TEXT: By Ron Lundeen
  The Dead Roads
  
  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.
  7120 185th Ave NE, Ste 120
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  ON THE COVER
  The Dead Roads 
  2
  by Ron Lundeen
  NPC Gallery 
   56
  by Ron Lundeen
  Tools of the Boneyard 
  62
  by Matt Morris
  The Half-Dead 
  68
  by Mikhail Rekun
  To Exceed Their Grasp 
  74
  by Crystal Frasier
  Bestiary 
  80
  by Ron Lundeen, Kyle T. Raes, and Mike Welham 
  Campaign Outline 
  90
  by Crystal Frasier and Ron Lundeen
  REFERENCE
  This book refers to several other Pathfinder Roleplaying Game products using the following abbreviations, 
  yet these additional supplements are not required to make use of this book. Readers interested in 
  references to Pathfinder RPG hardcovers can find the complete rules of these books available online for 
  free at pfrd.info.
  Advanced Player’s Guide 
  APG
  Bestiary 3 
  B3
  Bestiary 4 
  B4
  Horror Adventures 
  HA
  Occult Adventures 
  OA
  Ultimate Equipment 
  UE
  Ultimate Intrigue 
  UI
  Ultimate Magic 
  UM
  This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or the 3.5 edition of the 
  world’s oldest fantasy roleplaying game.
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  Pathfinder Adventure Path #139: The Dead Roads © 2019, Paizo Inc. All Rights Reserved. Paizo, Paizo Inc., the Paizo golem logo, Pathfinder, the 
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  Printed in China.
  Artist Igor Grechanyi shows Seelah and Yoon 
  confronting skeletons that are more than they 
  appear, in addition to depicting Mictena, a 
  relentless catrina psychopomp.
  Development Leads • Crystal Frasier and Ron Lundeen, with 
  Eleanor Ferron and Luis Loza
  Authors • Ron Lundeen, with Crystal Frasier, Matt Morris, 
  Kyle T. Raes, Mikhail Rekun, and Mike Welham
  Cover Artist • Igor Grechanyi
  Interior Artists • Yanis Cardin, Cynthia F.G., Vlada Hladkova, 
  Joel Holtzman, Oksana Kerro, Ksenia Kozhevnikova,  
  Artur Nakhodkin, and Anthony Star
  Page Border Design • Firat Solhan
  Cartographer • Matthias Rothenaicher
  Creative Directors • James Jacobs, Robert G. McCreary, and 
  Sarah E. Robinson
  Director of Game Design • Jason Bulmahn
  Managing Developers • Adam Daigle and Amanda Hamon Kunz
  Organized Play Lead Developer • John Compton
  Developers • Eleanor Ferron, Jason Keeley, Luis Loza, 
  Ron Lundeen, Joe Pasini, Michael Sayre, Chris S. Sims, and 
  Linda Zayas-Palmer
  Starfinder Design Lead • Owen K.C. Stephens
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  The Dead Roads
  ADVENTURE PATH 1 OF 6
  
  The Dead Roads
  PART 1: AWAKE IN ROSLAR’S TOMB ............................. 3
  The PCs awaken to find themselves entombed within the crypt of the hero 
  Roslar. They must bypass the tomb’s traps and guardians to find their way out.
  Advancement Track
   “The Dead Roads” is designed for 
  four characters and uses the medium 
  XP track.
  The PCs should reach 5th level by the 
  adventure’s conclusion.
  1
  The PCs begin this adventure 
  at 1st level.
  PART 2: AMONG THE DEAD  ............................................13
  The PCs learn they are no longer in their world and have been transported to 
  the Boneyard, the realm of the dead. Two helpful psychopomps ask the PCs to 
  speak with the souls of the deceased folk of Roslar’s Coffer. During this task, 
  the PCs learn that a powerful psychopomp seeks their destruction.
  PART 3: WALKING THE DEAD ROADS ........................19
  To leave the Boneyard, the PCs must earn stamps from the masters of three 
  different way stations along the Dead Roads. These requests are complicated by 
  betrayals and invasions that the PCs must resolve.
  PART 4: DEATHBOWER .......................................................47
  As the PCs travel the Dead Roads back to their world, the psychopomp Mictena 
  bars their way by raising her domain, Deathbower, across their path. The PCs 
  must navigate the garden and defeat Mictena to escape.
  The PCs should be 2nd level 
  upon leaving Roslar’s Tomb.
  2
  The PCs should reach 3rd level 
  while exploring way stations 
  along the Dead Roads.
  3
  The PCs should be 4th level 
  before entering Deathbower.
  4
  
  ADVENTURE  
  BACKGROUND
  A little over 1,500 years ago, the ancient wizard Tar-
  Baphon—slain by Aroden millennia earlier—returned 
  to Golarion as a powerful lich known as the Whispering 
  Tyrant. He ruled an empire of the dead, bringing much of 
  central Avistan to heel for 5 centuries before Taldor finally 
  launched the Shining Crusade to halt the Whispering 
  Tyrant’s conquests. The paladins of the crusade carved 
  a slow, steady swath into the Whispering Tyrant’s forces, 
  and summoned Aroden’s herald, Arazni, to finish her 
  patron’s work. But Tar-Baphon had grown more powerful 
  on stolen secrets and borrowed glory than anyone 
  suspected and struck the archon down, throwing her 
  lifeless body before Taldor’s armies. The soldiers’ resolve 
  broke and the Shining Crusade nearly turned back before 
  the young paladin Iomedae and general Arnisant rallied 
  their forces and renewed their assault—this time as a 
  battle for vengeance.
  The Shining Crusade brought their war to Tar-
  Baphon’s doorstep: Adorak, the city of the dead. 
  There, and at the Whispering Tyrant’s tower fortress of 
  Gallowspire, Arnisant and Iomedae confronted the lich 
  while wielding the artifacts Aroden had used to strike 
  down Tar-Baphon’s mortal incarnation millennia before. 
  Insulted by his enemies’ presumptions, Tar-Baphon cast 
  a wish spell, wishing for Arnisant’s heart to appear in the 
  palm of his hand. However, Tar-Baphon didn’t realize that 
  the shield of Aroden wielded by Arnisant had the ability to 
  direct deadly magic into itself to spare its wielder harm. 
  The shield shattered into twelve pieces, Tar-Baphon’s 
  own wish spell embedding one shard into his withered 
  hand, where it burned with righteous light. Surprised and 
  severely weakened by the artifact, the Whispering Tyrant 
  fled deep into the dungeons below Gallowspire. Members 
  of the Shining Crusade realized the danger of hunting 
  Tar-Baphon within his own lair, and instead constructed 
  the Great Seal to bind the Whispering Tyrant in the 
  shadows beneath his own capital forever.
  The Great Seal, empowered by three lesser seals hidden 
  across Avistan, remains in place today, still binding Tar-
  Baphon in a prison of his own making. But time has finally 
  cooled his rage, and with some borrowed insights, he has 
  constructed a new weapon capable of demolishing an 
  entire city: the Radiant Fire. A devastating weapon that—
  unknown to the wider world—uses the Shattered Shield of 
  Arnisant as its ammunition, the Radiant Fire has the power 
  to destroy the Great Seal holding the Whispering Tyrant 
  prisoner and defeat any enemies who rise to stop him.
  But if a weapon is the crux of a plan, it bears testing. 
  And such a devastating weapon needs a remote target to 
  test without arousing suspicion. Enter the tiny town of 
  Roslar’s Coffer.
  The test occurred late one evening while the entire 
  town—including the PCs (who are either visitors to 
  the town or residents)—slept soundly. The explosion 
  immediately killed everyone in Roslar’s Coffer, sending 
  their souls to the Boneyard without even stirring them 
  from sleep. The PCs, too, were catapulted into the 
  Boneyard, but by cosmic coincidence, shards of the 
  Shattered Shield of Arnisant lodged in their souls, stitching 
  their bodies and souls together and keeping both intact 
  for the PCs’ unusual arrival in the Great Beyond. These 
  shards, called obols, provide a number of resistances and 
  benefits that the PCs enjoy throughout the Tyrant’s Grasp 
  Adventure Path, including this adventure; see the Obols 
  sidebar on page 75.
  The sudden arrival of an entire settlement is unusual, 
  and the Boneyard handles such traumatic events through 
  isolation, shunting souls into a planar duplicate of their 
  original surroundings somewhere on the Boneyard 
  so that psychopomps have time to counsel the many 
  deceased. The PCs’ unusual natures have loosened the 
  Boneyard’s grasp, and they are deposited not in the 
  Boneyard’s copy of Roslar’s Coffer, but instead within a 
  tomb built long ago for the hero Ervin Roslar.
  The PCs’ unique situation puzzles and frightens 
  the psychopomps of the Boneyard, who can see the 
  obols in the PCs’ hearts but don’t know what they 
  are. Unfortunately for the PCs, some psychopomps—
  including a powerful catrina psychopomp named 
  Mictena—think the PCs are aberrations that must be 
  destroyed. While others may be on their side, those allies 
  take some time to arrive.
  The PCs can return to Golarion and find out what 
  happened there only by navigating the Dead Roads, 
  special routes behind reality used by psychopomps to 
  come and go from mortal worlds. Although psychopomps 
  can use the Dead Roads easily, the PCs must overcome 
  several challenges on the Dead Roads if they ever hope to 
  return to Golarion and discover how Roslar’s Coffer was 
  the first town crushed in the Tyrant’s Grasp.
  PART 1:  
  AWAKE IN ROSLAR’S TOMB
  The Tyrant’s Grasp Adventure Path begins as the PCs 
  awaken within Roslar’s Tomb in the Boneyard. Initially, 
  the PCs are entombed within sarcophagi in area A1. 
  A. ROSLAR’S TOMB
  Ervin Roslar was a Knight of Ozem and one of the greatest 
  heroes of the Shining Crusade, 900 years ago. A valiant 
  THE DEAD 
  ROADS
  Part 1:  
  Awake in Roslar’s 
  Tomb
  Part 2:  
  Among the Dead
  Part 3:  
  Walking the Dead 
  Roads
  Part 4:  
  Deathbower
  NPC 
  Gallery
  Tools of the 
  Boneyard
  The Half-Dead
  To Exceed  
  Their Grasp
  Bestiary
  Campaign Outline
  3
  
  paladin, Roslar was particularly devoted to Arazni, a divine 
  warrior serving as the herald of Aroden. Roslar’s adoration 
  of Arazni was his undoing, for he wanted more than her 
  aid against the Whispering Tyrant—he wanted her love. 
  He listened to the insidious whispers of unscrupulous 
  agents who promised to help him gain Arazni’s love, and 
  he accidentally revealed important information about 
  the Knights of Ozem as he fantasized about meeting 
  Arazni to express his adoration. Roslar was horrified 
  to discover later that his unknown benefactor was an 
  agent of the Whispering Way, and that the information 
  he revealed ultimately helped pave the way for Arazni’s 
  death. He threw himself into the fiercest of the fighting 
  and died, to all appearances, a hero. An extensive tomb 
  was constructed to honor him and his associates, near the 
  town that would later bear his name.
  Before Roslar’s body was placed in his tomb, rumors of 
  his involvement in Arazni’s death surfaced. The Knights 
  of Ozem, reluctant to call shame upon one of their own, 
  conducted a lackluster and inconclusive investigation. 
  Roslar’s legacy was shrouded in scandal; his body was 
  instead buried elsewhere, and his tomb neglected. 
  Duplicate copies of many tombs and crypts from the 
  mortal world manifest in the Boneyard once they are 
  dedicated by priests of Pharasma, creating the plane’s 
  endless landscape of burial markers and mausoleums. 
  Such was the case with Roslar’s Tomb despite his absence.
  Psychopomps 
  tasked 
  four 
  ageless 
  worshipper 
  constructs called celedons with maintaining and 
  protecting the tomb shortly after it appeared. These 
  celedons don’t know that Roslar isn’t actually interred 
  there; they consider it their sacred duty to defend and 
  maintain the crypt of a vaunted hero and his retinue. 
  Two groups of troublemakers have recently come 
  to Roslar’s Tomb: a band of mites and their vermin 
  companions, who slipped into the tomb’s second level 
  through a small crack, and a group of Abyssal scavengers 
  called ostovites, who tunneled to a lower level. The 
  invaders and the tomb’s celedon guardians all treat the 
  PCs as rivals and intruders, making escape from the tomb 
  a complicated task.
  Roslar’s Tomb is made of carefully cut stone. Most of 
  the structure is underground, but even the aboveground 
  level lacks windows. Exterior walls are 2 feet thick, while 
  interior walls are 1 foot thick. Rooms are 12 feet high 
  throughout the tomb; hallways are 8 feet high. The 
  tomb is unlit except where indicated in specific room 
  descriptions. Doors within the tomb are made of stone 
  with iron bands, and none are locked. Walls and doors are 
  frequently carved with illustrations of a long-haired man 
  1 SQUARE = 5 FEET
  A. ROSLAR’S TOMB
  A1
  A2
  A3
  A5
  A4
  A6
  A7
  A8
  A9
  A15
  A16
  A18
  A14
  A13
  A11
  A12
  A10
  A17
  TO A10
  TO A9
  TO A14
  TO A15
  4
  
  with a wide mustache wearing heavy armor; this is Roslar. 
  Although the celedons in the tomb keep it fairly clean and 
  free of dust, the air throughout is still.
  A1. Red Shrikes 
  Sarcophagi
  To 
  begin, 
  read 
  or 
  paraphrase the following.
  All is darkness and cold stone. 
  Although you dimly recall going 
  to sleep last night in the small 
  community of Roslar’s Coffer, 
  you awaken in a dark, stone box 
  only a few inches larger than you 
  in each direction. The cool scent of 
  earth surrounds you.
  Roslar 
  commanded 
  several 
  servants and retainers, but his most 
  elite companions composed a group 
  of troubleshooters called the Red 
  Shrikes. Like Roslar, the Red Shrikes 
  were never interred here, but that’s because they survived 
  the Shining Crusade and lived long lives elsewhere. 
  The absence of members of the Red Shrikes in a tomb 
  dedicated to the organization creates a minor “spiritual 
  sinkhole” that is nevertheless powerful enough to draw a 
  warped version of each PC into it. The Boneyard deposits 
  each PC into a sarcophagus prepared for a Red Shrike. The 
  PCs are equipped with all their usual gear, so long as it fits 
  within the sarcophagi (each of which is large enough to 
  hold a PC lying down while still allowing for a few inches 
  of space on each side, including above the character). There 
  are enough sarcophagi here for all the PCs.
  Hazard: Escaping a sarcophagus requires a PC to 
  succeed at a DC 13 Strength check to move the heavy stone 
  lid aside. A PC free of her own sarcophagus can assist 
  others by simply lifting the 200-pound lid, or by assisting 
  a trapped PC with his Strength check. Creative uses of 
  other abilities or spells such as grease might provide a 
  bonus to Strength checks. The lids have a hardness of 8 
  and 40 hit points. 
  Development: Once the PCs are free, they can look 
  around the room (presuming they can see in the dark 
  or have a light source, such as the lantern described in 
  Treasure below). Other than the sarcophagi, the only 
  furnishing is an old crate—a remainder from the tomb’s 
  construction. Various relief carvings on the north wall 
  display several heroic figures. The words “Red Shrikes–
  Noble Companions in the War against Evil. Rest Well, My 
  Friends” are inscribed above the carvings. A single stone 
  door leads to area A2.
  The Red Shrikes included a variety of races and classes. 
  To enhance the eerie mood of this adventure, you might 
  decide that—by cosmic coincidence—some of the 
  Red Shrikes bear a strong resemblance to the PCs. For 
  example, if one of the PCs is a male half-
  orc warpriest, one of the carvings might 
  include a male half-orc in a breastplate 
  adorned with the holy symbol of that 
  PC’s deity. The carvings shouldn’t 
  be exact depictions of the PCs, but 
  just close enough in appearance to 
  make the PCs wonder about their 
  connection to this group.
  Treasure: A dusty crate draped 
  with a drop cloth stores a 
  few supplies left over from 
  the 
  tomb’s 
  construction—
  forgotten after centuries of 
  abandonment. The crate 
  contains a variety of dried-
  out and useless paints, 
  a crowbar, flint and steel, 
  three common lamps, two hammers, one hooded 
  lantern, eight pints of oil, and a dented pewter mug.
  A2. Bone Keeper (CR 1)
  This room contains several low shelves covered with rags and 
  loose bones. A hallway extends to the southeast, while a stone 
  door to the east is carved with the image of several heroic 
  figures standing solemnly together.
  Some retainers had been laid to rest here, but the 
  room’s inhabitant has devoured much of the remains and 
  made a lumbering bone automaton from the rest. 
  The eastern door is carved with images of the Red 
  Shrikes and leads to area A1. The hallway to the southeast 
  leads to area A4, but passes the alcove described in area 
  A3 on the way.
  Creature: A single skeleton lumbers toward any 
  creature that enters this room. The skeleton is not an 
  undead creature, despite its appearance, but bones that 
  have been animated and occupied by an Abyssal scavenger 
  called an ostovite. The ostovite rides in the pelvis of the 
  skeleton, appearing to be merely a knot of bone. Once 
  the skeleton is destroyed, the ostovite scuttles free. The 
  creature found its way into the room, accidentally closing 
  the door behind it. Now, trapped and starving, the ostovite 
  attacks to obtain fresh meat and more bones. 
  OSTOVITE	
  CR	1
  XP	400
  hp 11 (Pathfinder RPG Bestiary 5 187)
  THE DEAD 
  ROADS
  Part 1:  
  Awake in Roslar’s 
  Tomb
  Part 2:  
  Among the Dead
  Part 3:  
  Walking the Dead 
  Roads
  Part 4:  
  Deathbower
  NPC 
  Gallery
  Tools of the 
  Boneyard
  The Half-Dead
  To Exceed  
  Their Grasp
  Bestiary
  Campaign Outline
  5
  Ervin Roslar
  
  BONE	CHARIOT	
  CR	1/3
  XP	135
  Variant human skeleton (Pathfinder RPG Bestiary 250)
  N Medium construct
  hp 4 
  DR 5/bludgeoning; Immune cold, construct traits 
  Treasure: Among the rags and bones, the shelves 
  contain a single masterwork heavy mace. The rags also 
  hide three pearls, each worth 20 gp; a successful DC 15 
  Perception check is required to find them.
  A3. North Supplies
  A small alcove on the east wall of this hallway contains a few 
  stone shelves. 
  Treasure: The shelves contain supplies intended for 
  visitors that never came: a dozen candles, a silver holy 
  symbol of Aroden, a wand of create water (28 charges), five 
  potions of cure light wounds, and a healer’s kit.
  A4. Fallen Attendant (CR 1)
  The marble walls of this large hall are carved with several 
  images of battle, each featuring a knight astride a lean horse. 
  The knight wears no helmet and has long hair and a wide 
  mustache. In each of the images, the knight is charging at 
  undead horrors with a rapier in hand. 
  Two halls lead out of the western portion of this room, one 
  to the north and one to the south. Three large archways lead 
  out of the room to the east. The archway to the northeast is 
  carved with the words “At My Right Hand, Peace for Years of 
  Righteous Labors”; the archway to the east is carved with the 
  words, “Roslar: Hero and Paladin at His Well-Earned Rest;” and 
  the archway to the southeast reads, “Loyal Abdell, Support Thy 
  Master Always.”
  Sprawled in the center of this room is a human-sized metal 
  figure that resembles a skeleton wrapped in robes. The limbs of 
  the figure are askew and melted, as though with acid. 
  As the PCs hail from Roslar’s Coffer, they know that 
  Roslar was a paladin of the Knights of Ozem. Roslar 
  participated in the Shining Crusade almost 1,000 years 
  ago, where he died a hero. A PC who succeeds at a DC 
  15 Knowledge (history) or Knowledge (religion) check 
  knows that Roslar was enamored with Arazni, the angelic 
  Red Crusader, herald of Aroden and patron saint of the 
  Knights of Ozem. If the result of this check exceeds a DC 
  of 18, the PC also recalls that a cloud of scandal hung over 
  Roslar after his heroic death. If the result of this check 
  exceeds a DC of 25, the PC recalls that Abdell was Roslar’s 
  favorite horse.
  PCs examining the carvings closely can see, in addition 
  to mortal companions, a slender, winged woman with a 
  heart-shaped face and long hair, looking down benevolently 
  on Roslar. This image represents Arazni; a successful 
  DC 15 Knowledge (planes) or Knowledge (religion) check 
  is necessary to identify her. Anyone succeeding at this 
  check also recalls how, late in the Shining Crusade, the 
  Whispering Tyrant captured and killed Arazni, and that she 
  was later animated as a lich bride by the evil ghost wizard 
  Geb during the failed Second Crusade.
  The mutilated figure on the floor is a celedon, an 
  automaton serving as a worshipper and caretaker. One of 
  four placed here long ago by the Boneyard’s psychopomps 
  to tend to the tomb, it is made of extraplanar metal 
  sculpted to resemble a skeleton wrapped in robes. Two 
  ostovites destroyed this celedon a few days ago, but not 
  before the celedon managed to kill one. The surviving 
  ostovite keeps trying to rearrange the fallen celedon’s 
  bones, as it does with other skeletons, but it has only 
  managed to melt and mangle some of the celedon’s 
  metallic limbs. 
  The hall to the north leads to area A2, past the alcove 
  described in area A3. The hall to the south leads to area 
  A9, past the alcove described in area A8. The northeastern 
  archway leads to the servants’ crypt (area A5), the eastern 
  archway leads to Roslar’s empty sarcophagus (area A6), 
  and the southeastern archway leads to the tomb of 
  Roslar’s horse (area A7). 
  Creature: The ostovite is hiding amid the celedon’s 
  remains (Stealth +15), but it lunges out to attack if spotted 
  or if any creature approaches the mutilated celedon. If 
  reduced to fewer than 5 hit points, it scuttles away to area 
  A7 to join the other ostovite there. 
  OSTOVITE	
  CR	1
  XP	400
  hp 11 (Pathfinder RPG Bestiary 5 187)
  A Lack of Companionship
  Notably absent from the PCs’ arrival are any familiars, 
  animal companions, or followers they might have. The 
  adventure assumes that only the PCs themselves are 
  infused by the life-sustaining obols that afflict them, and 
  other companions are simply killed outright in the blast 
  in Roslar’s Coffer. An animal that shares a soul with its 
  master (and that itself has a number of class features), 
  such as a witch’s familiar and a shaman’s spirit animal, 
  also shares the blessing and curse provided by its master’s 
  obol, appearing in a sarcophagus alongside its master. 
  Companions that can be conjured from elsewhere, such 
  as a summoner’s eidolon or a spiritualist’s phantom, can 
  likewise be called normally.
  6
  
  Treasure: The destroyed celedon has a short sword 
  marked with the spiraling comet symbol of Pharasma.
  A5. Plundered Servants’ Crypt (CR 1)
  Several long stone slabs line the walls of this room like shelves. 
  The shelves are pitted with acid and contain scraps of old cloth. 
  A few chunks of bone litter the floor. 
  Nearly 20 of Roslar’s loyal retainers, squires, and 
  servants were laid to rest here, each on a slab carved with 
  the servant’s name and position. 
  The ostovites discovered this room when they arrived 
  and consumed nearly all the bones here, but in the 
  process, their acidic saliva weakened the stone. The slabs 
  along the northern wall, farthest from the archway entry, 
  are now dangerously unstable and function collectively as 
  a trap if touched. 
  The only exit from this room is the archway to area A4.
  Trap: When touched, the shelves collapse, spilling 
  chunks of acid-pitted stone.
  UNSTABLE	SLABS	TRAP	
  CR	1	
  XP	400
  Type mechanical; Perception DC 18; Disable	Device DC 20 
  EFFECTS
  Trigger touch; Reset none
  Effect Atk +10 melee (2d6 bludgeoning damage). 
  Treasure: The shelves contain a gold wedding ring 
  worth 85 gp inscribed with “For Aloisius; my love, my 
  heart, my morning dove.” They also contain a single bead 
  of blessing from a lesser strand of prayer beads.
  A6. Roslar’s Empty Rest (CR 1)
  The stone walls of this room are carved to resemble hanging 
  draperies framing a large dais. Upon the dais stands a large 
  sarcophagus, its lid carved to resemble a sleeping knight 
  with long hair and a wide mustache. This room carries a faint 
  nauseating odor, like putrefying meat.
  Intended to be Roslar’s final resting place, this 
  sarcophagus never held his remains. A PC who succeeds at a 
  DC 20 Strength check can move the lid of the sarcophagus. 
  Although the sarcophagus is empty, the interior of the lid 
  is carved with a slender angelic woman with a benevolent 
  gaze surrounded by clouds, looking down as though from 
  a great height. Words around the image read, “O Arazni, the 
  Red Crusader, Watch Over My Eternal Rest.”
  The awful smell comes from the bone cobra coiled up 
  behind the sarcophagus; a PC who succeeds at a DC 15 
  Perception check identifies the location of the smell.
  The only exit from this room leads to area A4.
  Creature: Coiled behind the sarcophagus is a bone 
  cobra, a less resilient version of a construct called an iron 
  cobra. The ostovites found the bone cobra elsewhere in 
  the Boneyard and have a strange communion with it; 
  any of the ostovites can use the bone cobra’s find target 
  ability, although they lack the intellect to do so effectively. 
  The bone cobra attacks any creature in this area that is 
  not an ostovite, fighting until destroyed.
  BONE	COBRA	
  CR	1
  XP	400
  Variant iron cobra (Pathfinder RPG Bestiary 182)
  AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
  hp 15
  DR 5/bludgeoning; Immune construct traits; SR 13 
  Melee bite +3 (1d6+1 plus entangle)
  SPECIAL	ABILITIES
  Entangling	Slurry	(Ex) Rather than poison, the bone cobra’s 
  internal reservoirs are filled with a revolting slurry that 
  functions as a tanglefoot bag. The first 3 successful bite 
  attacks made by the bone cobra subject the target to the 
  effects of a tanglefoot bag in addition to normal damage. A 
  living creature is sickened for as long as it is entangled.
  A7. Horse-Like Bones (CR 3)
  The stone walls of this room are carved to resemble an airy 
  stable with a large stone box at the southern end. The lid of the 
  box is cracked and corroded, as though from powerful acid. An 
  illustration of a lean, regal stallion and the words “No Greater 
  Friend Hath a Man Than His Loyal Steed” are chiseled into the 
  stone above the box. 
  Although Roslar had several horses, his favorite was a 
  swift, lean stallion named Abdell. When Abdell died, Roslar 
  was despondent for weeks, insisting that Abdell’s remains 
  be kept near his own. The builders of Roslar’s Tomb took 
  this direction to heart, creating a mausoleum for the horse.
  An archway in the northern wall leads back to area 
  A4, but there is another, smaller exit from this room. 
  The crumbled bottom of the southeastern wall leads to 
  a small tunnel about 1 foot wide. After about 20 feet, this 
  passage connects to a slightly larger one that extends to 
  area A10 and, from there, out of the tomb; this is how 
  the ostovites originally entered this structure. An ostovite 
  smelled the horse bones in the box of this room and 
  chewed through the stone to reach them. The ostovite 
  did its best to reconstruct them but, as it lacks experience 
  with equine anatomy, the resulting amalgamation only 
  somewhat resembles a horse; its skull sits too close to its 
  torso and one leg has been attached in the wrong spot, 
  slowing its gait and giving it only a single hoof attack.
  THE DEAD 
  ROADS
  Part 1:  
  Awake in Roslar’s 
  Tomb
  Part 2:  
  Among the Dead
  Part 3:  
  Walking the Dead 
  Roads
  Part 4:  
  Deathbower
  NPC 
  Gallery
  Tools of the 
  Boneyard
  The Half-Dead
  To Exceed  
  Their Grasp
  Bestiary
  Campaign Outline
  7
  
  Creature: The ostovite sits within its equine chariot, 
  leaning against the west wall. When it detects intruders, 
  the ostovite lurches its bone chariot forward to attack. It 
  continues to attack if its bone chariot is destroyed, but 
  it flees through the crack in the wall if reduced to fewer 
  than 5 hit points. 
  OSTOVITE	
  CR	1
  XP	400
  hp 11 (Pathfinder RPG Bestiary 5 187)
  BONE	CHARIOT	HORSE	
  CR	1
  XP	400
  N Large construct 
  Init +7; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 14, touch 12, flat-footed 11 (+3 Dex, +2 natural, –1 size)
  hp 9 (2d8)
  Fort +0, Ref +3, Will +3
  DR 5/bludgeoning; Immune cold, construct traits
  OFFENSE
  Speed 20 ft.
  Melee hoof +3 (1d4+4)
  Space 10 ft.; Reach 5 ft.
  STATISTICS
  Str 16, Dex 16, Con —, Int —, Wis 10, Cha 10
  Base	Atk +1; CMB +5; CMD 18
  Feats Improved InitiativeB
  Treasure: The box that once contained Abdell’s bones 
  holds silver and jade adornments from the decayed bridle 
  worth 65 gp. 
  A8. South Supplies (CR 1)
  A small alcove on the east wall of this hallway contains stone 
  shelves with some boxes and bags. On the floor are several 
  shiny plates of insectile exoskeleton that glimmer with a faint 
  red glow.
  The shelves in this alcove contain material the 
  celedons use every few years to clean the tomb. 
  The bags and boxes are neatly placed on 
  the shelves and contain an assortment of 
  brushes, rags and polish.
  The remains on the floor are 
  pieces of a fire beetle that an 
  ostovite recently killed and 
  dragged here. Although the 
  ostovite has been unable to 
  create a bone chariot out of 
  the creature’s exoskeleton, 
  it 
  consumed 
  the 
  beetle’s 
  luminescent gland whole, causing a fiery glow to escape 
  from inside the gaps in the ostovite’s form. 
  The hallway to the north leads to area A4. The hallway 
  to the south leads to area A9, and the illumination from 
  that room is visible here.
  Creature: The ostovite dozes inside the carapace of the 
  dead fire beetle; if disturbed, it skitters forth to attack. 
  Although the red glow from within it is unusual and 
  menacing, it’s harmless. The ostovite fights until slain.
  OSTOVITE	
  CR	1
  XP	400
  hp	11 (Pathfinder RPG Bestiary 5 187)
  8
  Bone Chariot Horse
  
  A9. Guard Bugs (CR 1)
  Unlike other areas of the tomb, this room is lit, due to the 
  luminescence of the creatures here.
  This wide room has a hallway leading out of the north wall 
  and a set of stairs leading up to the east. An elaborately lifelike 
  image carved into the south wall depicts a mustachioed knight 
  kneeling before a slender woman with feathery wings. The 
  woman holds a rapier above her head with one hand while the 
  other is extended to the knight, who is kissing it. Lettering above 
  the image reads, “Faithfulness Always to the Red Crusader.” 
  Roslar never met Arazni in person, but that didn’t stop 
  his wishful thinking. This carving is based on extensive 
  notes he’d made about how he envisioned such a meeting. 
  The hallway leads back to area A4, past the alcove at 
  area A8. The stairs lead up to area A10, which is currently 
  held by a group of mites. The mites are afraid of the 
  strange, bone-crafting bugs they’ve spotted in the tomb’s 
  lowest level and have stationed a cluster of fire beetles 
  here to act as guards.
  Creatures: Three fire beetles cling to the western wall, 
  near the stairs leading up to area A10. Loyal to the mites 
  there, but not particularly brave, an injured fire beetle 
  retreats up the stairs to join the mites in area A10.
  FIRE	BEETLES	(3)	
  CR	1/3
  XP	135	each
  hp 4 each (Pathfinder RPG Bestiary 33)
  A10. Bust Hall (CR 2)
  This room contains a row of four marble busts with a strong 
  family resemblance. Each bust rests atop a narrow stone pillar. 
  The bust farthest to the north—of a proud man with a wide 
  mustache—wears an elegant wig of actual hair. An archway 
  opens into another room to the north, while a set of stairs 
  descends to the west.
  These busts depict Roslar and his immediate family: 
  his sister, mother, and father. Small plaques beneath 
  them read, from west to east, “Fallist Roslar, Father,” 
  “Emmillisa Roslar, Mother,” “Annilisa Roslar, Sister,” and 
  “Ervin Roslar, Hero.” 
  The archway leads to area A11; the stairs lead down to 
  area A9. 
  Creatures: Four mites lurk in this room. If the mites 
  hear the sounds of combat or if a fire beetle flees through 
  here, they hide behind the pillars to ambush intruders; 
  otherwise, the mites are occupied with rocking the pillar 
  for Emmillisa’s bust back and forth to knock it over. 
  The wig is no ordinary hairpiece, but rather a type of 
  ooze called an animate hair. The animate hair is an ally 
  of the mites, but if humanoids enter the room, it remains 
  still in the hope that a humanoid will try to wear it. If 
  this seems unlikely—or if it is attacked—the animate hair 
  slithers off its perch to join in the combat. These creatures 
  fight to the death with an enthusiasm that exceeds sense.
  ANIMATE	HAIR	
  CR	1/2
  XP	200
  hp 11 (Pathfinder RPG Bestiary 5 26)
  MITES	(4)	
  CR	1/4
  XP	100	each
  hp	3 each (Pathfinder RPG Bestiary 207)
  A11. Devotion Puzzle (CR 2)
  This cavernous chamber has two doors to the north and two to the 
  south. The west end of the room contains an altar with a symbol 
  of a winged rapier burning with bright light. Several tiles on the 
  floor in front of the altar bear large symbols. The east end of the 
  room contains a large crack, defacing a mural of armored figures 
  staring resolutely forward, with beams radiating behind them.
  Several corpses of small, bug-eyed blue creatures slump in 
  three piles throughout this room.
  The mites and their verminous minions entered the 
  tomb through the crack. Only 18 inches wide, it leads to 
  both area A7 and out of the tomb. When the mites first 
  entered, a celedon here fought against them. The mite’s 
  leader, Barple Stonebreaker, eventually drove the celedon 
  away and declared his forces victorious. Three giant 
  cockroaches are currently feeding on the mite corpses 
  here—Barple doesn’t believe in letting food go to waste. 
  The mural at the east end of the room depicts several 
  Knights of Ozem who were friends of Roslar during his 
  life; one of them is a bearded man with a broken nose, 
  whom the PCs might later meet in area B2. 
  The altar honors Arazni, the Red Crusader, and burns 
  with a continual flame. The panels set into the floor in 
  front of the altar are described in Hazard below.
  The northwest door leads to area A14, the northeast 
  door to area A13 (and is slightly ajar), the southwest door 
  to area A12, and the southeast door to area A10. 
  Hazard: The square in front of the altar consists of nine 
  2-foot-square stones arranged in a 3 � 3 grid. The words 
  “Follow Along Roslar’s Devotion” are carved around the 
  grid. The nine symbols are arranged as follows. Row 1 is 
  the northernmost row; the tiles in each row are listed from 
  east (closest to the mural) to west (closest to the altar).
  Row 1: A mailed fist, a tree, and a tower.
  Row 2: A heart, a rapier, and a skull.
  Row 3: A horse’s head, a round helm, and a pair of 
  feathery wings.
  THE DEAD 
  ROADS
  Part 1:  
  Awake in Roslar’s 
  Tomb
  Part 2:  
  Among the Dead
  Part 3:  
  Walking the Dead 
  Roads
  Part 4:  
  Deathbower
  NPC 
  Gallery
  Tools of the 
  Boneyard
  The Half-Dead
  To Exceed  
  Their Grasp
  Bestiary
  Campaign Outline
  9
  
  The correct path is to step across on the heart, 
  the rapier, and the feathery wings—three symbols 
  representative of Roslar’s devotion to Arazni, the 
  Red Crusader and Herald of Aroden. A creature 
  that steps on any other square triggers a blast of 
  electricity, dealing 1d6 points of damage to everyone 
  on the grid and within 10 feet of it (Reflex DC 14 
  half ). Stepping on the three correct tiles in any order, 
  without stepping on any incorrect tiles, deactivates the 
  hazard and causes the altar and a secret panel behind 
  it to swing open, revealing the armor described in  
  Treasure below.
  Characters stepping randomly into this space (such 
  as while fighting creatures) are likely to step on an 
  incorrect tile and set off the hazard.
  Creatures: Three giant cockroaches lurk in the piles 
  of mite corpses. Although they are more interested in 
  feeding than hiding, they aren’t easy to spot. A PC who 
  succeeds at a DC 14 Perception check notices these 
  cockroaches. If the PCs approach within 30 feet, the 
  cockroaches burst from the corpse piles and attack, 
  surrounding one enemy at a time if able. An injured 
  cockroach flees through the narrow tunnel to the east.
  GIANT	COCKROACHES	(3)	
  CR	1/2
  XP	200	each
  hp 8 each (Pathfinder RPG Bestiary 2 58)
  Treasure: If the tile puzzle is solved, the altar swings 
  aside to reveal a hidden panel behind which Roslar’s 
  mithral breastplate and masterwork steel shield are 
  stored. Both are emblazoned with a red-winged rapier, 
  the symbol of Arazni. The PCs can also access these 
  items by identifying the panel (DC 26 Perception 
  check), pushing the altar out of the way (DC 22 Strength 
  check), and unlocking the panel (DC 30 Disable  
  Device check).
  Development: One of the mites in area A13 sneaks 
  over to peer into this area if it hears trouble. It reports 
  any activity back to Barple, who waits for a good time to 
  ambush the newcomers. 
  Story Award: If the PCs successfully acquire Roslar’s 
  armor, whether by solving the puzzle or finding it 
  themselves, award them 600 XP.
  A12. Imprisoned Spectre
  The walls of this room are carved with strange sigils in broad 
  circles. The center of the room contains a stone pillar with a 
  large wedge of crystal atop it; the pillar and the floor around it 
  are covered with more of the strange glyphs. Curled up next to 
  the pillar is the husk of a small blue humanoid. The only door 
  in this room leads out to the north.
  In his travels, Roslar discovered a malignant spectre 
  haunting a small community in Lastwall. He defeated 
  the spectre, but its hatred of the community allowed 
  it to rejuvenate the following night. Roslar defeated it 
  again but could not permanently lay it to rest. Instead, 
  he trapped it within this crystal. Even in death, Roslar 
  was unwilling to let his vigil over this monster lapse; 
  this room contains several binding runes (which can be 
  identified as such with a successful DC 15 Knowledge 
  [arcana] or Knowledge [religion] check) around the 
  spectre-infused crystal in the room’s center.
  Fortunately, after many long years here in the 
  Boneyard, the spectre is so weak that it can’t leave the 
  crystal, even if all of the binding runes are removed. In 
  fact, the spectre can only inflict its energy drain upon 
  anyone touching the crystal. The crystal has a hardness 
  of 5 and 20 hit points; if the crystal is destroyed, so is 
  the spectre within. The crystal is also destroyed if it is 
  exposed to natural sunlight. 
  Any creature touching the crystal sees a ghostly, 
  scowling face briefly fill the crystal (recognizable as the 
  spectre in the murals in area A16) and takes 1d8 points 
  of negative energy damage. A PC feels some of this 
  damage absorbed by an inner presence (as the obols grant 
  each PC resistance to negative energy equal to twice the 
  character’s level; see page 75 for details). This is the PCs’ 
  first clue to the mysterious abilities granted by the obols 
  in their hearts, although they can’t explain the origin of 
  this resistance.
  A greedy mite attempted to grab the crystal a short 
  time ago and was slain by the spectre’s negative energy; 
  the other mites have wisely avoided this room ever since.
  The room’s only door leads to area A11.
  Treasure: The dead mite carried a dagger, six darts, and 
  a small jasper figurine of a frog worth 19 gp.
  Story Award: If the PCs destroy the crystal and thereby 
  finally defeat the spectre, award them 400 XP.
  A13. Accolades Display (CR 2)
  The shelves along the walls of this room are crammed with 
  ornamental weapons, tapestries, and trophies. Most have been 
  torn or broken, and several lie smashed on the floor. The room’s 
  only exit is a door to the southwest.
  Roslar was an accomplished swordsman and won 
  several tournaments in his youth. This room showcases 
  the awards and accolades he received, including large but 
  mostly valueless items such as plaques, ceremonial (and 
  therefore useless) weapons, tapestries, and urns. 
  The leader of the mites, Barple Stonebreaker, is 
  systematically looting this room. He and his two closest 
  confidantes are scraping off gold leaf, pulling out silver-
  10
  
  colored stitching, and so forth. Their plunder is piled 
  against one wall.
  This room’s only exit leads to area A11. 
  Creatures: Barple is shrewd and paranoid, and contorts 
  his puffy face in a perpetual scowl. He keeps the door to 
  this room cracked to hear anyone coming to interrupt his 
  looting. If he detects anyone approaching, he scrambles 
  up to a high shelf, hiding among the trophies there. 
  He commands the other mites to hide closer to the 
  door. Whether or not they are surprised here, the mites 
  immediately attack.
  BARPLE	STONEBREAKER	
  CR	1
  XP	400
  Male mite druid 1 (Pathfinder RPG Bestiary 207)
  NE Small fey
  Init +2; Senses darkvision 120 ft., low-light vision, scent; 
  Perception +8
  DEFENSE
  AC 14, touch 13, flat-footed 12 (+2 Dex, +1 shield, +1 size)
  hp 14 (2 HD; 1d6+1d8+3)
  Fort +3, Ref +4, Will +7
  DR 2/cold iron
  Weaknesses light sensitivity
  OFFENSE
  Speed 20 ft., climb 20 ft.
  Melee sickle +2 (1d4+1)
  Ranged sling +4 (1d6+2)
  Special	Attacks hatred
  Spell-Like	Abilities (CL 2nd; concentration +0)
  At will—prestidigitation
  1/day—doom (DC 9)
  Domain	Spell-Like	Abilities (CL 1st; 
  concentration +4)
  6/day—acid dart (1d6 acid)
  Druid	Spells	Prepared (CL 1st; 
  concentration +4)
  1st—faerie fire, magic stoneD, obscuring mist
  0 (at will)—detect magic, detect poison, 
  flare (DC 13)
  D	Domain spell; Domain Earth
  TACTICS
  Before	Combat Barple casts magic stone.
  During	Combat Barple prefers to remain at a distance, 
  casting magic stone and acid dart at the enemies that 
  seem most likely to approach him in melee.
  Morale If he has no allies remaining and he is injured, Barple 
  pleads for mercy and offers his insect-shell crown to 
  indicate his surrender.
  Base	Statistics Without casting magic stone, Barple’s statistics 
  are Ranged sling +3 (1d2+1).
  STATISTICS
  Str 12, Dex 14, Con 13, Int 8, Wis 17, Cha 6
  Base	Atk +0; CMB +0; CMD 12
  Feats Point-Blank Shot
  Skills Acrobatics +1, Bluff +2, Climb +8, Escape Artist +5, 
  Handle Animal +2, Heal +7, Perception +8, Sleight of 
  Hand +9, Stealth +13, Survival +5; Racial	Modifiers +4 
  Sleight of Hand, +4 Stealth
  Languages Druidic, Undercommon
  SQ nature bond (Earth domain), nature sense, vermin 
  empathy +5, wild empathy –1
  Gear light wooden shield, sickle, sling with 10 stones, sprig 
  of holly, crown made of insect shells, eight white stones 
  painted red on one side
  MITES	(2)	
  CR	1/4
  XP	100	each
  hp 3 each (Pathfinder RPG Bestiary 207)
  Treasure: The wealth garnered by the mites so far 
  includes 10 pounds of silver, ivory, and gold leaf worth a 
  total of 260 gp. The mites missed a high-quality leather 
  bandolier worth 40 gp rolled around four potions of cure 
  moderate wounds; a successful DC 12 Perception check 
  locates this treasure.
  THE DEAD 
  ROADS
  Part 1:  
  Awake in Roslar’s 
  Tomb
  Part 2:  
  Among the Dead
  Part 3:  
  Walking the Dead 
  Roads
  Part 4:  
  Deathbower
  NPC 
  Gallery
  Tools of the 
  Boneyard
  The Half-Dead
  To Exceed  
  Their Grasp
  Bestiary
  Campaign Outline
  11
  Barple Stonebreaker
  
  Number Three
  A14. Wary Guardian (CR 1)
  Murals around this room depict several weapons, including 
  many different rapiers and several lances. Each weapon 
  depicted has a plaque next to it. A door stands in the 
  south wall, and stairs occupy an alcove to the west. 
  The plaques identify dates, locations, and 
  notable achievements Roslar made using 
  each weapon. The weapons themselves aren’t 
  here, as Roslar bequeathed them to squires or 
  fellow knights so they could continue to be 
  used to fight evil.
  The door leads to area A11 
  and the stairway leads up to 
  area A15.
  Creature: One of the celedons 
  guarding Roslar’s Tomb, Number 
  Three, is currently trapped here. 
  The celedon resembles a robed skeleton 
  made from an exotic metal. The mites chased 
  the celedon out of area A11, but the fey’s horn 
  caterpillar had already come this way. When the 
  celedon attempted to reach its allies upstairs, the 
  caterpillar forced the celedon back. Number Three 
  now warily watches both exits to this room, ready to 
  attack anyone that enters. If reduced to fewer than 8 hit 
  points, the celedon surrenders.
  NUMBER	THREE	
  CR	1
  XP	400
  Celedon (Pathfinder RPG Bestiary 5 52)
  hp 25 (currently 18)
  SQ granted power (gentle rest of Repose domain), song of 
  the gods
  Development: If Number Three surrenders and is 
  interrogated by the PCs, Number Three relates they 
  were stationed here by psychopomp decree to tend the 
  tomb and keep intruders out. They believe a great mortal 
  hero is buried in the tomb, along with his retainers and 
  assistants, and is surprised if the PCs reveal that the crypt 
  in area A6 is empty. They can describe the tomb’s layout, 
  but they only know Roslar’s story from the carvings and 
  statues around the tomb, and nothing more. While the 
  celedon is aware that the tomb is in the Boneyard, they 
  don’t think to tell the PCs; this information is so obvious, 
  how could anyone not know?
  A15. Gorgon Shell (CR 1)
  This long room has a single bench against the eastern wall. 
  Several plates of gleaming metal hang from wires in the 
  ceiling, like barding in the shape of a fearsome metal bull. The 
  plates twist like wind chimes, creating a dull clanking. Stairs 
  lead steeply downward to the west, and a single door stands 
  in the southern wall.
  This hanging sculpture is made from 
  the hide of a gorgon that Roslar killed 
  during life (which is depicted in area A16). 
  This 
  chamber’s 
  current 
  occupant—a 
  horn caterpillar—is inside the sculpture, 
  gnawing on the hide; it can be spotted with 
  a successful DC 20 Perception check. The 
  stairs lead down to area A14. The 
  door leads out to area A16.
  Creature: If the hide is 
  disturbed, the horn caterpillar 
  wriggles free, falls to the floor 
  with a squelch, and attacks 
  anyone it sees. The irritable creature 
  won’t pursue fleeing foes, but otherwise 
  fights until slain. 
  HORN	CATERPILLAR	
  CR	1
  XP	400
  hp 16 (Pathfinder RPG Bestiary 5 51)
  Treasure: The alchemical silver masterwork longsword 
  that Roslar used to kill the gorgon is lodged in its hide. A 
  PC who succeeds at a DC 14 Strength check can remove it.
  A16. Grand Hall
  The walls of this wide room are covered with murals depicting 
  a man performing a variety of heroic tasks: driving a sword into 
  a fearsome metallic bull, defending a village from a scowling 
  spectre, delivering an impassioned speech to several knights, 
  and so on. The man has a large mustache and flowing hair, 
  and wears a breastplate adorned with the symbol of a winged 
  rapier. The western end of this room contains an enormous 
  statue of the man atop a rearing horse, carrying a lance in one 
  hand and a shield in the other. Hallways exit this room to the 
  north and south; both immediately bend to the east. Doors 
  stand in the north and south walls.
  This hall presents many of Roslar’s heroic deeds. The 
  statue depicts Roslar atop his favored steed, the graceful 
  stallion Abdell (who was interred in area A7). An ancient 
  enchantment makes the statue seem briefly alive when a 
  creature approaches within 10 feet; Roslar dips his lance 
  and raises his shield, while Abdell gives a faint, ghostly 
  whinny. This effect might startle the PCs, but is harmless. 
  The north door leads to area A15, while the south door 
  leads to area A17. Both hallways lead to area A18. 
  12
  
