin the 
  color of an old bruise. Her jagged teeth overfill her 
  mouth, giving her a gruesome, slavering appearance. 
  CAMPAIGN ROLE 
  Chatar Esuri is the Whispering Way’s main enforcer in 
  the town of Roslar’s Coffer, venturing into the destroyed 
  town to collect information and specimens for Valthazar 
  Quietus and his necromancers to study. She considers this 
  assignment to be drudgery and longs for an opportunity 
  to test her skills against living enemies—such as the PCs. 
  She fights with every ounce of her strength to slay her 
  foes and does nothing but spit expletives if captured.
  EULOGY 
  FOR 
  ROSLAR’S 
  COFFER
  Part 1:  
  A Town 
  Transformed
  Part 2:  
  Restless are the 
  Dead
  Part 3:  
  The Unclean 
  Light
  NPC 
  Gallery
  Merchants  
  of the Road
  Arazni, 
  the Red Queen
  Machinations  
  of the  
  Whispering Way
  Bestiary
  57
  
  JANDO PARR 
  CR 5
  XP 1,600
  Male half-orc ranger 6
  LN Medium humanoid (human, orc)
  Init +8; Senses darkvision 60 ft.; Perception +11
  DEFENSE
  AC 19, touch 15, flat-footed 14 (+4 armor, +4 Dex, +1 dodge)
  hp 49 (6d10+12)
  Fort +7, Ref +10, Will +5
  Defensive Abilities orc ferocity
  OFFENSE
  Speed 30 ft.
  Melee broken longsword +5/+0 (1d8–1)
  Ranged +1 longbow +12/+7 (1d8+1/×3)
  Special Attacks combat style (archery), favored enemies 
  (humans +2, undead +4)
  Ranger Spells Prepared (CL 3rd; concentration +5)
  1st—endure elements, pass without trace
  TACTICS
  Before Combat Jando begins every day by casting endure 
  elements on himself. If he believes he might be tracked by 
  any animals (or other creatures with scent), he casts pass 
  without trace on himself before beginning his daily patrol 
  of Roslar’s Coffer.
  During Combat If he holds an elevated position over his foes, 
  Jando makes full attacks with his longbow. Otherwise, he 
  attempts to stay on the move each round. 
  Morale The half-orc ranger isn’t foolhardy enough to throw 
  his life away in a fight. If reduced to fewer than 20 hit 
  points, he attempts to flee, taking to the trees if possible. If 
  he is fighting undead or cultists of the Whispering Way, he 
  doesn’t retreat until reduced to fewer than 10 hit points.
  STATISTICS
  Str 12, Dex 18, Con 13, Int 10, Wis 14, Cha 8
  Base Atk +6; CMB +7; CMD 22
  Feats Dodge, Endurance, Improved Initiative, Point-Blank Shot, 
  Precise Shot, Weapon Focus (longbow)
  Skills Climb +10, Heal +11, Intimidate +1, 
  Knowledge (nature) +9, Perception +11, Stealth +13, 
  Survival +11; Racial Modifiers +2 Intimidate
  Languages Common, Orc
  Jando Parr
  SQ favored terrain (forest +2), hunter’s bond (companions), 
  orc blood, track +3, wild empathy +5
  Combat Gear potion of cure light wounds (2); Other Gear 
  +1 studded leather, +1 longbow, broken longsword, cloak 
  of resistance +1
  The orcs of the Hold of Belkzen have menaced the 
  western border of Lastwall for hundreds of years, and this 
  constant threat of attack has left many of the latter nation’s 
  citizens with prejudices against orcs and their kin. Even 
  orcs and half-orcs who have joined Lastwall’s scouts and 
  cavalry to protect the country face discrimination from 
  some closed-minded citizens. Grolgun Ziskil was one 
  such orc, defecting from her birth nation to become an 
  accomplished rider and archer for the Lastwall cavalry 
  after witnessing too many atrocities perpetrated by a cruel 
  orc warlord. Though her loyalty to her new home never 
  wavered, her allegiance was constantly in question, and 
  Grolgun was accused of delivering troop information to 
  the orc horde no fewer than five times during her military 
  career. Yet, her sterling record was never tarnished.
  Eventually, these constant attacks on her character wore 
  down her will to fight, and she declined to sign up for 
  another tour of duty. She retired to a farm on the northern 
  border of the Fangwood but still faced prejudice on a daily 
  basis. Some of her neighbors treated her with disdain 
  and suspicion, she found it difficult to find buyers for her 
  wares, and when she had a child with a human farmhand 
  named Martain Parr, local thugs burned down her barn. 
  Martain died rescuing several of the farm’s horses from the 
  blaze. Grolgun was not cowed, however. She raised her boy 
  Jando, giving him his father’s surname to honor the man, 
  and taught him the hard truths of the world.
  Jando grew to be as skilled with the bow as his mother, 
  but sadly, he also experienced the same types of prejudice. 
  He spent much of his time alone in the woods, learning the 
  ways of nature. One cloudless evening, Jando found himself 
  in an area of the Fangwood he had never seen before. A 
  cold mist rolled in through the trees and, by the light of 
  the moon, the half-orc watched as the fog began to swirl 
  over the remains of a buck felled recently by predators. To 
  Jando Parr is a reclusive ranger who roams Lastwall, hunting cultists of the 
  Whispering Way. While investigating the blast that destroyed Roslar’s Coffer, he 
  became trapped by the wall of poisonous fog that now surrounds the town.
  58
  
  Jando’s surprise, the buck’s corpse staggered to its hooves, 
  its eyes alight with cold fire, and suddenly charged at him. 
  Jando leapt out of the way just in time, suffering only a 
  graze from the remains of the buck’s antlers, and ran. He 
  slipped quickly through the trees as his instincts guided 
  him safely home, but Jando’s nightmares were plagued by 
  visions of the creature for months after.
  When Jando came of age, he briefly considered enrolling 
  in the Crusader War College in Vigil, but he didn’t feel like 
  putting himself through the chore of justifying his heritage 
  on a daily basis. He still felt a duty to his country, however, 
  and started shadowing the many patrols that guarded 
  Lastwall’s borders with the Hold of Belkzen and Ustalav. 
  Without the soldiers ever knowing, Jando studied their 
  habits to improve his knowledge of outdoor survival and 
  combat. Over the years, he became aware of the threat of 
  the Whispering Way, whose cultists venerate undeath and 
  looked to free Tar-Baphon from his prison of Gallowspire. 
  At last, Jando had an enemy he could fight.
  Jando has now spent almost a decade ranging across 
  Lastwall on his own, hunting down undead threats, 
  rescuing lost travelers, and occasionally returning home to 
  visit his aging mother. Though he prefers to work alone, he 
  occasionally teams up with like-minded patrols, traveling 
  with them for a day or two before disappearing back into 
  the night. He has made a few acquaintances during these 
  times but never lingers long enough to form friendships, 
  as years of isolation have slightly hardened his heart. 
  Recently, Jando was patrolling near Lastwall’s southern 
  border when he witnessed the town of Roslar’s Coffer 
  being consumed by the Radiant Fire; even at his distance, 
  the concussive blast was enough to blow him off his feet 
  and knock him unconscious. Though he couldn’t explain 
  what he saw when he woke, he was certain the 
  cultists of the Whispering Way were behind the 
  catastrophe. Ignoring all common sense, he 
  rushed toward the aftermath, soon finding 
  himself among the ruins of the town 
  and dozens of charred, twisted forms. 
  Moments later, the Whispering Way 
  activated the fetoring maw, sealing 
  Roslar’s Coffer within a dome of 
  poisonous fog. 
  Jando is a muscular and handsome half-orc with a 
  close-cropped beard and long brown hair. His time in 
  Roslar’s Coffer has been particularly harrowing, and his 
  well-worn leather armor and gear now looks shabby.
  CAMPAIGN ROLE
  Though Jando initially suspects the PCs are cultists of the 
  Whispering Way, he quickly realizes his error and serves 
  to ease them into the events of this adventure. Most 
  importantly, he fills them in on what has happened in 
  Roslar’s Coffer since their “death” from the Radiant Fire and 
  explains that the Whispering Way is involved.
  While Jando doesn’t officially return in the Tyrant’s 
  Grasp Adventure Path, he could become a recurring ally 
  or even a replacement PC—in the latter case, the GM 
  can determine that Jando’s proximity to the destruction 
  of Roslar’s Coffer was enough to embed one of the obols 
  within his flesh. He also makes an excellent candidate for 
  a cohort or, if a PC can break through his brusque 
  exterior, a potential romantic partner.
  EULOGY 
  FOR 
  ROSLAR’S 
  COFFER
  Part 1:  
  A Town 
  Transformed
  Part 2:  
  Restless are the 
  Dead
  Part 3:  
  The Unclean 
  Light
  NPC 
  Gallery
  Merchants  
  of the Road
  Arazni, 
  the Red Queen
  Machinations  
  of the  
  Whispering Way
  Bestiary
  59
  
  VALTHAZAR QUIETUS 
  CR 9
  XP 6,400
  Male dhampir witch 10 (Pathfinder RPG Bestiary 2 89, 
  Pathfinder RPG Advanced Player’s Guide 65) 
  NE Medium humanoid (dhampir)
  Init +6; Senses darkvision 60 ft., low-light vision; Perception +7
  DEFENSE
  AC 18, touch 15, flat-footed 14 (+2 armor, +1 deflection, 
  +3 Dex, +1 dodge, +1 natural)
  hp 57 (10d6+20)
  Fort +3, Ref +5, Will +7; +2 vs. disease and mind-affecting 
  effects
  Defensive Abilities negative energy affinity; 
  Resist undead resistance
  Weaknesses light sensitivity
  OFFENSE
  Speed 30 ft.
  Melee mwk dagger +5 (1d4–1/19–20)
  Special Attacks hexes (agony, blight, cackle, evil eye, 
  misfortune, retribution)
  Spell-Like Abilities (CL 10th; concentration +14)
  3/day—detect undead
  Witch Spells Prepared (CL 10th; concentration +14)
  5th—inflict critical wounds (DC 20), suffocationAPG (DC 20)
  4th—dimension door, sickening inflict moderate wounds 
  (DC 17), inflict serious wounds (DC 19), phantasmal 
  killer (DC 18)
  3rd—bestow curse (DC 18), sickening inflict light wounds 
  (DC 16), lightning bolt (DC 17), vampiric touch
  2nd—burning gazeAPG (DC 16), hold person (DC 16), inflict 
  moderate wounds (2, DC 17), spectral hand
  1st—cause fear (DC 16), inflict light wounds (2, DC 16), 
  obscuring mist, ray of enfeeblement (DC 16)
  0 (at will)—bleed (DC 15), detect magic, message, touch of 
  fatigue (DC 15)
  Patron deathUM
  TACTICS
  During Combat Valthazar uses his agony hex on a spellcaster, 
  the retribution hex on an obvious melee combatant, and 
  the misfortune hex on a third PC. He uses cackle to extend 
  this hex for as long as he can and in the meantime casts 
  Valthazar Quietus
  spectral hand to deliver inflict spells at range. When it 
  becomes clear that the PCs are protected from negative 
  energy, he falls back on spells like phantasmal killer, 
  lightning bolt, and burning gaze.
  Morale If reduced to fewer than 15 hit points, Valthazar casts 
  dimension door to escape to the lower floor of the temple. 
  He uses any remaining inflict spells to heal himself and 
  then seeks out the PCs again, casting any damaging spells 
  he hasn’t already used. This time he fights to the death, 
  secretly hoping the hate in his heart will cause him to 
  eventually rise again as some form of undead.
  STATISTICS
  Str 8, Dex 16, Con 10, Int 18, Wis 10, Cha 16
  Base Atk +5; CMB +4; CMD 19
  Feats Dodge, Improved Initiative, Sickening SpellAPG, Spell 
  Focus (necromancy), Toughness
  Skills Bluff +5, Intimidate +16, Knowledge (arcana) +17, 
  Knowledge (planes) +12, Knowledge (religion) +14, 
  Perception +7, Spellcraft +17, Use Magic Device +16; 
  Racial Modifiers +2 Bluff, +2 Perception
  Languages Abyssal, Aklo, Common, Infernal, Necril
  SQ resist level drain, witch’s familiar (raven named Midnight)
  Combat Gear potion of invisibility; Other Gear mwk 
  dagger, amulet of natural armor +1, bracers of armor +2, 
  headband of vast intelligence +2, ring of protection +1, 
  iron key (connected to the ward protecting the fetoring 
  maw in area L1), noble’s outfit, signet ring, 68 gp
  Valthazar’s father, Matthiasu Rand, was a bookkeeper for 
  several popular restaurants in Caliphas until he ran afoul 
  of a vampire in the dark streets one night. The vampire 
  drank Matthiasu’s blood but did not kill him; instead, 
  over the next few months, he turned the accountant into 
  one of his spawn, eventually granting Matthiasu the full 
  gift of vampirism. All the while, Matthiasu maintained his 
  normal life, hiding his dark secret from his friends and 
  his wife Delphina with the help of his vampire master. 
  Much to Matthiasu’s surprise, Delphina became 
  pregnant, but the trauma of giving birth to a half-
  undead child put too much strain on her body and she 
  perished. Despite being a vampire, Matthiasu had still 
  Pale and slender, Valthazar Quietus commands the Whispering Way sect sent to 
  analyze the aftermath of the Radiant Fire explosion in Roslar’s Coffer. Though he 
  already has close ties to the unliving, his eventual goal is to fully embrace undeath.
  60
  
  loved his wife, and her death nearly broke his undead 
  heart. He raised Valthazar as normally as he could, but 
  it quickly became evident that the boy was not quite 
  human. Matthiasu tried to convince his son that they 
  each suffered from a rare disease that meant they had to 
  stay out of the sun and away from others, so Valthazar 
  grew up with no real friends. 
  At the age of 10, Valthazar came upon a dying rat with 
  a broken neck in a trap in his home’s attic. Before he 
  knew what was happening, he found himself 
  tearing into the rodent’s flesh and drinking 
  its blood. At first, he hid these newfound 
  cravings from his father, until the day 
  Matthiasu caught his son squeezing 
  the vital fluids from an alley cat.
  Matthiasu explained the truth to 
  Valthazar, who experienced a sudden 
  revelation: all the pain and sadness 
  and darkness he had felt growing up wasn’t his 
  fault, as it was part of his flesh and blood. Valthazar 
  then chose not to fight his nature, embracing 
  his bloodthirsty urges, natural 
  charm, and innate malice. He 
  became as cruel as any true 
  vampire, 
  gathering 
  thuggish 
  minions to his side and running 
  a small gang in Caliphas. He soon 
  ran afoul of another street gang and 
  was severely wounded in the skirmish 
  that followed. Glimpsing the face of his 
  mortality, Valthazar stumbled back home 
  to demand that his father turn him into a 
  vampire. Matthiasu refused, not wanting 
  to kill the only living memory of his 
  beloved wife. Infuriated that his father 
  would be so selfish, Valthazar grabbed 
  a nearby chair, smashed it to pieces, 
  and drove a makeshift stake through 
  Matthiasu’s heart.
  Afterward, Valthazar realized he felt 
  nothing—no loss, sadness, or even hatred. 
  A few minutes later, he heard a scratching 
  at the window where a raven pecked at the 
  panes. When Valthazar let the bird in, it landed 
  on his shoulder and croaked one word: “Quietus.” 
  Believing he had been chosen by some higher 
  power, the dhampir left Caliphas with the raven as 
  his familiar in a quest to master death in all its forms. 
  He changed his last name and soon gained the 
  attention of the Whispering Way. Valthazar 
  realized the cult’s goal of wanting to turn 
  all of Golarion into undead creatures could 
  benefit him as well. If he joined their cause, he believed he 
  would be given the chance to become an undead creature 
  more powerful than a vampire and fulfill the destiny his 
  father denied him.
  Thanks to his ruthlessness and natural curiosity, 
  Valthazar was eventually given control over his own cell 
  within the cult. When he heard about the devastating 
  superweapon called the Radiant Fire that produced both 
  negative and positive energy, he eagerly set 
  about learning all he could about the effects 
  of an abundance of positive energy on living 
  creatures. Believing that nothing is more 
  informative than direct observation, Valthazar 
  petitioned his superiors to be allowed to study 
  the aftermath of the Radiant Fire explosion that 
  destroyed Roslar’s Coffer. The winterwight 
  Gildais granted this request and loaned the 
  dhampir a rare magical jewel known as a 
  fetoring maw that would help Valthazar 
  conduct his research without being 
  disturbed by inquisitive locals. Valthazar 
  and his Whispering Way accomplices 
  then set up camp within the Sarenite 
  temple outside of town, raising the red 
  reaver that once lived there to serve as a 
  guardian, and began their investigations.
  Despite Valthazar’s studies, he remains 
  unaware of the origins of the Radiant Fire or 
  its connection to the piece of the Shattered 
  Shield of Arnisant in Tar-Baphon’s hand. He 
  suspects his superiors in the Whispering 
  Way plan to use the Radiant Fire again, and 
  soon. He wants to make certain his notes 
  about the weapon’s test are complete.
  Valthazar is an aristocratic figure, 
  insisting on wearing fine clothing 
  despite the environs of his current 
  mission. He is pale and slender, with 
  narrow features and an imperious 
  gaze. His hair is blond, but so pale 
  as to be nearly white. 
  CAMPAIGN ROLE
  Valthazar is the main villain of “Eulogy for 
  Roslar’s Coffer” and the creature in control of 
  the fetoring maw, which sustains the poisonous 
  cloud around the town. The PCs will likely have 
  to kill Valthazar to escape Roslar’s Coffer, but on 
  the off chance they capture him alive, he does his 
  best to escape their grasp and head to Gallowspire. 
  Valthazar hopes to beg Tar-Baphon’s forgiveness for 
  his failure, and the PCs could possibly encounter 
  Valthazar again at the Whispering Tyrant’s side in 
  the final adventure, “Midwives to Death.”
  EULOGY 
  FOR 
  ROSLAR’S 
  COFFER
  Part 1:  
  A Town 
  Transformed
  Part 2:  
  Restless are the 
  Dead
  Part 3:  
  The Unclean 
  Light
  NPC 
  Gallery
  Merchants  
  of the Road
  Arazni, 
  the Red Queen
  Machinations  
  of the  
  Whispering Way
  Bestiary
  61
  
  Merchants of the Road
  “Now, because I can tell you are a discerning customer, miss, I 
  can tell that a horse just won’t do. Any old stuffy noble can ride a 
  horse anywhere. And don’t get me started on camels. Nasty beasts, 
  unsanitary. Spit everywhere, those camels. No, what a woman of your 
  high class needs is a triceratops! Don’t tell me you’re not charmed. 
  That graceful beak, the elegant ivory curve of his horns! You’ll be the 
  talk of the town, I can guarantee you that! Imagine yourself striding 
  into the city square in a gleaming, jeweled saddle on the back of 
  your very own triceratops, crushing any carriages that try to jostle 
  you! I’m telling you, you won’t regret this. And while we’re here, can I 
  interest you in any of these fluffy velociraptor chicks? Purebred, with 
  a fantastic pedigree. I have the papers right here!”
  —Vallero Halucine, a somewhat unusual animal merchant
  62
  
