An 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!
"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.
ISBN-13: 978-1-64078-111-5
The Tyrant's Grasp Adventure Path is sanctioned for use in Pathfinder Society Organized Play. The rules for running this Adventure Path and Chronicle sheet are available as a free download (1.5 MB PDF).
Other Resources: This product is also available on the following platforms:
The book has some really great parts, hence giving it three stars, but as the other reviewer mentioned, this doesn't feel like "Survival horror" The amount of saving throws at high DC you have to make in this book has turned what was a fun game with great players into a tedium of saving throws. I think the "Survival Horror" could have been done in much better ways. Admittedly, if you had a party that picked their classes based on what is actually in the book, instead of playing what they wanted to play to make interesting characters, the saves wouldn't be as bad, but then you wouldn't have as much fun.
I love the beginning, but definitely could have used more of the Boneyard. I thought the addition of some of the creatures would have caused dissonance with the group but they loved it!
My one complaint about the adventure is it had too many puzzles, those were not fun but with a bit of nose leading and hand waving we were able to make it through without too much frustration.
I love the Boneyard toolbox, especially the archetypes.
The Half Dead article was spot on, even though it was for races we almost never play as.
To Exceed Their Grasp was a wonderful addition I wasn't expecting.
And of course, the bestiary was top notch!
Overall, I thought I was going to get a lot of grief from the players in this one but was pleasantly surprised at how much fun everyone had, kudos to Paizo!
Let me start by saying that The Dead Roads is not for everyone. Terrible tragedies will occur, and you won’t always be able to prevent them. These events are bound to have a lasting effect on your characters, so players should be prepared to consider and role-play the marks left by the trials you face. Plenty of the imagery and events in this adventure are dark, morbid, and sorrowful. It’s definitely a horror campaign — though not your typical horror. It’s suspenseful mysterious horror, with a touch of survival horror, and a good deal of body horror in the first book, as well. The Dead Roads contains imagery that is inappropriate for children and some adult gamers will even consider an image or two disturbing. It’s definitely not a campaign I could play with my family.
That said, I loved The Dead Roads. Absolutely, positively, adored it.
For starters, it looks great. From cover to cover it’s a wonderful, high quality book filled with nice maps, and beautiful, dark artwork. There’s a lovely map of The Gravelands (Lastwall and parts of Ustalav) on the inside cover. There’s a ton of artwork throughout the book — of enemies, allies, and characters who could become either. I particularly enjoyed the art for Prince Uspid and Mictena. Colulus was the most disconcerting image in the book. If any image is going to bug a squeamish player it’ll be that one. There’s a few characters that I wish had art but don’t (which is expected). Ayuki, in particular, would have been nice to see, as well as the halfling mortic in the bestiary. The maps are really nice. They look great, of course, but they’re also well thought out, executed, and each has a unique feel to it. I particularly enjoyed ‘Roslar’s Tomb’ and ‘Deathbower.’
I wish that the maps of the various Dead Roads locations were given a bit more space, though. Squishing three multi-floor maps for three different locations onto one page is good for page count, but makes some of the maps difficult to read. Part of the eastern end of the ‘Palace of Teeth’ is nearly lost in the creases of the binding, while the entrance to ‘Salishara’s Scriptorium’ is hidden in the creases. If both of those maps were a few grid squares further to the left that would have been less of a problem. Finally, flipping back and forth between the map page and the various locations depicted in it (which is spread out over 28 pages) is a bit irritating. Have a bookmark or post-it note handy and try not to tear your pages. Much to my surprise there was also two player handouts which represent puzzles the group comes across. I’m really glad they’re depicted instead of just described. They’re necessary and a really nice touch.
The Dead Roads starts with a bang (HA!) and doesn’t let up. The entire opening has the feel of an ominous, suspenseful mystery. Your PCs don’t know where they are, how they got there, or what’s going on. Their locations hide clues to both their situation and the history of wider events, which the PCs may or may not be able to uncover. In time they will discover the answers to some of their questions, just as they realize it’s tied to an even bigger mystery.