  Treasure: A simple bowl for offerings still contains a 
  few gifts: 87 gp (mostly in silver and copper coins), two 
  scrolls of lesser restoration, and an ancient jar of gooseberry 
  preserves that now functions as 3 doses of belladonna.
  A17. Font
  A small, dry font juts from the south wall of this room, in the 
  center of a mural depicting the interior of a chapel. On the west 
  wall hangs a large square mirror with an ornate gold frame.
  This font was a basin where visitors paying their 
  respects to Roslar were expected to wash their hands 
  and faces; the chapel depicted in the mural replicates the 
  interior of a now-demolished chapel to Aroden in Vigil. 
  The room’s only door leads to area A16.
  Treasure: The mirror is worth 150 gp, but it is bulky, 
  weighing 80 pounds.
  A18. Entry (CR 3)
  A grand metallic double door stands in the east wall of this 
  chamber, while hallways exit to the north and south. A statue of a 
  proud knight with flowing hair and a large mustache stands in an 
  alcove in the west wall, atop a short pillar bearing a metal plaque.
  The statue depicts the paladin Roslar; while this would 
  be the first image of the knight most visitors see, the 
  PCs should be well acquainted with Roslar’s appearance 
  by this point. The plaque on the base beneath the statue 
  reads, “Ervin Roslar: Paladin, Hero, Martyr.” The hallways 
  both lead to area A16. The metal doors open with a groan 
  to outside Roslar’s Tomb; when the PCs leave, go to Part 
  2 on page 14. 
  Creatures: Two celedons stand vigil here. Both 
  resemble shrouded skeletons, like the celedon in area 
  A14. Hearing strange noises from deeper in the tomb and 
  worried about a concerted attack from outside, they’ve 
  come here to repel any intruders. If the PCs approach 
  from area A16, the celedons are initially surprised, but 
  then quickly recover and attack. If the PCs talked with the 
  celedon in area A14, they may realize the celedons aren’t 
  necessarily a threat, but they are considered hostile for 
  any Diplomacy check. Loyal and fearless, the celedons 
  fight until destroyed. 
  CELEDONS	(2)	
  CR	1
  XP	400	each
  hp 25 each (Pathfinder RPG Bestiary 5 52)
  SQ granted power (prophet’s touch), song of the gods
  Story Award: When the PCs finally escape Roslar’s 
  Tomb, award them 600 XP.
  PART 2:  
  AMONG THE DEAD
  When the PCs finally escape Roslar’s Tomb, they learn 
  that they aren’t in Roslar’s Coffer—or even on Golarion. 
  Read or paraphrase the following.
  The landscape outside the tomb is bathed in grim moonlight. 
  Dead trees adorn pale, rolling hills, each of which is covered 
  with gravestones that march away to the dark horizon. The 
  moon above is impossibly large and looks down upon you as 
  a glowering skull.
  A PC who succeeds at a DC 10 Knowledge (planes) check 
  recognizes these surroundings as part of the Boneyard, 
  the plane where souls who have died go to be judged and 
  receive their eternal rewards.
  Creatures: As the PCs are getting their bearings, two 
  psychopomps approach them. One is a vanth named 
  Thoot, a looming skeletal humanoid with large wings and 
  a metallic jackal mask for a head. Thoot doesn’t speak, 
  communicating with hand gestures and unsettling gazes. 
  A nosoi named Umble rides on Thoot’s shoulder. Umble 
  appears to be a black raven wearing a porcelain mask. 
  Unlike Thoot, she is extremely chatty—even making up 
  impressive-sounding words when she can’t find the right 
  one—and greets the PCs with self-interested excitement. 
  Both Umble and Thoot know Common, having some 
  familiarity with residents of Avistan in the course of their 
  dealings with mortals.
  “Oh, isn’t this a meeting of obvious fortuitousness! Here 
  you are, and here we are. My name is Umble, and my silent 
  companion here is named Thoot. We mean you no harm, 
  despite the strange harmaments you seem to have already 
  suffered. Yes, yes, this is the land of the dead, and no, you 
  aren’t dead yourselves. You seem to be something of a special 
  case—you seem a touch too vitalitinous for this place.”
  The bird peers closely, cocking her head to one side. “Ah, 
  there is a wonderment! Your hearts have something lodged 
  inside them. Something that’s brought you here, but kept you 
  from doing so in the orthodoxiumous fashion. I cannot help but 
  ruminate: what has caused your strange condition?”
  While Umble and Thoot can both see some 
  “strangeness” about the PCs—as a result of the obols 
  stitching their souls and bodies together—neither can 
  accurately describe what they see well enough to give the 
  PCs much idea of what brought them to the Boneyard or 
  what sets them apart from the dead. Nevertheless, Umble 
  answers other questions the PCs have to the best of her 
  ability, being a gracious (if prideful) host.
  THE DEAD 
  ROADS
  Part 1:  
  Awake in Roslar’s 
  Tomb
  Part 2:  
  Among the Dead
  Part 3:  
  Walking the Dead 
  Roads
  Part 4:  
  Deathbower
  NPC 
  Gallery
  Tools of the 
  Boneyard
  The Half-Dead
  To Exceed  
  Their Grasp
  Bestiary
  Campaign Outline
  13
  
  Where are we? “In Pharasma’s Boneyard, of course; in 
  the Graveyard of Souls.”
  How did we get here? “That is as much a mysteriosity 
  to us as it is to you, I assure you. The customary route is 
  one of considerably more post-mortality than you seem 
  to have.”
  What is wrong with our hearts? “Well, it’s right there 
  for the seeing, if you can see into your own hearts. A 
  longitudinousness of your makeup. It’s ah... a bit of a 
  tweak, you see.”
  What are you? “We are psychopomps, whose 
  functionation is to guide the souls of the dead to their 
  final rewards; we come in multiplicitous varieties, as you 
  can see.” 
  Will you hurt us? “Not I, perish the thought, and 
  dear Thoot is possessed of a reluctance for physical 
  engagement. Quite the heartbreaker, though, as you can 
  plainly see.”
  Can we speak with Pharasma? “Oh with all certaintuity! 
  The wait for her magisterial presence is normally any 
  number of centuries, but given the atypicallity of your 
  arrival, I expect the Lady of Graves will see you in just a 
  scant tens of years!”
  If the PCs mention Roslar’s Coffer or Golarion, or if 
  the conversation winds down, the psychopomps suggest 
  an idea.
  The tall creature with the wings and jackal-skull head softly 
  raps Umble’s head, then points to the entrance to a nearby 
  valley. “Ah, Thoot, now that is a brilliant idea!” exclaims the 
  gregarious bird. “You are from Roslar’s Coffer, and they are from 
  Roslar’s Coffer. Perhaps you can help us? If so, we can provide 
  you with some very helpful information about wending you in 
  a homewardly direction.
  “Some awful tragedy befell this Roslar’s Coffer. Everyone 
  there died quite suddenly overnight. Well, everyone but you, 
  apparently, but in any case, the sum of the populatory has 
  deposited here, dead or otherwise. Their souls are milling 
  about in that valley over there. As happens on such calamitous 
  occasions, the inhabitants aren’t quite ready to admit that 
  they’ve died. Despite their obvious amortality.
  “Now, Thoot and I, we are not psychopomps in the greatest 
  esteem. One might say we’re on our last chances around here. 
  But because these souls have arrived in our territory, it’s our 
  duty to make them accept their mortality and move them 
  along in a soulwardly way. But they took one look at us, called 
  us ‘monsters,’ and accosted us with homicidal intent. They 
  wouldn’t allow any discussionment. Now, eventually, more 
  powerful psychopomps will be along to settle this all out, but 
  Thoot and I will be in a terrible amount of trouble in light of this 
  failing. Here is our propositionality: if you convince these souls 
  they’ve expired—as, until the recent event of their passing that 
  you somehow avoided, you were among their kind—we can 
  tell you about the Dead Roads: the roads from the Boneyard to 
  mortal worlds, that is. Have we a deal?”
  Umble and Thoot won’t elaborate about their personal 
  troubles, but their deal is genuine: if the PCs can convince 
  the deceased residents of Roslar’s Coffer that they’re 
  dead, the psychopomps will tell the PCs how to get home. 
  Umble won’t provide additional insight on the Dead 
  Roads, but a successful DC 20 Knowledge (planes) check 
  recalls a few old wives’ tales and children’s songs about 
  the reaper walking the dead roads to bring the dying 
  home; the details of these extraplanar paths—especially 
  teaching mortals how to find them—are something 
  psychopomps are loath to divulge.
  The psychopomps escort the PCs to the valley entrance. 
  Thoot shifts impatiently, looking around the horizon, 
  and Umble encourages the PCs to get on with their 
  convincing. Although the psychopomps worry about 
  others coming along shortly, the PCs have all the time 
  they need.
  UMBLE	
  CR	2
  XP	600
  Female nosoi (Pathfinder RPG Bestiary 4 220)
  hp 19
  THOOT	
  CR	7
  XP	3,200
  Female vanth (Pathfinder RPG Bestiary 4 221)
  hp 76
  B. VALLEY OF THE DEAD
  Once the PCs are prepared for their grim duty, read or 
  paraphrase the following.
  A small valley stretches out beyond the rocky pass. Winding 
  stands of gray trees and tumbledown walls mirror the layout 
  of Roslar’s Coffer, with simple trails in place of roads. Softly 
  glowing figures—some of them with familiar faces—wander 
  about, apparently practicing their daily routines.
  This narrow valley has several copses of dead trees, 
  each separated by thorny brush. All the residents of 
  Roslar’s Coffer are here, puzzled but trying to persevere. 
  The Boneyard has created a rough facsimile of Roslar’s 
  Coffer to ease their transition, and the trauma the souls 
  experienced in their mass arrival is enough to blind 
  them to the obvious imperfections of the simulation. 
  The residents greet the PCs, commenting perhaps on 
  the strange weather or feeling a bit odd, but otherwise 
  refusing to consider anything might be wrong. Even 
  family and friends of the PCs can’t seem to understand 
  that something is wrong. Locals comment about the 
  14
  
  “skeleton monster” that came down from the hills that 
  morning, but they seem confident they scared it away. 
  A few citizens show obvious signs of stress—their 
  perceptions and minds tearing them apart inside—and 
  if not eased into the transition soon, they could easily 
  return to Golarion as ghosts and restless undead.
  The citizens of Roslar’s Coffer are petitioners (Pathfinder 
  RPG Bestiary 2 208), but as they haven’t accepted their 
  fate, they look like, and believe themselves to be, living 
  creatures. Their memories are universally hazy; they all 
  remember going to bed at night and awakening here, 
  but other details, even important elements of 
  their own lives, are unclear. Convincing 
  a resident to accept his death requires 
  10d6 minutes and a successful DC 
  20 Diplomacy or Knowledge 
  (religion) check. On a failed 
  check, the resident begins 
  to panic and spasm, flashing 
  briefly between his normal 
  form and a ghostly reflection of 
  what he may become, before simply forgetting the past 
  several minutes. Convincing all of Roslar’s Coffer’s 435 
  residents one by one could easily take weeks, and the PCs 
  should seek out an authority figure to help.
  The PCs can move about the valley and visit whomever 
  they’d like. Although the PCs might have specific 
  friends and family they would like to visit—which 
  makes for poignant roleplaying—the most 
  critical people for the PCs to convince are 
  found below. This may be the last chance 
  the PCs have to say their goodbyes, 
  however; feel free to embellish and 
  emphasize the strangeness and 
  finality of this encounter.
  B1. The Mayor
  Only the mayor of Roslar’s 
  Coffer—Lady Mullana Grive 
  (LG female human aristocrat 4)—can clearly see the 
  current state of the town, and she has done her best to 
  calm those citizens who have come to her in a near-
  panic. She has decided that whatever has happened, the 
  Knights of Ozem will rescue the townspeople if everyone 
  is patient and remains calm. A practical and no-nonsense 
  politician, Mayor Grive has helped Roslar’s Coffer survive 
  hardship and rebuild by recognizing when she’s in over 
  her head and taking the sensible approach until the 
  proper authorities arrive. In this case, however, she and 
  the rest of the town unwittingly chased off the proper 
  authorities when Umble and Thoot first arrived.
  If the PCs don’t think to talk to Mayor Grive themselves, 
  she seeks them out after she hears about the band that’s 
  “spreading weird rumors” and “upsetting people,” hoping 
  they also understand the truth of the matter. Mayor Grive 
  is happy to listen to the PCs. The mayor is surprisingly 
  understanding; she agrees that their being dead seems 
  the most likely explanation. However, her own efforts to 
  explain this have led to horrifying reactions and panic, 
  which hasn’t helped anyone. She isn’t willing to try 
  THE DEAD 
  ROADS
  Part 1:  
  Awake in Roslar’s 
  Tomb
  Part 2:  
  Among the Dead
  Part 3:  
  Walking the Dead 
  Roads
  Part 4:  
  Deathbower
  NPC 
  Gallery
  Tools of the 
  Boneyard
  The Half-Dead
  To Exceed  
  Their Grasp
  Bestiary
  Campaign Outline
  15
  Umble and Thoot
  
  Lady Mullana Grive
  again unless the PCs can convince the rest of the town 
  council, led by Arbella Tharmethion—one of the most 
  influential residents—and also broach the 
  issue quietly and carefully to the children 
  of Roslar’s Coffer. Mullana has never been 
  good with children and is terrified of 
  warping their young souls should she try. 
  If the PCs can convince them, the mayor 
  agrees to call a town meeting and, with the 
  backing of the PCs and the town council, 
  explain the situation to the whole town.
  Development: If the PCs speak with 
  Arbella and the children and come 
  back here, Mayor Grive is as good 
  as her word. She also shares 
  with the PCs that she’s been 
  thinking hard about what 
  might have caused the 
  townsfolk’s sudden deaths. 
  She remembers a visitor to 
  town on the evening before 
  they died—a thin woman with 
  an unusual accent she couldn’t place and the 
  smell of foreign spices, who wore a mask. Mayor Grive’s 
  recollection is only tangentially connected; the masked 
  woman was in fact the lich Arazni, come to investigate 
  and hopefully stop whatever plans the Whispering Way 
  had for Roslar’s Coffer. Arazni arrived too late, however, 
  and was destroyed in the blast. Her body is currently 
  reforming in Geb, but she will return to offer the PCs 
  some guidance at the end of “Eulogy for Roslar’s Coffer.”
  When the PCs complete their task here, they can return 
  to Umble and Thoot; go to Part 3 on page 19.
  B2. The Champion (CR 3)
  Arbella Tharmethion (N female expert 5) is a trader from 
  Roslar’s Coffer who has a very distinguished ancestor: 
  a warrior from the Shining Crusade named Garrid 
  Tharmethion. Arbella is well known and well liked in 
  Roslar’s Coffer, and sits on the town council as the local 
  economic advisor. She now lingers in a hedge thicket 
  with several other members of the council and a ranting 
  ghostly man who bears a strong resemblance to Arbella, 
  albeit with a short beard and a broken nose. This is the 
  soul of Arbella’s ancestor, Garrid—the PCs might have 
  seen his image in area A11. Garrid is telling Arbella and 
  her friends that he’s come from beyond the grave to 
  assure them they aren’t dead, and that greater heroics 
  await Arbella once the “nefarious trickery” that afflicts the 
  town is resolved.
  Creature: Garrid is lying, of course. The (accurate) 
  accusations leveled at Roslar and the subsequent scandal 
  have weighed so heavily upon his soul that he became 
  an unfettered phantom upon death, fueled by indignant 
  rage, and his bitterness has eaten away at his form. He now 
  needs his descendant to both believe him about 
  Roslar’s innocence (thus absolving his own 
  guilty conscience about associating with the 
  man who helped sign Arazni’s death warrant) 
  and remain alive to spread that message. 
  If the PCs point out to Arbella or her friends 
  that they are dead, Garrid flies into a rage and 
  challenges them to a fight to determine who 
  is correct. Garrid takes a –2 penalty on attack 
  rolls against anyone wearing Roslar’s armor 
  (from area A11) or carrying his gorgon-
  slaying sword (from area A15).
  GARRID	THARMETHION	
  CR	3	
  XP	800
  Male degenerate unfettered 
  phantom (Pathfinder RPG 
  Bestiary 5 288, 190)
  hp 32
  Development: If the PCs defeat Garrid, 
  his influence begins to wane. Any PC who 
  succeeds at a DC 15 Diplomacy check can persuade 
  Arbella and the remaining three members of the town 
  council that they are dead. If this occurs, Arbella insists 
  that the mayor tell the townspeople the truth. If the PCs 
  fail, they must convince these four people individually to 
  accept their deaths, as described on page 15.
  B3. The Children (CR 3)
  Most of the children of Roslar’s Coffer are all playing 
  together in and around a massive, dead oak tree tied with 
  ribbons and unusually vibrant flowers. A large crow with 
  white tips on its feathers (the witchcrow Duskfeather) 
  watches over them. The bird was dispatched by the catrina 
  psychopomp Mictena, whom the PCs will meet firsthand 
  later in this adventure.
  At least some of the children recognize the PCs and 
  crowd around them. These children don’t need to be told 
  they’re dead—they already know, and are surprisingly 
  accepting of their fate. When the PCs bring up the subject, 
  the children laugh and say, “Oh, we know! The lady told 
  us!” The children describe how a woman with a beautiful 
  voice spoke to them through her pet bird. She told them 
  to be good and be brave and that she would be there soon 
  to make everything right. The voice, like Duskfeather, 
  belongs to Mictena, who can project her awareness and 
  voice into her avian companions for brief periods.
  As the children speak, a large crow with white wing tips lands 
  atop a child’s head and opens its beak. A lyrical voice ushers 
  16
  
  forth, with a curious, lilting accent. “Ah, newcomers, you must 
  be the curiosities I heard tell of. I am Mictena, and I cordially 
  welcome you to the Boneyard and eternity. Do not fret about 
  your unusual condition; I shall be with you shortly to correct 
  this horrible error and help you on your way to the final rest 
  you have earned!”
  Mictena can answer a few questions vicariously through 
  the bird, but has her hands full integrating a bandit camp 
  that just died in a mudslide, and so may be distracted or 
  cut off at any point.
  You’re a crow? “No, silly, the crow works for me. I am a 
  psychopomp, but I am afraid I am quite busy for the time 
  being. I’ll be there in person soon enough.”
  Why are we still alive? “I have no idea, dears, but let’s 
  not focus on the past. I’ll fix you up properly as soon as 
  I’m able.”
  You want to kill us? “Absolutely, little ones. Something 
  sent you to the land of the dead, yes, and so you need to 
  be properly dead before you can move on.”
  We don’t want to die. “I know, my children. Change is 
  always frightening, but I will make it soft and swift, like a 
  mother’s kiss. You’ll feel only love.”
  We’re trying to get back to the living world. “No, 
  absolutely not! You must accept your fate and find your 
  peace. Traipsing back and forth would disrupt the entire 
  system. Just relax, find a happy memory, and I will help 
  you shed that fear soon.”
  Umble and Thoot are helping us get back. “Those two! 
  Oh, I swear to—! Don’t you worry, dears. Once I’ve helped 
  you, I’ll deal with those ladies properly. Getting you upset 
  like this was irresponsible!”
  If the GM wishes for the PCs to have a more personal 
  relationship with Mictena before the confrontation with 
  the psychopomp at the end of this adventure, consider 
  having Mictena appear in person instead of speaking 
  through her witchcrow servant. The GM can use this 
  opportunity to emphasize Mictena’s kindness to the 
  children and her important purpose in the cycle of life 
  and death, while at the same time presenting her as 
  a looming threat to the player characters that they will 
  eventually have to confront if they wish to escape the 
  Boneyard. Should the PCs attack or otherwise refute 
  Mictena, the catrina simply leaves, replying that she 
  can see the PCs are not ready to accept their fate and 
  promising to help them with their transition into death 
  once she’s done with the rest of Roslar’s Coffer. The GM 
  must be flexible when running this encounter, however, 
  to ensure that any creative player actions in this initial 
  meeting do not disrupt later events in the plot.
  Creature: The witchcrow Duskfeather is considerably 
  more irritable and impatient than his mistress, and while 
  not evil like most of his kind, he is nonetheless aggressive. 
  If the PCs press the point that they’ll try to escape the 
  Boneyard, Mictena orders Duskfeather to stop them. 
  Even if Mictena ends her scrying before the PCs earn her 
  ire, Duskfeather takes his own initiative to kill the PCs 
  and earn Mictena’s favor. Once the PCs are done speaking 
  with Mictena, Duskfeather uses vanish and dives at the 
  PCs to attack. He uses his hexes to weaken foes, then 
  attacks with his talons. If reduced to fewer than 10 hit 
  points, he flees to warn Mictena.
  DUSKFEATHER	
  CR	3
  XP	800
  Male witchcrow (Pathfinder RPG Bestiary 5 277)
  CN small magical beast
  hp 32
  Treasure: Duskfeather brought his favorite shiny 
  bauble with him, but one of the children stole it. Once 
  Duskfeather is defeated, a round-faced boy presents it to 
  the PCs: it is a deep red sphere ioun stone.
  Development: Any child will run to tell the mayor that 
  they all know they’re dead; the PCs only need to ask.
  B4. The Town Meeting
  Once the town council and the children have been 
  convinced of the situation, Mayor Grive calls a meeting in 
  what passes for the town hall: a large clearing surrounded 
  by dead sycamores. The PCs should feel free to disclose 
  the news that the town’s inhabitants are dead to the 
  townsfolk directly, or leave the task up to Mayor Grive. 
  With the support of the PCs and the town council, and a 
  brave face from their children, the townsfolk are grimly 
  accepting of the truth.
  Should any of the PCs show an inclination to join the 
  rest of the town in death, either due to the shock of losing 
  all of their friends and neighbors or due to a reverence 
  for Pharasma’s psychopomp agents, Mayor Grive also 
  takes this opportunity to encourage them to escape the 
  Boneyard and investigate the unknown catastrophe that 
  wiped out the entire town.
  The people of Roslar’s Coffer stir and murmur uncomfortably, 
  but a look of placid acceptance begins to spread. One by one, 
  the figures in the audience begin to exude a warm glow. As her 
  own light slowly brightens, Mayor Grive turns back to speak. “I 
  suppose, at least, there will still be someone on the other side 
  who still remembers us. Just please, promise me that you’ll 
  find out what happened to us when you get back, and that 
  you’ll go to the capital and tell them what killed the people of 
  Roslar’s Coffer.”
  Story Award: For breaking this harsh news to the 
  townsfolk of Roslar’s Coffer, award the PCs 4,800 XP.
  THE DEAD 
  ROADS
  Part 1:  
  Awake in Roslar’s 
  Tomb
  Part 2:  
  Among the Dead
  Part 3:  
  Walking the Dead 
  Roads
  Part 4:  
  Deathbower
  NPC 
  Gallery
  Tools of the 
  Boneyard
  The Half-Dead
  To Exceed  
  Their Grasp
  Bestiary
  Campaign Outline
  17
  
  C. PALACE OF TEETH
  1 SQUARE = 5 FEET
  D. NINE-EAVES
  1 SQUARE = 5 FEET
  E. SALISHARA’S SCRIPTORIUM
  1 SQUARE = 5 FEET
  C6
  C5
  C2
  C3
  C4
  C1
  C7
  C9
  C8
  C10
  C14
  C15
  C13
  C12
  C11
  D4
  D3
  D5
  D6
  D7
  D8
  D9
  D2
  D1
  D10
  D11
  D12
  D13
  D14
  D19
  D17
  D18
  D16
  D15
  E21
  E22
  E20
  E20
  E19
  E18
  E11
  E7
  E8
  E17
  E16
  E15
  E14
  E13
  E12
  E6
  E5
  E4
  E2
  E1
  E3
  E10
  E9
  TO C10
  TO C3
  TO C11
  TO C10
  T
  D14
  18
  
  PART 3:  
  WALKING THE DEAD ROADS
  When the PCs report their success to Umble and Thoot, 
  Umble explains that psychopomps must often come 
  and go from the Material Plane. Unlike many outsiders, 
  psychopomps can’t inherently travel between planes; 
  instead, they take a series of extraplanar pathways called 
  the Dead Roads, maintained by the psychopomp usher 
  Barzahk the Passage. Umble and Thoot know which Dead 
  Roads connect the Boneyard to Lastwall on Golarion, 
  allowing the PCs to return to Roslar’s Coffer.
  The 
  Dead 
  Roads 
  resemble 
  a 
  raised 
  roadway 
  approximately 15–20 feet across. The exact appearance of 
  the Dead Roads varies according to who sees them and that 
  individual’s own understanding of the word “road,” but, 
  in general, the Dead Roads are unremarkable, winding, 
  and devoid of signs. To either side of the road, the ground 
  slopes away steeply into silvery mist. Creatures that leave 
  the road and enter the mist find themselves wandering 
  the back hills of the Boneyard. Only the occasional way 
  station—buildings varying widely in appearance and 
  acting as tent pegs holding the extraplanar network in 
  place—break up the gloomy monotony.
  When the PCs are ready to take the Dead Roads, read or 
  paraphrase the following.
  “Well then, yes, I suppose we are prepared. The ritual is quite 
  simple, but I must ask you not to pay too close attention, 
  as we’re not technically empowered to perform this bit of 
  extrajurisdictational transposition.
  “Like most things involving psychopomps, the Dead Roads 
  rely on a complex bureaucracy. They’re maintained by Barzahk 
  the Passage to allow us to come and go, but creatures of... 
  of non-psychopompological nature need authorization to 
  prevent abuse. Specially appointed bureaucrats control way 
  stations along the routes, and can offer a stamp on your body 
  to pass freely. Without a stamp of passage, beings tend to, oh... 
  ‘slide off’ the Dead Roads and land back here—hopefully. We 
  never did locate more than a few fingers from that one poor 
  waywardarian Keleshite who found his way in.
  “The route to Roslar’s Coffer passes three way stations: the 
  Palace of Teeth, a manor called Nine-Eaves, and Salighara’s 
  Scriptorium. You’ll need to stop at all three to make your 
  pilgrimage back to Lastwall. Each way station master 
  will probably charge for passage. Given your pauparian 
  circumstances, I assume they’ll trade services. I hope.”
  The Dead Roads aren’t straight, instead crossing over 
  and around each other in a complicated network; as a 
  result, the PCs can approach the three way stations in any 
  order. Umble strongly recommends the Palace of Teeth 
  first, as it is the “closest” and the easiest to retreat from, 
  should the PCs need to return.
  Umble and Thoot know little about the way stations, 
  as psychopomps don’t need to stop at them, but they can 
  answer the following questions.
  Can we bring our loved ones back on the Dead Roads? 
  “It fills Thoot and me with sorrow, but no, that would be a 
  most calamitous proposal. The dead don’t simply return 
  to the mortal realm without repercussions. A soul isn’t 
  a whole person, and under the pressures of mortality, it 
  crumbles and twists and becomes something awful, based 
  on whatever few bits of itself it can cling to, ghosts and 
  wraiths and the like. If you have genuine affectations for 
  your friends, then you must be willing to leave them here. 
  It is our place to make them comfortable.”
  What is the Palace of Teeth? “It’s a small castle 
  constructed by... I say, Thoot, who constructed it? I’ve no 
  idea, actually. Its current occupants are malicious little 
  pixies who collect teeth. Rather pesky. They raid the 
  graves of the Boneyard, so I imagine they’ll accept a few 
  teeth in trade.” The Palace of Teeth is described in area C 
  on page 20.
  Why do a bunch of fairies control one of the 
  psychopomp way stations? “I cannot even fathom 
  Barzahk’s reasoning regarding this appointment, but 
  positions staffing the Dead Roads are far from coveted 
  among my normally quite sociable kind. I imagine it 
  pertains to a case of prolonged occupancy implying a 
  certain element of ownership.”
  What is Nine-Eaves? “It’s a rather gloom-encrusted 
  manor. An elderly shoki psychopomp named Kishokish 
  serves as the master, ruminating on all manner of 
  confabulations. Reclusive and a bit annoying, he has a 
  fondness for puzzles and games. He’ll almost certainly 
  demand some battle of wits before granting his stamp, 
  as he’s a depressing fellow. Humor him.” Nine-Eaves is 
  described in area D on page 27.
  What is Salighara’s Scriptorium? “Salighara is a viduus 
  psychopomp, and not a gregarious one. She likes the 
  privacy the Dead Roads offer and oversees several scribes 
  performing menial copying tasks for the Boneyard 
  bureaucracy. I’ve attended one of her pompatious lectures 
  on a prior encounter, and I don’t need to tell you, they 
  are sanctimonious and redundant in the extreme. How 
  a psychopomp could be so full of herself is quite beyond 
  me! If Salighara wants labor in exchange for her stamp, 
  it will likely be exceedingly dull to perform. You have 
  my apologies in advance!” Salighara’s Scriptorium is 
  described in area E on page 37.
  Who is Mictena? “Ah... oh... is she here already? How 
  distressing. Mictena is, in vulgar terms, our superior. 
  She’s quite the potent psychopomp, and this corner of the 
  Boneyard is within her jurisdiction. I would recommend 
  THE DEAD 
  ROADS
  Part 1:  
  Awake in Roslar’s 
  Tomb
  Part 2:  
  Among the Dead
  Part 3:  
  Walking the Dead 
  Roads
  Part 4:  
  Deathbower
  NPC 
  Gallery
  Tools of the 
  Boneyard
  The Half-Dead
  To Exceed  
  Their Grasp
  Bestiary
  Campaign Outline
  19
  
  that, like us, you avoid attracting her attentions.” Even 
  if the PCs wanted to seek her out, Mictena’s domain of 
  Deathbower moves about and can be approached only 
  when Mictena wills it.
  Once the PCs have all three stamps, they can continue 
  on the Dead Roads to Golarion; however, Mictena has 
  other plans—go to Part 4 on page 47.
  Traveling to the Palace of Teeth from the Boneyard 
  takes only about 3 hours by foot, while Nine-Eaves and 
  Salighara’s Scriptorium both require about 8 hours to 
  reach, or are about 3 hours from one another.
  C. PALACE OF TEETH
  Umble gave correct information about the Palace of Teeth, 
  but the psychopomps don’t know about the family squabble 
  that has broken out between the palace’s residents. The ruler 
  of the tooth fairies is a tooth fairy monarch (see page 88) 
  named Queen Carnassial. Her son, Prince Uspid, covets his 
  mother’s authority and has tried to overthrow her. Currently, 
  the queen and her loyal retainers are confined to the palace’s 
  upper level. Prince Uspid rules the lower levels of the palace. 
  Although the prince pretends to have the authority to grant 
  a stamp of passage, he cannot do so—that authority still 
  rests with his mother, the queen. The PCs must uncover this 
  deception, then speak to the queen, who most likely insists 
  on eliminating her upstart son to earn her approval. 
  Once the PCs have traveled the Dead Roads to arrive 
  at the Palace of Teeth, read or paraphrase the following.
  This tall, narrow castle rises from atop a hill near the road. 
  Constructed of weathered wood and ivory-colored stone, the 
  building is studded with thousands upon thousands of teeth, 
  arranged in neat rows and spirals. The castle’s only windows 
  are high and narrow. A tall gatehouse leads into a courtyard, its 
  floor paved with yellowish bricks and old teeth. 
  Although the castle is primarily made of fine marble and 
  wood, teeth are used as decoration throughout, giving it 
  a macabre feel and a drab, yellowish color. Exterior walls 
  in the palace are all 2 feet thick and made of stone, while 
  interior walls are 1 foot thick and made of wood. The 
  ceilings are 10 feet high throughout the palace, although 
  the central courtyard (area C2) is open to the twilight sky 
  above. Large, jutting fangs enchanted with continual flame 
  spells provide illumination in each room and hall. The 
  palace doors are wood banded with metal and magically 
  reinforced (hardness 10, hp 60, Break DC 30); only the door 
  to area C3 is locked (Prince Uspid in area C9 has the key). 
  The castle hangs precariously off the edge of the Dead 
  Roads, with the back half dangling over opaque mist. 
  Characters entering the mist return to the Boneyard, near 
  where they left (making sneaking around to the back side 
  of the castle nearly impossible without flight).
  C1. Gatehouse Passage (CR 1/2)
  This passageway in the gatehouse, the only easy entrance 
  to the Palace of Teeth, leads to the courtyard (area C2).
  It is about 6 feet wide and 10 feet high. Although the 
  psychopomps of the Boneyard don’t consider the tooth 
  fairies dwelling here to be a concern, the tooth fairies are 
  constantly worried about a psychopomp attack and have 
  rigged a warning trap here.
  Trap: A pressure plate at the midpoint of the gatehouse 
  is connected to a large bundle of teeth; if this trap is 
  triggered, the teeth fall to the ground with a loud clatter.
  CLATTERING	TEETH	TRAP	
  CR	1/2
  XP	200
  Type mechanical; Perception DC 22; Disable	Device DC 10 
  EFFECTS
  Trigger location; Reset manual
  Effect Passing through the midpoint of the passage alerts the 
  tooth fairies in area C2. 
  C2. Courtyard (CR 2)
  This small courtyard is surrounded by walls 12 feet tall. High 
  above, an arched bridge spans the courtyard from north to 
  south. The courtyard is paved with bricks and teeth in intricate 
  floral arrangements.
  A narrow passage to the south leads outside, while an 
  ornate wooden double door studded with whorls and spirals 
  of humanoid teeth stands opposite the passage, leading to 
  the north.
  A heavy wooden door stands on each side of the passageway 
  in the south wall. The handle of the east door has been 
  removed, leaving a gaping hole. The west door is secured with 
  an elaborate lock, supplemented with an additional lock and 
  handle, apparently from the east door.
  The ornate double door leads to the foyer (area C5). The 
  eastern door in the south wall leads to a small stable (area 
  C4), while the locked west door leads to a guardroom (area 
  C3). Prince Uspid and his tooth fairies locked a dangerous 
  creature in the guardroom a few days ago, as described in 
  area C3, and they don’t go near the door at all for fear of 
  the creature trapped inside.
  Creatures: Five tooth fairies loiter in this area. If alerted 
  by the trap in area C1, they are instead actively hiding from 
  ambush intruders. As soon as they detect intruders, the 
  tooth fairies swarm with their pliers in hand and attack. 
  Once reduced in number to two or fewer, the surviving 
  tooth fairies flee the palace and don’t return. 
  TOOTH	FAIRIES	(5)	
  CR	1/4
  XP	100	each
  hp 5 each (Pathfinder RPG Bestiary 4 262)
  20
  
  Treasure: One of the tooth fairies has a pouch 
  containing five gold teeth, each worth 15 gp. The teeth are 
  clean and well made, and could be used to replace any 
  teeth the PCs lose elsewhere in the Palace of Teeth with 
  only an hour of impromptu dentistry.
  Development: If the PCs surrender to these tooth 
  fairies, offer their teeth, or demand to see their leader, 
  the malicious fey stand down and gesture in eerie unison 
  to the doors to area C5. They merely smirk in response 
  if asked any questions, but admit to anyone that speaks 
  Sylvan in their presence that their leader is the powerful 
  and crafty Prince Uspid.
  C3. Trapped Assassin (CR 3)
  The door between area C2 and this room is locked; in 
  addition to the door’s existing lock, the tooth fairies installed 
  another lock (stolen from the door to area C4). The top lock 
  is just nailed on, and a successful DC 10 Disable Device or 
  Strength check is sufficient to remove it. The existing lock is 
  substantially more effective, however, requiring a successful 
  DC 30 Disable Device check to unlock. The door is wood, but 
  banded with metal and magically reinforced (hardness 10, 
  hp 60, Break DC 30). Alternatively, Prince Uspid carries the 
  key to this door (see area C9).
  This room contains the remains of a wooden table and 
  two chairs—evidence of days long ago when this palace 
  was occupied by humanoids. In addition to the locked 
  door to area C2, a ladder leads up to area C10.
  Creature: Queen Carnassial decided to eliminate 
  her disloyal son by sending a necrophidius: a snakelike 
  creature adorned with teeth. Prince Uspid and his tooth 
  fairies lured the creature into this guardroom and locked 
  it in; unable to get through the door or climb the ladder 
  up to the higher level, the necrophidius has remained 
  here. If freed, it immediately attacks, using its dance of 
  death to daze intruders and then biting anyone within its 
  reach. The creature pursues intruders relentlessly, and 
  fights until destroyed. 
  NECROPHIDIUS	
  CR	3
  XP	800
  hp 36 (Pathfinder RPG Bestiary 2 196)
  C4. Stable
  The door from the courtyard to this room previously had 
  a handle and lock on it, but the tooth fairies recently pried 
  it off (see area C3). The door to this room swings open 
  with even a gentle push.
  This room is a stable just large enough for one or two horses. 
  Pegs on the wall hold a few decayed leather straps, the floor is 
  covered with dried grass, and a pungent animal smell pervades 
  the room. 
  This stable has never contained horses, and hasn’t seen 
  any mounts in quite some time. Instead, this room used 
  to serve as the lair of a trio of cranky psychopomps called 
  esoboks (Pathfinder RPG Bestiary 6 218). Queen Carnassial 
  had a soft spot for the creatures, training them as guard 
  animals and treating them as pets. When Prince Uspid 
  took over most of the palace from his mother, she had 
  two esoboks with her in the castle’s upper levels. Prince 
  Uspid killed the other and hid its body here. The esobok’s 
  corpse—missing its teeth—is currently rolled up in a 
  large canvas tarp by the back wall. Uncovering it releases 
  a truly frightful stench of decay, forcing all creatures in 
  the room to attempt a DC 12 Fortitude save to avoid being 
  nauseated for 1 minute and sickened for 1d6+1 minutes 
  thereafter. The creature’s corpse—which has a mastiff’s 
  body, a feathery ruff, and a crocodile head—requires a 
  successful DC 13 Knowledge (planes) to identify.
  Treasure: Prince Uspid claimed several treasures from 
  his mother’s throne room during his milquetoast coup, 
  but he quickly discovered himself unable to use them 
  and angrily crammed them into a feed bin in the stable. 
  This treasure trove includes a wand of cure light wounds (22 
  charges) and a pair of feather step slippers fashioned after 
  ballet shoes. A PC who succeeds at a DC 22 Perception 
  check can find a bead of healing from a lesser strand of prayer 
  beads hidden at the bottom of the bin. 
  C5. Foyer (CR 3)
  This ornate room spans the entire width of the palace. The 
  north end consists of a floor-to-ceiling stained-glass mural of 
  skeletal knights with halos surrounding an angelic figure. Globs 
  of metal and bits of teeth affixed to the stained-glass angel 
  give it a repulsive appearance, with a mouth far too wide and 
  teeth attached to its fingertips. On either side of the stained-
  glass mural are two delicate archways. From the room beyond 
  comes the faint sound of flowing water. 
  The southern wall of the room contains two alcoves and a 
  double door.
  This grand entry room was once used to greet visitors to 
  the palace. The mural has been broken and mended many 
  times by tooth fairy monarchs throughout the years in an 
  effort to “improve” the central figure. The result gives the 
  angel the too-wide eyes and jagged smile of a tooth fairy.
  The double door at the south end of the room leads out 
  to the courtyard (area C2). One alcove contains coat hooks 
  and boot racks, while the other contains old furniture. 
  The two archways to the north lead to the grand staircase 
  (area C6), where the fountain’s noisy burbling carries into 
  this room. 
  Creature: The defaced angel in the stained glass is no 
  mere decoration, but a guardian that has been immobile 
  THE DEAD 
  ROADS
  Part 1:  
  Awake in Roslar’s 
  Tomb
  Part 2:  
  Among the Dead
  Part 3:  
  Walking the Dead 
  Roads
  Part 4:  
  Deathbower
  NPC 
  Gallery
  Tools of the 
  Boneyard
  The Half-Dead
  To Exceed  
  Their Grasp
  Bestiary
  Campaign Outline
  21
  
  for hundreds of years. It animates only in the presence 
  of true threats to the Boneyard, and the obols in the PCs’ 
  hearts activate it. The animated glass attacks as soon as 
  the PCs approach within 30 feet, or if they attack it first, 
  its tooth-studded hands raised. The creature fights until 
  destroyed or until the PCs have fled the palace.
  STAINED-GLASS	ANGEL	
  CR	3	
  XP	800
  N Medium construct
  Init +0; Senses darkvision 60 ft., low-light vision; Perception –5
  DEFENSE
  AC 15, touch 11, flat-footed 14 (+4 natural)
  hp 36 (3d10+20)
  Fort +1, Ref +2, Will –4
  Defensive	Abilities hardness 2; Resist electricity 10; 
  Immune construct traits
  Weaknesses vulnerable to sonic
  OFFENSE
  Speed 40 ft.
  Melee 2 claws +5 (1d6+2)
  STATISTICS
  Str 14, Dex 12, Con —, Int —, Wis 1, Cha 1
  Base	Atk +3; CMB +5; CMD 15
  SQ 2 Construction Points
  SPECIAL	ABILITIES
  Glass	(Ex) The stained-glass angel has a hardness of only 2 
  and a vulnerability to sonic damage, but it gains electricity 
  resistance. Its slam attacks deal slashing damage instead of 
  bludgeoning damage.
  Swift	(Ex) The stained-glass angel is swift, gaining a +2 
  bonus to Dexterity and a +10-foot bonus to land speed.
  C6. Grand Staircase (CR 2)
  A wide stair ascends to the north, splitting into 
  two graceful arches leading to a balcony that 
  rings this room. The banisters are all made of 
  elegant wrought iron, with teeth jutting from 
  the ironwork and affixed to the railing. Three 
  hanging lanterns of cut crystal illuminate the room.
  An elaborate fountain bubbles merrily in the center 
  of the room, spilling water down a series of stylized 
  flowers into a wide basin below. Teeth have been 
  scattered in this fountain, partially obscuring a colorful 
  mosaic in the basin. 
  Two archways open into a room to the south.
  Once elegant and impressive, the grand 
  staircase in this room has been “improved” 
  with added teeth wherever possible. Visitors 
  were expected to meditate at the fountain 
  before ascending the stairs; to aid this, the 
  fountain’s basin shows the “proper” way 
  to ascend the grand staircase. The mosaic 
  isn’t initially clear, because hundreds of 
  humanoid teeth are scattered atop it. If 
  these teeth are cleared away, the mosaic 
  shows several skeletons in formal attire 
  ascending and descending the stairs 
  while chatting merrily. Once the mosaic 
  is cleared, a successful DC 10 Perception check allows a 
  PC to recognize that the skeletons are skipping certain 
  stair steps in a pattern. 
  The stairs lead up to the balcony (see area C7). Climbing 
  up to the balcony without taking the stairs requires a 
  22
  Stained-Glass Angel
  
  successful DC 20 Climb check. The openings in the south 
  wall both lead into the foyer (area C5).
  Creatures: Five tooth fairies reside in this room, lurking 
  under the stairs, hiding atop the lanterns, or bathing in 
  the fountain. They swarm out to attack intruders, just as 
  the tooth fairies in area C2, but these tooth fairies are far 
  less brave. Any tooth fairy that is injured attempts to flee 
  or surrender.
  TOOTH	FAIRIES	(5)	
  CR	1/4
  XP	100	each
  hp 5 each (Pathfinder RPG Bestiary 4 262)
  Treasure: The three hanging crystal lanterns are each 
  enchanted with continual flame spells. They are worth 
  150 gp apiece.
  Development: A PC who succeeds at a DC 14 Acrobatics 
  or Perform (dance) check can mimic the steps in the 
  mosaic while ascending the stairs and feels a surge of 
  confidence, gaining the benefits of heroism for 1 hour. The 
  stairs can impart this benefit to any number of creatures, 
  but a character that fails this check can’t retry it for 1 week. 
  The tooth fairies aren’t aware of this function, as they fly 
  around this room rather than walking up the stairs. 
  Unlike the tooth fairies in area C2, these tooth 
  fairies aren’t inclined to simply let the PCs pass if 
  they surrender or insist on speaking with their leader. 
  Instead, the tooth fairies here insist on charging a “toll” 
  of four teeth (which can be taken in any combination 
  from among the PCs)—pried out with their pliers—
  in exchange for passage. The tooth fairies only speak 
  Sylvan; if the PCs don’t speak this language but still want 
  to negotiate, the tooth fairies pantomime their demands 
  and hold up four dirty fingers to show how many teeth 
  they require. They refuse “dead” teeth, which they can 
  scavenge readily enough from the Boneyard; they prize 
  the warmth of blood and the stink of spit that clings to 
  fresh teeth. The PCs can negotiate this toll; a successful 
  DC 10 Diplomacy or Intimidate check convinces the 
  tooth fairies to take only 1 tooth instead. 
  Each removed tooth deals 1 point of Charisma damage 
  and 1 point of bleed damage (a lost tooth can be reattached 
  if a PC replaces the tooth and receives magical healing, 
  but this reattachment must occur within 10 minutes or 
  the tooth is permanently lost). Alternatively, the PCs can 
  use replacement teeth, such as the gold teeth in area C2.
  If the PCs provide the toll, the tooth fairies let them 
  pass. Like the tooth fairies in the courtyard, these tooth 
  fairies acknowledge Prince Uspid as their leader.
  C7. Animated Diorama (CR 4)
  A narrow balcony surrounds the grand staircase and the 
  fountain below. Stairs descend from the east and west and two 
  hallways lead south. 
  The center of the south wall contains a small stage, raised 
  two feet above the ground. The backdrop of the stage is a 
  grimy city street, with a red-and-white striped pole. The stage 
  contains a doll-sized reclining chair. A doll lies in the chair, its 
  bloody mouth open wide. A second doll stands over the first, 
  clad in a blood-spattered white smock like a barber-dentist, 
  triumphantly holding aloft an extracted tooth. 
  The stairs here lead down to area C6, while both 
  hallways lead to area C8.
  Creatures: The wooden dolls of a barber surgeon 
  and a patient in the diorama are no ordinary figurines. 
  Originally gifts to Queen Carnassial from an eccentric 
  visitor, these soulbound dolls are constructs that 
  animate when the PCs approach. The barber surgeon 
  doll calls, “Next patient, please!” while the other doll 
  rises from the chair, hand over its bloody mouth. If a PC 
  volunteers, the soulbound dolls target other PCs with 
  their deep slumber spell-like ability while cooing, “Sleep 
  now, it’ll all be over soon,” before attacking the volunteer 
  PC with their tiny daggers. If no PCs volunteer, the dolls 
  leap into melee with the nearest opponent. The dolls 
  fight until destroyed.
  SOULBOUND	DOLLS	(2)	
  CR	2
  XP	600	each
  hp 19 each (Pathfinder RPG Bestiary 2 255)
  Treasure: The red-and-white striped pole on the stage 
  is a lesser metamagic rod of extend spell. It is merely stuck 
  upright in a hole on the stage, and can be easily removed. 
  It falls over if the stage is bumped or jostled.
  C8. Hall
  This hallway leads from area C7 to area C9. Arrow slits 
  2 feet high and 4 inches wide look over the courtyard to 
  the south and the desolate moonlit landscape around 
  the palace to the east and west. One of the large wooden 
  double doors to area C9 is open a crack, to allow tooth 
  fairies to easily come and go. 
  C9. Prince Uspid’s Study (CR 4)
  Once an elegant study, this room has floor-to-ceiling 
  bookshelves along the walls, a pair of heavy desks, and 
  several overstuffed chairs. Most of the books have been 
  shredded, their pages and covers forming small nests. The 
  chairs have all been sliced open, their stuffing removed and 
  likewise fashioned into small nests. An unsteady chair made 
  of stacked books stands atop the larger of the room’s two 
  desks. Loose teeth are piled on the shelves, affixed to the 
  THE DEAD 
  ROADS
  Part 1:  
  Awake in Roslar’s 
  Tomb
  Part 2:  
  Among the Dead
  Part 3:  
  Walking the Dead 
  Roads
  Part 4:  
  Deathbower
  NPC 
  Gallery
  Tools of the 
  Boneyard
  The Half-Dead
  To Exceed  
  Their Grasp
  Bestiary
  Campaign Outline
  23
  