  M
  any campaigns require the player characters 
  to travel to dangerous areas where friendly 
  contact with the locals isn’t assured, or places 
  where regular shopping is otherwise unavailable. For 
  GMs and players who wish to roleplay aspects of crafting 
  and scavenging with limited resources, this may be fine, 
  but some groups may wish to play as desperate fugitives 
  or traveling adventurers without the added bookkeeping 
  of equipment shortages. The following article provides 
  five itinerant merchant groups that are active within 
  the Lake Encarthan region and beyond, which the GM 
  can use during the Tyrant’s Grasp Adventure Path—or 
  during any other campaigns—to provide opportunities 
  for the PCs to buy and sell gear as needed. These caravans 
  also provide plot hooks that can be used to generate 
  adventures of their own, either as side quests during the 
  Tyrant’s Grasp Adventure Path or as plot seeds for GMs 
  who are making their own campaigns.
  THE BARAMASCO
  The Varisian merchant caravan known as the Baramasco 
  has good reason to be especially devout in its worship 
  of Desna, as its travels can be more treacherous than 
  most. The caravan wanders Varisia for half of the year, 
  but during the other 6 months it partakes in a long, 
  treacherous trading circuit that takes it from the Lands 
  of the Linnorm Kings through Nirmathas, Lastwall, 
  Ustalav, Kyonin, and other countries, all the way down 
  to the nation of Taldor. Though the Baramasco trades in 
  many of the same goods as other merchant companies 
  in the Inner Sea, it is also known for bringing goods 
  from Tian Xia to other parts of Avistan, buying the 
  merchandise from caravans that cross the Crown of 
  the World and taking it to shops in Kyonin and Taldor. 
  Bricks of high-quality tea and carefully preserved sweet 
  oranges can fetch a high price from the right buyer, and 
  living Tian plants, herbs, and trees are in great demand 
  in the elven lands of Kyonin. The less expensive Tian 
  wares are bought by Tian families around the Inner Sea 
  region. Some Tian immigrants have even joined the 
  Baramasco caravan.
  The Baramasco also does a good business in food—
  not just basic ingredients or Tian delicacies, but also hot 
  dishes prepared and served fresh by the caravan members 
  themselves. The caravan head, Luciana Baramasco 
  (CG female human cleric of Desna 5), has a particular 
  fondness for cooking, especially with ingredients from 
  the lands that the Baramasco visits. The caravan often 
  seeks out famous chefs or kitchens to either learn from 
  or challenge, and the Varisian merchants will even divert 
  from their normal route if they catch wind of such a 
  cooking opportunity. Luciana is also willing to pay a 
  good price or barter goods in exchange for rare new 
  spices, herbs, vegetables, or meat that she can use in her 
  dishes, though adventurers who bring her the bodies 
  of sapient monstrous creatures to cook are likely to 
  receive a cuff to the side of the head instead of any coin. 
  The caravan has also been willing to accept livestock in 
  exchange for goods, so long as the animals are suitable 
  to keep up with the caravan’s grueling travel schedule; 
  as a result, the Baramasco sometimes has truly unusual 
  creatures up for sale, from the colorful silk moths that 
  they raise in honor of Desna to baby water orms kept 
  fresh in tanks.
  The Baramasco is usually on the lookout for 
  adventurers to hire, as its typical trade route takes it 
  through many dangerous locales. Though the Desnan 
  merchants’ religious fervor provides some protection 
  against the undead horrors of Ustalav, additional 
  protection is always welcomed. Bandits are a common 
  plague in the River Kingdoms, and while the orcs of 
  Belkzen can usually be bribed to leave the caravan 
  alone, a strong show of force helps a great deal in 
  such negotiations. Ironically, the biggest danger the 
  Baramasco faces usually comes from the nation of 
  Molthune. Since the Baramasco’s route travels through 
  Nirmathas, and the caravan does business with whomever 
  it meets along the way, it provides the Nirmathi militia 
  with a source of valuable supplies and weapons in the 
  war against Molthune’s army. In an effort to starve out 
  the Nirmathi resistance, Molthune occasionally hires 
  bandits or organizes military operations to harass or 
  destroy anyone who trades with Nirmathas, placing the 
  Baramasco directly in its sights.
  The Great Race: In spring, when the ice around the 
  Crown of the World thaws enough to let caravans through 
  from Tian Xia, a number of merchant companies begin a 
  great race across the lands of northern Avistan. The goal: 
  to be the first merchants to buy out the Tian caravans 
  and then reach the nation of Taldor with imported 
  tea, fruits, food, and other luxuries. With the decadent 
  Taldan teahouses, restaurants, and shops hungry for rare 
  merchandise to serve their wealthy clientele, the first 
  caravan to reach Taldor with such goods can sell them 
  for almost 10 times the normal price. Due to these high 
  stakes, the race is incredibly dangerous, with caravans 
  suffering terrible losses or even being obliterated every 
  year; not only do the merchants take incredible risks 
  in the name of speed, but bandits are well aware of the 
  race and lie in wait to ambush these caravans. Worse 
  yet, unscrupulous merchants often attempt to sabotage 
  their rivals, with the Aspis Consortium being a notable 
  offender. The Baramasco looks for adventurers each 
  year to help it survive the trials of the upcoming race 
  on its path to Taldor—but only if those adventurers can 
  keep up.
  EULOGY 
  FOR 
  ROSLAR’S 
  COFFER
  Part 1:  
  A Town 
  Transformed
  Part 2:  
  Restless are the 
  Dead
  Part 3:  
  The Unclean 
  Light
  NPC 
  Gallery
  Merchants  
  of the Road
  Arazni, 
  the Red Queen
  Machinations  
  of the  
  Whispering Way
  Bestiary
  63
  
  THE CLOCKWORK CARAVAN
  This colorful parade of automated wagons, mechanical 
  behemoths, and talking bipedal animals is 
  considered more of a spectacle than a 
  shopping 
  venue, 
  and 
  most 
  people 
  who stumble upon the Clockwork 
  Caravan think it nothing more than 
  a delightful sideshow. Though the 
  caravan usually sticks to unsettled 
  areas and never ventures into towns, 
  accidental visitors quickly spread 
  tales of its towering clockwork 
  paraceratherium 
  and 
  fire-breathing 
  metal dragon-horse, drawing curious 
  crowds from local villages. Guests 
  who are more familiar with 
  either magic or engineering, 
  however, find that there is 
  far more substance than 
  style to the Clockwork 
  Caravan—the 
  lifelike 
  animals, easily dismissed 
  by the unaware as simply magical 
  beasts or constructs, are actually sophisticated 
  and 
  autonomous 
  machines 
  created 
  with 
  technology far beyond anything that is common 
  knowledge on Golarion. Travelers who recognize the 
  caravan’s secret can attempt to purchase some of this 
  fantastical technology from the caravan, along with 
  other magical and mechanical goods, assuming they can 
  win the caravan leader’s trust.
  Unfortunately, the caravan leader, Sihn Siphandon 
  (CG male human wizard 10), has a long list of reasons 
  to be paranoid. The aspiring inventor was originally 
  an obsessive experimenter from Ustalav, but his life 
  drastically changed when he managed to acquire a cache 
  of artifacts from the Silver Mount in Numeria. Sihn’s 
  sharp mind was able to reverse-engineer some of the 
  Numerian technology, which he combined with his own 
  research to create self-aware constructed life that was 
  difficult to discern from an organic creature. This made 
  him a high-profile target of the Technic League, who have 
  made multiple assassination attempts against him out of 
  a desire to keep their technological secrets completely 
  to themselves. Sihn has suffered many injuries that 
  have forced him to replace some of his own body with 
  mechanical parts, but he has so far managed to survive via 
  preparation, sheer luck, and the assistance of his clockwork 
  creations, which often create and pilot mechanical decoys 
  of Sihn to draw the attention of any would-be murderers. 
  These decoys have proven so successful that some of 
  the Technic League has begun to refer to Sihn as “the 
  invincible man” or whisper among themselves that Sihn 
  died years ago and is constantly replaced with mechanical 
  duplicates built by his constructs.
  Sihn now lives on the run, constantly moving 
  with the assistance of his clockwork 
  assistants. He is torn between spreading 
  his engineering secrets out of spite or 
  keeping them hidden so no one else 
  will be targeted by the Technic League, 
  though his need to hide his knowledge 
  from any would-be assassins seeking him 
  means he usually sticks to the latter option. 
  Sihn is quite willing to offer more standard 
  magical, engineering, and crafting services 
  for sale, however, and even the most 
  technologically inept adventurer 
  can 
  likely 
  find 
  something 
  useful to purchase.
  A Case of Unmistaken 
  Identity: 
  A 
  scandal 
  recently has struck the 
  nation of Molthune. An 
  up-and-coming military 
  leader, serving in Molthune’s 
  armies in exchange for citizenship rights, was recently 
  killed in a skirmish with the forces of Nirmathas—
  only for her underlings to discover that her body was 
  filled not with viscera and bone, but gears and copper 
  wires. The body was returned to Molthune to dismiss 
  any claims that this was a prank or a hallucination by 
  panicked officers, but this irrefutable proof has caused 
  a low-grade hysteria to spread throughout Molthune’s 
  government. Some of the nation’s General Lords have 
  become convinced that this is an attempt by Nirmathas 
  to infiltrate Molthune’s army by replacing important 
  targets with clockwork doppelgangers and that there 
  is no way to tell how many of Molthune’s soldiers have 
  already been compromised. This belief has become so 
  prevalent that even some of the militia in Nirmathas has 
  come to believe it, and a number of disparate Nirmathi 
  groups have begun searching for the Nirmathi person 
  responsible to recruit them.
  The true “culprit” is Sihn Siphandon, who is 
  completely unaware of the trouble he has inadvertently 
  caused. The deceased military leader was simply a 
  construct he created and then encouraged to find 
  her own path in the world. However, with her death 
  triggering divisions among the Molthuni army, a flare-
  up of the conflict between Molthune and Nirmathas, 
  and increased scrutiny from members of the Technic 
  League, it’s only a matter of time before Sihn is dragged 
  into a situation that is impossible to navigate, and one 
  that he will need far more help than his clockwork 
  assistants can provide for him to survive.
  64
  Sihn Siphandon
  
  PALANQUIN TRADING
  A Kalistocrat-controlled trading corps headquartered 
  in Druma, Palanquin Trading specializes in delivering 
  goods to distant and dangerous locales. Where 
  most caravans would balk at shipments to 
  unstable nations in the River Kingdoms 
  or remote villages in Ustalav, Palanquin 
  Trading regularly sends well-guarded 
  caravans 
  out 
  to 
  bring 
  requested 
  merchandise to its clientele while also 
  selling to any targets of opportunity 
  along the way. Exiled nobles, reclusive 
  wizards, 
  wilderness 
  outposts, 
  and 
  traveling adventurers alike can receive 
  all the selection and comforts of a 
  market from major city, delivered 
  to their doorsteps—assuming they 
  pay the exorbitant prices that 
  Palanquin Trading charges for the 
  convenience. With little in the way 
  of reliable competition, especially in 
  the market of luxury goods, Palanquin 
  Trading is usually the best (if not only) 
  option for the customers who make use of its services.
  Due to Palanquin Trading’s constant readiness for 
  dangerous travel, the trading company is also often the 
  first well-supplied organization to arrive on the scene 
  whenever disaster strikes, whether that disaster is natural 
  or caused by other sapient beings, the result of a storm, 
  an earthquake, a war, or a rampaging dragon. Regardless, 
  the trading company is quick to bring crucial supplies to 
  mitigate the devastation—though there are no discounts 
  for the needy. The Kalistocrat merchants can quickly 
  extract land rights and repayment contracts from disaster 
  victims in lieu of payment from unfortunates who 
  have nothing left to bargain with. Much like Palanquin 
  Trading’s regular clients, these desperate customers often 
  have no other option than to accept whatever terms the 
  merchants demand, lest they go without emergency aid 
  entirely. While the Kalistocrat merchants don’t engage in 
  price gouging and have never gone so far as to engineer 
  a disaster in order to turn a profit (as the occasional 
  rumor goes), many good-aligned organizations despise 
  the trading company for its predatory practices. The 
  head of Palanquin Trading, Hyaxia (LE female tiefling 
  swashbucklerACG 5), simply considers these emergency 
  shipments a necessary service that charges a fair price for 
  both the danger and the demand, as most caravans don’t 
  have the preparation and resources to mobilize a mass 
  excursion into dangerous areas quickly. Indeed, many of 
  the same organizations that hate Hyaxia for her methods 
  sometimes find they have no other choice but to hire her, 
  as her caravans are often the only merchants equipped, 
  trained, and able to deliver life-saving aid to particularly 
  remote disaster areas in time.
  Most Kalistocrats scoff at Hyaxia and her followers 
  for taking such risks when there are richer and easier 
  markets to be had, but Hyaxia keeps her eyes firmly 
  fixed on the long-term. Hyaxia knows she has no 
  chance of joining the upper echelons of the 
  Kalistocrats 
  without 
  significant 
  leverage, 
  as she has many enemies in the faith for 
  reasons both in and out of her control. The 
  enterprising tiefling is thus seeking out 
  controlling influence in places that the 
  Kalistocrats have yet to penetrate, in the 
  hope that one of them will turn profitable 
  enough that it will force the Kalistocrats 
  to deal with Palanquin Trading in order 
  to capitalize on the opportunity.
  A Fistful of Gold Coins: The 
  nation of Gralton in the River 
  Kingdoms is filled with con 
  artists, though most of them 
  limit themselves to preying 
  on the desperation of the 
  deposed nobles from Galt. Krenia 
  Tydonis (CN female human 
  rogue 6) set her sights higher, 
  however; 
  the 
  enterprising 
  huckster stole and copied the coin-minting machines 
  from nearby River Kingdoms and had been using her 
  copied mints to create debased counterfeit currency 
  with far less gold or silver in it than the face value 
  promises. By hiring fraudulent money-changers to 
  visit other statelets and swindle the locals—using 
  their positions to quietly exchange counterfeit coins 
  for genuine money—Krenia managed to pillage the 
  wealth of the River Kingdoms with no one the wiser. 
  Krenia managed to flee before anyone discovered her 
  deception, but she was caught in a flash flood and 
  forced to trade all of her ill-gotten coins to Palanquin 
  Trading in exchange for her own survival. 
  Hyaxia likely would have pocketed the coins and 
  thought nothing more of it until she realized that other 
  refugees from the same flood were using bad currency. 
  After some investigation, Hyaxia discovered that she was 
  sitting on a secret that could destroy the economy of 
  several River Kingdoms if revealed, not to mention the 
  means to save those kingdoms from that same disaster as 
  well. Hyaxia has no intention of letting this opportunity 
  to profit slip her by, but she might need to hire extra 
  help to deal with the situation, as the multiple nations 
  involved would resort to violence or their own hired 
  adventurers—including the assassins of Daggermark—
  in order to get their money back.
  EULOGY 
  FOR 
  ROSLAR’S 
  COFFER
  Part 1:  
  A Town 
  Transformed
  Part 2:  
  Restless are the 
  Dead
  Part 3:  
  The Unclean 
  Light
  NPC 
  Gallery
  Merchants  
  of the Road
  Arazni, 
  the Red Queen
  Machinations  
  of the  
  Whispering Way
  Bestiary
  65
  Hyaxia
  
  THE REDCLOVER TRIBE
  While kobolds within the Inner Sea region are often 
  viewed as either genuine menaces or as cowardly 
  pests, the merchant kobolds who make up the 
  Redclover tribe do their best to act in 
  contrast to these stereotypes. 
  The Redclover kobolds 
  dress in finely tailored 
  clothing 
  reminiscent 
  of 
  halfling 
  fashion, 
  favoring distinguished 
  waistcoats and puff-sleeved 
  shirts. Their signature attire, 
  though, is a cloth kobold mask, 
  painted with rosy cheeks and a sweet smile, 
  and affixed with light-blocking lenses that 
  give the appearance of button-black eyes. 
  The Redclovers also often pursue musical 
  training and deliberately develop pleasant 
  mannerisms, cultivating charming personas 
  to match their endearing appearances. Armed 
  with such disarming demeanors, the Redclover 
  kobolds use tunnels within the Darklands to travel 
  throughout the Inner Sea region, venturing aboveground 
  to trade with whatever villages or encampments they 
  might find.
  Charisma does not always undo lifelong prejudice, 
  of course, nor does it provide safety from opportunistic 
  creatures that would happily slaughter a group of 
  kobolds to take their goods. As a result, the Redclovers 
  have a specific plan of operations when venturing into 
  a new area. The weakest kobolds of the tribe are sent to 
  scout first, equipped with basic wares to test how locals 
  might react to the presence of kobolds—and how the 
  locals react to the temptation of merchants who can 
  be stolen from without social or legal repercussions. 
  Communities that kill or rob these scouts receive no 
  further business from the Redclovers, though such 
  villages are likely to find their fields and forests filled 
  with traps as a parting retort. Villages and travelers 
  who seem more amiable to the kobolds are cautiously 
  approached by trading groups with more valuable items 
  (and more dangerous guards), who are willing to offer 
  their curious goods in exchange for magical equipment 
  and materials. This strategy offers both defensive and 
  offensive benefits: sending scouts ahead limits the 
  Redclovers’ losses in the event of hostilities, while initial 
  contact with the tribe’s most inept kobolds means that 
  most villagers underestimate the Redclovers when it 
  comes to haggling.
  The Redclovers’ odd predilection toward diplomacy 
  and trade arose from its current leader, Rasak the 
  Cursed (N female kobold oracleAPG 7), a violet-scaled 
  kobold who came by her epithet honestly. Before she 
  was grudgingly allowed to join the Redclover tribe, 
  Rasak had barely escaped the complete destruction of 
  not one, but two previous tribes. Though this terrible 
  misfortune left Rasak jaded and ostracized—as 
  most kobolds (including Rasak herself ) considered 
  her unlucky—it also gave her the independence 
  to gain leadership of the Redclovers when their 
  original ruler, the green dragon Ovanath, met 
  a gruesome end at the claws of the great wyrm 
  Zedoran within Fangwood Forest: while the 
  other kobolds panicked or lost themselves 
  in denial, Rasak took the opportunity to 
  grab some of the most potent artifacts 
  from Ovanath’s hoard and then 
  seize control of the directionless 
  tribe, ordering the Redclovers to 
  move the late dragon’s treasure 
  underground. From there, Rasak 
  has forged a kobold stronghold, 
  selling choice magic items that 
  are of no use to the tribe in order to 
  buy sufficient gear to equip an army and 
  materials to construct a fortress. Though 
  Rasak’s original goal was to build up the 
  Redclovers’ strength so that she would never 
  lose her tribe again, their success has been wildly 
  beyond her expectations, and her thoughts have begun 
  to turn from survival to ambition. Rasak dreams of 
  creating a kobold nation beneath Fangwood to rival the 
  kingdoms of humans on the surface of the Golarion. 
  The Ultimate Sin: The Redclovers’ mercantile wealth 
  has attracted the attention of the envious and the 
  avaricious alike, but so far the grandest creature to take 
  note of the kobold tribe is the black dragon Cytharoil. 
  Though the dragon has yet to make any overtures 
  toward the Redclovers, he has been seen carefully 
  observing their operations on several occasions, and 
  most of the kobolds consider it only a matter of time 
  before the dragon moves to subjugate the kobold tribe. 
  Though many of the Redclover kobolds are gleeful at 
  the thought of a new draconic patron, Rasak is not one 
  of them—life has removed from her any reverence for 
  demagogues or higher powers, and she has little trust 
  that the dragon will not simply drain the Redclovers’ 
  coffers dry and use the kobolds as disposable minions. 
  Rasak deeply resents the thought of all of her hard work 
  being snatched out from under her, after spending 
  years scrabbling for every scrap of power and respect 
  she has garnered. These thoughts have caused Rasak to 
  begin considering the absolutely unthinkable: hiring a 
  group of dragonslayers to deal with Cytharoil before the 
  dragon can make himself into a major problem for her.
  66
  Rasak
  