There’s a lot of wonderful social encounters and NPCs in this adventure. Among them, three particularly stand out amongst the crowd: interacting with the townsfolk of Roslar’s Coffer is poignant and amazing; speaking with Barzahk the Passage; and — my personal favourite characters — Umble and Thoot! This pair of friendly psychopomps are the best!
Many of the creatures and NPCs you come across don’t look friendly — which doesn’t mean they aren’t friendly. Of course, it doesn’t mean they are friendly, either. Which I love! Appearances often have no bearing on what a creature acts like and I appreciate that this adventure used that so effectively. It’s bound to throw players for a bit of a loop and make them feel… off-kilter. Which is great!
There’s a lot of challenging encounters in this adventure and plenty of unique monsters to face off against. I particularly enjoyed that so many can end in ways other than violence. But, don’t let that last sentence lull you into a false sense of security! There’s a lot of combat encounters in this book that cannot be avoided.
The rest of what I have to say is heavier on the spoilers, so read on with caution.
Spoiler:
Through this adventure the PCs will get to interact with psychopomps, a type of outsider native to the Boneyard who work to ensure that the processing of souls is done accurately and efficiently. Typically functioning as guides for the souls of the deceased, the psychopomps are confused over what to do about the mysterious PCs. Some will help them along their way and others with hinder them. Psychopomps aren’t the only enemies and NPCs the players will interact with. The Boneyard is a huge realm, and there’s plenty of creatures living/stranded/invading there. Other major groups of enemies include fey, vermin, sakhil, and nightmarish beings from the Dimension of Dreams. I really enjoyed that they was such an array of different being to tackle, and the reasoning behind them all.
This adventure consists of four main parts: Awake in Roslar's Tomb, where your PCs find themselves entombed in someone else's mausoleum and have to escape and figure out what the heck's going on; Among the Dead, where your PCs realize that their home town was destroyed in an instant and they are the only survivors. They need to head into a phantom version of their hometown and convince the citizens to move on peacefully to the afterlife. This is a great opportunity for GMs and player to get some great, emotional, unique roleplaying in and it's definitely my favourite part of the adventure. From there the PCs need to embark on a journey along The Dead Roads in order to return to the land of the living. Along the way they'll need to get their metaphorical passports stamped at three waystations. Each of these locations is suffering through some turmoil at the moment and is much more dangerous than expected. The Palace of Teeth is a delightfully disturbing castle ruled by warring factions of tooth fairies. It's my favourite section of the Dead Roads. There's also the puzzle-filled Nine-Eaves which has been overtaken by sahkil and the nightmare haunted Salighara's Scriptorium. The Scriptorium is definitely the most 'horror' themed location in this adventure. Finally, the PCs are confronted by the psychopomp Mictena who believes she needs to remedy the PCs death and help them move on to the afterlife. They'll face off against this psychopomp, her gardeners, and her friends. I was happy to see that words can win the day in some of these encounters, potentially even against Mictena (though odds are slim your PCs can make the DC on that).
In addition to The Dead Roads adventure, this volume contains two articles intended for both GMs and players, one article solely for the GM, a campaign outline, and a bestiary containing five new creatures.
Tools of the Boneyard is packed full of new gear and character options aimed at dealing with the dead. There is one alchemical remedy, one alchemical tool, and two alchemical weapons — bone burn is my favourite, so be sure to check it out! There are two new special materials useful for crafting — cryptstone can be used for ammunition and weapons, while spiresteel can be used for ammunition, weapons, and armour. Finally, there are five new magic items. Although I enjoyed a lot of the items, it’s the character options that I found were most exciting. Graveslinger is a gunslinger archetype that specializes in combatting incorporeal undead. Soul Shepherd is a monk archetype that can calm incorporeal undead and haunts with a touch. They also gain some otherworldly resistances and interesting ways to use their ki. Reaper is a new oracle mystery which I really enjoyed. Tightly themed and flavourful it’s capable of both killing the living and destroying undead. There are also six new barbarian rage powers including the psychopomp totem powers.