  Prince Uspid
  ceiling, and heaped on the floors in strange, spiky patterns. 
  The only exit from this room is a door leading south.
  Prince Uspid holds court here in this study, 
  insisting that he’s the leader of the tooth fairies 
  now that his mother, Queen Carnassial, is confined 
  to the palace’s 
  upper level. Most 
  of the tooth fairies 
  of the Palace of Teeth follow 
  Uspid and lair here. Uspid knows 
  that a tooth fairy that eats too many 
  teeth might spontaneously evolve 
  into a tooth fairy monarch—as he 
  did—so he keeps his vast hoard of 
  teeth on visible display here so none of the 
  tooth fairies can filch them. 
  The door leads into the hallway 
  surrounding the study (area C8). 
  Creatures: Prince Uspid knows his authority is 
  a sham as long as his mother still lives, so he spends his 
  time concocting plots to murder her. He is a gangly tooth 
  fairy monarch with a weak chin and overlarge ears. The 
  prince would rather not fight intruders as large as the PCs, 
  as he wants to convince them to destroy Queen Carnassial 
  (see Development below). 
  If the PCs are violent, Prince Uspid orders his tooth 
  fairies forward while he sits on his book throne and uses 
  his spell-like abilities against them. He fights to the death, 
  but any surviving tooth fairies flee if the prince is slain, 
  attempting to steal armloads of teeth before they go.
  PRINCE	USPID	
  CR	3
  XP	800
  Male tooth fairy monarch (see page 88)
  hp 27 
  Gear wrought-iron scepter with 5 teeth, key to area C3
  TOOTH	FAIRIES	(4)	
  CR	1/4
  XP	100	each
  hp 5 each (Pathfinder RPG Bestiary 4 262)
  Development: If the PCs ask Prince Uspid about 
  acquiring a stamp to pass on the Dead Roads, he pretends 
  to have this authority, although he knows he doesn’t. The 
  prince insists that each PC provides him with a tooth in 
  exchange for their passage. He waves his tooth fairies 
  forward with their pliers to collect the teeth from the PCs 
  (as described in area C5). Prince Uspid adheres the PCs’ 
  teeth to his scepter, and if a fight breaks out with the PCs, 
  they’re the first teeth he eats.
  Once the PCs have paid their teeth, Prince Uspid insists 
  on a “small task” from them first. He explains that his 
  mother, Queen Carnassial, refused to honor his rightful 
  claim as ruler, so the prince confined her to the castle’s 
  upper level. If the PCs eliminate her, the prince will 
  grant them the passage 
  stamp 
  they 
  seek 
  (he 
  doesn’t mention that they 
  could just go ask Queen 
  Carnassial for the stamp, of 
  course, but the PCs might think 
  of this). Prince Uspid provides 
  the key to the door in area C3 
  but doesn’t inform the PCs of the 
  other dangers they may face. He’s 
  evasive if the PCs ask directly—
  he wants his mother dead, 
  but he hopes that the PCs 
  will be so weakened in their 
  assault that he’ll be able to 
  defeat them afterward and take all 
  their teeth for his collection. If the 
  PCs return here after killing Queen 
  Carnassial, Prince Uspid keeps his word if 
  the PCs still look powerful, but he betrays them and attacks 
  if he suspects he might have the upper hand.
  If the PCs return here after talking with Queen 
  Carnassial but haven’t killed or captured her, Prince 
  Uspid is livid and attacks them immediately. 
  The PCs might discover Prince Uspid’s deception 
  before they agree to perform regicide on his behalf. The 
  GM should attempt a DC 20 Sense Motive check in secret 
  for each PC to realize that the prince isn’t being entirely 
  honest with them; if the Prince outright lies to the PCs, 
  his Bluff check should be opposed by the PCs’ Sense 
  Motive checks. 
  Story Award: If the PCs make a deal with Prince Uspid 
  and follow through, earning his favor without fighting 
  him, award them 1,200 XP, as though they defeated him 
  and his entourage in combat.
  C10. Trapped Landing (CR 2)
  Except for a long weapon rack against the south wall, this room 
  is bare.
  The second level of the gatehouse has a ladder at the 
  west end (descending to area C3) and a ladder at the east 
  end (ascending to area C11). Queen Carnassial’s loyal 
  tooth fairies set a trap here to deter any attack from the 
  treacherous Prince Uspid.
  Trap: Several hair-thin wires are stretched across 
  this room near the ladder leading up to area C11. When 
  passing creatures disturb any of the wires, a mechanism 
  launches the weapons on the adjacent rack. If the PCs 
  24
  
  have already removed the weapons from the rack before 
  moving to the eastern ladder, then the trap is triggered 
  without effect.
  FLYING	WEAPONS	TRAP	
  CR	2
  XP	800
  Type mechanical; Perception DC 20; Disable	Device DC 16
  EFFECTS
  Trigger location; Reset manual
  Effect	Atk +13 ranged (2d6); multiple targets (all creatures in 
  area C10). 
  Treasure: An adamantine warhammer is the only 
  serviceable weapon remaining here.
  C11. Guard Hound (CR 3)
  This long room atop the gatehouse has several narrow arrow 
  slits to the north and south. Each is 2 feet high and only 
  a few inches wide. The room is bare except for a ladder 
  descending from an alcove at the room’s eastern end. A low 
  door stands in the center of the north wall, with a small, 
  square window at the typical eye level for a human. The 
  window is inset with a small metal grill, which has been 
  stuffed with humanoid teeth.
  The ladder descends to area C10. The door opens 
  directly onto the high bridge in area C12. 
  Creature: One of Queen Carnassial’s loyal esoboks 
  dozes in this room. If it hears the trap in area C10 trigger, 
  it turns invisible and pounces upon the first intruder 
  ascending the ladder; otherwise, it is distracted and easy 
  to surprise, taking a –4 penalty on its Perception checks. 
  The esobok attempts to bull rush creatures adjacent to 
  the hole in the floor, knocking them back down to area 
  C10; otherwise, it attempts to grapple enemies and 
  wrench their spirits free. The pugnacious esobok fights 
  until destroyed.
  ESOBOK	PSYCHOPOMP	
  CR	3
  XP	800
  hp 30 (Pathfinder RPG Bestiary 6 218)
  C12. Bridge (CR 5)
  A long bridge stretches from the door at the top of the 
  guardhouse to a door at the top of the palace. The southern 
  half of the bridge arches above the courtyard 30 feet below. 
  The northern half of the bridge has a drop of only 10 feet to 
  the roof of the castle below. The bridge is only a few feet wide 
  and has no handholds or railings. The door at the north end of 
  the bridge is flanked by several narrow windows, each 2 feet 
  tall and only a few inches wide.
  The bridge is 3 feet wide. While crossing the bridge 
  doesn’t require an Acrobatics check, anyone taking damage 
  while on the bridge must succeed at a DC 5 Acrobatics 
  check or fall prone. A creature falling prone on the bridge 
  falls off unless it succeeds at a DC 15 Reflex saving throw.
  The door to the south leads to the upper floor of 
  the guardhouse (area C11). The north door leads to the 
  upper hall (area C13), but the door is stuck from disuse; 
  a successful DC 10 Strength check is required to open 
  it. Attempting this check from the narrow bridge is 
  treacherous; if a PC fails this Strength check by 5 or more, 
  she must succeed at a DC 5 Acrobatics check or slip and 
  fall prone on the bridge.
  Creatures: Three tooth fairy rogues lurk in the windows 
  on the north wall here, hiding and keeping an eye out for 
  intruders. Normally leaders for the nest’s expeditions into 
  the Boneyard, they have grown increasingly bored and 
  frustrated as the royal family squabbles over leadership. 
  They are eager for any opportunity to work out their 
  frustration and collect a few shiny new treasures. They 
  prefer to wait until two or more creatures are on the 
  bridge before launching their attacks, but they attack as 
  soon as anyone reaches the bridge’s north door or if they 
  are spotted in their perches.
  The treacherous bridge increases the CR of this 
  encounter by 1.
  TOOTH	FAIRY	RIPPERS	(3)	
  CR	1
  XP	400	each
  Tooth fairy rogue 1 (Pathfinder RPG Bestiary 4 262)
  NE Diminutive fey (extraplanar)
  Init +6; Senses darkvision 60 ft., low-light vision; Perception +7
  DEFENSE
  AC 16, touch 16, flat-footed 14 (+2 Dex, +4 size)
  hp 11 each (3 HD; 2d6+1d8)
  Fort +0, Ref +7, Will +4
  DR 2/cold iron
  OFFENSE
  Speed 15 ft., fly 60 ft. (perfect)
  Melee +1 pliers +8 (1d4/19–20) or
  bite +7 (1d4–1 plus paralysis)
  Space 1 ft.; Reach 0 ft. (5 ft. with pliers)
  Special	Attacks death throes, paralysis (1d3 rounds, DC 11), 
  sneak attack +1d6, tricky thief
  Spell-Like	Abilities (CL 5th; concentration +8)
  At will—mage hand, open/close 
  1/day—invisibility (self only), sleep (DC 14)
  TACTICS
  During	Combat From the windows to area C13, the tooth 
  fairies launch a volley of sleep spells at PCs crossing the 
  bridge. Thereafter, they attack with their pliers.
  Morale	A tooth fairy reduced to fewer than 6 hit points flees 
  to nurse its wounds and plot revenge.
  THE DEAD 
  ROADS
  Part 1:  
  Awake in Roslar’s 
  Tomb
  Part 2:  
  Among the Dead
  Part 3:  
  Walking the Dead 
  Roads
  Part 4:  
  Deathbower
  NPC 
  Gallery
  Tools of the 
  Boneyard
  The Half-Dead
  To Exceed  
  Their Grasp
  Bestiary
  Campaign Outline
  25
  
  STATISTICS
  Str 9, Dex 14, Con 11, Int 12, Wis 13, Cha 16
  Base	Atk +1; CMB –1 (+3 dirty trick, +7 steal); CMD 8 (10 
  vs. steal)
  Feats	Greater StealAPG, Improved Initiative, Improved StealAPG, 
  Weapon Finesse
  Skills Acrobatics +8, Appraise +7, Bluff +8, Disable Device +9, 
  Escape Artist +8, Fly +16, Intimidate +8, Perception +7, 
  Sense Motive +6, Sleight of Hand +8, Stealth +19
  Languages Common, Sylvan
  SQ trapfinding +1
  Gear thieves’ tools; pouch containing a few small, pale rocks 
  that vaguely resemble teeth (which they use to play mean 
  tricks on the other tooth fairies)
  C13. Upper Hall
  This upper hall has a few crude nests where the tooth 
  fairy rippers sleep. A door leads south to the bridge (area 
  C12), and another door leads north to the salon (area C14). 
  The door to the south is stuck from disuse; a successful 
  DC 10 Strength check is required to open it.
  C14. Salon (CR 4)
  Strips of loose wallpaper in this once-elegant salon are held 
  into place by teeth jammed into the walls like makeshift 
  staples. A folding dressing screen is patterned with lively 
  scenes of a fat tooth fairy blessing subjects with a wooden 
  scepter. A dressmaker’s dummy leans against it, wrapped in 
  tulle and silk. A door leads south and another leads east.
  This salon is Queen Carnassial’s personal quarters, 
  although she prefers to spend her time in her throne 
  room (area C15) instead. She fancies herself a dressmaker, 
  but hasn’t been able to finish even her first attempt here. 
  The south door leads to area C13, while the east door 
  leads to area C15.
  Creature: The folding dressing screen is a mimic that 
  serves as an advisor to Queen Carnassial. None of the 
  other tooth fairies are aware of its presence, as it enjoys 
  concealing itself from everyone but the queen. When the 
  PCs enter this area, it jiggles the dressmaker’s dummy 
  leaning against it, making it seem as though the dummy 
  is about to animate. 
  The mimic is mostly hungry, but unwilling to die 
  for the sake of a meal or to protect Carnassial. 
  If reduced below half its hit 
  points, it reverts to its 
  amorphous natural form 
  and begs for parlay. It can 
  explain the succession fight 
  currently gripping the castle (if 
  the PCs haven’t yet encountered 
  Prince Uspid), but it otherwise knows very 
  little about the area.
  MIMIC	
  CR	4
  XP	1,200
  hp 52 (Pathfinder RPG Bestiary 205)
  C15. Throne Room (CR 5)
  This lofty hall has two alcoves to the 
  east, each bearing a standing suit 
  of spiky armor. Several teeth are 
  affixed to the armors’ visors, 
  forming a grin on one armor 
  and a scowl on the other. A 
  large throne stands between 
  them, with mounds of tattered 
  pillows heaped upon its seat. A 
  door leads out to the west.
  This area was once the throne 
  room of the palace. The original 
  26
  Queen Carnassial and Skritcher
  
  throne is still here, although it is tattered from age and use. 
  The pillows heaped upon it are in no better condition. The 
  two suits of standing armor proved too heavy for the tooth 
  fairies to move elsewhere, so they “decorated” the armor 
  instead. The room’s only doors lead to the salon (area C14).
  Creatures: Queen Carnassial has been confined to the 
  upper level of the palace, but she makes her home here. 
  An immensely fat tooth fairy with a bloated insectile torso 
  and withered limbs, she spends her time lounging on the 
  pillow-laden throne and plotting against her upstart son. 
  She is always accompanied by her favorite pet, an esobok 
  she named Skritcher. Queen Carnassial assumes the PCs 
  are here to murder her at her son’s behest, and she urges 
  Skritcher forward while she hangs back and uses her 
  abilities at range; cornered and desperate, both the queen 
  and her pet fight to the death. If the PCs take the time to 
  talk, however, she insists that she alone has the authority 
  to provide them a stamp and makes the counteroffer 
  described in Development below. 
  QUEEN	CARNASSIAL	
  CR	3
  XP	800
  Female tooth fairy monarch (see page 88)
  hp 27 
  Gear wooden scepter with 9 teeth, jawbone stamp
  SKRITCHER	
  CR	3
  XP	800
  Esobok psychopomp (Pathfinder RPG Bestiary 6 218)
  hp 30
  Treasure: The two suits of armor here are each 
  masterwork full plate with armor spikes. The teeth affixed 
  to the visors don’t impair the armors’ function, but these 
  decorations can be removed with an hour’s work.
  Development: Queen Carnassial is willing to make a deal 
  with the PCs: if they kill her son, Prince Uspid, as well as 
  the tooth fairies loyal to him, she’ll stamp the PCs. She is as 
  good as her word; her stamp is carved from an old jawbone 
  empty of teeth, but it contains a number of magical sigils 
  recognized by the Dead Roads. If the PCs defeat Queen 
  Carnassial, the jawbone stamp is left behind after she 
  explodes and the PCs can use it to stamp themselves.
  Story Awards: If the PCs make a deal with Queen 
  Carnassial, award them 1,600 XP, as though they had 
  defeated her and Skritcher in combat.
  When the PCs acquire Queen Carnassial’s stamp, award 
  them 1,200 XP.
  D. NINE-EAVES
  Umble and Thoot don’t know that the shoki psychopomp 
  Kishokish is currently a prisoner in his own manor. A 
  band of sahkils—evil outsiders who feed on fear—have 
  chosen the isolated manor of Nine-Eaves as a scouting 
  outpost to prepare for a larger strike against the Boneyard. 
  The leader of the sahkils, a wihsaak sahkil named Vithiz, 
  ambushed Kishokish and trapped him within his own 
  magical staff. Now Vithiz keeps the staff, interrogating 
  the captive Kishokish in the manor’s ballroom while his 
  minions have spread throughout the manor.
  Fortunately, Kishokish isn’t helpless, even when 
  trapped. He long ago invested his home with a fragment 
  of his intellect—enough to help host the puzzles and 
  riddles he dearly loves—that can speak to potential 
  rescuers through a massive portrait of the shoki at the top 
  of the manor’s grand staircase. This fragment knows how 
  to enter the sealed ballroom and rescue Kishokish from 
  the staff, but frustratingly, can’t communicate it clearly, as 
  part of the intelligence’s design locks certain knowledge 
  behind riddles to prevent visitors (or the spirit) from 
  “cheating” at Kishokish’s beloved puzzles. The entity in 
  the painting simply cannot reveal this vital information, 
  no matter how much it wants to.
  When the PCs arrive at Nine-Eaves after traveling the 
  Dead Roads, read or paraphrase the following.
  Looming over the road like a wizened old man, this ancient 
  manor of dark, splintery wood rises three stories tall. Several 
  windows and small balconies jut from the manor irregularly, 
  each under a sweeping eave of the building’s sharply pitched 
  roof. A wide doorway stands in the front of the manor, with 
  a greenhouse of grimy glass set against its side. The building 
  exudes an air of gloom and age.
  If the PCs think to count, the looming manor has only 
  eight separate eaves; this is part of the final puzzle that 
  Kishokish’s image puts before them.
  The manor is made of dark wood throughout. The 
  walls are covered with wallpaper and plaster and are 
  1 foot thick. Although the wallpaper and plaster can be 
  damaged normally, the manor’s wood is supernaturally 
  resilient and magically regenerates if damaged. The 
  ceilings are usually 10 feet high, although the ceilings in 
  the grand staircase (area D2), greenhouse (area D4), and 
  ballroom (area D14) are all 20 feet high. Except for the 
  exterior doors, which open normally, all of the doors in 
  Kishokish’s Puzzles
  Not every group of players enjoys puzzles. If your 
  players approach Kishokish’s puzzles with dread rather 
  than enjoyment, you should feel free to provide extra 
  clues, allow them to solve the puzzles with in-character 
  Intelligence, Wisdom, or Knowledge checks, or simply 
  have Kishokish’s portrait present the solution once the PCs 
  recover the necessary item for each puzzle.
  THE DEAD 
  ROADS
  Part 1:  
  Awake in Roslar’s 
  Tomb
  Part 2:  
  Among the Dead
  Part 3:  
  Walking the Dead 
  Roads
  Part 4:  
  Deathbower
  NPC 
  Gallery
  Tools of the 
  Boneyard
  The Half-Dead
  To Exceed  
  Their Grasp
  Bestiary
  Campaign Outline
  27
  
  Nine-Eaves are sliding doors: they slide sideways into 
  the walls when pulled by small handles. None of the 
  doors are locked except the ballroom doors, which are 
  magically sealed (see area D2 for details about opening 
  them). Furnishings are sturdy antiques, most made of 
  ornately carved wood or wrought iron. Small lamps issue 
  weak light, providing all rooms with dim light and deep 
  shadows. The entire manor smells of cedar, furniture 
  polish, and old tobacco.
  Although the main doors to the vestibule (area D1) are 
  the most obvious entrance to the manor, the PCs might 
  also enter through the greenhouse (area D4), the rear door 
  to the pantry (area D7), or any of the manor’s six small, 
  semicircular balconies on the second and third floors.
  D1. Vestibule (CR 3)
  The weak light thrown by two dim lamps barely illuminates a 
  vestibule with several coatracks, benches, and an iron umbrella 
  stand. The wallpaper is stained with age and decorated with 
  repeating patterns of snails. A heavy, dark wooden door exits 
  to the south, while a sliding double door leads to the north.
  This entryway is used only when Kishokish receives 
  visitors, which is very rare. The coat rack contains a single 
  large cloak sized for an oddly shaped creature; this is 
  Kishokish’s traveling cloak, and it has been tailored to 
  cover the massive snail shell on his back.
  Creatures: Two boilborn oozes, disgusting clumps of 
  disease and pus, accompanied the sahkils to Nine-Eaves 
  and have taken up residence here. One ooze lurks inside 
  the traveling cloak and the other hides in the umbrella 
  stand. They lunge out if discovered or if the sliding 
  double door to the north is opened. Boilborn oozes fight 
  to the death.
  BOILBORNS	(2)	
  CR	1
  XP	400	each
  hp 15 each (Pathfinder RPG Bestiary 4 22)
  D2. Grand Staircase (CR 3)
  A massive staircase of dark wood rises to the north, its 
  maroon carpet pitted with age. The railings are carved to 
  resemble ascending ghosts. The wall atop the stairs bears 
  an enormous, looming portrait 6 feet wide and 9 feet tall. 
  The portrait depicts a bearded older man with curling ram 
  horns, hunched under the weight of a massive snail shell on 
  his back. The figure bears a half grin, as though he knows a 
  particularly delightful secret.
  A chandelier of iron and glass hangs down above the stair’s 
  lower landing from the ceiling 20 feet above, its few lit candles 
  flickering weakly. From the lower landing, three different 
  sliding doors lead to the west, south, and east. From the upper 
  landing, sliding double doors lead to the east and west—one 
  on each side of the looming portrait.
  The portrait depicts the manor’s owner, Kishokish; 
  although the actual Kishokish is trapped in the ballroom 
  (area D14), this image is imbued with a fragment of 
  Kishokish’s intelligence (see Development below) and is 
  able to speak to the PCs.
  The doors on the lower level lead to the parlor (area D3) 
  to the west, the vestibule (area D1) to the south, and the 
  dining room (area D9) to the east. At the top of the stairs, 
  the west door leads into the drawing room (area D10). 
  The Ballroom Door: The door at the top of the stairs 
  to the east (to area D14) is locked with a single, simple-
  looking lock, but it can be opened only with a successful 
  DC 40 Disable Device or DC 30 Strength check. The 
  door can’t be battered down, as its wood regenerates any 
  damage dealt. The Nine-Eaves key, hidden in the master 
  bedroom (area D19), opens this door. Attempting to use 
  any key other than the Nine-Eaves key, or failing to open 
  the door with a Disable Device check, results in a backlash 
  of magical energy that ages everyone within 10 feet of the 
  door by 1d8 years, dealing 1 point of Charisma damage for 
  every 2 years aged (A PC who succeeds at a DC 17 Fortitude 
  save ages only half as many years).
  Creatures: Four stirges roost in the chandelier; when 
  a non-sahkil creature enters the room, they flutter out 
  and attack. A stirge that deals 4 points of Constitution 
  damage returns to the chandelier to digest its meal; these 
  creatures otherwise pursue foes relentlessly and fight to 
  the death.
  STIRGES	(4)	
  CR	1/2
  XP	200	each
  hp 5 each (Pathfinder RPG Bestiary 260)
  Development: When the stirges are defeated or any PC 
  ascends the stairs, the portrait at the top comes to life and 
  speaks to the PCs.
  “Well, well. Things aren’t as hopeless as I’d feared, then! 
  Welcome to Nine-Eaves. The master of the manor, Kishokish, 
  has been betrayed and captured. While I bear his appearance, 
  I am little more than a host for his little parties and puzzles. 
  Sahkils, wicked creatures that prey upon torment and fear, 
  have invaded Nine-Eaves. Will you help?”
  If the PCs agree, Kishokish’s image sighs with 
  resignation. Although he can converse with the PCs, 
  his knowledge is locked away behind various puzzles 
  to prevent visitors from “cheating.” His answer to most 
  questions is “Oh, if only I could say directly.” The image 
  28
  
  insists that he has important information to give to the 
  PCs, but he is bound by his master’s affinity for games 
  and puzzles; until the PCs can solve certain puzzles, he’s 
  unable to divulge any information directly. The image 
  can, however, find clues to solving each puzzle, and it 
  eagerly presents these clues when asked. 
  The portrait can also answer general questions about 
  itself and the house—so long as they reveal no vital 
  information with regard to solving any of its master’s 
  puzzles—and express its frustration with its own limits 
  and Kiskokish’s love of games. It warns the PCs that there 
  are strange effects in many rooms which were originally 
  designed as component pieces for other puzzles, and it 
  isn’t sure if or how the sahkil invaders may be using them. 
  Despite its frustration, the portrait genuinely worries 
  about Kishokish; their relationship is somewhat akin to a 
  father who is too in love with his own sense of humor and 
  his long-suffering son.
  The image presents the following puzzles to the PCs 
  and charges them with solving each one, in this order, 
  after each puzzle is solved.
  First Puzzle: Kishokish’s image waves its hand, causing 
  the images depicted in Handout #1 (see page 30) to 
  appear. “There are two tasks here: first, tell me the proper 
  order of these images, and second, draw for me the image 
  that would follow next.” If the PCs seem stumped, the 
  portrait offers a clue: “Bring me the sharpest knife from 
  the kitchen.” If they recover the mirror-bright knife from 
  area D8, he instructs the PCs to hold the knife vertically 
  over each image, as though cutting it in half. (You might 
  give the PCs any reflective item, such as a small mirror, so 
  they can do the same using Handout #1). 
  Viewing half of each shape using a reflective item 
  should show the PCs that each mirror image resembles 
  the numbers 2, 1, 4, and 3. The shapes should be identified 
  in ascending numerical order, and the next image 
  sketched, to solve the puzzle (the image that will produce 
  a reflection that resembles a 5—the next number in the 
  sequence—when viewed with a reflective surface in the 
  manner described above, looks like a circle with a T at 
  the top of it).
  When the PCs solve this puzzle, Kishokish’s portrait 
  congratulates the PCs and attempts to offer more helpful 
  information before being compelled to introduce the 
  next puzzle. 
  “Excellent deduction! First, vital information: Every shoki 
  carries a staff that can contain a single soul within it. The 
  THE DEAD 
  ROADS
  Part 1:  
  Awake in Roslar’s 
  Tomb
  Part 2:  
  Among the Dead
  Part 3:  
  Walking the Dead 
  Roads
  Part 4:  
  Deathbower
  NPC 
  Gallery
  Tools of the 
  Boneyard
  The Half-Dead
  To Exceed  
  Their Grasp
  Bestiary
  Campaign Outline
  29
  
  leader of the sahkils—a grasshopper-headed monstrosity 
  named Vithiz—trapped Kishokish’s soul within his own staff! 
  You must—ngh! That’s all I can say before you complete 
  another puzzle.”
  Second Puzzle: If the PCs agree, Kishokish’s portrait 
  says, ‘There is a chalkboard hanging in the garden with 
  several numbers etched on it. Circle any six digits that 
  add up to 23.” When the PCs acquire the chalkboard from 
  area D4 (shown in Handout #2, above), they might note 
  that all the numbers are odd, and circling six of them 
  individually would always add up to an even number. The 
  solution to the puzzle is to circle two ones—making 11—
  as well as four other numbers (11, 1, 3, 3, and 5) that have a 
  sum of 23 when added together. If the PCs are stumped, 
  the portrait patiently mentions that 77 is a single number, 
  even though it has two digits. 
  When the PCs solve this puzzle, Kishokish’s portrait 
  offers more helpful information, just before being 
  compelled to introduce the third puzzle.
  “Vithiz lurks in the ballroom, but the magic of Nine-Eaves 
  protects it there. The sahkil carries Kishokish’s staff. You 
  could slay it to free Kishokish, but the sahkil is powerful, 
  and there is another way: if you can wrest Kishokish’s staff 
  from Vithiz and touch the sahkil with the staff, Vithiz and 
  Kishokish will swap places—imprisoning it within the staff 
  and freeing the rightful master of Nine-Eaves. My master’s 
  glove in his bedroom will help you with that task! But the 
  ballroom is magically sealed and the key is—ugh, not again! 
  I’m sorry. I can’t say more yet.”
  Third Puzzle: If the PCs want to continue or learn 
  more, Kishokish tells them: “All right, this last puzzle 
  is very straightforward. Only one key will open the door 
  to the ballroom. Among the keys hidden in the master’s 
  desk, find the one that completes this home.” If the PCs 
  acquire the keys from area D19, they will see that there 
  are three keys engraved with a standing rectangle and the 
  numbers 1 through 3, six keys engraved with a semicircle 
  and the numbers 1 through 6, and nine engraved with a 
  right triangle and the numbers 1 through 9. If they can’t 
  decide which is the correct key, the portrait suggests that 
  they examine the manor from the outside and count the 
  exterior doors (there are three, for three rectangles), 
  balconies (there are six, for six semicircles), and eaves 
  (there are only eight). 
  The only key unaccounted for by counting the exterior 
  features of Nine-Eaves (the key engraved with the right 
  triangle and a 9) is the Nine-Eaves key. This is therefore 
  the only key that opens the doors to the ballroom. The 
  Nine-Eaves key is also a magic item, as described in the 
  sidebar on page 37. 
  Story Award: For each puzzle the PCs solve, award 
  them 600 XP.
  Handout #1
  Handout #2
  30
  
  D3. Parlor
  This large parlor has several padded chairs and an enormous 
  sofa with upholstery so dark that it is barely visible in the 
  dim room. A delicate wooden table with 
  a distinct inlaid pattern bears a full 
  decanter. Sliding doors lead out to the 
  west, north, and east.
  Kishokish most often 
  visits with his guests in 
  this parlor. The table 
  has an inlaid board for 
  a popular strategy game 
  called imperial conquest; 
  the game pieces are in a 
  drawer beneath the table. 
  The decanter contains excellent 
  brandy, although there are no 
  glasses here.
  Faint sounds of harp music emanate from 
  beyond the door to the north, which leads into 
  the music room (area D5). The sliding double door to the 
  west leads to the greenhouse (area D4) and the door to the 
  east leads to the grand staircase (area D2). A secret door 
  in the wall can be found just north of the eastern door 
  (Perception DC 22). This secret door opens to a narrow 
  hall leading to the servants’ quarters (area D6).
  Treasure: The decanter is made of fine crystal and 
  worth 150 gp. The imperial conquest game pieces are 
  carved onyx, and are worth 320 gp as a full set.
  D4. Greenhouse (CR 2)
  Grimy glass comprises the walls and ceiling of this large 
  greenhouse, barely admitting the dim moonlight. Benches 
  filled with live potted plants line the sides of the room; bags of 
  soil and gardening equipment are stashed underneath. Some 
  of the bags are open, spilling dirt across the greenhouse floor. 
  Strange tracks, as if left by a large earthworm, crisscross the 
  dirt. A sturdy iron-framed glass door leads out of this room to 
  the west, while a sliding double door leads out to the east.
  The tracks in this room were intentionally made by 
  the creature here to unnerve anyone who enters. It is 
  currently hiding behind some of the gardening supplies. 
  A PC who succeeds at a DC 20 Survival check identifies 
  which of the tracks are the most recent and pinpoints 
  where the creature is hiding.
  A small slate chalkboard hangs on a peg near the 
  sliding door, with a piece of chalk tied to the frame. 
  The chalkboard has the numbers shown in Handout 
  #2 on page 30. This chalkboard is necessary to solve 
  the second riddle posed by Kishokish’s image atop the 
  stairs in area D2.
  The glass door to the west leads 
  outside the manor; the sliding 
  double door to the east leads to 
  the parlor (area D3).
  Creature: 
  An 
  esipil 
  sahkil 
  lurks 
  in 
  this 
  room. Unlike its master 
  Vithiz, this creature is 
  certain it won’t be long 
  before agents of Pharasma 
  come looking for them. It therefore 
  hides here (Stealth +17) and prepares 
  an ambush. When it detects any 
  creatures in the room, it uses mage hand 
  to knock over a pot across the greenhouse 
  to cause a distraction, then uses mirror 
  image. It uses cause fear on larger opponents 
  and enters melee combat with Small foes if it can, 
  fighting to the death.
  ESIPIL	SAHKIL	
  CR	2
  XP	600
  hp 19 (Pathfinder RPG Bestiary 5 213)
  Treasure: Among the gardening tools is a wand of 
  goodberry with 24 charges remaining and a wooden box 
  with six alkali flasksUE packed neatly in straw.
  D5. Music Room (CR 3)
  Strains of harp music fill this room, emanating from a large 
  harp placed on a six-foot diameter dais in the room’s southwest 
  corner. Other musical instruments are mounted on the walls 
  here, from large woodwinds to tiny fiddles. A few padded 
  stools are scattered throughout the room.
  This room bears an enchantment to allow Nine-Eaves’ 
  sole occupant to enjoy music. Any instrument placed on 
  the dais here plays itself with professional skill (Perform 
  +12) and continues to play until removed. Multiple 
  instruments placed on the dais play together in harmony.
  The room’s only obvious exit is to the south, leading to 
  the parlor (area D3), although a secret door (Perception 
  DC 22) leads to the servants’ quarters (area D6). A PC 
  who succeeds at a DC 16 Perception check locates the 
  secret door.
  Creature: Vithiz has tampered with the magic of the 
  musical dais, binding a summoning spell into it. If the 
  playing of the harp is stopped or additional instruments 
  are added, a dramatic and sour music fills the room 
  as the spell completes, summoning a yeth hound to 
  THE DEAD 
  ROADS
  Part 1:  
  Awake in Roslar’s 
  Tomb
  Part 2:  
  Among the Dead
  Part 3:  
  Walking the Dead 
  Roads
  Part 4:  
  Deathbower
  NPC 
  Gallery
  Tools of the 
  Boneyard
  The Half-Dead
  To Exceed  
  Their Grasp
  Bestiary
  Campaign Outline
  31
  Kishokish
  
  attack intruders. Vithiz doesn’t realize the conjured pet 
  remains bound to the dais, however, and replacing just the 
  solo harp music restores the gentle music of the chamber 
  and automatically affects the yeth hound as a sleep spell 
  each round (CL 10th; DC 15), lulling it into a nap.
  YETH	HOUND	
  CR	3
  XP	800
  hp 30 (Pathfinder RPG Bestiary 286)
  Treasure: Among the well-made instruments are seven 
  masterwork musical instruments (including the harp and 
  one type of instrument preferred by a PC). The most out-
  of-place instrument is a shabby hide drum; this is a goblin 
  fire drumUE.
  Development: The yeth hound’s bay is sufficient to 
  alert other creatures in Nine-Eaves to trouble. Farf, the 
  nucol in area D8, leaves its meal in 2d4 rounds to search 
  the manor for intruders. Ayuki, the phantom in area 
  D19, prepares and distributes her origami warnings, as 
  described in the sidebar on page 33.
  If the yeth hound is lulled to sleep and left undisturbed, 
  it remains so indefinitely. Kishokish is able to deal with 
  the beast on his own at a later time
  D6. Servants’ Quarters
  The back hall of the manor connects the pantry (area D7) 
  with a secret passage to the music room (area D5) and the 
  parlor (area D3). All of the small rooms here are either 
  quarters for servants or storage for mundane items; none 
  of these rooms have been in use for many years, and they 
  contain nothing of interest. As the creatures that currently 
  occupy the manor have no interest in these rooms, they 
  make good places for the PCs to hide and rest.
  D7. Pantry
  This small pantry has three doors, including one sturdy wooden 
  door that leads outside the manor to the east. Sliding doors 
  to the west and south have yellowed paper notices tacked to 
  them. The shelves here contain a few bags and boxes.
  As Kishokish rarely entertains visitors that need to 
  eat, this pantry is stocked only with long-lasting rations, 
  such as boxes of jerky and wax-sealed bags of rice. A small 
  wine rack contains several old vintages with cryptic labels 
  drawn from several different worlds. The notices are 
  minutiae—reminders about place settings, inventories of 
  food storage, and so on. None of them have been relevant 
  for many years.
  Treasure: Several of the wine bottles are valuable for 
  their rarity; four of them are worth 60 gp each and eight 
  are worth 15 gp each.
  Development: If Farf, the nucol usually found in 
  area D8, hears activity in this room, it immediately comes 
  to investigate.
  D8. Kitchen (CR 4)
  A large cast-iron sink stands next to a potbelly stove, and 
  counters around the room contain racks of knives, stacks of 
  mismatched dishes, and piles of pots. A large pile of firewood 
  near the stove has been tipped over, spilling old, worm-ridden 
  wood across the floor. Doors lead out of this room to the north 
  and south.
  This kitchen isn’t used often, but Kishokish has kept 
  it tidy for rare visitors. He also collects far more dishes 
  than he needs; the number of dishes here far exceeds the 
  number required even if the manor were filled to capacity 
  with guests. The dishes are an eclectic combination that 
  struck Kishokish’s fancy. Although they are all of high 
  quality, none of them match each other.
  The north door leads to the pantry (area D7); the south 
  door leads to the dining room (area D9). 
  Creature: Farf, a boar-like beast infested with disgusting 
  parasites, scattered the wood to feast on the worms. It 
  attacks as soon as it detects intruders.
  FARF	
  CR	4
  XP	1,200	
  Nucol sahkil (Pathfinder RPG Book of the Damned 253)
  NE Medium outsider (evil, extraplanar, sahkil)
  Init +7; Senses darkvision 60 ft., detect magic, low-light 
  vision; Perception +9 
  DEFENSE
  AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
  hp 42 (5d10+15)
  Fort +7, Ref +7, Will +2
  DR 5/good; Immune death effects, disease, fear, and poison; 
  Resist cold 10, electricity 10, sonic 10; SR 15
  OFFENSE	
  Speed 40 ft.
  Melee gore +10 (2d6+7 plus nervous consumption)
  Special	Attacks cough, look of fear (DC 15), spirit touch 
  Spell-Like	Abilities (CL 4th; concentration +7) 
  Constant—detect magic
  At will—open/close
  3/day—grease (DC 14), sense fearHA 
  1/day—remove disease 
  TACTICS
  During	Combat Farf coughs to inflict nervous consumption on 
  its opponents, then gores at those approaching in melee, 
  using Power Attack to maximize its damage. 
  Morale Already resigned to the fact that its trip to the 
  Boneyard was a suicide mission, Farf fights until destroyed.
  32
  
  STATISTICS
  Str 21, Dex 16, Con 17, Int 9, Wis 12, Cha 16 
  Base	Atk +5; CMB +10 (+12 bull rush); CMD 23 (25 vs. bull 
  rush, 27 vs. trip)
  Feats Improved Bull Rush, Improved Initiative, Power Attack 
  Skills Bluff +11, Intimidate +11, Perception +9, Sense 
  Motive +9, Stealth +11
  Languages Abyssal, Celestial, Infernal; telepathy 100 ft.
  SQ easy to call, emotional focus, skip between 
  SPECIAL	ABILITIES
  Cough	(Su) As a standard action, a nucol can bellow out a 
  contagious cough. This cough can take one of two forms: 
  a ranged touch attack consisting of a wad of infectious 
  phlegm with a range of 30 feet, or a spray of snot and 
  spit that affects creatures in a 15-foot cone (Reflex DC 15 
  negates). All creatures affected by either form of the cough 
  must succeed at a DC 15 Fortitude save or contract nervous 
  consumption. The save DCs are Charisma-based.
  Look	of	Fear	(Su) A creature affected by a nucol’s gaze is 
  shaken for 1d2 rounds.
  Disease	(Su)	Nervous Consumption: Gore or cough—injury or 
  contact; save Fort DC 15; onset immediate; frequency 1/
  day; effect 1 point of Wisdom damage. If a creature with 
  this illness is suffering Wisdom damage from any source, it 
  takes a –1 penalty to its Armor Class and on ability checks 
  and skill checks. This is a disease effect. The save DC is 
  Constitution-based.
  Treasure: Some of the knives here are remarkably large 
  and sharp; one curved blade functions as a masterwork 
  sickle and another as a masterwork kukri. One straight, 
  gleaming knife is made of bright silver. It functions as 
  a masterwork alchemical silver short sword, and is the 
  knife suggested by Kishokish’s image to solve the first 
  puzzle (see area D2).
  D9. Dining Room (CR 2)
  This gloomy dining room contains a narrow table with a single 
  high-backed wooden chair at each end. Other chairs and a 
  sideboard stand against the room’s eastern wall. The headless 
  corpse of a hairy, humanoid creature sprawls across the middle 
  of the table.
  Creatures: Eating the carcass are three giant fleas, Farf’s 
  companions and pets. Farf dragged this corpse (once, a 
  gnome) here as a treat for them. The fleas immediately 
  attack anyone other than Farf that enters this room. 
  Aggressive and overconfident, they fight to the death.
  GIANT	FLEAS	(3)	
  CR	1/2
  XP	200	each
  hp 5 each (Pathfinder RPG Bestiary 4 99) 
  Treasure: The sideboard contains an elegant tablecloth 
  with gold thread that is worth 200 gp.
  D10. Drawing Room
  This room has several overstuffed chairs and a few low tables 
  and cabinets. Sliding doors lead to the east and south, while to 
  the north a glass door opens onto a small semicircular balcony.
  If the phantom Ayuki is aware of the PCs (see the 
  sidebar above), an origami grasshopper sits on the floor 
  in the center of the room.
  One of Kishokish’s favorite rooms, this drawing room 
  is in better repair than much of the manor. Two of the 
  cabinets contain cards and dice for games; another is a 
  well-stocked liquor cabinet.
  The origami grasshopper, if present, is a note from 
  the phantom Ayuki. If unfolded, it reads in Ayuki’s neat 
  script, “The new Master wants you gone from here. I have 
  little patience.”
  The south double door leads to the library (area D11) 
  and the east door leads to the top of the grand staircase 
  (area D2). The north door exits to a small balcony that is 
  only 3 feet by 6 feet wide.
  Treasure: The liquor cabinet contains six fine glasses 
  engraved with a detailed image of a snail. A gift to 
  Kishokish from an old friend, the glasses are worth 
  20 gp each. The cards and dice are sufficient to form a 
  Ayuki’s Notes
  One of Vithiz’s loyal servants is an unfettered phantom 
  named Ayuki. Once a mortal terrorized to death by 
  the sahkil, Ayuki now serves her tormentor loyally but 
  cautiously. She currently occupies the master’s chamber 
  (area D19), searching for clues among Kishokish’s papers. 
  If she becomes aware of intruders, she attempts to scare 
  them away by leaving ominous notes.
  Ayuki is alerted if she hears any loud noise, such as 
  prolonged conversation with the portrait in area D2, the 
  baying of the yeth hound in area D5, or the buzzing of 
  angry wasps in area D11, or if the PCs circle the manor 
  house without being stealthy (as Ayuki can see them 
  from her room’s windows). Ayuki folds up three notes in 
  the shape of origami grasshoppers, depositing them in 
  areas D10, D15, and D17. You can change the locations 
  where she drops her notes, although the trapped third 
  note should be the last the PCs find. To leave her notes, 
  Ayuki simply moves incorporeally through the ceiling or 
  walls of the room, drops the folded paper, and leaves—
  preferably when the PCs aren’t present.
  Ayuki’s most powerful note—the one she leaves in area 
  D17—is trapped with explosive runes.
  THE DEAD 
  ROADS
  Part 1:  
  Awake in Roslar’s 
  Tomb
  Part 2:  
  Among the Dead
  Part 3:  
  Walking the Dead 
  Roads
  Part 4:  
  Deathbower
  NPC 
  Gallery
  Tools of the 
  Boneyard
  The Half-Dead
  To Exceed  
  Their Grasp
  Bestiary
  Campaign Outline
  33
  
  common gambler’s kitUE and a deck of harrow cardsUE. 
  Tucked away in an ivory box is a deck of illusions missing 
  all of its jacks.
  D11. Library (CR 3)
  This elegant library is in shambles. Piles of shredded books are 
  heaped untidily throughout the room. A small desk is scarred by 
  deep grooves across its surface. Several large, umbrella-shaped 
  masses of parchment and torn paper hang from the ceiling. 
  Sliding double doors lead out of this room to the north and 
  south, and a narrow glass door in the west wall leads to a small 
  semicircular balcony. The glass of the door is badly cracked.
  Vithiz inflicted its rage upon this library shortly after 
  it captured Kishokish. Vithiz assumed the material 
  here would be useful and was dismayed to find the 
  library contained only books on logic, numerology, and 
  philosophy. A PC who succeeds at a DC 10 Knowledge 
  (nature) check identifies the wads of paper as wasp nests. 
  Brought by Vithiz, the wasps recently built the nests from 
  the torn pages here.
  The sliding double door to the north leads to the 
  drawing room (area D10) and the door to the south leads 
  to the study (area D12). The balcony door is jammed 
  shut because of misaligned panes of glass and requires 
  a successful DC 10 Strength check to open; alternatively, 
  pushing out the cracked glass is straightforward. The 
  balcony is as small as the one in area D10, and it looks 
  onto the greenhouse below.
  Creature: A wasp swarm occupies the nests here. Two 
  rounds after anyone enters this room, the wasp swarm 
  emerges and attacks any creatures here other than sahkils 
  or vermin. The wasp swarm doesn’t leave this room, and 
  any surviving wasps retreat to their hives once the swarm 
  is destroyed. 
  WASP	SWARM	
  CR	3
  XP	800
  hp 31 (Pathfinder RPG Bestiary 275)
  Treasure: It takes an hour to search the room, but after 
  doing so and succeeding at a DC 14 Linguistics check, 
  a PC discovers a scroll of lesser restoration and a scroll of 
  burning gazeAPG.
  D12. Study
  This study has several tall wingback chairs, a small writing 
  desk, and a peculiar iron statue of nine bearded snails climbing 
  a rocky waterfall. One sliding double door leads north, while 
  another leads east, and a wide glass door opens onto a small 
  semicircular balcony to the south.
  Kishokish rarely uses this room, as he can’t sit 
  comfortably in the chairs thanks to his snail shell. The 
  statue was a gift, but Kishokish isn’t too fond of it. The 
  writing desk contains a few sheets of blank paper and 
  writing implements, but no correspondence.
  The sliding double door to the north leads to the 
  wrecked library (area D11), while the door to the east leads 
  to the lower landing (area D13). The semicircular balcony 
  looks out over the front of the manor.
  Treasure: A gaudy fire opal worth 350 gp sits on the 
  writing desk as a paperweight. 
  D13. Lower Landing (CR 3)
  A cabinet with a large, shattered terrarium occupies the north 
  wall of this room. The south wall has a spiral staircase leading 
  upward with a thick purple curtain that obscures the space 
  beneath the stairs. A sliding double door exits to the west. 
  The terrarium once held small reptiles that Kishokish 
  kept as pets, but the room’s current occupant smashed 
  open the terrarium and ate them all. The purple curtain 
  hides items stored under the spiral staircase: a few spare 
  chairs and linen chests. 
  The door leads to the study (area D12), while the stairs 
  lead up to the upper landing (area D15).
  Creature: A giant assassin bug lurks behind the curtain, 
  waiting to ambush new prey. If any PC enters the room, 
  the giant assassin bug attempts to hide, then spits poison 
  at the party once three or more PCs are present. The giant 
  assassin bug fights to the death.
  GIANT	ASSASSIN	BUG	
  CR	3
  XP	800
  hp 27 (Pathfinder RPG Bestiary 5 36)
  D14. Ballroom (CR 6)
  The two sliding doors that enter this room can only be 
  opened using the Nine-Eaves key, as described in area D2; 
  the PCs are unlikely to be able to enter this room without 
  solving the portrait’s riddles.
  Wooden pillars carved to resemble thin trees support the 
  ceiling of this enormous ballroom. Stairs lead up to a balcony at 
  the south end of the room protected by a wrought-iron railing. 
  A low stage under the balcony contains benches and music 
  stands. The walls are painted with misty forest scenes, each 
  image featuring a clearing with a grave or mausoleum. The 
  ballroom contains no windows and only two doors: one at 
  either end.
  This ballroom hasn’t been used for music or dancing 
  in decades. The north door leads to the top of the grand 
  34
  
  staircase (area D2), while the south double door leads to 
  the upper landing of the manor’s spiral stairs (area D15).
  Creature: The sahkil responsible for the invasion of 
  Nine-Eaves, Vithiz, spends its time here, communing 
  with Kishokish’s trapped spirit. Vithiz hopes to compel 
  Kishokish to reveal secret entrances to the Boneyard that 
  the psychopomps use, although Kishokish’s obstinacy 
  and tendency to speak in riddles makes the interrogation 
  particularly frustrating for the sahkil. Vithiz believes itself 
  safe in the ballroom, so it does not prepare for combat 
  even if it hears noises elsewhere. In the first round of 
  combat, it flies upward 15 feet and casts blur. It casts unholy 
  blight on the greatest concentration of enemies, then uses 
  its droning madness ability while descending into melee, 
  swinging Kishokish’s staff.
  This foe might be too powerful for the PCs 
  to defeat in direct combat, but Kishokish’s 
  portrait gave the PCs an important clue to 
  defeating Vithiz: a PC who takes Kishokish’s 
  staff from the sahkil (with a successful disarm 
  combat maneuver against Vithiz’s CMD 
  of 25) and then strikes Vithiz with the staff, 
  draws the sahkil into the weapon and frees 
  Kishokish. Kishokish’s spirit aids the PCs in 
  this task, causing the staff to jerk and lunge at 
  just the right moments: attempts to disarm 
  the staff from Vithiz gain a +4 circumstance 
  bonus, as do attacks made with the staff 
  against Vithiz. If the PCs wears Kishokish’s 
  challenger’s glove from area D19, any 
  attempts to disarm Vithiz of the staff do not 
  provoke attacks of opportunity.
  VITHIZ	
  CR	6
  XP	2,400
  Wihsaak (Pathfinder RPG Bestiary 5 218)
  hp 68 
  Melee +2 cold iron quarterstaff +13/+8 (1d6+6)
  Development: If Vithiz is slain or drawn into the staff, 
  the shoki Kishokish is freed. Kishokish is very grateful, 
  but weak from his ordeal. He asks the PCs to ensure 
  than any intruders in his house are killed or driven off. 
  He then stamps their bodies with his personal stamp, a 
  17-sided die as large as a halfling’s fist, to give them his 
  authorization to travel on the Dead Roads.
  Treasure: Once the PCs have freed Kishokish and 
  cleared out the manor, the shoki does more than just 
  stamp them and send them on their way. He knows 
  that the PCs not only saved his spirit from torment at 
  the sahkil’s claws, but prevented a potential invasion of 
  the Boneyard by sahkil forces. The shoki therefore gives 
  the PCs his 17-sided personal stamp, which functions 
  as a pearl of power (2nd level), and explains that he can 
  requisition another. He also allows them to keep any 
  valuables they’ve taken from his manor.
  Story Awards: If the PCs free 
  Kishokish by striking Vithiz with the 
  staff, award them XP as though they 
  had defeated Vithiz in combat. 
  When the PCs have their bodies 
  stamped by Kishokish, award them 
  1,200 XP.
  D15. Upper Landing
  This landing at the top of the 
  spiral staircase has sliding doors 
  to the west, north, and east; 
  THE DEAD 
  ROADS
  Part 1:  
  Awake in Roslar’s 
  Tomb
  Part 2:  
  Among the Dead
  Part 3:  
  Walking the Dead 
  Roads
  Part 4:  
  Deathbower
  NPC 
  Gallery
  Tools of the 
  Boneyard
  The Half-Dead
  To Exceed  
  Their Grasp
  Bestiary
  Campaign Outline
  35
  Vithiz
  