  THE TAOTAKE
  The Taotake people call no land or island home, instead 
  forming their own cities on the open ocean out 
  of flotillas of thousands of boats. The most 
  massive of these boats serve as palaces 
  or farms in their own right, covered 
  in flowers or fruit trees from plants 
  that have been expertly grown in 
  scavenged earth. Though the 
  appearance of the Taotake’s 
  nation-flotilla in the Inner 
  Sea area is usually a once-in-
  a-lifetime experience, smaller 
  Taotake expeditions sometimes 
  appear along the coasts or in 
  the rivers of Inner Sea nations. 
  To the Taotake, exploration is 
  the highest of virtues, and they 
  record every new locale visited on 
  a whirling map of ocean currents. 
  Though conventional maps are 
  used as well, almost all Taotake 
  choose to tattoo this map on 
  their body in black pigments 
  that can be easily read against 
  their dark skin. A Taotake is not considered 
  to have found her true name until she discovers and 
  names something no other living Taotake has found, and 
  so bands of younger Taotake periodically sail through 
  Inner Sea waterways in search of new experiences, relying 
  on trade to fund their excursions.
  These impromptu Taotake merchants both buy and 
  sell an eclectic variety of merchandise. The Taotake 
  themselves are interested in any provisions or goods 
  that might aid them in their journeys, such as foods that 
  are slow to spoil, plants that can withstand tempestuous 
  weather and shallow soil, and all manner of magical and 
  mundane gear to defend against both the elements and 
  any dangerous creatures that might lurk in the shallows. 
  They also seek knowledge of all kinds, from books to maps 
  to tales, in the hope of discovering something entirely 
  new to bring back home with them. Beyond these basic 
  requests, the Taotake are usually interested in regional 
  crafts, cultural artifacts, and trade goods, as these can be 
  sold along their journeys for profit or else simply brought 
  back as mementos of an individual Taotake’s travels. 
  The wares that the Taotake sell consist mostly of these 
  regional specialties, and the sheer number of obscure 
  countries and islands the Taotake visit means they often 
  have truly unusual items for sale. On the more mundane 
  side, a Taotake merchant might offer an Arcadian guava 
  sapling for purchase in the markets of Absalom, along 
  with the tools required to keep the tropical tree alive in 
  a foreign climate; on the more mystical side, the Taotake 
  have been found to possess many lost relics or keys, 
  which are kept or sold as simple curiosities. 
  The wares that any particular Taotake ships 
  have for sale are as varied as the individual 
  Taotake sailors who pilot them, but 
  these traders are almost certain to have 
  something of interest.
  Relics from Lost Times: Many 
  of the wares that the Taotake 
  bring are attractive simply by 
  virtue of being foreign, but 
  occasionally the sailors arrive 
  with 
  something 
  of 
  extreme 
  significance to Inner Sea scholars. 
  A scroll written on new parchment 
  with handwriting resembling that of 
  Old-Mage Jatembe has been among 
  one of the more benign items for sale, 
  along with a chunk of floating earth 
  kept aloft with magic similar to that 
  of the Shory; the more sinister items 
  include miniature obelisks that bear a 
  sinister resemblance to those from the 
  Serpentfolk Empire. Whether these items 
  hold a genuine connection to past empires is difficult to 
  determine, and while the Taotake happily give directions 
  to lands they have visited, these lands are invariably an 
  extremely long journey away, and even then, it is difficult if 
  not impossible to trace the path of a given item.
  Supply and Demand: The Eastbrand Trade Company 
  has made a lucrative business of selling onyx in the 
  Druma region, but its success was not simply a matter 
  of good business sense. The head of the company, Xemar 
  (LN male human aristocrat 2/psychicOA 3), sacrificed 
  a great deal of time, money, and resources to push 
  favorable legislation through Druma’s government, using 
  his tailor-made law to crush his competition and become 
  the foremost provider of onyx in the nation. Yet despite 
  his aptitude for psychic insight, Xemar did not foresee 
  a Taotake ship heavily laden with Mwangi onyx finding 
  its way to Lake Encarthan. When the Taotake sailors 
  flooded nearby nations with the gems, the value of local 
  onyx crashed, along with Xemar’s profits. Facing censure 
  from other Kalistocrats, who view Xemar’s unbelievable 
  misfortune as a sign that the company leader somehow 
  failed in his observances of the prophecies, Xemar has 
  turned to desperate measures—selling the valuable 
  gems to spellcasters at outrageously low prices, thus 
  emboldening a number of evil spellcasters throughout 
  the region. In exchange, Xemar asks them to use any 
  means necessary to drive the Taotake out of the area and 
  prevent them from ever coming back.
  EULOGY 
  FOR 
  ROSLAR’S 
  COFFER
  Part 1:  
  A Town 
  Transformed
  Part 2:  
  Restless are the 
  Dead
  Part 3:  
  The Unclean 
  Light
  NPC 
  Gallery
  Merchants  
  of the Road
  Arazni, 
  the Red Queen
  Machinations  
  of the  
  Whispering Way
  Bestiary
  67
  Xemar
  
  Arazni, the Red Queen
  Abandoned by her god, failed by her crusaders, and censured for 
  the abuses heaped upon her by those who once fought by her side, 
  Arazni remains an inconvenient shame to a land that would eagerly 
  sweep her under the rug. As the queen of Geb, her influence and 
  power allow her to refuse to be forgotten, no matter what others 
  might wish. She rules her nation with a skillful hand even though her 
  rule invites further insult and she is hailed by citizens as “the Harlot 
  Queen,” as if she were complicit in her own imprisonment. Arazni 
  bears every indignity with a strength born of contempt, picking 
  herself up after each humiliation and refusing to let anyone know 
  they had the power to hurt her. No matter what is done to her or 
  what she is forced to become, she still owns her anger—the one 
  piece of her that can never be corrupted or stolen.
  68
  
  M
  ost see Arazni as a victim and speak only of 
  what has been done to her over hundreds of 
  years: a beloved god’s herald summoned by 
  the heroes of the Shining Crusade 
  to stand against Tar-Baphon, she 
  was subsequently captured, tortured, 
  humiliated, and eventually killed at 
  the hands of the Whispering Tyrant. 
  The Knights of Ozem recovered her 
  broken body and interred her in Vigil, 
  but their audacious provocation of the 
  necromancer Geb resulted in the theft 
  of her body from its shrine in Lastwall. 
  The knights now bemoan the loss of 
  their relic and their own members 
  who were slain and reanimated in 
  the conflict, the shame that was 
  Arazni’s transformation into a lich at 
  Geb’s hands, the scandal as she then 
  became Geb’s bride, and her betrayal 
  as she commanded graveknight 
  bodyguards created from Knights 
  of Ozem who had bravely sought to 
  liberate her remains. 
  Largely forgotten are her days as 
  Aroden’s friend and later his herald, 
  the 
  Red 
  Crusader, 
  defender 
  of 
  humankind and paragon of nobility 
  and leadership. Few ever consider 
  what Arazni herself might think of 
  what has been done to her and what 
  she has become. Her own desires and 
  ambitions are considerations that 
  even those who once held her dear 
  rarely contemplate. Those who do, 
  however, might glimpse the ironclad 
  determination that lies beneath the 
  veneer of abuse and torment that others 
  have painted over her, a history summed 
  up so neatly by the name most use to 
  describe her: the Harlot Queen. 
  Those few souls who see past the 
  disgrace and tragedy of Arazni’s past, 
  who see elements in her story that 
  resonate with their own experiences, find 
  something worth admiring: a core of stubborn resilience 
  and bitter self-reliance. Whether this admiration 
  manifests as outright worship or a reserved emulation 
  depends a great deal on an individual’s location and 
  social context. In the land of Geb, many see Arazni as a 
  figurehead of undead nobility and leadership, while in 
  Lastwall, a few still uphold the Red Crusader’s teachings of 
  defense and protection. In other lands, she is sometimes 
  seen as a symbol of those who strive to uphold a sense 
  of self when all control over their surroundings and 
  circumstances has been taken away from them. For them, 
  Arazni’s experiences provide an example 
  of how disempowered and abused victims 
  find the means to guard themselves and 
  project an air of confidence and control in 
  the face of abhorrent treatment. 
  PERSONIFICATION AND 
  REALM
  Unlike many divinities, Arazni has a single, 
  fixed form and a finite realm on the 
  Material Plane. Due to the transformations 
  Geb wrought upon her corpse, she is 
  bound into the form of a lich. She has 
  become a gaunt and emaciated figure 
  due to the torments she endured from 
  Tar-Baphon, the theft of her organs—now 
  the powerful but lost artifacts known as 
  the bloodstones of Arazni—and the decay of 
  her flesh. Unlike most liches, she remains 
  ignorant of the nature and location of 
  her phylactery, an intentional strategy to 
  keep her trapped under Geb’s control. 
  Despite it all, she maintains a formidable 
  force of will, and few find themselves able 
  to stand their ground when her wrath is 
  kindled. Common rumor tells that Arazni 
  has embraced her role as Geb’s Harlot 
  Queen, taking the graveknights who stole 
  her body as champions and making an 
  undead harem of the reanimated knights 
  sent to liberate her remains. Interestingly 
  enough, those rumors are spoken most 
  boldly not in Geb, but in Lastwall and in 
  the remnants of the Taldan empire where 
  she was first known as a crusader.
  Arazni’s realm is the nation of Geb, 
  which she rules as the head of state 
  from the Cinerarium, her great obsidian 
  pyramid-palace in Mechitar. She serves as 
  the face of Geb to the outside world and 
  manages the political administration of the 
  realm with a steady, dispassionate hand; most in the region 
  credit the stability of the nation over the past 800 years to 
  her leadership.
  DOGMA AND WORSHIPPERS
  Veneration of Arazni takes two different forms depending 
  primarily on geography. Those within Geb, who follow 
  Arazni in matters of the spirit as well as the law, grant 
  her the respect due a divine ruler, while those elsewhere 
  EULOGY 
  FOR 
  ROSLAR’S 
  COFFER
  Part 1:  
  A Town 
  Transformed
  Part 2:  
  Restless are the 
  Dead
  Part 3:  
  The Unclean 
  Light
  NPC 
  Gallery
  Merchants  
  of the Road
  Arazni, 
  the Red Queen
  Machinations  
  of the  
  Whispering Way
  Bestiary
  69
  “They might 
  break us, but 
  they can’t stop 
  us from hating 
  them. Everyone 
  else will 
  abandon you, 
  but that pride, 
  that spite—
  that’ll always be 
  on your side.”
  —Beryn Hafflehop, 
  Egorian halfling  
  
  practice a silent and solitary faith. This latter practice is 
  most often found among those who, like their idol, lack 
  agency or control over their lives and circumstances. 
  In Taldor, adherents of Arazni are often women or 
  disillusioned commoners, while Cheliax sees more 
  halflings and tieflings taking up her teachings. In Sargava, 
  some Mwangi have come to embrace her strength and 
  fortitude, while those in Lastwall who still revere the Red 
  Crusader view her as a dead goddess not so different from 
  Aroden. Intelligent undead who resent their existence but 
  lack the autonomy to end it see Arazni as a role model and 
  kindred spirit. 
  Arazni holds little regard for her worshippers, as 
  she maintains a bitter resentment toward anyone who 
  venerates what she has become. At the same time, she 
  finds a spark of vicarious fulfillment in having followers, 
  and so she tolerates them. She values her privacy above 
  all, however, and any cleric who would use his powers 
  to divine her or her secrets will find himself swiftly and 
  utterly cut off from her power. Likewise, she detests the 
  epithet “Harlot Queen,” and use of the appellation is an 
  equally swift path to excommunication; her worshippers 
  instead refer to her as the Red Queen or, especially among 
  those outside of Geb, the Unyielding.
  Though the Evil domain is a relatively new addition 
  to Arazni’s portfolio, the remainder is held over from her 
  time as a crusader and Aroden’s herald, though these other 
  domains have twisted and changed. Nobility has become 
  a matter of control, the ability to project a commanding 
  outward appearance no matter what horrors one has 
  experienced. Protection and defense consist of guarding 
  oneself, building an inwardly focused resolve to shield a 
  soul from the world’s torments, establishing one’s own 
  boundaries, and upholding them relentlessly.
  TEMPLES AND SHRINES
  Geb is the only place with formal temples to Arazni, and 
  even there they are few, as most Gebbites consider her 
  more a head of state than a deity. These structures are 
  elegant and austere, such as the white-columned Asza 
  Atarazem near the Cinerarium in Mechitar, and their 
  purpose is to acknowledge the divine nature of the state’s 
  governess. Nevertheless, worshippers congregate here, 
  some of them sincere enough in their devotion to access 
  Arazni’s profane power.
  The only other place on Golarion with an established 
  shrine to Arazni is Vigil, where her slain body was interred 
  before its theft by the necromancer Geb. Most of the 
  Knights of Ozem prefer not to dwell on that failure and 
  desecration, but the shrine in which she was once laid to 
  rest is maintained to this day, perhaps out of some faint 
  hope that she may yet find a permanent home there, and 
  a few pay quiet homage to her and her memory.
  70
  
  Beyond these, no shrines or sacred spaces stand to 
  Arazni that are not abandoned, forgotten, or adopted for 
  some other use. Devotees might tie a scrap of red-and-
  gray fabric over a doorframe, pause before a blooming 
  lotus, or keep a scarab beetle carapace in a nook as 
  an offering to their patron. These small symbols and 
  reminders are often the most Arazni’s followers can do 
  within the constraints of their daily lives. 
  A PRIEST’S ROLE
  A few Gebbite undead hold formal titles as priests of 
  Arazni; these are less conduits for her divinity and more 
  like bureaucrats who hold a political office to maintain 
  and operate the state-sponsored temples to the nation’s 
  queen. Only a few hold genuine faith in her as a deity, and 
  the extended existence of undead creatures means that 
  turnover in these comfortable positions is rare, leaving 
  few opportunities for the faithful to reach positions of 
  particular power. As divine magic is not generally expected 
  of Arazni’s church (that expectation falling more to 
  Urgathoa’s priests), the rarity of spellcasting ability among 
  Araznites is not viewed as a failing or shortcoming.
   As Arazni has no organized following elsewhere, she 
  has no priests in any formal sense outside of Geb. The 
  closest analogues are those older or more experienced 
  worshippers who occasionally serve as mentors. These 
  are not kind or benevolent counselors: they practice a 
  harsh and unyielding discipline intended to cause an 
  abundance of emotional and psychological turmoil. 
  These lessons take the form of painful truths, subtle 
  insinuations, and similar denials of a follower’s agency, 
  which over time train the follower to harden her resolve, 
  build up her mental defenses, and create a refuge against 
  the unrelenting cruelty of the world. Few Araznites 
  practice physical violence as part of this mentorship, 
  however, as most understand that a person is more than 
  mere flesh and that strength of will can endure even 
  when the physical form fails.
  HOLIDAYS
  Like many things related to Arazni, the holidays observed 
  in her name vary widely based on geography.
  Coronation Day: In Geb, Arazni is honored each year 
  on the anniversary of her coronation; Abadius 11 is a 
  state holiday celebrated with feasts featuring freshly slain 
  humanoid chattel. Unsurprisingly, this tradition does not 
  extend beyond Geb’s borders. 
  Mourningfell: In many realms descended from 
  Taldor—especially 
  Lastwall—those 
  who 
  remember 
  Arazni solemnly reflect upon and mourn her on the 
  day she was slain at the hands of Tar-Baphon. One of 
  the strongest advocates of this holiday is the church of 
  Iomedae, though they uphold it as only a minor holiday. 
  Arazni’s worshippers recognize this day as the start of 
  many terrible things to come for their patron and often 
  follow the holiday with a day or week of fasting.
  APHORISMS
  Many followers of Arazni adopt their own mantras or 
  catchphrases to remind themselves of the lessons they’ve 
  learned. A few of these apothegms have gained wider 
  traction among her followers.
  Hold the Line: Often shouted by crusaders fighting 
  the undead legions of the Whispering Tyrant (and spoken 
  before then in other wars), this phrase has now taken 
  on a much deeper meaning. A worshipper might utter 
  this phrase as a litany when facing physical ignominies, 
  reminding herself of mental and emotional boundaries 
  that she can—and must—maintain regardless of the 
  mortification she might endure.
  Trust Only the Worthy: A follower of Arazni knows that 
  in a world where anyone might turn against him, placing 
  trust in another person only gives that person a tool to 
  harm him later. Instead, followers of the Unyielding 
  place their trust only within themselves, bolstering their 
  resilience and emotional fortitude to face the outside 
  world with confidence and control, no matter what comes 
  their way.
  HOLY TEXT
  Arazni has no formal holy text. In Geb, she is simply 
  the ruler, and her laws governing the realm are what 
  passes for a formal doctrine. Elsewhere, her worshippers 
  compile what collections they can, cobbling together 
  historical and holy texts that concern her as a herald and 
  champion, now carefully reinterpreted in light of events 
  that have since taken place. Most collections also contain 
  apocryphal notes unique to each text, contemplating or 
  highlighting those elements of Arazni’s faith that persist 
  from her past through to her present circumstances, 
  focusing on concepts such as confidence, emotional and 
  mental endurance, and self-reliance.
  RELATIONS WITH OTHER FAITHS
  Most divinities fail to consider Arazni at all, and those who 
  do feel only pity for her. Those she knew in her time as 
  Aroden’s herald—such as Sunlord Thalachos, the herald 
  of Sarenrae—consider her changed form blasphemous, 
  tragic, or both, and no longer associate with her. For 
  her part, Arazni dismisses most divinities as callous and 
  contemptible, especially her former patron Aroden for 
  leaving her to face Tar-Baphon and his torments alone 
  despite the fact that it was Aroden’s actions that ultimately 
  spurred the Whispering Tyrant to his undead form.
  Nevertheless, Arazni and her followers share some 
  values that overlap with other divinities’ portfolios. 
  EULOGY 
  FOR 
  ROSLAR’S 
  COFFER
  Part 1:  
  A Town 
  Transformed
  Part 2:  
  Restless are the 
  Dead
  Part 3:  
  The Unclean 
  Light
  NPC 
  Gallery
  Merchants  
  of the Road
  Arazni, 
  the Red Queen
  Machinations  
  of the  
  Whispering Way
  Bestiary
  71
  
  Gyronna epitomizes the resentment and hatred born of 
  abuse and cruelty with which Arazni is so familiar. Some of 
  Arazni’s followers see Lamashtu as a model for how a less 
  powerful creature can kick, claw, and bite a path to power 
  and prestige. Some also see shared values with Erecura, 
  Queen of Dis, as both queens rule realms that are not quite 
  their own. In any case, these similarities are more a matter 
  of compatible views and occasional cooperation between 
  followers; even in areas of shared concern, Arazni keeps to 
  herself and other divinities pay her little heed.
  The most complex relationship is that between Arazni 
  and Iomedae. The Red Queen bears a great deal of 
  resentment toward her own onetime paladin for having 
  had such a relatively easy and successful path to divinity. 
  The Inheritor saw success in the Shining Crusade even 
  as Arazni was crushed, and Iomedae then took the Red 
  Crusader’s place as Aroden’s herald after passing the 
  Test of the Starstone. And yet, even amid her resentment, 
  Arazni recognizes that no one ought to be subjected to 
  the trials she has faced, and so beneath the hatred and 
  spite, a small part of her takes comfort and even pride in 
  Iomedae’s achievements.
  SPELLCASTING
  Clerics of Arazni can cast anticipate perilUM as a 1st-level 
  spell, detect scrying as a 4th-level spell, and mind blank as 
  an 8th-level spell. Her antipaladins can cast blood armorACG 
  as a 2nd-level spell and detect scrying as a 3rd-level spell. 
  Her followers also gain access to the following new spells, 
  developed in secret by worshippers across Avistan.
  BLOODSTONE MIRROR
  School abjuration; Level cleric 7, occultist 5, witch 7
  Casting Time 1 standard action
  Components V, S, M (a red bloodstone worth 
  500 gp)
  Range personal
  Target you
  Duration 1 hour/level
  Developed due to Arazni’s fear that her stolen organs might 
  be used to control her, this spell reflects any attempts 
  to steal your free will. Whenever you are exposed to a 
  mind-affecting effect or a spell that would otherwise give 
  another creature control of your actions (such as control 
  undead), you can dispel this effect as an immediate action 
  to redirect the spell to a creature within 30 feet. The affected 
  creature must attempt a save against the original DC of the 
  triggering effect. On a failure, it is subject to the effects of the 
  triggering spell, with the exception that you are treated as the 
  original caster (statistics determined by caster level are still 
  calculated according to its original caster). The target creature 
  applies any spell resistance or immunities it has normally. You 
  can have only one instance of this spell active at a time.
  LITANY OF THE RED CRUSADER
  School necromancy; Level antipaladin 1, inquisitor 2, paladin 1
  Casting Time 1 swift action
  Components V, S, DF
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 round
  72
  