The second player friendly article is entitled The Half-Dead. This section talks about four races that have a strong connection to death and the undead. In addition to providing details and character options for dhampir, duskwalkers, and shabti, it also talks about the new subtype of creatures, mortics. Dhampir appear alongside two magical items, duswalkers have access to five new feats, and shabti have access to five new feats. I was particularly excited to see shabti included.
The next article, To Exceed Their Grasp, is written by Crystal Frasier and intended for GMs only. This article discusses some of the important concepts, characters, and events of the Tyrant’s Grasp Adventure Path and the role they play in the overarching story. It also contains a timeline. This is incredibly useful for GMs an will likely be referenced throughout the entire Adventure Path.
There are five new creatures in the bestiary. All of them have ties to death and the Boneyard and two of them are featured in The Dead Roads adventure. Bonewrought Willow is an ominous looking intelligent plant capable of growing in Boneyard. Attracted to light and more benevolent than it appears this is a great CR 3 creature I can’t wait to confront my players with. Kaicherak are nasty little fanged worm beasts with ties to Achaekek and a fondness for messily gorging themselves on blood. At CR 4 they are among the most powerful new creatures in the bestiary. Mortics are living beings with strong connections to negative energy which makes them sort of like living undead. There are two mortic stat blocks included in the bestiary — the ghoulish elf-like angheuvore (CR 2) and the incredibly flexible halfling-like jitterbone (CR 4). As previously mentioned, more information on mortics is also included in The Half-Dead article. The final creature is the tooth fairy monarch, a CR 3 version of the lowly tooth fairy.
The last article is a campaign outline that briefly details the events of the upcoming volumes of the Tyrant’s Grasp Adventure Path. Not the sort of thing you want your players peeking at! The campaign outline is incredibly useful for GMs (obviously).
Overall, I loved this whole book. Cover to cover. Adored it. It's dark, morbid, mysterious, emotional, and really unique. Absolutely top notch.
Not Planescape Torment reloaded, but a masterpiece on its own
This book is a masterpiece, but I find its description to be misleading. While you deal with psychopomps several times, a good share of the adventure is classic dungeoneering, with some foes you might not expect in the Boneyard. Further, the campaign is called out to be survival horror - at least from reading I didn't get the impression, have to agree with Marco here.
That said, the book has a LOT of cool ideas and RP hooks. Convince your fellow villagers they are dead now, get advice from a speaking portrait, loot wine bottles from other worlds, face a reluctant foe who tries to frighten you away with dropped notes and maybe convince the final villain to just let you go - this adventure has it all. And while you might consider tooth fairies totally out of place in such a plot, it's impressive how much the author got out of their theme.
I looked forward to this AP due to its theme. The opening is different from what I expected, but it's still pretty good. Even if I never make it to GMing it, there is quite a bit of great inspiration here.
Further, there are several character options: Two archetypes, a mystery, some rage powers, a handful of duskwalker feats and finally four shabti feats. Personally I like the chance to become immune to paralysis as a barbarian (on top of the other immunities during rage, at high level) and the shabti feats.
Finally, the book has the usual Bestiary entries, with the usual high quality. The only flaw is the missing art for the halfling mortic.
I like the start of this adventure. I like the end of this adventure.
The middle (visiting the three waystations) is all kinds of meh.
Anyone got any ideas for a more interesting way to run the journey along the Dead Roads? I like the idea of cryptstone weapons, so I'm thinking of maybe adding a quarry of sorts.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
I really like the NPCs I've glanced at so far! They're practically overflowing in character. I love being given scripted lines, they make running the character so much easier. Will absolutely be giving the AP a run when we finish the last book of Hell's Rebels!