  unlike the other doors, the east door has a keyhole in it. The 
  wall above the spiral stairs contains a large window hung with 
  rich velvet drapes.
  If the phantom Ayuki is already aware of the PCs (see 
  the sidebar on page 33), a small origami grasshopper has 
  been placed on the floor of the landing.
  This landing provides access to several of the upstairs 
  rooms, including the sitting room (area D16), the guest 
  dressing room (area D17), and the ballroom (area D14). 
  The door to the ballroom is locked and inaccessible 
  without using the Nine Eaves key to open it, just as the 
  door described in area D2; when opened, however, it leads 
  to the ballroom’s balcony. 
  The origami grasshopper, if present, is a note from the 
  phantom Ayuki in area D19. If unfolded, the note reveals 
  Ayuki’s neat handwriting and reads, “The new master has 
  taken the old. He cannot be interrupted by the likes of 
  you. No more warnings.”
  D16. Sitting Room
  This dim room contains several ornate wooden chairs. The 
  walls are adorned with framed, shadowy portraits of Kishokish. 
  A sliding door leads out to the east, and a glass door leads to a 
  small semicircular balcony to the west.
  This sitting room has several hanging portraits of 
  Kishokish, but they are all remarkably dark; their colors 
  have been magically leached away to provide the painting 
  in area D2 with animation. The western door exits to a 
  small balcony that overlooks the greenhouse below.
  D17. Dressing Room (CR 5)
  This room has several armoires made of dark wood, racks with 
  clothes hangers, and a dressmaker’s dummy. Sliding doors 
  stand in the north, west, and south walls.
  If the phantom Ayuki is aware of the PCs and has 
  left at least one other note for the party already (see the 
  sidebar on page 33), an origami grasshopper has been 
  placed on the floor in the center of the room. The origami 
  grasshopper, if present, is the Trap described below.
  The lighting in this room is brighter than elsewhere 
  in the manor, although the furnishings here are no less 
  heavy and imposing. One of the racks contains a collection 
  of six gray robes that all look similar, and are all missing 
  their backs; these are Kishokish’s clothes. He finds fashion 
  tedious, and cycles through the same functional robes.
  The south door leads to the upstairs landing (area D15), 
  the west door leads to the guest room (area D18), and the 
  north door leads into the master’s chamber (area D19).
  Trap: The origami grasshopper is the final note from 
  the phantom Ayuki. If unfolded, the note reveals Ayuki’s 
  neat handwriting and reads, “I said no more warnings.” 
  The note is an explosive runes trap (CL 6th).
  EXPLOSIVE	RUNES	TRAP	
  CR	5
  XP	1,600
  Type magic; Perception DC 28; Disable	Device DC 28
  EFFECTS
  Trigger location (upon reading); Reset none
  Effect spell effect (explosive runes, 6d6 force damage, creatures 
  other than the reader are allowed a DC 14 Reflex save for half 
  damage); multiple targets (all targets in a 10-ft.-radius burst)
  Treasure: One of the armoires contains an attractive 
  crimson cloak of resistance +1.
  D18. Guest Room
  This room contains two bunk beds made of thick, dark wood, 
  one against the north wall and one against the south. The 
  mattresses on each bed are neatly folded up, without pillows or 
  bedclothes. A dresser and a small wooden chest stand against 
  the west wall. The room’s only exit is a sliding double door in 
  the east wall.
  The dresser is empty, though the trunks contain linens. 
  The door leads to the dressing room (area D17). 
  D19. Master’s Chamber (CR 4)
  A massive canopy bed to the east dominates this large room with 
  a wide, ornate headboard carved with images of snails chasing 
  cats. Hanging from the canopy are hundreds of medallions of 
  various sizes and shapes. A roll-top desk stands against the south 
  wall. The desk is overflowing with papers, some of which are 
  scattered on the floor or folded into origami shapes. Glass doors 
  lead to semicircular balconies to the west and north, while an 
  elegant sliding double door opens to the south, next to the desk. 
  This is Kishokish’s personal chamber. The room’s 
  current occupant, the phantom Ayuki, has been 
  methodically searching the room, looking for clues. 
  Origami keeps her calm and focused on something 
  beyond the ever-present panic.
  The medallions hanging on the bed are holy symbols 
  of various deities. While most deities of Golarion are 
  included among them, Kishokish’s collection includes 
  several holy symbols of rare or even dead gods. The 
  desk contains several years of Kishokish’s notes about 
  philosophy and planar lore and is the focus of the 
  phantom’s fruitless search. One desk drawer contains 
  nothing but eighteen oddly shaped iron keys: three 
  36
  
  engraved with a standing rectangle and the numbers 
  1 through 3, six engraved with a semicircle and the 
  numbers 1 through 6, and nine engraved with a right 
  triangle and the numbers 1 through 9. These are the keys 
  that Kishokish’s portrait requests from the PCs as part of 
  its third riddle (see area D2). All of the keys radiate faint 
  transmutation magic, but only one (the key engraved with 
  the number 9 and the right triangle representing an eave) 
  is the Nine-Eaves key that opens the doors to the ballroom.
  The door to the south leads to the dressing room 
  (area D17), while each of the glass doors leads onto a small 
  balcony like the one described in area D10. 
  Creature: Once a Tien wizard with short, dark hair and 
  an imperious manner, Ayuki was terrified to death by 
  Vithiz. The sahkil captured this sliver of her soul, 
  binding her to its service as an unfettered phantom 
  with an emotional focus of fear. Although she’s lost 
  her spellcasting ability, Ayuki still has her cleverness 
  and access to many of the scrolls, wands, and traps 
  she created in life to keep her sahkil tormentor at bay. 
  She doesn’t like direct confrontation, preferring to terrify 
  and confuse her enemies through notes and deadly traps 
  placed around the manor. If the PCs confront her here, 
  however, she resolves to make a final stand against them 
  and fights until destroyed.
  AYUKI	
  CR	4
  XP	1,200
  Female unfettered phantom (Pathfinder RPG Bestiary 5 190)
  NE Medium outsider (phantom)
  hp 42
  Melee 2 slams +8 (1d6+3)
  Special	Attacks phantasmagoric slam (fear)
  Treasure: The 94 holy symbols around the bed are 
  worth 1 gp each, as they are wooden holy symbols for 
  common deities. Sixteen others are worth 25 gp each, 
  either because they are made of silver or because they 
  are rare, representing a forgotten or unknown deity from 
  far-flung locations across the planes. The desk contains 
  a mahogany snuffbox worth 90 gp as well as 78 pp and 
  14 gp. The papers in the desk include a scroll of fire shield, 
  a scroll of halt undead, and a page of spell knowledgeUE with 
  summon monster II.
  The desk also contains a single brown, leather 
  glove stitched with a distinctive whorl pattern. This 
  is a challenger’s gloveUE gifted by a friend and rival that 
  Kishokish uses daily in his writing as a smudge glove. 
  The kinship between psychopomp and this treasured 
  possession means that the glove’s wearer does not 
  provoke attacks of opportunity should she attempt a 
  disarm combat maneuver against Vithiz in area D14 to 
  recover Kishokish’s staff.
  E. SALIGHARA’S SCRIPTORIUM
  Umble and Thoot are substantially correct about Salighara’s 
  Scriptorium, although they are unaware of a very recent 
  development. In her eagerness to stop the PCs, Mictena 
  commanded the eponymous Salighara—a decidedly 
  combat-avoidant viduus psychopomp—to eliminate the 
  dangerous “aberrations” attempting to flee the Boneyard. 
  When Salighara refused, Mictena used her authority among 
  psychopomps to ban Salighara from her own scriptorium, 
  leaving it under the command of Salighara’s chief research 
  assistant, an aranea named Mrs. Pedipalp. Mrs. Pedipalp 
  had been subtly working to overthrow Salighara for 
  months, and seized her chance to turn the scriptorium 
  into her own nightmarish realm. Salighara still retains 
  the authority to grant the PCs a stamp, but she wants Mrs. 
  Pedipalp removed from her scriptorium before doing so.
  When PCs arrive at Salighara’s Scriptorium, read or 
  paraphrase the following.
  This sprawling wood-and-stone structure looks like a misplaced 
  university building, with a grand entry on the southeast corner 
  and a tall tower to the northwest. A path from the road leads 
  directly to the entry. 
  An antisocial pedant, Salighara built her scriptorium 
  along the Dead Roads for the privacy it provided, and 
  for the thinness of reality in that location. She resents 
  that it must also operate as a way station for travelers, 
  but accepts that as a sort of mortgage she must pay. The 
  thinness of reality the viduus originally sensed turned 
  New Magic Item
  The Nine-Eaves key grants its bearer magical access to 
  both doors and enchantments.
  NINE-EAVES KEY
  PRICE	
  1,500 GP
  SLOT	none
  CL	3rd
  WEIGHT	—
  AURA	faint transmutation
  This small iron key has the number 
  9 and a right triangle engraved 
  upon it. While the Nine-Eaves 
  key is held, the bearer can use 
  open/close at will, but only to 
  open, not to close. Once per day 
  as a standard action, the bearer 
  can touch the Nine-Eaves key to a 
  magic item. For the following 24 hours, all Use Magic 
  Device skill checks to use or activate the touched 
  magic item gain a +4 insight bonus.
  CONSTRUCTION	REQUIREMENTS
  COST	750 GP
  Craft Wondrous Item, identify, open/close
  THE DEAD 
  ROADS
  Part 1:  
  Awake in Roslar’s 
  Tomb
  Part 2:  
  Among the Dead
  Part 3:  
  Walking the Dead 
  Roads
  Part 4:  
  Deathbower
  NPC 
  Gallery
  Tools of the 
  Boneyard
  The Half-Dead
  To Exceed  
  Their Grasp
  Bestiary
  Campaign Outline
  37
  
  out to be a conjunction—a planar anomaly that can enable 
  travel between planes—with the Plane of Dreams, and 
  in addition to her duties copying minutiae from 
  courtroom records, Salighara dedicated her 
  free time to studying this unusual realm. Her 
  earliest attempts to open a planar window 
  accidentally breached the First World, 
  releasing dozens of fey who continue 
  to pester her stretch of the Dead Roads 
  (including the Palace of Teeth). Her 
  more recent attempts have created the 
  Dream Gate, an observation window 
  through which she can examine the 
  dreaming minds of mortal creatures, 
  and even bring forth denizens of the 
  Dimension of Dreams to examine 
  and interview.
  It was through the Dream 
  Gate that Salighara first met 
  Mrs. Pedipalp, who seemed like a 
  kindred soul, and Mrs. Pedipalp in 
  turn encouraged Salighara to take on students—
  mostly the tireless wyrwoods who found themselves 
  stranded in the Dead Roads after a teleportation accident—
  so that she could dedicate more of her time to oneirology. 
  Salighara had no idea that the seemingly kindly old woman 
  she befriended was a creature of nightmares who plotted 
  to corrupt Salighara’s research to sate an endless curiosity 
  about nightmares and cruelty.
  The scriptorium is made of old stone and wood, and is 
  in generally well-maintained condition thanks to scribes 
  being forced to scrub and polish the structure over several 
  centuries as penance for their errors. The scriptorium 
  has cramped rooms and narrow hallways; the ceilings 
  throughout are 9 feet high, except within the interior 
  of the tower (area E20). Each room contains one or two 
  hanging lanterns lit with continual flame, but under Mrs. 
  Pedipalp’s control, these lanterns issue only ominous, 
  flickering light. Except where indicated otherwise, 
  rooms are lit with dim light. Doors are made of sturdy 
  wood bound with iron, and are unlocked throughout the 
  scriptorium (although some doors don’t lead where they 
  appear to).
  Clarity Points
  Mrs. Pedipalp has reoriented Salighara’s Dream Gate in area 
  E22 to a terrifying section of the Dimension of Dreams. 
  This allowed her to call a few allies—most significantly 
  her old student Colulus—to flood the scriptorium with 
  several nightmarish effects (see Nightmare Influences 
  in each of the applicable areas detailed below). These 
  nightmare influences are quasi-real effects that provide 
  unnerving experiences, and persist so long as the Dream 
  Gate remains open. Most nightmare influences that occur 
  within each area require a PC to attempt a specific skill 
  check; the first time a PC is subject to the nightmare 
  influence, she can attempt the skill check; 
  on a success, she gains 1 Clarity Point (to 
  a maximum of 14 points). A PC can 
  attempt an untrained skill check 
  when subjected to a nightmare 
  influence even if that skill cannot 
  normally be used untrained.
  Clarity Points represent an 
  understanding of the nightmare 
  influences in the scriptorium, and 
  they are useful against Mrs. Pedipalp 
  in area E21 and when interacting with the 
  Dream Gate in area E22. Each PC has only 
  one opportunity to earn 1 Clarity Point in 
  each area; subsequent interactions with 
  the same nightmare influence don’t 
  allow new skill checks.
  Each Clarity Point a PC collects grants 
  a +1 bonus on Perception checks and 
  Will saving throws against illusions within 
  the scriptorium while the Dream Gate remains open.
  E1. Scriptorium Exterior
  Outside the scriptorium, the PCs see a viduus psychopomp 
  with a grim expression, looking forlornly at the building. 
  When she sees the PCs, she introduces herself as 
  “Salighara, a scholar and scribe of no small repute among 
  the esteemed psychopomps.” Almost as soon as the PCs 
  start introducing themselves, Salighara finishes their 
  introductions for them—it’s plain she knows who they 
  are already. She makes them the following offer, in her 
  characteristically long-winded manner.
  “If I might hazard an educated guess, you seek to leave the 
  Boneyard and return home to your world. To do so, you need 
  my approval. 
  “I know why you would want to leave—Mictena has set 
  her sights upon you as abominations. She wants to see you 
  well and truly dead. I know all this because, frankly, she told 
  me. Mictena came to me a short time ago, explaining that I 
  would be well advised to see you slain. I’m a creature of logic 
  and process, and Mictena’s pleas were more impassioned than 
  logical. In fact, I outright refused, insisting that I had more 
  critical work to do. She was not well disposed to that response.
  “My current field of study is dreams, and how mortal 
  dreaming intersects with their fates and their desires. Don’t 
  assume I’m going on a tangent here—my conversation is 
  scrupulously intentional, you’ll see. My chief assistant and 
  associate researcher, Mrs. Pedipalp, had been using my research 
  equipment for her own studies into nightmares—things that 
  38
  Salighara
  
  terrify mortals. I wouldn’t abide by it, and although I knew 
  she coveted my Dream Gate, I’d assumed her distractions were 
  mere... frippery.
  “Well, after I declined Mictena’s offer, it seems she went 
  right to Mrs. Pedipalp. The rattletrap ousted me and 
  appointed my assistant. My assistant! Mrs. Pedipalp 
  is now master of the scriptorium, my staff, and my 
  Dream Gate. An outrage! Well, her time as my assistant 
  is finished. I will make this deal with you—if you 
  enter my scriptorium and dispatch Mrs. Pedipalp in 
  whatever manner you see fit, I will give you 
  the stamps you need to continue on your 
  journey home.”
  Salighara 
  is 
  firm 
  in 
  this 
  arrangement—she refuses to 
  stamp the PCs unless they 
  restore her scriptorium to her. 
  If they attack, she insists that 
  violence will not avail them, as 
  viduuses are reborn if destroyed 
  and she won’t be compelled to provide her stamp 
  through violence. If the PCs agree, she gestures grandly 
  to the scriptorium’s entry and recommends haste.
  Salighara can also answer a few questions from the PCs, 
  as follows.
  Who is Mrs. Pedipalp? “Were you not listening? She 
  is my research assistant. I brought her over from the 
  Dimension of Dreams originally, just to interview her 
  about her experiences, but she seemed like a perfectly 
  acceptable housekeeper, and so I kept her on. This little 
  incident certainly tarnishes my opinion of her. I will not 
  be providing her with a letter of recommendation.”
  What is a Dream Gate? “The nomenclature is perfectly 
  suitable. It is a gate. To dreams. Ergo, Dream Gate. I 
  constructed it myself at this site of planar thinness, for 
  my studies.”
  Who are your staff? “I don’t know! The little... sort of 
  clicky people. Made from wood. I don’t know all their 
  names! Their job was to not get in my way.”
  Will we get a reward for this? “Oh certainly! I keep it 
  right next to the reward I received for telling Mictena I 
  refused to kill you.” If PCs pursue the point, Salighara 
  notes she has nothing but the clothes on her back, but 
  they’re welcome to keep whatever valuables they want to 
  steal from her home; she’s in no position to stop them.
  Treasure: Provided the PCs are at least marginally 
  respectful toward her, Salighara finds a modicum of 
  concern and offers them a boon: she asks the party to 
  select one character, to whom she loans her ability to 
  regenerate. By etching a glyph on that character’s arm, 
  she grants them the ability to cast breath of life once as 
  a spell-like ability, entombing the target briefly in a silk 
  cocoon to restore them to life. If this boon is unused, this 
  mark fades after 72 hours.
  E2. Entry
  Two wooden doors, deeply carved 
  with images of quill pens and open 
  books, stand to the east and west of 
  this entry hall. The double door to 
  the west has frosted glass windows 
  that reveal only shifting shadows 
  behind them. To the north is an alcove 
  with several empty coat hooks. 
  Another door stands to the south, 
  and a sharply angled hall leads to 
  the southwest.
  This entry hall is where 
  visitors are usually welcomed. The 
  east door is the building’s only 
  exit. The narrow door to the south 
  leads to the valet’s room (area E3), while 
  the double door to the west opens into the 
  gallery (area E4). The hallway to the southwest, after some 
  turns, leads to the writing room (area E5). 
  E3. Valet’s Room
  This room has a narrow peephole in the door and a single 
  stool in the room for a valet or attendant, neither of which 
  the scriptorium has had in some time. When the door to 
  this room is opened, a Small wooden humanoid flops out 
  onto the floor. This is a dead female wyrwood (Pathfinder 
  RPG Bestiary 4 280), a clerk that ran afoul of Colulus and 
  whose body was stuffed here. A PC who succeeds at a DC 
  10 Heal check identifies the cause of death as many tiny 
  bite marks.
  Nightmare Influence: The wyrwood’s wounds leak 
  fresh blood, despite the fact that wyrwoods are constructs 
  and don’t bleed. A successful DC 15 Heal check earns a PC 
  witnessing this effect 1 Clarity Point.
  E4. Gallery (CR 2)
  Several glass cases stand around this room or are mounted on 
  the walls, each bearing several ancient sheets of parchment or 
  a yellowing book. Each case is lit with only a small dim candle 
  that casts flickering shadows around the room. The room’s only 
  door stands in the east wall.
  This gallery contains several notable works, including 
  copies of pages from the Concordance of Rivals and an 
  agreement with a contract devil in excruciatingly small 
  print. Most of the cases bear small latches that open easily, 
  THE DEAD 
  ROADS
  Part 1:  
  Awake in Roslar’s 
  Tomb
  Part 2:  
  Among the Dead
  Part 3:  
  Walking the Dead 
  Roads
  Part 4:  
  Deathbower
  NPC 
  Gallery
  Tools of the 
  Boneyard
  The Half-Dead
  To Exceed  
  Their Grasp
  Bestiary
  Campaign Outline
  39
  Berthold
  
  but the contract case is locked, requiring a successful 
  DC 25 Disable Device check to unlock. The gallery is 
  crammed with the glass cases, leaving only a few feet of 
  space between each. Moving through this room counts as 
  difficult terrain for Medium and larger creatures.
  The door leads back to area E2.
  Nightmare Influence: If any of the glass is broken, 
  deeper darkness (CL 7th) immediately fills the room. A PC 
  who succeeds at a DC 12 Spellcraft check when this occurs 
  gains 1 Clarity Point.
  Creature: Berthold, a ratling with mangy gray fur 
  and a long face, has been lurking in the scriptorium for 
  months. If the PCs have been noisy before entering this 
  room, Berthold hides under one of the cases; otherwise, 
  he is perched atop the glass case with the contract in it, 
  attempting to commit the legalistic jargon to memory. If 
  surprised here, Berthold freezes, waiting to see what the PCs 
  do. If they seem aggressive, Berthold becomes invisible and 
  uses his summon swarm spell-like ability before scrabbling 
  to use the scrolls in this room (see Treasure below; he saves 
  the scroll of fireball for the end, for fear of damaging the 
  books). Berthold isn’t brave, casting dimension door to flee 
  if reduced to fewer than 10 hit points. If the PCs instead 
  seem inclined to talk, Berthold negotiates for the contract, 
  as described in Development below.
  BERTHOLD	
  CR	2
  XP	600
  Male ratling (Pathfinder RPG Bestiary 4 226)
  hp 19
  Treasure: A scroll of magic missile (CL 3rd), a scroll of lesser 
  confusion, and a scroll of fireball are displayed in the glass 
  cases here. The infernal contract is now defunct, but its 
  wordsmithing is excellent, making it worth 450 gp.
  Development: If the PCs aren’t aggressive, Berthold 
  offers to talk, although he’s unwilling to give away 
  information for free. Berthold wants the contract in the 
  glass case, but he’s unable to open the lock and doesn’t 
  want to risk breaking the case since he knows that 
  darkness will envelop the room, and he believes (wrongly) 
  that Colulus sees any place that darkness touches. 
  Berthold is also hungry, and wants to sip a little blood 
  from either the oldest or the youngest PC.
  In exchange for the contract and a sip of blood, 
  Berthold explains that Mrs. Pedipalp has taken over the 
  scriptorium and ousted Salighara—information that is 
  not news to the PCs. Mrs. Pedipalp has a frightful ally, 
  Colulus, who resembles a flayed spider-person and has 
  been bullying the scribes. Colulus also exerts terrifying 
  control over the scriptorium and is able to contort the 
  rooms and halls so they fold in on each other. Berthold is 
  loath to leave the scriptorium without the contract, as he 
  thinks occult secrets to help him escape the Dead Roads 
  are hidden in the legal language of the document.
  Story Award: If the PCs successfully negotiate with 
  Berthold, award them 600 XP, as though they had defeated 
  him in combat.
  E5. Writing Room (CR 4)
  This large, dim room contains a dozen wooden desks topped 
  with hinged lids, each with stacks of paper and well-used 
  inkwells. The desks are arranged in neat rows. A lectern stands 
  at the front, facing the desks. Spider webs stretch from desk to 
  desk and up to the walls and ceilings. A hall leads out to the 
  east, while wooden doors stand in the north and west walls.
  This is the main workroom of the scriptorium where 
  scriveners and clerks create and transcribe documents 
  necessary for the bureaucracy of the Boneyard. Salighara 
  and other senior scriveners often oversee work from the 
  lectern at the front of the room. 
  The door to the west leads right back into this room, 
  as described in area E6; the north door leads to the 
  scrivener’s lounge (area E7) but is concealed in illusory 
  spider webs and requires a successful DC 17 Will saving 
  throw to see or enter. The eastern hall leads back to the 
  entry (area E2).
  Nightmare Influence: The space under the lid of 
  each desk is only a few inches deep, but the bottom of 
  the interior of the desk appears to be gone, instead 
  extending into indefinite darkness. A PC looking into this 
  impossible depth who succeeds at a DC 12 Knowledge 
  (planes) check gains 1 Clarity Point.
  Creatures: When the PCs first enter this room, the 
  nightmare ettercap Colulus (see area E17) stands at the 
  lectern. This Colulus is merely an illusion, which glares 
  Colulus’s Terrors
  The nightmare ettercap Colulus is well positioned to 
  torment the PCs throughout the scriptorium. For example, 
  he can use his control over the space-twisted storage 
  room (area E6) to separate the PCs, or use his night terrors 
  ability to control their nightmares. Thanks to the influence 
  of the Dream Gate, Colulus also gains the ability to cast 
  shadow conjuration as a spell-like ability three times per 
  day, which he uses judiciously to conjure creatures he 
  believes will upset or disturb his prey.
  Whenever Colulus separates the party to face one or 
  two PCs by himself, he toys with them rather than killing 
  them outright. He uses his detect thoughts ability to glean 
  the PCs’ plans and secrets, then mocks them or uses 
  this information against the PCs. Colulus only stands his 
  ground to fight the party when encountered in area E17.
  40
  
  menacingly at the PCs before dissolving into a swarm 
  of spiders and apparently retreating through the door 
  behind him to area E6. As Colulus leaves, a dozen bright-
  red spiders spill out from the desks. The scarlet spiders 
  attack anyone in the room and fight to the death.
  SCARLET	SPIDERS	(12)	
  CR	1/4
  XP	100	each
  hp 4 each (Pathfinder RPG Bestiary 4 252)
  E6. Space-Twisted Storage
  This large storage room normally provides easy access to 
  several different areas of the scriptorium, but contains 
  nothing of interest.
  Hazard: Mrs. Pedipalp has twisted this room’s spatial 
  dimensions and given control of them over to Colulus. As 
  a result, Colulus controls how the two doorways connect, 
  and can change this as a free action from anywhere within 
  the scriptorium. As a default, both doors into this room 
  instead lead into the writing room (area E5). Even the 
  door from the writing room opens there, so PCs that 
  enter the doorway in area E5 find themselves immediately 
  walking back out of it again. Although anyone 
  looking into the room sees an unusually 
  dark storage room with a few odds and ends 
  on its shelves, there isn’t a way to enter the 
  room unless Colulus allows it.
  Nightmare Influence: Any PC who enters 
  a doorway can attempt a DC 15 Perception 
  check to gain 1 Clarity Point. If the PCs 
  insist on experimenting with this effect, see the 
  Colulus Terrors sidebar on page 40.
  Development: Once Colulus is killed, the 
  doorways in this room revert to their normal 
  configuration: the northwest door opens to area E13 and 
  the east door opens to area E5. 
  E7. Scriveners’ Lounge (CR 3)
  This long room has a narrow table with several comfortable-
  looking chairs around it. A few shelves contain pottery, serving 
  dishes, and heavy books. Doors lead out from each direction, 
  including several doors standing in the east wall.
  The most senior scribes of the scriptorium—the 
  scriveners—relax here. This room is also where Salighara 
  entertains the scriptorium’s guests. The dishes are dusty: 
  Salighara’s current scriveners are all wyrwoods who don’t 
  need to eat. The books here are of personal interest to the 
  scriveners (histories, poetry, and some collections on dice 
  and card games).
  The west door leads to the kitchen (area E8), the 
  southern door leads to the writing room (area E5), and 
  all of the eastern doors lead to the scriveners’ chambers 
  (area E9). The northern door leads to the clerk’s lounge 
  (area E11), but the scriveners, fearing the clerks may try to 
  recover their hands, have moved a heavy shelf in front of 
  it. A successful DC 18 Strength check is required to move 
  the shelf.
  Creatures: Only two of Salighara’s scriveners, Frellyh 
  and Wallinar, supported Mrs. Pedipalp immediately; the 
  others were killed or demoted to clerks. As a reward, 
  Colulus forced the lesser clerks to donate their hands, 
  “that the best scribes may write faster and better.” 
  THE DEAD 
  ROADS
  Part 1:  
  Awake in Roslar’s 
  Tomb
  Part 2:  
  Among the Dead
  Part 3:  
  Walking the Dead 
  Roads
  Part 4:  
  Deathbower
  NPC 
  Gallery
  Tools of the 
  Boneyard
  The Half-Dead
  To Exceed  
  Their Grasp
  Bestiary
  Campaign Outline
  41
  Wallinar
  
  Frellyh and Wallinar have grafted their fellow wyrwoods’ 
  hands to their own arms, giving them each six hands to 
  use. Eager to retain Colulus’s favor, the scriveners attack 
  the PCs immediately and fight until destroyed.
  FRELLYH	AND	WALLINAR	
  CR	1
  XP	400	each
  Male and female wyrwood investigator (empiricist) 2 
  (Pathfinder RPG Bestiary 4 280, Pathfinder RPG Advanced 
  Class Guide 30, 100)
  LE Small construct
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +8
  DEFENSE
  AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
  hp 22 each (2d8+10)
  Fort +0, Ref +5, Will +5
  Immune construct traits
  OFFENSE
  Speed 30 ft.
  Melee short sword +3 (1d4+1/19–20)
  Ranged heavy crossbow +4 (1d8/19–20)
  Investigator	Extracts	Prepared (CL 2nd; concentration +5)
  1st—comprehend languages, reduce person (DC 14), 
  true strike
  TACTICS
  During	Combat A scrivener opens with a shot from a heavy 
  crossbow. If foes remain at range, the scrivener throws a 
  vial of bottled lightning; otherwise, the scrivener casts true 
  strike and enters melee, flanking with the other scrivener 
  when possible.
  Morale These scriveners fight to the death to defend their 
  lofty positions in the scriptorium.
  STATISTICS
  Str 12, Dex 15, Con —, Int 17, Wis 14, Cha 8
  Base	Atk +1; CMB +1; CMD 13
  Feats Precise StrikeAPG
  Skills Acrobatics +7, Appraise +8, Diplomacy –1 (+3 when 
  gathering information), Knowledge (arcana, engineering, 
  history, nobility, planes) +7, Linguistics +8, Perception +8, 
  Profession (scribe) +7, Sense Motive +8, Stealth +11, Use 
  Magic Device +7
  Languages Aklo, Common, Dwarven, Elven, Goblin, Infernal
  SQ alchemy (alchemy crafting +2), ceaseless observation, 
  inspiration (4/day), trapfinding +1
  Combat	Gear bottled lightningUE (2); Other	Gear	leather armor, 
  heavy crossbow with 10 bolts, short sword, formula book
  SPECIAL	ABILITIES
  Six	Hands	(Ex) Each scrivener has two arms with three hands 
  on each. These four additional hands cannot be used to 
  cast spells or make attacks but allow the scrivener to hold 
  additional potions and equipment at the ready, allowing 
  the scrivener to “draw” a weapon or piece of equipment 
  from a hand as a free action.
  Treasure: One of the books on the shelf is a spellbook 
  that belonged to a former clerk; it contains the spells 
  alarm, erase, feather fall, glitterdust, gust of wind, jump, 
  lightning bolt, mount, see invisibility, shield, shocking grasp, 
  sleep, summon swarm, and web (or other spells the GM 
  thinks would be useful to the PCs) and is worth 385 gp. 
  The silverware is worth a total of 300 gp.
  Development: The two pairs of extra hands on each 
  scrivener are obviously attached recently and clumsily. A 
  PC can remove the extra hands with a successful DC 18 
  Disable Device or Knowledge (engineering) check.
  E8. Kitchen and Pantry
  This kitchen contains a wood-burning stove, a sink, and 
  a small pantry with shelves holding dried foodstuffs. 
  Tidy but dusty, this room hasn’t been used in some time. 
  A door leads east to the scrivener’s lounge (area E7) and 
  north to the clerk’s lounge (area E11).
  E9. Scrivener’s Chambers
  The personal rooms for the scriptorium’s scriveners, 
  these chambers each contain an armoire with functional 
  clothing and a desk with personal effects. Each room has 
  a single bed, neatly disassembled and stored behind the 
  armoire in case a later occupant needs it—wyrwoods 
  don’t sleep, which is one of the reasons Salighara prefers 
  them as scribes.
  E10. Clerk’s Cells
  These rooms are personal chambers for the lower-
  ranking clerks. They are far narrower than the scrivener’s 
  chambers, with lower quality furnishings and fewer 
  personal effects. As with the beds in the scrivener’s 
  chambers, the beds here have been disassembled and 
  tucked out of the way.
  E11. Clerks’ Lounge (CR 3)
  A round table dominates the north end of this large room, 
  with many mismatched wooden chairs around it. Stacks of 
  handwritten notes, books, and dice in various denominations 
  litter the stained wood.
  More than a dozen doors exit from this room, most of them 
  identical, narrow wooden doors to the north and east.
  This room is cramped, with well-used furniture. The 
  scriptorium’s lower-ranking clerks spend their off-duty 
  time here, experimenting with a new game they’ve been 
  developing that combines their love of games of chance 
  with record keeping and lore. Thus far the game has 
  mostly resulted in arguing and the occasional overturned 
  table, but the clerks keep coming back to tinker with 
  the rules and try again. Since they were stripped of their 
  42
  
  hands by the scriveners, the clerks have had unexpected 
  difficulties manipulating the books and dice the game 
  requires, and they’ve been debating how to adapt.
  The north and east doors all lead to the clerks’ personal 
  cells (area E10), while the southern doors lead to the 
  scrivener’s lounge (area E7), the kitchen (area E8), and the 
  hall to the printing room (area E12). If the PCs haven’t 
  moved the heavy shelf aside in area E7, the door to the 
  scriveners’ lounge is blocked and requires a successful 
  DC 18 Strength check to force open.
  Nightmare Influence: Any PC opening a door while in 
  this room feels his hand stick to the door and pull off of 
  his body with an unpleasant pop. This sensation passes 
  quickly, although the PC must succeed at a DC 14 Will 
  saving throw or be nauseated for 1d4 rounds. Any PC that 
  succeeds at this Will save earns 1 Clarity Point.
  Creatures: The scriptorium’s four surviving wyrwood 
  clerks are here in this room; the rest were killed or driven 
  off by Colulus and his arachnid allies. Forced to donate 
  their hands to the more loyal scriveners, “until such time 
  as they earn them back, finger by finger,” the clerks see 
  the arrival of intruders as a good opportunity to prove 
  their loyalty. The clerks immediately attack anyone they 
  detect in this room or an adjacent room (other than the 
  scrivener’s lounge, which they can’t currently enter). 
  Lacking the ability to use weapons, these clerks instead 
  use slam attacks. A clerk reduced to fewer than 7 hit points 
  attempts to flee; if escape seems unlikely, the scrivener 
  instead surrenders.
  SCRIPTORIUM	CLERKS	(4)	
  CR	1/2
  XP	200	each
  Wyrwood rogue 1 (Pathfinder RPG Bestiary 4 280)
  hp 18 each
  Melee slam +3 (1d3+2)
  Treasure: The table contains seven fine dice made of 
  large sardonyxes; each is worth 60 gp.
  Development: If the PCs acquired the extra hands in 
  area E7, they can display them to convince these clerks 
  to stand down; in exchange for their missing hands and 
  a promise to let them leave the scriptorium in peace, 
  these clerks surrender. If the PCs convince the clerks to 
  surrender but don’t yet have the hands, the clerks ask to 
  have them returned. The clerks can describe the regime 
  changes, including Mrs. Pedipalp’s control of Salighara’s 
  Dream Gate (which they have heard about, but never 
  seen), and Colulus terrorizing everyone else.
  E12. Haunted Printing Press (CR 4) 
  A monstrous contraption of wooden beams and steel plates 
  occupies the east side of this noticeably chilly room. Narrow 
  shelves hold containers of ink, sheets of paper, and boxes with 
  small metal cubes, each cube bearing a single letter.
  A hall leads out of this room to the north, and a door opens 
  to the west. 
  This device is a printing press, gifted to Salighara years 
  ago. Salighara hasn’t gotten around to learning how to 
  use the press, although her scribes sometimes tinkered 
  with it. After the gruesome death of one scribe, Salighara 
  declared the device off-limits. Typically, anyone passing 
  through this room does so quickly, as the contraption 
  exudes an undefined malevolence. 
  The hallway leads to the clerks’ lounge (area E11) and 
  the west door leads to the meditation hall (area E13).
  Nightmare Influence: If the PCs survive the haunt in 
  this room, each PC can attempt a DC 12 Linguistics check 
  to evaluate the patterns of letters in the printing press; 
  each PC that succeeds earns 1 Clarity Point. 
  Haunt: The spirit of the scribe killed by the printing 
  press was trapped in the device. Under Mrs. Pedipalp’s 
  influence, the spirit has been empowered, and now 
  functions as a haunt. 
  GNASHING	PRESS	
  CR	4	
  XP	1,200
  CE persistent haunt (all of area E12)
  Caster	Level 4th
  Notice Perception DC 18 (to notice the letters in the printing 
  press rearrange to spell “Come Closer”) 
  hp 18; Weaknesses tricked by hide from undead; Trigger	
  proximity; Reset	1 hour
  Effect When this haunt is triggered, its platen opens and 
  closes like a maw. The creature nearest the printing press is 
  compelled to hold out its hands into the gnashing platen, 
  which deals 2d6 points of bludgeoning damage and 1d4 
  points of Dexterity damage (Will DC 17 negates).
  Destruction	The haunt is rendered quiescent if the Dream 
  Gate in area E22 is closed, and it is permanently destroyed 
  if Salighara can be coaxed to say some kind words as a 
  memorial to the scribe who was killed in the accident.
  Treasure: Six vials of ink are worth 30 gp each, and 100 
  sheets of fancy paper are worth 1 gp each. The dead scribe’s 
  rod of iceUE rolled under the press and has been forgotten ever 
  since the fatal accident; it is the source of the room’s chill.
  E13. Meditation Hall
  This square room contains nooks at varying heights in the 
  west wall, each containing a candle with an eerie, green-hued 
  flame. Several thin mats cover the floor near the nooks. A 
  narrow archway in the north wall leads into a garden, while 
  doors stand in the east and south walls.
  THE DEAD 
  ROADS
  Part 1:  
  Awake in Roslar’s 
  Tomb
  Part 2:  
  Among the Dead
  Part 3:  
  Walking the Dead 
  Roads
  Part 4:  
  Deathbower
  NPC 
  Gallery
  Tools of the 
  Boneyard
  The Half-Dead
  To Exceed  
  Their Grasp
  Bestiary
  Campaign Outline
  43
  
  Salighara permits meditation in this room, and past 
  scribes added the prayer mats and candle nooks. The 
  archway leads to the south garden (area E15) and the east 
  door leads to the printing press (area E13). The south 
  door normally leads to the storage room 
  (area E6), but as long as Colulus 
  lives, he manipulates 
  its 
  destination. 
  One 
  of the nooks contains 
  a latch that opens a secret 
  door to area E14 that can be 
  spotted with a successful DC 
  24 Perception check.
  Nightmare Influence: Each 
  candle gives a sickly green 
  glow, and when approached 
  by any creature, goes out with 
  a gasp. As soon as no creature is 
  nearby, it relights with a low sigh. 
  A PC that witnesses this effect can 
  attempt a DC 12 Knowledge (religion) check; 
  on a success, the PC earns 1 Clarity Point.
  Treasure: One of the candles here is a candle of truth.
  E14. Garden Supply Room
  This long room contains supplies such as shovels, 
  rakes, and spare bricks and mortar for the garden path. 
  The main door connects to the south garden (area E15), 
  although the secret door to the meditation hall (area E13) 
  is obvious from this side.
  Nightmare Influence: Several bundles of old hay 
  quiver and sob slightly when creatures are present, then 
  explode into a rain of fungus-rotted hay if touched. A PC 
  who succeeds at a DC 12 Knowledge (nature) check while 
  witnessing this effect earns 1 Clarity Point.
  Treasure: One piece of equipment here isn’t useful for 
  gardening at all: an alchemical silver naginataUE.
  E15. South Garden of Nightmares (CR 2)
  This garden’s many fruit trees are swathed in spider webs. A 
  gravel path meanders from the southern end of the garden 
  to a web-shrouded pergola in a high hedge at the north end.
  The archway opens into the meditation hall (area E13). 
  The narrow path leads to the gardening supplies (area 
  E14). The webs shrouding the pergola block sight, but are 
  harmless to pass through.
  Once a creature enters the garden, there are no obvious 
  exits, only tangled hedges and towering building walls 
  extending up to a dizzying height. This is an illusion 
  effect maintained by Mrs. Pedipalp to trap intruders 
  in areas E15, E16, and E17 with her pets (see creatures) 
  and  Colulus. Discovering any of the doors requires 
  a successful DC 19 Will save. The illusion makes any 
  attempts to climb the (only 15 foot tall) hedge or building 
  a dizzying and confusing endeavor, imposing a –10 
  circumstance penalty on Climb checks.
  Nightmare Influence: The apples and 
  peaches on the trees here have fang-filled 
  mouths that snap at anyone who tries 
  to pick the fruit (Atk +9 melee, 1d2 
  piercing damage). Once picked, 
  however, the fruit becomes 
  entirely ordinary and is 
  quite tasty. Any PC picking a 
  fruit who succeeds at a DC 
  14 Survival check earns 1 
  Clarity Point.
  Creatures: Three giant crab 
  spiders lurk silently among the 
  trees here and atop the pergola; they attack 
  anyone who enters the garden, and fight to 
  the death.
  GIANT	CRAB	SPIDERS	(3)	
  CR	1/2
  XP	200	each
  hp 11 each (Pathfinder RPG Bestiary 3 254)
  E16. Sculpture (CR 3)
  This wide clearing surrounded by high hedges contains a 
  moving sculpture of bronze plates that resembles pages from 
  a book. The plates twirl slowly around a thick central rod. 
  Four wooden benches surround the sculpture. A few tattered 
  spider webs hang from pergolas to the north and south and 
  completely enshroud a human-sized shape reclining on one of 
  the benches.
  The pergolas open into the south garden (area E15) and 
  the north garden (area E17). 
  Nightmare Influence: The web-shrouded shape 
  expands and contracts slightly, as though the webs 
  concealed a sleeping figure. The webbing bursts if 
  disturbed, targeting each creature in this area as though 
  from a tanglefoot bag; the webbing is otherwise empty. 
  Any PC targeted by this effect who succeeds at a DC 15 
  Escape Artist check avoids being entangled and earns 
  1 Clarity Point. If the trap in this area hasn’t yet been 
  triggered, this burst triggers it.
  If he has not depleted his daily allotment of shadow 
  conjuration spells, Colulus begins casting them now to 
  unleash visions of terrifying creatures on the PCs as they 
  navigate the nightmare influence and trap here.
  Trap: Colulus has rigged the moving sculpture to 
  several nearly invisible lines of webbing. Any creature 
  44
  Fanged Peach
  
  walking across the center of this clearing tugs the 
  webbing, which causes the bronze plates to fly off the 
  central rod with lethal force.
  BROKEN	SCULPTURE	TRAP	
  CR	3	
  XP	800
  Type mechanical; Perception DC 20; Disable	Device DC 20
  EFFECTS
  Trigger location; Reset manual
  Effect Atk +10 ranged (3d6); multiple targets (all targets in 
  area E16); this trap also triggers the burst of this area’s 
  nightmare influence (see Nightmare Influence for area E16 
  on page 44) 
  E17. North Garden of Nightmares (CR 4)
  A path winds from a web-shrouded pergola to the south 
  through this garden. The path weaves around several large 
  topiary animals, and the heads of all 
  these topiary creatures are entirely 
  covered with webs.
  The 
  topiary 
  animals 
  are 
  an elephant, a lion, an ape, an 
  ostrich, and an ox. These animals 
  represent foolishness in a variety 
  of Material Plane cultures, and 
  Salighara keeps the topiaries here 
  as a reminder to her scribes to hold 
  themselves above the idiocy of beasts. 
  The path that winds through the 
  pergola to the south leads to the 
  sculpture courtyard (area E16), and 
  the door in the north wall leads to the 
  impossible hall (area E18).
  Creature: Unless the PCs have defeated 
  Colulus elsewhere, he makes his final stand 
  against the PCs here. He simply lies in the 
  path, his neck bent at a fatal angle and his 
  limbs violently twisted. This appearance is a 
  ruse: Colulus uses his feign death ability to lure the 
  PCs close. When the PCs investigate his “corpse”—or 
  if they fail to fall for his ruse—he leaps up and attacks. 
  Here, Colulus fights to the death to keep the PCs from 
  penetrating any further into the scriptorium.
  COLULUS	
  CR	4
  XP	1,200
  Male nightmare ettercap (Pathfinder RPG Bestiary 4 204)
  hp 30
  Treasure: The topiary ostrich has three tail feathers 
  patterned like leaves; each is a tree feather token.
  E18. The Impossible Hall
  This long hallway stretches to the east and west to wooden 
  doors. Every few feet, an elaborate portrait depicts a scholarly 
  individual. Most are reading heavy tomes, wearing academic 
  robes, or holding quills. All have sour expressions. 
  These portraits depict esteemed 
  scholars who either started their 
  careers as lowly scribes here or 
  visited as scholarly guests. 
  Hazard: The length of this hall extends 
  infinitely and is lined with unique 
  portraits; an oblivious traveler could walk 
  past thousands of different portraits and be no closer to a 
  door. As the PCs travel west, the portraits appear increasingly 
  THE DEAD 
  ROADS
  Part 1:  
  Awake in Roslar’s 
  Tomb
  Part 2:  
  Among the Dead
  Part 3:  
  Walking the Dead 
  Roads
  Part 4:  
  Deathbower
  NPC 
  Gallery
  Tools of the 
  Boneyard
  The Half-Dead
  To Exceed  
  Their Grasp
  Bestiary
  Campaign Outline
  45
  Colulus
  
  peevish and disappointed, their eyes moving to watch the 
  intruders. Although the portraits aren’t fully animated or 
  intelligent, the PCs must appeal to them to reach the door 
  opposite the one they entered. If a PC succeeds at a DC 
  18 Bluff or Diplomacy check against a portrait, the spatial 
  distortion ceases and all PCs reach the opposite door. A PC 
  who bears an item similar to those in the portraits (such 
  as a book or spectacles) gains a +4 circumstance bonus 
  on these checks; a PC takes a –1 penalty on these checks 
  for each portrait that is damaged or defaced. A PC can 
  retry a failed check, but each failed check causes rising, 
  supernatural panic, dealing 1d3 points of Wisdom damage. 
  Story Award: If the PCs traverse the impossible hall, 
  award them 600 XP.
  E19. Sitting Room (CR 3)
  This elegant sitting room has two divans and a low table with a 
  silver tray upon it. Doors lead out to the east and west.
  The west door leads to the tower (area E20). The east 
  door opens to the impossible hall (area E18).
  Nightmare Influence: The tray is exceptionally bright, 
  but any PC looking into it sees the back of her head rather 
  than the front, as though seeing herself from behind. The 
  tray is not real silver; a PC who examines the tray and 
  succeeds at a DC 15 Appraise check gains 1 Clarity Point.
  Creature: A rolled sheet of papyrus rests on the tray. No 
  ordinary writing, this scroll is a guardian scroll Salighara 
  posted here to deter intruders. The scroll animates if 
  disturbed, fighting until destroyed.
  GUARDIAN	SCROLL	
  CR	3
  XP	800
  hp 27 (Pathfinder RPG Bestiary 5 138)
  E20. Tower Interior (CR 4)
  Long shadows envelop this enormous, round room. Dim light 
  shines through narrow windows high on the walls. A set of 
  narrow stairs circles the room, ascending to a landing 60 feet 
  above. A wooden door stands at the tower’s base.
  The windows provide the only light in this room, and 
  they merely admit the gloomy twilight from outside. 
  They are 2 feet wide and 3 feet high, but are covered with 
  permanent wall of force effects, commissioned long ago 
  by Salighara. The stairs are narrow and steep, counting 
  as difficult terrain. A creature damaged while standing 
  on the stairs must succeed at a DC 5 Acrobatics check or 
  fall off. These treacherous stairs and the effects of falling 
  from them (see Hazard below) increase the CR of the 
  encounter here by 1.
  The door at the foot of the stairs leads to Salighara’s 
  sitting room (area E19), while the top of the stairs leads 
  up to area E21.
  Hazard: Any PC that falls from the stairs, or is dropped 
  by the nightgaunt here, seems to fall for a terrifyingly 
  long distance before landing where she started. This odd 
  landing deals no physical damage, but deals 1d4 points of 
  Wisdom damage instead (flying or levitating PCs aren’t 
  subject to this Wisdom damage). 
  Nightmare Influence: The first time a creature 
  experiences this fall, she may attempt a DC 15 Acrobatics 
  check, earning 1 Clarity Point on a success.
  Creature: A nightgaunt drawn from the Dimension of 
  Dreams guards the interior of this tower. It initially lurks 
  out of sight in an alcove underneath the upper landing, but 
  descends to fight as soon as a PC reaches a point halfway 
  up the stairs. The nightgaunt attempts to pull opponents 
  from the stairs and drop them while in flight, spreading its 
  attacks among multiple PCs to terrify as many as possible 
  with the madness-inducing fall. The nightgaunt retreats to 
  its alcove if reduced to fewer than 10 hit points. 
  DEGENERATE	NIGHTGAUNT	
  CR	3
  XP	800
  hp	27 (Pathfinder RPG Bestiary 5 288, Pathfinder RPG 
  Bestiary 4 203)
  E21. Research Chamber (CR 5)
  This lofty room rises 30 feet. The rounded walls are lined with 
  orderly bookshelves and desks. A long table contains several 
  esoteric devices, including intricate clocks and astrological models. 
  A long flight of stairs descends to the north, while two short flights 
  lead up to a platform to the south, ten feet higher than this room 
  and supporting an enormous circular device forged from brass.
  This is Salighara’s personal research room. Mrs. 
  Pedipalp has taken over, but she’s kept Salighara’s 
  cataloging to help her own research. The esoteric devices 
  are all planar cosmological models and planar timepieces; 
  Mrs. Pedipalp uses them to calibrate the Dream Gate.
  The long stairs descend through the tower’s interior 
  (area E20). The two smaller staircases here lead up to a 
  platform where the Dream Gate is located (area E22).
  Nightmare Influence: The influence of the Dream 
  Gate’s deceptions is strongest here, and Mrs. Pedipalp has 
  exploited that to make herself appear even more feeble, 
  harmless, and kindly than usual. Any attacks she makes 
  or spells she casts in this room seem to come from an 
  invisible assailant. Seeing through this illusion requires 
  a successful DC 20 Will saving throw (remember that PCs 
  gain a circumstances bonus against illusions equal to 
  their total Clarity Points accumulated).
  46
  