  Saving Throw Fortitude negates; Spell Resistance yes
  Followers of Arazni have made use of this litany since her 
  days as a crusader and herald. Each time the target creature 
  takes piercing or slashing damage, it takes 1 point of bleed 
  damage; this bleed damage stacks with itself. While subject 
  to this spell, the target cannot be the target of another spell 
  that has the word “litany” in the title.
  UNSPOKEN NAME
  School divination; Level cleric 3, inquisitor 3, sorcerer/wizard 3, 
  witch 3
  Casting Time 1 minute
  Components V, S
  Range personal
  Target you
  Duration 24 hours or until discharged
  Prized among those who seek to monitor the attention paid 
  to them, this spell is said to be used by Arazni to identify 
  those followers who dare refer to her as “the Harlot Queen” 
  so she might summarily dismiss them. When you cast this 
  spell, designate a word, phrase, or name. If a creature within 
  1 mile of you uses that word, phrase, or name to refer to you, 
  you immediately learn that creature’s name, appearance, and 
  location. This discharges the spell.
  OBEDIENCE
  The following describes the daily rite Arazni’s followers 
  must perform to take full advantage of the Deific Obedience 
  feat, as well as the boons for the prestige classes found in 
  Pathfinder Campaign Setting: Inner Sea Gods.
  OBEDIENCE (ARAZNI)
  Spend an hour reliving or imagining terrible things that 
  happened to you. This process is mentally strenuous, dealing 
  1d6 points of nonlethal damage. You cannot allow anyone 
  else to know of your struggles: speaking of them, showing 
  distress while considering them, or even asking for assistance 
  in healing the nonlethal damage negates the benefits of this 
  obedience. When you fail a saving throw against a creature’s 
  spell or spell-like ability, you gain a +4 profane bonus on saving 
  throws against any of that creature’s abilities for 1 minute. 
  EVANGELIST BOONS
  1: Hidden Resolve (Sp) disguise self 3/day, obscure object 
  2/day, or bestow curse 1/day
  2: Unheralded Retribution (Su) You punish those foes who 
  would use the arcane arts to infringe upon your autonomy 
  and well-being. Whenever you succeed at a saving throw 
  against a spell or spell-like ability cast or used by a 
  creature, that creature becomes flat-footed against your 
  attacks until the end of your next turn. In addition, your 
  attacks against that creature while it is flat-footed deal 
  1 additional point of bleed damage; this bleed damage 
  stacks with itself. 
  3: Sovereign Constancy (Su) Much like Arazni herself, you 
  prize the sanctuary of your own thoughts, and you have 
  built defenses and protections lest others try to take away 
  or taint this refuge. Once per day as an immediate action 
  whenever you are affected by a mind-affecting effect, 
  you can use break enchantment on yourself as a spell-like 
  ability, with a caster level equal to your Hit Dice. 
  EXALTED BOONS
  1: Unyielding (Sp) remove fear 3/day, false life 2/day, or 
  nondetection 1/day 
  2: Strength in Bloodshed (Su) The Red Crusader knew well 
  the value of fighting alongside allies—and the price to be 
  paid when those allies fail. Rather than relying upon the 
  assistance of fickle and fallible mortals, you can bring forth 
  a construct gathered from the blood spilled by Arazni and 
  her followers. Once per day as a standard action, you can 
  summon a blood golemB4 to aid you. You gain telepathy 
  with the golem to a range of 100 feet. The golem follows 
  your commands perfectly for a number of minutes equal to 
  your number of Hit Dice before vanishing back to its home.
  3: Shield of Scars (Sp) When you heal yourself with a 
  cure or inflict spell (as appropriate depending upon your 
  physiology), scars form over your body. You gain a profane 
  bonus to Armor Class equal to the spell’s level for 1 minute.
  SENTINEL BOONS
  1: Red Queen’s Rapier (Sp) divine favor 3/day, blood 
  armorACG 2/day, or rage 1/day
  2: Subliminal Intransigence (Su) Through ceaseless 
  conditioning, you have constructed insurmountable 
  mental defenses that deny others the ability to sway your 
  thoughts, whether for good or for ill. You gain immunity to 
  charm and compulsion effects and a +4 bonus on saving 
  throws against fear effects.
  3: Fallen Crusader’s Retaliation (Su) The Red Queen’s life 
  is a painful example of the danger of falling prey to the 
  arcane arts, and you have learned from this lesson. Ever 
  wary of those who wield magic in battle, you hone your 
  reflexes to strike when least expected. Creatures you 
  threaten that fail their checks to cast spells defensively 
  provoke attacks of opportunity from you.
  Customized Summon List
  Arazni’s clerics can use their summon monster spells to 
  summon the following creatures in addition to the normal 
  creatures listed in the spell’s description. 
  Summon Monster III
  Augur kyton (Pathfinder RPG Bestiary 3 171)
  Summon Monster VI
  Fiendish giant scarab (Pathfinder RPG Bestiary 5 
  288, 221)
  Summon Monster VIII
  Interlocutor kyton (Pathfinder RPG Bestiary 3 174)
  EULOGY 
  FOR 
  ROSLAR’S 
  COFFER
  Part 1:  
  A Town 
  Transformed
  Part 2:  
  Restless are the 
  Dead
  Part 3:  
  The Unclean 
  Light
  NPC 
  Gallery
  Merchants  
  of the Road
  Arazni, 
  the Red Queen
  Machinations  
  of the  
  Whispering Way
  Bestiary
  73
  
  Machinations of the 
  Whispering Way
  “There is no need for suffering. Pain and sorrow are merely the 
  symptoms of life. And what is life but a disease whose only cure is 
  death? How many times have you heard the ill wailing in agony over 
  festering sores that won’t heal, or watched a child stand crying at 
  his parents’ grave, or passed an old woman in rags reaching out a 
  bony hand for a bit of bread to sustain her a little longer? I have seen 
  these things time and time again. Existence need not be so crude. It 
  can be far more dignified, far more peaceful. Won’t you let me show 
  you the relief we can offer the world?”
  —Dr. Lavinia Penrose, physician and Whispering Way practitioner
  74
  
  INTRODUCTION 
  Deep in the shadows of the Age of Darkness, the 
  Whispering Way emerged into the hearts and minds 
  of sentient beings. No one is sure who first spoke 
  its principles or where it first found its voice, but 
  its philosophy spread across Golarion through the 
  generations that followed and infested itself into 
  every corner of the world. It originally started from a 
  morbid notion that the extinction of all life is necessary 
  for a superior existence. In the misery of the Age of 
  Darkness and the Age of Anguish that followed, such a 
  belief found a natural following among many hopeless 
  sufferers looking to find a reason for their torment, and 
  the philosophy spread quickly in those bleak, difficult 
  years. As time passed, its ideas lingered and took hold of 
  nihilists and psychopaths throughout history, evolving 
  from person to person, all chasing their own individual 
  pursuits and all having their own reasons for following 
  the Way. Most followers maintain a coldly detached belief 
  that a dead world is the most peaceful form of existence 
  and thus frame themselves, in their own narratives, as 
  benevolent champions. Though the specific details of 
  their practices may vary, all agents are bound together by 
  the Way’s central mission. 
  Among their goals, most agents seek to transform 
  themselves into a state of undeath, particularly through 
  transformation into a lich. The details of the complex 
  process are broken up and scattered among many 
  followers, making it necessary for agents to seek out 
  one another and exchange knowledge. To protect their 
  secrets, adherents of the Way keep what they learn in 
  their memory and pass along that knowledge exclusively 
  through private, whispered conversations to one another.
  Due to the lack of an official hierarchy, most who join 
  the Way first discover the group through established 
  members or from cryptic mentions within esoteric texts. 
  Unlike other secret cabals, membership comes with no 
  fanfare or secret entrance rituals, but rather a slow process 
  as the Way’s teachings steadily entwine into the person’s 
  very body and soul. Prolonged exposure to this dark lore 
  is what truly defines the group’s membership, and those 
  who attempt to abandon the path usually crumble into 
  ash and dust. Consequently, the group doesn’t need to 
  worry about traitors in their ranks. 
  From well-intended nurses to sociopathic assassins, 
  adherents of the Whispering Way are as varied as they are 
  obscure. Though most remain hidden in society, several 
  have risen to notoriety. The most prominent member 
  of the organization is none other than Tar-Baphon, the 
  Whispering Tyrant. As the most remarkable of the Way’s 
  followers, he is emulated and served by many agents, 
  while other followers jealously scheme to surpass his 
  fame and might. 
  WHISPERS ACROSS GOLARION 
  Though Gallowspire in Ustalav is considered the 
  spiritual hub of the Whispering Way, it contains a mere 
  fraction of the organization’s total members. In fact, 
  the group relies on adherents from various locations 
  and backgrounds to build up its influence and its trove 
  of knowledge. Members insinuate themselves into 
  positions of authority in their communities, working 
  hard to craft credible reputations that are unblemished 
  by scandal or suspicion. Teachers, politicians, celebrities, 
  and physicians all make promising covers for adherents 
  of the Way, and these professions offer plenty of 
  leverage, though they are certainly not the only fields 
  the Whispering Way has infiltrated. But no matter what 
  specific roles agents have chosen for themselves, their 
  revered status in their respective communities makes 
  members difficult to detect or challenge—something 
  that makes the group dangerously efficient. More often 
  than not, the most serious threats to the Whispering 
  Way are internal rivalries between agents, as they vie for 
  power and clamber to rise above their peers. 
  Below are some noteworthy examples of various 
  Whispering Way cells operating throughout Golarion. 
  Circle of Despair (Minkai): Within the Sakakabe 
  Province of Minkai, a disaffected youth named Takakazu 
  Ikeda (NE male dhampirB2 mesmeristOA [cult masterOA] 10) 
  secretly incites a growing rash of suicides. To the outside 
  world, Takakazu is little more than a charming socialite and 
  the son of an influential samurai, but his true nature is far 
  more insidious. As a heretical follower of Naderi, his deep-
  seated nihilism steered him into the Way’s path. He fully 
  embraces the notion of a dead world, believing it to be the 
  epitome of beauty, purity, and tranquility. To help achieve 
  this goal, Takakazu preys on depressed and impressionable 
  youths, luring them into his confidence and inviting them 
  to clandestine gatherings where he preaches Naderi’s 
  teachings and reads melancholy passages. Through his 
  oration, the handsome young man twists his listeners’ 
  hearts and gently urges them to end their suffering 
  through suicide. Those who succumb to Takakazu’s grim 
  suggestions frequently carve an image of a delicate, stylized 
  swan on their skin before ending their lives. 
  As his success increases and body count climbs, 
  Takakazu plans to travel across Minkai to continue his 
  work and spread his poisoned words as far as he can. 
  Though some local authorities have grown suspicious 
  of Takakazu’s involvement in recent tragedies, the young 
  man’s status as the son of a powerful samurai keeps the 
  law from interfering—something Takakazu is well aware 
  of and happily uses to his advantage. 
  Frozen Fury (Lands of the Linnorm Kings): Along 
  the eastern border of the Land of the Linnorm Kings, 
  reports of missing raiders have spread among the locals. 
  EULOGY 
  FOR 
  ROSLAR’S 
  COFFER
  Part 1:  
  A Town 
  Transformed
  Part 2:  
  Restless are the 
  Dead
  Part 3:  
  The Unclean 
  Light
  NPC 
  Gallery
  Merchants  
  of the Road
  Arazni, 
  the Red Queen
  Machinations  
  of the  
  Whispering Way
  Bestiary
  75
  
  Unbeknownst to these townsfolk, these disappearances are 
  the work of the Jadwiga warlock Izydor Velikas (NE male 
  human witchAPG 14) and his undead twin brother, Eligiusz 
  Velikas (CE male witchfireB2). As men in the matriarchal 
  society of Irrisen, the brothers were expected to become 
  soldiers, but they rejected tradition in favor of pursuing 
  their interest in arcana, as their sisters had. This decision 
  earned them the ire of their family and turned them into 
  outcasts within Irriseni society. The brothers set out to 
  forge their own path to power and became adherents of 
  the Whispering Way. They roamed the western border 
  of Irrisen, kidnaping Ulfen raiders to use in their 
  necromantic rituals. Eventually, angry villagers from 
  Whiterook took action and hunted down and killed 
  Eligiusz—but the villagers believed he was the sole 
  murderer, and so thought themselves rid of 
  his wickedness when they burned him 
  at the stake. However, not only 
  did Izydor escape detection, but 
  Eligiusz secretly rose from his 
  grave to continue tormenting 
  the land. Together, Izydor and 
  Eligiusz work to amass an army 
  of undead, sacrificing raiders 
  and transforming them into 
  undead creatures in the hope 
  of rising above the prowess 
  and prestige of Tar-
  Baphon. But as more 
  raiders go missing, fearful 
  rumors of Eligiusz’s return have 
  spread across Whiterook, and the 
  villagers grow rightfully concerned 
  over his vengeance from beyond 
  the grave.
  Hidden by Masks (Galt): 
  Chaos makes for an excellent 
  cover—at least, that’s how 
  Adaltrude Harcourt (NE female 
  human inquisitorAPG 12) sees the 
  ever-churning turmoil of Galt. Raised 
  by a cruel uncle who worshipped 
  Norgorber, 
  Adaltrude 
  found 
  herself 
  surrounded by death early in her childhood. 
  Rather than shrink from her situation, she 
  welcomed it with open arms; fascinated by all 
  manner of morbidity, she eagerly accepted the 
  invitation to indulge in it. In time, she 
  learned of the Whispering Way from 
  one of her uncle’s associates and swiftly took to 
  its teachings. The woman managed to infiltrate 
  the Gray Gardeners and fan the flames of anarchy 
  throughout the country. Fascinated by the potent 
  necromantic capability of the final blades, she hopes to 
  learn more of their construction so she can use them 
  for the Way’s goals. She has already indoctrinated two 
  fellow Gray Gardeners into the Way, and hopes to gather 
  more. The small cabal works closely with a necromancer 
  by the name of Folcard Tulois (NE male human wizard 
  12) to unlock the secrets of the notorious artifacts and 
  harness their power. Recently, however, tension has been 
  rising between Adaltrude and Folcard, with each viewing 
  themself as the team’s leader and trying to call the shots. 
  House of Lost Souls (Isger): Life in rural Isger isn’t 
  easy; young and old alike suffer in silence due to the 
  lack of resources provided to them by Cheliax. A 
  child of such strife might end up in Mallow 
  Creek Home, an orphanage run by mistress 
  Docilia 
  Marinder 
  (NE 
  female 
  human 
  alchemistAPG 10). The morose proprietor is 
  no stranger to heartbreak, having lost three 
  infant children and her husband 
  within the span of 4 short 
  years. To cope with her 
  grief, Docilia founded the 
  orphanage in the hopes that 
  caring for those in need would 
  help to heal the wounds of her 
  heart. Unfortunately, the orphanage 
  caught the attention of the wicked 
  Orellidara (LE female vampire wizard 6). 
  The vampire child used her frail appearance 
  to pose as an orphan and she immediately 
  began manipulating Docilia onto the path 
  of the Whispering Way, convincing her that 
  death is the only way to truly end the suffering 
  of innocents. Deeply mired in her anguish, 
  Docilia found comfort in this solution and 
  readily surrendered to the ideology. Since 
  then, Docilia has discreetly put any orphans 
  who fall ill out of their misery. These young 
  victims later emerge as attic whisperers 
  (Pathfinder RPG Bestiary 2 34) under the sway 
  of Orellidara, who keeps her ultimate goal a 
  secret from the grieving mistress.
  Keepers of Silence (Nidal): One of the 
  strictest mandates of the Whispering Way is that 
  its teachings must not be recorded. Most adherents 
  understand that secrecy’s best ally is silence, though 
  from time to time their knowledge is documented by 
  either arrogant heretics or virtuous scholars hoping to 
  stop the necromantic cult. To fight this breach of 
  confidentiality, an elite group of followers known 
  as the Keepers of Silence relentlessly hunts 
  down and destroys all recorded documentation 
  of the Way’s lessons, along with whoever dared write 
  76
  Takakazu Ikeda
  
  the teachings down. Only the most connected of Way 
  adherents know of this team’s existence, and those who 
  do sometimes use it to their advantage by framing their 
  rivals as tome-bearing heretics. Victims of the Keepers’ 
  reckoning are marked by the group’s signature calling 
  card—the tongue of the corpse cut out and left to the side, 
  tied with a black ribbon. 
  Led by diviner Suleima Nezeriael (NE female fetchlingB2 
  oracleAPG 16) from the group’s headquarters in Nidal, the 
  Keepers are primarily assassins who roam throughout 
  Golarion to carry out Suleima’s commands. Captain 
  Vandrex Randulescu (CE male human slayerACG 15) is 
  Suleima’s right hand, directing the team while hunting 
  abroad. Suleima’s proclamations that she envisioned 
  Vandrex inheriting a legacy of greatness should he 
  dedicate himself to the Way keep the ruthless man under 
  her control, though only time will tell if the portents 
  are truth or lies. For the time being, Vandrex remains 
  steadfast and loyal to Suleima and the Whispering Way.
  The Scholar’s Venture (Thuvia): The field of necromancy 
  is an equal balance of the studies of life and of death, and 
  Caspara Ghonshipour (LE female human arcanistACG 
  [twilight sage; Pathfinder Player Companion: Advanced Class 
  Origins 6] 14) carefully analyzes the workings of both in 
  her quest to becoming a true master of the art. Caspara 
  is an esteemed professor at an illustrious academy in 
  Pashow, and her reputation is considered impeccable by 
  Thuvian society, which remains unaware of her allegiance 
  to the Whispering Way. One of her ongoing projects is 
  the study and application of her homeland’s most prized 
  resource, the sun orchid elixir, and how it may be used 
  to carry out the Way’s goals. At present, Caspara has 
  a few drops of the elixir at her disposal, as well as four 
  sun orchids that she meticulously maintains in a small, 
  hidden greenhouse. In addition to researching the elixir, 
  Caspara also targets pupils she feels have the potential to 
  be guided to the Way. She attempts to bring them into the 
  fold under the guise of an offer of entry into an exclusive 
  research society, and once they’ve been inducted, she 
  slowly feeds them the Way’s lessons. Caspara is secretly 
  a heretic among the Way: she values documentation and 
  keeps a covert collection of written records on the Way 
  and her studies, which she shares only with her most loyal 
  of students.
  Stitched in Flesh (Geb): Already crawling with undead, 
  the necropolis kingdom of Geb is a favored home 
  to many members of the Whispering Way. One such 
  member, Pesabnet Zoheri (NE male ghast cleric 13), is 
  the head of a Yled-based temple dedicated to Urgathoa. 
  Through tireless experimentations, Pesabnet seeks to 
  improve Geb’s stock of undead labor for his own profit. 
  He fully believes the entire world will eventually become 
  dead, and so he directs his efforts toward securing his 
  position at the top of the hierarchy. Through his study 
  of ioun stones, he has discovered a way to fuse the gems 
  with his subjects to bolster their efficiency and resilience. 
  While at first, Pesabnet began his experiments on undead 
  servants, he soon learned that implanting the stones in 
  living flesh created a superior product. Once the stones 
  have had the chance to properly integrate into the 
  host’s body, Pesabnet ritualistically sacrifices the living 
  creature to his goddess before raising the body as one of 
  his robust undead servants. The wailing of his victims 
  resounds from the catacombs of the bone-carved temple, 
  the loudest among them echoing from Pesabnet’s favorite 
  experiment, Khalahm Faidar (LG male ifritB2 paladin 
  10). A sworn enemy of the Whispering Way, Khalahm 
  endeavors to escape Pesabnet’s prison and continue his 
  goal of annihilating the Way’s members and philosophy 
  from the face of Golarion. 
  A Vile Spectacle (River Kingdoms): The bustling city 
  of Pitax in the River Kingdoms is renowned far and wide 
  for its artistic merits. Celebrated among the talented 
  artists there is Lanya Tagendorff (NE female half-elf 
  bard 15), a musical virtuoso and composer. Lanya fell 
  under the sway of the Whispering Way early in her career 
  when a cryptic patron introduced the ambitious artist to 
  the Way’s teachings. Before long, she became obsessed 
  with the philosophy and started subtly weaving its 
  message into her dirges. She now regularly presents her 
  macabre operas to a fascinated public, who revere these 
  performances as intense and utterly thrilling. Those who 
  fall under the Way’s influence during these shows return 
  frequently, hoping to attain more grisly wisdom from 
  new stories and songs. 
  Lanya’s corruption hasn’t gone unnoticed, however, 
  and detective Bralvyn Ashbrand (LN female dwarf 
  investigatorACG 12) has been tailing Lanya for several 
  months. Over the past few years, several locals mysteriously 
  dissolved into dust, with the only link between cases that 
  each person was either a performer in one of Lanya’s shows 
  or one of her enthusiastic fans. Unbeknownst to Bralvyn, 
  Lanya is aware of the officer’s suspicion and enjoys toying 
  with the investigator from afar to study her. She plans to 
  use the inquisitive dwarf’s fascination with forensics as a 
  catalyst to lure the officer to the Way’s side.
  AGENTS OF THE WAY 
  The Whispering Way consists of agents from all walks 
  of life (or undeath, as the case may be). While those 
  with arcane inclinations account for a large swath of 
  the group’s population, agents come from a variety of 
  backgrounds. The Way depends on a network of talented 
  individuals of different skills to carry out its work. Below 
  are three examples of agents whom might be encountered 
  throughout Golarion. 
  EULOGY 
  FOR 
  ROSLAR’S 
  COFFER
  Part 1:  
  A Town 
  Transformed
  Part 2:  
  Restless are the 
  Dead
  Part 3:  
  The Unclean 
  Light
  NPC 
  Gallery
  Merchants  
  of the Road
  Arazni, 
  the Red Queen
  Machinations  
  of the  
  Whispering Way
  Bestiary
  77
  