Jen Page
Media Specialist, SmiteWorks USA (Fantasy Grounds)
Hi, all! This is now available for purchase from Fantasy Grounds or on Steam. Sync your account first to get it a discount equivalent to the PDF Price ($17.99)
The Tyrant's Grasp AP 1: The Dead Roads Publisher: Paizo Inc.
System: Pathfinder RPG and D&D 3.5/ OGL
Type: Adventure
Get it on Steam
Hello everyone! This is Mikhail Rekun, I wrote the Half-Dead article at the back. I just want to say a very big thank you to Ron for giving me the chance to write about this -- various creepy dead things are absolutely in my wheelhouse.
Some miscellaneous comments on things in the article not immediately obvious: (For the record, this is me in my civilian hat, and is in no way, shape, or form official).
1) The Dhampir's Blasphemous Chalice is inspired by Brian Lumley's Necroscope series, with its alien vampires.
2) The Suit of Inverted Jade is based on a real-world thing, the jade burial suits of Han Dynasty China. I had the privilege of seeing one at the National Museum of Beijing roughly at the same time as Ron first messaging me about this article, so it was meant to be (you can find more on them here).
3) The weapons from the Vanth's Scythe feat are meant to match the weapons of the psychopomps -- scythe for vanths, quarterstaves for shoki, whips for the morrigna, and bows for olethros.
4) The Shabti feats are all named after actual Egyptian titles, with the exception of First General. But the others are all real things.
Finally, as a tiny bit of trivia, Kharmione Nyx, the hustler from the article introduction, is a character in a Planescape game I have run. You can see what she looks like here.
Finally, as a tiny bit of trivia, Kharmione Nyx, the hustler from the article introduction, is a character in a Planescape game I have run. You can see what she looks like here.
Thanks Mikhail! I loved that quote, thought it was hilarious.
The "Tools of the Graveyard" article at the back of this AP instalment includes the Reaper mystery for Oracles. However, the mystery does not list its final revelation (the Oracle 20 capstone ability).
Any chance of getting that information, please?
(I was also surprised not to find a defence-focused revelation in the Reaper mystery, but there might be precedent for that among the other Oracle mysteries published by Paizo.)
The "Tools of the Graveyard" article at the back of this AP instalment includes the Reaper mystery for Oracles. However, the mystery does not list its final revelation (the Oracle 20 capstone ability).
Any chance of getting that information, please?
(I was also surprised not to find a defence-focused revelation in the Reaper mystery, but there might be precedent for that among the other Oracle mysteries published by Paizo.)
Yes, thank you! I was planning on asking this question myself.
First, no spoilers please! I don't want any details.
From what you have read of the first book, how well are the social situations set up? My concern it that it could end up being too much like Carrion Crown.
I understand CC was going for a creepy unfriendly vibe. However, we came to hate almost every NPC so much that we were seriously in-character considering just letting the bad guys win. We were just going to help the few decent people escape and leave. The only way we could complete the AP was to seriously meta-game and choose to keep playing just because we players wanted to do so. There was no in-game reason to help almost anyone encountered. I don't want to slog through another one of those.
From what you have read of the first book, how well are the social situations set up?
Given that (almost) every book of an AP is written by a different person, it's difficult to judge the whole AP before every book is out. Might be a good idea to wait some more time.
If your group wants to focus on social situations, War for the Crown might be a good choice.
First, no spoilers please! I don't want any details.
From what you have read of the first book, how well are the social situations set up? My concern it that it could end up being too much like Carrion Crown.
I understand CC was going for a creepy unfriendly vibe. However, we came to hate almost every NPC so much that we were seriously in-character considering just letting the bad guys win. We were just going to help the few decent people escape and leave. The only way we could complete the AP was to seriously meta-game and choose to keep playing just because we players wanted to do so. There was no in-game reason to help almost anyone encountered. I don't want to slog through another one of those.
