Tyrant's Grasp Adventure Path
The heroes awaken already defeated—slain by a superweapon unlike anything seen before on Golarion. They must fight their way back to the land of the living and warn the rest of Lastwall of this new threat in the grasp of the newly returned lich-king long thought consigned to history. Will hubris damn the last bulwark against the Whispering Tyrant's return? And can a handful of heroes stand against one of the most ancient threats ever to loom over Golarion?
The Dead Roads (1 of 6): The calamitous return of the lich-king known as the Whispering Tyrant pitches the heroes into the land of the dead, but alive and intact. When the psychopomps—guides for the deceased—are at a loss to explain their unusual arrival, the heroes must navigate a treacherous landscape along the secret Dead Roads that tie the afterlife to the living world. Can the heroes survive otherworldly dangers and return to life, or will they fall to the reaper?
Eulogy for Roslar's Coffer (2 of 6): 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 encompas the town to warn the rest of the world of the rising threat to all life?
Last Watch (3 of 6): Having learned that the undead-obsessed Whispering Way was behind the attack on the remote village of Roslar's Coffer, the heroes head to the city of Vigil to alert the goodly Knights of Ozem. The paladins of that city have their own troubles, however, and are inclined to dismiss the heroes' dire warnings as fanciful tales. The heroes must prove that the threat posed by the Whispering Tyrant's agents is all too real and confront the troubles facing Vigil to avert another disaster.
Gardens of Gallowspire (4 of 6): As the heroes escort survivors from the doomed city of Vigil, they receive an urgent message from their mysterious patron. The Whispering Tyrant is working his way free of his imprisonment in Gallowspire, and the time is at hand to strike! The heroes must venture into the haunted lands of Virlych to confront the mighty lich-lord before he recovers his full power, and before he can unleash another horrid blast of his devastating super-weapon, the Radiant Fire.
Borne by the Sun’s Grace (5 of 6): The heroes are whisked away moments before their destruction in a titanic battle to the distant continent of Arcadia. 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 the Whispering Tyrant; 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 souls.
Midwives to Death (6 of 6): The Tyrant's Grasp Adventure Path reaches its world-shaping conclusion! The heroes 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. The heroes return to Lastwall to confront the Whispering Tyrant, but discover that he has led his army to the fields outside the city of Absalom. There, the Whispering Tyrant 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 the world.