  WHISPERING WAY CULTIST 
  CR 3
  XP 800
  Human fighter 1/rogue (knife master) 3 (Pathfinder RPG 
  Ultimate Combat 72)
  NE Medium humanoid (human)
  Init +8; Senses Perception +6
  DEFENSE
  AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
  hp 32 (4 HD; 3d8+1d10+9)
  Fort +5, Ref +7, Will +2
  Defensive Abilities blade sense +1, evasion
  OFFENSE
  Speed 30 ft.
  Melee +1 dagger +7 (1d4+1/19–20), mwk dagger +7 
  (1d4/19–20) or
  +1 dagger +9 (1d4+1/19–20)
  Ranged +1 dagger +9 (1d4+1/19–20)
  Special Attacks sneak attack +2d4 (+2d8 with dagger)
  TACTICS
  Before Combat The cultist applies his oil of magic weapon 
  and attempts to ambush his foes, drinking his potion of 
  invisibility if simply hiding isn’t an option.
  During Combat The cultist attempts to flank with other 
  cultists to throw foes off balance, feinting if necessary. 
  Morale The cultist believes he will be raised as an undead 
  creature if slain and so fights to the death. 
  STATISTICS
  Str 10, Dex 18, Con 14, Int 13, Wis 8, Cha 12
  Base Atk +3; CMB +3; CMD 17
  Feats Improved Initiative, Iron Will, Two-Weapon Fighting, 
  Weapon Finesse, Weapon Focus (dagger)
  Skills Acrobatics +11, Bluff +8, Disguise +8, Escape Artist +8, 
  Intimidate +8, Perception +6, Sense Motive +6, Sleight of 
  Hand +10 (+11 to conceal a light blade), Stealth +11, Use 
  Magic Device +6
  Languages Common, Necril
  SQ hidden blade, rogue talent (finesse rogue)
  Combat Gear oil of magic weapon (2), potions of invisibility 
  (2), potion of spider climb; Other Gear +1 dagger, mwk 
  studded leather, mwk daggers (4), 17 gp
  WHISPERING WAY DEVOTEE 
  CR 7
  XP 3,200
  Female half-elf necromancer 8
  NE Medium humanoid (elf, human)
  Init +1; Senses life sight (10 feet, 8 rounds/day), low-light 
  vision; Perception +10
  DEFENSE
  AC 17, touch 12, flat-footed 16 (+4 armor, +1 deflection, +1 Dex, 
  +1 natural)
  hp 66 (8d6+36)
  Fort +4, Ref +4, Will +7; +2 vs. enchantments
  Immune sleep
  OFFENSE
  Speed 30 ft.
  Melee mwk dagger +4 (1d4–1/19–20)
  Arcane School Spell-Like Abilities (CL 8th; concentration +12)
  7/day—grave touch (4 rounds)
  Necromancer Spells Prepared (CL 8th; concentration +12)
  4th—animate dead, bestow curse (DC 20), contagion 
  (DC 20), enervation
  3rd—dispel magic, gaseous form, ray of exhaustion (DC 19), 
  symbol of exsanguinationHA (DC 19), vampiric touch
  2nd—blindness/deafness (3, DC 18), command undead 
  (DC 18), false life
  1st—grasping corpseHA, mage armor, ray of enfeeblement 
  (3, DC 17)
  0 (at will)—bleed (DC 16), detect magic, mage hand, touch 
  of fatigue (DC 16)
  Opposition Schools conjuration, enchantment
  TACTICS
  Before Combat The devotee casts animate dead on any 
  available corpses. If she believes intruders are present, she 
  casts mage armor and false life. 
  During Combat The devotee uses her robe of bones to create 
  undead to assist her. She casts ray of enfeeblement and 
  bestow curse to weaken her foes before casting contagion.
  Morale If all of the devotee’s allies and undead minions are 
  slain, she attempts to flee using gaseous form. 
  STATISTICS
  Str 8, Dex 13, Con 12, Int 19, Wis 10, Cha 14
  Base Atk +4; CMB +3; CMD 15
  Feats Command Undead, Contagious Spell, Greater Spell Focus 
  (necromancy), Scribe Scroll, Skill Focus (Bluff), Spell Focus 
  (necromancy), Toughness, Undead MasterUM
  Skills Bluff +13, Diplomacy +10, Knowledge (arcana) +15, 
  Knowledge (planes) +15, Knowledge (religion) +15, 
  Perception +10; Racial Modifiers +2 Perception
  Languages Abyssal, Aklo, Common, Draconic, Elven, Necril
  SQ arcane bond (ring of protection +1), elf blood, power 
  over undead
  Combat Gear robe of bones; Other Gear mwk dagger, 
  amulet of natural armor +1, cloak of resistance +1, ring of 
  protection +1, spellbook, 98 gp
  WHISPERING WAY PHILOSOPHER 
  CR 11
  XP 12,800
  Female old human oracle 12 (Pathfinder RPG Advanced 
  Player’s Guide 42)
  LE Medium humanoid (human)
  Init –1; Senses blindsense 30 ft., darkvision 60 ft.; 
  Perception +2
  DEFENSE
  AC 18, touch 10, flat-footed 18 (+8 armor, +1 deflection, 
  –1 Dex)
  hp 87 (12d8+24)
  78
  
  Fort +7, Ref +4, Will +11 (+2 vs. mind-affecting effects); 
  +4 vs. death effects, diseases, mind-affecting, poison, 
  sleep, and stunning
  OFFENSE
  Speed 30 ft. (20 ft. in armor)
  Melee dagger of venom +8/+3 (1d4–1/19–20)
  Oracle Spells Known (CL 12th; concentration +16)
  6th (3/day)—circle of death (DC 22), create undead, mass 
  inflict moderate wounds (DC 22)
  5th (5/day)—mass inflict light wounds (DC 21), scrying 
  (DC 19), slay living (DC 21), wall of blindness/
  deafnessACG (DC 21)
  4th (7/day)—bloatbombACG (DC 20), fear (DC 20), inflict 
  critical wounds (DC 20), poison (DC 20), speak with 
  hauntACG (DC 20)
  3rd (7/day)—animate dead, blindness/deafness (DC 19), 
  borrow fortuneAPG, cure serious wounds, inflict serious 
  wounds (DC 19), remove disease
  2nd (7/day)—cure moderate wounds, false life, 
  ghostbane dirgeAPG (DC 16), inflict moderate wounds 
  (DC 18), oracle’s burdenAPG (DC 18), remove paralysis, 
  silence (DC 16)
  1st (7/day)—cause fear (DC 17), cure light wounds, 
  deathwatch, doom (DC 17), hide from undead (DC 15), 
  inflict light wounds (DC 17), remove fear
  0 (at will)—bleed (DC 16), create water, detect magic, 
  detect poison, guidance, purify food and drink (DC 14), 
  resistance, stabilize, virtue
  Mystery bones
  TACTICS
  Before Combat The philosopher tries to avoid physical 
  confrontations, but if she suspects combat is possible, she 
  casts false life.
  During Combat The philosopher casts wall of blindness/
  deafness first to cover her escape or to disorient a group. If 
  she has been discovered, she tries to kill all witnesses with 
  slay living, poison, and other lethal effects, saving circle of 
  death for emergencies. 
  Morale The philosopher tries to flee if she has a good 
  chance of maintaining her facade; if not, she fights 
  to the death to preserve her secrets. 
  STATISTICS
  Str 7, Dex 8, Con 10, Int 16, 
  Wis 15, Cha 18
  Base Atk +9; CMB +6; 
  CMD 15 
  Feats Deceitful, Great 
  Fortitude, Greater Spell Focus 
  (necromancy), Persuasive, Spell 
  Focus (necromancy), Steadfast 
  PersonalityACG, Toughness
  Skills Bluff +21, Diplomacy +21, Disguise +21, 
  Intimidate +21, Knowledge (arcana) +8, 
  Knowledge (history) +16, Knowledge (planes) +16, 
  Knowledge (religion) +18, Linguistics +7, Sense Motive +15, 
  Spellcraft +11
  Languages Aklo, Common, Cyclops, Draconic, Dwarven, Elven, 
  Necril, Wayang
  SQ oracle’s curse (clouded vision), revelations (near death, 
  soul siphon, spirit walk, voice of the grave)
  Combat Gear potion of cure moderate wounds, potion of 
  delay poison, potion of remove blindness/deafness, robe 
  of bones, wand of false life (18 charges); Other Gear +2 
  chainmail, dagger of venom, cloak of resistance +1, ring of 
  protection +1, 28 gp
  EULOGY 
  FOR 
  ROSLAR’S 
  COFFER
  Part 1:  
  A Town 
  Transformed
  Part 2:  
  Restless are the 
  Dead
  Part 3:  
  The Unclean 
  Light
  NPC 
  Gallery
  Merchants  
  of the Road
  Arazni, 
  the Red Queen
  Machinations  
  of the  
  Whispering Way
  Bestiary
  79
  
  Bestiary
  “I heard the sobbing some distance away and I ran to help. It grew 
  louder and louder and I worried about what disaster could have 
  occurred around the corner. Even so, I was unprepared for what 
  I saw. The faces of the people I knew so well, each grief-stricken 
  and frozen in anguish. I couldn’t help them. I knew this. It filled 
  my heart with sorrow, and I began to weep, too. For a moment, I 
  understood and we cried together. And then, I heard a splatter, like 
  a piece of meat thrown onto a table. I looked at them again, resting 
  at my feet, and I panicked. As I ran, I saw them chasing after me, 
  always sobbing. Once I got away, I fell to my knees and cried. I 
  had escaped them, but I couldn’t help. I can still hear them, always 
  sobbing in misery.”
  —Uldros Firmari, former priest
  80
  
  T
  his volume of the Tyrant’s Grasp Adventure Path 
  contains two new couatls that travel throughout 
  the world to help others, a new humanoid cursed 
  with the touch of undeath, an undead created from the 
  sudden loss of life in great tragedies, and an invasive 
  carnivorous plant that rapidly overtakes territories and 
  teleports its foes away.
  RUINS OF A FORMER HOME
  In “Eulogy for Roslar’s Coffer,” the PCs return only to find 
  that things are significantly worse than when they left. 
  The Radiant Fire has destroyed countless lives and raised 
  many unfortunate souls as undead, but the mystic energy 
  has also warped and mutated plants in the area. 
  The Roslar’s Coffer Encounters table presented here 
  features challenges the PCs might face as they traverse the 
  ruins of the city. The PCs have a 20% chance of a random 
  encounter every 4 hours they spend traveling through 
  the ruins during the day, and a 40% chance of a random 
  encounter each time they stop for a lengthy rest. The PCs 
  should not have more than three random encounters in 
  a 24-hour period. 
  Since this adventure spans a range of character levels, 
  some random encounters might be too trivial or too 
  difficult for the PCs, depending on their current level or 
  strength. In these cases, 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 
  doesn’t make sense in the context of where the PCs might 
  be, roll again or choose a different encounter.
  The Clanless Spirit (CR 8): Among the various souls 
  slain in Roslar’s Coffer was that of Jonar Wavebreaker, 
  a Shoanti barbarian who fell in love with an adventurer 
  from Roslar’s Coffer and moved to the town when they 
  married. Although he was very much in love, the feelings 
  of isolation from being the only Shoanti in the area 
  weighed heavy on Jonar. When the Radiant Fire destroyed 
  his body, his soul was overwhelmed by this loneliness, as 
  he perished clanless and alone. The bubbling resentment 
  from this terrible death twisted his sorrow into anger, 
  causing Jonar to rise as an advanced spectre. Jonar now 
  roams the ruins of Roslar’s Coffer in a delirious haze of 
  fury, attacking any travelers who seem to share a sense of 
  camaraderie with their fellows. PCs who search the town 
  may find signs of Jonar’s life and could use the portrait 
  of his spouse or the Shoanti relics from Jonar’s home to 
  pacify the angered spirit.
  King of the Ghouls (CR 6): As the energies of the Radiant 
  Fire destroyed the town, it twisted and reanimated several 
  of the town’s citizens into undead horrors. Among these 
  was a local thug by the name of Arminos Eversteel. The 
  exiled son of a smithy from Kassen, Arminos was always 
  a bully, even into his adult life. He would travel the town 
  with his three lackeys, Jardim, Trensil, and “Black Eye” 
  Brenner, roughing up locals and being general hooligans. 
  When the three of them were reborn as ghasts, they 
  were more than happy to use their newfound abilities to 
  continue their antics, though the pool of available victims 
  has been greatly diminished. Arminos is a ghast with the 
  giant template and now sees himself as the king of the 
  ruins of Roslar’s Coffer, though he is quick to backpedal 
  on this claim whenever he encounters any of the more 
  powerful undead that have risen in the aftermath of the 
  catastrophe. He leads his gang around the ruins, hoping 
  to recruit more undead to their numbers and kill anyone 
  who opposes his new rule.
  The Woken Worm (CR 7): The Radiant Fire’s energies 
  rippled across the land and pierced deep into the 
  earth beneath Roslar’s Coffer. This energy reached the 
  dead buried in the town’s graveyard and attempted to 
  reanimate these long-deceased individuals. As many of 
  these were already mostly decayed, this process failed, 
  and the leftover energy instead found its way into the 
  various grubs and worms among these graves. The energy 
  caused these vermin to gain great power and coalesce into 
  a worm that walks. As this creature was not born of any 
  one spellcaster, it created its own shattered personality 
  from fragments of the various dead in the graveyard. This 
  being calls itself Roslar, as this was the only name shared 
  among all fragments. Roslar uses the statistics for an 
  awakened voice (Pathfinder RPG Villain Codex 72) with the 
  worm that walks template (Pathfinder RPG Bestiary 2 286).
  Roslar’s Coffer Encounters
  d%	
  Result	
  Avg.	CR	
  Source
  1–8	
  1	attic	whisperer	
  4	
  Bestiary 2	34
  9–13	
  1	ascomoid	
  5	
  Bestiary 3	20
  14–18	 1	basidirond	
  5	
  Bestiary	28
  19–22	 1	blightspawn	
  5	
  Bestiary 5	43
  23–26	 1	melacage	
  5	
  See	page	88
  27–32	 1	wraith	
  5	
  Bestiary	281
  33–37	 1d4	carrion	golems	
  6	
  Bestiary 2	136
  38–41	 1	deathweb	
  6	
  Bestiary 3	65
  42–47	 King	of	the	Ghouls	
  6	
  See	below
  48–52	 1	tendriculos	
  6	
  Bestiary 2	259
  53–58	 1	ghost	
  7	
  Bestiary	144
  59–63	 1	hangman	tree	
  7	
  Bestiary 2	152
  64–68	 The	Woken	Worm	
  7	
  See	below
  69–72	 1	totenmaske	
  7	
  Bestiary 2	269
  73–77	 1	hivemind	rat	swarm	
  8	
  Bestiary 6	156
  78–81	 1	mohrg	
  8	
  Bestiary	208
  82–87	 1	quickwood	
  8	
  Bestiary 2	228
  88–92	 The	Clanless	Spirit	
  8	
  See	below
  93–96	 1	baykok	
  9	
  Bestiary 3	35
  97–100	1	caller	in	the	darkness	
  9	
  Bestiary 5	48
  EULOGY 
  FOR 
  ROSLAR’S 
  COFFER
  Part 1:  
  A Town 
  Transformed
  Part 2:  
  Restless are the 
  Dead
  Part 3:  
  The Unclean 
  Light
  NPC 
  Gallery
  Merchants  
  of the Road
  Arazni, 
  the Red Queen
  Machinations  
  of the  
  Whispering Way
  Bestiary
  81
  