  Each PC gains a circumstance bonus on Sense Motive 
  checks here equal to her total number of Clarity Points.
  Creature: Mrs. Pedipalp busies herself here, appearing 
  as a kindly grandmother. She feigns relief at seeing the 
  adventurers, begging them to help her, as she has “regained 
  control of herself” now that the “wicked demon spider, 
  Colulus,” has been killed (she assumes the PCs must have 
  killed her guardian to make it so far, and comments on 
  his death freeing her whether the PCs actually killed the 
  ettercap or not). She begs them to help shut down the 
  Dream Gate she was “forced” to open, as described in the 
  Development below. If the PCs are unwilling to do so, or 
  return here to confront her after doing so, she attacks, 
  blaming the attacks on a nightmare spirit from the Dream 
  Gate so long as her illusion (see the Nightmare Influence 
  entry for this area on page 46) remains undetected. 
  Aware that her life’s work is at stake, Mrs. Pedipalp fights 
  to the death.
  MRS.	PEDIPALP	
  CR	5
  XP	1,600
  hp 32 (see page 58)
  Treasure: The three planar cosmological models 
  are worth 100 gp each, but even more valuable are the 
  components they contain. One contains a bead of force, 
  another a ring of feather falling, and the third a stone of 
  alarm—this stone activates if its model is touched. 
  Removing these components destroys the models unless 
  a character succeeds at a DC 15 Craft (clockwork) check.
  Development: Mrs. Pedipalp prefers to trick the PCs 
  into weakening or even killing themselves. She professes 
  her innocence, admitting that she wanted to take over for 
  Salighara but insisting (truthfully) that Salighara created 
  the Dream Gate—she simply fell under the influence of 
  a dangerous nightmare entity Salighara allowed to access 
  the portal. She claims that the nightmarish Colulus 
  emerged through the Dream Gate and that he infused the 
  scriptorium with nightmares, not her (a lie). Mrs. Pedipalp 
  reveals that closing the Dream Gate will end the nightmare 
  influences, but she lies about how to do so: she claims that 
  the PCs must rotate the hoop around the Dream Gate 
  until the gate closes. Mrs. Pedipalp hopes the PCs try this 
  and weaken themselves so she can easily dispatch them. 
  The PCs might suspect Mrs. Pedipalp is lying based on 
  conversations with others in the scriptorium, or might 
  see through her lies with successful Sense Motive checks 
  opposed by her Bluff checks.
  E22. Dream Gate
  An array of machinery lines the walls of the tower’s highest 
  level, a balcony 10 feet above the research room floor. A metal 
  hoop 10 feet in diameter hovers vertically here, a foot above 
  the floor. Several wires connect the hoop to the machinery. 
  Within the hoop is a roiling surface of swirling black and gray, 
  from which issues a chill wind and faint, distant screaming. 
  The metal hoop contains the Dream Gate, a stable 
  gateway to a nightmarish section of the Dimension 
  of Dreams. The gate is one-way; creatures from the 
  Boneyard can’t enter the Dimension of Dreams. Salighara 
  originally constructed the Dream Gate to peer into the 
  Dimension of Dreams; Mrs. Pedipalp recalibrated it to 
  draw nightmarish influences instead.
  Two staircases lead down to area E21.
  Hazard: Rotating the hoop draws the life force from 
  nearby creatures. Rotating it requires at least two creatures 
  and takes a full-round action. The first time the hoop is 
  rotated, creatures in this area take 1 point of Constitution 
  damage (Fortitude DC 14 negates). The second and 
  subsequent rotations deal 1d4 points of Constitution 
  damage (Fortitude DC 16 half). Any creature witnessing 
  this effect can attempt a DC 20 Intelligence or Knowledge 
  (planes) check (adding her number of Clarity Points as a 
  circumstance bonus) to realize that rotating the hoop has 
  no effect on the Dream Gate, instead bleeding life force 
  into the Dimension of Dreams.
  A careful look over the machinery here reveals that 
  shutting down the Dream Gate requires a successful DC 
  18 Intelligence or Knowledge (arcana) check to disrupt the 
  magical energies, followed by a successful DC 20 Dexterity 
  or Disable Device check to disconnect sources. A PC can 
  add her number of Clarity Points as a circumstance bonus 
  on these checks. A PC failing at one of these checks must 
  attempt a saving throw against Constitution damage as 
  though the hoop was rotated. Undoing Mrs. Pedipalp’s 
  recalibrations will require months of work; for now, the 
  PCs’ best bet is to simply shut the Dream Gate off.
  Development: If the PCs attempt to actually close the 
  Dream Gate but haven’t dealt with Mrs. Pedipalp in area 
  E21, she ascends the stairs here to attack them.
  Once the PCs have closed the Dream Gate and 
  dispatched Mrs. Pedipalp, Salighara stamps each of 
  them with an ornate device. After a few long, awkward 
  moments, she also offers them a soulscribe quill (Pathfinder 
  RPG Planar Adventures 55) and a reluctant thank you.
   Story Award: If the PCs acquire Salighara’s stamp, 
  award them 800 XP.
  PART 4:  
  DEATHBOWER
  Once each of the PCs has been stamped by Kishokish 
  and Salighara, and either received Queen Cardassial’s 
  THE DEAD 
  ROADS
  Part 1:  
  Awake in Roslar’s 
  Tomb
  Part 2:  
  Among the Dead
  Part 3:  
  Walking the Dead 
  Roads
  Part 4:  
  Deathbower
  NPC 
  Gallery
  Tools of the 
  Boneyard
  The Half-Dead
  To Exceed  
  Their Grasp
  Bestiary
  Campaign Outline
  47
  
  stamp or defeated her, collected the jawbone, and used 
  her stamp upon themselves, they can return to Umble 
  and Thoot. The psychopomps explain which route along 
  the Dead Roads will take them to Roslar’s Coffer on 
  Golarion. The psychopomps remind the PCs that they 
  shouldn’t leave the Dead Roads until they are back on 
  the Material Plane, or they’ll just end up back in the 
  Boneyard again. They encourage the PCs to rest and 
  prepare themselves, as they don’t know what disaster 
  befell Roslar’s Coffer. Umble professes “substantial 
  regretfulosity” that the PCs must part with their town 
  and loved ones, and expresses her hope to see them 
  again—but perhaps not soon.
  F. DEATHBOWER
  When the PCs have traveled for an uneventful hour 
  on the Dead Roads, they crest a hill and see Mictena’s 
  realm rise before them in the distance. Read or 
  paraphrase the following.
  The road crests a low hill of thorns and dead grass before 
  dropping into an enormous valley strewn with gravestones. 
  The road is plain in the moonlight, but it suddenly wavers as a 
  garden of bright flowers and high hedges rises up to block the 
  road. From this high vantage point, the garden resembles an 
  enormous skull adorned with flowers. 
  The PCs can’t see any details of the garden from this 
  distance, but it’s clear they must traverse it. Leaving the Dead 
  Roads in an attempt to avoid the garden dumps the PCs back in  
  the Boneyard.
  Deathbower is an orderly garden with sweeping hedges 
  15 feet high that subdivide the garden into clearings and 
  groves. Each hedge is covered with huge, bright flowers: 
  chrysanthemums, dahlias, roses, hibiscus, begonias, and 
  more. Behind these colorful flowers, the hedges magically 
  impede movement, as a wall of thorns spell. Climbing the 
  hedges is difficult (Climb DC 25), because the delicate 
  flowers provide little purchase; in addition, the briars 
  deal 1d4 points of piercing damage on each Climb check 
  attempted, regardless of its success or failure. Deathbower 
  contains several open areas with features such as carefully 
  manicured trees, ponds, benches, and bridges, like a 
  pleasant Victorian garden. Deathbower has no doors and 
  no roof; the only light present is moonlight shining from 
  above, providing dim light.
  Deathbower 
  becomes 
  increasingly 
  unstable, 
  particularly as the PCs cross it; keeping the realm outside 
  the Boneyard and sprawled across the Dead Roads causes 
  the lush lawns, brilliant flowering gardens, and orchards 
  to gradually rot away, and foul creatures now invade its 
  territory. Mictena’s dogged insistence on stopping the 
  PCs could eventually unravel her realm.
  1 SQUARE = 5 FEET
  F. DEATHBOWER
  F10
  F9
  F8
  F7
  F6
  F5
  F4
  F3
  F2
  F1
  48
  
  F1. Welcome Arch
  A wrought-iron arch, set into the flower-covered hedge, reads 
  “Deathbower” in an ornate script.
  The script on the arch leading into Deathbower is 
  enchanted to read as a creature’s native language, no 
  matter what languages they understand.
  The PCs might consider going around Deathbower 
  entirely, but doing so takes them too far from the Dead 
  Roads; they end up back in the Boneyard, where Umble 
  and Thoot explain that Deathbower is the realm of the 
  catrina named Mictena, who seems determined to block 
  the PCs’ way, it seems, and can even move her private 
  realm to do so. They regretfully inform the PCs that they 
  seem to have no choice other than to confront Mictena 
  directly in her private realm.
  Beyond the arch is the entry (area F2), where a PC who 
  succeeds at a DC 20 Perception check can hear the gardeners 
  working.
  F2. Entry (CR 5)
  This wide, neat garden has short grass studded with tastefully 
  arranged clumps of wildflowers. High hedges blooming with 
  bright flowers surround the triangular space, with two gaps: an 
  iron arch to the east, and an opening with a brick-lined walk 
  to the southwest.
  The arch to the east leads to the welcome gate (area F1), 
  and in the reader’s native language reads, “Be at Peace 
  with Eternity.” The opening to the southeast leads to the 
  brick walk (area F3).
  Creatures: Four shabti monks tending the hedges 
  here are members of the Gardeners, Mictena’s security 
  force. As Mictena rescued these men and women from 
  their punishments in the afterlife, they are completely 
  loyal to her. They have dedicated their existence to 
  helping Mictena comfort others and free other shabti 
  from bondage. They have golden skin, have painted their 
  faces black and white to resemble skulls, and wear white 
  tunics. Although the Gardeners are disciplined warriors, 
  they spend most of their time tending the garden in 
  Deathbower. As soon as the Gardeners see the PCs, they 
  stop pruning the flowers and prepare to fight. One says, 
  “Mistress Mictena said you would be coming. It is our 
  honor to stop you,” as they attack.
  GARDENERS	(4)	
  CR	1
  XP	400	each
  Shabti monk 2 (Pathfinder RPG Bestiary 5 227)
  LN Medium outsider (native)
  Init +6; Senses darkvision 60 ft.; Perception +6
  DEFENSE
  AC 14, touch 14, flat-footed 11 (+2 Dex, +1 dodge, +1 Wis)
  hp 18 each (2d8+6)
  Fort +5, Ref +5, Will +4
  Defensive	Abilities evasion, immune to undeath, resist 
  level drain
  OFFENSE
  Speed 30 ft.
  Melee unarmed strike +3 (1d6+2) or
  unarmed strike flurry of blows +2/+2 (1d6+2)
  Ranged shuriken +3 (1d2+2) or
  shuriken flurry of blows +2/+2 (1d2+2)
  Special	Attacks flurry of blows, stunning fist (2/day, DC 12)
  Spell-Like	Abilities (CL 2nd; concentration +2)
  1/day—suggestion (DC 13)
  TACTICS
  During	Combat Some of the Gardeners begin combat by 
  making a suggestion to enemies in the area that they 
  carefully remove and set aside their weapons, armor, 
  and spell components so that their equipment won’t be 
  damaged. While any foes that remove their equipment are 
  occupied, the Gardeners attack others in melee, flanking 
  with allies when possible and using both Stunning Fist and 
  flurry of blows.
  Morale Wholly dedicated to Mictena, the Gardeners fight to 
  the death.
  STATISTICS
  Str 14, Dex 15, Con 15, Int 10, Wis 12, Cha 10
  Base	Atk +1; CMB +3; CMD 17
  Feats Deflect Arrows, Dodge, Improved Initiative, Improved 
  Unarmed Strike, Stunning Fist
  Skills Acrobatics +7, Perception +6, Profession (gardener) +6, 
  Sense Motive +6
  Languages Common
  SQ immortal, past-life knowledge, shattered soul
  Gear shuriken (5), wooden holy symbol of Pharasma, 
  gardening tools
  F3. Brick Walk (CR 5)
  This open space is tiled with gray bricks in intricate patterns. 
  Inset mosaics display various scenes of a stylized skeletal 
  woman releasing humanoid figures from painful situations—
  from torture and illness to mourning fallen children. A short 
  dais in the center of this space holds a statue of a thin, robed 
  male elf clutching a dagger to his chest. A look of resigned 
  sorrow is etched onto the statue’s face. Gaps in the carefully 
  pruned hedges lead to the north and east.
  The gaps lead east to the entry (area F2) and north to 
  the willow grove (area F4).
  Creature: This statue depicts the first mortal Mictena 
  aided in his passing, many millennia ago. Mictena 
  THE DEAD 
  ROADS
  Part 1:  
  Awake in Roslar’s 
  Tomb
  Part 2:  
  Among the Dead
  Part 3:  
  Walking the Dead 
  Roads
  Part 4:  
  Deathbower
  NPC 
  Gallery
  Tools of the 
  Boneyard
  The Half-Dead
  To Exceed  
  Their Grasp
  Bestiary
  Campaign Outline
  49
  
  commissioned the marble statue to capture the moment 
  the mortal accepted his death. Pharasma herself long ago 
  imbued the statue with animating essence; it functions as 
  a graven guardian, protecting Deathbower from anyone 
  other than psychopomps or those wearing Pharasma’s 
  holy symbol. When it animates, it intones, “Finality is 
  inevitable for all” in Elven. The graven guardian fights 
  until destroyed, but it doesn’t pursue anyone who leaves 
  this area.
  GRAVEN	GUARDIAN	
  CR	5
  XP	1,600
  hp	53 (Pathfinder RPG Bestiary 3 140)
  Melee +1 keen dagger +10/+5 (1d4+4/17–20 plus 2 bleed) or
  slam +9 (1d6+4)
  Gear +1 dagger, cloak of elvenkind
  Treasure: The graven guardian’s +1 dagger and cloak of 
  elvenkind are affixed to the statue and can be removed only 
  if it is destroyed.
  F4. Willow Grove (CR 6)
  Several willow trees cluster here, many with nests built in 
  them. Fallen leaves and baubles such as bracelets litter the 
  ground. To the northwest, the hedge opens into a larger 
  arbor with more trees. A well-crafted opening in the hedge 
  with a brick walk leads south, while a torn section of hedge 
  leads west. 
  The trees are roosts for many kinds of birds, 
  predominantly jackdaws and magpies. The birds 
  constantly steal from travelers and grave sites, 
  bringing their finds back here to decorate their 
  nests. A covey of witchcrows that Mictena recently 
  invited to Deathbower steal the best trinkets and 
  discard those with no value, a practice that irritates 
  the birds nesting here. The only bird that has stood up to 
  the witchcrows is a massive raven named Gloaming, but 
  in a recent fight, the witchcrows wounded Gloaming and 
  chased him through the hedge to area F6.
  To the south lies a brick walk (area F3), while the arbor 
  curves around to area F5. Gloaming made the hole in the 
  hedge leading to area F6 when he fled the witchcrows, 
  and the Gardeners haven’t yet had the opportunity to 
  repair it. This hole is large enough for Medium or smaller 
  creatures to use without taking damage from the wall of 
  thorns effect of the hedge.
  Creatures: The witchcrows lair in a bonewrought 
  willow standing in the center of this area. There are 
  currently two witchcrows—Nightbeak and Blacktail—
  as the PCs likely defeated Duskfeather in area B3. If 
  Duskfeather escaped from the PCs earlier, he is also 
  here and eager for revenge. The witchcrows take to the 
  air, using their hexes and their vanish ability before 
  swooping down to attack. They attempt to lure foes 
  within the willow’s reach if possible. The willow fights 
  until it is destroyed, but a witchcrow flees if reduced to 
  fewer than 10 hit points.
  NIGHTBEAK	AND	BLACKTAIL	
  CR	3
  XP	800	each
  Female witchcrows (Pathfinder RPG Bestiary 5 277)
  50
  Aydie
  
  CN small magical beast
  hp 32 each
  BONEWROUGHT	WILLOW	
  CR	3
  XP	800
  hp 32 (see page 82)
  Treasure: The only trinkets of value are lodged in the 
  branches of the bonewrought willow: a ring of protection +1 
  that resembles a unicorn impaling itself with its horn, a 
  scroll of false life, a cloudy air elemental gem, and 43 gp. 
  F5. Arbor
  Several large trees grow along the north edge of this long 
  swath of greenery, and beds of dark purple flowers have been 
  arranged to resemble a giant spider web. Gaps in the hedge 
  lead south and east.
  These trees are home to dozens of ravens, magpies, 
  and jackdaws, all of them eerily quiet and unwilling to 
  interact with the PCs. They understand that Mictena is 
  angry, and that Deathbower is acting strangely, so they 
  prefer to keep quiet and out of sight until the troubles 
  pass. Their nests include several stolen items, but none 
  of particular value. The south gap in the hedge leads to 
  the pond (area F6), while the east gap leads to the willow 
  grove (area F4).
  F6. The Pond (CR 5)
  A long pond of inky, still water stretches across the north end 
  of this large clearing, just south of a gap in the high hedges. 
  A wooden bridge crosses the pond at its central, narrow 
  point. A large, dense knot of shrubbery carefully pruned into 
  a triangular shape eight feet high stands south of the pool, 
  with another clearing beyond it. A few stone birdbaths stand 
  around the pool.
  The ponds and hedges here make the face of a skull 
  when seen from above. The opening to the north leads 
  to the arbor (area F5), while the hole in the hedge leads 
  to the willow grove (area F4). The clearing south of the 
  triangular shrubbery is area F7. 
  Creatures: Aydie, an ahmuuth psychopomp who owes 
  Mictena a favor, stands on the bridge while watching 
  for the PCs. She resembles a thin, tall woman in a crow 
  mask, with several gravestones floating in the air around 
  her. Near her, perched on the railing of the bridge, is a 
  giant raven named Gloaming. Gloaming escaped the 
  witchcrows in area F4 a short while ago, and Aydie took a 
  liking to him and nursed him back to health; Gloaming 
  therefore stays between Aydie and danger.
  Aydie’s purpose in creation is to work alongside the 
  living to destroy undead, and so battling the living—even 
  those who have inexplicably escaped death—is nearly 
  anathema to her. She knows she needs to stop the PCs, 
  but wants to reason with them rather than fight them. 
  She explains that they are defying the natural order and 
  opines that the shards of some dangerous, unknown 
  substance lodged in their hearts is probably responsible. 
  Yet the source of the PC’s unusual condition is beside the 
  point—the PCs need to be killed to restore the natural 
  progression of their souls. Aydie thinks that submitting 
  to her is the best choice; she will kill them mercifully, 
  while Mictena is angry and unlikely to be so kind. If this 
  argument fails, Aydie makes another recommendation: 
  she encourages the PCs to turn around and return to the 
  Boneyard, as Mictena will not let them pass. They could 
  find a new home there, and perhaps Mictena’s ire would 
  eventually cool, and years from now, Pharasma can sort 
  out the mess.
  Aydie is aware that the PCs are unlikely to accept either 
  of her suggestions, however, and is prepared to use force 
  to stop them. Gloaming fights bravely to the death, but 
  Aydie yields and teleports to safety if reduced to fewer 
  than 15 hit points, considering her debt to Mictena repaid.
  AYDIE	
  CR	4
  XP	1,200
  Ahmuuth psychopomp (Pathfinder Campaign Setting: Inner 
  Sea Gods 303)
  N Medium outsider (extraplanar, psychopomp)
  Init +1; Senses darkvision 60 ft., low-light vision, 
  spiritsenseB4; Perception +10
  DEFENSE
  AC 18, touch 11, flat-footed 17 (+1 Dex, +3 natural, +4 shield) 
  hp 45 (6d10+12)
  Fort +9, Ref +3, Will +8
  Defensive	Abilities animated shield; DR 5/adamantine; 
  Immune death effects, disease, poison; Resist cold 10, 
  electricity 10; SR 15
  OFFENSE
  Speed 30 ft.
  Melee +1 returning undead bane dagger +8/+3 (1d4+1/19–20)
  Ranged +1 returning undead bane dagger +9 (1d4+1/19–20) 
  Spell-Like	Abilities (CL 6th; concentration +7)
  At will—bleed, deathwatch, detect undead, disrupt undead, 
  ghost sound (DC 11), summon (level 1, 1 great horned 
  owlB3 100%)
  3/day—chill touch (DC 12), ghostbane dirgeAPG (DC 13), 
  greater teleport (self plus 50 lbs. of objects only), silence 
  (DC 13), spectral hand
  1/day—ghostly disguiseUM, locate creature, speak with dead
  TACTICS
  During	Combat Aydie uses silence to shut down enemy 
  THE DEAD 
  ROADS
  Part 1:  
  Awake in Roslar’s 
  Tomb
  Part 2:  
  Among the Dead
  Part 3:  
  Walking the Dead 
  Roads
  Part 4:  
  Deathbower
  NPC 
  Gallery
  Tools of the 
  Boneyard
  The Half-Dead
  To Exceed  
  Their Grasp
  Bestiary
  Campaign Outline
  51
  
  spellcasters and spectral hand with chill touch to fight 
  while remaining at a distance. If Gloaming falls, she 
  summons a giant owl to protect her.
  Morale Aydie yields if reduced below 15 hit points.
  STATISTICS
  Str 10, Dex 13, Con 15, Int 10, Wis 13, Cha 12
  Base	Atk +6; CMB +6; CMD 17
  Feats Great Fortitude, Iron Will, Weapon Focus (dagger)
  Skills Knowledge (religion) +9, Perception +10, Sense 
  Motive +10, Stealth +10, Survival +10, Use Magic Device +10
  Languages Abyssal, Celestial, Common, Infernal
  SQ	death’s dagger, ectoplasmic focus, spirit touchB4
  Gear dagger
  SPECIAL	ABILITIES
  Animated	Shield	(Su) An ahmuuth’s gravestones defend it 
  in a manner similar to an animated shield but without a 
  limited duration (Pathfinder RPG Core Rulebook 462). If 
  the stones leave the psychopomp’s square or Aydie is slain, 
  they become inert stone.
  Death’s	Dagger	(Su) An ahmuuth’s dagger is treated as a 
  +1 returning undead bane dagger. It loses this ability if it 
  is held by anyone other than the ahmuuth, and regains it 
  once returned.
  Ectoplasmic	Focus	(Su) An ahmuuth’s spells and spell-
  like abilities have their full effect against incorporeal or 
  ethereal creatures.
  GLOAMING	
  CR	1
  XP	400
  Male giant raven (Pathfinder RPG Bestiary 6 240)
  hp 13
  Treasure: The birdbaths are studded with chips of 
  citrine that make them sparkle. There are 18 citrines in 
  all, and each is worth 50 gp. 
  Development: If the PCs battle Aydie but show 
  mercy when she yields, she apologizes for performing 
  her grim duty and thanks them for their nobility. She 
  is very focused on repaying her debts to others, and if 
  PCs impress her at this point with a successful DC 20 
  Diplomacy or Knowledge (nobility) check, she returns 
  when they face Mictena to ask her old friend to find 
  mercy for the strangers.
  Reedreaper listens to the conversation between Aydie 
  and the PCs from his hiding place in area F8. If they 
  seem reasonable, Reedreaper reconsiders his attack, as 
  described there.
  F7. Gravestone Teeth (CR 5)
  The north area of this clearing contains a large triangular 
  shrub, while the south contains an enormous fence made of 
  gravestones stacked 10 feet high. In front of the fence is a 
  small bed of vivid red flowers. Wooden gates, each barely three 
  feet wide, stand between the stacked gravestones. 
  Although these gravestones look precarious, the stacks 
  are solid. They are placed as the teeth in the skull image of 
  Deathbower, while the red flowers appear as lips. Beyond 
  the shrub is the large clearing with the pond (area F6). 
  The gates lead to the jaw (area F8). 
  Creatures: Four Gardeners are working on the red 
  flowers here. They attack as soon as they see the PCs, 
  insisting that they are serving Mictena’s will. 
  GARDENERS	(4)	
  CR	1
  XP	400	each
  hp 18 each (see page 49)
  F8. The Jaw (CR 6)
  A wide sweep of hedges, like a hallway, curve from the 
  northwest to the northeast. Several irregular gaps and 
  clumps of dead flowers dot the walls here, especially at 
  the northwest end. The only exits appear to be the fences 
  between the stacked gravestones and a narrow gap in the 
  hedge to the northwest. 
  The dead flowers are a clue that something is wrong 
  with Deathbower. A successful DC 15 Knowledge (nature) 
  check indicates that it’s not natural damage, and a 
  successful DC 15 Knowledge (planes) check reveals that 
  Deathbower is gradually unraveling due to a planar 
  misalignment as it struggles to remain outside the 
  Boneyard proper. 
  The gates lead back north through the gravestone 
  teeth (area F7), while the gap to the northwest leads to the 
  unstable swath (area F9).
  Creature: The Senior Gardener, Reedreaper, cares 
  for this long stretch of hedge. More in tune with the 
  vegetation than the other Gardeners, he knows something 
  is wrong with Deathbower. Unlike with Aydie and her 
  dedication to repaying debts (see area F6), Reedreaper is 
  motivated by a heartfelt sense of right and wrong, and 
  believes Mictena’s perspective that the PCs are dangerous 
  abominations who threaten creation itself. He does not 
  wish to slay these confused travelers, but he genuinely 
  worries for the fate of creation should they survive and 
  spread the secret of their natures.
  Reedreaper stands in one of the large gaps, inspecting 
  the briars (this has the advantage of rendering him 
  practically invisible from outside the hedge—Perception 
  checks to spot him are opposed by his Stealth check with 
  a +4 circumstance bonus). Observing the damage to the 
  garden, he suspects that Mictena’s fixation on stopping 
  the PCs is putting her entire domain at risk, which in turn 
  52
  
  is beginning to make him doubt that her motivations 
  are purely selfless and may instead be a misguided 
  xenophobia or pride.
  Deathbower’s instability has made Reedreaper realize 
  that he wouldn’t miss the place—he longs to visit the 
  world of Golarion that he remembers but has never seen. 
  If the PCs seem like mere killers, Reedreaper fights as 
  best he is able; otherwise, he is indifferent, and willing 
  to hear them out. If the PCs can change Reedreaper’s 
  indifferent attitude to friendly (with a successful DC 
  18 Diplomacy check), he shares his concerns and lets 
  them pass. If they change his attitude to helpful (with a 
  successful DC 23 Diplomacy check), he asks to accompany 
  them to Golarion, and even agrees to stand with them 
  against Mictena.
  REEDREAPER	
  CR	6
  XP	2,400
  hp	64 (see page 60)
  Story Award: If the PCs befriend Reedreaper, award 
  them XP as though they had defeated him in combat.
  F9. Unstable Swath (CR 5)
  This long stretch of greenery connects the jaw (area F8) 
  to Mictena’s gazebo (area F10). The damage to the hedges 
  is obvious here, with entire sections rotting away. 
  Pushing through the hedges to the west is substantially 
  easier; damage from the hedges’ wall of thorns effect is 
  reduced to one-quarter the normal amount.
  Creatures: The rot afflicting Deathbower has spawned 
  two fibrous oozes of sickly flowers and rotten leaves. 
  These Deathbower oozes masquerade as patches of rot 
  and slither forward to attack anyone that passes this 
  way, including psychopomps or Gardeners. The oozes 
  take no damage from moving through the hedges, but 
  they aren’t smart enough to use this immunity in a 
  tactical way.
  DEATHBOWER	OOZES	(2)	
  CR	3
  XP	800	each
  Variant giant garden oozes (Pathfinder RPG Bestiary 3 291, 122)
  N Medium ooze
  Init +2; Senses blindsight 60 ft.; Perception –5
  DEFENSE
  AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
  hp 25 each (3d8+12)
  Fort +5, Ref +3, Will –4
  Defensive	Abilities ooze traits; Immune acid
  OFFENSE
  Speed 20 ft., climb 20 ft.
  Melee slam +5 (1d4+2 plus 1d8 acid)
  Special	Attacks acid, stink
  TACTICS
  Before	Combat Deathbower oozes lurk within the hedges and 
  appear to be patches of rot. A successful DC 15 Perception 
  check is required to spot them.
  During	Combat A Deathbower ooze slithers toward the 
  nearest opponent and attacks with its slam, issuing its foul-
  smelling stink the first time it hits.
  Morale Deathbower oozes fight until slain.
  STATISTICS
  Str 15, Dex 14, Con 19, Int —, Wis 1, Cha 2
  Base	Atk +2; CMB +4; CMD 16 (can’t be tripped)
  Skills Climb +10
  SQ camouflage
  SPECIAL	ABILITIES
  Improved	Woodland	Stride	(Ex) A Deathbower ooze can 
  move through any sort of bog or undergrowth (such as 
  natural thorns, briars, overgrown areas, and similar terrain) 
  at its normal speed without taking damage or suffering 
  other impairments. It can also move without harm or 
  impediment through areas that are magically manipulated 
  to impede motion, including the hedges of Deathbower. 
  F10. Mictena’s Gazebo (CR 7)
  This wide garden shows clear signs of damage; entire flower 
  beds are rotting and the hedges have gaps and fissures. A 
  wooden gazebo stands at the eastern end, its wood discolored 
  and warped. A wide wrought-iron gate stands to the west, 
  reading “Deathbower” in backward script from this direction. 
  Beneath this archway is a thick iron gate, shut tight. 
  By the time the PCs reach this area (regardless of 
  the amount of time it took them), the decay afflicting 
  Deathbower for straddling the Dead Roads has become 
  extreme. Mictena knows that she needs to keep her 
  domain together only long enough to kill the PCs, then 
  she can transition her realm elsewhere to recover.
  The iron gate in the west hedge is closed as much due 
  to Mictena’s will as to any physical restriction; the gate 
  does not open unless Mictena wills it or is destroyed.
  Creature: Mictena stands in her gazebo, prepared 
  to confront the PCs as abominations. Mictena isn’t 
  evil, but she cannot be convinced that letting the PCs 
  survive is an acceptable outcome—in her mind, it would 
  be tantamount to seeing all of the Boneyard’s carefully 
  orchestrated processes for the dead unraveling in an 
  instant. She insists that her actions are for the PCs’ own 
  good, even as she attempts to slay them.
  The PCs have one chance to convince Mictena to let 
  them pass peacefully rather than fight, as she reads the 
  litany of their crimes against creation and demands they 
  submit quietly to death and peace. Mictena begins this 
  encounter actively hostile, with a +5 circumstance bonus 
  THE DEAD 
  ROADS
  Part 1:  
  Awake in Roslar’s 
  Tomb
  Part 2:  
  Among the Dead
  Part 3:  
  Walking the Dead 
  Roads
  Part 4:  
  Deathbower
  NPC 
  Gallery
  Tools of the 
  Boneyard
  The Half-Dead
  To Exceed  
  Their Grasp
  Bestiary
  Campaign Outline
  53
  
  to the DC to influence her, thanks to her faith and focus, 
  requiring a successful DC 34 Diplomacy check to shift her 
  attitude to unfriendly. The PCs gain a +2 circumstance 
  bonus if either Aydie (see area F6) or Reedreaper see area 
  F8) stand with them, or a +5 bonus if both do. Likewise, 
  the PCs gain an additional +2 insight bonus on their 
  Diplomacy checks if they point out that whatever created 
  them is still out there, with the potential to create even 
  more abominations like themselves. If the PCs improve 
  Mictena’s attitude, they can attempt further Diplomacy 
  checks to influence Mictena without having to wait 24 
  hours to try again.
  Each time the PCs shift Mictena’s attitude one step 
  closer to friendly, she holds off her attack another round. 
  If they can shift the catrina’s attitude to friendly or 
  helpful, she ultimately relents in her convictions, clearly 
  shaken that she could be so wrong in her assessment.
  MICTENA	
  CR	7
  XP	3,200
  hp 91 (see page 56)
  Development: If Reedreaper accompanies the PCs (see 
  area F8), he joins them in their fight against Mictena but 
  focuses solely on defending the PCs, using his action each 
  round to aid another, improving a PC’s AC.
  Once the PCs have defeated Mictena, Deathbower 
  quickly rots away into brittle ash and blows away as 
  hundreds of birds fly into the twilight.
  Story Award: If the PCs defeat Mictena using reason 
  and compassion, award them 3,200 XP as if they had 
  defeated her in combat.
  Meeting the Passage
  Once the PCs defeat Mictena and proceed beyond 
  Deathbower, they have finally attracted the attention of 
  a powerful outsider. The demigod known as Barzahk the 
  Passage—the psychopomp usher of the Dead Roads and 
  the movement of spirits—feels the shuddering presence 
  of Deathbower and reviews the PCs’ actions along their 
  winding way. Read or paraphrase the following.
  As the last obstacle fades behind and the Dead Roads 
  continue ahead, a shimmer ripples through the sturdy ground. 
  Cobbles and dust roil and twist together into a tall, thin figure 
  swathed in a patchwork traveling cloak. Beneath the cloak’s 
  hood, the figure’s raven-like head, obsidian feathers, and eyes 
  that gleam like pale marbles are visible. The figure extends 
  a taloned hand, and all at once, details of the journey past—
  the way stations, the garden, the Boneyard itself—all seem 
  reflected in the mirrorlike surface of the creature’s eyes.
  An androgynous voice echoes from within your own chest. 
  “Hail and well met, travelers. Your journey has been a wearying 
  one, but it ends now. I will usher you to the home you seek.” 
  The figure extends a hand, and the road seems to slide along 
  quietly underfoot at an effortless pace.
  Barzahk does not make introductions, but will answer 
  questions in the few minutes it takes to shorten the PC’s 
  journey back to Lastwall. The demigod senses the obols 
  within the PCs’ chests just as lesser psychopomps do, but 
  unlike Mictena, understands the importance of learning 
  more. The PCs can identify Barzahk as one of the powerful 
  psychopomp ushers with a successful DC 18 Knowledge 
  (planes) or Knowledge (religion) check.
  Barzahk is willing to entertain a few questions from the 
  PCs during the journey.
  Who are you? “I am the Passage. Your unpleasant fate 
  these past ages has been a failing of my own hospitality, 
  and for that I apologize.”
  What are you? “A place. A purpose. A servant of Our 
  Lady of Fortunes and Graves.”
  Why didn’t you help earlier? “You walk my veins. I 
  could no more readily mind every passing spark than you 
  could track every drop of blood sent afield by your heart. 
  Now that I bleed, I tend.”
  Will you try to kill us like Mictena? “No. Dying has 
  missed you once, and the understanding of that failure is 
  far more pressing now than an attempt to repeat it.”
  Why did Mictena try to kill us? “She fears for creation. 
  She is young and feels all the world’s fate upon her 
  shoulders. She has not accepted that the making of 
  destiny is a craft for mortal hands. Ours is but to polish.”
  Why didn’t we die/Why are we still flesh? “Your souls 
  are closer to you than they are to me; I cannot answer. 
  That is a fate for you to find.”
  Once the PCs have finished asking questions, read or 
  paraphrase the following.
  The first beams of sunlight in what seems a lifetime arc from 
  the horizon. The Dead Roads ahead begins to shift out of focus 
  in contrast to the morning sun. The masked figure turns back 
  but pauses. “What has been done to you has never before 
  been done in this creation. I can sense more of these deep 
  wounds in the Boneyard and will seek them out. Perhaps I 
  will send these same confused souls to you. But what you are 
  and why you are I cannot answer. I make this request: learn 
  this thing, that I may know it, too. Safe journeys, travelers.”
  Treasure: Traveling with Barzahk’s road-warping divine 
  power heals each PC as cure critical wounds and restoration. 
  While the usher is not as expressive as some of their kin, 
  they nonetheless feel some responsibility for the ordeal 
  the PCs endured along their journey and have a desire 
  to make amends. As a final blessing, they grant each PC a 
  cloak of resistance +2.
  54
  
  CONCLUDING  
  THE ADVENTURE
  With Barzahk’s journey completed, what should have been 
  an hours-long trek is suddenly at an end, and the PCs 
  stand on the foggy edge between the Dead Roads and the 
  Material Plane. When they return, they find themselves 
  inside the ruins of Roslar’s Coffer—but the town has 
  radically changed in the aftermath of the Radiant Fire’s 
  devastating explosion.
  If the PCs brought anyone else back from the 
  Boneyard with them, such as Reedreaper, Barzahk eases 
  their passage to wherever their destiny leads them. For 
  Reedreaper, this means the Dead Roads likely take him to 
  Osirion, although he first bids farewell to the PCs.
  As the PCs have struggled to return home, so have 
  other figures struggled in and around Roslar’s Coffer. 
  The Whispering Way—already in positioned the foothills 
  nearby to witness the test of the Radiant Fire—has sealed 
  off the ruined settlement to study the weapon’s aftereffects 
  up close. While not yet in full control of the ruined town, 
  the cultists have a considerable presence that the PCs will 
  soon need to confront.
  A far more powerful figure was present for the blast 
  as well: the mysterious masked foreigner that Mayor 
  Grive briefly alluded to when the PCs met with her. This 
  figure is the lich Arazni, who traveled to Roslar’s Coffer 
  to investigate psychic whispers she overheard from the 
  Whispering Tyrant’s mind. She knew through this tenuous 
  link that Tar-Baphon’s plans involved the town, but she 
  didn’t realize that the remote community was the target 
  for one of the most powerful weapons Golarion has ever 
  seen. The blast tore her body apart, and just as the PCs 
  have fought their way back from death to return to Roslar’s 
  Coffer, so too does Arazni return. Her body reforms in Geb, 
  tied to her hidden phylactery, but she returns as soon as 
  possible to find out what happened to the remote town. 
  Arazni already sees possibilities for her freedom in the 
  Radiant Fire, but she needs to learn more and enlist the 
  aid of the heroes that survived the explosion. Arazni’s slow 
  regeneration and journey back north means the PCs won’t 
  encounter her right away, but their fates are destined to 
  be intertwined with Arazni’s as they learn more about the 
  Whispering Tyrant’s involvement.
  The Dead Roads have reached their end for the PCs, 
  who can investigate the dire fate of their former home in 
  “Eulogy for Roslar’s Coffer.” 
  THE DEAD 
  ROADS
  Part 1:  
  Awake in Roslar’s 
  Tomb
  Part 2:  
  Among the Dead
  Part 3:  
  Walking the Dead 
  Roads
  Part 4:  
  Deathbower
  NPC 
  Gallery
  Tools of the 
  Boneyard
  The Half-Dead
  To Exceed  
  Their Grasp
  Bestiary
  Campaign Outline
  55
  
  MICTENA	
  CR	7
  XP	3,200
  Female catrina witch 4 (Pathfinder RPG Bestiary 4 218, 
  Pathfinder RPG Advanced Player’s Guide 65)
  N Medium outsider (extraplanar, psychopomp)
  Init +8; Senses darkvision 60 ft., low-light vision, spiritsense; 
  Perception +14
  Aura calm emotions (30 ft., DC 17)
  DEFENSE
  AC 21, touch 15, flat-footed 16 (+4 Dex, +1 dodge, +6 natural)
  hp 91 (10 HD; 4d6+6d10+44)
  Fort +7, Ref +10, Will +10
  DR 5/adamantine; Immune death effects, disease, poison; 
  Resist cold 10, electricity 10; SR 18
  OFFENSE
  Speed 30 ft.
  Melee 2 slams +12 (1d8+2)
  Special	Attacks compel condemned, hexes (evil eye, feral 
  speechUM [birds], flight), kiss of death
  Spell-Like	Abilities (CL 6th; concentration +12)
  Constant—tongues
  At will—dancing lights, deathwatch, greater teleport (self 
  plus 50 lbs. of objects only), invisibility (self only), speak 
  with dead (DC 17)
  3/day—major image (DC 17)
  Witch	Spell-Like	Abilities (CL 4th; concentration +10)
  At will—feather fall (self only)
  1/day—levitate (self only)
  Witch	Spells	Prepared (CL 4th; concentration +10)
  2nd—cure moderate wounds, false life, web (DC 16)
  1st—burning hands (DC 15), ear-piercing screamUM (DC 15), 
  ill omenAPG, sanctify corpseUM
  0 (at will)—bleed (DC 14), detect magic, message, stabilize
  Patron wisdom
  TACTICS
  Before	Combat Mictena is eager to stop the PCs, but after 
  their recent victories against powerful foes, she is not 
  foolhardy in confronting them. She casts invisibility and 
  levitates above the gazebo, using a major image of herself 
  to appear in the gazebo and interact with the PCs.
  During	Combat Mictena knows that her aura will keep most 
  foes calm until she attacks them, so she initially targets 
  only those foes that resist it. She uses her evil eye hex 
  to reduce foes’ attack bonus, followed by ear-piercing 
  scream and web to immobilize enemies, then relies on 
  burning hands and her own slam attacks to weed out those 
  still free. She casts cure moderate wounds if reduced below 
  half her hit points.
  Morale	Convinced that the PCs are aberrations that could 
  undo the Boneyard, Mictena fights until destroyed.
  STATISTICS
  Str 14, Dex 19, Con 18, Int 18, Wis 12, Cha 19
  Base	Atk +8; CMB +10; CMD 25
  Feats Combat Expertise, Dodge, Improved Initiative, Mobility, 
  Weapon Finesse
  Skills Diplomacy +16, Escape Artist +12, Heal +10, 
  Intimidate +16, Knowledge (planes) +17, Knowledge 
  (religion) +17, Perception +14, Spellcraft +17, Stealth +13, 
  Swim +6, Use Magic Device +13
  Languages Abyssal, Celestial, Common, Infernal; telepathy 
  100 ft., tongues
  SQ spirit touch, witch’s familiar (raven named Farfen)
  Combat	Gear brooch of shielding; Other	Gear	beast-bond 
  brandUE, tunic of careful castingUE, spell component pouch
  Mictena doesn’t remember her own beginning, but 
  she does remember the first soul she ushered into the 
  afterlife: an elf named Ethariel. The gentle soul had seen 
  both his spouse and child die in a natural disaster. Ready 
  to follow them, he awaited a guide that would lead him to 
  the next world. Even after millennia of helping the dead 
  cross, Mictena has never encountered another a soul so 
  eager and understanding. She looks upon Ethariel as the 
  best example of mortal maturity and orderly progression 
  from life to death. Every other soul’s transition since has 
  proven annoyingly inefficient to her. Mortals who plead 
  for more time, priests who resurrect the dead, daemons 
  that feast on unattended souls—Mictena sees them all as 
  out of true alignment with cosmic purpose.
  Mictena’s efforts did not go unnoticed, and the 
  psychopomp ushers granted her dominion over a region 
  at the edge of the Graveyard of Souls. Although her control 
  Mictena
  Regal and insightful, the catrina Mictena appreciates the need for death as a part 
  of the great cycle that maintains creation. Her explorations of cosmic purpose 
  have brought her into contact with greater entities that now serve as her patrons. 
  56
  
  over the entire region is limited—bound by pacts with 
  other psychopomps and the inscrutable rules that govern 
  the flow of souls—her power is strongest in her garden, 
  Deathbower. Mictena carefully tended and shaped this 
  garden herself, finding a great deal of satisfaction in 
  assuring that every brick and hedge and leaf rested in 
  precisely its proper place, though Deathbower is too large 
  for her to tend on her own. Mictena relies on a contingent 
  of loyal guards and retainers to do much of the heaviest 
  and most time-consuming work.
  Like all catrinas, Mictena appears as a skeleton dressed 
  in formal garb and adorned with flowers. She prefers long, 
  flowing dresses in elaborate colors and a wears a halo of 
  bright flowers atop her skull. Unwaveringly dignified, 
  Mictena never slouches and only rarely even sits down, 
  holding herself high as a matter of principle. Mictena 
  decorates her forehead with spreading lines connected 
  together. Some see this image as a spider web 
  and others as a sunrise or sunset; Mictena often 
  attempts to read people’s characters by what 
  they see in the design. For herself, the design 
  represents the interconnected orderliness of all 
  things, a reminder that a single strand out of place 
  can mean disorder and dissolution.
  CAMPAIGN ROLE
  Mictena is the PCs’ primary antagonist in “The Dead 
  Roads.” She is not a wicked villain with a master plan; 
  she is instead a powerful and effective bureaucrat who 
  sees these adventurers as a genuine danger to the system 
  she supports. Mictena feels the PCs’ presence quite 
  keenly, as their obols throb like open sores in the eyes 
  of psychopomps, setting them apart as deviations from 
  the nature of the Boneyard. Mictena pursues her goal 
  with unwavering attention. If she is wrong, after all, there 
  are psychopomps above her who will judge the PCs and 
  correct the matter; but if she is right, the PCs may upset 
  the balance of creation!
  Mictena’s fixation on stopping the PCs causes her 
  to take some uncharacteristically drastic actions, such 
  as ousting the influential Salighara. Most seriously, 
  Mictena moves Deathbower to place it directly across 
  the Dead Roads to funnel the PCs to her. She knows 
  that placing Deathbower across the Dead Roads slowly 
  weakens it, so she expend some personal energy to keep 
  the garden in place, acting as an anchor in a rough sea. 
  Mictena sees her drastic actions as necessary, refusing to 
  back down or to admit that her obsession is causing the 
  very inefficiency she despises.
  Despite her desperation, Mictena still has a great deal 
  of pride, and this pride works to the PCs’ advantage. 
  Mictena doesn’t think to give orders to the likes of the 
  disgraced psychopomps Umble and Thoot, and she 
  doesn’t consider the crotchety Kishokish or the flighty 
  fairies of the Palace of Teeth to be worth her time. The 
  PCs can therefore gain allies and grow in power before 
  confronting Mictena in Deathbower.
  When the PCs finally meet Mictena, she is as efficient 
  and methodical as a surgeon. She brooks no pleading for 
  mercy, and her mind is overwhelmingly difficult to sway 
  from its course. She is an agent of creation, and feels the 
  weight of that responsibility in every step she takes—even 
  if she took it upon herself to begin with.
  THE DEAD 
  ROADS
  Part 1:  
  Awake in Roslar’s 
  Tomb
  Part 2:  
  Among the Dead
  Part 3:  
  Walking the Dead 
  Roads
  Part 4:  
  Deathbower
  NPC 
  Gallery
  Tools of the 
  Boneyard
  The Half-Dead
  To Exceed  
  Their Grasp
  Bestiary
  Campaign Outline
  57
  