I ran Carrion Crown. Not many social similarities at all. CC was investigation-focused. In The Dead Roads, there's one major (but short) social section where you have to inform a town about something, the rest is minor NPC interactions to get information or help/get help from somebody en route to your goal. Usual stuff. The later books don't seem very investigation-heavy either. But social stuff always depends on the GM.
Usually when it’s over. They need all the art first :3
Yes, but it's coming! I've had to immerse myself in the lore of our Pawns line, learning about die sizes and figure frequency and such. There's some great art coming in these that we weren't quite able to squeeze into the AP volumes themselves.
Usually when it’s over. They need all the art first :3
Yes, but it's coming! I've had to immerse myself in the lore of our Pawns line, learning about die sizes and figure frequency and such. There's some great art coming in these that we weren't quite able to squeeze into the AP volumes themselves.
The "Tools of the Graveyard" article at the back of this AP instalment includes the Reaper mystery for Oracles. However, the mystery does not list its final revelation (the Oracle 20 capstone ability).
Any chance of getting that information, please?
(I was also surprised not to find a defence-focused revelation in the Reaper mystery, but there might be precedent for that among the other Oracle mysteries published by Paizo.)
Ron answered my question on the GM discussion thread for this particular AP instalment. People can find it near the bottom of the second page.
For those avoiding spoilers on the GM threads, Ron said:
Final Revelation: Upon 20th level, you are a true reaper of death and no soul can escape your sight. You automatically confirm critical hits and creatures automatically fail Fortitude saves against your coup de grace attempts. In addition, you can notice, locate, and distinguish between living and undead creatures within 60 feet, just as if you had the blindsense ability. This sense does not allow you to detect objects, but it does allow you to notice living things that are not creatures.
Having very much liked Starfinder AP#7 from Ron Lundeen, i am very excited to see the opening of a Pathfinder AP written by him.
Was there ever a book one by Ron (i only remember later books being from him) or is this the first?
I read it like the plot of Coco.
While i have only watched trailers for Coco, the tone of this AP volume feels 100% the same to me as those trailers.
That's because both Coco and this AP draw their inspiration from the Mexican Día de Muertos, the amalgam Christian-Aztec tradition. Grinning skulls and the like.
Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
J. A. wrote:
Can anyone give me an overview of the new creatures in this one? Are they worthwhile, or just kinda meh?
I really enjoy new monsters, so that's a major factor for me in deciding whether to buy the AP.
The Dead Roads Bestiary:
Bonewrought Willow: CR3 Large plant. These trees look like their leaves are made of bone shards and grow in the Boneyard from bones left behind from mortal remains. They act as defenders of the dead and can spray targets with a spray of bone shards.
.
Kaicharek: CR4 Medium magical beast. Extraplanar creature tied to Achaekek, the assassin of the gods, they resemble worms with short razor tentacles and are ambush hunters. When holding prey with their toothy maw, they can drain blood.
Mortic: Living humanoids with the physiology and appetites similar to the undead. The elf like mortics—called angheuvores (CR2)—are born of elf parents inflicted with ghoul fever, and have the same unending desire for devouring flesh as a ghoul. The halfling like mortics—called jitterbones (CR4)—have loose skeletal structures and over-sized heads. They like to crack open bones and eat the marrow—especially that of other humanoids.
Tooth Fairy Monarch: CR3 Small fey. The rulers of the tooth fairies that eats teeth, has a scepter that sticks to teeth, and has death throes that cause all beings close to the fey as it dies to be bitten by chattering motes.
I almost feel bad to say it, but I didn't like this adventure at all. There are gaping holes in the adventure and campaign backgrounds, and while Ron does his best with what he's been given, I just don't feel the theme; it most definitely does not come across as survival horror. IMO it contains more tragicomical elements than horror elements.
What really ticks me off is that the first two volumes of this AP use railroading in such a forceful way that if I ever ran this, my players would likely spontaneously rise up during the session and form a human train. If you ask me, a more proper name for this module would be "The Dead Railroads". :/
(I'll try to post soon a more detailed list of "grievances" I have with this AP)
Any chance that this might be PFS sanctioned from the beginning? Or at least close to the beginning? A lot of my local players are PFS snobs (they will only play if there's a PFS chronicle sheet associated with it).