  Couatl, Auwaz
  This winged serpent is covered with bright blue-and-green 
  feathers that are reminiscent of ocean waters. 
  AUWAZ	COUATL	
  CR	6
  XP	2,400
  CG	Large	outsider	(native)
  Init	+8;	Senses	darkvision	60	ft.,	detect chaos/evil/good/law;	
  Perception	+15
  DEFENSE
  AC	20,	touch	14,	flat-footed	16	(+4	Dex,	+6	natural)
  hp	84	(8d10+40)
  Fort	+5,	Ref	+10,	Will	+8
  OFFENSE
  Speed	20	ft.,	fly	40	ft.	(good)
  Melee	bite	+12	(1d8+4	plus	grab	and	poison)
  Special	Attacks	constrict	(1d8+4),	poison
  Spell-Like	Abilities	(CL	8th;	concentration	+11)
  Constant—detect chaos,	detect evil,	detect good,	detect 
  law,	know direction
  At	will—create water,	detect thoughts (DC	15),	invisibility,	
  plane shift	(self	plus	50	lbs.	of	objects	only)
  3/day—hydraulic pushAPG	(DC	14),	obscuring mist,	touch of 
  the seaAPG,	water breathing	
  1/day—call lightning (DC	16),	gust of wind (DC	15),	
  hydraulic torrentAPG	(DC	16)	
  STATISTICS
  Str	16,	Dex	18,	Con	17,	Int	15,	Wis	15,	Cha	16
  Base	Atk	+8;	CMB	+11	(+15	grapple);	CMD	25	(can’t	be	tripped)
  Feats	Alertness,	Eschew	MaterialsB,	Hover,	Improved	Initiative,	
  Weapon	Finesse
  Skills	Bluff	+14,	Diplomacy	+14,	Fly	+19,	Knowledge	
  (geography)	+13,	Knowledge	(local)	+13,	Perception	+15,	
  Sense	Motive	+15,	Survival	+13
  Languages	Celestial,	Common,	Draconic;	telepathy	100	ft.
  SQ	gift	of	the	sea
  ECOLOGY
  Environment	any
  Organization	solitary
  Treasure	standard
  SPECIAL	ABILITIES
  Gifts	of	the	Sea	(Ex)	Once	per	day	as	a	full-round	action,	an	
  auwaz	couatl	can	bestow	a	creature	within	120	feet	with	
  either	its	blessing	or	its	curse.	A	blessed	creature	knows	the	
  location	to	either	its	final	destination	or	the	nearest	port	
  city,	whichever	is	closer,	as	find the path.	In	addition,	the	
  blessed	creature	always	has	favorable	winds,	which	grant	
  the	benefits	of	endure elements and	allow	any	ship	the	
  creature	travels	on	to	move	at	its	fastest	speed.	A	cursed	
  creature	takes	a	–6	penalty	on	Profession	(sailor)	and	
  Survival	checks,	and	it	always	has	strong	unfavorable	winds	
  that	blow	in	the	opposite	direction	of	the	cursed	creature’s	
  final	destination.	A	creature	affected	by	this	ability	remains	
  affected	for	12	hours.	A	creature	can	attempt	a	DC	16	Will	
  save	to	resist	this	effect.	The	save	DC	is	Charisma-based.
  Poison	(Ex)	Injury—bite;	save	Fortitude	DC	17;	frequency	1/
  minute	for	10	minutes;	effect	1d2	Dex	damage;	cure	1	save.	
  The	DC	is	Constitution-based.
  Auwaz couatls are a variety of couatl known for helping 
  those who are lost find their way back to safety. They are 
  particularly known for traveling around the oceans of 
  Golarion to help sailors and other travelers lost at sea. 
  Many sailors claim that they owe their lives to an auwaz 
  couatl, though these same sailors warn that living a 
  particularly vile life will instead draw an auwaz couatl’s 
  ire. An auwaz couatl often prefers that evil beings remain 
  lost, and it actively works to ensure such creatures remain 
  lost for as long as possible. A typical auwaz couatl is 8 feet 
  long with a wingspan of 12 feet, and weighs 800 pounds.
  ECOLOGY
  Auwaz couatls are the most commonly known couatls 
  across Golarion, at least among those people who live 
  near coasts. An auwaz couatl’s scales are a light gray with 
  subtle light blue and green markings. Their feathers 
  are typically blue and green, with hints of light yellow 
  reminiscent of the sun. The coloring resembles the 
  waters of the oceans, and the exact coloring of an auwaz 
  couatl tends to vary depending on which body of water 
  the couatl frequents—each major sea and ocean seems 
  to have its own distinct auwaz markings and colorations. 
  The sound of an auwaz couatl’s wings resembles that of 
  a gentle ocean breeze. This makes it hard to detect their 
  approach, and many sailors tend to utter short blessings 
  whenever they encounter a calm, compliant breeze, just in 
  case an auwaz couatl is nearby.
  Each auwaz couatl knows the location of every 
  settlement on the edge of its waters and is happy to share 
  this knowledge with those it views favorably. Those who 
  draw an auwaz couatl’s suspicion sometimes receive 
  inaccurate knowledge, ending up at a settlement a few 
  hundred miles away from their intended destination. An 
  auwaz couatl usually gives this misinformation to allow it 
  time to follow the travelers and determine whether they 
  are dangerous, correcting its original directions only if the 
  travelers appear to be good-hearted. When dealing with 
  evil travelers, an auwaz couatl usually points them toward 
  subtle dangers such as troubled waters, reefs, and other 
  oceanic dangers. The creature won’t follow these travelers 
  and is content with letting the ocean determine their fates.
  Auwaz couatls have moderate control over the weather, 
  calling forth winds and storms as they feel necessary. 
  They use this power to aid the travel of those they are 
  guiding home, summoning strong winds to make the 
  82
  
  journeys of sailing ships shorter. Similarly, if an auwaz 
  couatl encounters a sinking ship, it uses its powers to 
  grant survivors the ability to breathe water and personally 
  guides these victims to safety. This power also allows an 
  auwaz couatl to work against evil travelers, making their 
  journeys difficult and even calling on lightning storms to 
  strike ships when necessary. 
  Auwaz couatls have the shortest lives of all couatls, 
  living only about a century at most, and most have life 
  spans equivalent to those of humans. Due to their flighty 
  nature, they rarely take the time to meet with others of 
  their kind, though they do gather once every few years 
  to reproduce, laying several eggs each. Its uncertain how 
  auwaz couatls know the exact time to gather, though 
  many believe they read a message in the stars left behind 
  by their cousins, the mix couatls (see page 84). 
  HABITAT AND SOCIETY
  Auwaz couatls live roving, independent lives that 
  allow them to travel all across Golarion. Although 
  most auwaz couatls live near the seas and oceans 
  of Golarion, some prefer to stay inland and help 
  those lost in forests or mountains. An auwaz couatl 
  typically sticks to its home in its younger years, but it 
  eventually travels the world through its adult life before 
  returning. Auwaz couatls tend to avoid each other and keep 
  out of each other’s affairs, except in times of peril. In these 
  cases, an auwaz couatl uses a particular call, perceptible 
  only to other couatls, to warn of danger. During these 
  fraught times, auwaz couatls travel in 
  packs, especially to protect the younger 
  members of their kind.
   As they are generally good-
  natured and curious, many auwaz 
  couatls take time to speak with any 
  travelers they find, often flying above 
  ships and conversing with those on board. These 
  conversations usually involve current 
  events, as auwaz couatls prefer to keep 
  updated so as to not send travelers to 
  dangerous locales, but they can also 
  include artistic and philosophical 
  discussions. Some auwaz couatls are 
  quite fond of humorous stories and 
  like to spend hours telling such tales, 
  especially if there are children among 
  the travelers. The sight of an auwaz couatl 
  above a ship serves as a signal to others 
  that the ship is protected, so many ships 
  fly kites in the shape of auwaz couatls in 
  hopes of giving marauders pause.
  Auwaz couatls are particularly fond of 
  children, as they find kinship in their innocence. 
  They are more than happy to comfort distressed children 
  and guide them home. In particularly dire situations, or 
  ones where a child may be too far from home to safely 
  travel, an auwaz couatl will carry the child on its back and 
  fly it to safety. An auwaz couatl typically has a different 
  approach with children who have run away from home; 
  the auwaz couatl takes time to speak with the child and 
  learn her reasons for running away. In some cases, the 
  child seeks to escape a troubled life and the auwaz couatl 
  helps guide the child to a new home. In other cases, the 
  auwaz couatl convinces the child to return home but 
  encourages her to cultivate the wanderlust in her heart. 
  Such children tend to grow into adventurers and travel 
  the world years later.
  EULOGY 
  FOR 
  ROSLAR’S 
  COFFER
  Part 1:  
  A Town 
  Transformed
  Part 2:  
  Restless are the 
  Dead
  Part 3:  
  The Unclean 
  Light
  NPC 
  Gallery
  Merchants  
  of the Road
  Arazni, 
  the Red Queen
  Machinations  
  of the  
  Whispering Way
  Bestiary
  83
  
  Couatl, Mix
  Dark scales marked with shining spots resembling stars cover 
  this winged serpent. Faint red stripes span the length of its body.
  MIX	COUATL	
  CR	8
  XP	4,800
  CG	Large	outsider	(native)
  Init	+8;	Senses	darkvision	60	ft.,	detect chaos/evil/good/law,	
  see	in	darkness;	Perception	+20
  DEFENSE
  AC	21,	touch	13,	flat-footed	17	(+4	Dex,	+8	natural,	–1	size)
  hp	95	(10d10+40)
  Fort	+7,	Ref	+11,	Will	+12
  OFFENSE
  Speed	20	ft.,	fly	60	ft.	(good)
  Melee	bite	+14	(1d8+6	plus	grab	and	poison)
  Space	10	ft.;	Reach	10	ft.
  Special	Attacks	breath	weapon	(15-ft.	cone,	8d6	fire,	Reflex	DC	
  19	half,	usable	every	1d6	rounds),	constrict	(1d8+6),	poison
  Spell-Like	Abilities	(CL	10th;	concentration	+13)
  Constant—detect chaos,	detect evil,	detect good,	detect law
  At	will—detect thoughts (DC	15),	invisibility,	plane shift	
  (self	plus	50	lbs.	of	objects	only)
  1/day—modify memory (DC	17)
  Spells	Known	(CL	7th;	concentration	+10)
  4th—flame strike	(DC	18),	summon nature’s ally IV
  3rd—cure moderate wounds,	protection from energy,	
  speak with plants
  2nd—bear’s endurance,	flaming sphere	(DC	15),	lesser 
  restoration, resist energy
  1st—endure elements,	faerie fire	(DC	14),	pass without 
  trace,	produce flame,	speak with animals
  0	(at	will)—flare	(DC	13),	guidance,	stabilize,	virtue
  STATISTICS
  Str	18,	Dex	19,	Con	18,	Int	15,	Wis	17,	Cha	16
  Base	Atk	+10;	CMB	+15	(+19	grapple);	CMD	29	(can’t	
  be	tripped)
  Feats	Alertness,	Eschew	MaterialsB,	Hover,	Improved	Initiative,	
  Iron	Will,	Weapon	Focus	(bite)
  Skills	Diplomacy	+16,	Fly	+19,	Knowledge	(geography)	+15,	
  Knowledge	(nature)	+15,	Perception	+20,	Sense	
  Motive	+20,	Stealth	+0	(+20	in	the	night	sky)
  Languages	Celestial,	Common,	Draconic;	telepathy	100	ft.
  SQ	gift	of	knowledge,	star	child
  ECOLOGY
  Environment	any
  Organization	solitary,	pair,	or	flight	(3–4)
  Treasure	standard
  SPECIAL	ABILITIES
  Gift	of	Knowledge	(Ex)	When	a	mix	couatl	uses	its	modify 
  memory ability,	it	can	implant	a	memory	of	up	to	1	hour	
  in	length.	In	addition	to	its	normal	modifications,	it	can	
  use	modify memory to	grant	the	knowledge	of	a	particular	
  skill	to	a	creature.	When	using	the	ability	in	this	way,	the	
  mix	couatl	chooses	one	of	the	following	skills:	Craft	(any),	
  Handle	Animal,	Heal,	Knowledge	(engineering),	Knowledge	
  (geography),	Knowledge	(nature),	Profession	(any),	Ride,	
  Spellcraft,	Survival,	or	Use	Magic	Device.	The	target	of	the	
  spell	automatically	gains	a	number	of	ranks	in	that	skill	
  equal	to	its	Hit	Dice	(maximum	5	ranks)	and	treats	that	skill	
  as	a	class	skill.	The	target	creature	retains	the	skill	ranks	for	
  up	to	1	month,	after	which	the	creature	loses	the	skill	ranks	
  but	still	treats	the	chosen	skill	as	a	class	skill.	A	creature	can	
  receive	the	gift	of	skills	in	this	way	only	once;	it	can	never	
  receive	this	gift	again,	even	from	a	different	mix	couatl.
  Poison	(Ex)	Injury—bite;	save	Fortitude	DC	19;	frequency	1/
  minute	for	10	minutes;	effect	1d3	Wis	damage;	cure	1	save.	
  The	DC	is	Constitution-based.
  Spells	A	mix	couatl	casts	spells	as	a	7th-level	druid.	Druid	
  spells	are	considered	arcane	spells	for	a	mix	couatl,	
  meaning	that	it	doesn’t	need	a	divine	focus	to	cast	them.
  Star	Child	(Ex)	A	mix	couatl	gains	power	from	the	night	sky,	
  granting	it	a	+20	bonus	on	Stealth	checks	to	hide	against	
  the	darkness	of	the	sky.	In	addition,	its	fly	speed	increases	
  to	80	feet	(perfect)	at	night.
  Mix (pronounced “meesh”) couatls are a variety of couatl 
  known for their ability to grant guidance and knowledge 
  to fledgling societies. They seek out less established 
  tribes and villages and offer their knowledge to help such 
  settlements flourish. A mix couatl can offer a variety of 
  knowledge depending on the nature of the settlement 
  and its people. To some, they offer knowledge of new 
  farming and hunting techniques, while others are taught 
  more esoteric knowledge, like the arcane arts. While 
  nurturing a settlement, a mix couatl typically acts as its 
  protector, keeping at bay any foes that would disrupt the 
  growth of the people. A typical mix couatl is 12 feet long 
  with a wingspan of 15 feet and weighs 1,500 pounds.
  ECOLOGY
  Mix couatls are among the most common couatls known 
  across Golarion, alongside their auwaz couatl cousins (see 
  page 82). The scales of a mix couatl are dotted with 
  small white and light gray spots that resemble the stars 
  in the sky and red stripes that resemble the final rays of 
  a setting sun. Their feathers range in color from dark 
  blues to deep violets to blacks darker than the night. This 
  coloring resembles the colors of the twilight and helps a 
  mix couatl hide among the stars at night. The flapping 
  of their wings as they fly through the skies is said to 
  resemble the sounds of distant thunder. Many who know 
  of mix couatls or recognize this sound claim that the 
  noise is very calming, as it is both a reminder of relaxing 
  summer rains and of the couatls’ protection.
  84
  
  Each mix couatl is gifted with the knowledge of the 
  rest of its brothers and sisters, though it does not have 
  access to this knowledge on an individual basis. Instead, a 
  mix couatl can call upon bits of knowledge to share with 
  others, much as one might pluck a star from the night 
  sky. The mix couatl can bless an individual with this 
  knowledge, even though the couatl itself may not know 
  the full details of the gift it grants. This shared knowledge 
  allows mix couatls to work together and aid each other 
  even if they never meet face to face, a lesson that they also 
  teach to others. Individual mix couatls may have different 
  skills from those listed above, depending on their own 
  experience and expertise. 
  Mix couatls are among the couatls with the longest 
  life spans. Though they don’t live as long as xiuh couatls 
  (Pathfinder Adventure Path #106 86), their legacy can live 
  on for centuries thanks to the knowledge they share with 
  others. When a mix couatl reaches the final years of its 
  life, it lays a small clutch of eggs, which typically hatch up 
  to half a dozen couatls. 
  Although they are more than capable hunters on 
  their own, many mix couatls have grown accustomed 
  to receiving gifts of fruit, vegetables, and livestock 
  from the first harvests of a settlement. As such, 
  many stories state that earning a mix couatl’s 
  favor requires a single sweet fruit.
  HABITAT AND SOCIETY
  Mix couatls find their own kind somewhat 
  abrasive. Every mix couatl has its own 
  belief as to what a settlement requires, 
  and many mix couatls find themselves 
  disagreeing with their kin on such 
  matters. They each mark the settlements 
  they are aiding by marking them with 
  starlike beacons, and keep away from 
  each others’ territory to avoid bickering. 
  When assisting a settlement, a mix 
  couatl tends to share knowledge about 
  the natural world to assist with farming 
  and hunting methods. Thanks to this knowledge, 
  many see mix couatls as demigods of the hunt. 
  Some claim that mix couatls were present during 
  the early days of Golarion to help guide 
  humanity by providing knowledge of fire 
  and magic. With this knowledge, the first 
  humans were able to learn how to make war, 
  so some humans also consider mix couatls to be 
  demigods of war—a reputation mix couatls have 
  worked hard to escape in the millennia since.
  Although they are altruistic as a whole, mix 
  couatls are known for having fun with their 
  duties, often sharing less relevant or 
  risky knowledge to shake up the growth of a settlement. 
  Many tales tell of mix couatls teaching small children about 
  magic or places that then cause trouble for a settlement. In 
  the end, most settlements find that these challenges teach 
  great lessons and use this valuable knowledge to improve 
  their settlements in unexpected ways. 
  Mix couatls commonly return to the sites of 
  settlements they have helped nurture over the span of 
  multiple generations—each new generation hears tales 
  of beautiful flying serpents made of stars and considers 
  it a great blessing to see this creature once more. Only on 
  rare occasions does a mix couatl abandon a settlement. 
  This usually happens when the mix couatl recognizes 
  that its attempts to improve the settlement may actually 
  be harmful, whether due to a potential loss of important 
  traditions or when the possibility of growth could expose 
  the settlement to great dangers from the outside world.
  EULOGY 
  FOR 
  ROSLAR’S 
  COFFER
  Part 1:  
  A Town 
  Transformed
  Part 2:  
  Restless are the 
  Dead
  Part 3:  
  The Unclean 
  Light
  NPC 
  Gallery
  Merchants  
  of the Road
  Arazni, 
  the Red Queen
  Machinations  
  of the  
  Whispering Way
  Bestiary
  85
  
  Gurgist
  This woman’s clothing is a jumbled quilt of fine fabrics and 
  elegant stitching, topped with a magnificent mask of painted 
  wood and feathers. Bruises and sores cover her skin.
  GURGIST	MORTIC	
  CR	6
  XP	2,400
  N	Medium	humanoid	(human,	mortic;	see	Pathfinder 
  Adventure Path #139: The Dead Roads	72)
  Init	+7;	Senses	darkvision	60	ft.;	Perception	+2
  DEFENSE
  AC	19,	touch	13,	flat-footed	16	(+3	armor,	+3	Dex,	+3	natural)
  hp	76	(9d8+36);	fast	healing	5
  Fort	+10,	Ref	+6,	Will	+5
  Defensive	Abilities	death	gasp,	negative	energy	affinity;	
  Immune	pain
  Weaknesses	rotting	flesh,	vulnerable	to	consecration
  OFFENSE
  Speed	20	ft.
  Melee	mwk	dagger	+10/+5	(1d4+4/19–20),	mwk	dagger	
  +10/+5	(1d4+2/19–20)	or
  mwk	dagger	+12/+7	(1d4+4/19–20)
  Ranged	mwk	longbow	+10/+5	(1d8/×3)
  Special	Attacks	ferocious	rush,	sneak	attack	+3d6
  STATISTICS
  Str	18,	Dex	17,	Con	18,	Int	17,	Wis	14,	Cha	7
  Base	Atk	+6;	CMB	+10;	CMD	23
  Feats	Improved	Initiative,	Improved	Two-Weapon	Fighting,	
  Quick	Draw,	Skill	FocusB	(Craft	[leatherworking]),	Signature	
  SkillB,	PU	(Craft	[leatherworking]),	Two-Weapon	Fighting,	
  Weapon	Focus	(dagger)
  Skills	Craft	(leatherworking)	+18,	Disguise	+7,	Knowledge	
  (nature)	+12,	Stealth	+15,	Survival	+14
  Languages	Common
  SQ	obsession	skill,	unliving	nature
  ECOLOGY
  Environment	any
  Organization	solitary,	pair,	hunting	party	(3–5)	or	patrol	(7–9	
  gurgists	with	1–2	trained	animals	or	magical	beasts	such	as	
  ankhegs	or	griffons)
  Treasure	standard	(studded	leather	armor,	two	mwk	daggers,	
  mwk	longbow,	other	treasure)
  SPECIAL	ABILITIES
  Ferocious	Rush	(Ex)	Once	per	day,	a	gurgist	can	push	herself	
  to	act	in	a	single,	ferocious	burst	of	energy.	As	a	full-round	
  action,	the	gurgist	moves	up	to	twice	her	speed	and	can	
  make	a	single	melee	attack	at	the	end	of	this	movement.	If	
  the	gurgist	ends	her	movement	adjacent	to	an	enemy,	that	
  enemy	is	flat-footed	against	the	gurgist	until	the	beginning	
  of	the	gurgist’s	next	turn.
  Obsession	Skill	(Ex)	Every	gurgist	has	some	hobby	or	activity	
  or	skill	she	uses	to	keep	the	hunger	away,	and	which	she	
  swiftly	masters.	A	gurgist	selects	one	of	the	following	skills:	
  Appraise,	Climb,	Craft,	Disable	Device,	Disguise,	Handle	
  Animal,	Heal,	Knowledge	(any),	Linguistics,	Perform,	
  Profession,	Ride,	Sleight	of	Hand,	Spellcraft,	Stealth,	
  Survival,	Swim,	or	Use	Magic	Device.	That	skill	is	a	class	
  skill	for	the	gurgist.	She	gains	Skill	Focus	and	Signature	Skill	
  (Pathfinder RPG Pathfinder Unchained 82)	as	bonus	feats	
  for	this	chosen	skill,	and	she	can	reroll	a	failed	check	with	
  her	obsession	skill	once	per	day.	This	gurgist	has	chosen	
  Craft	(leatherworking)	as	her	obsession	skill.
  Rotting	Flesh	(Su)	Gurgists	are	forever	slowly	rotting,	their	
  flesh	growing	soft	and	discolored	and	eventually	sloughing	
  off	in	rancid	slabs.	The	only	way	a	gurgist	can	arrest	this	
  decay	is	to	consume	raw	meat.	A	gurgist	begins	to	rot	if	
  she	goes	more	than	1	week	without	eating	roughly	10%	
  of	her	body	weight	in	raw	meat.	After	1	week,	she	takes	
  1	point	of	Constitution	damage	and	1	point	of	Charisma	
  damage	each	day	until	she	can	feed.	This	damage	cannot	
  be	healed	until	the	gurgist	has	fed.	A	gentle repose	spell	
  extends	the	amount	of	time	a	gurgist	can	go	without	
  feeding	for	the	duration	of	the	spell.
   