  MRS.	PEDIPALP	
  CR	5
  XP	1,600
  Variant old female nightmare aranea (Pathfinder RPG 
  Bestiary 4 204, Pathfinder RPG Bestiary 2 30)
  NE Medium magical beast (shapechanger)
  Init +8; Senses darkvision 120 ft., low-light vision; Perception +8
  Aura fear (60 ft., DC 18), frightful presence (30 ft., DC 18)
  DEFENSE
  AC 18, touch 14, flat-footed 14 (+1 armor, +4 Dex, +3 natural)
  hp 32 (5d10+5); regeneration 5 (good spells and weapons, silver)
  Fort +5, Ref +8, Will +3; +4 vs. illusion effects
  Defensive	Abilities illusion resistance, protection from good; 
  DR 5/good or silver
  OFFENSE
  Speed 50 ft., climb 30 ft., fly 10 ft. (perfect)
  Melee bite +9 (1d6–1)
  Special	Attacks night terrors (DC 18), poison, web 
  (+9 ranged, DC 13, 5 hp)
  Spell-Like	Abilities (CL 5th; concentration +11)
  Constant—protection from good
  3/day—detect thoughts (DC 18), dream, nightmare 
  (DC 21), suggestion (DC 20)
  1/day—shadow walk (DC 21)
  Sorcerer	Spells	Known (CL 5th; concentration +11)
  2nd (6/day)—mirror image, unadulterated loathingUM (DC 19)
  1st (8/day)—beguiling gift (DC 18), color spray (DC 17), 
  sleep (DC 18), undetectable alignment
  0 (at will)—dancing lights, daze (DC 17), detect magic, 
  ghost sound (DC 16), lullaby (DC 17), mage hand
  TACTICS
  Before	Combat	Mrs. Pedipalp casts undetectable alignment 
  each day to conceal her nature.
  During	Combat Mrs. Pedipalp’s spells and aging body aren’t 
  especially deadly, but she is well suited to subduing 
  enemies and leaving them for her allies. She casts 
  mirror image if attacked and unadulterated loathing on 
  adventurers to make them hate their allies, especially 
  any obvious clerics or healers. After that, she targets foes 
  with color spray and sleep, and casts suggestion to order 
  individuals to wait for her in the garden. If she manages 
  to subdue the PCs, she won’t do the dirty work herself, 
  Mrs. Pedipalp
  instead binding them in silk rope and leaving them in 
  area F2 for Mictena to dispatch.
  Morale	Mrs. Pedipalp fight tenaciously, but she’s practical. If 
  reduced below 6 hit points, she begs for mercy.
  STATISTICS
  Str 8, Dex 18, Con 13, Int 18, Wis 15, Cha 22
  Base	Atk +5; CMB +4; CMD 18
  Feats Eschew MaterialsB, Improved Initiative, Spell Focus 
  (enchantment), Weapon Finesse
  Skills Acrobatics +10 (+26 when jumping), Bluff +11, Climb +7, 
  Escape Artist +9, Fly +12, Intimidate +12, Knowledge 
  (arcana) +9, Knowledge (planes) +9, Perception +8, 
  Stealth +12, Use Magic Device +11; Racial	Modifiers 
  +2 Acrobatics, +4 Intimidate, +2 Perception, +4 Stealth
  Languages Aklo, Celestial, Common, Elven, Sylvan
  SQ change shape, feign death (DC 18)
  Other	Gear belt of mighty constitution +2, bracers of armor +1
  SPECIAL	ABILITIES
  Spells Mrs. Pedipalp selects her spells from the mesmerist spell 
  list (Pathfinder RPG Occult Adventures 44–45), but she does 
  not gain any additional abilities, such as mesmerist tricks.
  Ektekka was a bright and precocious aranea, born in 
  a colony dedicated to the study of planar magic. While 
  still young—too young to understand the gravity of her 
  people’s actions—her colony elected to shunt themselves 
  from their Material Plane world to the Dimension of 
  Dreams. The ritual went awry, plunging the colony 
  into a portion of the Dimension of Dreams racked 
  with perpetual nightmares. The most skilled magic-
  users among the colony died in the turbulent landing, 
  stranding the rest of the group in their frightful new 
  home. Over time, the essence of nightmares infused the 
  remaining araneas—none more so than young Ektekka. 
  As Ektekka grew, she ranged farther from her colony’s 
  home, exploring more of the nightmare realm. The other 
  araneas pleaded with her to stay close and quiet, to not 
  disturb the lurking horrors. Unmoved by their appeals, 
  the careless young spider eventually did lead a pack of 
  ravenous spirits home. Ektekka fled, leaving her kin to 
  their doom, and never looked back.
  A spiderlike shapeshifter infused with a dark essence from the Dimension of 
  Dreams, Mrs. Pedipalp is fascinated by the horrors of the mind and seeks to 
  spread the influence of nightmares across the Boneyard. 
  58
  
  Freed from the small-minded worries of her fellow 
  araneas, Ektekka traveled the length of the Dimension 
  of Dreams. The minds of mortal sleepers fascinated her, 
  and she particularly enjoyed appearing in those dreams 
  as a helpless waif, then transforming into her arachnid 
  form. In these dreams, she took the alter ego of “Miss 
  Pedipalp,” teasing her victims with a name that hinted at 
  her arachnid form.
  As she traveled, Ektekka discovered like-minded 
  scholars interested in the same subject. Ektekka eagerly 
  entered into research projects with these nightmare 
  scholars. She gained a great deal of knowledge from these 
  partnerships, but the relationships rarely lasted—it was in 
  Ektekka’s nature to prey on others, not collaborate. Over 
  time she came to appreciate the power of subtle coercion 
  and the slow evolution of discomfort and terror, and her 
  preferred form adapted into a kindly grandmother: Mrs. 
  Pedipalp, rather than Miss.
  Ektekka enjoys the form of Mrs. Pedipalp so much 
  that she rarely uses her true form. As Mrs. Pedipalp, she 
  appears as a slightly overweight human woman with 
  gray hair in a tidy bun, small half-moon spectacles, and 
  a welcoming smile. Her mouth and jaw seem slightly 
  oversized; she keeps her small mandibles tucked inside 
  her cheeks to be only barely visible when she speaks, 
  providing a disturbing contrast to her comforting 
  appearance. Mrs. Pedipalp normally wears an out-of-
  fashion dress with a floral pattern, and a smock atop her 
  dress when performing research or experiments. 
  Mrs. Pedipalp’s current area of interest is bringing the 
  nightmarish influences of the Dimension of Dreams into 
  other planes. When a fellow scholar spoke highly of the 
  viduus psychopomp Salighara and her study of dreams, 
  she approached Salighara as a research assistant, weaving 
  lies and truths together regarding her background to earn 
  the scholar’s trust. To Mrs. Pedipalp’s delight, Salighara 
  had already constructed a powerful item he called a 
  dream gate, which could draw influences from the 
  Dimension of Dreams for study. The dream gate required 
  some recalibration for Mrs. Pedipalp’s purposes, to which 
  Salighara was resistant, but Mrs. Pedipalp was patient. 
  When Salighara defied the catrina psychopomp Mictena, 
  the old spider was quick to take Mictena’s side, hoping 
  to rise to command of Salighara’s scriptorium 
  when the catrina ousted her rival. 
  CAMPAIGN ROLE
  Mrs. Pedipalp is the PCs’ primary 
  antagonist in Salighara’s scriptorium. 
  She is working hard to bring nightmare influences 
  to the Boneyard now that Salighara has been 
  deposed, and she sees the PCs as impediments 
  to her work. Even though it’s important to 
  her to stop the PCs, it’s not in her nature to make brute 
  attacks. Instead, Mrs. Pedipalp professes innocence or 
  helplessness, playing the victim or appearing to accede 
  to the PCs’ demands. If she’s able to fool the PCs, she 
  suggests that they take actions that will bring direct 
  harm to themselves, such as rotating the restraining 
  hoop of the dream gate that would drain away their life 
  force. Watchful as a spider, only then does she pounce to 
  eliminate them.
  As self-preservation remains her highest priority, 
  Mrs. Pedipalp surrenders when it’s clear she’s lost a 
  confrontation. She might survive her encounter with the 
  PCs, insisting that she has been chastened and intends 
  to reform. However, she merely intends to escape at the 
  first opportunity and continue her research elsewhere. 
  Fortunately for the PCs, she’s learned to respect their 
  prowess, and she won’t confront the PCs again unless she 
  can do so with the aid of more powerful allies.
  THE DEAD 
  ROADS
  Part 1:  
  Awake in Roslar’s 
  Tomb
  Part 2:  
  Among the Dead
  Part 3:  
  Walking the Dead 
  Roads
  Part 4:  
  Deathbower
  NPC 
  Gallery
  Tools of the 
  Boneyard
  The Half-Dead
  To Exceed  
  Their Grasp
  Bestiary
  Campaign Outline
  59
  
  REEDREAPER	
  CR	6
  XP	2,400
  Male shabti fighter (sensate) 7 (Pathfinder RPG Bestiary 5 227, 
  Pathfinder RPG Occult Adventures 118)
  LN Medium outsider (native)
  Init +3; Senses darkvision 60 ft.; Perception +8
  DEFENSE
  AC 20, touch 13, flat-footed 17 (+4 armor, +3 Dex, +3 shield)
  hp 64 (7d10+21)
  Fort +7, Ref +6, Will +6; +2 vs. sonic effects, figments, 
  glamers, patterns, gaze attacks, and scent-based attacks
  Defensive	Abilities immune to undeath, improved uncanny 
  dodge, resist level drain
  OFFENSE
  Speed 30 ft.
  Melee +1 khopesh +11/+6 (1d8+3/19–20)
  Ranged mwk composite shortbow +11/+6 (1d6+2/×3)
  Spell-Like	Abilities (CL 7th; concentration +9)
  1/day—suggestion (DC 15)
  TACTICS
  During	Combat Reedreaper has largely sworn himself 
  to nonviolence and fights only to protect and subdue 
  whenever possible. He remains close to an ally (normally 
  Mictena) to protect her with his Saving Shield feat, and he 
  offers this protection to the PCs should they win his favor. 
  Against cruel foes he is merciless, lashing out with Power 
  Attack and Cleave.
  Morale Reedreaper surrenders in most fights if reduced below 
  20 hit points, but if fighting in Mictena’s defense, he fights 
  to the death.
  STATISTICS
  Str 14, Dex 16, Con 12, Int 8, Wis 13, Cha 14
  Base	Atk +7; CMB +9; CMD 22
  Feats Cleave, Exotic Weapon Proficiency (khopesh), Iron Will, 
  Power Attack, Saving ShieldAPG, Shield Focus, Toughness, 
  Weapon Focus (khopesh)
  Skills Perception +8, Profession (gardener) +7
  Languages Common, Ancient OsirianiB
  SQ centered senses +1, immortal, past-life knowledge, 
  shattered soul
  Gear mithral shirt, +1 light wooden shield, +1 khopeshAPG, 
  Reedreaper
  mwk composite shortbow (+2 Str) with 20 arrows, cloak of 
  resistance +1
  Akten-ar, grandson of pious Pharaoh Kenaton of ancient 
  Osirion, was a hellion and a troublemaker. From an early 
  age, Akten-ar used his good looks to get what he wanted 
  from playmates and adults alike. When he grew up into 
  a reckless gambler and inveterate womanizer, the prince 
  took up the study of swordplay out of idleness rather than 
  actual interest; he liked to imagine himself as a dashing 
  warrior but was unwilling to put forth the effort to make 
  his daydreams a reality. Akten-ar styled himself as “the 
  reed reaper,” to show that he cared as little for his rivals as 
  he did for the reeds growing in the muddy riverbanks. His 
  family’s bodyguards had their hands full eliminating the 
  rivals he challenged to duels, knowing all too well that any 
  decent warrior would easily defeat the vainglorious boy. 
  Eventually, Akten-ar met his end in a duel he’d provoked 
  when his bodyguards weren’t quite quick enough.
  Although Akten-ar’s dissolute and reckless lifestyle 
  consigned his soul to Abaddon, his family had other 
  plans. They knew that restoring him to life would only 
  encourage his costly and embarrassing behavior, so 
  they instead commissioned a soul-duplicate of Akten-
  ar—a shabti—who would suffer all of Akten-ar’s justly 
  deserved punishments in the afterlife. The shabti, called 
  Reedreaper, began his existence as a soul hunted by 
  unrelenting fiends. He spent several mortal lifetimes 
  running, hiding, and watching the few friends he made 
  get caught and savaged by daemons. Although Reedreaper 
  believed himself to be Akten-ar, he had an ironclad 
  determination that Akten-ar never did. The shabti vowed 
  to survive his punishment, master the sword, and return 
  to the sunlit world. 
  By sheer chance, Reedreaper and several other 
  petitioners encountered the psychopomp Mictena. 
  Mictena immediately recognized Reedreaper as a shabti, 
  not a soul destined for genuine punishment, and led him 
  to the Boneyard, where she tutored and counseled him 
  to ease his fear and rage. Awash in gratitude, he pledged 
  to serve Mictena for the same amount of time that he’d 
  Rescued from an afterlife of endless terror, Reedreaper serves his rescuer, 
  Mictena, as chief bodyguard and gardener. He longs to visit the mortal world 
  and live the Osirian life he has seen only in flashes of exciting memories.
  60
  
  been imprisoned. Mictena made Reedreaper one of her 
  gardeners: the security force that tended and protected 
  Deathbower. Watchful and loyal, he swiftly advanced to 
  become Mictena’s chief bodyguard and friend.
  Even after long years of fairly uneventful service, 
  Reedreaper keeps a careful eye on every shadow and 
  corner. He knows how quickly danger can strike and 
  therefore remains constantly vigilant. Even when 
  performing mundane tasks such as pruning a hedge or 
  planting a flower, the wary shabti prefers to stay low and 
  out of sight—an ingrained habit that he hasn’t been able 
  to shed despite Deathbower’s relative safety.
  For all his devotion to Mictena and the easy life he now 
  enjoys, Reedreaper has become unhappy in Deathbower. 
  He knows his memories of Osirion are not his own, but 
  they make him want to visit the sunbaked desert all 
  the more and feel the hot wind on his own face. If his 
  memories of that land are false, he wants to create 
  true ones to replace them. 
  Reedreaper takes the form of a tall, thin Osirian 
  man with golden skin. Although his muscles are 
  strong, Reedreaper hasn’t lost the emaciated appearance 
  of a soul hunted in Abaddon, and he always looks on the 
  verge of starvation. He wears a simple white tunic atop 
  a thin but effective shirt of mithral armor. Reedreaper 
  carries a distinctively shaped sword called a khopesh, 
  which Mictena gave to him as a reward for his many years 
  of service, and he keeps a sturdy, lightweight shield close 
  at hand. He has a piercing gaze and a watchful expression, 
  ready to react quickly and decisively to subdue any danger 
  that presents itself.
  CAMPAIGN ROLE
  The PCs encounter Reedreaper in Deathbower, where 
  he watches and listens to see how they interact with the 
  psychopomp Aydie. Mictena has already told Reedreaper 
  that the PCs are looking to return to Golarion from the 
  Boneyard, and Reedreaper is intrigued. If the PCs show 
  themselves to be mere butchers—too similar to the 
  hunters in Abaddon that still haunt his memories—
  he vows to end their rapacious slaughter personally. 
  Reedreaper is an efficient combatant, first targeting 
  enemies that are healing or bolstering their fellows.
  If Reedreaper feels that the PCs might be able to offer 
  companionship and kindness, however, he is quick to aid 
  them. In this case, he explains what he knows about the 
  mistress of Deathbower to the PCs and offers to join them. 
  Reedreaper doesn’t want the PCs and Mictena to come to 
  blows—in an ideal situation, he would be able to lead the 
  PCs back to the Dead Roads without encountering Mictena 
  at all. However, Reedreaper is also a realist; he fears that 
  Mictena’s unhealthy fixation on the PCs is something that 
  now haunts her, and she won’t be content to just let the 
  PCs go. He does his best to prepare to support the side that 
  is most likely to lead him to Osirion.
  Should Reedreaper return to Golarion with the PCs, he 
  might simply wish them well and strike out on his own—
  although he’s likely to present them with some of his gear 
  as thanks for setting him on the first step to forging his 
  own destiny. Reedreaper might delay his departure to 
  Osirion for a few months or even longer if the GM or PCs 
  want him to fill a role in the campaign, such as serving 
  as a cohort or even as a replacement PC if one of them 
  doesn’t survive Deathbower.
  THE DEAD 
  ROADS
  Part 1:  
  Awake in Roslar’s 
  Tomb
  Part 2:  
  Among the Dead
  Part 3:  
  Walking the Dead 
  Roads
  Part 4:  
  Deathbower
  NPC 
  Gallery
  Tools of the 
  Boneyard
  The Half-Dead
  To Exceed  
  Their Grasp
  Bestiary
  Campaign Outline
  61
  
  Tools of the Boneyard
  Easy enough to reach the Boneyard—all mortals eventually tread that 
  path of death. Even the living may willingly venture there, at great need. 
  The dead and their eternal judges hold valuable secrets, and many are 
  the heroes and adventurers who have benefited from a journey to the 
  House of Dust. The Histories record that Heristodes traveled there to 
  learn the identity of his father’s murderer, and Saint Eveline petitioned 
  the Lady of Graves herself for a weapon to combat the Wraith of 
  Gladsfell. As many have learned, to their peril, the return voyage is more 
  difficult. Safeguards established to prevent the wandering of the dead 
  can easily ensnare the unwary. Best to employ an experienced guide, or 
  equip oneself with potent magical protections, as mortal strength alone 
  is insufficient to return the traveler safely to the world of the living.
  —Ambert Lestler, Imperial Historian
  62
  
  W
  hile many people endeavor to avoid thinking 
  of the Boneyard, mention of it might conjure 
  the image of endless gray leagues of tombs 
  surrounding a gothic cathedral. Contemplating the final 
  destination of the River of Souls might be uncomfortable 
  for some, but the Boneyard is far more than a sepulchral 
  wasteland. Located at the nexus of the Outer Planes, the 
  Boneyard is a busy hub of activity where outsiders of 
  all allegiances mingle with the multitudes of the dead 
  awaiting judgment. Those bold enough to visit the 
  Boneyard can find equipment, information, and training 
  there available nowhere else in the planes. 
  EQUIPMENT
  The following equipment is commonly found in the 
  Boneyard, being derived from materials that are present 
  on the plane or based on models that originated there.
  AlchemicAl Remedy
  The following alchemical remedy wards against conditions 
  commonly inflicted by the undead.
  SWEET REST
  PRICE 75 GP
  WEIGHT —
  When imbibed, this effervescent solution causes a heavy 
  warmth to spread from your stomach outward to your limbs, 
  resulting in feelings of security and well-being. If you sleep 
  for at least 1 hour after consuming the solution, the next 
  time within the next 24 hours that you attempt a saving 
  throw to remove a temporary negative level, you can roll 
  the save twice and use the better result. Crafting this item 
  requires a successful DC 20 Craft (alchemy) check.
  AlchemicAl Tool
  The following alchemical tool is useful for those 
  attempting to travel through the Boneyard unnoticed by 
  its vigilant guardians or dangerous residents.
  DAMPENING OINTMENT
  PRICE 250 GP
  WEIGHT 1/2 lb. 
  This pale salve is always cool to the 
  touch, regardless of the surrounding 
  temperature. When spread on your 
  skin, it subtly alters your aura, making 
  you more difficult for some creatures 
  to detect. For 1 hour after applying 
  the ointment to your skin, you can 
  attempt a Stealth check to hide from 
  any creature attempting to perceive you 
  using lifesense or spiritsense (see the psychopomp subtype 
  on page 308 of Pathfinder RPG Bestiary 4), even if you are 
  clearly in that creature’s perceptual field. Crafting this item 
  requires a successful DC 25 Craft (alchemy) check.
  AlchemicAl WeApons
  The following alchemical weapons are often employed by 
  those who face hostile undead creatures.
  BONE BURN
  PRICE 25 GP
  WEIGHT 1 lb.
  This flask of volatile chemicals contains traces of graveyard 
  dirt and a few drops of blood from a righteous creature. You 
  can throw a bone burn flask as a splash weapon with a range 
  increment of 10 feet. Against non-undead creatures, a bone 
  burn flask functions as a normal flask of acid. Against undead 
  creatures, the bone burn flask deals double damage. On the 
  round following a direct hit, a skeletal undead damaged by a 
  bone burn flask takes 1d6 additional points of damage (Reflex 
  DC 15 negates). Crafting this item requires a successful DC 20 
  Craft (alchemy) check.
  CONSECRATED SALTS
  PRICE 300 GP
  WEIGHT 1/2 lb. 
  The powdered salts in this stoppered glass sphere contains 
  reagents blessed by a cleric or another divine authority. You can 
  throw a sphere of consecrated salts as a splash weapon with 
  a range increment of 10 feet. Consecrated salts deal damage 
  to evil outsiders, haunts, and undead as if they were a flask 
  of holy water. Additionally, if a haunt or rejuvenating undead 
  such as a ghost is reduced to 0 hp within 1 minute of being 
  damaged by consecrated salts, its reset time (in the case of 
  a haunt) or rejuvenation is delayed by 1 day. This delay can 
  also be achieved by sprinkling consecrated salts on the earthly 
  remains of a ghost or the affected area of a haunt. Crafting this 
  item requires a successful DC 30 Craft (alchemy) check.
  SPECIAL MATERIALS
  Infused with the essence of the Boneyard, the following 
  special materials are sought after by ghost hunters, 
  vampire slayers, and others who seek to deliver the 
  unliving to their final destiny.
  cRypTsTone
  Cryptstone is a dense gray stone scavenged from 
  the mausoleums of the Graveyard of Souls in the 
  Boneyard. While cryptstone may appear ancient 
  and pitted, the supernatural essence of the 
  Boneyard has infused it with power over the eons. 
  A weapon made of cryptstone grants a +1 bonus on 
  weapon damage rolls against undead creatures; 
  this damage is multiplied on a critical hit. 
  Additionally, any nonmagical weapon made 
  of cryptstone affects incorporeal undead as 
  if it were a magic weapon, and weapons 
  made of cryptstone that have the 
  disruption special ability increase the 
  DC of that ability by +1. 
  THE DEAD 
  ROADS
  Part 1:  
  Awake in Roslar’s 
  Tomb
  Part 2:  
  Among the Dead
  Part 3:  
  Walking the Dead 
  Roads
  Part 4:  
  Deathbower
  NPC 
  Gallery
  Tools of the 
  Boneyard
  The Half-Dead
  To Exceed  
  Their Grasp
  Bestiary
  Campaign Outline
  63
  
  Cryptstone can be used to craft bludgeoning melee 
  weapons and ammunition that deals bludgeoning 
  damage. Weapons made of cryptstone are always 
  considered masterwork, and the masterwork costs are 
  included in the listed prices. Items not primarily made 
  from stone are not meaningfully affected by being 
  partially made from cryptstone.
  Cryptstone has the same hit points and hardness as steel.
  Type of Cryptstone Item 
  Item Price Modifier
  Ammunition 
  +10 gp per item
  Weapon 
  +500 gp
  spiResTeel
  Philosophers speculate that the Spire upon which the 
  Boneyard rests is composed of a condensed form of pure 
  quintessence, but those brave enough to acquire some 
  the substance report that ore mined from the Spire can 
  be smelted and worked into weapons and armor. This 
  substance, called spiresteel, exhibits an innate attraction 
  for soul energy. 
  Armor crafted from spiresteel protects the wearer’s 
  essence, applying half of its armor bonus to AC against 
  attacks made by incorporeal creatures. Weapons crafted 
  from spiresteel appear hungry for the very substance 
  of the foes they are wielded against. When the wielder 
  confirms a critical hit with a spiresteel weapon, the target 
  must succeed at a Will save (DC = 10 + double the weapon’s 
  enhancement bonus), or be staggered for 1 round as a 
  portion of its soul is carved away. 
  Spiresteel can be used to craft any armor or weapon 
  that is typically made of steel. Items made of spiresteel 
  are always considered masterwork, and the masterwork 
  costs are included in the listed prices.
  Spiresteel has the same hit points and hardness as steel.
  Type of Spiresteel Item 
  Item Price Modifier
  Ammunition 
  +10 gp per item
  Light Armor 
  +1,000 gp
  Medium Armor 
  +2,000 gp
  Heavy Armor 
  +3,000 gp
  Weapon 
  +2,000 gp
  MAGIC ITEMS 
  The following magic items draw upon the energies of the 
  Boneyard to empower those who dance with death.
  CRYPT ROD
  PRICE 
  8,500 GP
  SLOT none
  CL 9th
  WEIGHT 5 lbs.
  AURA moderate divination
  This 3-foot-long iron rod has a flanged, conical head and 
  strikes as a +1 light mace. On command when held in hand, 
  the rod points in the direction of the closest grave, tomb, 
  or cairn within 500 feet. If the wielder concentrates on a 
  specific type or subtype of creature, the 
  rod identifies only gravesites that hold the 
  remains of that type of creature. The rod can 
  search for the remains of a specific individual if the 
  wielder carries an item that the individual owned 
  in life.
  CONSTRUCTION REQUIREMENTS
  COST 4,250 GP
  Craft Rod, locate object
  GRIM HELM
  PRICE 
  48,000 GP
  SLOT head
  CL 3rd
  WEIGHT 4 lbs.
  AURA faint enchantment
  The matte surface of this pitted gray helm seems to absorb 
  light, rather than reflect it. The skull mask that serves as 
  its visor is a constant reminder of the fate that awaits all 
  mortals. The wearer of the helm is immune to fear effects 
  but cannot gain the benefit of any morale bonuses.
  A creature that comes within 20 feet of the wearer must 
  succeed at a Will save (DC 14) or lose the benefit of morale 
  bonuses while it remains in that area. A creature that succeeds 
  at this saving throw is immune to this ability for 24 hours.
  CONSTRUCTION REQUIREMENTS
  COST 2,400 GP
  Craft Wondrous Item, calm emotions 
  HARBINGER’S SCYTHE
  PRICE 
  19,518 GP
  SLOT none
  CL 7th
  WEIGHT 10 lbs.
  AURA moderate evocation and necromancy
  This +2 scythe has a handle carved of 
  bone and topped with a single 
  onyx gem. Once per day when 
  the wielder of the weapon 
  confirms a critical hit against 
  a foe, she can command the blade to release a 
  wave of soul-stealing power. All enemies within a 
  10-foot-radius burst of the wielder must succeed 
  at a DC 16 Will save or gain 1 temporary negative 
  level. After 1 hour, these temporary negative 
  levels disappear automatically without requiring 
  a saving throw. This ability is not triggered by a 
  critical hit against a helpless or unaware creature 
  or a creature that has a number of Hit Dice less than 
  half the wielder’s total Hit Dice.
  CONSTRUCTION REQUIREMENTS
  COST 9,918 GP
  Craft Magic Arms and Armor, enervation
  LADY’S MERCY
  PRICE 
  150 GP
  SLOT none
  CL 1st
  WEIGHT —
  AURA faint conjuration
  This coin-sized black disk is engraved with a spiral on one 
  side and a whippoorwill on the other. When the bearer of 
  64
  
  the disk succeeds at a Constitution 
  check to stabilize, the disk heals 
  the wearer, restoring her to 
  1 hit point regardless of her 
  previous hit point total. The disk 
  then crumbles to dust. Should 
  a character have multiple lady’s 
  mercies, only one disk triggers at a time.
  CONSTRUCTION REQUIREMENTS
  COST 75 GP
  Craft Wondrous Item, cure light wounds
  MONUMENT’S TRUTH
  PRICE 
  3,600 GP
  SLOT none
  CL 12th
  WEIGHT 1/2 lb.
  AURA strong divination and necromancy
  After standing above the remains of a creature for many 
  years, a headstone or grave marker often develops a psychic 
  resonance for the spirit of the creature as it was in life. When 
  this aromatic salve is applied to the surface of a gravestone 
  or similar monument, the user can ask six questions of the 
  monument and receive answers as if she had successfully cast 
  speak with dead on the creature that was buried beneath. 
  The user of the monument’s truth need not have shared a 
  language with the creature interred beneath the stone for 
  the item to function, but the monument can speak only about 
  what the creature knew in life. It cannot answer any questions 
  that pertain to events that occurred after the creature’s death.
  A creature with an Intelligence score of at least 3 while 
  it was alive must have been buried beneath the monument 
  for at least 1 year for monument’s truth to function. If more 
  than one such creature is buried beneath the monument, 
  the effect fails, the psychic impressions having become too 
  tangled to transmit comprehensible information.
  CONSTRUCTION REQUIREMENTS
  COST 1,800 GP
  Craft Wondrous Item, speak with dead, stone tell
  ARCHETYPES AND CLASS 
  FEATURES 
  The following archetypes and class features are common 
  among those who traffic with denizens of the Boneyard 
  or manage to receive training from its inhabitants.
  GRAveslinGeR (GunslinGeR ARcheType)
  Graveslingers craft signature bullets to hunt down 
  wandering undead. With this infused ammunition, they 
  can take on the most resilient spectral foes with ease. 
  Deeds: A graveslinger gains the following deeds.
  Ghostbane Shot (Ex): At 1st level, once per day by 
  spending 10 minutes to combine mundane ammunition 
  with a mixture of grave dirt and powdered bone, the 
  graveslinger can prepare a number of special bullets 
  equal to her graveslinger level plus her Wisdom modifier 
  (minimum 1). When attacking incorporeal undead, these 
  bullets are treated as if they had the ghost touch special 
  ability. These bullets function only for the graveslinger, 
  and if not fired within 24 hours, the bullets become inert, 
  losing their ghost touch special ability.
  This deed replaces the deadeye deed.
  Ectoplasmic Anchor (Su): At 7th level, an incorporeal 
  undead creature hit by one of the graveslinger’s ghostbane 
  shots becomes infused with ectoplasm, interfering 
  with its defenses and mobility. The creature must 
  succeed at a Will save (DC = 10 + half the graveslinger’s 
  level + the graveslinger’s Wisdom modifier) or become 
  semicorporeal for 1 round. A semicorporeal creature 
  takes half damage (50%) from nonmagical attack forms, 
  and it takes full damage from magic weapons, spells, 
  spell-like effects, and supernatural effects. During this 
  time, it cannot enter or pass through solid objects. 
  This deed replaces the startling shot deed.
  Undead Hunter (Ex): At 11th level, the graveslinger’s 
  ghostbane shots are treated as if they also had the undead 
  bane special ability.
  This deed replaces the bleeding wound deed.
  Staggering Shot (Ex): At 15th level, when a graveslinger 
  confirms a critical hit against an undead creature with 
  one of her ghostbane shots, the creature is staggered for 
  1 round. 
  This deed replaces the menacing shot deed.
  Supernatural Awareness (Ex): At 4th level, the 
  graveslinger gains Blind-Fight as a bonus feat. 
  Additionally, as long as she has 1 grit point, she can always 
  act in surprise rounds that are triggered by haunts and 
  incorporeal undead, even if she fails to notice them. 
  This replaces the bonus feat gained at 4th level.
  soul shepheRd (monk ARcheType)
  Whether studying at the feet of psychopomps or merely 
  imitating the creatures’ philosophy and methods, soul 
  shepherds believe in safeguarding the Cycle of Souls.
  Calming Strike (Su): As an immediate action after 
  hitting an incorporeal undead creature with an unarmed 
  strike, a soul shepherd can attempt to calm the creature, 
  encouraging it to move peacefully to the next stage of 
  its metaphysical journey. The target must succeed at 
  a Will save (DC = 10 + half soul shepherd’s level + the 
  soul shepherd’s Wisdom modifier) or be calmed, as calm 
  spiritOA, for 1 minute. 
  The soul shepherd can use this ability against a haunt 
  by making a touch attack against an AC of 10 + the haunt’s 
  CR. A haunt does not receive a saving throw against this 
  ability, but the ability’s duration changes to concentration 
  + 1 round, up to 1 round per level. A soul shepherd can use 
  this ability a number of times per day equal to his soul 
  shepherd level. 
  This replaces stunning fist.
  THE DEAD 
  ROADS
  Part 1:  
  Awake in Roslar’s 
  Tomb
  Part 2:  
  Among the Dead
  Part 3:  
  Walking the Dead 
  Roads
  Part 4:  
  Deathbower
  NPC 
  Gallery
  Tools of the 
  Boneyard
  The Half-Dead
  To Exceed  
  Their Grasp
  Bestiary
  Campaign Outline
  65
  
  Otherworldly Resilience (Ex): At 2nd level, a soul 
  shepherd gains DR 2/adamantine, cold resistance 5, 
  and electricity resistance 5. At 9th level, this improves 
  to DR 5/adamantine, cold resistance 10, and electricity 
  resistance 10.
  This replaces evasion and improved evasion.
  Spirit Sense (Su): At 12th level, a soul shepherd can 
  spend 1 point from his ki pool as a swift action to grant 
  himself the ability to notice, locate, and distinguish 
  between living and undead creatures within 30 feet, just 
  as if he had a psychopomp’s spiritsense ability 
  (Pathfinder RPG Bestiary 4 308) for a 
  number of rounds equal to his Wisdom 
  modifier (minimum 1). 
  This replaces abundant step. (For the unchained monk 
  from Pathfinder Unchained, this replaces the ki power 
  gained at 12th level.)
  Yamaraj’s Judgment (Sp): At 15th level, a soul shepherd 
  can spend 1 point from his ki pool as a standard action 
  to attempt to free an enslaved soul from an effect that 
  is imprisoning it, such as soul bind or trap the soul. This 
  functions as a targeted dispel magic spell with a caster 
  level equal to the soul shepherd’s level. He can spend an 
  additional ki point when he activates this ability to gain a 
  +4 bonus on the caster level check. If the soul is held 
  prisoner by a creature or a non-spell effect, the soul 
  shepherd frees it if his caster level check result is at 
  least 11 + the creature or effect’s CR. 
  This replaces quivering palm. (For 
  the unchained monk from Pathfinder 
  Unchained, this ability is gained at 16th 
  level and replaces the ki power gained 
  at 16th level.)
  ReApeR (oRAcle mysTeRy)
  Oracles with the reaper mystery strive 
  to quiet restless souls, end lives, and 
  send souls to their final reward.
  Deities: 
  Achaekek, 
  Groetus, 
  Pharasma.
  Class Skills: An oracle with 
  this mystery adds Intimidate, 
  Perception, Stealth, and Survival to 
  her list of class skills.
  Bonus Spells: Chill touch (2nd), calm 
  spiritOA (4th), sands of timeUM (6th), purge 
  spiritOA (8th), slay living (10th), undeath 
  to death (12th), destruction (14th), horrid 
  withering (16th), wail of the banshee (18th).
  Revelations: An oracle with the reaper 
  mystery can choose from any of 
  the following revelations.
  Death’s Embrace (Su): You gain 
  Improved Grapple as a bonus feat, even 
  if you do not meet its prerequisites. Once per 
  round when you succeed at a grapple combat 
  maneuver check, you can deal 1d6 points of negative 
  energy damage to the target of your grapple. This 
  damage increases by 1d6 at 5th level and every 5 levels 
  thereafter, to a maximum of 5d6 at 20th level. 
  Haunt Channeler (Su): You gain the medium’s 
  haunt channeler class feature (Pathfinder RPG Occult 
  Adventures  31) with an effective medium level equal to 
  your oracle level –2. You must be at least 5th level to 
  select this revelation.
  Moral Crisis (Su): As a standard action, you can target a 
  living creature within 30 feet of you, reminding it of its 
  66
  
  moral failings. The target must succeed at a Will save or 
  be staggered for a number of rounds equal to your oracle 
  level. The target can attempt a new saving throw at the 
  end of each of its turns to end this effect. This is a mind-
  affecting emotion effect.
  Obliterate Memory (Sp): As a standard action, you can 
  target a creature within 30 feet and eliminate all memory 
  of an event the target experienced, as modify memory. A 
  target can attempt a Will save to negate this effect. In 
  addition, you can cause an account of the memory erased 
  by this ability to appear on a blank page of any book you 
  are carrying. You can use this ability once per day, plus 
  one additional time per day at 15th level. You must be at 
  least 11th level to select this revelation.
  Pale Horse (Sp): You can summon a phantom steed, as the 
  spell, to serve you for a number of hours per day equal 
  to your oracle level. This duration does not need to be 
  consecutive, but it must be spent in 1-hour increments. 
  You must be at least 5th level to select this revelation.
  Return to Dust (Su): You call upon the inexorable 
  ravages of time and entropy to damage an object or 
  undead creature within 30 feet, dealing 1d6 points of 
  damage per 2 oracle levels you have, ignoring hardness 
  and damage reduction. If used against an undead 
  creature or an object in another creature’s possession, 
  the undead creature or the creature possessing the 
  object can attempt a Reflex saving throw to halve the 
  damage. You can use this ability a number of times per 
  day equal to 3 + your Charisma modifier.
  Spectral Spells (Su): You gain Ectoplasmic SpellAPG as a 
  bonus feat. In addition, once per day, you can cast a spell 
  with the Ectoplasmic Spell metamagic feat as a standard 
  action that does not increase the level of the spell. You 
  can use this ability one additional time per day at 7th level 
  and every 4 levels thereafter.
  Spirit Touch (Su): As a standard action, you can touch 
  one weapon to grant it the ghost touch special ability for 
  a number of rounds equal to your Charisma modifier. At 
  11th level, you can spend two uses of this ability to grant 
  it the ghost touch and undead bane special abilities. You can 
  use this ability a number of times per day equal to 3 + your 
  Charisma modifier.
  Terminal Aura (Su): You gain an aura with a 10-foot 
  radius; any creature within that has fewer than 0 hit points 
  but is stable must succeed at a Will save or be affected by 
  the spell bleed. A dying creature within range of this aura 
  does not receive a Constitution check to stabilize unless it 
  succeeds at a Will save, but it can still be healed as normal. 
  A creature with fast healing or regeneration must also 
  succeed at a Will save every round or that ability does not 
  function for 1 round. You can suppress and resume this 
  aura as a free action. You must be at least 11th level to 
  select this revelation.
  True Death (Su): Those slain by your spells or by one 
  of your attacks that deals negative energy becomes 
  more difficult to bring back from the dead. Spellcasters 
  attempting to bring such a creature back from the dead 
  using raise dead or similar magic must succeed at a caster 
  level check with a DC equal to 15 + your oracle level or 
  the spell fails and the material component is wasted. A 
  successful casting of remove curse (DC = 10 + your oracle 
  level) before attempting to bring the creature back from 
  the dead suppresses this effect for 1 minute. 
  BARBARiAn RAGe poWeRs
  The following rage powers are available to any barbarian 
  or skald who meets their prerequisites. Barbarians who 
  select the psychopomp totem seek to guide souls to their 
  last rest.
  Inured to the Dead: Once per rage, when the barbarian 
  fails a saving throw against an effect created by an undead 
  creature, she can reroll the saving throw. She must use the 
  second result, even if it is worse. This does not require 
  spending an action. A barbarian must be at least 4th level 
  to select this rage power.
  Psychopomp Totem: The first time each round a 
  creature with regeneration or fast healing is struck by 
  the barbarian while she is raging, the creature must 
  succeed at a Will save (DC = 10 + half the barbarian’s level 
  + the barbarian’s Strength modifier) or that ability is 
  suppressed for 1 round. A barbarian must have the lesser 
  psychopomp totem rage power and be at least 6th level to 
  select this rage power.
  Psychopomp Totem, Greater: While raging, the 
  barbarian can detect and locate undead creatures 
  within 30 feet, just as if it had the blindsight ability, 
  and any weapons she wields are treated as if they had 
  the ghost touch special ability. A barbarian must have the 
  psychopomp totem rage power and be at least 10th level 
  to select this rage power.
  Psychopomp Totem, Lesser: While raging, the 
  barbarian gains a +1 deflection bonus to AC against the 
  attacks of undead creatures and a +1 bonus on saving 
  throws against death effects, diseases, and poisons. This 
  bonus increases by 1 for each psychopomp totem rage 
  power she has, excepting this one.
  Spiritual Awareness: While raging, the barbarian’s 
  dodge bonus to AC from trap sense applies against attacks 
  made by incorporeal creatures. The barbarian must have 
  trap sense to select this ability.
  Unrestrained Rage: While raging, the barbarian is 
  immune to paralysis. If the barbarian is targeted by an 
  effect that would cause her to become paralyzed, she can 
  enter a rage as an immediate action, as long as she still 
  has rounds of rage remaining. A barbarian must be at 
  least 12th level to select this rage power.
  THE DEAD 
  ROADS
  Part 1:  
  Awake in Roslar’s 
  Tomb
  Part 2:  
  Among the Dead
  Part 3:  
  Walking the Dead 
  Roads
  Part 4:  
  Deathbower
  NPC 
  Gallery
  Tools of the 
  Boneyard
  The Half-Dead
  To Exceed  
  Their Grasp
  Bestiary
  Campaign Outline
  67
  
  The Half-Dead
  “I’m telling you, it’s an underserved market. Your typical vampire or 
  lich, they might be undead monsters, but they still need chairs, tables, 
  dishes, cups, books, soap, shoes, shirts—do you have any idea how 
  hard all that blood is on their clothes? But the ghouls down at the 
  cemetery, they’re not going to walk to the market and put in an order 
  for a dining set. So that’s my job. Best part is that they don’t ask 
  awkward questions about where exactly you got something, so if it fell 
  off the back of a wagon, well... 
  “Of course, security can be a problem, which is why I’ve got my angel-
  blooded friend over there with the sharp sword, but the smart ones 
  know they need you. Hard to feel like an immortal lord of the dead if 
  you’ve got holes in your socks.”
  —Kharmione Nyx, tiefling and black marketeer
  68
  
  T
  here are always those among the living whose 
  lives are founded upon bones and blood, from 
  mundane morticians to rather less mundane 
  necromancers and mortics (see page 72). For them, 
  death is an immutable fact of life, a looming and quite 
  final presence. Such knowledge might lead to morbid 
  brooding, a desire to seek joy while one can, or a calm 
  acceptance, but no matter what, death is the kind of 
  reality that weighs heavily on the mind.
  BORN FROM DEATH
  For some, birth requires death. Duskwalkers and 
  samsarans are created directly from the death of one of 
  their kind. Every dhampir knows her undead parent could 
  exist only through stolen blood. Such knowledge colors 
  a half-dead mortal’s perspective, since someone paid 
  the ultimate price for her to live. This leaves a debt, and 
  each of these half-dead must deal with the fact that she 
  owes something that can never be repaid. Some ignore 
  this debt, but generally even the most selfish person feels 
  a twinge of obligation to whoever gave him life. Others 
  try to learn more about their predecessors, perhaps to act 
  in ways they might approve of, or they might pray to the 
  gods on their predecessors’ behalf. If their alignments are 
  drastically opposed to those of their predecessors, they 
  might seek even to overturn their predecessors’ works. 
  Others seek out careers where they can accomplish 
  great things, to make their lives about more than just 
  themselves and thereby justify their existence. 
  This feeling of debt can make it difficult for these 
  half-dead to interact with family or friends, who might 
  not understand just how large an influence a predecessor 
  can have on their imaginations and personalities. Often, 
  these mortals interact best with people who have also lost 
  someone very dear to them, as they understand what it is 
  to live with the echoes of the dead.
  SPEAKERS TO THE DEAD
  The necromancer, the medium, the spirit-talker, the skald 
  who sings the songs of the Skoan-Quah, the luckless noble 
  who inherits a moldering castle in forlorn Odranto—
  some people come to the attention of the dead later in 
  life. Compared to the death-born, such speakers to the 
  dead tend to be calmer and more centered, since they 
  have had more time to grow into their own selves before 
  their lives grew strange. Nevertheless, close contact with 
  the dead breeds a certain philosophical cast of mind, an 
  appreciation for the inevitability of time and the pleasures 
  of life. Many speakers also develop a sense of humor that 
  can be described only as ghoulish, as familiarity with death 
  breeds, if not contempt, then a certain casualness. 
  The most fortunate speakers are those who have some 
  sort of cultural or familial background that can guide them. 
  A Shoanti might seek out a shaman of the Skull Clan to 
  obtain training. An Ustalavic noble might contact an old 
  school chum in the Esoteric Order of the Palatine Eye. 
  Those speakers are still changed by the knowledge they 
  hold, but they can keep it from consuming them.
  HUNGERS
  Where mortals tend to be diverse in their wants, the 
  dead are focused. To a vampire, blood is food and drink 
  and lust all at once, and a ghoul will never get bored 
  eating rotten meat every night. Many of the half-dead 
  share this obsessive focus, if to a lesser degree. Mortics 
  and dhampirs crave blood or flesh, shabti seek identity, 
  duskwalkers yearn to touch the cycle of death—but they 
  all still have mortal wants as well. A parallel could be made 
  to addiction: the urge is powerful and persistent, and if 
  allowed it can consume the half-dead and leave only a 
  shell. The half-dead can try and control that hunger but 
  will never truly be completely free of their compulsion.
  LIFE AMONG THE UNLIVING
  Sometimes the living find themselves in close contact 
  with the undead. Some choose this willingly, such as 
  necromancers or the citizens of the Darklands ghoul city 
  of Nemret Noktoria. Others find themselves pushed into 
  it by circumstance, like those born in the dead land of Geb. 
  Such a life presents logistical challenges, as mortals need 
  food, shelter, and medicine. Divine magic can be a solution, 
  but priests both willing and able to provide for such half-
  living communities are scarce. Larger communities can 
  run their lives in ways not so different from communities 
  in other lands, farming and trading for what they need—
  though the use of zombie field hands or undead oxen 
  can make for a peculiar sight. It is the groups in between, 
  too small to be self-sufficient, too large to be supported 
  entirely through magic, that have the most difficulty. They 
  often find themselves living in a parasitic state, stealing 
  or dealing with black marketeers for what they need. A 
  few traveling merchants make a very good living indeed 
  acting as go-betweens for necromancers or dark priests, 
  providing mundane goods at outrageous markups.
  Those who live in such mixed communities quickly 
  find themselves becoming accustomed to the strangest 
  things. Ghosts and ghouls cease to be monsters and 
  become simply neighbors, and the risk of being devoured 
  by some postmortem horror is simply one more fact 
  of life, gruesome but accepted. Undeath ceases to be a 
  terrible fate, and while no one particularly cares to come 
  back as a zombie, becoming a vampire or lich can be a 
  worthy ambition. Of course, all this normalization does 
  not mean that living with the undead is normal, and 
  people who live too long among the unliving adopt a 
  casual, even callous attitude toward death and suffering.
  THE DEAD 
  ROADS
  Part 1:  
  Awake in Roslar’s 
  Tomb
  Part 2:  
  Among the Dead
  Part 3:  
  Walking the Dead 
  Roads
  Part 4:  
  Deathbower
  NPC 
  Gallery
  Tools of the 
  Boneyard
  The Half-Dead
  To Exceed  
  Their Grasp
  Bestiary
  Campaign Outline
  69
  
  DHAMPIRS
  Of all the half-dead, dhampirs have the easiest time 
  blending in with the larger mortal population. A 
  dhampir who keeps her mouth shut can live for a very 
  long time pretending to be a human or half-elf. This 
  isn’t to say that this approach is easy, of course. Such 
  deception day in, day out, for decades, takes a toll. Smart 
  dhampirs look for places where they can hide, for careers 
  where solitude or a certain eccentricity are tolerated. 
  Many gravitate toward the anonymity of larger cities or 
  to the loneliness of the wilderness, and avoid the sorts 
  of small villages where everyone knows everyone. The 
  luckiest dhampirs are those who can count on a few true 
  friends and loved ones to hide their identities, while the 
  most miserable are forced to turn into nomads, always 
  one step ahead of the mob. Faced with this kind of 
  life, it’s little surprise that some dhampirs turn to the 
  companionship of the dead.
  Communities entirely composed of dhampirs are rare, 
  though a handful exist in the remotest forests of Ustalav 
  or the necropolises of Vudra. Some are the personal 
  projects of ancient vampires, experiments in blood and 
  life kept going for centuries. These communities tend to 
  be open and friendly to outsiders, at least until night falls 
  and the knives come out. Others are refuges, where groups 
  of dhampirs gather together to live openly, usually as far 
  away from anyone else as they can possibly manage. Such 
  communities are much more standoffish and hostile to 
  outsiders, but rarely actually evil.
  Magic iteMs
  Vampires are creatures of old blood and old magic, and 
  some dhampirs are able to leverage this heritage to craft 
  objects of power.
  BLASPHEMOUS CHALICE
  PRICE 
  12,000 GP
  SLOT none
  CL 7th
  WEIGHT 3 lbs.
  AURA moderate conjuration
  Contrary to the name, a blasphemous chalice takes the form 
  of an enchanted box, usually sumptuously decorated, with 
  a lump of unidentifiable tissue inside. This tissue seems to 
  somehow be alive and bleeds a watery, greenish-black blood.
  To benefit from the chalice’s power, a character must bite 
  the tissue and drink the blood as a full-round action. The 
  alien blood twists and rearranges the character’s organs. For 
  the next hour, when the affected creature is hit by a critical 
  hit or a sneak attack, there is a 50% chance that the critical 
  hit or sneak attack is negated and damage is instead rolled 
  normally. A blasphemous chalice produces enough blood for 
  a single use per day.
  CONSTRUCTION REQUIREMENTS
  COST 6,000 GP
  Craft Wondrous Item, shield of fortificationAPG
  SUIT OF INVERTED JADE
  PRICE 
  25,000 GP
  SLOT armor
  CL 14th
  WEIGHT 50 lbs.
  AURA strong necromancy
  Originating in ancient Minkai, the typical jade burial suit 
  consists of several hundred jade plaques joined with gold 
  wire, carefully inscribed with prayers to Tsukiyo, the Tian-Min 
  god of the moon, spirits, and preservation. Jade is believed 
  to have preservative properties, and many ancient Tian royals 
  were buried in jade suits.
  By disassembling and inverting the plaques and replacing 
  Tsukiyo’s name with that of his brother Fumeiyoshi, god of 
  graves, one clever ru-shi learned how to give the impression 
  of death instead of life. A character wearing a suit of 
  inverted jade gains a +3 profane bonus on saving throws 
  against disease, mind-affecting effects, poison, sleep, and 
  stunning. The wearer has the aura of an undead for the 
  purposes of divination spells and effects, and unintelligent 
  undead perceive the wearer as a fellow undead. The wearer, 
  however, becomes vulnerable to effects that target or deal 
  additional damage to undead (such as searing light). A suit 
  of inverted jade otherwise functions as +3 stone lamellarUE.
  CONSTRUCTION REQUIREMENTS
  COST 12,500 GP
  Craft Magic Arms and Armor, undead anatomy IIUM
  DUSKWALKERS
  Most duskwalkers are outcasts from their first moment. 
  They appear from nowhere as eerie children strolling out 
  of a graveyard, ancient battlefield, or temple. They look 
  different—tall and gray-skinned—and they act different, 
  old souls in children’s bodies. Even the warmest and most 
  welcoming community would find a duskwalker child 
  difficult to accept, and many don’t even bother to try.
  A few singularly lucky duskwalkers are taken in 
  despite these setbacks, and they grow up healthy and 
  happy in foster families or in temples. A few singularly 
  unlucky duskwalkers never make it out of childhood. But 
  most live on the margins, begging, stealing, or relying 
  on the charity of those few people who can look past 
  the duskwalker’s background. This upbringing gives 
  duskwalkers a tendency toward being loners. They have 
  sympathy for fellow outcasts, such as orphaned tieflings 
  or the penniless beggars, and are intensely loyal to their 
  few friends and loved ones. 
  Young duskwalkers often find themselves turning 
  to cemeteries or necropolises for refuge. No undead 
  willingly stays in a place visited by duskwalkers, and so 
  such a site becomes one of peace and safety, where undead 
  are afraid to harass them. However, becoming known 
  as the “graveyard child” rarely improves a duskwalker’s 
  acceptance by his peers. Clever duskwalkers learn to 
  make a living out of this predilection as they grow older, 
  becoming gravediggers, morticians, or mortuary priests.
  70
  