I'd love to play this one, but I may have to run it just to experience it.
We have a lot of good momentum going on sanctioning adventures, having just released an Adventure Path and module sanctioning document within the past couple weeks. We have our short-term sights set on Return of the Runelords and Cradle of Night right now, and Tyrant’s Grasp should be pretty quick to follow. Even so, I’d not expect that last one for at least a month (sanctioning projects fit in between our regularly scheduled scenario production).
Hello hello, just stopped in to check about the timeline for this to be PFS sanctioned. I certainly hope it gets sanctioned soon.
Hi all, looking for thoughts on this. The Reaper mystery for Oracles in this AP seems to have a waaaayyyyyy overpowered ability.
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.
Clerics holy symbol would have 2-3 HP at most, wizards staff same deal. This would let a 4th level Oracle snatch away a high level clerics main method of attack or seriously disrupt a wizard. Imagine have just bought a Staff of Power and some punk 4th level Oracle essentially disintegrates it - or is there something I'm not taking into account here?
If you're fighting a cleric, all getting rid of a holy symbol does, is takes away their ability to channel. They can still smash you and cast spells. At least until the next day. Also, depending on the deity, holy symbols are nothing to get. Especially wooden ones. You can craft those easy enough. Also, a magic staff has some hp. About 5x what you're thinking. It'd take a few hits, on average. But let's put this in context.
Return to Dust is an ability that damage to an object or undead. Ignoring the undead aspect, so does sunder. A 1st level human fighter with a 14 Strength and a greatsword can do just as much as a 4th level oracle, but without the Reflex save for half. Granted, the fighter doesn't ignore hardness.
But more importantly, if you destroy an item that's worth over 230k, pretty sure the party will be very angry with you. That's a lot of gold down the drain.
So, no, it's not a way overpowered ability. If it also did this damage to constructs, absolutely. But it is good for locks and breaking into places. Take the job of the rogue.
Actually, a funny build would actually be an oracle with the reaper mystery and wrecker curse.
If you're fighting a cleric, all getting rid of a holy symbol does, is takes away their ability to channel. They can still smash you and cast spells. At least until the next day.
Depends on the cleric's prepared spells. If they have Divine Focus components, they can't cast them.
Divine Focus (DF) wrote:
A divine focus component is an item of spiritual significance. The divine focus for a cleric or a paladin is a holy symbol appropriate to the character's faith. The divine focus for a druid or a ranger is a sprig of holly, or some other sacred plant.
If you're fighting a cleric, all getting rid of a holy symbol does, is takes away their ability to channel. They can still smash you and cast spells. At least until the next day.
Depends on the cleric's prepared spells. If they have Divine Focus components, they can't cast them.
Divine Focus (DF) wrote:
A divine focus component is an item of spiritual significance. The divine focus for a cleric or a paladin is a holy symbol appropriate to the character's faith. The divine focus for a druid or a ranger is a sprig of holly, or some other sacred plant.
True, but weapons, armor, and shields can be enhanced to be holy symbols, and there’s not that many divine focus spells. They’d be screwed if that was the case. Especially those that use heavy shields. There’s also the birthmark trait that lets you bypass that. There’s work arounds.
I will say though, I kind of miss 3.5’s 0-level spell, summon holy symbol.
Not that many, but the ones that have it are pretty staple spells. (Bless, Divine Favor, Protection From X) And NPC clerics tend to not have those work arounds available. At least Shield of Faith is still clear.
Not that many, but the ones that have it are pretty staple spells. (Bless, Divine Favor, Protection From X) And NPC clerics tend to not have those work arounds available. At least Shield of Faith is still clear.
True, but they tend to have channel smite to make up for it. Can't hit everyone with a negative energy channel? Guess it's one-on-one time.