  A gurgist mortic is a keen mind trapped within a rotting, 
  hungering body. Gurgists can feel the decay of their flesh, 
  just as they can feel the urgings of their gullet to rend 
  and consume meat until they bloat with it. But unlike 
  zombies and other carnivorous undead, mortics still 
  have their wits about them and use their minds to find 
  solutions to their nature. They hunt and herd to keep the 
  rot at bay, they obsess over crafts or skills to distract from 
  the hunger, and they wear extravagant masks and colorful 
  garments to hide their hideousness.
  Gurgists are the same size as humans, averaging 5-1/2 to 
  6 feet tall, and weighing about 160 pounds. 
  ECOLOGY
  Gurgists are among the more common mortics, created 
  whenever a human being is afflicted with a little too much 
  negative energy. A zombie’s bite will do the trick, but so too 
  will a mummy’s curse or a necromancer’s enchantment, 
  giving rise to a metaphysical anomaly that causes the 
  gurgist’s body to think itself dead and free to rot. The body 
  first grows pale, and then develops purple-red splotches on 
  its skin as the blood stills and stagnates. If the gurgist isn’t 
  careful, her flesh then grows gray or waxy and begins to rot, 
  with hideous sores opening. A gurgist who allows this to 
  persist will eventually see large parts of her body liquefy, 
  which usually proves fatal to the gurgist in question.
  The only way for a gurgist to stop the process is to eat 
  raw meat—the more, the better. Through some occult 
  means, the gurgist’s half-dead biology then repairs itself 
  and can even reverse smaller changes. A recently fed 
  gurgist can mostly pass for a human, albeit a pale and 
  86
  
  sickly one, and gurgists who deal with the living are 
  scrupulous in maintaining a daily feeding schedule.
  As part of their cursed biology, gurgists suffer from a 
  powerful hunger for meat, preferably fresh raw meat or 
  offal. This hunger is a constant, gnawing sensation at the 
  back of a gurgist’s mind, and while it doesn’t drive her to 
  madness, it certainly drives her to distraction. Luckily for 
  all involved, gurgists have at best a very mild preference 
  for human flesh, and so most subsist on enormous 
  quantities of raw beef, pork, or wild game. 
  HABITAT AND SOCIETY
  Few gurgists can pass for long in mortal society. Their 
  unceasing rot marks them, and their dietary needs limit 
  them. Instead, most live in small villages out on the 
  outskirts of civilization, in wild lands where law breaks 
  down and a community of masked half-dead can live, 
  if not unnoticed, then at least unmolested.
  Gurgist villages devote great effort to dealing with 
  the twin problems of rot and hunger. Gurgists 
  ensure there is always plenty of meat around, and 
  so they often become herders and hunters. Many 
  extend their animal-tending skills to other beasts 
  as well. Gurgists are infinitely creative when it comes to 
  taming the local wildlife, and their half-dead hardiness 
  means they can risk dealing with creatures that other 
  people would avoid, such as ankhegs, chimeras, griffons, 
  and mammoths. Gurgists also think of weaker undead 
  as just one more type of beast to train, though no 
  gurgist willingly deals with zombies of any stripe—
  the similarities are simply too close for comfort.
  Dealing with the hunger is harder. Most gurgist 
  communities use distraction to keep themselves 
  sane. Gurgists find a hobby or activity and focus 
  all their will and drive on that one thing, until it 
  becomes greater in their minds than their hunger. 
  Gurgists might become master animal trainers or 
  leatherworkers, painters, carvers, poets, or anything else 
  that keeps the edge of hunger at bay. In some gurgist 
  villages, all residents choose the same mania, elevating it to 
  something akin to a religion. More often, they each pursue 
  their own private obsessions, placing their skills in the 
  service of their communities.
  Masks and clothing are vital parts of gurgist culture. 
  While there are exceptions, most gurgists find their slow 
  rot no more pleasing to the eye than outsiders do. They 
  instead make beautiful and colorful garb, with particular 
  emphasis placed on unique and eye-catching masks. 
  Gurgists wear their masks constantly, tying them with 
  leather bands or in extreme cases even sewing them to 
  their half-rotted flesh, and many gurgists consider their 
  masks to be their true faces. Gurgist masks also often say 
  something about the gurgists’ roles in their community. 
  Hunters or warriors have small, elegant masks, while 
  artisans have more extravagant masks adorned with 
  symbols of their trade. 
  Gurgist communities tend to be standoffish but not 
  actively hostile to others in the area. In wilder areas, 
  such as in the depths of the Mwangi Expanse or near 
  the Crown of the World, gurgists are sometimes even 
  accepted as neighbors by local human communities—not 
  necessarily comfortable or friendly, but as allies against 
  more dangerous forces.
  EULOGY 
  FOR 
  ROSLAR’S 
  COFFER
  Part 1:  
  A Town 
  Transformed
  Part 2:  
  Restless are the 
  Dead
  Part 3:  
  The Unclean 
  Light
  NPC 
  Gallery
  Merchants  
  of the Road
  Arazni, 
  the Red Queen
  Machinations  
  of the  
  Whispering Way
  Bestiary
  87
  
  Melacage
  This ethereal ball of faces hovers in the middle of the air. Tears 
  stream from every one of the faces’ eyes, but the drops fade to 
  nothing before they reach the ground.
  MELACAGE		
  CR	5
  XP	1,600
  NE	Medium	undead	(incorporeal)
  Init	+9;	Senses	darkvision	60	ft.;	Perception	+11
  Aura	life-draining	aura	(30	ft.)	
  DEFENSE
  AC	18,	touch	18,	flat-footed	13	(+3	deflection,	+5	Dex)
  hp	52	(7d8+21)	
  Fort	+5,	Ref	+7,	Will	+6	
  Defensive	Abilities	incorporeal,	rejuvenation;	Immune	
  undead	traits
  OFFENSE
  Speed	30	ft.	(while	corporeal),	fly	30	ft.	(perfect)	
  Melee	incorporeal	touch	+10	(4d6	plus	despair)	or	
  2	bites	+10	(1d10+5	plus	despair)	(while	corporeal)
  Special	Attacks	despair
  STATISTICS
  Str	—	(20	while	corporeal),	Dex	20,	Con	—,	Int	11,	Wis	13,	
  Cha	16
  Base	Atk	+5;	CMB	+10;	CMD	23	(25	while	corporeal)
  Feats	Blind-Fight,	Combat	Reflexes,	Improved	Initiative,	
  Step	Up
  Skills	Fly	+23,	Intimidate	+13,	Perception	+11,	Stealth	+15
  Languages	Common
  ECOLOGY
  Environment	any	
  Organization	solitary,	village	(2–5),	or	city	(10–20)	
  Treasure	incidental	
  SPECIAL	ABILITIES	
  Despair	(Su)	A	creature	hit	by	a	melacage’s	natural	attacks	
  must	succeed	at	a	DC	16	Will	save	or	be	overwhelmed	
  by	sadness	for	1d6	rounds.	Affected	creatures	take	a	
  –2	penalty	on	ability	checks,	saving	throws,	attack	and	
  weapon	damage	rolls,	and	skill	checks.	This	is	an	emotion	
  and	mind-affecting	effect.	The	save	DC	is	Charisma-based.
  Life-Draining	Aura	(Su)	At	the	start	of	a	melacage’s	turn,	
  each	creature	within	30	feet	that	is	affected	by	the	
  melacage’s	despair	ability	takes	1d4	points	of	negative	
  energy	damage,	and	the	melacage	becomes	corporeal	for	1	
  round.	It	loses	the	incorporeal	subtype	and	gains	a	Strength	
  score	of	20.	Its	deflection	bonus	to	AC	becomes	a	natural	
  armor	bonus,	and	its	incorporeal	touch	attack	is	replaced	
  with	two	bite	attacks.	It	loses	its	fly	speed	and	gains	a	base	
  speed	of	30	feet.	A	creature	within	the	melacage’s	aura	
  at	the	start	of	the	melacage’s	turn	can	allow	itself	to	be	
  affected	by	the	melacage’s	despair	ability	(as	if	it	had	failed	
  the	Will	save)	in	order	to	trigger	this	ability.
  Rejuvenation	(Su)	A	melacage	exists	because	it	is	not	
  aware	of	how	it	died.	Explaining	to	a	melacage	how	it	
  died	destroys	it	permanently.	If	the	melacage	is	destroyed	
  but	it	still	does	not	know	the	circumstances	of	its	death,	it	
  rejuvenates	fully	in	1d10	days.
  In a world with powerful spells, silent monsters, and a long 
  history that can often affect the present in unexpected 
  ways, death—even mass death—can sometimes come as 
  a surprise. While souls may move on, the sudden feelings 
  of loss and confusion can be left in the world as psychic 
  imprints, and if enough of those feelings exist in one 
  place, they can combine into a melacage. A melacage 
  stays near the place where it formed, trying to transfer 
  its crippling depression to a living creature so that it can 
  become corporeal and investigate the cause of its death.
  An average melacage is around 2 feet in diameter, with 
  four to five humanoid faces on the outside of its body.
  ECOLOGY
  Melacages are usually created in the aftermath of a great, 
  tragic event. This could be anything from the collateral 
  damage of a wizard’s duel to a group of subterranean 
  monsters causing lethal tremors and a sudden sinkhole. 
  Whatever that event, it often has these two qualities: it 
  affected a large group of people at once, and that group of 
  people had little to no warning that it was coming. 
  Because a melacage is created by lingering emotions 
  and not souls, the number of deaths that it takes to 
  create one of these creatures can vary from one melacage 
  to another. Sometimes the psychic imprint of an entire 
  village will come together to form one melacage, while 
  other times it takes only two or three sudden deaths. A 
  major factor in the creation of melacages comes from the 
  victims’ outlook on life while they were alive; a group of 
  happy-go-lucky, optimistic people might be devastated 
  by their sudden deaths and form many melacages, 
  whereas a group of down-on-their-luck folk who were 
  barely scraping by might barely form one. Gnomes in 
  particular are vulnerable to forming melacages, as their 
  whimsical nature and vivacious lifestyles can make 
  their unexpected deaths all the more traumatic, though 
  gnomes who have survived the Bleaching almost never 
  form part of a melacage.
  The fact that melacages are formed from lingering 
  emotions and not souls also causes trouble for 
  necromancers who try to create them. Since most spells 
  focus on a corpse or a soul, it is hard to find a spell that 
  targets the essences required to create a melacage; while 
  it can be hard to covertly find the appropriate corpses 
  necessary for casting animate dead, it can be even harder to 
  quietly kill a large number of people in an unexpected and 
  sudden way. These circumstances mean that academic 
  88
  
  work on creating melacages is severely lacking and 
  advanced only by unscrupulous professors’ side projects.
  The faces of a melacage reflect those who provided 
  the emotions that formed it, although in the case of 
  a melacage created by the confusion and sorrow 
  of a large number of people, the faces are 
  often amalgams of the originals. Bits and 
  pieces of the original creatures’ memories 
  remain, mostly having to do with what the 
  creatures were doing when they died. When 
  accessing an individual person’s memories, 
  the melacage rotates so this particular face 
  is showing, which can lead to a dizzying 
  discussion if the melacage tries to access 
  multiple different memories at once.
  A melacage that becomes corporeal falls 
  onto the ground with a sickening splat as it 
  simultaneously loses the ability to fly and gains 
  real skin. Such a melacage is reduced to rolling 
  around on the ground to move, and it must attack 
  with its mouths instead of using its incorporeal essence 
  to drain the vitality from other creatures. Despite being 
  brought to the ground, melacages maintain much of the 
  speed they had in their incorporeal forms, and they are 
  able to quickly roll after any victims who try to escape.
  HABITAT AND SOCIETY
  Melacages are only as common as the events that create 
  them, which means they tend to be fairly rare. Melacages 
  can show up anywhere, but they form mostly in urban 
  environments. Due to their connections with great 
  tragedies, often the places where they reside are ruined 
  and abandoned. 
  Melacages cannot recall the events that lead to their 
  creation, and they cannot rest until they know the 
  reason for their being, yet they are often prevented from 
  investigating their deaths by their own melancholy and 
  despair. This means that their first priority is to find 
  something or someone else to host their overpowering 
  emotions. This has the dual benefits of allowing them to 
  mentally focus on their investigations and allowing them 
  to become corporeal and therefore able to move physical 
  objects in their quests. However, the necessary proximity 
  to the new host of their depression and the damage 
  their emotions inflict upon that creature can lead to 
  misunderstandings of the melacage’s intentions, so such 
  attempts often end in violence.
  While a melacage doesn’t mind working with people 
  who are investigating its death, its tumultuous and 
  misery-stricken mind can often cause it to become 
  confused as to who is actually helping and who is causing 
  it harm. If a melacage is able to transfer its misery to 
  someone else, the melacage usually becomes easier to 
  reason with. Removing a melacage’s anguish can also 
  help people who have figured out the cause of its deaths 
  and are trying to convince it they have discovered the 
  truth, as the emotional shock of discovery makes it 
  difficult for the melacage to make sense of what anyone 
  tells it, and it often denies that such stories could 
  possibly be true.
  Due to their tendency to live in isolated areas, melacages 
  are only rarely reported, usually after adventurers have 
  already removed them. There have been some strange 
  rumors coming out of Nirmathas, however, of a village 
  where melacages seem to be forming for no reason. Given 
  the villagers’ preparations for Molthuni aggression, 
  they’ve so far been able to take care of the melacages 
  with minimal harm to themselves, but they remain 
  flummoxed as to why the undead creatures are being 
  created in the first place. The village is offering a sizable 
  reward for anyone who can figure out the cause and deal 
  with the situation permanently. Current theories point to 
  an underground city that befell tragedy, but no one has 
  been able to locate it.
  EULOGY 
  FOR 
  ROSLAR’S 
  COFFER
  Part 1:  
  A Town 
  Transformed
  Part 2:  
  Restless are the 
  Dead
  Part 3:  
  The Unclean 
  Light
  NPC 
  Gallery
  Merchants  
  of the Road
  Arazni, 
  the Red Queen
  Machinations  
  of the  
  Whispering Way
  Bestiary
  89
  
  Pixie Circle
  Heart-shaped leaves and drooping clusters of purple and pink 
  flowers emitting a faint scent of honey and fruit drape over the 
  bone-white trees of a dead grove buried under heavy vines.
  PIXIE	CIRCLE	
  CR	7
  XP	3,200
  N	Huge	plant
  Init	–2;	Senses	blindsight	60	ft.,	low-light	vision;	Perception	+10
  DEFENSE
  AC	21,	touch	6,	flat-footed	21	(–2	Dex,	+15	natural,	–2	size)
  hp	85	(10d8+40)
  Fort	+11,	Ref	+1,	Will	+7
  Immune	plant	traits
  Resist	cold	10,	fire	10
  OFFENSE
  Speed	10	ft.
  Ranged	4	vines	+11	touch	(1d6+5	plus	withering)
  Space	15	ft.;	Reach	15	ft.
  Special	Attacks	hostile	teleport
  STATISTICS
  Str	21,	Dex	7,	Con	18,	Int	6,	Wis	15,	Cha	10
  Base	Atk	+7;	CMB	+14;	CMD	22	(can’t	be	tripped)
  Feats	Diehard,	Endurance,	Iron	Will,	Skill	Focus	(Stealth),	
  Weapon	Focus	(vine)
  Skills	Perception	+10,	Stealth	+1	(+21	in	forests	and	jungles);	
  Racial	Modifiers	+20	Stealth	in	forests	and	jungles
  Languages	Sylvan	(can’t	speak)
  ECOLOGY
  Environment	temperate	forests	and	jungles
  Organization	solitary
  Treasure	standard
  SPECIAL	ABILITIES
  Hostile	Teleport	(Sp)	As	a	standard	action,	a	pixie	circle	can	
  attempt	to	teleport	a	creature	within	60	feet	that	has	taken	
  at	least	1	point	of	Constitution	damage	from	the	pixie	circle’s	
  withering	ability.	The	target	creature	is	instantly	transported	
  to	the	location	of	another	random	pixie	circle	within	1,000	
  miles.	If	there	is	no	eligible	pixie	circle	within	range,	the	
  effect	fails.	A	creature	can	resist	being	teleported	with	a	
  successful	DC	15	Will	save.	The	save	DC	is	Charisma-based.
  Withering	(Ex)	A	creature	damaged	by	a	pixie	circle’s	vines	
  must	succeed	at	a	DC	19	Fortitude	save	or	take	1	point	
  of	Constitution	damage.	A	creature’s	speed	is	reduced	by	
  5	feet	for	every	2	points	of	Constitution	damage	it	takes	
  in	this	way,	to	a	minimum	speed	of	5	feet.	Curing	any	of	
  this	Constitution	damage	restores	a	creature’s	movement	
  to	its	full	speed.	This	is	a	poison	effect.	The	save	DC	
  is	Constitution-based.
  The pixie circle is an aggressive invasive species that 
  opportunistically drains energy from nearby plant and 
  animal life to fuel its teleporting abilities. It uses these 
  abilities to remove potential threats from its habitat, 
  typically teleporting creatures away when it is threatened 
  or hurt. These sturdy vines are resistant to heat, cold, and 
  drought conditions, and an infestation is notoriously 
  difficult to root out once it has taken hold. A mature pixie 
  circle measures 20 feet in diameter and is always in flower 
  regardless of the season.
  ECOLOGY
  While it shares a passing resemblance to wisteria or 
  honeysuckle, pixie circle behaves like mistletoe and 
  parasitically attaches itself to larger plants and trees while 
  it establishes itself. Smaller infestations do not flower and 
  can be difficult to detect, as the pixie circle tends to blend 
  in with its host foliage. Once the plant is mature enough 
  to put out flowers, it is large enough to attack and teleport 
  victims, and continues to grow at an astonishing rate.
  The flowers of a pixie circle resemble the multicolored 
  wings of pixies when seen from a distance, making them 
  a clear signal for people aware of the plant to keep their 
  distance. Its growths can easily dominate large trees 
  and can cover small cottages in a single season. Left 
  unchecked, the plant can overwhelm groves or entire 
  sections of woodlands, burying everything living beneath 
  the pretty green and purple vines and leaving wide 
  patches of dead forest in its wake.
  The plant is opportunistic in nature and initially 
  prefers to absorb energy from host trees before 
  progressing to insects, small birds, and eventually the 
  larger animal life that wanders into range. As a result, 
  most humanoids encounter the vine only when it is large 
  enough to be a threat. Because of its growth pattern, 
  a pixie circle tends to form a ring around an open 
  meadow, creating a natural lure for large herbivores and 
  adventurers seeking a safe place to camp. Adventurers 
  with sharp eyes and knowledge of the natural world can 
  recognize these meadows by their odd circular pattern 
  and the unnatural silence within them. The vines of well-
  established patches typically hide the bones of previous 
  victims, animal and humanoid alike. The belongings 
  of the deceased are often in excellent condition, as 
  scavengers tend to avoid these remains.
  Pixie circles spread underground using offshoots 
  strong enough to punch through clay and rocky soils. 
  Solid rock or a brick wall can contain the runners within 
  a garden, but such barriers must extend at least 6 feet 
  belowground. Clippings and small pieces will take root 
  within a week if left in contact with fertile soil. Pixie 
  circles are also self-pollinating, and their seeds are light 
  enough to carry on wind. This makes containment of the 
  plant extremely difficult, as these seeds can cover several 
  miles of distance with a slight breeze.
  90
  