  Feats
  Most duskwalkers meet psychopomps sooner or later, 
  and the wise ones learn from them.
  Majesty oF the yaMaraj
  The magistrates of death can breathe death and decay. 
  You were in the presence of a final judge once and your 
  soul remembers that moment still.
  Prerequisites: Channel energy 5d6, duskwalker, ghost 
  hunter racial trait.
  Benefit: When you channel positive energy to harm 
  undead, you can expend your ghost hunter racial ability 
  as a free action. Your channeled energy takes the form of 
  spectral beetles and other insectile scavengers, dealing 
  50% more damage to the undead. You also gain an 
  additional daily use of ghost hunter.
  Morrigna’s Wrappings
  One of the Boneyard’s psychopomp bounty hunters 
  has taught you the trick of using spider webs to 
  defend against the undead.
  Prerequisites: Character level 9th, duskwalker, 
  ward against corruption racial trait.
  Benefit: So long as you have a spider 
  web wrapped around some part of your 
  body, the bonus provided by your 
  ward against corruption racial trait 
  increases to +4.
  nosoi’s spiritsense
  Even the lowliest psychopomp can sniff out the undead. 
  A whippoorwill in a papier-mâché mask taught you how 
  to do it.
  Prerequisite: Duskwalker.
  Benefit: You can cast detect undead as a spell-like ability 
  at will. Your caster level for the purpose of this effect is 
  equal to your character level.
  shoki’s arguMent
  The collectors of the lost dead prefer to use complex 
  theology or blunt warnings to gather wayward spirits, 
  but sometimes a more direct approach is necessary. 
  One of them shared a trade secret with you.
  Prerequisites: Ability to cast disrupt undead, 
  character level 3rd, duskwalker.
  Benefit: The damage dealt by your disrupt undead spell 
  increases by 1d6. It increases by an additional 1d6 at 6th 
  level and every 3 levels thereafter (to a maximum of 7d6 
  at 18th level). 
  Vanth’s scythe
  You’ve seen the reapers many times, and have learned 
  something of their methods.
  Prerequisites: Character level 9th, duskwalker, ghost 
  hunter racial trait.
  Benefit: When you use your ghost hunter racial trait to 
  grant a scythe, quarterstaff, whip, or bow the ghost touch 
  weapon special ability, you also grant the undead-bane 
  weapon special ability. You also gain an additional daily 
  use of ghost hunter.
  THE DEAD 
  ROADS
  Part 1:  
  Awake in Roslar’s 
  Tomb
  Part 2:  
  Among the Dead
  Part 3:  
  Walking the Dead 
  Roads
  Part 4:  
  Deathbower
  NPC 
  Gallery
  Tools of the 
  Boneyard
  The Half-Dead
  To Exceed  
  Their Grasp
  Bestiary
  Campaign Outline
  71
  
  MORTICS
  Humanoids suffused with necromantic energies and given 
  undead hunger and physiology, mortics are much closer to 
  death than other half-dead. This has several side effects that 
  push mortics toward a distinctly malevolent outlook. First, 
  mortics have more native power than other half-dead. This 
  breeds an understandable confidence in mortics, which 
  can easily translate into overweening pride. Smart mortics, 
  Mortic Subtype
  Mortic is a humanoid subtype; the angheuvore and 
  jitterbone on pages 86–87 are examples of mortics, and 
  future volumes of the Tyrant’s Grasp Adventure Path will 
  include additional mortics.
  Mortic Subtype: A mortic is a humanoid creature 
  infused with necromantic energy but not truly undead. 
  Although mortics reproduce to create others of their kind, 
  usually living in tight-knit communities, a humanoid of 
  any type might become a mortic through overwhelming 
  exposure to negative energy. Mortics vary in their abilities 
  based on their original humanoid type, and each mortic 
  has a humanoid subtype in addition to the mortic 
  subtype. Mortics have racial Hit Dice and never substitute 
  such Hit Dice for class levels like some humanoids do. All 
  mortics have the following traits unless otherwise noted 
  in a specific creature’s entry.
  • Darkvision 60 ft.
  • A mortic’s good save is always Fortitude.
  • Negative energy affinity.
  • A mortic treats Intimidate, Perception, and Stealth as 
  class skills.
  • Death Gasp (Su): A mortic that holds her breath suspends 
  the majority of her living processes. While holding her 
  breath, a mortic is immune to ability drain, energy drain, 
  and sleep effects. A mortic who holds her breath is also 
  immune to bleed effects, disease, and poison; any such 
  effects are suspended for as long as the mortic holds 
  her breath, although this doesn’t cure any damage that 
  the bleed effect, disease, or poison has already done. A 
  mortic can hold her breath for a number of rounds equal 
  to 4 times her Constitution score. 
  • Unliving Nature (Ex): Although a mortic is a living 
  creature, she is treated both as undead and as her 
  normal type and subtype for the purposes of spells 
  and effects (for example, she can be detected with 
  detect undead and rendered immobile by either halt 
  undead or hold person). A mortic never takes a penalty 
  on Disguise checks to disguise herself as an undead 
  creature. Mortics gain a +4 racial bonus on saving 
  throws against mind-affecting effects.
  • Vulnerable to Consecration (Ex): A mortic is staggered 
  within the area of a consecrate effect.
  or at least those who live on the edges of humanoid society, 
  learn to temper their arrogance, but the ability to pull an 
  enemy’s bones out of its body can easily go to one’s head. 
  Secondly, mortics are easily the best of the half-dead at 
  interacting with the undead. Other half-dead are typically 
  feared, ignored, or tolerated by true undead, but mortics 
  are frequently seen as distant cousins. Angheuvores 
  sometimes live in close communities with ghouls, and 
  they aren’t the only ones who share lairs with undead kin. 
  As a result, mortics rarely get along with benevolent gods 
  or their priests. The undead part of a mortic’s nature also 
  rebels whenever it enters a consecrated area, and entering 
  a proper church hits a mortic like a punch to the gut. This 
  is a purely physical effect, independent of a mortic’s faith, 
  but it nevertheless colors all mortics’ attitudes.
  Most important, however, is their hunger. Mortics’ 
  hunger is obsessive, enormous, and all-consuming. 
  The specific hunger varies—jitterbones enjoy marrow, 
  while gurgists and angheuvores are less picky and just 
  enjoy flesh—but every mortic sees a crowded street as 
  an ambulatory buffet. Given their natural power, their 
  kinship with undead, and their antipathy to the gods, few 
  mortics bother to resist their urges.
  Mortics are unusual in that they are the half-dead most 
  often found in communities of their own. Many mortics 
  live on the edges of humanoid society, hiding their 
  nature and their hungers. But the children of mortics are 
  mortics themselves, and so a village or street of mortics 
  is a possibility, whereas a street populated by duskwalkers 
  is extremely rare. Many mortic communities are really 
  extended family groups, clans of half-dead with hangers-
  on both living and dead. 
  Among their own kind, mortics develop peculiar 
  cultures and ideologies. Breath is vitally important, as the 
  ability to breathe and be alive, or to hold their breath and 
  be as the undead, is the central fact of mortic existence. 
  More generally, mortics exult in their half-dead nature, 
  and they look for ways to showcase that which they must 
  otherwise hide. Mortics turn their powers into games 
  and art, music and architecture, politics and ritual. While 
  mortic communities are typically organized by seniority, 
  with elder mortics guiding their younger kin, respect 
  and status within a single generation goes to those who 
  show the most control over their half-dead nature, or 
  who best articulate ideals of power and dominance. 
  Unlike undead, mortics are still close enough to the 
  living to seek pleasure and joy, but their nature twists 
  those entertainments into dark things. Mortics are 
  usually cautious enough to keep their hobbies hidden 
  or deniable, but are still enough to haunt a witness’s 
  nightmares for years. Those occasions when mortics 
  can throw caution to the wind and truly indulge become 
  moments of horror to be whispered about for decades.
  72
  
  SHABTI
  The rarest of the half-dead, shabti are created when 
  a mortal of royal blood uses ancient magic to craft a 
  metaphysical scapegoat. When such a mortal dies, a 
  shabti is formed, believing herself to be that aristocratic 
  mortal. She then marches off to face judgment, while her 
  progenitor’s soul escapes. 
  Older shabti tend to adopt a philosophical outlook 
  toward their origins. Such shabti are the most likely to 
  consider themselves part of their creators’ dynasties, 
  unintended heirs returned from the River of Souls. 
  Sometimes, the only remnant of a long-forgotten royal 
  house is an ancient shabti, still carrying on the traditions 
  of a bygone age.
  origin Feats
  These feats grant shabti powers or abilities based on the 
  nature of their creators.
  Fan-Bearer at the king’s right 
  hand
  Your creator was an aide and bodyguard, 
  and your memories are filled with the sight of 
  that charge.
  Prerequisite: Shabti.
  Benefit: As a swift action, you can designate an adjacent 
  ally as your charge. So long as you remain adjacent to that 
  character, he benefits from your resistance to level drain 
  and immunity to undeath racial traits. This ability applies 
  even if one of you is killed, so long as you remain adjacent.
  First general oF the east
  Your creator was a soldier and person of war, and your 
  memories are filled with the taste of blood.
  Prerequisites: Character level 5th, shabti.
  Benefit: Once per day, you can cast greater magic weapon 
  as a spell-like ability. You gain a second daily use at 
  9th level, and a third at 15th level. Only you can benefit 
  from this spell-like ability; anyone else who wields the 
  enchanted weapon gains no benefit from the spell. The 
  caster level for this ability is equal to your character level.
  lector priest
  Your creator was a priest and magician, and your 
  memories are filled with the smell of incense.
  Prerequisite: Shabti.
  Benefit: You gain Spellcraft as a class skill. Whenever 
  you attempt a Spellcraft check, you can roll twice and take 
  the better of the two results.
  oVerseer oF the tWo treasuries
  Your creator was a politician and administrator, and your 
  memories are filled with the sound of clinking coins.
  Prerequisite: Shabti.
  Benefit: You gain a second daily use of your suggestion 
  spell-like ability. You gain a third daily use at 8th level, a 
  fourth at 13th level, and a fifth at 16th level.
  serVant in the house oF truth
  Your creator was a scholar and a seeker of lore, and your 
  memories are filled with the feel of papyrus and ink.
  Prerequisite: Shabti.
  Benefit: Whenever you attempt a check for a Knowledge 
  skill in which you have ranks, you can roll the check twice 
  and use the better of the two results.
  THE DEAD 
  ROADS
  Part 1:  
  Awake in Roslar’s 
  Tomb
  Part 2:  
  Among the Dead
  Part 3:  
  Walking the Dead 
  Roads
  Part 4:  
  Deathbower
  NPC 
  Gallery
  Tools of the 
  Boneyard
  The Half-Dead
  To Exceed  
  Their Grasp
  Bestiary
  Campaign Outline
  73
  
  To Exceed Their Grasp
  “Pain? Pain is a mother’s kiss. A soft embrace offered by life to remind 
  you that your heart still beats. Death denied me pain, and left only 
  hollow, aching misery pressing in from all sides. An arm plunged into 
  a glacial river—numb, distant, alien—not even a shiver to warm a 
  hollow chest. Eight centuries I persisted without purpose, pain, or 
  sweet oblivion—a trophy for a rapist king, gifted by mewling cowards. 
  And at the center of it all, the bastard lich himself: proud and preening 
  when he cast me down. Where was that pride when he fled like a 
  beaten dog into the darkest womb of the earth?
  “But now he hopes again. I can hear his hope in my chest like I once 
  heard my own blood drain away, spattering on cold stone. And knowing 
  I can take that from him—it stings like sweet, soft pain again.”
  –Arazni, the Red Queen
  74
  
  T
  ar-Baphon, the Whispering Tyrant, is driven by 
  stubbornness and ambition. Nuance is lost on 
  the wizard-king who once constructed a portal 
  to oblivion in an attempt to slay a rival. Centuries of 
  tearing at the walls of Gallowspire with his necromancy 
  have only driven the Whispering Tyrant to delve deeper 
  and deeper into the dark arts, searching for a spell finally 
  powerful enough to shatter the Shining Crusade’s mighty 
  seals. He never realized that his brute-force attacks only 
  strengthened the walls of his prison, or that the key to his 
  salvation lay embedded in his own hand.
  It was the escape of a subordinate, the seneschal 
  Gildais, that first brought realization to the Whispering 
  Tyrant: a lock forged from light would never yield to a key 
  of darkness. Only positive energy, not the negative energy 
  of unlife and necromancy, could burst his bonds. 
  Tar-Baphon’s defeat 900 years ago came about through 
  a combination of his own arrogance and magic left behind 
  by his old rival, Aroden. The hero of the Shining Crusade, 
  General Arnisant, had carved a path from Lake Encarthan 
  to Gallowspire (then Tar-Baphon’s accursed capital) and 
  climbed the sorcerous tower to battle the Whispering 
  Tyrant. Dismissing the mortal as a child, Tar-Baphon cast 
  a wish spell to extract Arnisant’s heart and pull it into his 
  hand. But Aroden had enchanted the general’s shield to 
  absorb hostile magic long ago. Instead of Arnisant’s heart, 
  Tar-Baphon found a burning shard of the righteous 
  artifact bound into his undead flesh. While not destroyed, 
  the lich fled into the tunnels below his spire to determine 
  the extent of his loss, and priests of the Shining Crusade 
  took the opportunity to forge the Great Seal so they might 
  forever bind him to that dark domain.
  The Whispering Tyrant spent all the interceding 
  centuries unable to pry the searing shard from the flesh of 
  his hand. Now, however, he realizes the splintered artifact 
  grants him a true chance at freedom, and a weapon capable 
  of destruction on a scale Avistan has never known. The 
  irony delights the wicked lich: by using the shield’s holy 
  nature, he can unleash a blast of positive energy powerful 
  enough to shatter the wards and the physical structures 
  that bind him in place. The Whispering Tyrant named his 
  weapon the Radiant Fire.
  The Whispering Tyrant’s plot requires the remaining 
  pieces of the Shattered Shield of Arnisant, and so he turned 
  to his minions who walk Golarion freely. His vile nature 
  casts a shadow over those who read his writings, and he 
  can coax minions to action through that shadow of urges 
  and whispers. The Whispering Way, still recovering from 
  the blow dealt to the cultists 8 years ago in their attempt 
  to create an inheritor to the Whispering Tyrant’s power, 
  responded first, though the true key to Tar-Baphon’s 
  freedom was one of the few souls to escape his grasp: the 
  escaped winterwight and his former seneschal, Gildais.
  But another body still hears Tar-Baphon’s whispers—
  belonging to someone he slew and left cold during the 
  Shining Crusade, and one he has thought little of since. 
  Arazni, the former herald of Aroden, warrior goddess, and 
  unwilling queen of Geb, listens and travels to Avistan in 
  secret to face her tormentor one last time, and in destroying 
  his hope might perhaps finally win her freedom.
  OBOLS
  The PCs enter Tar-Baphon’s escape scheme when the 
  Whispering Way detonates the first Radiant Fire in 
  Roslar’s Coffer to test the weapon’s effectiveness. This 
  unsteady first effort cracks the shield shard used instead 
  of annihilating it entirely, spraying unfortunate victims 
  nearby, including the PCs, with artifact shrapnel infused 
  with both positive and negative energy. This shrapnel 
  essentially pins mortal souls to their flesh and blood, 
  thrusting the mortals bodily into the Boneyard rather 
  than sending away their souls alone.
  The obols have a secondary effect. Infused with negative 
  energy, the obols slowly rot and corrupt the souls to which 
  they affix. The process is slow and subtle, likely to leave 
  the PCs healthy and fit for years before finally causing 
  them to wither and decay, leaving nothing to move on to 
  the afterlife. Only powerful outsiders—and perhaps only 
  gods themselves—have the skill and power to separate 
  soul from shrapnel and grant the PCs an eternal reward.
  Obols
  During the Tyrant’s Grasp Adventure Path, the PCs are 
  uniquely suited to stand up to the Whispering Tyrant’s 
  efforts because they were inadvertently rendered 
  resistant to negative energy and necromancy magic. 
  When Tar-Baphon first tests the Radiant Fire, the PCs were 
  close enough to the exploding piece of the Shattered 
  Shield of Arnisant that artifact shrapnel imbued with 
  positive energy impaled them, stitching their souls to 
  their physical bodies. These fragments, called obols, 
  provide the following benefits to the PCs:
  • An obol harmlessly absorbs an amount of negative 
  energy equal to double the character’s number of Hit 
  Dice from any given source or attack (or each round, for 
  ongoing environmental effects).
  • An obol imparts spell resistance equal to 11 + the 
  PC’s Hit Dice against all necromancy spells. (This spell 
  resistance cannot be voluntarily lowered, so the PCs 
  may have a difficult time benefitting from spells such 
  as false life.)
  • An obol causes the PC’s natural and melee weapon 
  attacks to be treated as magic, cold iron, and silver for 
  the purposes of overcoming the damage reduction of 
  undead opponents.
  THE DEAD 
  ROADS
  Part 1:  
  Awake in Roslar’s 
  Tomb
  Part 2:  
  Among the Dead
  Part 3:  
  Walking the Dead 
  Roads
  Part 4:  
  Deathbower
  NPC 
  Gallery
  Tools of the 
  Boneyard
  The Half-Dead
  To Exceed  
  Their Grasp
  Bestiary
  Campaign Outline
  75
  
  THE RADIANT FIRE
  Tar-Baphon’s ultimate weapon is a corruption of the 
  Shattered Shield of Arnisant’s original purpose. Once known 
  simply as the Shield of Aroden (Pathfinder Campaign Setting: 
  Inner Sea World Guide 300), the artifact was fashioned by 
  the Aroden, the Last Azlanti, using materials and magic 
  he learned in Arcadia during his centuries wandering 
  the world as a mortal. The shield’s magic was designed 
  to redirect deadly spells away from its wielder and into 
  itself, often cracking under the strain of powerful attacks. 
  Aroden always managed to reassemble the artifact, but 
  General Arnisant could not, and when Arnisant wielded 
  the Shield of Aroden against the Whispering Tyrant, the 
  Shining Crusade—and later Lastwall—was never able to 
  reassemble the pieces.
  The Radiant Fire, as Tar-Baphon named it, exploits the 
  shield’s ability to shunt deadly spells from its bearer into 
  itself. By casting a unique mythic spell to fatally strike 
  himself down with positive energy, the Whispering 
  Tyrant forces the shield shard in his hand to pass the 
  deadly energy to another shard of the shield, which 
  then returns the energy. The resulting energy resonates 
  between the two shards, amplifying until one or the other 
  of the artifact pieces can no longer contain it, whereupon 
  it explodes in a devastating burst of radiance. While 
  positive energy is normally associated with healing, in 
  excess it overwhelms and scours away living entities in a 
  cleansing fire. The center of the blast itself remains a void 
  that fills with negative energy. The final result is a massive 
  blast 4 to 5 miles across. Between the blast radius’s dense 
  core of undeath and outer ring of verdant life, everything 
  is destroyed in an explosive blast.
  The weapon isn’t perfect, and its use is limited by the 
  number of shards of the Shattered Shield of Arnisant. With 
  only 11 possible blasts, the Whispering Tyrant must be 
  judicious in deciding where and when to deploy the 
  Radiant Fire. Furthermore, he must carefully calculate the 
  arcane position of the shield fragment he wishes to target, 
  knowing its precise location, to calibrate the explosion. An 
  error might cause the detonation to occur in his own shard, 
  rather than the other fragment, and so the Whispering 
  Tyrant proceeds with caution.
  KEY PLAYERS
  Several figures of importance appear throughout the 
  Tyrant’s Grasp Adventure Path, and their motivations 
  and backgrounds are summarized below for the GM. 
  ArAzni
  Few souls on Golarion experienced Tar-Baphon’s 
  arrogance and entitlement to the same horrifying degree 
  as the warrior-goddess Arazni. Summoned by the Knights 
  of Ozem to lead their war, tortured and slain by the 
  Whispering Tyrant, and finally stolen away in response to 
  Lastwall’s provocation of Geb and transformed into 
  a trophy queen for its ghost king, Arazni 
  has lingered in rage and misery for 
  nearly a millennium. Forced to 
  become a literal monster when Geb 
  transformed her into a lich without 
  her consent, Arazni harnessed and honed that 
  which made her the holiest of heralds—her 
  inimitable force of will and steadfast dedication—to 
  76
  Arazni
  
  become the leader necessary to rule an undead nation. While 
  yearning for isolation, rage has forced her into breathtaking 
  tyranny over the nation of Geb, which she administers in 
  the absence of her forced husband. This anger drives her to 
  excel and prove herself a better sovereign than the monster 
  Geb could fathom. But still, the graveknight attendants Geb 
  set to observe her attend to her closely, bind her to her duty, 
  and drag her back to Geb when she tries to flee the nation. 
  Bound from raising her hand against the graveknights, and 
  with her phylactery deliberately concealed and warded from 
  her, Arazni is as much a prisoner as her murderer.
  Even centuries later, Arazni still hears the whispers of 
  Tar-Baphon in her mind—whispers that feed her rage 
  and self-loathing. But now something alien stirs in her 
  mind: hope. Not her own hope—a wretched, hateful thing 
  she strangled an eon ago—but Tar-Baphon’s hope, felt 
  through their tenuous psychic communion.
  Those who manipulated and abused Arazni have long 
  lingered beyond her reach. Aroden, who Arazni believes 
  abandoned her when he hid away from the world, is 
  now dead. Geb himself hides away and guards his timid, 
  ethereal form behind magical wards. And Tar-Baphon has 
  lain sealed deep in the earth—until now.
  Arazni is currently the Whispering Tyrant’s greatest foe, 
  and she is working hard to keep her involvement a secret 
  from him, for now. Overall, the events of the Tyrant’s 
  Grasp Adventure Path are as much about Arazni as they 
  are about Tar-Baphon.
  Aroden
  Though Aroden is a century dead by the time of this 
  adventure, his legacy is intricately interwoven with that 
  of the Whispering Tyrant. Aroden’s defeat of the mortal 
  wizard Tar-Baphon in 896 ar led to the Whispering 
  Tyrant’s return as a powerful lich, and the Last Azlanti’s 
  failure to return and face his former foe resulted in Arazni 
  standing, and falling, in his place. Ultimately, it was the 
  Shield of Aroden, forged by the Living God in the Arcadian 
  nation of Xopatl, that both imprisoned the Whispering 
  Tyrant and granted his hope for freedom.
  Despite humanity’s many fond remembrances of 
  Aroden, he was not a benevolent god, and many of his 
  past actions could be seen as selfish at best, or even 
  wicked. Over the course of the Tyrant’s Grasp Adventure 
  Path, the PCs encounter far-reaching consequences 
  of some of these actions—including Arazni’s rage and 
  Xopatl’s current political upheaval—that may cause them 
  to question the Last Azlanti’s legacy.
  Ceto MAlderrA
  Hero of the Belkzen Front and Marshall of the Flood Road, 
  Ceto is a celebrated hero of the orc wars, but she’s frustrated 
  by what she sees as the pointless sacrifice of her fellow 
  knights against these “lesser” enemies. For her, Lastwall 
  exists to do glorious battle with the Whispering Tyrant, and 
  the campaign against Belkzen is nothing but a series of petty 
  war games that could sacrifice real lives. She believes the 
  Shining Crusade made a cowardly mistake in sealing Tar-
  Baphon away rather than following him into Gallowspire 
  to deliver the killing blow. While she’s not a politician, her 
  military rank and celebrity afford her considerable power 
  in Lastwall. Although she wouldn’t admit it to herself, 
  Ceto hopes for the Whispering Tyrant’s escape to usher in 
  new opportunities for glorious heroism. She’s spent years 
  stockpiling resources intended to monitor Gallowspire 
  and guard against infiltration of Lastwall, diverting them 
  from the Belkzen front, and her mismanagement of these 
  resources will have dramatic repercussions for her nation.
  GildAis
  Jomah Gildais never wanted to be a hero, much less a villain. 
  A weak-willed Ustalavic count, Gildais had little stomach 
  for war or politics. But with the return of the Whispering 
  Tyrant in 3203 ar, Count Gildais found his feet and stood 
  against the undead hordes assembling on his border. Tar-
  Baphon chuckled at the count’s stuttered demands and 
  proclamations and thrust him bodily through a gate to 
  the Negative Energy Plane. What returned was a monster 
  devoid of the warmth of life: a winterwight.
  Pleased by this unexpected transformation, Tar-Baphon 
  made Gildais his seneschal and browbeat the count into 
  simpering servitude. When Tar-Baphon was sealed within 
  Gallowspire, many of his servants, including Gildais, were 
  imprisoned with him. To avoid his master’s rages, Gildais 
  took to hiding in Gallowspire, motionless and silent, for 
  years at a time. A part of him yearned for the warmth of 
  blood and even cowardice once again—anything but the 
  cold certainty that enshrouded his thoughts. In time, 
  Gildais found regret for the dark deeds he committed 
  in Tar-Baphon’s name, and took to prostrating himself 
  before the Great Seal, letting its light burn his icy form. 
  As regret grew to remorse, he found the seal lost its sting, 
  and one day he simply walked free.
  Gildais now wavers between the soulless, silent monster 
  Tar-Baphon made him and the penitent he made himself, 
  prodded in one direction or another by the empathic 
  urging of his former master. At the Whispering Tyrant’s 
  psychic prompting, Gildais traveled to Vigil and recruited 
  a crew of expert thieves, the Six Wise Crows, to steal the 
  Shattered Shield of Arnisant and replace its fragments with 
  expert fakes. Further prodding from the Whispering 
  Tyrant drove him to rendezvous with Whispering Way 
  agents and share the stolen fragments with them. Gildais 
  now understands that his hopes for redemption were 
  badly misplaced, and the Whispering Tyrant had used 
  him to perpetuate far greater evils—including his escape.
  THE DEAD 
  ROADS
  Part 1:  
  Awake in Roslar’s 
  Tomb
  Part 2:  
  Among the Dead
  Part 3:  
  Walking the Dead 
  Roads
  Part 4:  
  Deathbower
  NPC 
  Gallery
  Tools of the 
  Boneyard
  The Half-Dead
  To Exceed  
  Their Grasp
  Bestiary
  Campaign Outline
  77
  
  the seAl-BreAkers
  Founded in wake of the Shining Crusade’s failure, the 
  Seal-Breakers are the latest incarnation of a much older 
  sect of evil nihilists. They scour Golarion to find the three 
  seals that empower the Great Seal, in order to break them 
  and set the Whispering Tyrant free. The Seal-Breakers 
  act at times as the Whispering Way’s sword arm, but at 
  other times they operate as rogue agents in competition 
  with the cult. Under the leadership of the bitter elven 
  antipaladin Yosiduin, a group of Seal-Breakers currently 
  operates beneath Vigil, seeking the seal hidden in the city 
  to destroy it and set the Whispering Tyrant free. Careful 
  and watchful, these Seal-Breakers zealously destroy any 
  obstacles to their dark goal. 
  tAr-BAphon
  Many books tell the story of Tar-Baphon, the Whispering 
  Tyrant—a lich so devoid of a soul that even his vile 
  screams echo as little more than dusty whispers—but few 
  speak of him beyond generalities. A Kellid prince, a gifted 
  spellcaster, and a cruel, spoiled student, he found his 
  true path to glory and power in deciphering the writings 
  of the last Runelord of Gluttony, Zutha, and eventually 
  journeying to the lich’s resting place to steal power from 
  his remains. His later achievements—conquering the Isle 
  of Terror, digging the Wizard-King’s Pit to pierce a portal 
  to the Negative Energy Plane, an ill-fated battle with 
  Aroden, his 2,400-year transmogrification into a lich, his 
  conquest of Ustalav, and the Shining Crusade that ended 
  his second empire—are all well documented.
  Time and isolation have done little to soothe Tar-
  Baphon’s temper or teach him patience. He remains 
  supremely arrogant, comfortable behind his stolen power 
  and legions of enslaved minions. His necromancy is 
  unmatched on Golarion, and his raw physical might has 
  allowed him to stand against angels and demigods. This 
  hubris, time and again, has proven his undoing.
  Only in the last few years has the Whispering Tyrant 
  begun assembling the keys to escape, manipulating the 
  Whispering Way cult and his servant Gildais to move 
  the various pieces into place. Now that this freedom is 
  tantalizingly close, he grows increasingly impatient. His 
  inability to guard his thoughts in such a state unwittingly 
  leaked too much of his plan to Arazni, allowing her to 
  put her own counterplans into motion. Once his test of 
  the Radiant Fire in Roslar’s Coffer proves a success, Tar-
  Baphon dispenses with subtlety: destroying Vigil and the 
  final seal keeping him bound becomes his only focus.
  Tar-Baphon has been undone by divinity too many 
  times, and now he craves it for himself. Once Tar-
  Baphon escapes, he intends to gather his army, blast 
  his way into an ancient stronghold below Hammer 
  Rock, and use the magic within to create a permanent 
  teleport circle to take him near Absalom. There, he will 
  use the Radiant Fire to shatter the city’s impregnable 
  walls and simply take the Starstone for himself. 
  the WhisperinG WAy
  This cult of death-obsessed philosophers was dealt a 
  severe blow several years ago after failing to anoint 
  a successor to the Whispering Tyrant with an 
  elixir called the Carrion Crown. In the wake of 
  this setback, the organization is less coherent 
  and more prone to infighting than it once was. 
  For now, most of the Whispering Way takes direction 
  from Tar-Baphon’s established servants and generals, 
  such as the seneschal Gildais, the demilich Geir, and the 
  vampire general Malyas. 
  78
  Geir
  
  TYRANT’S GRASP TIMELINE
  The following is a rough history of Lastwall, the Shining 
  Crusade, and Tar-Baphon, including events of particular 
  importance to the Tyrant’s Grasp Adventure Path.
  Date	
  Event
  –1524 ar	
  Aroden, the Last Azlanti, travels the world and 
  arrives in the Arcadian nation of Xopatl during the 
  height of its golden age. He remains for several 
  years studying their magic and befriending a 
  local adventurer named Arazni.
  –1505 ar	
  Arazni and Aroden slay the warlord Imictal and 
  disband his Army of Fire.
  –1491 ar	
  Arazni dies from her wounds after beheading the 
  Tlocach, the Serpent of Seven Hills.
  –1489 ar	
  Aroden 
  leaves 
  Xopatl 
  and 
  resumes 
  his 
  wanderings. Unknown to the nation’s leaders, 
  he has spliced his own arcane signature into the 
  Veins of Creation, the nation’s arcane power grid 
  in Tumbaga Mountain, greatly expanding his own 
  arcane power.
  1 ar	 	
  Aroden raises the Starstone from the Inner Sea 
  and becomes a living god.
  837 ar	
  Tar-Baphon is born in Ustalav. 
  872 ar	
  Tar-Baphon discovers a strange “thinness” 
  in reality on the Isle of Terror in the middle of 
  Lake Encarthan.
  880 ar	
  Tar-Baphon first enters the Cenotaph and begins 
  learning the secrets of necromancy originally 
  mastered by Runelord Zutha.
  881 ar	
  Tar-Baphon claims the Isle of Terror after a battle 
  with the black dragon Karamorros.
  896 ar	
  Aroden mortally wounds Tar-Baphon on the Isle 
  of Terror.
  897 ar	
  Tar-Baphon’s loyal followers secretly remove his 
  remains from the Isle of Terror and bury them in 
  his homeland of Ustalav.
  1121 ar	
  While exploring Nirvana, Aroden encounters Arazni—
  now an astral deva angel—and the two rekindle 
  their friendship. Arazni becomes increasingly 
  involved in the mortal affairs of Golarion at Aroden’s 
  request, and she ascends to become his herald.
  3203 ar	
  Tar Baphon returns as the Whispering Tyrant 
  and begins reconquering his former holdings in 
  central Avistan.
  3204 ar	
  The Whispering Tyrant casts Count Gildais into the 
  Negative Energy Plane as punishment for standing 
  against him. The count unexpectedly returns as a 
  powerful winterwight.
  3754 ar	
  Taldor launches the Shining Crusade.
  3801 ar	
  The Shining Crusade secures a beachhead on the 
  northern shore of Lake Encarthan.
  3818 ar	
  The Knights of Ozem conjure Arazni to battle the 
  Whispering Tyrant.
  3823 ar	
  Tar-Baphon defeats and kills Arazni.
  3825 ar	
  As the Shining Crusade continues to gain ground, 
  the Whispering Tyrant’s forces begin constructing 
  sepulchers: 
  underground 
  storage 
  complexes 
  stacked with preserved corpses and staffed by 
  intelligent undead who could await the Whispering 
  Tyrant’s counterattack and emerge from the 
  crusaders’ midst. 
  3827 ar	
  Tar-Baphon is defeated and imprisoned in 
  Gallowspire. The priest Narthoc forges the Great 
  Seal to bind Tar-Baphon and his unrepentant 
  servants below the world forever. Some 
  influential crusaders, including the Malderras, 
  call to press the fight against the lich rather than 
  imprison him, but they are overruled due to the 
  crusaders’ lack of resources.
  3828 ar	
  The Shining Crusade officially ends with the 
  founding of Lastwall.
  3832 ar	
  Iomedae, hero of the Shining Crusade, successfully 
  attempts the Test of the Starstone and becomes 
  Aroden’s herald.
  3877 ar	
  A faction within the Knights of Ozem launches a 
  new crusade against the undead nation of Geb.
  3880 ar	
  The Knights of Ozem’s Second Crusade ends 
  in a complete rout, and Geb personally kills its 
  seven leaders.
  3890 ar	
  The leaders of the Second Crusade, now animated 
  as graveknights, steal Arazni’s corpse from 
  Lastwall and return with it to Geb, where the 
  necromancer animates her as a lich.
  4606 ar	
  Aroden’s death causes widespread natural 
  disasters across Golarion and blacks out Xopatl’s 
  Veins of Creation.
  4707 ar	
  Orc raiders from the Twisted Nail tribe overrun 
  the small village of Roslar’s Coffer in southern 
  Lastwall, displacing its residents.  
  4708 ar	
  Roslar’s Coffer is reclaimed from the orcs, but in 
  the interim, a creature called a red reaver has 
  moved into the Sarenite cathedral just outside 
  of town. 
  4711 ar	
  Gildais inadvertently escapes from Gallowspire 
  and begins his quest to redeem himself. 
  4717 ar	
  Gildais commissions a group of thieves called the 
  Six Wise Crows to steal 10 of the 11 remaining 
  shards of the Shattered Shield of Arnisant, 
  housed in Vigil. The Six Wise Crows replace the 
  stolen shards with fakes, and the Knights of Ozem 
  are none the wiser.
  4718 ar	
  Pathfinder Society agents slay the red reaver 
  nesting outside Roslar’s Coffer in their quest to 
  recover an artifact of the Shining Crusade.
  4719 ar	
  The current year. Roslar’s Coffer is destroyed by 
  the test of the Radiant Fire.
  THE DEAD 
  ROADS
  Part 1:  
  Awake in Roslar’s 
  Tomb
  Part 2:  
  Among the Dead
  Part 3:  
  Walking the Dead 
  Roads
  Part 4:  
  Deathbower
  NPC 
  Gallery
  Tools of the 
  Boneyard
  The Half-Dead
  To Exceed  
  Their Grasp
  Bestiary
  Campaign Outline
  79
  
  Bestiary
  “What my esteemed comrade fails to note is that no one is tracking 
  these halflings at all. I do not dispute that the halflings perform a 
  genuine service for the city. Buildings as expansive and glorious as we 
  have here in Canorate have, as a practical necessity, spires and eaves 
  that require small size and nimble forms to clean and repair. I also do 
  not dispute that the system of permits controlling access to different 
  districts of our magnificent city is functioning well. I want the record 
  to be clear that I agree with both of you, and I commend your service.
  “What I do dispute is Administrator Horvus’s assumption that we 
  know where all of our city’s halflings are. Our last census was mishandled, 
  and now that we’re hearing rumors of diseased, bony halflings preying 
  on honest citizens, Horvus can’t do a damned thing about it.” 
  —Canorate District Administrator Cade Yarlen
  80
  
  T
  his initial volume of the Tyrant’s Grasp Adventure 
  Path contains two humanoids bearing the stain 
  of undeath, a skeletal tree that guards the spirits 
  of the dead, a voracious extraplanar parasite, and a leader 
  among the malicious and mischievous tooth fairies.
  IN THE LANDS OF THE DEAD
  In “The Dead Roads,” the PCs must travel the Boneyard 
  in search of a path home. Although the psychopomps 
  monitor the Boneyard with care and diligence, the plane 
  is so large that planar travelers and predators can lurk for 
  years in the twilit landscape without ever being discovered. 
  The Graveyard of Souls Encounters table presented 
  here features challenges the PCs might face in the area 
  of the Boneyard they traverse during the course of this 
  adventure. The PCs have a 20% chance of a random 
  encounter every 4 hours they spend traveling through 
  the Graveyard of Souls 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 
  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.
  Duskwalker Infiltrators (CR 5): A team of four neutral-
  evil duskwalkers (Pathfinder RPG Planar Adventures 230) is 
  traveling with a nosoi (Pathfinder RPG Bestiary 4 220) named 
  Harmagar. The duskwalkers came to Harmagar with a 
  problem: they had a companion who died, but whose soul 
  remained tethered to her body. The duskwalkers carry the 
  corpse of their friend on a litter, and a cursory examination 
  shows a writhing, spectral presence visible through the 
  corpse’s eyes. In addition, the corpse whispers a strange 
  babbling that unnerves everyone in the area other than 
  the duskwalkers. The duskwalkers have asked Harmagar 
  to escort them to one of the psychopomp courts to find 
  out what is afflicting their companion’s corpse. Harmagar, 
  none too intelligent but eager to help solve the mystery, is 
  leading the group through the Graveyard of Souls to find 
  a group of psychopomps with more authority.
  What Harmagar doesn’t realize is that he’s leading a 
  group of killers. The corpse that the duskwalkers carry 
  contains an allip (Pathfinder RPG Bestiary 3 12); when the 
  duskwalkers meet a psychopomp more powerful than the 
  hapless Harmagar, they intend to release the allip and go 
  on a killing spree, violently decrying their heritage. If the 
  PCs interact with this group, they may find the corpse to 
  be suspicious. If the duskwalkers see the PCs as overly 
  intrusive—or at least, more perceptive than Harmagar—
  they unleash their allip and attack. 
  Hunted Scions (CR 6): Three brave but naive heirs 
  apparent (Pathfinder RPG NPC Codex 251) found their 
  fortunes in jeopardy when their grandmother drowned in 
  the river flowing through their estate. By the time the old 
  woman’s body was recovered several days later, scavengers 
  had mauled the corpse badly. The scions, Barnolo, Gertress, 
  and Messikia, knew that their grandmother had recently 
  written a will naming them as heirs, but no amount of 
  searching turned up this will. With rival family members 
  closing in on the fortunes they knew should be theirs, 
  the three decided to visit the Boneyard and find their 
  grandmother’s spirit—a task they are just now learning is 
  substantially more difficult than expected. They explain 
  their predicament to the PCs and offer 750 gp for the PCs’ 
  aid in helping them locate their grandmother.
  Complicating this task is the fact that the scions’ 
  grandmother isn’t dead—she faked her death to escape 
  the squabbling family’s politics. Hearing a rumor that 
  her grandchildren were headed to the Boneyard to 
  seek her spirit—and believing that the scions could 
  thereby expose her ruse—she sent a freelance thief 
  (NPC Codex 147) named Daissen to find and stop them. 
  Daissen has decided to take the instruction a step 
  further, planning to murder and rob the grandchildren. 
  He sets up an ambush while the PCs are in the scions’ 
  company, and the PCs must defend the aristocrats and 
  capture the rogue to learn the truth.
  Graveyard of Souls Encounters
  d%	
  Result	
  Avg.	CR	
  Source
  1–4	
  1	spider	swarm	
  1	
  Bestiary	258
  5–8	
  1d8	dire	rats	
  2	
  Bestiary	232
  9–13	
  1	paracletus	
  2	
  Bestiary 2	11
  14–17	 1	quasit	
  2	
  Bestiary	66
  18–22	 1d6	tengus	
  2	
  Bestiary	263
  23–28	 1	bonewrought	willow	
  3	
  See	page	82
  29–32	 1d3	giant	spiders	
  3	
  Bestiary	258
  33–37	 1	raven	swarm	
  3	
  Bestiary 6 240
  38–41	 1	vampiric	mist	
  3	
  Bestiary 2	277
  42–45	 2	vexgits	
  3	
  Bestiary 2	145
  46–50	 2	nosois	
  4	
  Bestiary 4	220
  51–57	 1	jitterbone	
  4	
  See	page	87
  58–64	 1	kaicharek	
  4	
  See	page	84
  65–71	 1d3	angheuvores	
  4	
  See	page	86
  72–75	 1d4	vargouilles	
  4	
  Bestiary	272
  76–82	 2	esoboks	
  5	
  Bestiary 6	218
  83–86	 1	othaos	
  5	
  Bestiary 5	10
  87–90	 2d3	petitioners	
  5	
  Bestiary 2	208
  91–95	 Duskwalker	infiltrators	
  5	
  See	below
  96–100	Hunted	scions	
  6	
  See	below
  THE DEAD 
  ROADS
  Part 1:  
  Awake in Roslar’s 
  Tomb
  Part 2:  
  Among the Dead
  Part 3:  
  Walking the Dead 
  Roads
  Part 4:  
  Deathbower
  NPC 
  Gallery
  Tools of the 
  Boneyard
  The Half-Dead
  To Exceed  
  Their Grasp
  Bestiary
  Campaign Outline
  81
  
  Bonewrought 
  Willow
  This weeping willow tree has a pale and mottled trunk that is 
  contorted into twisted and torturous forms, and long branches 
  made of bones and fibrous fronds. 
  BONEWROUGHT	WILLOW	
  CR	3
  XP	800
  N	Large	plant	(extraplanar)
  Init	+0;	Senses	low-light	vision,	spiritsense;	Perception	+8
  DEFENSE
  AC	15,	touch	9,	flat-footed	15	(+6	natural,	–1	size)
  hp	32	(5d8+10)
  Fort	+6,	Ref	+1,	Will	+2
  Defensive	Abilities	negative	energy	affinity;	DR	5/bludgeoning;	
  Immune	death	effects,	disease,	energy	drain,	exhaustion,	
  fatigue,	nonlethal	damage,	plant	traits;	Resist	cold	10,	
  electricity	10
  OFFENSE
  Speed	30	ft.
  Melee	slam	+6	(2d6+6)
  Space	10	ft.;	Reach	10	ft.
  Special	Attacks	bonerattle,	spray	of	splintered	bones
  STATISTICS
  Str	19,	Dex	10,	Con	14,	Int	5,	Wis	12,	Cha	17
  Base	Atk	+3;	CMB	+8	(+10	bull	rush);	CMD	18	(20	vs.	bull	
  rush,	can’t	be	tripped)
  Feats	Cleave,	Improved	Bull	Rush,	Power	Attack
  Skills	Intimidate	+12,	Perception	+8;	Racial	Modifiers	
  +8	Intimidate
  Languages	Common	(can’t	speak)
  ECOLOGY
  Environment	any	land	(The	Boneyard)
  Organization	solitary,	pair,	or	copse	(3–8)
  Treasure	none
  SPECIAL	ABILITIES
  Bonerattle	(Su)	As	a	standard	action,	a	bonewrought	willow	
  can	shake	its	branches	to	produce	an	eerie	rattling	sound	
  and	attempt	a	single	Intimidate	check	to	demoralize	all	
  creatures	within	60	feet	who	can	hear	it.
  Spiritsense	(Su)	A	bonewrought	willow	can	notice,	locate,	
  and	distinguish	between	living	and	undead	creatures	
  within	60	feet,	just	as	if	it	had	the	blindsight	ability.	This	
  sense	does	not	allow	it	to	detect	objects,	but	it	does	allow	
  it	to	notice	living	things	that	are	not	creatures.
  Spray	of	Splintered	Bones	(Ex)	Once	per	hour	as	a	standard	
  action,	a	bonewrought	willow	can	eject	a	15-foot	cone	
  of	bone	shards	that	deal	4d6	points	of	piercing	damage	
  and	1d4	points	of	bleed	damage	to	all	creatures	in	the	
  area.	A	DC	14	Reflex	save	halves	the	piercing	damage	and	
  negates	the	bleed	damage.
  Arising from the bones sloughed from mortal bodies 
  by souls moving on to their final planar destinations, 
  bonewrought willows grow in lonely places in the 
  Boneyard. Despite their undead appearance, these trees 
  are actually alive, growing in the shape of weeping 
  willows to symbolize the loss associated with the deaths 
  that created them. Stray soul fragments remain in a 
  bonewrought willow, giving it a dim intelligence and a 
  keen awareness of living and undead creatures in its 
  vicinity. Bonewrought willows serve as protectors of 
  the dead. They often distrust the living and shake their 
  rattling branches to scare such creatures away. When 
  pressed into combat, a bonewrought willow usually starts 
  by disgorging a spray of partially digested bone fragments 
  at its enemies and then follows up with slam attacks.
  A bonewrought willow stands between 12 and 15 feet 
  tall and weighs about 800 pounds.
  ECOLOGY
  Bonewrought willows originated centuries ago in the 
  Boneyard as skeletal echoes of Material Plane willows. 
  Psychopomps discovered these willows and carefully 
  tended them, appreciating the trees’ deep respect for the 
  dead. The spiritual remains contained within these first 
  trees found fertile ground in the Boneyard, allowing for new 
  bonewrought willows to grow on their own. Today, entire 
  copses of the trees thrive in the Boneyard, particularly in 
  the region known as the Graveyard of Souls. Bonewrought 
  willows produce tiny seeds that can drift for many years; a 
  rare few of these blow through portals to other worlds and 
  sprout near large concentrations of bones.
  Despite their bony appearance, bonewrought willows 
  are living plants. They share many traits with undead 
  creatures, due to their close association with the dead 
  of the Boneyard, but they require sustenance to survive. 
  Bonewrought willows do not draw nutrients from the soil 
  through their roots; their rootlike appendages are actually 
  phalanges that provide them with surprising mobility. 
  Instead, they gain sustenance by absorbing bone matter. A 
  bonewrought willow requires bones equivalent in size to a 
  human skeleton each month; failure to meet this dietary 
  minimum robs a bonewrought willow of its spray of 
  splintered bones ability, and several months of nutritional 
  deprivation causes the tree to starve to death. Hungry trees 
  range far in search of bones to consume and might become 
  desperate enough to hunt prey. 
  Bonewrought willows also need light, but not 
  necessarily sunlight, to survive; the moon that looms 
  over the Boneyard is sufficient for their needs. Willows 
  in perpetual shadow sag noticeably, their bark becoming 
  brittle and their fronds sweeping listlessly along the 
  ground. These light-starved bonewrought willows might 
  82
  
  shamble toward a bright light source, which can be an 
  unpleasant surprise for a traveler carrying illumination.
  Bonewrought willows typically require 15 years to reach 
  full size. During this time, the willows move erratically, if at 
  all, and die if not planted where many bones are within easy 
  reach. As they consume bones, bonewrought willows also 
  acquire faint psychic impressions of the souls echoing in 
  those bones; over many years, these impressions coalesce 
  into a gestalt personality reflective of the willow’s meals. A 
  bonewrought willow grown in a corpse-strewn battlefield 
  might be particularly aggressive, while one grown in a 
  monastery’s ossuary might be introspective.
  Although they protect caches of dead bodies to secure 
  their food sources, bonewrought willows also instinctively 
  protect spirits of the dead. Ghosts and other lost souls can 
  find comfort and shelter beneath the willow’s bony fronds, 
  as the tree turns other creatures away from its spectral 
  charges. When they grow in other planes, bonewrought 
  willows extend their sheltering protection to creatures 
  other than spirits. On Golarion, the willows harbor 
  animals of every kind, and it’s not uncommon to find 
  birds’ nests among the willows’ bony branches or 
  arboreal animals lairing in a bony bole.
  Bonewrought willows live for multiple centuries. 
  Older willows are distinguishable from younger 
  specimens by the yellowing bones in the branches, 
  although the bones at the tips of branches remain 
  in the best condition regardless of the willow’s age. 
  HABITAT AND SOCIETY
  Bonewrought willows primarily grow in the 
  Boneyard, where they protect souls awaiting a 
  final planar assignment. Many psychopomps 
  cultivate these willows as a hobby or as a way to 
  free up their time to attend to other business 
  without leaving vulnerable souls unprotected. 
  Some psychopomps teach their bonewrought 
  willows specific frond movements to indicate 
  agreement, pleasure, or alarm. Far cleverer than 
  many other plant creatures, the willows often 
  extrapolate these movements to an entire sign 
  language, and they have been seen teaching 
  this language to other bonewrought willows.
  Many souls wandering the Boneyard have 
  not yet accepted their fate among the dead. These 
  souls frequently see bonewrought willows as safe 
  and comfortable places to stop and rest, even mistaking 
  them to be ordinary willow trees despite their macabre 
  appearance. Often, this sheltered respite is sufficient for 
  a reluctant soul to realize its condition and come to terms 
  with its recent demise.
  Clever or persuasive undead creatures sometimes 
  trick bonewrought willows into acting as bodyguards. 
  Although the trees have an instinctive desire to protect 
  dead creatures from the living, they eventually abandon a 
  ward that continually places them in danger. Particularly 
  mistreated willows might turn on their charges entirely.
  Because they retain echoes of different souls from the 
  bones they consume, bonewrought willows can be targets 
  of spells that seek a corpse’s knowledge such as speak with 
  dead. Although a bonewrought willow’s responses are often 
  more fragmented than normal for such a spell, it responds 
  to questions in a deep, hollow voice. Bonewrought willows 
  do not speak except when responding to spells.
  THE DEAD 
  ROADS
  Part 1:  
  Awake in Roslar’s 
  Tomb
  Part 2:  
  Among the Dead
  Part 3:  
  Walking the Dead 
  Roads
  Part 4:  
  Deathbower
  NPC 
  Gallery
  Tools of the 
  Boneyard
  The Half-Dead
  To Exceed  
  Their Grasp
  Bestiary
  Campaign Outline
  83
  
  Kaicharek
  This grotesque, crimson wormlike creature has a circular mouth 
  full of fangs. A pair of segmented tentacles sporting razor-edged 
  ridges protrudes from the sides of its mouth.
  KAICHAREK	
  CR	4
  XP	1,200
  NE	Medium	magical	beast	(extraplanar)
  Init	+2;	Senses	darkvision	60	ft.,	low-light	vision;	Perception	+7
  DEFENSE
  AC	17,	touch	12,	flat-footed	15	(+2	Dex,	+5	natural)
  hp	42	(5d10+15)
  Fort	+7,	Ref	+6,	Will	+4
  OFFENSE
  Speed	20	ft.,	burrow	20	ft.,	climb	20	ft.
  Melee	bite	+7	(1d6+2	plus	grab),	2	tentacles	+2	(1d4+1	plus	
  1d4	bleed)
  Special	Attacks	blood	drain	(1	Constitution),	impaling	thrust,	
  slashing	talons
  Spell-Like	Abilities	(CL	5th;	concentration	+7)
  3/day—hidden presenceUI	(DC	13)
  STATISTICS
  Str	14,	Dex	15,	Con	16,	Int	11,	Wis	13,	Cha	14
  Base	Atk	+5;	CMB	+7	(+11	grapple);	CMD	19
  Feats	Combat	Reflexes,	Iron	Will,	Skill	Focus	(Stealth)
  Skills	Climb	+15,	Perception	+7,	Stealth	+13
  Languages	Abyssal	(can’t	speak)
  SQ	hidden	feeding
  ECOLOGY
  Environment	any	(Blood	Vale)
  Organization	solitary,	pair,	or	cluster	(3–6)
  Treasure	none
  SPECIAL	ABILITIES
  Hidden	Feeding	(Ex)	When	a	kaicharek	hits	with	its	bite	
  attack	against	a	target	of	its	size	or	larger	that	is	unaware	
  of	its	presence,	it	latches	onto	its	target	and	automatically	
  grapples.	The	kaicharek	loses	its	Dexterity	bonus	to	AC	
  (reducing	its	AC	to	15),	but	it	holds	on	with	great	tenacity	
  and	automatically	inflicts	its	blood	drain	each	round.	A	
  kaicharek	has	a	+8	racial	bonus	to	maintain	its	grapple	on	
  a	foe	once	it	is	attached.	An	attached	kaicharek	can	still	be	
  attacked.	The	grappled	creature	remains	unaware	of	the	
  kaicharek	as	if	under	the	effects	of	the	kaicharek’s	hidden 
  presence spell-like	ability,	but	it	can	attempt	a	DC	15	Will	
  save	to	notice	the	signs	of	the	kaicharek’s	feeding.	The	
  grappled	creature	gains	a	cumulative	+1	bonus	on	its	Will	
  save	for	every	round	the	kaicharek	remains	attached.	Other	
  creatures	can	notice	the	kaicharek	by	succeeding	at	a	DC	15	
  Perception	check.	The	DC	is	Constitution-based.
  Impaling	Thrust	(Ex)	A	kaicharek	can	engage	specific	
  muscles	in	its	body	to	violently	thrust	its	bladed	tentacles	
  out	at	foes	as	a	swift	action.	For	the	following	round,	the	
  kaicharek	increases	the	reach	of	its	tentacle	attacks	to	
  10	feet.	This	act	misaligns	the	musculature	of	its	tentacles	
  and	the	kaicharek	thereafter	loses	the	use	of	its	tentacle	
  attacks	until	it	spends	a	move	action	to	retract	them.
  Slashing	Talons	(Ex)	The	tips	of	a	kaicharek’s	tentacles	
  are	covered	in	serrated	bone	blades,	causing	them	to	
  deal	slashing	damage	and	bleed	damage	instead	of	
  bludgeoning	damage.
  With slashing tentacles and a blood-hungry maw, 
  kaichareks lie in wait for the foolish entering Achaekek’s 
  realm, ambushing and exsanguinating the weak and 
  grabbing a quick meal from the strong. This latter feature 
  has earned kaichareks the name “parasites of Achaekek.” 
  Though hardly the strongest creatures associated with 
  the Mantis God, kaichareks are vicious yet cowardly 
  creatures that seem to live for the anguish and bloodshed 
  they unleash on the world around them.
  A typical kaicharek is 5 feet long and weighs 270 pounds.
  ECOLOGY
  Kaichareks seem to live only to hunt, digesting only some 
  of the blood and gore they consume from prey and storing 
  the rest in their thick bodies to be digested later during 
  lean times. This seeming lack of reliance on consumption 
  has led some planar scholars to theorize that kaichareks 
  derive sustenance from some other source, possibly the 
  psychic trauma their attacks cause.
  When hunting, the kaicharek uses two different 
  methods depending on the size of its prey. Against prey 
  the same size as the kaicharek or smaller, the creature 
  strikes from hiding or by using its magical ability to hide 
  its presence from others. It lashes out with its razor-tipped 
  tentacles and bites, attempting to grapple its prey. When it 
  gets ahold of a victim, it devours it as messily as possible, 
  thrashing about violently and reveling in its bloody meal.
  The second method of hunting is reserved for 
  much larger prey that a kaicharek believes is alone. 
  The kaicharek still attacks from hiding, but instead of 
  merely biting its prey, it activates a more focused version 
  of its magical abilities, hiding itself from its prey’s 
  awareness and hanging on as a leech or other similar 
  parasite. This feeding continues until its prey collapses, 
  exsanguinated, or it discovers the kaicharek. The latter 
  usually occurs when the parasite spills the excess blood 
  onto the nearby ground, which not even the kaicharek’s 
  magical stealth can hide. 
  If either of these methods fail, or their prey proves 
  more formidable than anticipated, the kaicharek 
  immediately flees, burrowing underground if possible. 
  The cowardly creature rarely stays away for long, 
  however, seeking to finish off weakened prey or exact 
  bloody revenge for its humiliation.
  84
  
  One of the more vicious abilities associated with these 
  predators is their ability to overextend their tentacles to 
  attack from a greater range—a feat accomplished by a 
  combination of muscle spasms, fluidic action, and tearing 
  of the internal ligaments holding the tentacle together. 
  After overextending its tentacles, a kaicharek must spend 
  a few seconds retracting the tentacles back and activating 
  a focused, specialized healing ability to repair the internal 
  damage. A kaicharek can even regrow a severed tentacle, 
  although this process takes several hours.
  Kaichareks are an autogamous species and self-
  fertilize, laying their eggs in pools of blood left behind 
  by their own attacks or in bloody remnants left by larger 
  predators. When blood is plentiful, a single kaicharek can 
  produce dozens of offspring in a few months.
  HABITAT AND SOCIETY
  The parasites of Achaekek can be found anywhere 
  in the Blood Vale, Achaekek’s realm in the tunnels 
  beneath Pharasma’s Boneyard, and their preferred 
  hunting grounds always have plenty of soft soil 
  and hiding places in which to stalk and ambush 
  prey. Kaichareks sometimes wander into the 
  Boneyard, though these expeditions rarely 
  last long, as patrols of vanth and esobok 
  psychopomps slay kaichareks on sight. Other 
  kaichareks make their way to the Material 
  Plane, 
  either 
  through 
  thinned 
  planar 
  boundaries or by way of mortal conjurers. 
  Normally solitary hunters, kaichareks only rarely 
  associate with others of their own kind, often treating 
  each other as prey. However, during lean times, the 
  blood-hungry beasts band together, ambushing 
  larger groups, overlapping their magical stealth 
  to confuse prey, or even overwhelming a 
  single massive target in hopes of bringing it down. 
  Exactly how kaichareks communicate is difficult to 
  determine, but they seem to use gestures and traced 
  messages written in blood. Regardless, such alliances 
  last only until food becomes more plentiful or 
  the kaichareks become hungry enough to turn 
  against one another.
  Kaichareks do not realize it, but they are at 
  the core of a split among Achaekek’s worshippers. 
  As kaichareks are known to infest Achaekek’s realm, 
  some worshippers of the Mantis God summon them in 
  a misguided attempt to gain favor with the indifferent 
  Achaekek. The cult of the Red Mantis, on the other 
  hand, holds a particular disdain for kaichareks. 
  They view the parasites as utterly lacking 
  in strategy or resourcefulness, despite 
  their intelligence. Worse, most kaichareks’ 
  tendencies to indiscriminately parasitize 
  stronger creatures violates the cult’s philosophy of 
  holding leaders or rulers in high regard. The fact that 
  kaichareks don’t recognize this hierarchy marks them as 
  worse than beasts in the cult’s eyes.
  The exact relationship between Achaekek and these 
  parasites is unknown. It seems unlikely that the creatures 
  are creations of the Mantis God, as creating entirely new 
  races is uncharacteristic of the bloodthirsty deity. One 
  theory holds that Achaekek discovered kaichareks on 
  some Material Plane world, took a liking to them, and 
  transported some of their race back to his domain. For 
  their part, kaichareks look upon their deific patron with a 
  mixture of fear and awe, viewing him as an apex predator 
  that they know can snatch them up as morsels. Some 
  kaichareks dare to feed upon Achaekek directly, and those 
  that aren’t immediately destroyed for this hubris gain 
  quasi-divine powers, setting them above their brute kin.
  THE DEAD 
  ROADS
  Part 1:  
  Awake in Roslar’s 
  Tomb
  Part 2:  
  Among the Dead
  Part 3:  
  Walking the Dead 
  Roads
  Part 4:  
  Deathbower
  NPC 
  Gallery
  Tools of the 
  Boneyard
  The Half-Dead
  To Exceed  
  Their Grasp
  Bestiary
  Campaign Outline
  85
  
  Mortic
  Mortics are humanoids afflicted with the physiology and 
  appetites of undead. All mortics are pulled between two 
  worlds: as living humanoids, they crave community and 
  friendship, but their necromantic nature forces them 
  to indulge in inhuman hungers and commit violence 
  against the living. As a result, most mortics lurk at the 
  edge of civilization or isolate themselves with others of 
  their own kind. Although living creatures, mortics can 
  suspend their living processes temporarily, becoming 
  more like undead. 
  The mortic subtype is presented on page 72.
  ANGHEUVORE MORTIC
  This pale, gray-skinned elf has a gangly frame and an overlarge 
  jaw. Its lips are spattered with blood.
  ANGHEUVORE	MORTIC	
  CR	2
  XP	600
  NE	Medium	humanoid	(elf,	mortic)
  Init	+2;	Senses	carrion	sense,	darkvision	60	ft.,	low-light	
  vision;	Perception	+5
  DEFENSE
  AC	15,	touch	12,	flat-footed	13	(+2	armor,	+2	Dex,	+1	natural)
  hp	19	(3d8+6)
  Fort	+5,	Ref	+3,	Will	+2;	+4	vs.	mind–affecting	effects
  Defensive	Abilities	death	gasp,	flesh	consumption,	negative	
  energy	affinity
  Weaknesses	vulnerable	to	consecration
  OFFENSE
  Speed	30	ft.
  Melee	morningstar	+4	(1d8+2),	bite	–1	(1d4+1)	or
  bite	+4	(1d4+3)
  Ranged	light	crossbow	+4	(1d8/19–20)
  Special	Attacks	paralytic	saliva
  STATISTICS
  Str	14,	Dex	15,	Con	14,	Int	13,	Wis	12,	Cha	11
  Base	Atk	+2;	CMB	+4;	CMD	16
  Feats	Blind-Fight,	Combat	Reflexes
  Skills	Climb	+6,	Intimidate	+6,	Perception	+5,	Stealth	+8,	
  Survival	+5
  Languages	Common,	Elven
  SQ	unliving	nature
  ECOLOGY
  Environment	any
  Organization	solitary,	pair,	or	gang	(3–8)
  Treasure	standard	(leather	armor,	morningstar,	light	crossbow	
  with	10	bolts,	other	treasure)
  SPECIAL	ABILITIES
  Carrion	Sense	(Ex)	Angheuvores	gain	the	scent	ability,	but	
  only	for	corpses	and	badly	wounded	creatures	(creatures	
  with	25%	or	fewer	hit	points).	
  Flesh	Consumption	(Ex)	If	an	angheuvore	consumes	at	least	
  1	pound	of	humanoid	flesh,	it	gains	a	number	of	temporary	
  hit	points	equal	to	double	its	Hit	Dice	for	24	hours.	These	
  temporary	hit	points	stack	with	other	sources	of	temporary	
  hit	points,	but	not	with	other	uses	of	this	ability.	
  Paralytic	Saliva	(Su)	Three	times	per	day,	as	an	immediate	
  action	an	angheuvore	can	affect	a	living	creature	it	bites	
  with	paralytic	saliva.	An	affected	creature	is	paralyzed	for	
  1	round	unless	it	succeeds	at	a	DC	13	Fortitude	save.	Elves	
  are	immune	to	this	effect.	The	save	DC	is	Constitution-based.
  The connection between elves and ghouls is not clearly 
  understood; elves are resistant to ghouls’ paralyzing 
  touch, but not the disease that transforms humanoids 
  into ghouls. Angheuvore mortics, or “half-ghouls,” are 
  lanky, pallid creatures with an insatiable hunger for 
  flesh. They have the long ears and featureless, dark eyes 
  characteristic of elves but have a larger jaw filled with 
  sharp teeth. Born from elven parents afflicted with ghoul 
  fever or otherwise subjected to necromantic energies, 
  angheuvores are often shunned as children due to their 
  appetites. They typically grow up on their own or among 
  degenerate communities of other angheuvores. Never 
  fully satisfied without a belly full of humanoid flesh, 
  angheuvores lurk at the edges of civilization looking for 
  opportunities to sate their appetites. Some angheuvores 
  keep other humanoids as prisoners to feast upon at 
  their leisure, and the victims in these “larders” live in 
  constant fear of becoming the next meal. Angheuvores 
  living within humanoid communities often keep a low 
  profile by subsisting on corpses and frequently work as 
  gravediggers, morticians, or physicians.
  Like elves, angheuvores are long lived, often drifting 
  from community to community for centuries. They 
  share an appreciation for art, although angheuvore 
  aesthetics are often unpleasant to other humanoids, 
  as they predominantly center on the look and smell of 
  blood, flesh, and organs. Unlike elves, angheuvores aren’t 
  particularly patient and don’t take any particular care to 
  live in harmony with their surroundings.
  Angheuvores and ghouls get along reasonably well, 
  and they often share hunting territory or even coexist 
  in the same isolated communities. Angheuvores enjoy 
  the elven immunity to the ghouls’ paralyzing toxin, but 
  angheuvores are as susceptible to ghoul fever as any other 
  humanoid, and can become infected via infighting or 
  even by sharing food. An angheuvore who dies from ghoul 
  fever always putrefies and rises as a ghast. These ghasts 
  retain their memories and any class levels acquired by the 
  angheuvore; the transition from living to undead is not as 
  jarring a step for an angheuvore.
  Angheuvores are typically 6 feet tall and weigh about 
  125 pounds. 
  86
  
  JITTERBONE MORTIC
  This small, gaunt humanoid has flesh tight around its oversized 
  skull. Sharp spurs of bone protrude from its hands and arms.
  JITTERBONE	MORTIC	
  CR	4
  XP	1,200
  CN	Small	humanoid	(halfling,	mortic)
  Init	+8;	Senses	darkvision	60	ft.;	Perception	+11
  DEFENSE
  AC	18,	touch	15,	flat-footed	14	(+2	armor,	+4	Dex,	+1	natural,	
  +1	size)
  hp	39	(6d8+12)
  Fort	+7,	Ref	+6,	Will	+4;	+4	vs.	mind-affecting	effects
  Defensive	Abilities	death	gasp,	negative	energy	affinity;	
  DR	5/piercing	or	slashing
  Weaknesses	vulnerable	to	consecration
  OFFENSE
  Speed	20	ft.
  Melee	2	bone	spikes	+9	(1d8+2	plus	
  skeleton	scraper)
  Ranged	mwk	sling	+10	(1d3+2)
  Special	Attacks	skeleton	scraper
  STATISTICS
  Str	14,	Dex	19,	Con	15,	Int	12,	Wis	14,	Cha	13
  Base	Atk	+4;	CMB	+5;	CMD	19
  Feats	Improved	Initiative,	Step	Up,	
  Weapon	Finesse
  Skills	Acrobatics	+7,	Escape	Artist	+15,	
  Perception	+11,	Stealth	+17;	Racial	
  Modifiers	+8	Escape	Artist
  Languages	Common,	Halfling
  SQ	loose	bones,	unliving	nature
  ECOLOGY
  Environment	any
  Organization	solitary	or	band	(2–6)
  Treasure	standard	(leather	armor,	mwk	
  sling	with	10	bullets,	other	treasure)
  SPECIAL	ABILITIES
  Bone	Spikes	(Su)	A	jitterbone	can	elongate	or	
  retract	its	bones	through	the	skin	of	its	arms	
  and	hands	as	a	standard	action.	Doing	so	
  doesn’t	harm	the	jitterbone.	Elongated	
  bones	are	treated	as	masterwork	
  armor	spikes	that	deal	damage	as	a	
  weapon	two	size	categories	larger	
  than	the	jitterbone.	The	jitterbone	is	
  considered	proficient	with	these	bone	
  spikes	and	can	make	a	bone	spike	
  attack	with	each	hand.	
  Loose	Bones	(Ex)	A	jitterbone	can	
  wriggle	its	own	loose	skeleton	
  into	a	tight,	sinuous	frame	as	
  a	full-round	action.	It	loses	
  its	damage	reduction	but	gains	the	compression	universal	
  monster	ability,	allowing	it	to	squeeze	through	smaller	
  spaces.	It	can	reverse	this	change	as	a	swift	action.
  Skeleton	Scraper	(Ex)	A	jitterbone’s	spikes	can	scar	a	target’s	
  skeleton.	A	creature	damaged	by	a	jitterbone’s	bone	spike	
  attack	must	succeed	at	a	DC	15	Fortitude	save	or	take	1	point	
  of	Strength	or	Dexterity	damage	(the	jitterbone’s	choice).	On	
  a	critical	hit,	this	damage	is	instead	1d4	points	of	Strength	or	
  Dexterity	damage.	This	ability	damage	has	no	effect	against	
  a	creature	without	a	skeleton.	Bone	scars	from	this	ability	
  cannot	cause	more	than	4	points	of	ability	damage	in	total	
  to	a	single	creature.	The	save	DC	is	Strength-based.
  Jitterbone mortics are halfling-like creatures 
  with abnormally loose skeletons. With 
  sufficient exertion of muscle control, 
  jitterbones can control their skeletal 
  structure, allowing them to shrug off 
  crushing blows and slip through narrow 
  spaces. They enjoy the taste of marrow—
  humanoid 
  marrow 
  in 
  particular—
  and are adept at cracking and 
  pulling their victim’s bones. 
  Jitterbones can be identified 
  by their abnormally large 
  heads. Their 
  distinctive 
  appearance 
  and 
  unusual 
  appetites 
  make 
  jitterbones 
  unwelcome 
  in 
  most 
  halfling 
  communities, so they form societies 
  of their own in remote fields or 
  forests. Among these communities 
  of jitterbones, the most respected 
  members are those that can contort 
  themselves into the smallest or most 
  awkward shapes; competitions to display 
  this prowess and move up or down in the 
  community’s hierarchy are common. A 
  traveler coming across one of these “bone 
  churning contests” is likely to be plagued 
  for years to come by the gruesome images 
  of halflings twisting themselves into knots 
  or shoving themselves through small pipes.
  Jitterbones in human communities live 
  as many halflings do: they carefully keep 
  themselves out of the public eye but try to 
  make themselves valuable to larger races. 
  Unlike halflings, jitterbones don’t have a 
  particularly strong work ethic, and they 
  therefore tend to fall into roles 
  that require little effort, such as 
  vagrants or ragpickers.
  A typical jitterbone is 3 feet tall and weighs 35 pounds. 
  THE DEAD 
  ROADS
  Part 1:  
  Awake in Roslar’s 
  Tomb
  Part 2:  
  Among the Dead
  Part 3:  
  Walking the Dead 
  Roads
  Part 4:  
  Deathbower
  NPC 
  Gallery
  Tools of the 
  Boneyard
  The Half-Dead
  To Exceed  
  Their Grasp
  Bestiary
  Campaign Outline
  87
  
  Tooth Fairy 
  Monarch
  Resembling a gaunt humanoid from the waist up and a fleshy 
  insect from the waist down, this child-sized creature has enormous 
  black eyes and a large jaw with a lolling tongue. It wears a crown 
  made of humanoid teeth and clutches a tooth-studded scepter.
  TOOTH	FAIRY	MONARCH	
  CR	3
  XP	800
  NE	Small	fey	
  Init	+8;	Senses	low-light	vision;	Perception	+10
  DEFENSE
  AC	15,	touch	15,	flat-footed	11	(+4	Dex,	+1	size)
  hp	27	(5d6+10)
  Fort	+3,	Ref	+8,	Will	+6
  DR	5/cold	iron;	SR	14
  OFFENSE
  Speed	20	ft.,	fly	50	ft.	(perfect)
  Melee	scepter	+6	(1d6+3),	bite	+5	(1d6+2	plus	paralysis)
  Special	Attacks	death	throes,	paralysis	(1d4	rounds,	DC	14),	
  scepter
  Spell-Like	Abilities	(CL	5th;	concentration	+7)
  At	will—fumbletongueUM	(DC	13),	mage hand,	open/close
  1/day—hold animal	(DC	14),	hold person	(DC	14),	
  invisibility	(self	only),	ventriloquism	(DC	13)
  STATISTICS
  Str	14,	Dex	18,	Con	15,	Int	11,	Wis	15,	Cha	14
  Base	Atk	+2;	CMB	+3;	CMD	17	(25	vs.	trip)
  Feats	Combat	Reflexes,	Improved	Initiative,	Skill	Focus	(Bluff)
  Skills	Bluff	+12,	Escape	Artist	+11,	Fly	+13,	Perception	+10,	
  Sense	Motive	+9,	Stealth	+15,	Use	Magic	Device	+10
  Languages	Common,	Sylvan
  SQ	tooth	eater
  ECOLOGY
  Environment	any	urban
  Organization	solitary	or	court	(1	plus	2–12	tooth	fairiesB4)
  Treasure	standard
  SPECIAL	ABILITIES
  Death	Throes	(Su)	When	a	tooth	fairy	monarch	is	slain,	it	
  explodes	into	a	cloud	of	chattering,	biting	motes	that	deals	
  3d6	points	of	piercing	damage	to	all	creatures	within	a	
  10-foot-radius	burst	and	imparts	the	dazzled	condition	to	
  them	for	1d4	rounds.	A	creature	that	succeeds	at	a	DC	14	
  Fortitude	save	takes	half	this	damage	and	is	dazzled	for	
  1	round.	A	tooth	fairy	monarch’s	scepter	is	destroyed	by	
  this	explosion,	but	its	other	gear	is	unaffected.	The	save	DC	
  is	Constitution-based.
  Scepter	(Su)	Each	tooth	fairy	monarch	owns	a	heavy	scepter	of	
  wood,	scrap	metal,	and	twine.	In	the	hands	of	a	tooth	fairy	
  monarch,	the	scepter	functions	as	a	+1 morningstar.	Any	
  loose	tooth	the	tooth	fairy	monarch	touches	to	the	scepter	
  remains	firmly	adhered	to	it,	requiring	a	successful	DC	25	
  Strength	check	to	remove,	although	a	tooth	fairy	monarch	
  can	pluck	a	tooth	from	its	scepter	automatically	with	its	tooth	
  eater	ability.	The	scepter	has	hardness	10	and	15	hit	points.	
  If	a	tooth	fairy	monarch’s	scepter	is	destroyed,	all	attached	
  teeth	fall	free	and	the	tooth	fairy	monarch	is	staggered	until	
  it	can	create	another	one,	which	requires	1	hour	of	work	and	
  a	small	amount	of	junk.	Although	a	scepter	can	hold	dozens	
  of	teeth,	a	tooth	fairy	monarch	usually	has	only	1d6	teeth	
  attached	to	its	scepter	when	encountered.
  Tooth	Eater	(Su)	Using	its	sinuous	tongue,	a	tooth	fairy	
  monarch	can	grab	and	consume	an	unattached	tooth	within	
  5	feet	as	a	move	action,	so	long	as	the	tooth	is	unattended	
  or	in	its	possession	(such	as	attached	to	its	scepter).	The	
  tooth	fairy	monarch	regains	a	number	of	hit	points	equal	
  to	its	Hit	Dice	(5	hit	points	for	most	tooth	fairy	monarchs),	
  gains	nourishment	as	though	it	had	eaten	a	full	meal,	and	
  recovers	the	use	of	one	of	its	expended	daily	spell-like	
  abilities	of	its	choice	(if	any).
  The rare and reclusive leaders of clans of tooth fairies 
  (Pathfinder RPG Bestiary 4 262), tooth fairy monarchs rule 
  their smaller, lesser kin with imperious commands and 
  domineering bluster. These monarchs collect the teeth 
  pulled by the lesser tooth fairies as tribute, affixing the 
  teeth to their magical scepters or forming them into 
  simple jewelry such as crowns, bracelets, or necklaces. 
  A monarch can consume these teeth to gain a burst of 
  supernatural nourishment. They find teeth of large, 
  powerful creatures to be tastier than those of children 
  or smaller creatures (such as other tooth fairies), but they 
  will command their tooth fairy minions to offer up their 
  own teeth for consumption as punishment for failure, or 
  simply to remind onlookers of their authority.
  In combat, a tooth fairy monarch prefers to hold back 
  behind a screen of tooth fairies, exhorting their minions 
  to attack. Monarchs use their spell-like abilities to distract 
  and debilitate foes while directing their minions to pull 
  their enemies’ teeth. Tooth fairies bring these teeth to the 
  monarch, even in the middle of a fight, so the monarch 
  can consume them on the spot or stick them to their 
  scepters for later consumption. Fundamentally cowardly, 
  a tooth fairy monarch encountered on its own usually 
  attempts to flee using lies or magical trickery.
  A tooth fairy monarch stands 3 feet high and weighs 
  about 30 pounds.
  ECOLOGY
  Tooth fairy monarchs claim to know secret rituals to elevate 
  common tooth fairies to their own royal stature. They 
  dangle this possibility in front of their dim-witted subjects 
  to compel adoration and loyalty, but the truth is much 
  simpler than the monarchs would like their minions to 
  88
  
  realize: a tooth fairy that consumes an excessive amount of 
  humanoid teeth—several dozen in a single sitting—might 
  enter a magically induced lethargy and fall asleep. While 
  the tooth fairy is sleeping, a cocoon develops around it 
  and, in about a month, the creature emerges as a tooth fairy 
  monarch. To prevent common tooth fairies from learning 
  the true nature of this transformation, monarchs insist that 
  tooth fairies bring them the teeth they collect, which the 
  monarch hoards. If the monarch hears of a strange cocoon 
  forming within a tooth fairy’s lair, he insists on having the 
  cocoon incinerated. Not only does this extreme measure 
  prevent a new tooth fairy 
  monarch from emerging; 
  it also serves to silence any 
  suspicions about where the 
  cocoon came from.
  Tooth fairy monarchs appear 
  to be large tooth fairies from the 
  waist up, but their lower halves 
  resemble a fleshy beetle or cockroach. 
  The membranous wings protruding from 
  their backs appear comically small, but they are 
  powerful enough to sustain the creature in flight. Tooth 
  fairy monarchs produce paralytic 
  saliva but rarely bite 
  their enemies, as they 
  prefer to remain at a 
  safe distance from foes.
  Tooth fairy monarchs might 
  survive for many decades, but the rough 
  and violent life of squabbling tooth fairy clans 
  means few survive more than 20 or 30 years. A tooth 
  fairy monarch that isn’t violently overthrown by its 
  own minions, assassinated by a rival monarch, or slain 
  by humanoids grows increasingly fat. While its torso 
  expands, its limbs shrivel, leaving only a ball-shaped head 
  over a quivering mass of flesh. Eventually unable to feed 
  itself, much less defend itself, an old tooth fairy monarch 
  is easy prey for rivals.
  HABITAT AND SOCIETY
  A tooth fairy monarch is rarely encountered without an 
  entourage of several tooth fairies. These attendants serve 
  the monarch diligently, although their attitudes range 
  from genuine respect and adoration to ill-concealed 
  disdain. Outright rebellion against a monarch is rare, 
  however, as tooth fairy monarchs are powerful enough to 
  bully lesser tooth fairies into compliance and frequently 
  punish disloyal minions by removing and consuming all 
  of their teeth in front of them.
  Tooth fairy monarchs live in unused basements, 
  abandoned farms, or other isolated locales that are 
  near humanoid settlements but out of the way of 
  casual observation. Here, tooth fairy monarchs set up their 
  courts, building makeshift throne rooms from scraps 
  discarded by humanoid society. Tooth fairy monarchs 
  often have several minor magic items in their lairs, as 
  many can activate or even create magic items with a casual 
  skill that is the envy of humanoid spellcasters.
  Tooth fairy monarchs are willing to stand up 
  to nearly any creature with imperious bluster. 
  The sole exceptions to their bravado are cats. 
  Even a tiny kitten causes quivering terror 
  in tooth fairy monarchs, and they insist 
  that their attendants chase away such 
  creatures. Most tooth fairy monarchs 
  will abandon all their “wealth”—
  including their hoards of carefully 
  collected teeth—rather than share 
  a lair with a cat. 
  THE DEAD 
  ROADS
  Part 1:  
  Awake in Roslar’s 
  Tomb
  Part 2:  
  Among the Dead
  Part 3:  
  Walking the Dead 
  Roads
  Part 4:  
  Deathbower
  NPC 
  Gallery
  Tools of the 
  Boneyard
  The Half-Dead
  To Exceed  
  Their Grasp
  Bestiary
  Campaign Outline
  89
  
  The Shining Crusade, for all its celebrated history, 
  ultimately failed. Its great accomplishments concluded 
  in triggering the slaughter of Arazni—the herald of 
  its god—and locking away the lich Tar-Baphon for 
  later generations to deal with. And after 9 centuries of 
  imprisonment, the Whispering Tyrant has developed a 
  means of escape using yet another legacy of the Shining 
  Crusade: the Shattered Shield of Arnisant. With a piece of 
  this holy artifact lodged in his own hand, he can trigger 
  a feedback loop that detonates a different piece of the 
  broken artifact with force unseen before on Golarion. 
  The devastating weapon, known as the Radiant Fire, finally 
  gives the Whispering Tyrant an opportunity for revenge—
  and for freedom.
  But the Whispering Tyrant’s hands are tied, bound as 
  he is within his former stronghold of Gallowspire, and he 
  must rely on his agents to carry forth his designs in the 
  world. Foremost among his agents are the cultists of the 
  Whispering Way. These necromancers and undead sages 
  plot and scheme to free their lich lord from his prison, 
  but they are still recovering from a heavy setback; much 
  of their cult was devastated in an attempt to free Tar-
  Baphon a decade ago. With the cult’s leadership wiped 
  out in that ill-fated scheme, others flooded in to fill the 
  power vacuum. 
  With his secret society still squabbling over hierarchy, 
  the Whispering Tyrant turned instead to an unexpected 
  minion: his winterwight seneschal Gildais. Gildais was 
  so abused and belittled by the Whispering Tyrant that 
  he kept himself isolated within Gallowspire, and in his 
  isolation he found remorse, a genuine wish to regain 
  his humanity, and, surprisingly, escape. But scarred as 
  Gildais’s mind was by Tar-Baphon’s abuse, a small shred 
  of the Whispering Tyrant stayed behind in his head, and 
  Tar-Baphon found he could exploit this tenuous link to 
  tug at Gildais’s hopes and faith. The winterwight yearned 
  for salvation and a return of his mortal flesh, and gentle 
  The Darkness That 
  Came to Lastwall
  coaxing through Tar-Baphon’s whispers convinced him 
  that his redemption would be found through the Shattered 
  Shield of Arnisant. With the help of the Six Wise Crows 
  thieves’ guild, Gildais stole most of the shield’s fragments 
  and turned them over to contacts who, unknown to him, 
  were members of the Whispering Way. The Radiant Fire 
  had to be tested before it could be put to use against the 
  heart of Lastwall—the crusader city of Vigil—and then 
  used to free the Whispering Tyrant at last.
  But Gildais isn’t the only former victim who retains 
  a psychic connection to the Whispering Tyrant. The 
  slain demigod Arazni—now the lich queen of Geb and 
  a powerful spellcaster in her own right—still listens to 
  her killer’s furious inner monologue. Imprisoned by a 
  necromancer who conceals her phylactery and “guards” 
  her with graveknight jailers, Arazni yearns for freedom 
  and takes some bitter satisfaction in eavesdropping on 
  Tar-Baphon’s frustrations. Through this link, she felt 
  Tar-Baphon’s excitement and learned that his impending 
  freedom was somehow linked to the small town of 
  Roslar’s Coffer. Escaping her graveknight bodyguards, 
  Arazni traveled north, just in time to witness the 
  devastating power of the Radiant Fire firsthand. She sees 
  an opportunity in this destruction—an opportunity for 
  her own freedom.
  THEME: SURVIVAL HORROR
  The overall theme of the Tyrant’s Grasp Adventure 
  Path is survival horror. The PCs are often in desperate 
  circumstances with limited resources, particularly during 
  the first few adventures. At times, the PCs’ enemies seem 
  wholly insurmountable, either due to raw power or sheer 
  numbers. Terrible tragedies occur during the Tyrant’s 
  Grasp Adventure Path, such as the destruction of Vigil and 
  the release of the Whispering Tyrant. The PCs’ objective 
  isn’t to prevent these disasters, but to survive them and to 
  display heroism and resourcefulness in their wake.
  Spoiler Alert! On these pages you’ll find the background and outline for 
  the Tyrant’s Grasp Adventure Path. If you intend to play in this campaign, be 
  warned! These pages spoil the plot for the upcoming adventures.
  90
  
  THE DEAD ROADS
  By Ron Lundeen
  Pathfinder Adventure Path #139, Levels 1–4
  The Whispering Way comes by night to the sleepy, 
  isolated town of Roslar’s Coffer to test Tar-Baphon’s 
  new Radiant Fire super weapon. The test wipes out the 
  population before they can so much as wake from a sound 
  sleep. But the test is not without unexpected side effects. 
  Shards of the shattered shield fragment lodge themselves 
  in the PCs’ souls, stitching their souls and flesh together 
  and catapulting them bodily into the Boneyard. The 
  psychopomps of the area are sharply divided on whether 
  to investigate or eradicate the PCs, and the heroes must 
  use all their wits and skills to make allies, challenge 
  invaders, and make their way back to the lands of the 
  living along the treacherous Dead Roads, which bind the 
  afterlife to Golarion.
  EULOGY FOR ROSLAR’S COFFER
  By Jason Keeley
  Pathfinder Adventure Path #140, Levels 5–7
  The PCs return to Roslar’s Coffer, but their home has 
  been transformed into a blasted, zombie-haunted 
  wasteland. Monsters roam free, a wall of poisonous mist 
  surrounds the town, and cultists from the Whispering 
  Way hold the secrets of its devastation inside a fortified 
  cathedral. The heroes must survive the horrors of this new 
  destruction, sneak into the Whispering Way’s stronghold, 
  and ultimately escape before they are returned to the 
  Boneyard by the necromancers’ magic. The PCs also 
  meet a mysterious informant—Arazni in disguise—who 
  is curious about the heroes’ unanticipated survival and 
  eager to warn the Knights of Ozem about the Whispering 
  Tyrant’s new weapon.
  LAST WATCH
  By Larry Wilhelm
  Pathfinder Adventure Path #141, Levels 8–10
  The notes left by the Whispering Way suggest Tar-
  Baphon has perfected a new weapon of incredible power 
  and will use it to blast his way free of Gallowspire and 
  plunge Avistan into war once again! The PCs must seek 
  aid in the nation’s capital of Vigil, but catching anyone’s 
  eye and proving their dreadful stories from Lastwall’s 
  remote frontier is a different sort of challenge than the 
  ones they’ve faced. Gildais’s organization of thieves, the 
  Six Wise Crows, seeks to silence the PCs, as does a group 
  of antipaladins determined to see Tar-Baphon freed 
  once again. While the PCs discover more about these 
  agents, the Whispering Tyrant turns the Radiant Fire on 
  Vigil. The heroes must become saviors to the survivors 
  in the devastated city, fighting off hordes of undead and 
  monsters in Vigil’s last stand.
  GARDENS OF GALLOWSPIRE
  By Crystal Frasier
  Pathfinder Adventure Path #142, Levels 11–13
  With Vigil destroyed, signs indicate that Tar-Baphon is 
  finally free from his prison in Gallowspire and is rallying 
  his forces for an assault on the lands of the living. The 
  PCs’ mysterious informant reveals herself to be the lich 
  Arazni, who yearns for revenge against the monster 
  who murdered her 900 years ago. With both Vigil and 
  Gallowspire destroyed, Arazni may be the only one capable 
  of standing against the newly released Whispering Tyrant. 
  The PCs must brave the blasted ruins of Gallowspire to 
  shut down the wards that prevent Arazni’s approach and 
  stymie those surviving paladins who would attack her 
  before she can eliminate the Whispering Tyrant once and 
  for all. But can even a demigod stand against the power 
  of the Radiant Fire? 
  BORNE BY THE SUN’S GRACE
  By Luis Loza
  Pathfinder Adventure Path #143, Levels 14–15
  In the explosive clash between Tar-Baphon and Arazni, 
  the PCs are whisked away moments before their 
  destruction to Arcadia. Here, the PCs encounter a land of 
  new, powerful magic and great heroes. What seems like 
  a random accident turns out to be a final message from 
  Arazni, who teleported the adventurers to her homeland 
  and the place Aroden first forged the shield that Tar-
  Baphon now wields as a weapon. But even an ocean away, 
  the heroes aren’t free from the legacies of both Aroden 
  and Tar-Baphon; they must confront the horrors both 
  men left behind before they can ally with the artificers of 
  Jolizpan and learn the truth about the fragments of the 
  artifact embedded in their very souls.
  MIDWIVES TO DEATH
  By John Compton
  Pathfinder Adventure Path #144, Levels 16–17
  The Tyrant’s Grasp Adventure Path reaches its world-
  shaping conclusion. The PCs learn that the keys to 
  stopping Tar-Baphon’s deadly Radiant Fire are the shards 
  of the Shattered Shield still lodged in their souls—the 
  only things dangling their lives above the grasp of the 
  Boneyard, where they should have found themselves that 
  fateful night of the weapon test. They return to Lastwall 
  to confront the Whispering Tyrant, but discover that Tar-
  Baphon has teleported himself and a small army to the 
  Isle of Kortos. There, he plans to blast his way through the 
  city and crack the Starstone Cathedral open, transforming 
  himself into a true god! The PCs must battle the lich’s 
  most powerful allies, turn the power of the Radiant Fire 
  back on the Whispering Tyrant, and end the threat he now 
  poses to all of Golarion.
  THE DEAD 
  ROADS
  Part 1:  
  Awake in Roslar’s 
  Tomb
  Part 2:  
  Among the Dead
  Part 3:  
  Walking the Dead 
  Roads
  Part 4:  
  Deathbower
  NPC 
  Gallery
  Tools of the 
  Boneyard
  The Half-Dead
  To Exceed  
  Their Grasp
  Bestiary
  Campaign Outline
  91
  
  92
  Open Game License Version 1.0a
  Eulogy for roslar’s CoffEr
  By Jason Keeley
  Returning to the land of the living, the PCs explore the 
  ruins of the town of Roslar’s Coffer, the center of the 
  devastating blast that sent them to the afterlife. Populated 
  with newly risen undead, twisted creatures, and cultists of 
  the Whispering Way, Roslar’s Coffer offers danger around 
  every corner. Will the PCs be able to escape the clouds of 
  poisonous fog that encompass the town to warn the rest 
  of the world of the rising threat to all life?
  MErChants of thE road
  By Eleanor Ferron
  Adventurers who constantly travel are always in need of 
  merchants to help replenish their supplies. Take a look 
  at several new caravans offering wondrous wares for sale!
  arazni
  By Lyz Liddell 
  The Red Queen once served as Aroden’s herald until 
  terrible events led to her rise as a lich. Learn about how 
  Arazni inspires those who have little control over their 
  circumstances and their lives, as well as how she takes to 
  her unique position as an undead demigod.
  MaChinations of thE WhispEring Way
  By Crystal Malarsky
  The mysterious Whispering Way has always been 
  associated with the Whispering Tyrant, though the 
  group holds a far more sinister secret—a secret that 
  comes to light for the first time in this article detailing 
  the group’s rise throughout Golarion’s history and its 
  ultimate, world-threatening goals!
  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 each Pathfinder Adventure Path, Pathfinder 
  Campaign Setting, Pathfinder Module, Pathfinder 
  Player Companion, and Pathfinder Accessories product 
  delivered to your door.
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  14. Reformation: If any provision of this License is held to be unenforceable, such provision 
  shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, 
  Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Iron Cobra from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original material 
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  Pathfinder Adventure Path #139: The Dead Roads © 2019, Paizo Inc.; Authors: Ron 
  Lundeen, with Crystal Frasier, Kyle T. Raes, Matt Morris, Mikhail Rekun, and Mike Welham.
  NEXT MONTH
  
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  THIS COMPREHENSIVE PATHFINDER RPG HARDCOVER GIVES YOU THE TOOLS TO SURVIVE 
  IN THE WILDERNESS, FROM NEW SPELLS, GEAR, ARCHETYPES, AND CHARACTER OPTIONS 
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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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  ANDROID
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  YSOKI
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  QUIG—YSOKI MECHANIC
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  ANDROID
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  VESK
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  KESKODAI—SHIRREN 
  MYSTIC
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  ANDROID
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  HUMAN
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  OBOZAYA—VESK SOLDIER
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  RAIA—LASHUNTA 
  TECHNOMANCER
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  CREST-EATER
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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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  © 2019 PAIZO INC.
  © 2019 PAIZO INC.
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  YSOKI
  YSOKI
  YSOKI
  YSOKI
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  © 2019 PAIZO INC.
  © 2019 PAIZO INC.
  © 2019 PAIZO INC.
  © 2019 PAIZO INC.
  YSOKI
  YSOKI
  YSOKI
  YSOKI
  YSOKI
  YSOKI
  © 2019 PAIZO INC.
  © 2019 PAIZO INC.
  © 2019 PAIZO INC.
  © 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
  
  Nosoi
  A
  nd then there was no pain at all. 
  I heard only the strange, urgent 
  call of a whippoorwill. I lifted my head to 
  see the masked bird on a branch before me. I 
  cried out, “Ah, nosoi! Bird of the Boneyard! 
  I have passed on at last. Have you come to 
  usher my soul?”
  “Not exactly,” it said, shifting its claws in an embarrassed way 
  on the branch above the gloomy road. “It’s that, well, you’re sort of 
  in the way here, and we have a large procession passing this way shortly.”
  Vanth
  T
  he reaper stood before me, its head 
  a vulture’s skull and its black wings 
  motionless. I expected it to wield a scythe 
  and be ready for war, not wear opulent 
  vestments of black and gold. It noted 
  my quizzical look with a nod.
  “All of my kind guard the River 
  of Souls,” it explained in its hollow, patient 
  voice. “We use our words when our weapons 
  will not do.”
  “The River of Souls! I must see this fabled 
  river for myself!” I cried.
  “No,” the vanth said, “and, as befits your life as a 
  scholar, I have come to explain why you must not.”
  
  paizo.com/pathfinder
  Printed in China. PZO90139
  A 
  n unknown cataclysm thrusts the heroes into the Boneyard, where souls 
  are judged after death... but the heroes aren’t dead! Trapped in a tomb 
  that isn’t their own, they must use their wits and might to escape. The 
  grim and otherworldly psychopomps who serve as the shepherds of souls are 
  divided on what to do with these unexplained arrivals. The heroes must negotiate 
  treacherous psychopomp politics and journey through a landscape of gloom and 
  nightmare before walking the Dead Roads that can lead them home!
  This volume of Pathfinder Adventure Path launches the Tyrant’s Grasp Adventure 
  Path and includes:
  • “The Dead Roads,” a Pathfinder RPG adventure for 1st-level characters, 
  by Ron Lundeen.
  • Tips, tools, and tricks drawn from the Boneyard and its grim denizens, by Matt Morris.
  • An exploration of races inevitably linked to death, including dhampirs, duskwalkers, mortics, 
  and shabtis, by Mikhail Rekun.
  • An extensive timeline of the events leading up to the Tyrant’s Grasp Adventure Path, and insight 
  into the true nature of the Whispering Tyrant’s new weapon, by Crystal Frasier.
  • A bestiary of monsters drawn from the lands and lore of the dead, including a skeletal tree that 
  protects the spirits of the dead, a voracious extraplanar parasite, a leader among the malicious 
  tooth fairies, and people who straddle the line between the living and the dead, by Ron Lundeen, 
  Kyle T. Raes, and Mike Welham.
  In a Land of Bones and Souls
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Adventure Paths/PF139-144 - Tyrant's Grasp/Tyrant's Grasp - 01 - The Dead Roads.pdf