  Once a pixie circle reaches its full size, it secretes a 
  unique toxin from all of its vines. This toxin dries out 
  cells and causes a pixie circle’s victims to grow weak, 
  making it difficult for prey to escape. In addition to 
  its predatory applications, this toxin is also laced with 
  arcane energies. Once the toxin is flowing through a 
  victim’s veins, the pixie circle can attempt to harness the 
  arcane energy to transport the creature to another pixie 
  circle elsewhere. 
  Scholars disagree as to the exact details of a pixie circle’s 
  teleportation abilities. Some believe that the pixie circle 
  developed these abilities to keep its particular habitat 
  clear of any predators or competition 
  for food. Others claim that this 
  ability allows them to propagate 
  much more easily as a species, as it 
  allows pixie circles to share prey with 
  each other. This becomes especially useful 
  for pixie circles attempting to establish footholds 
  in new territories.
  Some adventurers risk intentionally provoking 
  these plants to benefit from their teleportation 
  abilities. Those who have studied pixie circles 
  know that they are more intelligent than they let 
  on. By speaking with a pixie circle, these insightful 
  adventurers can convince it to teleport a target 
  without the need for combat. The pixie circle will 
  send willing targets to another pixie circle of their 
  choice, though this process still requires exposure 
  to a pixie circle’s toxin. While painful, this is a 
  somewhat reliable process, and bold druids and 
  rangers make use of it.
  Given its rate of growth and tolerance of a wide range 
  of environments, many believe that the pixie circle is not 
  a naturally occurring plant; signs seem to point to an 
  origin associated with fey. Whether it was created through 
  magical experimentation or intentional breeding is 
  unclear, and it remains an open question whether the 
  first pixie circles escaped to the outside world of their 
  own accord or through deliberate release.
  HABITAT AND SOCIETY
  Pixie circles grow in nearly any environment, from snowy 
  taiga to humid jungles, so long as there are suitable 
  creatures in the area to serve as prey. The plant is rare 
  in sandy deserts and other barren environments, and 
  underwater and underground growths are unheard of. 
  Regardless of its environment, a pixie circle adopts the 
  appearance and coloration of local flora to better hide. 
  Although pixie circles are highly invasive and difficult 
  to clear, civilizations do their best to contain or remove 
  these plants when they grow nearby. Several workers can 
  clear a patch of young pixie circles within a few days, but 
  even the smallest scrap of root or branch left behind can 
  allow them to reestablish themselves, requiring repeated 
  efforts to keep them under control. 
  In rural Avistani communities, parents warn children 
  to avoid pixie circles should they encounter them, lest the 
  children be stolen away by the fey—a reasonable concern 
  given the plants’ ability to teleport victims. Alternatively, 
  some tell stories of a stranger staggering out of the circle 
  speaking a language none in the village recognize or 
  wearing clothes that are hundreds of years out of style. 
  A few lucky survivors return with stories of adventures in 
  the First World or Nithveil.
  EULOGY 
  FOR 
  ROSLAR’S 
  COFFER
  Part 1:  
  A Town 
  Transformed
  Part 2:  
  Restless are the 
  Dead
  Part 3:  
  The Unclean 
  Light
  NPC 
  Gallery
  Merchants  
  of the Road
  Arazni, 
  the Red Queen
  Machinations  
  of the  
  Whispering Way
  Bestiary
  91
  
  Open Game License Version 1.0a
  Last Watch
  By Larry Wilhelm
  Having learned that the undead-obsessed Whispering 
  Way was behind the attack on the remote village of 
  Roslar’s Coffer, the heroes head to the city of Vigil to alert 
  the goodly Knights of Ozem. The heroes must prove that 
  the threat posed by the Whispering Tyrant’s agents is all 
  too real, then confront the troubles facing Vigil to avert 
  another disaster.
  Into the VoId
  By Patchen Mortimer
  The Negative Energy Plane is the antithesis of existence, 
  opposed to anything that bears even the faintest glimmer 
  of life. Glimpse into a darkness that devours stars, snuffs 
  out worlds, and swallows those desperate enough to visit.
  ReLIcs of the shInIng cRusade
  By Alexander Augunas
  The victory of the Shining Crusade came at great cost, 
  as many heroes and powerful artifacts were destroyed 
  in the efforts to halt the Whispering Tyrant’s advance. 
  The precious treasures that remain represent a sacred 
  memento of those who were lost—and a glimmer of hope 
  to those who seek to fight Tar-Baphon once more!
  the seaLbReakeRs
  By Greg Vaughan
  The Sealbreakers have sought to free Tar-Baphon ever 
  since he was imprisoned by the Shining Crusade, but 
  their plans do not originate or end with the Whispering 
  Tyrant. Uncover the ancient plots of a group that seeks to 
  unbind that which should remain bound, from the Great 
  Seal of Gallowspire to older seals placed by the gods. 
  subscRIbe to PathfIndeR adVentuRe Path
  The Tyrant’s Grasp Adventure Path continues! Don’t 
  miss out on a single exciting volume—head over to 
  paizo.com/pathfinder and subscribe today to have new 
  Pathfinder Adventure Path, Pathfinder Campaign Setting, 
  Pathfinder Module, Pathfinder Player Companion, and 
  Pathfinder Accessories products delivered to your door.
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  distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Rot Grub from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed 
  by Frog God Games; Author: Scott Greene and Clark Peterson, based on original material by Gary Gygax.
  Zombie, Juju from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Pathfinder Adventure Path #140: Eulogy for Roslar’s Coffer © 2019, Paizo Inc.; Authors: Jason Keeley, 
  with Eleanor Ferron, Sarah E. Hood, Lyz Liddell, Luis Loza, Crystal Malarsky, Jen McTeague, and Mikhail Rekun.
  NEXT MONTH
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  GO BEYOND GOLARION IN THIS COMPREHENSIVE GUIDE TO THE PLANES AND DIMENSIONAL REALITIES 
  OF THE PATHFINDER MULTIVERSE! EXPLORE ALL-NEW ARCHETYPES, FEATS, SPELLS, MAGIC ITEMS, 
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  THIS COMPREHENSIVE PATHFINDER RPG HARDCOVER GIVES YOU THE TOOLS TO SURVIVE 
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  PZO7110-Beginner Box-Pawns.indd   3
  CHOOSE THE ENVOY IF 
  YOU’D LIKE TO…
  BE A CHARISMATIC PEOPLE PERSON
  MAKE FRIENDS AND INTIMIDATE FOES
  INSPIRE YOUR ALLIES
  UNDERMINE YOUR ENEMIES
  ENVOY
  Navasi was raised to inherit her affluent family’s business and join the ranks of 
  society’s most prominent socialites, but she wanted neither—only freedom. On the 
  eve of her eighteenth birthday, Navasi slipped out of her family’s manor and stowed 
  away on a ship to become a space pirate who lived by her own rules. But the reality 
  of life in a pirate enclave hit Navasi like a meteorite, and when the pirates decided to 
  target a medical ship carrying much-needed supplies, it was the last straw. Taking on 
  Navasi believes in freedom for all, and she takes pride in her ability to take care of 
  herself and her crew. As a scoundrel, fast-talker, and brilliant negotiator, Navasi is 
  happiest when the chips are down and lives hang in the balance, as that’s when you 
  CHOOSE THE OPERATIVE 
  IF YOU’D LIKE TO…
  USE A STEALTHY APPROACH
  TRICK YOUR FOES TO DEAL 
  MORE DAMAGE
  EXCEL AT A VARIETY OF SKILLS
  BE BOTH A PERSON AND A MACHINE
  OPERATIVE
  CHOOSE THE SOLDIER  
  IF YOU’D LIKE TO…
  SOLDIER
  and hit hard. Brilliant on the battlefield, Obozaya has little patience for intellectual 
  pursuits not directly related to her vocation. She believes that honor demands honesty, 
  and while she’s not against lying by omission, she would rather die than break her 
  BE THE STRONGEST AND THE TOUGHEST
  USE THE BIGGEST WEAPONS
  USE THE BIGGEST WEAPONS
  USE THE BIGGEST WEAPONS
  WEAR THE BEST ARMOR
  WEAR THE BEST ARMOR
  WEAR THE BEST ARMOR
  WEAR THE BEST ARMOR
  EXCEL IN MELEE AND RANGED COMBAT
  CHOOSE THE SOLDIER 
  IF YOU’D LIKE TO…
  SOLDIER
  BE THE STRONGEST AND THE TOUGHEST
  BE THE STRONGEST AND THE TOUGHEST
  BE THE STRONGEST AND THE TOUGHEST
  CHOOSE THE MECHANIC 
  IF YOU’D LIKE TO…
  BUILD AND MODIFY MACHINERY
  HAVE THE RIGHT TOOL FOR ANY JOB
  HAVE A CYBERNETIC 
  PROCESSOR IMPLANTED 
  IN YOUR BRAIN
  HIDE OBJECTS IN YOUR CHEEK POUCHES
  MECHANIC
  Quig taught himself the basics of engineering while growing up in a poor scavenger 
  family. One day he witnessed a bounty hunter capturing her quarry, and he realized 
  that this was what he wanted to do for the rest of his life. That afternoon, Quig 
  gathered up all of his belongings, said farewell to his family, and set off into the wider 
  world as an apprentice bounty hunter. When his mentor retired, Quig was ready to 
  Quig is personable and outgoing, and his constant traveling for work has left him 
  with friends and contacts across the Pact Worlds. He prides himself on being a good 
  judge of character, and while he’s savvy enough to withhold actual trust until it’s been 
  earned, he’s not above throwing himself into a fight on behalf of a near-stranger if he’s 
  CHOOSE THE TECHNOMANCER  
  IF YOU’D LIKE TO…
  BLEND MAGIC AND TECHNOLOGY
  TECHNOMANCER
  WIELD MAGIC TO BLAST YOUR 
  ENEMIES
  USE TECHNOLOGY TO POWER YOUR 
  MAGIC
  READ MINDS AND COMMUNICATE 
  TELEPATHICALLY
  CHOOSE THE MYSTIC  
  IF YOU’D LIKE TO…
  HEAL AND HELP YOUR FRIENDS
  SLING PSYCHIC BOLTS AND 
  TELEKINETIC PROJECTILES
  USE AND DETECT MAGIC
  COMMUNICATE TELEPATHICALLY
  MYSTIC
  decision-making. While quite capable in combat, he prefers to act as a healer and 
  medic. Keskodai believes that death is not an ending, but a doorway: an entry into 
  a new existence and way of being. He greets this transition with joyful reverence, 
  STARFINDER BEGINNER BOX: GAME MASTER'S GUIDE
  GAME MASTER'S GUIDE
  . Write down the 
  initiative result of each PC and group of monsters, in 
  Take turns in initiative order. On its turn, a character 
  or creature takes exactly one action, and it can move 
  Start a new round. Everyone takes another turn, using 
  the same order established in step 1. Repeat steps 2 
  ISEPH—ANDROID 
  OPERATIVE
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  YSOKI
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  QUIG—YSOKI MECHANIC
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  KESKODAI—SHIRREN 
  MYSTIC
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  OBOZAYA—VESK SOLDIER
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  RAIA—LASHUNTA 
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  PZO7110-Beginner Box-Pawns.indd   1
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  d4
  d6
  d8
  d10
  d12
  d20
  8
  6
  20
  20
  10
  12
  4
  CHARACTER SHEET
   ABILITY 
  MODS
  ABILITY 
  SCORES
  STR
  STRENGTH
  DEX
  DEXTERITY
  CON
  CONSTITUTION
  INT
  INTELLIGENCE
  WIS
  WISDOM
  CHA
  CHARISMA
  RACIAL TRAITS (pages 20–23)
  SKILLS (pages 46–51)
  SKILL
  TOTAL
  ABILITY 
  MOD
  CLASS
  LEVEL
  MISC
  ATHLETICS
  STR
  +
  +
  +
  CULTURE
  INT
  +
  +
  +
  INTERACTION
  CHA +
  +
  +
  MEDICINE
  INT
  +
  +
  +
  MYSTICISM
  WIS +
  +
  +
  PERCEPTION
  WIS +
  +
  +
  SCIENCE
  INT
  +
  +
  +
  STEALTH
  DEX +
  +
  +
  SURVIVAL
  WIS +
  +
  +
  TECHNOLOGY
  INT
  +
  +
  +
  Theme Knowledge
  CLASS FEATURES (pages 26–45)
  FEATS (pages 52–55)
  CHARACTER INFORMATION
  NAME
  PRONOUNS
  RACE
  THEME
  CLASS
  LEVEL
  ALIGNMENT
  CURRENT XP
  NEXT LEVEL
  DEFENSE
  ATTACKS (pages 78–79)
  MELEE ATTACK
  TOTAL
  STR +
  CLASS
  RANGED ATTACK
  TOTAL
  DEX +
  CLASS
  WEAPON
  WEAPON FUSION
  TOTAL 
  ATTACK
  DAMAGE*
  RANGE
  SPECIAL 
  PROPERTY
  CRITICAL HIT 
  EFFECT
  WEAPON
  WEAPON FUSION
  TOTAL 
  ATTACK
  DAMAGE*
  RANGE
  SPECIAL 
  PROPERTY
  CRITICAL HIT 
  EFFECT
  GRENADE (page 64)
  TOTAL
   ATTACK
  DAMAGE
  RANGE
  SPECIAL 
  EFFECT
  REFLEX 
  SAVE DC
  VS
  AC 10
  INITIATIVE
  SPEED
  TOTAL
  FEET
  WEAPON PROFICIENCIES (page 57)
  ¨ 
  Basic Melee
  ¨ 
  Small Arms ¨ 
  Grenades
  ¨ 
  Advanced Melee ¨ 
  Longarms
  (–4 to attack if not proficient)
  * Add your STR to melee weapon damage.
  EQUIPMENT AND SPELLS
  ARE ON THE REVERSE
  MISC
  HIT POINTS
  RESOLVE POINTS
  TOTAL
  CURRENT
  TOTAL
  CURRENT
  SAVING THROWS
  TOTAL
  ABILITY
  MOD
  CLASS
  MISC
  FORTITUDE SAVE
  CON +
  +
  REFLEX SAVE
  DEX +
  +
  WILL SAVE
  WIS +
  +
  E
  A
  B
  C
  D
  G
  F
  H
  I
  J K
  ARMOR CLASS (AC)
  TOTAL
  10 + DEX +
  ARMOR +
  MISC
  ARMOR
  ARMOR PROFICIENCIES
  ¨Light   ¨Heavy
  ARMOR UPGRADES
   + 
  DEX
  Each turn, you take exactly one action, and you can move 
  before or after you take that action.
  MOVE (optional; Heroes’ Handbook 77)
  TAKE AN ACTION (mandatory; Heroes’ Handbook 78)
  Attack Actions
   
  Melee Attack (Heroes’ Handbook 78)
   
  Ranged Attack (Heroes’ Handbook 79)
   
  Hinder Foe (Heroes’ Handbook 79)
   
  Support Fire (Heroes’ Handbook 79)
  Use an Item (Heroes’ Handbook 81)
  Use a Skill (Heroes’ Handbook 81)
  Use a Special Ability (Heroes’ Handbook 81)
  Cast a Spell (Heroes’ Handbook 82)
  Extra Move (Heroes’ Handbook 82)
  Defend (Heroes’ Handbook 82)
  RESTING
  With 10 uninterrupted minutes 
  of rest, you can spend 1 Resolve 
  Point to regain Hit Points 
  equal to half your total Hit 
  Points (rounded down; Heroes’ 
  Handbook 84).
  With a full night’s rest (8 hours 
  of sleep or more), you regain Hit 
  Points equal to half your total 
  Hit Points (rounded down), all 
  of your Resolve Points (Heroes’ 
  Handbook 84), and all of your 
  daily-use abilities and spell slots 
  (Heroes’ Handbook 72).
  BASIC ROLL: 
  D20 + MODIFIERS
  WHAT CAN I DO ON MY TURN?
  Starfnder Beginner Box
  10/17/18   6:16 PM
  VESK
  VESK
  VESK
  VESK
  VESK
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  of sleep or more), you regain Hit 
  daily-use abilities and spell slots 
  Starfnder Beginner Box
  YSOKI
  YSOKI
  YSOKI
  YSOKI
  YSOKI
  YSOKI
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  YSOKI
  YSOKI
  YSOKI
  YSOKI
  YSOKI
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  YSOKI
  YSOKI
  YSOKI
  YSOKI
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  © 2019 PAIZO INC.
  YSOKI
  YSOKI
  YSOKI
  YSOKI
  YSOKI
  YSOKI
  © 2019 PAIZO INC.
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  © 2019 PAIZO INC.
  © 2019 PAIZO INC.
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  © 2019 PAIZO INC.
  Launch into an exciting universe of science 
  Launch into an exciting universe of science 
  Starf nder 
  Starf nder 
  ! Streamlined rules help you 
  ! Streamlined rules help you 
  create and customize your own futuristic hero 
  create and customize your own futuristic hero 
  to play through challenging adventures and 
  to play through challenging adventures and 
  action-packed battles against dangerous foes! 
  action-packed battles against dangerous foes! 
   is the ideal 
   is the ideal 
  introduction to the Starf nder Roleplaying 
  introduction to the Starf nder Roleplaying 
  Game, and includes two books, player aid 
  Game, and includes two books, player aid 
  cards, a complete set of dice, six pregenerated 
  cards, a complete set of dice, six pregenerated 
  CHOOSE THE SOLDIER 
  IF YOU’D LIKE TO…
  BE THE STRONGEST AND THE TOUGHEST
  BE THE STRONGEST AND THE TOUGHEST
  USE THE BIGGEST WEAPONS
  USE THE BIGGEST WEAPONS
  WEAR THE BEST ARMOR
  WEAR THE BEST ARMOR
  EXCEL IN MELEE AND RANGED COMBAT
  EXCEL IN MELEE AND RANGED COMBAT
  
  Viduus
  T
  he scholar of the Boneyard towered over me, 
  spectacles in hand. The cocoon below his 
  waist twitched in irritation, although his 
  face was impassive.
  “We simply cannot allow those who might 
  impede the River of Souls to approach it.”
  “Surely you do not mean me!” I cried, “Me! A 
  fellow scholar of the planes! We are kindred 
  beings, you and I!”
  His only response was a stern glare, 
  as though I should know better.
  Esobok
  I 
  knew one did not simply pat the crocodilian 
  head of a guardian hound of the Boneyard. I 
  knew I  had nothing to fear; my intentions were 
  purely academic, not malevolent. Nevertheless, 
  I approached it with caution.
  When I was only five paces away, the beast 
  suddenly lunged. It shan’t surprise you that I 
  started with shock! Worse, however, was 
  the shadowy presence inside me that I felt 
  recoil even further. I was not alone in my skin, I suddenly 
  knew, and the esobok knew it as well.
  
  paizo.com/pathfinder
  Printed in China. PZO90140
  R
  eturning to the land of the living, the heroes explore the ruins of the town 
  of Roslar’s Coffer, the center of the devastating blast that hurled them to the 
  afterlife. Populated with newly risen undead, twisted creatures, and wicked cultists 
  of the Whispering Way, Roslar’s Coffer offers danger around every corner. Can the heroes escape 
  the poisonous fog that surrounds the town and warn the rest of the world of this rising threat to 
  all life?
  This volume of Pathfinder Adventure Path continues the Tyrant’s Grasp Adventure Path and 
  includes:
  • “Eulogy for Roslar’s Coffer,” a Pathfinder RPG adventure for 5th-level characters, by Jason Keeley.
  • An introduction to several itinerant merchant groups active within the Lake Encarthan region 
  and beyond, by Eleanor Ferron.
  • A close look at the faith of Arazni, the Red Queen, fallen saint and unwilling ruler of an undead 
  land, by Lyz Liddell.
  • A presentation of the machinations and representative members of the nefarious death-obsessed 
  Whispering Way, by Crystal Malarsky.
  • A bestiary of monsters both exalted and corrupt, including two couatls that travel the world to aid 
  others, a humanoid cursed with the touch of undeath, a monstrous undead spawned from tragic 
  loss of life, and an invasive carnivorous plant, by Sarah E. Hood, Luis Loza, Jen McTeague, and 
  Mikhail Rekun.
  You Can’t Go Home Again
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Adventure Paths/PF139-144 - Tyrant's Grasp/Pathfinder AP #140 - Eulogy for Roslar's Coffer (Tyrant's Grasp 2 of 6).pdf